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View Full Version : D&D 3.x Class Composite Fighter [Multiple Ability Dependency Max]



gooddragon1
2019-06-17, 08:20 PM
Composite Fighter

Alignment

Any.

Hit Die

d12.

Class Skills

The Composite Fighter’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier.

Composite Fighter


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Improved Abilities


2nd

+2

+3

+0

+0
Dual Natured


3rd

+3

+3

+1

+1



4th

+4

+4

+1

+1
Improved Abilities


5th

+5

+4

+1

+1



6th

+6/+1

+5

+2

+2



7th

+7/+2

+5

+2

+2
Improved Abilities


8th

+8/+3

+6

+2

+2



9th

+9/+4

+6

+3

+3



10th

+10/+5

+7

+3

+3
Improved Abilities


11th

+11/+6/+1

+7

+3

+3



12th

+12/+7/+2

+8

+4

+4



13th

+13/+8/+3

+8

+4

+4
Improved Abilities


14th

+14/+9/+4

+9

+4

+4



15th

+15/+10/+5

+9

+5

+5
Improved Abilities


16th

+16/+11/+6

+10

+5

+5



17th

+17/+12/+7/+1

+10

+5

+5
Improved Abilities


18th

+18/+12/+8/+3

+11

+6

+6



19th

+19/+14/+9/+4

+11

+6

+6
Improved Abilities


20th

+20/+15/+10/+5

+12

+6

+6




Class Features

All of the following are class features of the Composite Fighter.

Weapon and Armor Proficiencies

A Composite Fighter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Improved Abilities

At 1st level, a Composite Fighter may choose one option from the list below other than reflexive accuracy. At 4th, 7th, 10th, and 13th level as well as every two levels thereafter (15th, 17th, etc.), a Composite Fighter may choose any option from the list below, but not an option already chosen unless specifically allowed.

Bonus Feat: A Composite Fighter may choose and gain a feat for which they meet the prerequisites. This option may be selected any number of times.

Essence Strikes (Su): A Composite Fighter with this ability may add their constitution modifier (if any) on attack rolls.

Reflexive Accuracy (Ex): A Composite Fighter with this ability may add their dexterity modifier (if any) on attack rolls.

Force of Mind (Su): A Composite Fighter with this ability may add their intelligence modifier (if any) on damage rolls.

Force of Presence (Su): A Composite Fighter with this ability may add their charisma modifier (if any) on damage rolls.

Force of Will (Su): A Composite Fighter with this ability may add their wisdom modifier (if any) on damage rolls.

Dual Natured (Ex)

At 2nd level, a Composite Fighter may make a level check once per round (1d20 + Composite Fighter level) against DC 10. If they are successful, they may treat all their Composite Fighter class abilities as either or both extraordinary and/or supernatural abilities for each case where it would be helpful to them.

===

I wanted to make a Pugilist, but someone already did and mine was probably too strong. Teleporting Counterattacks, 15 foot ranged punches 2h damage with only an attack penalty in an amf, stuff like that. Still, it made me [want to make a class that is] M.A.D.. Just have to put in the table, which takes time.

noob
2019-06-18, 11:27 AM
Feels quite lacking.
It probably needs more polyvalence and you can do that while building up on the mad concept.

gooddragon1
2019-06-18, 10:00 PM
Feels quite lacking.
It probably needs more polyvalence and you can do that while building up on the mad concept.

Made it quickly (except the table). I don't know what you mean by polyvalence.

However, if it needs more, these could be added at increments of 3 levels. Or maybe faster or slower.

Not sure about the strength, but putting it out there for people to use it for other purposes as well.

Overwhelm The Shores (Ex)

If you haven't used a swift action and you would hit with a melee attack against an opponent, you may make a execution attempt (use the turning attempt rules and substitute your HD for Cleric level and your strength modifier for charisma modifier), if you succeed that attack deals maximum weapon damage dice. If you have twice as many levels (see destroying undead through turning), that attack results in a critical hit and the weapon damage dice are maximized. You may choose to have this attack be affected by the damage conversion of fiery invective or mindscape strike depending on which one is used as the qualifying attack. This uses your swift action for the round.

Swift Exploit (Ex)

You may make an opposed dexterity check with an opponent (you and the opponent make dexterity checks and you succeed if your result is at least equal to the opponent's result) as a swift action. If you succeed, you may make an extra attack against them with a melee weapon you hold, but you deal the lesser of your weapon damage dice or 1d6 (if you are medium size) and add your dexterity modifier to damage (as precision damage) instead of your strength modifier.

Essence Drain (Su)

As a swift action, if you would hit an opponent with a weapon attack dealing lethal damage, you may have the opponent make a fortitude save (con based, this can affect creatures as though it could affect objects even though objects aren't valid targets). If they fail, you may heal damage (up to half your maximum hp) or gain temporary hp (this temporary hp lasts 1 hour) equal to the lesser of the damage dealt or your constitution modifier.

Oppressive Intellect (Su)

As a swift action, you may cause an opponent struck by one of your weapon attacks to suffer a -1 penalty to saving throws and AC for 24 hours if they fail a will save (int based). This penalty can stack. This ability is a mind affecting effect.

Mindscape Strike (Su)

As a standard action, you may make a touch attack with a weapon against an opponent. If you hit, you deal damage as the weapon would normally deal except that you add your wisdom modifier to damage and you do not add your strength modifier to damage. This attack causes the weapon to become purely mental (this is not harmful in the case of natural weapons and similar cases), and thus it ignores anything that would not be subject to mind affecting effects and all the damage dealt by the attack ignores damage reduction and is converted to mind affecting effect damage (even from secondary sources such as the frost weapon enhancement). Creatures with an intelligence score can be affected as though they were not immune to mind affecting effects if you succeed on an opposed HD check (Opponent HD + 11). This ability is supernatural.

Fiery Invective (Su)

As a standard action, you may have targets within range of one of your weapons inside a 10 foot cube make reflex saves for half damage (DC charisma based). Those who fail take damage as the weapon would normally deal except that you add your charisma modifier to damage and you do not add your strength modifier to damage. This attack causes the weapon to become completely compromised of fire (this is not harmful in the case of natural weapons and similar cases) which converts it to fire damage (even from secondary sources such as the frost weapon enhancement). This effect functions under water, but the saving throw DC is decreased by 4 (other conditions may also affect the save DC). Fire resistance doesn't apply against this damage but grants a +2 bonus on the save and grants evasion, and fire immunity grants improved evasion and grants a +4 bonus on the save. The user of this ability can't
be damaged directly by it and you may pick one target damaged by this ability to be counted as being struck by a weapon attack.

noob
2019-06-19, 05:13 AM
Made it quickly (except the table). I don't know what you mean by polyvalence.

However, if it needs more, these could be added at increments of 3 levels. Or maybe faster or slower.

Not sure about the strength, but putting it out there for people to use it for other purposes as well.

Overwhelm The Shores (Ex)

If you haven't used a swift action and you would hit with a melee attack against an opponent, you may make a execution attempt (use the turning attempt rules and substitute your HD for Cleric level and your strength modifier for charisma modifier), if you succeed that attack deals maximum weapon damage dice. If you have twice as many levels (see destroying undead through turning), that attack results in a critical hit and the weapon damage dice are maximized. You may choose to have this attack be affected by the damage conversion of fiery invective or mindscape strike depending on which one is used as the qualifying attack. This uses your swift action for the round.

Swift Exploit (Ex)

You may make an opposed dexterity check with an opponent (you and the opponent make dexterity checks and you succeed if your result is at least equal to the opponent's result) as a swift action. If you succeed, you may make an extra attack against them with a melee weapon you hold, but you deal the lesser of your weapon damage dice or 1d6 (if you are medium size) and add your dexterity modifier to damage (as precision damage) instead of your strength modifier.

Essence Drain (Su)

As a swift action, if you would hit an opponent with a weapon attack dealing lethal damage, you may have the opponent make a fortitude save (con based, this can affect creatures as though it could affect objects even though objects aren't valid targets). If they fail, you may heal damage (up to half your maximum hp) or gain temporary hp (this temporary hp lasts 1 hour) equal to the lesser of the damage dealt or your constitution modifier.

Oppressive Intellect (Su)

As a swift action, you may cause an opponent struck by one of your weapon attacks to suffer a -1 penalty to saving throws and AC for 24 hours if they fail a will save (int based). This penalty can stack. This ability is a mind affecting effect.

Mindscape Strike (Su)

As a standard action, you may make a touch attack with a weapon against an opponent. If you hit, you deal damage as the weapon would normally deal except that you add your wisdom modifier to damage and you do not add your strength modifier to damage. This attack causes the weapon to become purely mental (this is not harmful in the case of natural weapons and similar cases), and thus it ignores anything that would not be subject to mind affecting effects and all the damage dealt by the attack ignores damage reduction and is converted to mind affecting effect damage (even from secondary sources such as the frost weapon enhancement). Creatures with an intelligence score can be affected as though they were not immune to mind affecting effects if you succeed on an opposed HD check (Opponent HD + 11). This ability is supernatural.

Fiery Invective (Su)

As a standard action, you may have targets within range of one of your weapons inside a 10 foot cube make reflex saves for half damage (DC charisma based). Those who fail take damage as the weapon would normally deal except that you add your charisma modifier to damage and you do not add your strength modifier to damage. This attack causes the weapon to become completely compromised of fire (this is not harmful in the case of natural weapons and similar cases) which converts it to fire damage (even from secondary sources such as the frost weapon enhancement). This effect functions under water, but the saving throw DC is decreased by 4 (other conditions may also affect the save DC). Fire resistance doesn't apply against this damage but grants a +2 bonus on the save and grants evasion, and fire immunity grants improved evasion and grants a +4 bonus on the save. The user of this ability can't
be damaged directly by it and you may pick one target damaged by this ability to be counted as being struck by a weapon attack.

polyvalent means useful in multiple situations.
out of combat this character does not have that much and in combat it only had high damage which works until you meet something that can not just take the dead condition from damage(I see you gave more diverse in combat stuff)

gooddragon1
2019-06-19, 07:45 AM
polyvalent means useful in multiple situations.
out of combat this character does not have that much and in combat it only had high damage which works until you meet something that can not just take the dead condition from damage(I see you gave more diverse in combat stuff)

This one could be fun...
Also posting so it can be used by others.

Composite Assistance (Su)

At 1st level, once per day, whenever a composite fighter or one of their allies within 30 feet would make a skill check, the composite fighter may assist them through the force of composite energies. The composite fighter makes a skill check of the same type as the check to be assisted (survival to assist a survival check) and treats it is as though it is trained even if they have no ranks in the skill. The subject of the assistance then makes the check (they may also treat it as though it were trained if they have no skill ranks in that skill) and adds the lesser of the result of the check made to provide assistance or the class level of the composite fighter + 3.

Once per day, a composite fighter may spend 1 hour in uninterrupted meditation to recover all expended daily uses of this ability. If the composite fighter is interrupted, they must begin the process again. A composite fighter is interrupted if they take any type of action other than a free action, a move action, or a swift action.

At 5th level and every 5 levels thereafter (10th, 15th, etc.), a composite fighter gains an additional use per day of the ability to assist with skill checks through this class feature.

===

As for not dying from damage, hopefully the party caster can help or some gear.

noob
2019-06-19, 08:38 AM
This one could be fun...
Also posting so it can be used by others.

Composite Assistance (Su)

At 1st level, once per day, whenever a composite fighter or one of their allies within 30 feet would make a skill check, the composite fighter may assist them through the force of composite energies. The composite fighter makes a skill check of the same type as the check to be assisted (survival to assist a survival check) and treats it is as though it is trained even if they have no ranks in the skill. The subject of the assistance then makes the check (they may also treat it as though it were trained if they have no skill ranks in that skill) and adds the lesser of the result of the check made to provide assistance or the class level of the composite fighter + 3.

Once per day, a composite fighter may spend 1 hour in uninterrupted meditation to recover all expended daily uses of this ability. If the composite fighter is interrupted, they must begin the process again. A composite fighter is interrupted if they take any type of action other than a free action, a move action, or a swift action.

At 5th level and every 5 levels thereafter (10th, 15th, etc.), a composite fighter gains an additional use per day of the ability to assist with skill checks through this class feature.

===

As for not dying from damage, hopefully the party caster can help or some gear.
I was saying if the opponent could not die from damage(ex: it is flying,incorporeal and have regeneration while being of the undead type) then the composite fighter does not helps much.