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

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    Default Alternate Class Feature: Watchful Fighting Style

    This alternate class feature replaces your weapon master fighting style with the watchful fighting style. A watchful fighter might be the captain of the watch, a mercenary bodyguard, or a member of an elite order dedicated to defeating a clan of assassins or a cabal of illusionists. Watchful fighters are strong defenders who excel at quickly noticing and responding to threats, and are very effective at forcing the enemy to deal with them first.


    WATCHFUL 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 watchful fighting style, which is described below.
    The elite bodyguard, the tireless sentry, the seasoned master of the city watch, all are fighters who practice the watchful fighting style. The watchful fighting style focuses on protecting others through alertness and defensive techniques.

    A fighter of the watchful style gains Defensive Stance as a bonus feat. Additionally, select any two of the following skills: Intimidate, Listen, Sense Motive, and Spot. 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 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 light fortification. This stacks with fortification from other sources.

    At 13th level, you gain Skill Mastery (as the daring outlaw ability) in the key skills of your fighting style. You gain Stable Stance as a bonus feat.

    At 17th level, the competence bonus granted by your fighting style increases to +10. You gain medium fortification. This stacks with fortification from other sources.
    [STYLE] FEATS
    These feats are meant for use with the watchful fighting style.
    Spoiler
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    ARMORED MENACE [Fighter]
    You can use your armor and shield to make yourself an obstacle on the battlefield.
    Prerequisites: Fighter 2nd, Watchful Fighting Style
    Benefit: While wearing heavy armor and wielding a shield, you can choose to adopt an imposing posture as a swift action. While in your imposing posture, you occupy the space of a creature one size larger than you (although you acquire none of the other benefits or drawbacks of being larger), and opponents cannot make overrun attempts against you or attempt to tumble through squares you occupy. You can dismiss your imposing posture as a free action.
    Advancement: If you have base attack +11 or greater, then while in your imposing posture, you may consider yourself one size larger than normal whenever it would be advantageous to do so.

    CARELESS RAGE [Fighter, Style]
    You know how to exploit the openings offered by an angry opponent.
    Prerequisites: Fighter 12th, Infuriating Strike, Watchful Fighting Style
    Benefit: Whenever an infuriated opponent (that is, an opponent affected by your challenging gaze or infuriating strike) attacks you, that opponent provokes an attack of opportunity from you after completing the attack (regardless of whether the attack was a hit or a miss).

    CHALLENGING GAZE [Fighter, Style]
    When the lust for battle is in your eyes, foes find themselves eager to cross blades with you.
    Prerequisites: Fighter 8th, Infuriating Strike
    Benefit: You gain a gaze attack with a range of 30 feet, which you can activate or deactivate as a swift action. Gaze attacks are described in more detail on DMG p.294. Foes meeting your gaze must save or be infuriated as per the Infuriating Strike feat (Will negates, DC = 10 + 1/2 character level + Charisma modifier). If you use your gaze in a non-combat situation, such as during tense negotiations or at a state dinner, targets will still be affected, but may choose to confront you in a non-violent manner, such as shouting vigorous insults at you. It will be obvious to all observers that you provoked the confrontation; you cannot use challenging gaze in a subtle fashion. Challenging gaze is a mind-affecting extraordinary ability, even though gaze attacks are normally supernatural.
    Advancement: If you have the Ghost Scarred feat (LM 27), then incorporeal undead are not protected from your challenging gaze by their normal immunity to mind-affecting effects.
    If you have the Vampire Hunter feat (LM 31), then vampires and vampire spawn are not protected from your challenging gaze by their normal immunity to mind-affecting effects.

    DANGER SENSE [Fighter, Style]
    You are always see trouble coming before it arrives.
    Prerequisite: Fighter 16th, Blind Fight, Sixth Sense, Watchful Fighting Style
    Benefit: You are immune to surprise.
    Advancement: If you have Superior Sixth Sense, you gain a surprise round when combat starts regardless of whether you have been noticed. A creature that notices you is still treated as flat-footed during this round.

    DEFENSIVE STANCE [Fighter, Style]
    You can assume a highly effective defensive stance a certain number of times per day.
    Prerequisites: Fighter 1st, Watchful Fighting Style
    Benefit: Once per encounter when you declare you are fighting defensively or taking the total defense action, you may enter a defensive stance (this does not require an action). For as long as you continue to fight defensively or take the total defense action, you gain +6 Strength, +4 Constitution, a +2 competence bonus on all saves, and a +2 competence bonus to Armor Class. While in your defensive stance, you must fight defensively or take total defense every round (which means you cannot run, charge, or take a double move), and you cannot perform any actions other than movement that might provoke an attack of opportunity (such as spellcasting, drinking a potion, attempting a bull rush or overrun, etc). You also cannot use Power Attack or any item creation or metamagic feats.
    Your defensive stance lasts five minutes, unless you choose to end it sooner. If you fail to fight defensively or take full defense in a round, your defensive stance also ends. At the end of your defensive stance, you are winded: for five minutes you take a -2 penalty to Strength and cannot activate defensive stance again. Your defensive stance 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 defensive stance instead grants you +8 Strength, +6 Constitution, and a +3 competence bonus to all saves and to your AC.
    If you have character level 20 or higher, your defensive stance instead grants you +10 Strength, +8 Constitution, and a +4 competence bonus to all saves and to your AC.

    HAMPERING STRIKE [Fighter, Style]
    Your strikes hamper your foes and put them on the defensive.
    Prerequisite: Fighter 4th, Watchful Fighting Style
    Benefit: As a swift action, you can declare the next attack you make this round to be a hampering strike. When you make a hampering strike with a weapon you are wielding (or with an unarmed strike or natural weapon), your opponent is hampered and distracted by your efforts, taking a -2 penalty on attack rolls and save DCs against all of its opponents other than you. Against you, it takes a -2 penalty to its AC and saving throws. This effect lasts for three rounds.
    Advancement: If you have base attack +6 or greater and deliver a hampering strike to an opponent you have already hampered, the duration of the hampering is reset and the penalties stack, up to a maximum of -4.
    If you have base attack +11 or greater, the maximum penalty stacking increases to -6.
    If you have base attack +16 or greater, the maximum penalty stacking increases to -8.
    If you have the Countering Strike class feature, you do not need to expend a swift action to declare your countering strike to be a hampering strike.

    HEALTHY SKEPTICISM [Fighter, Style]
    You tend not to believe what you see.
    Prerequisites: Fighter 1st, Watchful Fighting Style
    Benefit: You gain an automatic Will saving throw against any illusion that allows a save. As long as you see, hear, smell, or otherwise experience the illusion with any of your senses, you are entitled a saving throw. If you fail this saving throw, you may gain a second one when you fully interact with the illusion, as normal. You are not necessarily even aware that you are making a save unless you succeed; the roll should be made in secret by the DM.

    HEALTHY SKEPTICISM, IMPROVED [Fighter, Style]
    You are almost impossible to fool with illusions.
    Prerequisites: Con 13, Fighter 9th, Blind Fight, Healthy Skepticism, Mage Slayer, Pierce Magical Concealment, Watchful Fighting Style
    Benefit: You gain an automatic Will saving throw against all illusion effects of the [figment] and [glamer] subschools, regardless of whether you would normally be entitled to a saving throw. On a successful save, you determine the illusionary nature of the effect. This allows you to ignore the effects of spells such as displacement, mirror image, invisibility, etc..

    INFURIATING STRIKE [Fighter, Style]
    Your strikes infuriate your foes into taking aggressive action against you.
    Prerequisite: Fighter 4th, Watchful Fighting Style
    Benefit: As a swift action, you can declare the next attack you make this round to be an infuriating strike. When you make an infuriating strike with a weapon you are wielding (or with an unarmed strike or natural weapon), your opponent must attempt a Will save (DC = 10 + damage dealt). On a success, nothing happens, but if the victim fails, it becomes infuriated and must make you the target of its hostilities, to the exclusion of other activities such as attacking your allies or attempting to escape.

    Your opponent can take any aggressive action it deems appropriate, such as attacking you with ranged or melee weapons, targeting you with spells, or even including you in the area of effect of area spells. The victim remains cognizant of his surroundings and reacts appropriately, although he will take risks to harm you. The subject will not take suicidal actions in order to harm you, such as leaping off a cliff to certain death in order to reach you, but might attempt to leap a narrow chasm if he reasonably believed he could make the jump.

    Your opponent gains +4 on attack and damage rolls against you while infuriated, and gains +4 save DC and +4 on rolls to penetrate your spell resistance when using hostile effects on you. However, if the opponent fails his save against your infuriating strike by 10 points or more, the bonuses are reduced to +2. If the opponent fails his save by 20 points or more, the bonuses are negated.

    Your target remains infuriated for 3 rounds. If you use the withdraw action to move away from the target, or take some action to break line of sight with the target (such as teleporting out of sight, becoming invisible, or hiding behind total cover), then the effect ends immediately. The calm emotions spell and similar magics can be used to release an infuriated target from the effect. Infuriating strike is a mind-affecting extraordinary ability.

    Advancement: If you have the Ghost Scarred feat (LM 27), then incorporeal undead are not protected from your infuriating strike by their normal immunity to mind-affecting effects.
    If you have the Vampire Hunter feat (LM 31), then vampires and vampire spawn are not protected from your infuriating strike by their normal immunity to mind-affecting effects.
    If you have the Countering Strike class feature, you do not need to expend a swift action to declare your countering strike to be an infuriating strike.

    LOCKED IN COMBAT [Fighter, Style]
    You really know how to lock down an opponent.
    Prerequisites: Str 13, Fighter 12, Hampering Strike, Stand Still, Watchful Fighting Style
    Benefit: While an adjacent opponent is suffering a penalty from your hampering strike, that opponent may not take a 5-foot step or use the Withdraw action, and automatically provokes an attack of opportunity from you if it uses any ability from the Conjuration (teleportation) subschool. Opponents suffering these restrictions are aware of them. Your presence is also extremely distracting; when you hamper any foe, he applies your hampering strike penalty to Spellcraft checks made to identify spells cast by all opponents other than you, and to all Listen, Sense Motive, and Spot checks made against opponents other than you.

    PRESS THE ATTACK [Fighter, Style, Tactical]
    You can limit your opponent's options in combat.
    Prerequisites: Fighter 8th, Hampering Strike, Watchful Fighting Style
    Benefit: The Press The Attack tactical feat enables the use of four tactical options. Each of these options is used when you hit your opponent with a hampering strike.
    Cripple the Stride: When you use a hampering strike to inflict a total penalty of -2 or more on an opponent, all penalties are removed and all of the opponent's speeds are reduced by 5 x the penalty removed. This loss of speed lasts for one minute.
    Grant Them No Rest: When you use a hampering strike to inflict a total penalty of -4 or more on an opponent, all penalties are removed and the opponent is fatigued.
    Staggering Blow: When you use a hampering strike to inflict a total penalty of -6 or more on an opponent, all penalties are removed and the opponent is staggered for three rounds.
    Stunning Blow: When you use a hampering strike to inflict a total penalty of -8 on an opponent, all penalties are removed and the opponent is nauseated for three rounds.

    RED TIDES OF WAR [Fighter, Style, Tactical]
    When your allies are hard-pressed, your words of inspiration lead them through adversity.
    Prerequisites: Fighter 8th, Combat Aura (hardy soldiers or motivate ardor), Watchful Fighting Style
    Benefit: The Red Tides of War tactical feat enables the use of two tactical options. Each option enhances the effect of one of your combat auras. You donít receive the benefit of the option unless you have the appropriate combat aura active.
    Stand Against the Storm: As a move action when you or one of your allies within your hardy soldiers aura sustained physical or energy damage on the previous round, you rally your allies to stand firm against further harm. Until the beginning of your next turn, each time you or an ally within your aura sustains physical or energy damage, the auraís strength increases by +100%.
    Let the Red Tides Run: As a move action when you or one of your allies within your motivate ardor aura dealt damage on the previous round but the damage was reduced (for example, by damage reduction), you rally your allies to press the attack all the more fiercely. Until the beginning of your next turn, each time you or an ally within your aura deals damage and the damage is reduced, the auraís strength increases by +100%. You canít claim the benefit if the damage is reduced by an allied effect (for example, if your ally has a Strength penalty to damage).

    REFLECTIONS ON THE BLADE [Fighter, Style]
    You are skilled at fighting an opponent without directly looking at him.
    Prerequisite: Fighter 2nd, Blind-Fight, Watchful Fighting Style
    Benefit: When you avert your eyes from a creature with a gaze attack, you have no chance of accidently meeting its gaze. Creatures do not gain concealment from you when you are averting your gaze.
    Advancement: If you have blindsense, you suffer no miss chance against creatures with concealment, and only a 20% miss chance against creatures that have total concealment from you.

    SIXTH SENSE [Fighter, Style]
    Sometimes, you just know where the enemy is.
    Prerequisites: Fighter 3, Wisdom 13+, Blind Fight, Watchful Fighting Style
    Benefit: You gain blindsense with a range of 5 feet for every 3 character levels you possess (10 ft at 6th level, 15 feet at 9th level, etc.) This blindsense is not based on any of your existing senses and cannot be nullified by silence or similar effects.

    SIXTH SENSE, SUPERIOR [Fighter, Style]
    You have an uncanny awareness of what's going on around you.
    Prerequisites: Fighter 9, Blind Fight, Sixth Sense, Watchful Fighting Style
    Benefit: Your blindsense ability increases in power, doubling its range. You also gain blindsight within a range of 5 feet for every 5 character levels. Like your blindsense, your blindsight cannot be nullified by silence or other effects.

    STABLE STANCE [Fighter, Style]
    Your defensive stance enhances your stability.
    Prerequisites: Fighter level 12th, Defensive Stance, Watchful Fighting Style
    Benefit: You gain the Stability feature while in a defensive stance, which grants you a +4 bonus to resist bull rush and trip attempts due to your exceptional stability. If you already have the Stability feature (such as a dwarf would, for example), you gain Exceptional Stability, and your bonus increases to +8.

    UNCANNY DODGE [Fighter, General, Style]
    You react to danger before your senses would normally allow you to do so.
    Prerequisites: Fighter 2nd and Barbaric or Watchful 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.
    Prerequistes: Fighter 5th and Barbaric or Watchful Fighting Style, or Daring Outlaw 8th, 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.

    VIGILANT GUARDIAN [Fighter, Watchful Fighting Style]
    When your allies are hard-pressed, you spring to their defense.
    Prerequisites: Fighter 16th, Blind Fight, Danger Sense, Sixth Sense, Combat Aura class feature, Countering Strike Class feature, Watchful Fighting Style
    Benefit: As an immediate action when an opponent has just resolved an attack against an ally within the radius of your combat aura, you may move up to your speed and execute a countering strike against that opponent.
    Last edited by jiriku; 2014-05-27 at 11:10 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.

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