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

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    Aug 2009

    Default Alternate Class Feature: Witch Hunter Fighting Style

    This alternate class feature replaces your weapon master fighting style with the witch hunter fighting style.


    WITCH HUNTER FIGHTING STYLE
    Level: 1st.
    Replaces: If you select this class feature, you do not gain Knowledge (architecture and engineering) as a class skill or proficiency with 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 witch hunter fighting style, which is described below.

    The dragon slayer, the demon hunter, the inquisitor, all are fighters who practice the witch hunter fighting style. The witch hunter fighting style focuses on defeating and circumventing the defenses commonly used by spellcasters.

    A fighter of the witch hunter style gains Gather Information, Knowledge (arcana), Spellcraft as class skills. You also gain Athletic Surge as a bonus feat, and you gain 2 additional skill points at each level. Additionally, select any two of the following skills: Balance, Climb, Jump, Knowledge (arcana), Spellcraft, and Tumble. 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. 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 also gain Mage Slayer as a bonus feat, ignoring prerequisites.

    At 5th level, you gain your choice of Acrobatic Charge or Witch Hunter as a bonus feat.

    At 9th level, the competence bonus granted by your fighting style increases to +5. You gain Mettle 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 Physical Adept as a bonus feat.

    At 17th level, the competence bonus granted by your fighting style increases to +10. You gain Tireless Surge as a bonus feat.
    NEW FIGHTER BONUS FEATS
    These [Fighter] feats are especially useful to witch hunter fighters.
    Spoiler
    Show
    ACROBATIC CHARGE [Fighter, General]
    You can charge in situations where others cannot.
    Prerequisite: Character level 5th
    Benefit: You can charge over difficult terrain that normally slows movement or through allies blocking your path. This ability enables you to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to your target. Depending on the circumstance, she may still need to make appropriate checks (such as Balance, Jump, or Tumble checks) to successfully move over the terrain.
    Advancement: If you have the Mobile Combatant class feature, you can make a full attack at the end of your charge.


    [STYLE] FEATS
    Spoiler
    Show
    ATHLETIC SURGE [Fighter, Style]
    You can push your athletic capabilities to their utmost a certain number of times per day.
    Prerequisites: Fighter 1st, Witch Hunter Fighting Style
    Benefit: Once per encounter as an immediate action, you may enter an adrenaline-fueled state of athletic prowess (you can do this even when flat-footed at the start of combat, before making an initiative check). You gain a +5 competence bonus to Strength- and Dexterity-based skill checks and ability checks (including initiative checks), and your existing competence bonus to any Strength- or Dexterity-based key skills increases by +5. Additionally, you suffer no penalty for accelerated movement when using Balance, Climb, Hide, Move Silently, and Tumble. Finally, if you are wearing light or no armor, you may stand from prone as a free action that does not provoke attacks of opportunity.

    While your athletic surge lasts, you cannot use any Charisma- or Intelligence-based skills (except for Intimidate and Spellcraft), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function. You also cannot use any item creation or metamagic feats.

    Athletic surge lasts for five minutes, unless you choose to end it sooner. When you end your surge, you are fatigued for five minutes. Your athletic surge is initially usable only once per day. You gain an additional daily use at fighter 4th, and every four levels thereafter.

    Advancement: If you have character level 11 or higher, your athletic surge instead grants you a +10 competence bonus to Strength- and Dexterity-based skill checks and ability checks, and your existing competence bonus to any Strength- or Dexterity-based key skills increases by +10.

    If you have character level 20 or higher, your athletic surge instead grants you a +15 competence bonus to Strength- and Dexterity-based skill checks and ability checks, and your existing competence bonus to any Strength- or Dexterity-based key skills increases by +15.

    PHYSICAL ADEPT [Fighter, Style]
    You are amazingly mobile during your athletic surge.
    Prerequisites: Fighter 13th, Witch Hunter Fighting Style
    Benefit: During your athletic surge, you gain a +4 bonus on saving throws and grapple checks against any effect that might render you entangled, grappled, or immobilized (e.g web, hold person, or a dragon's crush attack).
    Advancement: If you have character level 17th or higher, the bonus is +8 instead.

    TIRELESS SURGE[Fighter, Style]
    Your athletic surge does not fatigue you.
    Prerequisite: Fighter 17th, Athletic Surge, Witch Hunter Fighting Style
    Benefit: You are not fatigued when you end your athletic surge.

    WITCH HUNTER [Fighter, Style]
    You are highly sensitive to the presence of magic.
    Prerequisites: Spellcraft 8 ranks, Witch Hunter Fighting Style
    Benefit: This feat grants three new uses for the Spellcraft skill.
    Spell sense: You can sense magic auras when you concentrate, just as with a detect magic spell. Your spell sense has a range of 120 feet, and manifests as a feeling of discomfort or "pins and needles" when you are in the presence of magic. If you concentrate on a specific creature, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. The DC of this check is 5 + the caster level of the target.
    Draw back the veil: When you successfully identify a spell or magical effect, you also discern its magical signature. This allows you to recognize who cast the spell, if you have previously observed the caster with your spell sense, or to recognize that the signature is familiar to you, if you have previously observed other effects with this magical signature. All spellcasters have distinctive, recognizable magical signatures, although certain spells can obscure a signature (see below).
    Teleport trace: When observing the square in which a Conjuration (teleportation) effect was cast, you can determine the intended destination of the effect. The DC of this check is 15 + spell level if you observed the casting or activation of the effect, or 20 + spell level if you did not. If the destination was no more than 1,000 feet away, you gain an accurate mental picture of the destination and know its exact direction and distance. If it is further away, or on another plane, you learn the name of the destination (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and its plane of existence. If the effect is not always accurate (as is the case with teleport and plane shift, for example), then you learn the intended destination, not the actual destination. If the effect leads to a variable destination, you learn the last destination to which it led. The trace of magical energy left behind by a Conjuration (teleportation) effect only remains readable for 1 round per level of the effect. If you perform your examination after this time period has elapsed, then you discern nothing about the intended destination.

    Effects that would confuse, defeat, or mislead divination spells will have the same effect on your sensitivity to magic. If your sense is being blocked or misled by an effect that allows a saving throw, you receive one as normal. If the effect allows a caster level check, use your Spellcraft check result in place of the caster level check.
    Last edited by jiriku; 2014-05-27 at 11:21 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!