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

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    Troll in the Playground
     
    Flumph

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    Aug 2009

    Default Alternate Class Feature: Commanding Fighting Style

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


    COMMANDING 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 commanding fighting style, which is described below.

    A fighter who learns the commanding style is a general, a chieftain, a warlord, or an officer, skilled at marshaling troops in battle and able to lead from the front. A practitioner of the commanding fighting style inspires his companions to fight more effectively.

    The commanding fighting style grants you Commanding Aura as a bonus feat. Additionally, choose any two of the following: Bluff, Diplomacy, Intimidate, and Sense Motive. These skills are the key skills of your fighting style. They permanently become fighter class skills for you if you do not have them already, 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 Expert Aid or Supporting Strike as a bonus feat.

    At 5th level, you gain Grant Move Action as a bonus feat.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You gain your choice of Final Stand or Inspire Awe 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 gain your choice of either Improved Supporting Strike or Platoon Leader as a bonus feat.

    At 17th level, the competence bonus granted by your fighting style increases to +10. You gain Inspire Legion as a bonus feat.

    [STYLE] FEATS
    These feats are meant for use with the commanding fighting style.
    Spoiler
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    BATTLEFIELD COMMANDER [Fighter, Style, Tactical]
    You can best aid your allies and distract your foes when you have a clear view of the battle.
    Prerequisites: Fighter 6th, Expert Aid, Commanding Fighting Style
    Benefits: Battlefield Commander grants you the use of four tactical maneuvers. Whenever you make an Aid Another attempt against a foe you do not threaten, you can choose to claim one of these benefits instead of the normal benefit of Aid Another.
    Be on your guard: The flat-footed ally you're aiding is no longer flat-footed.
    I'm with you: The ally you're aiding draws comfort and reassurance from your steady presence and gains temporary hit points equal to its own character level. These temporary hit points last for one round.
    Stand with me: The ally you're aiding sheds one level of fear (panicked becomes frightened, frightened becomes shaken, or shaken is removed).
    Run you dogs: The foe you targeted is shaken for one minute (Will negates, DC = 10 + 1/2 character level + Charisma modifier). An opponent who successfully saves against this effect cannot be affected again for the remainder of the encounter.
    Advancement: If you have character level 10 or greater, an ally you aid with Be On Your Guard gains Uncanny Dodge for one round.
    If you have character level 14 or greater, an ally you aid with Be On Your Guard also gains Improved Uncanny Dodge for one round.

    COMBAT AURA, IMPROVED [Fighter, Style]
    Your combat aura is unusually effective.
    Prerequisite: Fighter 3rd, combat Aura, Commanding Fighting Style
    Benefit: The bonus granted by all of your combat auras improves by +1.

    COMMANDING AURA [Fighter, Style]
    You can effectively command allies in your vicinity.
    Prerequisite: Fighter 1st, Commanding Fighting Style
    Benefit: You learn to project an aura similar to your combat aura that grants you and nearby allies a special benefit. You learn to project several auras that offer different benefits, but you may project only one commanding aura at a time. At first you know only a single commanding aura. You learn an additional commanding aura when you reach 3rd level in fighter, and every two levels thereafter.

    Projecting a commanding aura is a swift action. The aura remains in effect until you use a swift action to dismiss it or until you activate a different combat aura. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. You size up enemies, allies, and the terrain, then gives allies the direction that they can use to do their best.

    Unless otherwise noted, your commanding aura affects all allies (including yourself) within 60 feet who can hear you. Affected allies must have an Intelligence score of 3 or higher and be able to understand your language. Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard and understood by your allies.

    A commanding aura lets allies add your Charisma bonus to certain rolls. All bonuses granted by a commanding aura are circumstance bonuses that do not stack with each other. Commanding aura does not stack with the benefits of the Combat Aura class feature or the Aid Another action.

    • Accurate strike: bonus on rolls made to confirm critical hits.
    • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
    • Demand Fortitude: Bonus on Fortitude saves.
    • Determined Caster: Bonus on rolls to overcome spell resistance.
    • Force of Will: Bonus on Will saves.
    • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
    • Master of Tactics: Bonus on damage rolls when flanking.
    • Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
    • Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
    • Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
    • Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
    • Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
    • Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
    • Over the Top: Bonus on damage rolls when charging.
    • Watchful Eye: Bonus on Reflex saves.


    DOMINEERING PRESENCE [Fighter, Style, Tactical]
    You can manipulate allies and foes alike with your overbearing manner.
    Prerequisites: Intimidate 16 ranks, Fighter 13th, Platoon Leader or Improved Supporting Strike, True Grit, Commanding Fighting Style
    Benefit: Domineering Presence grants you the use of three tactical maneuvers. Whenever you make an Aid Another Attempt, you can choose to claim one of these benefits instead of the normal benefit of Aid Another.
    Stand down, or I will stand you down: The foe you targeted is either dazed or staggered for one round (Will partial, DC = 10 + 1/2 character level + Charisma modifier). An opponent who successfully saves against this effect cannot be affected again for the remainder of the encounter.
    Walk it off, soldier: Expend one use of True Grit to allow the ally you're aiding to reduce or negate a condition that True Grit could reduce or negate.
    Snap out of it: The ally you targeted gains a new saving throw against any one charm, confusion, dominate, or feeblemind effect current affecting it.

    DUAL AURAS [Fighter, Style]
    You can activate and maintain two auras at once.
    Prerequisites: Fighter 14th, Commanding Aura, Commanding Fighting Style
    Benefit: You can now maintain two combat auras at once. As a swift action, you may activate one or two auras that you know, and as a free action you may dismiss any or all of your active auras. If you activate a new aura while you already have two auras of that type in effect, you choose which of the existing auras is dismissed to make way for the new effect.
    Advancement: If you have fighter 18th, you can also maintain two commanding auras at once.

    EXPERT AID [Fighter, Style]
    You can aid and support your allies with a mere shouted command or phrase.
    Prerequisite: Fighter 2nd, Commanding Fighting Style
    Benefit: You may take 10 on Aid Another attempts, may make them at a range of up to 60 feet as long as you have line of sight to both your ally and your ally’s opponent, and finally may make them as a move action instead of, or in addition to, a standard action.
    Advancement: If you have character level 9th or higher, your Aid Another attempts grant a +5 bonus, and you may make Aid Another attempts as swift actions instead of, or in addition to, move actions or standard actions.

    FINAL STAND [Fighter, Style]
    You can inspire your troops to heroic effort.
    Prerequisites: Diplomacy 12 ranks, Fighter 9th, Commanding Fighting Style
    Benefit: You gain the ability to make Diplomacy check as a full-round action to inspire your allies to stand against all odds. You and a number of allies equal to your character level + your Charisma bonus gain a number of bonus hit points as shown on the chart below, to a maximum of 100% of their full normal hit points total. These temporary hit points last five minutes. Each time after the first that you successfully use this ability in a single 24-hour period, the check DC increases by 10.

    Check Result Bonus
    30 2d10
    40 4d10
    50 6d10
    60 8d10
    70 10d10
    80 12d10

    GRANT MOVE ACTION [Fighter, Style]
    You can direct and motivate your allies to act immediately.
    Prerequisite: Fighter 4th, Commanding Fighting Style
    Benefit: Once per day as a standard action, you may grant an extra move action to any or all of your allies (but not yourself) within 30 feet. Each affected ally takes this extra move action immediately, resolved in their current initiative order (this doesn’t change their initiative counts). You gain an additional use per day of this feat for each 4 additional character levels you gain above 4th.

    INSPIRE AWE [Fighter, Style]
    You can inspire uneasiness, fear, or even terror in your foes.
    Prerequisites: Combat Aura, Fighter 9th, Commanding Fighting Style
    Benefit: You can spend a standard action to inspire awe among foes within your combat aura. Affected enemies cannot benefit from any morale bonuses from effects while they remain within your aura (Will negates, DC = 10 + ˝ your character level + your Charisma modifier). Your Inspire Awe lasts for one minute. Enemies who fail the save against it are automatically affected again if they exit and re-enter your aura, but no enemy subjected to your Inspire Awe need save against it more than once in a 24 hour period (subsequent attempts you make to Inspire Awe in them during this period automatically fail).

    INSPIRE LEGION [Fighter, Style]
    You can unite allies under your leadership to make them fight better.
    Prerequisites: Combat Aura (motivate ardor), Fighter 17th, Commanding Fighting Style
    Benefit: As a standard action, you direct and command your allies to excellence in battle. All allies within the range of your commanding aura use your base attack bonus instead of their own, if yours is higher. If your motivate ardor combat aura is active during this time, the bonus it provides increases by +1. These effects last for one minute.

    LEAD FROM THE FRONT [Fighter, Style, Tactical]
    You can best aid your allies and distract your foes when you're right in the middle of the action.
    Prerequisites: Fighter 6th, Supporting Strike, Commanding Fighting Style
    Benefits: Lead From the Front grants you the use of four tactical maneuvers. Whenever you make an Aid Another attempt following a successful supporting strike, you can choose to claim one of these benefits instead of the normal benefit of Aid Another.
    Get up, soldier: The ally you're aiding immediately stands from prone without provoking an attack of opportunity.
    Kick them while they're down: Until the beginning of your next turn, the enemy you struck must spend a full-round action rather than a standard action to stand from prone.
    Move it, soldier: The ally you're aiding can immediately take a free 5-foot step that does not count against his normal one-per-turn limit.
    Hold it right there: Until the beginning of your next turn, the enemy you struck cannot take 5-foot steps.

    PLATOON LEADER [Fighter, Style]
    You can skillfully direct the actions of a larger group of allies.
    Prerequisites: Fighter 13th, Expert Aid, Commanding Fighting Style
    Benefit: When you use Aid Another as a standard action, you can affect a number of allies within range equal to your Charisma bonus. You must give all allies the same benefit.

    SUPPORTING STRIKE [Fighter, Style]
    You can time your attacks to provide the best possible benefit to your allies.
    Prerequisite: Fighter 2nd, Commanding Fighting Style
    Benefit: Once per round when you succeed on a melee attack against an opponent that is engaging an ally in melee combat, you can make an Aid Another check as a free action to aid your ally.
    Advancement: If you have character level 9th or higher, your Aid Another attempts grant a +5 bonus.

    SUPPORTING STRIKE, IMPROVED [Fighter, Style]
    Your every attack is timed to maximize its benefit to your allies.
    Prerequisites: Fighter 13th, Supporting Strike, Commanding Fighting Style
    Benefit: You may take 10 on Aid Another attempts. You may use your supporting strike on any melee attack you make during your turn, rather than only once per round.

    SUPREME COMMANDER [Fighter, Style]
    Under your direction, even the rawest of recruits fights like an elite soldier.
    Prerequisites: Fighter 20th, Commanding Aura, Dual Auras
    Benefit: You can now maintain as many combat and commanding auras as you know simultaneously. As a swift action, you may activate any or all of the auras that you know.

    Timely Orders [Fighter, Style]
    When the unexpected occurs, you can bark out an order quickly enough to avert disaster or take advantage of an opportunity.
    Prerequisites: Fighter 11, Commanding Aura
    Benefit: As an immediate action, you can either make an Aid Another check or activate a single aura that you know.
    Advancement: If you have Countering Strike and the Improved Supporting Strike feat, you can declare your countering strike to be a supporting strike.
    Last edited by jiriku; 2015-05-27 at 08:19 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!