View Single Post

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

  1. - Top - End - #7
    Troll in the Playground
     
    Flumph

    Join Date
    Aug 2009

    Default Alternate Class Feature: Cunning Fighting Style

    This alternate class feature replaces your weapon master fighting style with the cunning fighting style. Use this fighter ACF as a replacement for the thug and sneak attack variant fighter classes described in Unearthed Arcana.


    CUNNING FIGHTING STYLE
    Level: 1st.
    Replaces: If you select this class feature, you do not gain proficiency with medium or 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 cunning fighting style, which is described below.

    A fighter who practices the cunning fighting style may be a gladiator specializing in dirty tricks, a bounty hunter, or the muscle behind a thieves’ guild. His training emphasizes exploiting the weaknesses of others.

    The cunning fighting style grants you Bluff, Gather Information, Knowledge (local), and Sleight of Hand as class skills, and 2 additional skill points at each level (multiplied by 4 at 1st level, as normal). You gain +1d6 sneak attack. Additionally, select any two of the following skills: Bluff, Gather Information, Knowledge (local), and Sleight of Hand. 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. Finally, the Urban Tracking feat is considered a fighter bonus feat for you.

    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 can use Bluff to feint or Sleight of Hand to steal something as a move action, and take only a -10 penalty when using sleight of hand to steal something as a swift action.

    At 5th level, you gain your choice of +2d6 sneak attack or an [Ambush] feat for which you qualify.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You ruthlessly exploit your skill at theft and misdirection. You can now use Bluff to feint as a swift action, and take no penalty when using Sleight of Hand to steal something as a swift action.

    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 +2d6 sneak attack or an [Ambush] feat for which you qualify.

    At 17th level, the competence bonus granted by your fighting style increases to +10. You gain your choice of +2d6 sneak attack or an [Ambush] feat for which you qualify.

    A word about precision damage:
    Spoiler
    Show
    Sneak attack. It defines the 3.5 rogue (and the fighter's cunning fighting style as well), but is also his Achilles heel: half of the monsters he'll face are immune to it, and all sorts of precision damage, sidelining the sneak-attacking far too often for the class to be playable. The cunning fighting style assumes a major change in the operating rules of the game: only oozes and swarms are immune to critical hits and precision damage; all other creature types have weaknesses to exploit, even if they're different than the weaknesses of most living, flesh-and-blood creatures. Embrace this change, and precision-based strikers will prosper. Under standard rules, precision damage is subpar.


    [Ambush] Feats
    [Ambush] feats are excellent choices for fighters who practice the cunning fighting style.
    Spoiler
    Show
    ARTERIAL STRIKE [Ambush]
    Your sneak attacks target blood vessels, leaving wounds that cause massive blood loss.
    Prerequisite: Sneak attack +2d6, base attack bonus +4.
    Benefit: If you hit with a sneak attack, you deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 points of damage per round from the victim at the beginning of each of your turns, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed).
    An opponent who suffers 4 or more points of bleeding damage from this feat becomes fatigued. An opponent who suffers 12 or more points of bleeding damage from this feat becomes exhausted.
    Special: Using this feat reduces your sneak attack damage by 1d6.

    BLINDING STRIKE [Ambush]
    Your stealthy attack leaves your foe’s head ringing.
    Prerequisite: Sneak attack +2d6.
    Benefit: Your successful sneak attack causes the target to be blinded for 3 rounds per sneak attack die that you forfeit.
    Special: If you forfeit three sneak attack dice when using this feat, the target is blinded permanently (although the blindness can still be healed by spells such as remove blindness).

    CONCUSSION ATTACK [Ambush]
    Your attacks can damage your opponent’s ability to think clearly.
    Prerequisite: Sneak attack +3d6.
    Benefit: Your successful sneak attack imposes a –2 penalty per two dice of sneak attack you forfeit, applied to the target’s mental ability checks, mental skill checks, and spell save DCs, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effects overlap but do not stack.
    Special: Using this feat reduces your sneak attack damage by 2d6 per -2 penalty you choose to inflict.

    DEAFENING STRIKE [Ambush]
    Your stealthy attack leaves your foe’s head ringing.
    Prerequisite: Sneak attack +2d6.
    Benefit: Your successful sneak attack causes the target to be deafened for 3 rounds per sneak attack die that you forfeit.
    Special: If you forfeit three sneak attack dice when using this feat, the target is deafened permanently (although the deafness can still be healed by spells such as remove deafness).

    DETERRING STRIKE[Ambush]
    You can deliver strikes that appear to be much more deadly than they are, cowing your opponent into a timid response.
    Prerequisite: Sneak attack +2d6
    Benefit: Your successful sneak attack grants you a +1 bonus on all saving throws against that foe's abilities and causes the opponent to suffer a 10% miss chance against you, per sneak attack die that you forfeit. This effect lasts until the beginning of your next turn.

    DISEMBOWELING STRIKE [Ambush]
    You can slash open your opponent to devastating effect.
    Prerequisite: Sneak attack +3d6, Weapon Focus (any slashing weapon).
    Benefit: Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage per two sneak attack dice that you forfeit, in addition to its normal damage. You can’t use this feat against the same target more than once per day.

    ELDRITCH EROSION [Ambush]
    Your attack can weaken your foe’s resistance to magic.
    Prerequisite: Sneak attack +4d6, Knowledge (arcana) 1 rank.
    Benefit: Your successful sneak attack gives the target a -3 penalty on saving throws against spells, spell-like abilities, and psionic powers, and a -5 penalty to its spell resistance and power resistance (minimum 0) per three sneak attack dice that you forfeit for 10 rounds.

    HAMSTRING [Ambush]
    You can wound your opponents' legs, hampering their movement.
    Prerequisite: Sneak attack +3d6, base attack bonus +4.
    Benefit: If you hit with a sneak attack, you may forfeit two dice of sneak attack to reduce one of your opponent’s speeds by half (such as flying, swimming, etc.). This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical healing is made. Creature that do not rely on limbs to move, or that have more than four locomotive limbs, can’t be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds.
    Special: Using this feat reduces your sneak attack damage by 2d6 per -2 penalty you choose to inflict.

    HEAD SHOT [Ambush]
    By striking at your opponent’s head, you can temporarily disrupt his thought processes.
    Prerequisite: Sneak attack +2d6, Weapon Focus (any bludgeoning weapon).
    Benefit: Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe confused for 1 round per sneak attack die you sacrifice. A successful Will save (DC 10 + the number of extra damage dice normally dealt by your sneak attack + your Dex modifier) reduces the duration to 1 round.
    Special: You must be able to reach your foe’s head to use this feat with a melee attack.

    MIND DRAIN [Ambush]
    Your attack can weaken your opponent’s mental powers.
    Prerequisite: Power point reserve, sneak attack +3d6.
    Benefit: Your successful sneak attack drains power points from your target equal to its manifester level (minimum 1), and you gain the points drained. If this attack reduces your target to 0 power points, the opponent also loses any psionic focus. A target can only be affected by this feat once per round.
    Special: Using this feat reduces your sneak attack damage by 2d6.

    PERSISTENT ATTACKER [Ambush]
    Once you find a target’s weak point, you can easily strike it again.
    Prerequisite: Sneak attack +2d6.
    Benefit: If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify.
    Special: Using this feat reduces your sneak attack damage by 1d6.

    THROAT PUNCH [Ambush]
    By making a precise punch to the throat, you can render a target unable to speak effectively.
    Prerequisite: Improved Unarmed Strike, sneak attack +2d6.
    Benefit: Your successful sneak attack delivered with an unarmed strike temporarily hinders the target’s ability to speak. For the next 3 rounds per sneak attack die that you forfeited, the target takes a –5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with a verbal component or activating a magic item with a command word. A successful DC 15 Heal check or the application of any cure spell or other magical healing will remove the condition.
    Special: You must be able to reach your foe’s neck to use this feat. If you forfeit three sneak attack dice when using this feat, the target is voice is impaired permanently (although treatment as described above can still remove the condition).


    Other Feats
    Additional feats useful for this fighting style.
    Note: This area needs more development. Suggestions are appreciated.

    Spoiler
    Show
    MERCIFUL STRIKE [General]
    You can strike a creature’s vital areas without killing it.
    Prerequisite: Sneak attack ability.
    Benefit: Your successful sneak attack deals nonlethal damage. When using this feat, you can ignore the usual –4 penalty on attack rolls for attempting to deal nonlethal damage with a lethal weapon.

    PRACTICED CUTTHROAT [Fighter, General]
    Your sneak attack is especially deadly.
    Prerequisite: Sneak attack +2d6 or greater.
    Benefit: Your sneak attack improves by an additional +2d6. This benefit can't increase your number of sneak attack dice to greater than half your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice from levels of classes that don’t progress your sneak attack, you might be able to apply the rest of the bonus.
    Special: You can take this feat multiple times. Its effects stack. To benefit from Practiced Cutthroat, you must have sneak attack of +2d6 or greater. If you lose it (for example, if you qualified through the Assassin Stance and you switch to a different stance), Practiced Cutthroat stops working and provides no benefit until you regain a sneak attack of +2d6 or greater.

    VORPAL STRIKE [Ambush, Fighter, General]
    If you catch your opponent off-guard, you can deliver a vicious decapitating strike.
    Prerequisites: Sneak attack +7d6 or greater, Arterial Strike, Persistent Attacker, Staggering Strike, base attack bonus +16 or greater
    Benefit: As a full-round action, you can deliver a vorpal strike against a foe whom you damaged with a sneak attack on the previous round. Your opponent takes 2d6 Constitution damage in addition to sneak attack damage and normal damage from the blow, and must make a Will save. On a failed save (DC = 10 + 1/2 your character level + your Dexterity modifier), the victim is stunned and nauseated for one round; on a successful save, the victim is merely nauseated. Regardless, the victim must also make a Fortitude save (DC = 10 + 1/2 your character level + your Dexterity modifier). On a failed save, the hapless fellow is also disabled and staggered; with a successful save, he is merely staggered. These latter conditions last until all the Constitution damage dealt by the vorpal strike has been healed. Naturally, the victim also receives a bleeding wound from your Arterial Strike.
    Any victim slain outright by your vorpal strike is decapitated, and cannot be brought back to life with any magic that requires an intact corpse, such as raise dead.
    Special: Creatures that are immune to precision damage (e.g. gelatinous cube), lack a definable head (e.g. shrieker), or who are not slain by the loss of all heads (e.g. ghost, iron golem), are not subject to a vorpal strike.
    Last edited by jiriku; 2016-08-20 at 04:20 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!