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

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    Default Alternate Class Feature: Barbaric Fighting Style

    This alternate class feature replaces your weapon master fighting style with the barbaric fighting style. Use this fighter ACF as a replacement for the barbarian class.


    BARBARIC FIGHTING STYLE
    Level: 1st.
    Replaces: If you select this class feature, you do not gain proficiency with heavy armor, nor do you learn the weapon master fighting style. As such, you lose access to the extra class skills, proficiencies, key skill bonuses, bonus feats, and other benefits that provided by that style.
    Benefit: You gain the barbaric fighting style, which is described below.

    A fighter learns the barbaric fighting style in a primitive culture, one in which strength of sinew and cunning are pitted against harsh environments and dangerous foes. His training emphasizes raw ferocity over precision or skill.

    A practitioner of the barbaric fighting style gains Knowledge (nature), Listen, and Survival as class skills. You also gain your choice of Ferocity, Rage, or Whirling Frenzy as a bonus feat, and you gain 2 additional skill points at each level (multiplied by 4 at 1st level, as normal). Additionally, select any two of the following skills: Jump, Knowledge (nature), Listen, and Survival. These skills are the key skills of your fighting style. Your fighting style grants you additional benefits when using them as you advance in level.

    Beginning at 2nd level, you become more proficient in using the key skills associated with your fighting style. You gain a +2 competence bonus in the use of these skills. You also gain Uncanny Dodge as a bonus feat.

    At 5th level, you gain Improved Uncanny Dodge as a bonus feat.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You gain your choice of Damage Reduction or Streetfighter as a bonus feat.

    At 13th level, you gain Skill Mastery (as the daring outlaw ability) in the key skills of your fighting style. You also gain your choice of Evasive Spin, Indomitable Will, or Shifting Stance as a bonus feat.

    At 17th level, the competence bonus granted by your fighting style increases to +10. In addition, you gain your Choice of Improved Shifting Stance or Tireless Rage as a bonus feat.

    [STYLE] FEATS
    These [Style] feats are meant for use with the barbaric fighting style.
    Spoiler
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    DAMAGE REDUCTION [Fighter, Style]
    You can shrug off some amount of injury from each blow or attack.
    Prerequisite: Fighter 7th, Barbaric Fighting Style
    Benefit: You gain damage reduction of DR 1/--. This damage reduction increases by three for each three character levels you gain beyond 7th.

    EVASIVE SPIN [Fighter, Style]
    You can dodge even area attacks while in a whirling frenzy.
    Prerequisites: Fighter 14th, Whirling Frenzy, Barbaric Fighting Style
    Benefit: You gain Evasion while in a whirling frenzy, allowing you to sustain no damage on a successful Reflex save against attacks that normally inflict half damage on a successful save. You must be wearing light or no armor to benefit from Evasive Spin.

    FAST MOVEMENT [Fighter, Style]
    You move more swiftly than normal for your race.
    Prerequisite: Fighter 1st, Barbaric Fighting Style
    Benefit: As long as you are not wearing heavy armor or carrying a heavy load, your base land speed is increased by 10 feet.

    FEROCIOUS RUSH [Fighter, Style]
    You can deliver a ferocious shove to knock your opponents away.
    Prerequisites: Fighter 8th, Power Attack, Improved Bull Rush, Barbaric Fighting Style
    Benefit: You do not need to leave your square to initiate a bull rush, and do not need to move with the defender in order to move him more than 5 feet.
    Advancement: If you have the Countering Strike feature, you can initiate a bull rush instead of making an attack when you use your countering strike.

    FEROCITY [Fighter, Style]
    You can enter a state of adrenaline-fueled fury a certain number of times per day.
    Prerequisite: Fighter 1st, Barbaric Fighting Style
    Benefit: Once per encounter as an immediate action, you may enter a state of ferocity (you can do this even when flat-footed at the start of combat, before making an initiative check). You gain +4 Strength and +4 Dexterity, but take a -2 penalty on ranged attacks beyond 30 feet. While in a state of ferocity, you cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function. You also cannot use any item creation or metamagic feats.

    Ferocity lasts for five minutes, unless you choose to end it sooner. When you end your ferocity, you are sickened for five minutes. Your ferocity is initially usable only once per day. You gain an additional daily use at fighter level 4th, and every four levels thereafter.
    Advancement: If you have character level 11 or higher, your ferocity instead grants you +6 Strength and +6 Dexterity.
    If you have character level 20 or higher, your ferocity instead grants you +8 Strength and +8 Dexterity.
    Special: If you have Ferocity, you may not choose the Rage or Whirling Frenzy feats.

    INDOMITABLE WILL [Fighter, Style]
    You are difficult to affect with hostile enchantments while raging.
    Prerequisites: Fighter 14th, Rage, Barbaric Fighting Style
    Benefit: You gain a +4 bonus on Will saves to resist enchantment spells while raging.

    RAGE [Fighter, Style]
    You can fly into a screaming blood frenzy a certain number of times per day.
    Prerequisite: Fighter 1st, Barbaric Fighting Style
    Benefit: Once per encounter on your turn, you may enter a state of rage (this does not require an action). You gain +4 Strength, +4 Constitution, and a +2 morale bonus on Will saves, but take a -2 penalty to AC. While raging, you cannot use any Charisma- Dexterity- or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function. You also cannot use Combat Expertise or any item creation or metamagic feats.

    Your rage lasts for five minutes, unless you choose to end it sooner. When you end your rage, you are fatigued for five minutes. Your rage is initially usable only once per day. You gain an additional daily use at fighter level 4th, and every four levels thereafter.
    Advancement: If you have character level 11 or higher, your rage instead grants you +6 Strength, +6 Constitution, and a +3 morale bonus on Will saves.
    If you have character level 20 or higher, your rage instead grants you +8 Strength, +8 Constitution, and a +4 morale bonus on Will saves.
    Special: If you have Rage, you may not choose the Ferocity or Whirling Frenzy feats.

    SHIFTING STANCE [Fighter, Style]
    You are agile and quick on your feat while in a state of ferocity.
    Prerequisites: Fighter 13th, Ferocity, Barbaric Fighting Style.
    Benefit: You gain a +1 dodge bonus to Armor Class and Reflex saves while in a state of ferocity. In addition, while in a state of ferocity, you can stand from prone as a swift action that does not provoke an attack of opportunity. You still provoke attacks of opportunity while standing from prone against foes with a base attack bonus 4 or more points higher than your base attack bonus.

    SHIFTING STANCE, IMPROVED [Fighter, Style]
    You avoid harm even more effectively while in a state of ferocity, and can better resist the effects of the adrenaline crash that follows it.
    Prerequisites: Fighter 17, Ferocity, Shifting Stance, Barbaric Fighting Style
    Benefit: The dodge bonus granted by your Shifting Stance increases to +2, and you are not sickened when you end your ferocity.

    SHOCKWAVE STRIKE [Fighter, Style]
    You can make a furious ground strike that knocks other creatures down.
    Prerequisites: Strength 20, Fighter 16th, Power Attack, and either Rage, Ferocity or Whirling Frenzy, Barbaric Fighting Style
    Benefit: While in a state of rage, ferocity, or whirling frenzy, you can expend one additional use of the ability and strike the ground with your weapon or foot as a full-round action. The impact creates a shockwave that travels through the surface you're standing on, originating from your square. You decide which area to affect: either a 60-foot line, a 30-foot cone, or a 20-foot radius burst. Make a bull rush attack by rolling once regardless of how many creatures are in the effect. Every creature standing on the surface within your area of effect make a Strength check and compares it to your roll. Those who fail their opposed checks are knocked down.
    Special: Structures and unattended objects at least partially within the shock wave take damage equal to 1d6 + one and a half times your Strength bonus in damage (as if your attack was made with a two-handed weapon). If you gain any special benefits when dealing damage to objects, those benefits apply to this attack (DM's judgment as to which benefits apply and how).
    Advancement: If you have one or more Dungeon Crasher feats, you deal appropriate damage to each tripped creature in the effect, since you have effectively bull-rushed it into a solid object (the ground). Also, you deal your Dungeon Crasher damage to structures and unattended objects instead of the damage listed above.

    STREETFIGHTER [Fighter, Style]
    You've learned several tricks to win fights by hitting harder and faster than your opponent.
    Prerequisite: Fighter 7th, Barbaric Fighting Style
    Benefit: The critical threat range of any charge attack you make, or any attack you make against a flat-footed foe, increases by 1. This ability stacks with the Improved Critical feat or the keen weapon enhancement.
    Advancement:
    • At 10th level, you can make a single turn, up to 90 degrees, during a charge.
    • At 13th level, you can charge through squares occupied by your allies or by noncombatants.
    • At 16th level, you can move up to four times your speed when making a charge attack, rather than double.
    • At 19th level, you acquire a "cleaving charge." If you drop an opponent on a charge attack, and have at least 10 feet of movement remaining, you can immediately make a new charge attack against a second foe. If you drop that foe and still have movement remaining, you can charge a third, and so on until you either fail to drop a foe or run out of movement. All the other standard rules for a charge attack still apply, including the fact that you must have at least 10 feet of distance to make the charge.
    • Even if you somehow gain the ability to make multiple attacks on a charge (such as with the Totem: Lion Pounce feat), you must drop the foe on your first attack to use this ability. Similarly, you cannot use this ability and Cleave in the same round.


    TIRELESS RAGE [Fighter, Style]
    Your rage or whirling frenzy does not fatigue you.
    Prerequisites: Fighter 17th, Rage or Whirling Frenzy, Barbaric Fighting Style
    Benefit: You are not fatigued when you end your rage or whirling frenzy.

    TOTEM, APE CLIMBING [Fighter, Style]
    You can climb like an ape.
    Prerequisite: Fighter 1st, Barbaric Fighting Style
    Benefit: You gain a climb speed equal to one-half your base land speed.
    Advancement: If you have character level 5th or higher, your climb speed increases to equal your base land speed.

    TOTEM, BEAR GRAPPLE [Fighter, Style]
    You can grapple like a bear.
    Prerequisite: Fighter 2nd, Barbaric Fighting Style
    Benefit: You gain the Improved Grab ability (MM 310).

    TOTEM, DRAGON PRESENCE [Fighter, Style]
    You gain the unsettling presence of a dragon.
    Prerequisite: Fighter 5th, Barbaric Fighting Style
    Benefit: You gain the Frightful Presence ability (MM 309). It takes effect automatically when you perform some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 30 feet who witness the action may become shaken for 5d6 rounds. Your frightful presence affects only opponents with fewer hit dice or levels than you have. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + half your character level + your Cha modifier). An opponent who succeeds on the saving throw is immune to your frightful presence for 24 hours.
    Advancement: If you have fighter 9th or greater, affected opponents are instead frightened for 5d6 rounds.

    TOTEM, EAGLE SIGHT [Fighter, Style]
    You gain the clear vision of an eagle.
    Prerequisite: Fighter 7th, Barbaric Fighting Style
    Benefit: You gain low-light vision, or your existing low-light vision becomes improved low-light vision, or your existing improved low-light vision becomes superior low-light vision. Additionally, your penalty on Spot checks for distance is halved (-1 per 20 feet instead of -1 per 10 feet).

    TOTEM, LION POUNCE [Fighter, Style]
    You can pounce like a charging lion.
    Prerequisites: Fighter 1st, Barbaric Fighting Style
    Benefit: As long as you are not wearing heavy armor or carrying a heavy load, you can make a full attack at the end of a charge.

    TRAP SENSE [Fighter, General, Style]
    You have an intuitive sense that alerts you to danger from traps.
    Prerequisites: Fighter 3rd and Barbaric Fighting Style or Daring Outlaw 2nd
    Benefit: You add +1 per three class levels (minimum +1) as a competence bonus to Search and Disable Device checks involving traps. You also add this bonus to saves made against traps and to your AC against attacks made by traps. If you have levels in classes that qualify for this feat (such as barbaric fighter and daring outlaw), stack those levels in all such classes to determine the size of your trap sense bonus.

    UNCANNY DODGE [Fighter, General, Style]
    You react to danger before your senses would normally allow you to do so.
    Prerequisites: Fighter 2nd and Barbaric Fighting Style, Daring Outlaw 4th, or Swift Hunter 2nd
    Benefit: You retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

    UNCANNY DODGE, IMPROVED [Fighter, General, Style]
    You can react to opponents on opposite sides of you as easily as you can react to a single attacker.
    Prerequisites: Fighter 5th and Barbaric Fighting Style or Daring Outlaw 8, Uncanny Dodge
    Benefit: You cannot be flanked except by a daring outlaw whose character level is 4 or more levels higher than your character level.

    WHIRLING FRENZY [Fighter, Style]
    When angered, you can become a whirling dervish of destruction a certain number of times per day.
    Prerequisite: Fighter 1st, Barbaric Fighting Style
    Benefit: Once per encounter on your turn, you may enter a whirling frenzy (this does not require an action). You gain +4 Strength, a +2 dodge bonus to AC and Reflex saves. Additionally, you may make one extra attack in a round at your highest base attack bonus, but all your attacks take a -2 penalty for one round if you do so. While raging, you cannot use any Charisma- Dexterity- or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, Ride, and Tumble), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function. You also cannot useany item creation or metamagic feats.

    Your whirling frenzy lasts for five minutes, unless you choose to end it sooner. When you end your whirling frenzy, you are fatigued for five minutes. Your whirling frenzy is initially usable only once per day. You gain an additional daily use at fighter level 4th, and every four levels thereafter.
    Advancement: If you have character level 11 or higher, your whirling frenzy instead grants you +6 Strength, and a +3 dodge bonus to AC and Reflex saves.
    If you have character level 20 or higher, your rage instead grants you +8 Strength, and a +4 dodge bonus on AC and Reflex saves.
    Special: If you have Whirling Frenzy, you may not choose the Ferocity or Rage feats.


    Design Notes:
    Spoiler
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    A number of these feats were formerly described within the rules as class features or alternate class features. By converting them to feats, I achieve two goals:
    1. You no longer have to choose between a core class feature and an ACF. You can take both, buying one through your fighting style and the other with a feat slot.
    2. If an ACF is nice some of the time, you can opt to have it only some of the time by selecting it as one of your fighter bonus feats and retraining it to something else when it's not useful to the task at hand.
    Last edited by jiriku; 2014-05-27 at 10:03 AM.
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