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Old 04-12-2011, 01:04 AM   Top  -  End  -  #1
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default [3.5] Fighter Remix: Doin' it old-school

The Fighter, Remixed


When I was a fighting-man, the kettle-drums they beat,
The people scattered gold-dust before my horses feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back.

-- Robert E. Howard, The Road of Kings

What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs -- I was a man before I was a king.

-- Robert E. Howard



There was a time in decades past when the fighter was the king of classes, the Big Damn Hero who courageously led his party to triumph over danger again and again. In earlier editions, the fighter was the linchpin of a party, the one with the brawn, grit, and determination to slug it out against all odds, to inspire his followers, and to do battle as no other class could. Let us return to those days, and build a fighter worthy of the name!

The remixed fighter is an open, flexible class, built to fulfill the archetype of the mundane hero who overcomes challenges through grit, courage, and sheer martial prowess. A remixed fighter might be a fierce nomadic plainsman raised in a harsh, wild land, a masterless samurai seeking to earn his next meal through his skill with the blade, a knight in shining armor, a pitiless warlord amassing a horde of raiders, an elite bodyguard loyally protecting his charge, an uncultured thug making a living through robbery and murder, or a famous gladiator beloved as a hero of the people. Or he might be any of a dozen other heroes from cinema and fantasy - the remixed fighter is the class of choice for players who seek to confront evil with martial prowess and match their blade and determination against the spells and steel of their foes. The remixed fighter and its ACFs collectively replace the barbarian, fighter, marshal, and samurai classes.

Credits:
Spoiler


Design Notes:
Spoiler


Version Log:
Spoiler


GAME RULE INFORMATION
Fighters have the following game statistics.

Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they need in their many battles. Dexterity is important for fighters who want to be good archers.

HIT DIE: d12

LevelBase AttackFortRefWillSpecialFighter Feats
Combat Auras
1st+1+2+0+2Martial aptitude, weapon master fighting styleBonus feat
0
2nd+2+3+0+3Fighting style IIBonus feat
0
3rd+3+3+1+3Combat aura +1, exceptional strength 
1
4th+4+4+1+4 Bonus feat
1
5th+5+4+1+4Combat aura +2, fighting style III 
1
6th+6/+1+5+2+5 Bonus feat
2
7th+7/+2+5+2+5Mobile combatant 
2
8th+8/+3+6+2+6 Bonus feat
2
9th+9/+4+6+3+6Fighting style IV 
2
10th+10/+5+7+3+7Combat aura +3Bonus feat
3
11th+11/+6/+1+7+3+7True grit 
3
12th+12/+7/+2+8+4+8 Bonus feat
3
13th+13/+8/+3+8+4+8Fighting style V 
3
14th+14/+9/+4+9+4+9 Bonus feat
4
15th+15/+10/+5+9+5+9Combat aura +4, countering strike 
4
16th+16/+11/+6/+1+10+5+10 Bonus feat
4
17th+17/+12/+7/+2+10+5+10Fighting style VI 
4
18th+18/+13/+8/+3+11+6+11 Bonus feat
5
19th+19/+14/+9/+4+11+6+11Peerless reactions 
5
20th+20/+15/+10/+5+12+6+12Combat aura +5Bonus feat
5

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Martial Lore (Int), Perform (weapon drill) (Cha), Ride (Dex), and Swim (Str). A fighter gains additional class skills from the weapon master fighting style (see below).


CLASS FEATURES
All of the following are class features of the fighter.

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not tower shields). As part of his fighting style, a fighter gains proficiency with one exotic weapon, armor, or shield (such as a tower shield).

Bonus Feat: At 1st level, and every even-numbered fighter level thereafter, you gain a bonus feat, which can be any fighter feat for which you qualify.

Martial Aptitude (Ex): Once per day, you may spend one hour drilling with your weapons to retrain your fighter bonus feats (this does not include feats gained from your fighting style). You may change any or all of your fighter bonus feats, but you must comply with the retraining rules as normal. If you choose feats that apply to a specific piece of equipment (such as Weapon Focus), you must have that equipment available to practice with during your drill. All of your choices must remain legal, and you may not make choices that render you ineligible for any feat you aren’t retraining, or any prestige class you have. You may not use Martial Aptitude to retrain any of your other feats, such as racial feats, feats acquired from a class feature (such as Fighting Style), feats acquired as bonus feats from another class, or the feats gained by all characters at 1st level and every 3rd character level.

Weapon Master Fighting Style (Ex): A fighter is, first and foremost, a peerless student of the weapon master fighting style. A practitioner of the weapon master fighting style might be a stunt gladiator, a exotic weapon specialist, or a soldier who practices endlessly to perfect his technique. Your fighting style establishes a distinctive method of attack for you, and sets you apart from practitioners of other styles.

Your style grants you proficiency with a single exotic weapon, armor, or shield of your choice. You also gain Weapon Focus (with a weapon of your choice) as a bonus feat. Additionally, select any two of the following skills: Balance, Concentration, Diplomacy, Jump, or Spot. These skills are the key skills of your fighting style. They permanently become fighter class skills for you, 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 add your fighting style bonus to any roll made to resist disarm or sunder attempts, and to the DC of any attempts to demoralize you with the Intimidate skill.

At 5th level, you gain your choice of any Peerless feat or Weapon Specialization (with a weapon of your choice) as a bonus feat.

At 9th level, the competence bonus granted by your fighting style increases to +5. You gain your choice of Improved Critical, Melee Weapon Mastery or Ranged Weapon Mastery (with a weapon of your choice).

At 13th level, you gain Skill Mastery (as the rogue ability) in the key skills of your fighting style. You gain your choice of Crushing Strike, Driving Attack, or Slashing Flurry.

At 17th level, the competence bonus granted by your fighting style increases to +10. You gain Weapon Supremacy as a bonus feat (with a weapon of your choice).
Combat Aura (Ex): At 3rd level, you learn to project an 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 combat aura at a time. At first you know only a single combat aura, but as your fighter level increases, you learn new ones, as shown on Table: The Fighter.
Projecting a combat 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 combat 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 combat aura lets allies add +1 to certain rolls. This bonus improves by +1 at 5th, 10th, 15th, and 20th level. All bonuses granted by combat auras are circumstance bonuses that do not stack with each other. Combat aura does not stack with the benefits of the Commanding Aura feat or the Aid Another action.
  • Follow My Lead: Bonus on skills checks with your key skills (see the Fighting Style class feature for details).
  • Hardy Soldiers: Your allies gain damage reduction (or an improvement to their existing damage reduction) and energy resistance equal to the amount of bonus the aura provides. For example, if you are 10th level, everyone affected gains DR 3/- and resist energy 3 vs. acid, cold, electricity, fire, and sonic.
  • Motivate Ardor: Bonus on damage rolls.
  • Motivate Attack: Bonus on melee attack rolls.
  • Motivate Care: Bonus to Armor Class.
  • Motivate Urgency: Allies’ base land speed is increased by 5 x your combat aura bonus. For example, if you are 10th level, everyone affected adds 15 feet to their base land speed.
  • Resilient Troops: Bonus to all saves.
  • Steady Hand: Bonus on ranged attack rolls.
Exceptional Strength (Ex): At 3rd level, your intense combat training teaches you how to apply your strength more effectively. Increase your Strength bonus by 50% when dealing damage with a melee or ranged attack, or when making a Strength check, a grapple check, or a Strength-based skill check. Thus, you deal your full Strength bonus to damage with off-hand weapons, 1 1/2 times your Strength bonus to damage with weapons held in your primary hand, and 2x your Strength bonus to damage with two-handed weapons or one-handed weapons wielded with two hands.
This bonus applies equally to melee, thrown, and ranged weapons, unarmed strikes, and natural attacks (if you have any), but cannot be used in conjunction with abilities that allow you to apply a different ability bonus to damage instead of Strength (such as the Shadow Blade feat from Tome of Battle).
Design Notes:
Spoiler


Mobile Combatant (Ex): In combat, speed is life, and a skilled fighter embraces this truth, learning to deliver strikes swiftly and precisely even while on the move. Beginning at 7th level, you can make a full-round attack as a standard action.

Design Notes:
Spoiler


True Grit (Ex): By 11th level, you have become hardened against the horror and din of battle and the debilitating effects of spells. When initially affected by one of the conditions listed below, you may mitigate or negate the condition for the full duration of its effect. Using True Grit takes no action, and can be done at any time, even when it isn't your turn. You may use this ability a number of times per day equal to 3 + your Constitution modifier.
ConditionReduce to:
Ability DrainedAbility Damaged
BlindedDazzled
ConfusedFascinated
CoweringDazed
DazzledUnaffected
ExhaustedFatigued
FascinatedUnaffected
FatiguedUnaffected
FrightenedShaken
NauseatedSickened
PanickedFrightened
ParalyzedStunned
ShakenUnaffected
SickenedUnaffected
StunnedDazed
You cannot use True Grit more than once against a single source (for example, if you're exhausted by a ray of exhaustion, you can use True Grit to downgrade the exhaustion to fatigue, but you can't then expend a second use to negate the fatigue). If you use True Grit to mitigate or negate a condition which you must suffer as a sacrifice or cost when gaining some benefit, you automatically forfeit the benefit you would have gained.

Design Notes:
Spoiler


Countering Strike (Ex): Beginning at 15th level, you learn to take advantage of even the smallest of openings in combat to deliver a quick attack. As an immediate action, you can either make a single attack, or attempt a combat maneuver that you could normally use in place of an attack, such as an attempt to disarm, grapple, sunder, or trip. If you damage a foe that is in the midst of an act that requires concentration (such as casting a spell or drinking a potion), your target must succeed at a Concentration check as normal or his action is disrupted.

Peerless Reactions (Ex): Upon reaching 19th level, you have a mental focus greater than any opponent, allowing you to react much faster than others. You may take a second swift or immediate action each round.


Playing a Remixed Fighter

As a fighter, you have three general categories of abilities: iconic powers provided by your fighting style, fighter bonus feats, and supplemental features that enhance your combat prowess. It's important to understand what each of these groups of abilities can offer you when you're building your fighter.

FIGHTING STYLE
Spoiler


FIGHTER BONUS FEATS
Spoiler


SUPPLEMENTAL FEATURES
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 10-20-2012 at 01:32 AM.
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Old 04-12-2011, 01:12 AM   Top  -  End  -  #2
jiriku
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Join Date: Aug 2009
Default Re: [3.5] Feats and Treats: Tools for the Remixed Fighter

New feats to support the remixed fighter:

[FIGHTER] FEATS
These feats were formerly fighter ACFs. As [Fighter] feats, you can now fit them into your build anywhere, rather than having to sacrifice a feat slot at a particular level to obtain them. With the flexibility offered by Martial Aptitude, you can pick them up whenever you encounter situations where they might be useful, then exchange them later when another feat is more appropriate.
Spoiler


[GENERAL] FEATS
These new feats are of use to almost any sort of fighter.
Spoiler


[STYLE] FEATS
[Style] feats are simply [Fighter] feats that require a fighting style as a prerequisite. The [Style] feats presented here require the weapon master fighting style.
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-24-2012 at 07:23 PM.
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Old 04-12-2011, 01:16 AM   Top  -  End  -  #3
jiriku
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Join Date: Aug 2009
Default Fighter Alternate Class Features

Alternate Class Feature: Fighting Styles
The Weapon Master Fighting Style is a good style for soldiers, exotic weapon specialists, and fighters focused on advanced weapon techniques, but what if you want to give your fighter a different focus? Some fighters aren't heavily armored foot-soldiers, but are savage, bare-chested barbarians, mounted knights in shining armor, inspiring generals, brutish thugs and cutpurses, sharp-eyed bodyguards, dragon-hunters, or even more exotic sorts of heroes.

For these sorts of fighters, a different fighting style might be appropriate. In the seven posts below, you'll find seven new fighting styles available as alternate class features. These ACFs replace the fighter's weapon master style (and the benefits it provides) with differently themed abilities. Using these ACFs, your fighter can become a brutal barbarian, heavily armored cavalier, honorable samurai, a marshal of armies, or one of many other sorts of fighting-men.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 05-28-2011 at 11:27 PM.
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Old 04-12-2011, 01:18 AM   Top  -  End  -  #4
jiriku
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Join Date: Aug 2009
Default Alternate Class Feature: Barbaric Fighting Style

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


BARBARIC FIGHTING STYLE
Level: 1st.
Replaces: If you select this class feature, you do not gain 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 barbaric fighting style, which is described below.

Quote:
A fighter learns the barbaric fighting style in a primitive culture, one in which strength of sinew and cunning are pitted against harsh environments and dangerous foes. His training emphasizes raw ferocity over precision or skill.

A practitioner of the barbaric fighting style gains Knowledge (nature), Listen, and Survival as class skills. You also gain your choice of Ferocity, Rage, or Whirling Frenzy as a bonus feat, and you gain 2 additional skill points at each level (multiplied by 4 at 1st level, as normal). Additionally, select any two of the following skills: Jump, Knowledge (nature), Listen, and Survival. 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 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 your choice of Damage Reduction or Streetfighter 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 also gain your choice of Evasive Spin, Indomitable Will, or Shifting Stance as a bonus feat.

At 17th level, the competence bonus granted by your fighting style increases to +10. In addition, you gain your Choice of Improved Shifting Stance or Tireless Rage as a bonus feat.

[STYLE] FEATS
These [Style] feats are meant for use with the barbaric fighting style.
Spoiler


Design Notes:
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 10-14-2011 at 08:09 PM.
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Old 04-12-2011, 01:19 AM   Top  -  End  -  #5
jiriku
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Join Date: Aug 2009
Default Alternate Class Feature: Cavalry Fighting Style

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


CAVALRY 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 cavalry fighting style, which is described below.

Quote:
A practitioner of the cavalry fighting style learns to fight from the back of a mount. A fighter who learns this style may be a chivalrous knight, a hunter for a wandering plains tribe, or an elite dragon-rider, but the cost of supporting a mounted combatant marks him as one of the most expensive warriors his culture supports.

The cavalry fighting style grants you the Wild Cohort feat as a bonus feat. Additionally, choose any two of the following: Diplomacy, Handle Animal, Knowledge (nature), Knowledge (nobility and royalty), Ride, and Survival. These skills are the key skills of your fighting style. They permanently become fighter class skills for you if you do not have them alreadu, 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 Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, or Trample.

At 5th level, you gain your choice of Burst of Speed or Deadly Charge as a bonus feat.

At 9th level, the competence bonus granted by your fighting style increases to +5. You learn to work with your wild cohort when using your Mobile Combatant feature, and you can use Mobile Combatant to make a full attack as a standard action even when your wild cohort moves more than 5 feet in a round. Your wild cohort’s speed improves by +10 feet for each of its movement modes, and if it can fly, its maneuverability improves by one class.

At 13th level, you gain Skill Mastery (as the daring outlaw ability) in the key skills of your fighting style. Protecting your wild cohort with the Mounted Combat feat no longer required an action for you, and your wild cohort’s speed boost improves to +20 feet.

At 17th level, the competence bonus granted by your fighting style increases to +10. Your wild cohort’s speed boost improves to +30 feet, and if it can fly, its maneuverability is now two classes better than normal.
CORE FEATS REMIXED
These are the feats you know, remixed for better balance.
Spoiler


GENERAL FEATS
These are new general feats that are especially useful to a fighter who knows the cavalry fighting style.
Spoiler


[STYLE] FEATS
These feats are meant for use with the cavalry fighting style.
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 10-20-2012 at 01:30 AM.
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Old 04-12-2011, 01:21 AM   Top  -  End  -  #6
jiriku
Troll in the Playground
 
 
Join Date: 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.

Quote:
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
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 05-28-2011 at 10:17 PM.
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Old 04-12-2011, 01:23 AM   Top  -  End  -  #7
jiriku
Troll in the Playground
 
 
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.

Quote:
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


[Ambush] Feats
[Ambush] feats are excellent choices for fighters who practice the cunning fighting style.
Spoiler


Other Feats
Additional feats useful for this fighting style.

Note: This area needs more development. Suggestions are appreciated.

Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 05-28-2011 at 10:42 PM.
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Old 04-12-2011, 01:24 AM   Top  -  End  -  #8
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
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.

Quote:
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.
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[COMBAT FORM] FEATS
First introduced in Player's Handbook 2, [Combat Form] feats are a mainstay for most fighters of the disciplined fighting style.
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Old 04-12-2011, 01:26 AM   Top  -  End  -  #9
jiriku
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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. This fighting style does not correspond to any pre-existing class.


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.
Quote:
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.
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Old 04-12-2011, 01:28 AM   Top  -  End  -  #10
jiriku
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Default Alternate Class Feature: Witch Hunter Fighting Style

This alternate class feature replaces your weapon master fighting style with the witch hunter fighting style. This fighting style does not correspond to any pre-existing class.


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.

Quote:
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
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[STYLE] FEATS
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Old 04-12-2011, 07:01 AM   Top  -  End  -  #11
Weimann
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Default Re: [3.5] Fighter Remix: Doin' it old-school

If I knew the least bit about D&D, I bet I would love this. It looks like it has a lot of work put into it, and I approve of the little snippets of design clarifications. You seem to have taken time to consider the thematics of what a fighter is and what he should be, and I think it shows.

Nitpick: The description for Third Style says you get it at level 9, just like Second Style.
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Old 04-12-2011, 07:08 AM   Top  -  End  -  #12
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Default Re: [3.5] Fighter Remix: Doin' it old-school

I like you, for reasons that my sig should make obvious. The fighting-man shall rise again.
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Old 04-12-2011, 09:53 AM   Top  -  End  -  #13
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Default Re: [3.5] Fighter Remix: Doin' it old-school

Fighters shouldn't have d12 hit die. That is a right that should be reserved for the barbarian. Fighters represent skill and finesse where barbarians represent brute strength and the hit die reflects that.
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Old 04-12-2011, 09:58 AM   Top  -  End  -  #14
Sarco_Phage
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by Kredine View Post
Fighters shouldn't have d12 hit die. That is a right that should be reserved for the barbarian. Fighters represent skill and finesse where barbarians represent brute strength and the hit die reflects that.
What, you mean the Fighter who gets the same approximate amount of skill points a fish would?

Or the Fighter whose typical primary stat is STR, wielding a greatsword which is simply the best weapon it is feasible for him to wield except perhaps the spiked chain?

Skill and Finesse went to the Rogue and Ranger. Fighting-men got the job of standing there and battering things into submission. To death.

You can MAKE them about skill and finesse, but it's not their base state.
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Old 04-12-2011, 10:33 AM   Top  -  End  -  #15
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Default Re: [3.5] Fighter Remix: Doin' it old-school

What Sarco Said, plus the fact that this specific fighter is designed to replace several other classes, including the barbarian.
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Old 04-12-2011, 11:27 AM   Top  -  End  -  #16
Ziegander
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Default Re: [3.5] Fighter Remix: Doin' it old-school

This is just a small thing, but it's been bugging me. When you mention that certain skills are "key skills" for your Fighting style, what the heck does that mean, if anything?
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Old 04-12-2011, 11:35 AM   Top  -  End  -  #17
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by Ziegander View Post
This is just a small thing, but it's been bugging me. When you mention that certain skills are "key skills" for your Fighting style, what the heck does that mean, if anything?
The higher level versions of the styles give bonuses to all key skills. For example, a Barbarian has Jump, Knowledge (nature), Listen, and Survival as their key skills. By level 17, they have +20 to those 4 skills, and can take 20 on them without increasing time.



What's stumping me is how does the extra style work? It says that you can only take feats as if they are X levels lower, but how does that apply to the style itself?

For example, say at level one you have Weapon Master Style. At level 9 you pick up second style, say Commanding.

Now you would qualify for feats as a 1st level Commanding Fighter, that much is clear. But what about the second style itself? Do you get the benefits of Style 1 (ie just commanding aura and some class skills), or do you get Commanding Style IV?

Which of these it is impacts hugely how effective this class will be.
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Old 04-12-2011, 11:49 AM   Top  -  End  -  #18
Ziegander
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by Seerow View Post
The higher level versions of the styles give bonuses to all key skills. For example, a Barbarian has Jump, Knowledge (nature), Listen, and Survival as their key skills. By level 17, they have +20 to those 4 skills, and can take 20 on them without increasing time.
Ah, I see now, thank you. I don't know if it was the edit that came after I last looked at the entries, or if it was there all along and I just failed to see it, but thanks for clearing that up.

Quote:
Now you would qualify for feats as a 1st level Commanding Fighter, that much is clear. But what about the second style itself? Do you get the benefits of Style 1 (ie just commanding aura and some class skills), or do you get Commanding Style IV?

Which of these it is impacts hugely how effective this class will be.
Indeed, this also bothered me.

There's a lot to like here though Jiriku, so kudos, especially for a first draft.

Last edited by Ziegander : 04-12-2011 at 12:00 PM.
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Old 04-12-2011, 01:28 PM   Top  -  End  -  #19
jiriku
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Default Re: [3.5] Fighter Remix: Doin' it old-school

Thank you! I am hoping that the final product will be even better. To address your question, Seerow, Second Style and Third Style grant neither benefit, but merely allow a fighter to meet prerequisites. This will make more sense once I have finished the subsequent entries for each fighting style (I'll try to get at least one complete tonight so you'll have an idea of what the others will look like).

By way of example, suppose you want to play a fighter with rage and pounce. You can simply dip barbarian and play bar 1 / fighter x. Under these rules, however, you would be a weapon master fighter x, with no option to multi-class. The revised fighter accesses rage and pounce as bonus feats, and they both have "Prerequisite: barbaric fighter 1st level or greater". With Second Style, you can declare the barbaric style as your secondary style, and now you can access either of those feats as if they had "Prerequisite: weapon master fighter 9th" instead. I probably need to rewrite the abilities to make that more clear, and provide a couple of examples.
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Old 04-12-2011, 01:45 PM   Top  -  End  -  #20
Seerow
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Default Re: [3.5] Fighter Remix: Doin' it old-school

Okay so we're getting a fighter who has his one trick, and starting at level 8 he can start picking up first level tricks again... and starting at level 17 he can start picking up first level tricks again...


How exactly is this any different from the current fighter?


Sure you made the numbers bigger, and he attacks more.... but it's still got the same core underlying problems: The fighter doesn't get to do cool things. He full attacks, and he's done. The full attacking as a standard action is nice and all, but I mean the Barbarian (which you replaced) could do a pounce attack starting at level 1...

The immediate interrupt attack twice a round is the only cool thing I see here, and even that is just more attacking. True Grit is kind of nice though I suppose.
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Old 04-12-2011, 02:37 PM   Top  -  End  -  #21
SPoD
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Default Re: [3.5] Fighter Remix: Doin' it old-school

I think we should wait and see what those new special feats look like before getting too concerned. If the Watchful fighter gets feats that mimic True Seeing and that sort of thing, then this fighter could definitely have more tricks than just full attack.

However, I would like to point out something about the "Weather the Storm" aura. Getting "resist sonic 3" at 10th level is, frankly, horribly weak. A lesser aasimar or tiefling gets permanent resist 5 to three energy types as a first level character. A cleric can cast resist energy for 10 points at 3rd. I would say either increase it to five times the aura bonus, like the dragon shaman has (i.e. resist sonic 15 at 10th level), or triple it and let it apply to ALL energies simultaneously (i.e. resist all 9 at 10th level). Or just drop it, because no one is ever going to use the aura as written instead of the bonus to saving throws.
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Old 04-12-2011, 11:27 PM   Top  -  End  -  #22
jiriku
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Default Re: [3.5] Fighter Remix: Doin' it old-school

Posted a general discussion of class-building concepts for the fighter remix in general. It's not high-op advice, but should serve as a starting point for people who are wondering what it all means.

Also posted details for the barbaric, cavalry, and commanding fighters.

@ Seerow: The proof of the pudding will indeed be with the feats. I'm attempting to do several things to address the "few/crappy tricks" issue.
  1. Feats that scale. More of this will come later, as I post and link to some additional threads with remixed versions of core feats. Scaling feats means you need only spend one or two feats to learn a good trick, rather than 3-5. Thus, you have ten tricks instead of two.
  2. Expanded Martial Aptitude. Full retraining of all fighter bonus feats means that you can swap the ten tricks you know today for ten different tricks tomorrow.
  3. More high-power feats with stiff prerequisites for higher-level play. This corrects the issue in which the 20th-level fighter merely has several tricks that are more suitable for 10th-level characters.
  4. Feats that sometimes scale according to character level, rather than class levels. This means that a high-level fighter who takes a "low-level" feat from a different style can immediately unlock all the juicy advancement abilities associated with the feat.

Some of this is fully implemented, and I'm just a few copy/pastas away from being able to show it to you. Some of it exists just as theory and design principles for now, and will be developed over the next couple weeks.

@ SPoD: Sheer genius. This is why I'm posting to the Playground. I would never have thought of that, but now that you mention it, it seems obvious. How would you implement that? Granting blindsense would automatically defeat illusions and invisibilty, and fits the theme. Plus, it's useful for other things. Or perhaps the fighter could automatically be entitled to a save against any illusion he sees, as if he had interacted with it merely by observing it.

Weather the Storm is modeled on the DR feature. I see your point though, and have modified it to cover all elements at once. I'm beginning to see that there are some balance issues in the various auras; shame on me for assuming that the class option I ripped it from would be internally balanced.
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Old 04-13-2011, 12:34 AM   Top  -  End  -  #23
Kellus
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Default Re: [3.5] Fighter Remix: Doin' it old-school

This is really really good, but I have some concerns about the Cavalry option (which, since I love mounted combat, is what I looked at first). Basically, I'm not clear on why the cavalry fighter can't have as nice a horse as a druid gets. Wild Cohort lets you get the same pets three levels later than the druid, and when they do get them they have worse stat boosts. Would it really be so horrible to just flat out give them an animal companion?

Also, I'm not entirely clear on how the cavalry fighter is supposed to fight from the back of a dragon, as you describe it. Please show me the rules here for getting a dragon mount.

EDIT: As a side-note, True Grit is one of the best mechanics I have ever seen.
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Old 04-13-2011, 12:57 AM   Top  -  End  -  #24
Ziegander
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by jiriku View Post
How would you implement that? Granting blindsense would automatically defeat illusions and invisibilty, and fits the theme. Plus, it's useful for other things. Or perhaps the fighter could automatically be entitled to a save against any illusion he sees, as if he had interacted with it merely by observing it.
Oh, I can think of a couple ways.

Quote:
Weather the Storm is modeled on the DR feature. I see your point though, and have modified it to cover all elements at once. I'm beginning to see that there are some balance issues in the various auras; shame on me for assuming that the class option I ripped it from would be internally balanced.
Well, keep in mind that DR 1/-- or DR 2/-- is roughly comparable in terms of useful defenses to Energy Resistance 5 to all elements. So, SPoD has a great point.

Question: Can a player use two uses of True Grit in the same turn in order to become unaffected by just about any condition, for example, going from Exhausted to Fatigued, to Unaffected? The ability doesn't specify any required action, so I assume yes. Can a player use True Grit when it isn't his turn?
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Old 04-13-2011, 09:17 AM   Top  -  End  -  #25
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by jiriku View Post
@ SPoD: Sheer genius. This is why I'm posting to the Playground. I would never have thought of that, but now that you mention it, it seems obvious. How would you implement that? Granting blindsense would automatically defeat illusions and invisibilty, and fits the theme. Plus, it's useful for other things. Or perhaps the fighter could automatically be entitled to a save against any illusion he sees, as if he had interacted with it merely by observing it.
Personally, I would make it one feat that grants blindsense, with a second feat that increases it to blindsight. The illusion thing could still be a third feat, though, because blindsight usually has a limited range (30 ft.) and the illusion trick could affect things you see at a longer distance. Also, I've had DMs who ruled that illusions can fool blindsight if they affect the sense that the blindsight uses (so, auditory-enabled illusions can defeat echolocation blingsight), so anyone in that situation would still have a use for the illusion one. So you'd have something like this:

Sixth Sense
Sometimes, you just know where the enemy is.
Prerequisites: watchful fighter 3, Wisdom 13+
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.

Superior Sixth Sense
No, seriously, that's getting creepy.
Prerequisites: watchful fighter 9, Sixth Sense.
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.

Healthy Skepticism
You tend not to believe what you see.
Prerequisites: watchful fighter 1.
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. You also gain a competence bonus to your saving throws against all illusions equal to +1 per 3 character levels.
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Old 04-13-2011, 10:48 PM   Top  -  End  -  #26
jiriku
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Default Re: [3.5] Fighter Remix: Doin' it old-school

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Originally Posted by Kellus View Post
This is really really good, but I have some concerns about the Cavalry option (which, since I love mounted combat, is what I looked at first). Basically, I'm not clear on why the cavalry fighter can't have as nice a horse as a druid gets. Wild Cohort lets you get the same pets three levels later than the druid, and when they do get them they have worse stat boosts. Would it really be so horrible to just flat out give them an animal companion?
I'm attempting to keep the fighting styles at least roughly balanced against one another. A druid animal companion is WAY better than Rage, Commanding Aura, and what have you. Even Wild Cohort makes the cavalry fighter arguably the strongest option at 1st level.

Also, remember that the remixed fighter, like all my class remixes, is intended for a T3-T4 environment. That means either no druid, or a druid who's been whacked bloody with the nerf-bat.

The druid animal companion also has a lot of abilities that don't make sense on a non-spellcaster, like Share Spells. I didn't want those lying around. You'll note that I do provide some improvements to the Wild Cohort as the fighter levels up.

I'll also add in clarification that you can take Natural Bond with your Wild Cohort. That improves your effective druid level to match your character level.

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Originally Posted by Kellus View Post
Also, I'm not entirely clear on how the cavalry fighter is supposed to fight from the back of a dragon, as you describe it. Please show me the rules here for getting a dragon mount.
Uhhh, that would be because I had a series of feats planned for the cavalry fighter that improve the mount in various ways, but forgot to write them. Ultimately you should be able to choose magical beasts, dragons, critters with templates, you name it. I'll get back on the ball and write those feats this weekend. One of my players is also a cavalry fan; he's as excited about this fighting style as I'm sure you are.

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Oh, I can think of a couple ways.
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Well, keep in mind that DR 1/-- or DR 2/-- is roughly comparable in terms of useful defenses to Energy Resistance 5 to all elements. So, SPoD has a great point.
I'm sold on improving the energy resistance, but do you think damage reduction is that much more powerful? Between weapons with energy adds, weapons that are energy (like ice axe or flame whips), and creatures with damaging energy auras, there's plenty of opportunity in some encounters to get hit with energy damage repeatedly in a round.

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Question: Can a player use two uses of True Grit in the same turn in order to become unaffected by just about any condition, for example, going from Exhausted to Fatigued, to Unaffected? The ability doesn't specify any required action, so I assume yes. Can a player use True Grit when it isn't his turn?
No and yes, respectively. I'll edit to clarify.

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[good stuff]
Consider it stolen.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 04-13-2011, 11:01 PM   Top  -  End  -  #27
Pechvarry
Barbarian in the Playground
 
Join Date: Feb 2010
Default Re: [3.5] Fighter Remix: Doin' it old-school

Shockwave Strike has a str req of 26. o.o Your view of fighter bonus feats more like tricks (sorta how I think of martial maneuvers) is very neat.

I think I had more to say when I clicked reply but then I saw that Sketchers commercial with the girl in the white pants and uh...

So yeah, good work and stuff. This is an odd compliment but I'ma say it anyway: very nice table. For everyone's love of "no dead levels", it makes it very overwhelming to take in. The bonus feats column makes it very easy on the eyes.

Last edited by Pechvarry : 04-13-2011 at 11:04 PM.
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Old 04-13-2011, 11:39 PM   Top  -  End  -  #28
Kellus
Bugbear in the Playground
 
 
Join Date: Feb 2007
Location: 
The Frozen North
Gender: Male
Default Re: [3.5] Fighter Remix: Doin' it old-school

Quote:
Originally Posted by jiriku View Post
Uhhh, that would be because I had a series of feats planned for the cavalry fighter that improve the mount in various ways, but forgot to write them. Ultimately you should be able to choose magical beasts, dragons, critters with templates, you name it. I'll get back on the ball and write those feats this weekend. One of my players is also a cavalry fan; he's as excited about this fighting style as I'm sure you are.
Awesome. I'm looking forward to it. This is really a very good fix that covers a ton of different themes well.
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Old 04-14-2011, 09:38 AM   Top  -  End  -  #29
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default Re: [3.5] Fighter Remix: Doin' it old-school

Women in white pants usually have several levels in beguiler - mind control is definitely within their power.

I had intended for barbaric fighters to be able to meet the prerequisite for Shockwave Strike using their Rage-enhanced Strength score, but I can't think of an elegant way to put that, so I'll just drop the requirement to 20.

Stay tuned - more kits and fits to come.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 04-16-2011 at 10:21 AM.
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Old 04-16-2011, 12:19 AM   Top  -  End  -  #30
Seraphiel
Dwarf in the Playground
 
 
Join Date: Sep 2010
Gender: Male
Default Re: [3.5] Fighter Remix: Doin' it old-school

Oh man. I never look at fighter fixes. Except I'm totally playing a fighter next campaign. :3

Also I think Kellus is awesome. x3
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