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Thread: [3.5] Fighter Remix: Doin' it old-school

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    Default Re: [3.5] Feats and Treats: Tools for the Remixed Fighter

    New feats to support the remixed fighter:

    [FIGHTER] FEATS
    These feats were formerly fighter ACFs. As [Fighter] feats, you can now fit them into your build anywhere, rather than having to sacrifice a feat slot at a particular level to obtain them. With the flexibility offered by Martial Aptitude, you can pick them up whenever you encounter situations where they might be useful, then exchange them later when another feat is more appropriate.
    Spoiler
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    COUNTERATTACK [Fighter, Style]
    Every offensive move creates an opening for a counterattack, and you know how to exploit this facet of combat to its fullest.
    Prerequisite: Fighter level 12th or fighter level 8th and Watchful Fighting Style
    Benefit: You learn to hold back some of your offensive prowess to enable a potent counterattack. As a standard action, make one melee attack at your highest base attack bonus and assume a watchful position until the beginning of your next turn. While you are in a watchful position, any opponent who targets you with a melee attack against you provokes an attack of opportunity from you before doing so. As soon as you take an attack of opportunity, your watchful position ends.
    Advancement: If you have Dual Strike, you can use your standard action to make a melee attack with your primary weapon and an attack with your off-hand weapon. You take the normal penalties for attacking with two weapons, and gain the normal bonus from Counterattack.

    DUNGEON CRASHER [Fighter]
    You excel at overwhelming traps, smashing through doors, and pushing aside your enemies.
    Prerequisite: Fighter level 2nd
    Benefit: You gain a +2 competence bonus on saves and a +2 competence bonus to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
    In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).

    DUNGEON CRASHER, GREATER [Fighter]
    Your skill at overwhelming traps, smashing through doors, and pushing aside your enemies increases to super-heroic levels.
    Prerequisites: Fighter level 14th or greater, Dungeon Crasher, Improved Dungeon Crasher
    Benefit: Your bonuses when dealing with traps increase to +8, and the bonus on Strength checks to break objects increases to +20. The damage you deal when bull rushing an opponent into a wall increases to 16d6 points + four times your Strength bonus (if any).

    DUNGEON CRASHER, IMPROVED [Fighter]
    Your skill at overwhelming traps, smashing through doors, and pushing aside your enemies increases to heroic levels.
    Prerequisites: Fighter level 6th or greater, Dungeon Crasher
    Benefit: Your bonuses when dealing with traps increase to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus (if any).

    ELUSIVE ATTACK [Fighter]
    You know that the key to winning any fight is not getting hit, so you trade offensive power for a steadier defense.
    Prerequisite: Fighter level 6th
    Benefit: You master a technique of combining offense and defense. As a standard action, make one attack at your highest base attack bonus and assume an elusive posture until the beginning of your next turn. While you are in an elusive posture, you gain a +2 dodge bonus to AC.
    Advancement: If you have fighter level 11th, this bonus improves to +4.
    If you have fighter level 16th, this bonus improves to +6.
    If you have Dual Strike, you can use your standard action to make a melee attack with your primary weapon and an attack with your off-hand weapon. You take the normal penalties for attacking with two weapons, and gain the normal bonus from Elusive Attack.

    OVERPOWERING ATTACK [Fighter]
    You never waste time wounding your opponent, instead concentrating on delivering one solid strike.
    Prerequisite: Fighter level 16th
    Benefit: You can focus your attention in combat to deliver a single deadly attack. As a standard action, make one attack at your highest base attack bonus. This attack deals double damage, as do any other attacks you make before the beginning of your next turn.
    Advancement: If you have Dual Strike, you can use your standard action to make a melee attack with your primary weapon and an attack with your off-hand weapon. You take the normal penalties for attacking with two weapons, and gain the normal bonus from Overpowering Attack.


    [GENERAL] FEATS
    These new feats are of use to almost any sort of fighter.
    Spoiler
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    BURNING HEART [Fighter]
    You can fight on long after sustaining harm that should have disabled you.
    Prerequisites: Fighter level 11th or greater, True Grit class feature
    Benefit: If you would be afflicted by a status effect as a result of failing a Fortitude save, you may expend one of your daily uses of True Grit to delay the effect for one minute. If you are afflicted with the same status effect again while already delaying an identical effect, you may not delay it a second time. For example, if you fail your Fortitude saving throw against a poison that would paralyze you, you may expend a use of True Grit to ignore the paralysis for one minute. If you are poisoned again on the next round and fail your saving throw again, you may not delay the second instance of the paralyzed condition, although you could still expend a use of True Grit as normal to reduce it to the stunned condition.
    Advancement: If you have fighter level 15th or higher, you may choose to delay status effects that result from failing Reflex or Will saves as well. In some situations, this may allow you to avoid the status effect altogether (e.g. if you leave the area of a web spell before the one-minute period elapses).
    If you have fighter level 17th or higher, you may choose to delay dying from a [Death] effect as well.

    CHANGE OF TACTICS [Fighter]
    Just when your opponent thinks he has taken the measure of your style and learned to anticipate you, you surprise him with unexpected tricks.
    Prerequisite: Base attack bonus +5 or greater, Martial Aptitude class feature
    Benefit: Once per encounter as a swift action, you may retrain one of the bonus feats you could normally retrain with Martial Aptitude.
    Once per day as a full-round action, you may retrain all of the bonus feats you could normally retrain with Martial Aptitude.

    EXTRA AURA [General]
    You know an additional aura.
    Prerequisite: Fighter 3rd, Combat Aura
    Benefit: You learn an additional combat aura.
    Special: You can take this feat more than once. Each time you do, you learn another combat aura.
    Advancement: If you have the Commanding Aura feat, you can instead learn an additional commanding aura.

    EXTRA KEY SKILL [General]
    You have practiced the key skills of your fighting style extensively.
    Prerequisite: Fighter 1st
    Benefit: You may select an additional key skill for your fighting style from the list of available skills.
    Special: You may choose this feat more than once. Each time you do, you select an additional key skill from the list of available skills.

    LINGERING AURA [Fighter]
    The inspirational effects of your aura lingers on even if you are silenced, incapacitated or killed.
    Prerequisites: Fighter level 3, Combat Aura
    Benefit: If you are silenced, dazed, unconscious, stunned, killed, or otherwise unable to continue projecting your combat aura, allies who are currently benefiting from it continue to receive the aura's benefits for an additional 5 rounds. This benefit does not apply if you dismiss your aura voluntarily (for example, when switching to a new one or using the Now is the Time! feat).
    Advancement: If you have fighter 3 and Commanding Aura, your commanding aura also gains this benefit.

    MARTIAL PHYSIQUE [Fighter]
    Through rigorous calisthenics and exercise, you have tuned your body to perform at its peak potential.
    Prerequisite: Str 13, Dex 13, Con 13, Martial Aptitude class feature, Fighter level 6th
    Benefit: By incorporating physical training, endurance running, or stretching exercises into the hour of weapons drill involved in using Martial Aptitude, you gain a +2 competence bonus to either Strength, Dexterity, or Constitution. This additional training does not increase the amount of time required to use Martial Aptitude, and the bonus lasts for 24 hours.
    You cannot use the ability bonuses granted by Martial Physique to qualify for a feat, prestige class, or other option.
    Advancement: If you have character level 12th or greater, you can instead gain a +4 competence bonus, or +2 to two physical ability scores.
    If you have character level 18th or greater, you can instead gain a +6 competence bonus, or +4 to one physical ability score and +2 to another, or +2 to all three.

    NOW IS THE TIME! [Fighter]
    You can urge your allies to greater prowess when the time is right.
    Prerequisite: Fighter level 5th, Combat Aura +2 or greater
    Benefit: Triple the benefit provided by all of your auras until the beginning of your next turn. At the beginning of your next turn, all of your auras are dismissed, and you cannot activate any auras for the remainder of the encounter.

    SECOND STYLE [General]
    You are familiar with the basics of another fighting style.
    Prerequisite: Fighter 9th
    Benefit: Select a fighting style other than the one in which you are trained, and select two of the skills available as key skills to students of that style. Both of those skills are added to your fighting style and become fighter class skills for you, and you may select one of them as an additional key skill for your fighting style.

    Additionally, you may now choose Style feats in the new fighting style using your fighter bonus feat slots (only), but you must reduce your fighter level by 8 when qualifying for and advancing these feats. You still use your full character level with these feats for effects that check character level.

    THIRD STYLE [General]
    Your diverse training encompasses many different fighting styles.
    Prerequisite: Fighter 17th, Second Style
    Benefit: Select a fighting style other than the one in which you are trained, and select two of the skills available as key skills to students of that style. Both of those skills become key skills for your fighting style and become fighter class skills for you.

    Additionally, you may now choose Style feats in the new fighting style using your fighter bonus feat slots (only), but you must reduce your fighter level by 16 when qualifying for and advancing these feats. You still use your full character level with these feats for effects that check character level.


    [STYLE] FEATS
    [Style] feats are simply [Fighter] feats that require a fighting style as a prerequisite. The [Style] feats presented here require the weapon master fighting style.
    Spoiler
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    PEERLESS EINHANDER [Fighter, Style]
    You possess exceptional skill at fighting mobile battles with a weapon in one hand and nothing in the other hand.
    Prerequisites: Dodge, Spring Attack, Fighter 4th, Weapon Master Fighting Style
    Benefit: When wielding a single one-handed weapon with no weapon or shield on your other limb, you gain all the benefits of wielding the weapon with both hands. You may not use the empty limb to attack while claiming this benefit (for example, by making a claw attack with it if you have claws).
    Advancement: If you have character level 8th or higher, and are fighting as described above, you also gain a +10 ft untyped bonus to all of your existing movement speeds except burrowing. This bonus increased by +5 ft for every four character levels you have above 8th.
    If you have character level 12th or higher, and are fighting as described above, you can spend a standard action to ready a full-round action once per encounter. You gain an additional use per encounter of this ability at 20th level.

    PEERLESS HEWING [Fighter, Style]
    You possess exception skill with weapons that allow you to bring great force to bear on your victim.
    Prerequisites: Mage Slayer, Power Attack, Fighter 4th, Weapon Master Fighting Style
    Benefit: Once per round when wielding a weapon that has a natural, unmodified critical multiplier of x3 or x4 (such as most axes, hammers, or picks), you can designate one of your attacks with that weapon to be a Hewing Strike. This attack dazes the enemy struck for one round (Fort negates, DC = 10 + ˝ character level + your Strength modifier).
    Advancement: If you have character level 8th or higher, once per round when fighting as described above, you can deliver an Anchoring Strike. This attack halves all of the victim’s movement speeds for one round (Fortitude negates, DC = 10 + ˝ character level +your Strength modifier). If your weapon is a magical or cold iron weapon, then the victim is also prevented from using teleportation or dimensional travel for that round.
    If you have character level 12th or higher, once per round when fighting as described above, you can deliver a Sundering Strike. This attack ignores the hardness of objects. If your weapon is a magical or cold iron weapon, then your strike can also shatter a Force effect. Make a Strength check (with a bonus of +1 per 5 damage the attack would have dealt) against a DC of 11 + the caster level of the force effect. Success destroys the effect.

    PEERLESS HOPLITE [Fighter, Style]
    You possess exceptional skill at fighting with a shield and piercing weapon.
    Prerequisites: Shield specialization, Weapon Focus with a piercing weapon, Fighter 4th, Weapon Master Fighting Style
    Benefit: When you wield a piercing weapon with which you have Weapon Focus in one hand and a shield with which you are specialized in the other, you gain all the benefits of holding the piercing weapon two-handed, even though you are not actually doing so. You can wield a two-handed piercing weapon that is sized appropriately for you in this manner as well, even though you normally cannot wield a two-handed weapon with one hand.
    Advancement: If you have character level 8th and are fighting as described above, then enemies provoke attacks of opportunity from you when they charge into a square that you threaten. You deal damage on this attack of opportunity as if your weapon was set to receive a charge.
    If you have character level 12th or higher and are fighting as described above, then once per day as an immediate action, you can perform a Shield Deflection to deflect an attack aimed at yourself or an adjacent ally. Make an attack roll as if you were performing a shield bash, but adding your shield’s AC bonus to your roll. If your attack roll exceeds that of your opponent, the attack is deflected. You can use this ability an additional time per day at 20th level.
    Normal: You cannot wield a two-handed weapon in one hand.

    PEERLESS MARKSMAN [Fighter, Style]
    You possess exceptional skill with ranged weapons.
    Prerequisites: Point Blank Shot, Precise Shot, Fighter 4th, Weapon Master Fighting Style
    Benefit: You do not provoke attacks of opportunity when making ranged attacks.
    Advancement: If you have character level 8th or higher, you can make attacks of opportunity with a ranged weapon. You threaten out to a range of 5 feet per two character levels you have.
    If you have character level 12th or greater, you double your threat range with ranged weapons. You also double the range at which you can apply other special range-related features, such as Point Blank Shot, skirmish, sneak attack, etc.

    PEERLESS ZWEIHANDER [Fighter, Style]
    You possess exceptional skill with a two-handed weapon.
    Prerequisites: Power Attack, Weapon Focus with a two-handed weapon, Fighter 4th, Weapon Master Fighting Style
    Benefit: When you are wielding a two-handed weapon for which you have Weapon Focus, your attacks are severely distracting; opponents you attack suffer a 20% miss chance against everyone but you. This effect applies even if you miss, and lasts until the beginning of your next turn.
    Advancement: If you have character level 8th or higher and are fighting as described above, you can use Power Attack and take a penalty to your attack roll of -8 to deliver a Jolting Attack. An opponent struck twice consecutively in a single round by your jolting attack is shaken for two rounds. This condition stacks with fear from other sources, but not with itself.
    If you have character level 12th or higher and are fighting as described above, your attacks deal double damage against any foes suffering from a fear effect.

    WEAPON SPECIALIZATION [Fighter, Style]
    Choose one type of weapon, such as greataxe, for which you have already chosen weapon focus. You can also choose unarmed strike or grapple as your weapon for the purpose of this feat. You deal more damage and can attack more often when using this weapon.
    Prerequisites: Fighter level 4th, Weapon Focus with selected weapon, Weapon Master Fighting Style
    Benefit: When you attack with the selected weapon, you deal damage as if it was one size category larger. This benefit does not stack with other effects that cause your weapon to deal damage as if it was larger in size. You may opt to make an additional attack with this weapon at your full base attack bonus when making a full attack, but if you do, all of your attacks take a -2 penalty until the beginning of your next turn. You may gain this benefit only once per full attack, even if you are attacking with more than one weapon with which you are specialized.
    Advancement: Your penalty is reduced to -1 at fighter level 8th and eliminated completely at fighter level 12th. Upon reaching fighter level 18th, you may make two additional attacks.
    When you reach fighter level 12th, you deal damage as if the weapon was two size categories larger. When you reach fighter level 18th, you deal damage as if the weapon was three size categories larger.
    Last edited by jiriku; 2016-08-20 at 04:11 PM.
    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Newest: shadowcaster. Most popular: monk and fighter.

    Innovative new mid-tier classes compatible with 3.x and 3.x Remix: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!