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

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    Default Alternate Class Feature: Disciplined Fighting Style

    This alternate class feature replaces your weapon master fighting style with the disciplined fighting style. Use this fighter ACF as a replacement for the samurai classes from Complete Warrior, Oriental Adventures, and the Rokugan Sourcebook.


    DISCIPLINED 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 disciplined fighting style, which is described below.

    As a fighter of the disciplined style, you embrace a strict, rigorous lifestyle. Learning to use your ki to perfect yourself and disrupt your enemy, you’re more concerned about the weapon you are than the weapons you wield.

    A practitioner of the disciplined fighting style gains Ancestral Daisho and Combat Focus as bonus feats. Additionally, select any two of the following skills: Concentration, Iaijutsu Focus, Intimidate, Sense Motive, and Spot. 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 your choice of Kiai Smite or any [Combat Form] feat as a bonus feat.

    At 5th level, you gain Staredown as a bonus feat.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You gain Mass Staredown 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 Frightful Presence as a bonus feat.

    At 17th level, the competence bonus granted by your fighting style increases to +10. You gain your choice of Power Surge or Withstand as a bonus feat.

    [STYLE] FEATS
    These [Style] feats are meant for use with the disciplined fighting style.
    Spoiler
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    ANCESTRAL DAISHO [Fighter, Style]
    You possess a pair of extraordinary weapons whose illustrious history is matched only by the purity of their form. As your discipline grows, your weapons awaken and become potent magical items.
    Prerequisite: Fighter 1st, Disciplined Combat Style
    Benefit: All fighters of the disciplined style begin play with two masterwork weapons -- typically a katana and wakizashi (bastard sword and shortsword) or a katana and dai-kyu (composite longbow), although other weapons are possible. These are weapons that belonged to the fighter's ancestors, and protecting these weapons is the most important point of honor for a fighter of the disciplined style. As he acquires experience through adventuring, he has the option of awakening the supernatural abilities latent in the weapons.

    At any time, the fighter may enter a period of intense meditation and prayer in order to awaken the ancestral spirits in one of his weapons. This requires the fighter to invest a bit of his own soul in the weapon, investing his own experience points as shown on the chart below. The character must spend one day in meditation per 40 xp spent, and must spend at least 8 hours per day contemplating the weapon, pausing neither to rest nor eat (the time and xp required are the same as for creating an equivalent magic item via the Craft Arms and Armor feat, but without the gold cost).

    The values listed are the total cost required; if the character is merely upgrading an existing weapon, he pays the difference in cost.

    If the fighter wishes to remove a power invested in his weapon (perhaps for the purpose of replacing it with a different ability) he may do so by meditating over the weapon for eight hours. The selected power is lost, and the experience invested to provide the power is refunded.

    Maximum Weapon Bonus Maximum GP Value Experience Sacrifice Minimum Character Level
    +1 2,000 80 4th
    +2 8,000 320 7th
    +3 18,000 720 9th
    +4 32,000 1,280 11th
    +5 50,000 2,000 13th
    +6* 72,000 2,880 14th
    +7* 98,000 3,920 15th
    +8* 128,000 5,120 16th
    +9* 162,000 6,480 17th
    +10* 200,000 8,000 18th
    *A weapon can't actually have a bonus higher than +5, but can be granted special abilities that have a bonus-equivalent value.

    A fighter who loses an ancestral weapon is shamed, and must attempt to recover them. If his ancestral weapons are destroyed, he may enchant other ancestral weapons of his family, provided they are available (this may require a quest or adventure to locate and acquire such weapons). He cannot enchant any other weapons in this way. Likewise, the magic invested in the weapons does not function for anyone except him or his close allies. The DM and player of the fighter should work together closely to ensure that this feat is neither abused (such as by the PC attempting to sell ancestral weapons for profit), nor made to a be a hindrance to the character (such as by the DM creating no-win scenarios in which the character's weapons are repeatedly lost, destroyed, or stolen despite his best efforts to safeguard them).

    FRIGHTFUL PRESENCE [Fighter, Style]
    Your mere presence on the battlefield can terrify your foes and send them fleeing for their lives.
    Prerequisite: Fighter 13th, Disciplined Fighting Style
    Benefit: The first time you draw your blade during an encounter, opponents within 60 feet must succeed on a Will save (DC 10 + 1/2 character level + your Charisma modifier) or become panicked for 1 minute (if they have fewer than half or your Hit Dice total) or shaken for 1 minute (if they have half or more of your Hit Dice total). Any foe that successfully resist the effect cannot be affected again by the same disciplined fighter's frightful presence for 24 hours.

    KIAI SMITE [Fighter, Style]
    You can give a great shout during combat that invigorates your attacks.
    Prerequisite: Fighter 2nd, Disciplined Fighting Style
    Benefit: Once per day as a free action, you can make a kiai shout. When you do so, your next attack in that same round is improved: you gain a bonus on the attack roll equal to your Charisma bonus and a bonus on the damage roll equal to your character level. Your kiai smite is initially usable only once per day. You gain an additional daily use at fighter level 4th, and every four levels thereafter.

    POWER SURGE [Fighter, Style]
    Your strict battle discipline allows you to focus your ki to achieve superhuman feats of strength.
    Prerequisites: Concentration 20 ranks, Fighter 17th, Disciplined Fighting Style
    Benefit: You gain the ability to make Concentration check as a move action to focus your energy and spirit. You gain a competence bonus to Strength as shown on the chart below. The bonus lasts one minute. Each time after the first that you successfully use this ability in a single 24-hour period, the check DC increases by 5.

    Check Result Bonus
    50 +6
    60 +8
    70 +10

    STAREDOWN [Fighter, Style]
    Even a glance from your hard-eyed gaze is enough to give opponents pause.
    Prerequisite: Fighter level 5th, Disciplined Fighting Style
    Benefit: You can use Intimidate to demoralize opponents as a move action, with a range of up to 30 feet.

    STAREDOWN, MASS [Fighter, Style]
    Your presence is sufficient to cow multiple foes.
    Prerequisites: Fighter 9th, Staredown, Disciplined Fighting Style
    Benefit: When you use Intimidate to demoralize, you can attempt to demoralize all opponents within 30 feet.

    WITHSTAND [Fighter, Style]
    Your strict battle discipline allows you to react with perfect focus when threatened by area damage effects.
    Prerequites: Concentration 20 ranks, Fighter 17th, Disciplined Fighting Style
    Benefit: When you are forced to make a Reflex save to avoid harm or inconvience from an area effect (such as freezing fog spell or a dragon's breath), you can make a Concentration check instead of a Reflex save; success allows you to ignore all harmful effects of the source (such as damage, status effects, penalties, movement restrictions, etc, but not impaired vision if the effect obscures vision).


    [COMBAT FORM] FEATS
    First introduced in Player's Handbook 2, [Combat Form] feats are a mainstay for most fighters of the disciplined fighting style. Feats reprinted from PH2 have been extensively reworked and improved; you’ll also find many new [Combat Form] feats here.
    Spoiler
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    COMBAT ADJUSTMENT [Combat Form, Fighter]
    You use your combat focus to ensure that you're never in the right place at the wrong time.
    Prerequisites: Dex 13, Combat Focus, Evasive Reflexes, Fighter level 2nd
    Benefit: While maintaining your combat focus, you may take a 5-foot step as an immediate action. You are considered to have used your 5-foot step for the current turn, or for the next turn if it is not currently your turn. As normal for a 5-foot step, you can't move during for the remainder of this turn, or during your next turn if it is not currently your turn. If you use this ability to interrupt an attack aimed at you, the attack typically fails unless it is an area attack whose area includes your new location.
    Expend: You may expend your combat focus as an immediate action to take a full move action.
    Advancement: If you have three combat focus feats and base attack +6 or greater, using Combat Adjustment to take a 5-foot step does not count against your limit of one 5-foot step per turn.
    If you have eight combat focus feats and base attack +12 or greater, using Combat Adjustment to take a 5-foot step does not restrict your ability to use your move actions to move.

    COMBAT AWARENESS [Combat Form, Fighter]
    When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponent's vitality. As you attain greater mastery of this fighting style, you learn to sense a foe's presence even with your eyes closed.
    Prerequisites: Wis 13, Blind-Fight, Combat Focus, base attack bonus +8
    Benefit: While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally, and gain a competence bonus to Sense Motive checks equal to the number of Combat Form feats you possess.
    Advancement: If you have three or more combat form feats, you gain blindsight out to 5 feet.
    If you have eight or more combat form feats, your blindsight and awareness of hit point totals extends out to 30 feet, and you may reroll your miss chance once when attacking incorporeal creatures with melee or ranged weapons.

    COMBAT DEFENSE [Combat Form, Fighter]
    The state of keen focus and mental discipline you attain in combat allows you to ward away even glancing touches with careful, precise maneuvers.
    Prerequisites: Dex 13, Wis 13, Combat Focus, Dodge, base attack bonus +6
    Benefit: While you maintain your combat focus, you add your armor bonus to Armor Class to your touch AC. You lose this bonus whenever you are denied your dodge bonus to AC.
    Expend: On your turn as a free action, you can expend your combat focus to gain a 20% miss chance until the beginning of your next turn.
    Advancement: If you have eight or more combat form feats, you gain 50% miss chance when expending your combat focus.

    COMBAT DISCIPLINE [Combat Form, Fighter]
    Your knowledge of arcana and your incredible martial discipline allows you to shrug off hostile magic.
    Prerequisites: Wis 13, Knowledge (arcana) 9, Spellcraft 9, Combat Focus, Mage Slayer, any one other Combat Form feat, base attack bonus +15 or greater.
    Benefit: While you maintain your combat focus, you gain spell resistance equal to 10 + your character level.
    Expend: You can expend your combat focus as an immediate action to negate the effects of any spell or spell-like ability aimed at you specifically. If the spell targets you and other creatures, the effect is negated only for you. This ability is not useful against area spells that happen to include you in their effect.
    Advancement: If you have eight or more Combat Form feats, your spell resistance improves to 15 + your character level.

    COMBAT FOCUS [Combat Form, Fighter]
    The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.
    Prerequisite: Wis 13
    Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter.
    While you are maintaining your combat focus, you gain a +2 bonus on Will saves.
    Expend: You can expend your combat focus whenever you roll a natural 1 on a Will save to instead treat the result as a natural 20. This does not require an action.
    Advancement: If you have three or more combat form feats, your Will save bonus increases to +4.
    If you also have fighter level 3rd and the Disciplined Fighting Style Class feature, you can gain your combat focus any number of times per encounter, but only once per round. The first time you make a successful attack during a round, you gain your combat focus.

    COMBAT GUARDIAN [Combat Form, Fighter]
    With strict vigilance and careful defensive maneuvers, you ward away attacks meant for your allies.
    Prerequisites: Wis 13, Combat Expertise, Combat Focus, Combat Reflexes, base attack bonus +3
    Benefit: While you maintain your combat focus, you can choose at the beginning of each of your turns to waive the normal benefits of Combat Expertise and instead apply one-half the AC bonus from your Combat Expertise feat as a shield bonus for all allies within your reach. Allies must remain within your reach to continue receiving the bonus, and lose it if you become dazed, helpless, paralyzed, stunned, or otherwise unable to take actions, or if you expend your combat focus.
    Expend: As an immediate action, you can expend your combat focus to parry an attack against an ally within your reach. Make an attack roll with a bonus equal to the number of Combat Form feats you have. Your ally may substitute your attack roll total for his AC against that attack if he desires.
    Advancement: If you have at least three Combat Form feats, you do not need to waive the normal benefits of Combat Expertise in order to protect your allies.

    COMBAT PSYCHIC [Combat Form, Fighter, Psionic]
    Your natural psychic talent enhances your ability to focus your mind and body during combat.
    Prerequisites: Wis 13, Combat Focus, Psionic Meditation, Concentration 7 ranks, base attack bonus +4
    Benefit: While maintaining your combat focus, you gain a +2 bonus on Concentration checks made to regain your psionic focus. If you have not previously gained your combat focus during this combat round, you can expend your psionic focus to gain your combat focus. This does not require an action.
    Expend: If you have not previously gained your psionic focus this round, you can expend your combat focus as a swift action to become psionically focused. Once you do so, you cannot regain your combat focus or psionic focus again until the beginning of your next turn.
    Advancement: If you have at least three Combat Form feats, you instead gain a +4 bonus on Concentration checks made to regain your psionic focus.

    COMBAT SPEED [Combat Form, Fighter]
    With intense focus, you time your movement and attacks to maximize your momentum, bouncing from target to target with tremendous speed.
    Prerequisites: Wis 13, Combat Focus, and either Flyby Attack, Swim-by Attack, or Spring Attack.
    Benefit: Whenever you use Flyby Attack, Swim-by Attack, or Spring Attack while you are maintaining your combat focus, you gain a +10 bonus to your speed for each combat form feat you have, up to a maximum of your current speed.
    Expend: You can expend your combat focus as a swift action to move up to your speed. You do not gain the Combat Speed bonus to your speed for this movement, since you have already expended your combat focus.

    COMBAT STABILITY [Combat Form, Fighter]
    When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms, and similar effects.
    Prerequisites: Wis 13, Combat Focus, base attack bonus +3
    Benefit: While you maintain your combat focus, you gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you.
    Advancement: If you have three or more combat form feats, the bonus granted by this feat increases to +8.
    If you have eight or more combat form feats, the bonus granted increases to +12.

    COMBAT STRIKE [Combat Form, Fighter]
    Your intense, focused state allows you to see the smallest of errors in the forms and styles of others. You automatically adjust your form to correct for your own errors, or, by pouring the energy required to maintain your combat focus into your assault, you batter through your foe's defenses.
    Prerequisites: Wis 13, Combat Focus, any two other combat form feats, base attack bonus +12
    Benefit: As a swift action, you can expend your combat focus to gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all benefits of combat form feats that affect you only while you are maintaining your combat focus.

    COMBAT TEMPO [Combat Form, Fighter]
    When your enemy seems to have outlasted you and countered all of your tricks and techniques, you can call on reserves of strength within yourself and pull off a few more surprises.
    Prerequisites: Wis 13, Combat Focus, Martial Study, base attack bonus +6
    Benefit: If you have a refresh method for your martial maneuvers, you can activate your refresh method to gain your combat focus, although you do not refresh any maneuvers when you do this. Refresh methods granted by feats (such as Adaptive Style, Combat Tempo, Psychic Renewal, or Sudden Recovery) cannot be used for this purpose. You can gain your combat focus a maximum of once per round.
    Expend: You can expend your combat focus as a swift action to refresh a martial maneuver, even if your maneuvers do not normally possess a refresh mechanic (this maneuver is immediately granted, if applicable).
    Advancement: If you have at least 3 combat form feats, you can expend your combat focus as a standard action to refresh all of your maneuvers, even if your maneuvers do not normally possess a refresh mechanic (you receive new granted maneuvers, if applicable).
    If you have at least 8 combat form feats, you can expend your combat focus as a full-round action to refresh and reselect all of your maneuvers, even if your maneuvers do not normally possess a refresh mechanic (you receive new granted maneuvers, if applicable).

    COMBAT VIGOR [Combat Form, Fighter]
    When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.
    Prerequisites: Wis 13, Combat Focus, base attack bonus +9
    Benefit: While you maintain your combat focus, you gain fast healing equal to the number of Combat Form feats you have, including this one. You lose this benefit when your combat focus ends.

    GOD OF WAR [Combat Form, Fighter]
    When you enter your combat focus, you become a relentless, flawless killing machine.
    Prerequisites: Combat Focus, six other Combat Form feats, Fighter level 18th
    Benefit: While maintaining your combat focus, you roll twice and take the better result on all attack rolls, damage rolls, saving throws, skill checks, and ability checks.
    Expend: You may expend your combat focus when making a critical confirmation roll or saving throw to treat the roll as a natural 20. This does not require an action.
    Special: Expending your focus as described above is tiring. You may not regain your focus until the beginning of your next turn, even if you normally could regain your focus sooner.

    STEP BETWEEN HEARTBEATS [Combat Form, Fighter]
    In a flash, you draw your blade and spring across the battlefield, leaving a line of hacked and mangled victims in your wake.
    Prerequisites: Wis 13, Jump 12 ranks, Base attack bonus +9 or greater, Combat Focus, Combat Speed, and either Flyby Attack, Spring Attack, or Swim-by Attack
    Benefit: As a full-round action, expend your Combat Focus to move up to double your speed in a straight line. You move without provoking attacks of opportunity, bounding and leaping across whatever surfaces are available without regard to whether they would normally support your weight, or simply soaring unsupported if no surfaces are available. You may move through spaces occupied by your opponents, although you may not end your movement in such a space. You cannot pass through obstacles that would normally bar your passage, and you take damage appropriately if you pass through a hazardous environment (e.g. a blade barrier or a burning building). If you wish, you may draw a weapon as part of this movement, just as you are entitled to do when moving normally.
    Special: Using Step Between Heartbeats is strenuous. Once you expend your Combat Focus to use this ability, you cannot regain it until the beginning of your next turn, even if you could normally regain it sooner.
    Advancement: If you have Jump 18 ranks and base attack bonus +15 or greater, you may make a single attack at your highest base attack bonus against each foe whose space you pass through. Enemies are flat-footed against these attacks if you did not threaten them before beginning the action. If you are attacking with a weapon drawn as part of this movement, you are entitled to use Iaijutsu Focus against each flat-footed opponent.
    Last edited by jiriku; 2016-08-20 at 04:24 PM.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
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    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.