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

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    Default Alternate Class Feature: Cavalry Fighting Style

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


    CAVALRY FIGHTING STYLE
    Level: 1st.
    Replaces: If you select this class feature, you do not 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 cavalry fighting style, which is described below.

    A practitioner of the cavalry fighting style learns to fight from the back of a mount. A fighter who learns this style may be a chivalrous knight, a hunter for a wandering plains tribe, or an elite dragon-rider, but the cost of supporting a mounted combatant marks him as one of the most expensive warriors his culture supports.

    The cavalry fighting style grants you the Wild Cohort feat as a bonus feat. Additionally, choose any two of the following: Diplomacy, Handle Animal, Knowledge (nature), Knowledge (nobility and royalty), Ride, and Survival. These skills are the key skills of your fighting style. They permanently become fighter class skills for you if you do not have them alreadu, and 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 your choice of Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, or Trample.

    At 5th level, you gain your choice of Burst of Speed or Deadly Charge as a bonus feat.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You learn to work with your wild cohort when using your Mobile Combatant feature, and you can use Mobile Combatant to make a full attack as a standard action even when your wild cohort moves more than 5 feet in a round. Your wild cohortís speed improves by +10 feet for each of its movement modes, and if it can fly, its maneuverability improves by one class.

    At 13th level, you gain Skill Mastery (as the daring outlaw ability) in the key skills of your fighting style. Protecting your wild cohort with the Mounted Combat feat no longer required an action for you, and your wild cohortís speed boost improves to +20 feet.

    At 17th level, the competence bonus granted by your fighting style increases to +10. Your wild cohortís speed boost improves to +30 feet, and if it can fly, its maneuverability is now two classes better than normal.
    CORE FEATS REMIXED
    These are the feats you know, remixed for better balance.
    Spoiler
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    MOUNTED ARCHERY [Fighter, General]
    You are skilled at using ranged weapons while mounted.
    Prerequisites: Ride 1 rank, Mounted Combat
    Benefit: The penalty you take when using a ranged weapon while mounted is greatly reduced: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running (see Mounted Combat, PHB p.157).
    Advancement: If you have base attack bonus +4 or greater, the penalties are further reduced: you take no penalty when your mount is taking a double move, and -2 instead of -4 if your mount is running. You can attack at any time during your mount's move. If you have base attack bonus +12 or greater, you take no penalties for using a ranged weapon while mounted, and can attack at any time during your mount's move.

    MOUNTED COMBAT [Fighter, General]
    You are skilled in mounted combat.
    Prerequisite: Ride 1 rank
    Benefit: As an immediate action when your mount is hit in combat or fails a saving throw, you may attempt a Ride check to negate the hit or a Handle Animal check to reroll the saving throw. The hit or effect is negated if your Ride check result is greater than the opponent's attack roll or your Handle Animal check meets or exceeds the DC of the saving throw. Essentially, you get to use the Ride check in place of the mount's Armor Class or the Handle Animal check in place of the mount's saving throw.

    RIDE-BY ATTACK [Fighter, General]
    You are skilled at making fast attacks from your mount.
    Prerequisites: Ride 1 rank, Mounted Combat
    Benefit: When you are mounted and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity for the opponent you attack.
    Advancement: If you have base attack bonus +12 or greater, designate a second foe. The movement of you and your mount does not provoke attacks of opportunity from either of these foes. Also, you can make a second attack with a -5 penalty. You can use both of the attacks against one of the opponents targeted with this feat, or split the attacks between them.
    If you have base attack bonus +18 or greater, designate a third foe and gain a third attack with a -10 penalty.


    GENERAL FEATS
    These are new general feats that are especially useful to a fighter who knows the cavalry fighting style.
    Spoiler
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    MASTER ANIMAL TRAINER
    Your mount is exceptionally responsive to your commands.
    Prerequisites: Handle Animal 8 ranks, Wild Cohort
    Benefit: You can use the Handle Animal Skill on your animal cohort as a swift action, rather than a move action. There is no limit to the number of tricks you can teach to your animal cohort

    MOUNTED SCOUT
    You and your mount work together as a masterful stealthy spotter.
    Prerequisites: Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank, and either the Mounted Combat feat or a special mount, animal companion, or wild cohort.
    Benefit: If you have more ranks in Hide Listen, Move Silently, or Spot than your mount does, it uses your ranks instead of its own. You can use this ability with your special mount, animal companion, or wild cohort, or with any mount you ride if you have the Mounted Combat feat. Even if you and your mount do not share a language, you share an intuitive link and you both become immediately aware if either of you has detected something that the other has not.


    [STYLE] FEATS
    These feats are meant for use with the cavalry fighting style.
    Spoiler
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    BURST OF SPEED [Fighter, Style]
    You can spur your mount to greater speed during a charge
    Prerequisites: Fighter 5th, Mounted Combat, Cavalry Fighting Style
    Benefit: Your mount can move up to four times its speed when charging, rather than twice its speed. You can use this ability once per day without risk. Each additional time per day that you use it, your mount sustains 2d6 nonlethal damage.

    DEADLY CHARGE [Fighter, Style]
    You can deal terrific damage with a charge.
    Prerequisites: Fighter 9, Mounted Combat, Spirited Charge, Cavalry Fighting Style
    Benefit: Once per day as a free action, you can declare your next mounted charge attack this round to be a deadly charge. If it hits, it deals double damage. This benefit stacks with other effects that double your charge damage such as the Spirited Charge feat or a lance. You gain an additional daily use of this feat for each two character levels you possess beyond 9th.

    EVASIVE MANEUVERS [Fighter, Style]
    You can juke your mount to avoid an attack.
    Prerequisites: Fighter 6th, Mounted Combat, Cavalry Fighting Style
    Benefit: When using Mounted Combat to protect your mount from an attack, you can grant your mount a 50% miss chance against the attack instead of making a Ride check to replace its Armor Class.

    PIERCE THE VEIL, IMPALE THE SOUL [Fighter, Style]
    Your charge attacks can paralyze an opponent.
    Prerequisites: Fighter 12th, Mounted Combat, Spirited Charge, Cavalry Fighting Style
    Benefit: Whenever you deal damage with a mounted charge, your opponent is nauseated by the pain for one round (Fortitude negates, DC = 10 + 1/2 character level + Str modifier).
    Advancement: If you have fighter 15th and the Deadly Charge feat, then opponents damaged by your deadly charge are instead paralyzed with pain for one round, or nauseated on a successful save.

    SUDDEN MOVEMENT [Fighter, Style]
    You can spur your mount into an unexpected burst of motion.
    Prerequisites: Fighter 5th, Burst of Speed, Wild Cohort, Cavalry Fighting Style
    Benefit: As a swift action, your mount moves up to its speed. Neither you nor it provokes attacks of opportunity for this movement. At the end of your turn, your mount becomes winded, and cannot run or charge. This condition lasts until the mount spends a move action to recover its wind.

    TERRIFYING HOWL [Fighter, Style]
    The rushing wind from your charge attacks generates a terrifying sound.
    Prerequisites: Fighter 9th, Burst of Speed, Mounted Combat, Spirited Charge, Wild Cohort, Windburst Charge, Cavalry Fighting Style
    Benefit: The howling winds created by your Windburst Charge feat cause creatures within the affected area to become shaken for one round (Will negates, DC = 10 + 1/2 character level + mount's Str modifier). This shaken condition does not stack with itself, but does stack with fear effects from other sources.

    TRAMPLING RUSH [Fighter, Style]
    You can use your mount to trample foes.
    Prerequisites: Fighter 10th, Mounted Combat, Trample, Cavalry Fighting Style
    Benefit: If your mount is at least Large size, it gains the Trample special ability (see MM1 316 for details). It deals trample damage as normal for a slam attack of a creature of it size (see table 5-1 on MM1 296), unless it already has a better slam attack. It adds 1 1/2 times its Strength bonus to damage, as normal for a trample.

    WILD COHORT, BESTIAL [Fighter, Style]
    You can select a magical beast as your wild cohort.
    Prerequisites: Fighter 7th, Natural Bond, Wild Cohort, Cavalry Fighting Style
    Benefit: Add the following additional creatures to your list of available wild cohorts. The list below catalogues creatures from the Monster Manual that are suitable for use as mounts by Small or Medium creatures. At the DM's discretion, additional magical beasts from other Monster Manuals may be available. The DM may require you to fulfill specific in-game requirements before taking this feat, and may bar you from selecting specific wild cohorts that are inappopriate to the game.

    4th Level or Higher (Level -3)
    Blink Dog
    Hippogriff
    Krenshar
    Worg

    7th Level or Higher (Level -6)
    Ankheg
    Displacer Beast
    Eagle, Giant
    Griffon
    Owl, Giant
    Pegasus
    Sea Cat
    Unicorn

    10th Level or Higher (Level -9)
    Manticore
    Sphinx, Hieracosphinx
    Spider Eater
    Winter Wolf

    13th Level or Higher (Level -12)
    Bulette
    Chimera
    Dragonne
    Phase Spider
    Sphinx, Criosphinx

    16th Level or Higher (Level -15)
    Roc
    Sphinx, Androsphinx or Gynosphinx
    Yrthak

    Advancement: If you have the Mounted Combat feat, you can use Handle Animal to assist your magical beast mount with a saving throw at no penalty, despite the fact that it is not an animal.

    WILD COHORT, DRACONIC [Fighter, Style]
    You can select a dragon as your wild cohort.
    Prerequisites: Fighter 10th, Natural Bond, Wild Cohort, Speak Language (Draconic), Cavalry Fighting Style
    Benefit: Add the following additional creatures to your list of available wild cohorts. The list below catalogues creatures that are suitable for use as mounts by Small or Medium creatures. Alternately, you may gain a half-dragon cohort of a type you could normally obtain (for example, you could gain a half-dragon tiger, reducing your effective druid level by -6 as normal for a wild tiger cohort. Your wild cohort may have a maximum of one template, and cannot gain a template for which it does not qualify. The DM may require you to fulfill specific in-game requirements before taking this feat, and may bar you from selecting specific wild cohorts that are inappropriate to the game.

    4th Level or Higher (Level -3)
    Felldrake, Spitting

    7th Level or Higher (Level -6)
    Dracotaur
    Dragonnel
    Felldrake, Horned
    Felldrake, Spiked
    True dragon of CR 3-4

    10th Level or Higher (Level -9)
    Ambush Drake
    True dragon of CR 5

    13th Level or Higher (Level -12)
    Elemental Drake, Air Drake
    Elemental Drake, Ice Drake
    Landwyrm, Plains Landwyrm
    True dragon of CR 6-7
    Wyvern

    16th Level or Higher (Level -15)
    Dragon Turtle
    Elemental Drake, Smoke Drake
    Elemental Drake, Water Drake
    Landwyrm, Underdark Landwyrm
    Rage Drake
    True dragon of CR 8-9

    19th Level or Higher (Level -18)
    Dragon Eel
    Elemental Drake, Earth Drake
    Landwyrm, Forest Landwyrm
    True dragon of CR 10-11

    Advancement: If you have the Mounted Combat feat, you can use Handle Animal to assist your dragon mount with a saving throw at no penalty, despite the fact that it is not an animal.

    WILD COHORT, EXOTIC [Fighter, Style]
    You have an exotic, unusual wild cohort.
    Prerequisites: Fighter 6th, Natural Bond, Wild Cohort, Cavalry Fighting Style
    Benefit: You can acquire a cohort with any one of the following templates: celestial, dark, dungeonbred, fiendish, horrid, magebred, pseudonatural, or warbeast. Your wild cohort may have a maximum of one template, and cannot gain a template for which it does not qualify. At the DM's discretion, other templates with a level adjustment of no more than +2 may be available. The DM may require you to fulfill specific in-game requirements before taking this feat, and may bar you from selecting specific templates that are inappopriate to the game.
    Advancement: If you have the Mounted Combat feat, you can use Handle Animal to assist your wild cohort mount with a saving throw at no penalty, even if its template has changed its type to something other than animal.

    WINDBURST CHARGE [Fighter, Style]
    With your guidance your mount can move so fast that your passage generates tremendous winds.
    Prerequisites: Fighter 9th, Burst of Speed, Mounted Combat, Spirited Charge, Wild Cohort, Cavalry Fighting Style
    Benefit: When your mount uses Burst of Speed, you and your mount gain a 10% miss chance until the beginning of your next turn. Additionally, you can choose for the path of its movement and the spaces adjacent to this path to be subjected to severe wind conditions until the beginning of your next turn (see DMG 95 for details on the effects of wind conditions). Creatures pushed by the wind do not provoke attacks of opportunity for their involuntary movement. You and your mount are not affected by this wind, although any ranged attacks you make are affected.
    Advancement: If you have fighter level 13 or greater, the miss chance is 20% and the wind conditions are of windstorm strength instead.
    If you have fighter level 17 or greater, the miss chance is 30% and the wind conditions are of hurricane strength instead.

    WING CLIP [Fighter, Style]
    You can use your mount's wings to perform aerial trips against flying opponents as it strafes by.
    Prerequisites: Fighter 8th, Deadly Charge, Wild Cohort, Cavalry Fighting Style
    Benefit: Whenever your mount performs an aerial charge, it can make a free trip attempt against one creature it threatens at any point during its charge. If it fails its trip attempt and is tripped in return, its charge is ruined and it begins falling as normal. Falling creatures do not provoke attacks of opportunity for their involuntary movement.
    Special: If your mount is capable of making wing buffet attacks, it does not provoke attacks of opportunity when attempting a wing clip.
    Advancement: If you have base attack bonus +12 or greater, you can guide your mount to make a second free trip attempt against the same or another creature during its charge.
    If you have base attack bonus +18 or greater, you can guide your mount to make a third free trip attempt during its charge, against up to three total creatures.

    WING CLIP, IMPROVED [Fighter, Style]
    No opponent is safe from your wing clip maneuver.
    Prerequisites: Fighter 18th, Deadly Charge, Wild Cohort, Wing Clip, Cavalry Fighting Style
    Benefit: Your mount can use wing clip against every creature it threatens at any point during its charge. If it attempts to trip an opponent and fails, the opponent may not attempt to trip it in return.
    Special: If your mount is capable of making wing buffet attacks, it does not provoke attacks of opportunity when attempting a wing clip.

    WINGED PARRY [Fighter, Style]
    You can use your mount's wings to parry attacks while landbound.
    Prerequisites: Fighter 9th, Wild Cohort, Cavalry Fighting Style
    Benefit: With your guidance, your winged mount can weave its wings about in a vigorous defensive pattern that frustrates the aim of your foes. In any round where your mount elects not to fly or make wing buffet attacks, you and the mount gain concealment until the beginning of your next turn (this concealment cannot be used to hide). You both lose this benefit whenever your mount would be denied its Dexterity bonus to AC, or when it flies or performs a wing buffet.
    Last edited by jiriku; 2014-05-27 at 10:12 AM.
    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!