Yakk
2009-05-26, 11:17 AM
Opinions/Comments/Suggestions?
Technique Fighter
This is a variant Fighter class for 3e. It provides ways for Fighters to "break the 3e rules" in fundamental ways.
The class keeps the core Fighter class abilities from 3e. Techniques are in addition to the standard Fighter advancement.
The Fighter class now grants 1 Technique point per level. These points refresh at the end of your turn. If you defer the end of your turn (a readied action, etc), the refresh is also delayed. At the start of a combat, even when surprised, you have your full pool of technique points.
The Fighter class also gains a new Technique every level. Each Technique has a min Fighter level associated with it. Retraining of Techniques may be allowed, but you cannot use this to get higher level Techniques than you would have picked originally.
Fighter Techniques are considered (Ex) abilities.
Fighter Technique Keywords:
Reaction: This ability can be used whenever the Trigger event occurs, assuming you can pay the cost.
Cumulative: The cost for the second use on a round is double, the third triple, etc. in the same round.
Cumulative Encounter: The cost for a second use in an encounter is double, the third triple, etc.
Cost: Number of technique points it costs to do this technique.
Decay: The technique is worse when used repeatedly in the same round.
Decay Encounter: The technique is worse when used repeatedly in the same encounter. (currently unused)
Repeatable: By default, techniques can only be used once in response to a single trigger. Repeatable techniques can be used more than once. If there are modifiers, they accumulate.
Melee Weapon: This technique requires you to use a melee weapon.
Described Weapon: This technique requires you to use a weapon of the description's type
Attack: This technique is an attack, or a modification to an attack.
Melee: This technique is not applicable to ranged attacks or weapons.
Boost: This technique boosts some other action. Whenever you do the other action, the boost can be used.
Extends: You must have the technique this one extends. When using this technique, the text of the other technique is assumed to be used, but modified.
Misc: This technique can be used at any point in your turn.
Sustain: This technique can be 'left up' indefinitely, at the cost of depleting your technique pool by its cost.
List of Fighter Techniques: (currently 50 of them)
Parry/Block: Fighter 1, Cost 1, Melee Weapon or Shield, Reaction, Decay
Trigger: Someone makes a non-touch melee attack on you.
Effect: Make an opposed attack roll against the attack. If you defeat the attack, the attack misses.
Decay: Apply a -5 penalty to the parry/block roll for every prior use with the same weapon or shield.
Special: When using a Shield, this is called blocking. You may block both ranged and touch attacks. If a touch attack is Blocked, it targets your shield instead of you. Your Block modifier is your BaB+Str Bonus+Shield AC bonus (including enhancement bonus) for the opposed "attack" roll portion.
Follow-Up Blow: Fighter 1, Cost 1, Two Melee Weapons, Attack, Reaction
Trigger: You hit with your main-hand weapon.
Effect: Make an attack with your off-hand weapon. Any penalties with your main-hand attack apply to the off-hand attack. Gain an additional -5 penalty if you target the same target with your off-hand weapon as your main-hand attack did.
Follow-Through Step: Fighter 1, Cost 1, Cumulative, Reaction
Trigger: You hit with an attack
Effect: Make a 5' step.
Extended Charge: Fighter 1, Cost 1, Repeatable, Cumulative, Boost
Boosts: Any charge.
Effect: Move an extra 10' during the charge.
Backhand Swing: Fighter 1, Cost 1, Two Handed Melee Weapon, Attack, Reaction
Trigger: You miss with a melee attack with a two-handed weapon.
Effect: Repeat the attack roll with a -5 penalty. If you hit, deal half damage.
Tactical Repositioning: Fighter 2, Cost 2, Cumulative, Reaction
Trigger: You are in the area of an area attack
Effect: Move 10'. This movement provokes OAs. You may not move more than your standard move using this technique in a single turn.
Special: At Fighter 7, this technique gains the Repeatable keyword.
Dodge: Fighter 2, Cost 2, Cumulative, Reaction, Decay
Trigger: You are hit by an attack
Effect: Make a Fighter Level+Reflex Save+d20 check against the attack roll. If you defeat the attack roll, the attack misses.
Decay: -5 cumulative penalty
Bodyguard: Fighter 3, Cost 1, Reaction, Cumulative
Extends: Parry/Block
Change: You can Parry/Block for people adjacent to you if you pay the Cumulative of Bodyguard instead of the Flat cost of Parry/Block.
Display Kill: Fighter 3, Cost 3, Boost, Encounter Cumulative
Boosts: An attack that reduces a Target to 0 HP or less
Effect: The Power of the display kill is the greater of the Fighter's Class level or the Target's HD.
All allies of the Target withing 50' with equal or less HD than the Power of the display kill must make a Will save against DC 10+1/2 Fighter character level+Fighter Str bonus.
Consult the following table to determine the result of the save:
HD Success Failure
Power to Power-3 None Shaken
Power-3 to Power/2 Shaken Frightened
Under Power/2 Frightened Paniced
Use the 'less scared' category if more than one applies.
Engage: Fighter 4, Cost 2, Reaction
Trigger: You finish an OA in response to someone moving away from your threatened area.
Effect: After the OA, make a 5' step.
Defensive Flexibility: Fighter 4, Cost 3, Boost, Misc
Effect: Gain an armor bonus of +5 until the start of your next turn.
Special: For every 6 levels of fighter you have, this technique grants an extra +1 deflection, luck, natural armor and armor bonus.
Physical Perfection: Fighter 4, Cost 1, Boost, Sustain
Effect: Gain a +2 enhancement bonus to Strength, Dexterity and Constitution.
Special: You can purchase this as a Fighter 9 Technique, which increases Cost to 2, and Effect to +4 Str/Dex/Con.
Special: You can purchase this as a Fighter 14 Technique, which increases Cost to 3, and Effect to +6 to Str/Dex/Con.
Armored Deflection: Fighter 5, Cost 2, Reaction, Repeatable, Cumulative
Trigger: You are the target of a touch attack.
Effect: Increase your touch AC by +1d8, capped by your non-touch AC, against the attack.
Combat Flexibility: Fighter 5, Cost 1, Boost, Repeatable, Cumulative
Boosts: Sunder, Grapple, Disarm, Trip, Bull Rush attacks or defenses
Effect: Gain a +1 bonus to the roll.
Shield Bash: Fighter 5, Cost 4, Shield, Attack
Enhances: Parry/Block
Standard Action: Make a Bull Rush attack against someone whose melee attack you have blocked since the end of your last turn. If successful, the target must make a Fortitude save against DC 15+1/2 Fighter Level+Str modifier or be stunned for 1 round.
Battle Instinct: Fighter 6, Cost 3, Melee Attack, Cumulative
Effect: Take a 5' step towards the nearest enemy who has attacked you since the end of your last turn.
Note that this works even if you cannot see or otherwise detect the attacker.
Bug Swat: Fighter 6, Cost 2, Melee Attack, Reaction
Trigger: You hit a flying target
Effect: Target must make a Reflex save against DC 15+1/2 Fighter Level+Str Bonus, or end their movement until the start of their next turn. Depending on mobility, this may cause the target to fall.
Perfect Strike: Fighter 6, Cost 1, Cumulative, Attack, Boost
Boosts: Any damage die roll
Effect: After the roll, take a die and change it to its max value. This does not trigger "exploding" conditional effects.
Armor Piercing Strike: Fighter 7, Cost 1, Attack, Cumulative, Repeatable
Trigger: You miss a target, but would have hit their touch AC.
Effect: Add +1d8 to your attack roll.
Hamstring: Fighter 7, Cost 3, Attack, Boost, Encounter Cumulative
Boosts: An attack that hits.
Effect: The target must make a Reflex save with DC 15+1/2 fighter level+str mod, or have a movement speed of the fighter's choice halved. This movement speed reduction lasts until the target is healed to full HP.
Timing is Everything: Fighter 7, Cost 3, Reaction, Decay
Trigger: Your turn is about to end.
Effect: Take an additional move action. This move action is "taken" from your next turn -- ie, at the start of your next turn, you are considered to have taken a move action and done nothing.
Decay: You may not use this twice on the same turn.
Great Leap: Fighter 8, Cost 3, Skill(Jump), Boost(Skill Jump)
Effect: Take 20 on a jump check, and double the height you can jump.
Indomitable: Fighter 8, Cost 3, Reaction, Repeatable, Decays
Trigger: You fail a save
Effect: Gain a +1d8 bonus to your save roll
Decay: The bonus decreases to 1d6, 1d4 then +1 per repeat
Charge of Opportunity: Fighter 8, Cost 3, Melee Attack, Boost
Boosts: Any charge attack
Effect: During the charge attack, you may take your entire set of iterative melee attacks. No more than one attack may target a single target. For the purpose of other feats and techniques, any target you attack this way is considered a target of the charge.
Roll With It: Fighter 9, Cost 2, Reaction, Cumulative
Trigger: You are hit by an attack that deals damage
Effect: Gain 1 temporary HP per Fighter level after you take the damage. This cannot exceed the damage the blow did. It fades after 1 minute.
Vital Strike: Fighter 9, Cost 2, Boost, Attack, Repeatable
Boosts: An iterative attack action
Effect: Sacrifice an attack with the highest remaining BaB modifier. Your next attack with the same weapon is x2 damage, +2 to hit, and deals +1d10 damage for every 5 Fighter levels.
Repeat Notes: The bonus to hit accumulates when you repeat it. In effect, you are swapping one high-bonus attack and one low-bonus attack for one medium-bonus attack with double damage and some additional damage boosts. Note that the x2 multiplier adds (x2 x2 = x3) as is standard in 3e D&D.
Physical Perfection: Fighter 9... See the Fighter 4 technique of the same name.
Deep Impact: Fighter 10, Cost 4, Melee Attack, Boost, Cumulative
Boosts: A melee attack that deals at least 1/5 of the target's current HP.
Effect: Target must make a Fortitude save against DC 10+1/2 Fighter Level+Str modifier or be Dazed.
Smackdown: Fighter 10, Cost 5, Melee Attack, Encounter Cumulative
Extends: Great Leap
Standard Action: Make a charge attack with a range determined by your jump check (see Great Leap). Evaluate the charge normally. If you hit, the target must make a Fortitude save against the vertical height of your jump, or be knocked prone.
Opportunistic Blow: Fighter 10, Cost 3, Melee Attack, Boost, Encounter Cumulative
Boosts: Any attack that does more damage than the target has HD.
Effect: The target must make a fortitude save against DC 10+1/2 Fighter Level+Fighter Str bonus, or roll 1d6 on the following table:
1: Stunned for 1 round.
2: Blinded (save ends)
3: Nauseated for 1 round.
4: Sickened (save ends)
5: Knocked Prone
6: Deafened (save ends)
The (save ends) give the sufferer a new save at the end of each round to shrug the effect off.
Wounding Blow: Fighter 11, Cost 5, Attack, Boost, Cumulative
Boost: Halve the damage of an attack. Target must make a fortitude save against the new damage of the attack, or suffer the effect.
Effect: Roll 3d6. The defender chooses which die to use after it rolls.
1 is strength, 2 is dex, 3 is con, 4 is int, 5 is wis, 6 is cha.
Deal 6 points of ability damage to that stat.
Reposition: Fighter 11, Cost 5, Misc, Encounter Cumulative
Effect: Take a 5' step. This can occur at any point, including during an opponents turn. If this takes you out of the range of an attack, the attack wiffs.
Ride the Tiger: Fighter 12, Cost 4, Melee Attack, Reaction, Skill(Grapple or Ride)
Trigger: You make a successful melee attack against a target at least 1 size category larger than you.
Effect: Make a Grapple check against the target, ignoring size modifiers. If successful, move without provoking OAs to one of the nearest squares of the target, and you are now "On" the target.
While "On" the target, any movement the target makes carries you along with it. If the target attempts to move in a way that could not bring you along (teleport, etc), they get a free dislodge attempt before the movement -- on failure, the movement fails.
The target may attempt to dislodge you as a standard action grapple check that ignores size modifiers. You may choose to defend using your Ride skill instead of your Grapple skill.
Twist the Blade: Fighter 12, Cost 4, Cumulative, Boost, Melee Attack
Boosts: A melee attack
Effect: Double the damage dice associated with the attack, including any bonus damage dice.
Unlucky Miss: Fighter 13, Cost 7, Melee Attack, Reaction
Trigger: You make an attack roll that hits.
Effect: The attack roll instead misses. Until the start of your next turn, you may change the result of one attack die roll done by the target to a 1.
Pounding Blows: Fighter 13, Cost 2, Cumulative, Boost, Melee Attack
Boost: Any attack that deals at least as much damage as the target has HD.
Effect: Target must make a fortitude save against DC 10+1/2 Fighter Level+Str modifier, or be pushed back 5'. You may choose to follow as part of this technique, and the movement does not provoke AoOs from the target of the technique. The target gets a +2 bonus to their save roll for each size category larger than you they are.
Trap of Steel: Fighter 14, Cost 1, Melee Attack, Reaction
Trigger: You make a melee attack roll that hits.
Effect: Place a trap of steel token on the target. At the start of your turn, remove 1 trap of steel token from the target, or all of them if you do not threaten the target.
Trigger: You are making an OA on the target that has a trap of steel token.
Effect: Consume a Trap of Steel token to gain a +10 bonus to your attack roll, and the attack becomes a critical hit if it hits.
Note that you must pay 1 technique point to put the token on, then 1 technique point to use it.
Physical Perfection: Fighter 14... See Fighter 4 technique of the same name.
Bulwark: Fighter 15, Cost 5, Reaction, Repeatable
Trigger: You take damage from an attack or other source.
Effect: Halve the damage you take.
Misleading Miss: Fighter 15, Cost 3, Cumulative, Reaction
Trigger: You miss a target.
Effect: Gain a +2 untyped bonus to all attacks and damage to the target until the end of your next turn.
Dance of Battle: Fighter 16, Cost 5, Melee Attack, Cumulative
Trigger: You complete an attack action
Effect: Make a full attack action. During, before or after this action you may move up to half of your move (divided however you choose). You may not attack any target you have attacked this full attack action during this full attack action -- all targets must be new, but you can repeat targets. This technique grants you no immunity to OAs.
Note: You make use a standard action to "attack nothing" then trigger this technique. Also note that this technique can trigger the use of this technique.
Uncanny Blade work: Fighter 16, Cost 4, Melee Attack, Cumulative, Repeatable, Boost
Boosts: An attack action
Effect: You are considered hasted for the attack action. In addition, even if it is a non-full attack action, you still get the extra attack at full BaB. You may repeat this effect and double the bonuses (including extra full BaB attack actions).
Telling Blow: Fighter 17, Cost 10, Attack, Boost
Boosts: You hit a target and deal at least as much damage as the target has HD.
Effect: Roll d100+Fighter Level+Str Bonus. If you roll over the target's HP, reduce the target to 0 HP.
Paragon of Opportunity: Fighter 17, Cost 8, Reaction
Trigger: Someone within your standard move action range does something that would provoke an OA from you if done closer.
Effect: Move up to your standard move towards the target. Note that this does not make you immune to OAs.
Paragon of Battle: Fighter 18, Cost 1, Attack, Cumulative, Boost
Boosts: Any attack
Effect: Give a +20 bonus to your attack roll
Paragon of Defense: Fighter 18, Cost 10, Reaction
Trigger: You are hit with an attack, or fail a save
Effect: The save fails, or the attack misses. You gain a +5 luck bonus to AC against attacks from this target, and to saves against this target's effects, until the start of your next turn.
Paragon of Footwork: Fighter 19, Cost 2, Reaction, Misc
Trigger: Someone attacks you. Also usable during your turn as a free action.
Effect: Make a 5' step after the attack resolves.
Paragon of Initiative: Fighter 19, Cost 5, Encounter Cumulative, Misc, Reaction, Decay
Trigger: Someone is doing any action.
Effect: You move up in initiative, take your turn, and then they continue their turn.
Decay: You may not use this power again until the start of your next turn.
Vow of Battle: Fighter 20, Cost 5, Attack, Reaction, Repeatable
Reaction: Someone you threaten makes an attack that does not include you or anyone who has a Vow of Battle token on the target.
Effect: Place a Vow of Battle token on the target. Multiply all damage you deal to the target by 1 plus the number of Vow of Battle tokens on the target. Remove Vow of Battle tokens 5 minutes after you apply the last one.
Perfect Defense: Fighter 20, Cost 15, Misc, Sustain, Decay
Standard Action: Designate a target. You are considered to roll a 20 against any effect they make you save against, they are considered to roll a 1 on any attack roll they make against you, and you take minimum damage from any damage roll they cause to be made on you, and for the purposes of non-harmless spells and effects caused by them you are considered to have twice as many HD as you have.
If you make an attack on another target, this technique ends.
Decay: Once you have used this technique on a target, you may not use it again on that target for the remainder of the encounter.
Original post:
Just the start of an idea.
Fighters and Technique points:
Fighters have one technique point per class level. Technique points refresh at the end of a Fighter's turn.
Fighter Techniques:
A fighter learns a new technique every level.
Each technique has a minimium fighter level to learn.
Parry: Fighter technique 1 [Melee Weapon] Cost 1
Make a melee attack roll that opposes a melee attack hitting you. If you defeat the enemies attack roll, the attack now misses. Each Parry after the first with a weapon generates a -5 penalty to your attack roll.
You may not Parry or Block the same attack twice.
Block: Fighter technique 1 [Shield] Cost 1
Make a shield block roll opposing an attack roll hitting you. If you defeat the enemies attack roll, the attack now misses. Each Block after the first generates a -5 penalty to your block roll. If the attack was a touch attack, it now targets your shield instead of you.
You may not Parry or Block the same attack twice.
Your base Block roll modifier is (BaB + Str + Shield AC bonus + Shield Enhancement Bonus).
Follow-Up Blow: Fighter technique 1 [Two Melee Weapons] Cost 1
Make a melee attack with your offhand weapon after hitting with your main-hand weapon. Any penalties to your main-hand attack roll apply to this follow-up blow attack roll. If your follow-up blow is on the same target as your main-hand target, this attack gets a -5 penalty to hit.
Follow-through Step: Fighter technique 1 [Cumulative Cost] Cost 1
Make an extra 5' step during your turn after you hit with an attack. You may only do this once per hit.
Extended Charge: Fighter technique 1 [Cumulative Cost, Repeatable] Cost 1
Increase the range of a charge action by 10'.
Backhand Swing: Fighter technique 1 [Two handed melee weapon] Cost 1
Make an additional attack with a two-handed melee weapon immediately after missing an attack with that weapon. Use the same modifiers as the original swing, but a -5 penalty to hit, and use the same target. If the Backhand swing hits, it deals half damage.
Keywords:
Most are obvious. Cumulative Cost means that the first use in a round costs 1, the second use costs 2, the third use costs 3, etc.
The goal here is to give Fighters "rule breaking" abilities. They are handed out via Fighter Techniques.
Higher level Fighter Techniques may cost more points.
A level 1 fighter gets 1 technique, which they can use once per round. Each level afterwards they get additional options, and more uses per round.
Each technique is designed to get worse if you use it more than once per round (less efficient due to higher cost, less likely to work, etc). Efficient Techniques trigger off some other thing that happens -- techniques that can be used at any time will cost more.
Written above are two defensive techniques, one technique for each of two-weapon and two-handed fighters, and two mobility techniques. All for level 1.
One could add access to fighter techniques to other martial 3e classes at a slower rate (ie, one point every 4 levels, and one technique every 3, and an effective technique level of 1/2 your class level in the other class), or make them fighter exclusives.
Technique Fighter
This is a variant Fighter class for 3e. It provides ways for Fighters to "break the 3e rules" in fundamental ways.
The class keeps the core Fighter class abilities from 3e. Techniques are in addition to the standard Fighter advancement.
The Fighter class now grants 1 Technique point per level. These points refresh at the end of your turn. If you defer the end of your turn (a readied action, etc), the refresh is also delayed. At the start of a combat, even when surprised, you have your full pool of technique points.
The Fighter class also gains a new Technique every level. Each Technique has a min Fighter level associated with it. Retraining of Techniques may be allowed, but you cannot use this to get higher level Techniques than you would have picked originally.
Fighter Techniques are considered (Ex) abilities.
Fighter Technique Keywords:
Reaction: This ability can be used whenever the Trigger event occurs, assuming you can pay the cost.
Cumulative: The cost for the second use on a round is double, the third triple, etc. in the same round.
Cumulative Encounter: The cost for a second use in an encounter is double, the third triple, etc.
Cost: Number of technique points it costs to do this technique.
Decay: The technique is worse when used repeatedly in the same round.
Decay Encounter: The technique is worse when used repeatedly in the same encounter. (currently unused)
Repeatable: By default, techniques can only be used once in response to a single trigger. Repeatable techniques can be used more than once. If there are modifiers, they accumulate.
Melee Weapon: This technique requires you to use a melee weapon.
Described Weapon: This technique requires you to use a weapon of the description's type
Attack: This technique is an attack, or a modification to an attack.
Melee: This technique is not applicable to ranged attacks or weapons.
Boost: This technique boosts some other action. Whenever you do the other action, the boost can be used.
Extends: You must have the technique this one extends. When using this technique, the text of the other technique is assumed to be used, but modified.
Misc: This technique can be used at any point in your turn.
Sustain: This technique can be 'left up' indefinitely, at the cost of depleting your technique pool by its cost.
List of Fighter Techniques: (currently 50 of them)
Parry/Block: Fighter 1, Cost 1, Melee Weapon or Shield, Reaction, Decay
Trigger: Someone makes a non-touch melee attack on you.
Effect: Make an opposed attack roll against the attack. If you defeat the attack, the attack misses.
Decay: Apply a -5 penalty to the parry/block roll for every prior use with the same weapon or shield.
Special: When using a Shield, this is called blocking. You may block both ranged and touch attacks. If a touch attack is Blocked, it targets your shield instead of you. Your Block modifier is your BaB+Str Bonus+Shield AC bonus (including enhancement bonus) for the opposed "attack" roll portion.
Follow-Up Blow: Fighter 1, Cost 1, Two Melee Weapons, Attack, Reaction
Trigger: You hit with your main-hand weapon.
Effect: Make an attack with your off-hand weapon. Any penalties with your main-hand attack apply to the off-hand attack. Gain an additional -5 penalty if you target the same target with your off-hand weapon as your main-hand attack did.
Follow-Through Step: Fighter 1, Cost 1, Cumulative, Reaction
Trigger: You hit with an attack
Effect: Make a 5' step.
Extended Charge: Fighter 1, Cost 1, Repeatable, Cumulative, Boost
Boosts: Any charge.
Effect: Move an extra 10' during the charge.
Backhand Swing: Fighter 1, Cost 1, Two Handed Melee Weapon, Attack, Reaction
Trigger: You miss with a melee attack with a two-handed weapon.
Effect: Repeat the attack roll with a -5 penalty. If you hit, deal half damage.
Tactical Repositioning: Fighter 2, Cost 2, Cumulative, Reaction
Trigger: You are in the area of an area attack
Effect: Move 10'. This movement provokes OAs. You may not move more than your standard move using this technique in a single turn.
Special: At Fighter 7, this technique gains the Repeatable keyword.
Dodge: Fighter 2, Cost 2, Cumulative, Reaction, Decay
Trigger: You are hit by an attack
Effect: Make a Fighter Level+Reflex Save+d20 check against the attack roll. If you defeat the attack roll, the attack misses.
Decay: -5 cumulative penalty
Bodyguard: Fighter 3, Cost 1, Reaction, Cumulative
Extends: Parry/Block
Change: You can Parry/Block for people adjacent to you if you pay the Cumulative of Bodyguard instead of the Flat cost of Parry/Block.
Display Kill: Fighter 3, Cost 3, Boost, Encounter Cumulative
Boosts: An attack that reduces a Target to 0 HP or less
Effect: The Power of the display kill is the greater of the Fighter's Class level or the Target's HD.
All allies of the Target withing 50' with equal or less HD than the Power of the display kill must make a Will save against DC 10+1/2 Fighter character level+Fighter Str bonus.
Consult the following table to determine the result of the save:
HD Success Failure
Power to Power-3 None Shaken
Power-3 to Power/2 Shaken Frightened
Under Power/2 Frightened Paniced
Use the 'less scared' category if more than one applies.
Engage: Fighter 4, Cost 2, Reaction
Trigger: You finish an OA in response to someone moving away from your threatened area.
Effect: After the OA, make a 5' step.
Defensive Flexibility: Fighter 4, Cost 3, Boost, Misc
Effect: Gain an armor bonus of +5 until the start of your next turn.
Special: For every 6 levels of fighter you have, this technique grants an extra +1 deflection, luck, natural armor and armor bonus.
Physical Perfection: Fighter 4, Cost 1, Boost, Sustain
Effect: Gain a +2 enhancement bonus to Strength, Dexterity and Constitution.
Special: You can purchase this as a Fighter 9 Technique, which increases Cost to 2, and Effect to +4 Str/Dex/Con.
Special: You can purchase this as a Fighter 14 Technique, which increases Cost to 3, and Effect to +6 to Str/Dex/Con.
Armored Deflection: Fighter 5, Cost 2, Reaction, Repeatable, Cumulative
Trigger: You are the target of a touch attack.
Effect: Increase your touch AC by +1d8, capped by your non-touch AC, against the attack.
Combat Flexibility: Fighter 5, Cost 1, Boost, Repeatable, Cumulative
Boosts: Sunder, Grapple, Disarm, Trip, Bull Rush attacks or defenses
Effect: Gain a +1 bonus to the roll.
Shield Bash: Fighter 5, Cost 4, Shield, Attack
Enhances: Parry/Block
Standard Action: Make a Bull Rush attack against someone whose melee attack you have blocked since the end of your last turn. If successful, the target must make a Fortitude save against DC 15+1/2 Fighter Level+Str modifier or be stunned for 1 round.
Battle Instinct: Fighter 6, Cost 3, Melee Attack, Cumulative
Effect: Take a 5' step towards the nearest enemy who has attacked you since the end of your last turn.
Note that this works even if you cannot see or otherwise detect the attacker.
Bug Swat: Fighter 6, Cost 2, Melee Attack, Reaction
Trigger: You hit a flying target
Effect: Target must make a Reflex save against DC 15+1/2 Fighter Level+Str Bonus, or end their movement until the start of their next turn. Depending on mobility, this may cause the target to fall.
Perfect Strike: Fighter 6, Cost 1, Cumulative, Attack, Boost
Boosts: Any damage die roll
Effect: After the roll, take a die and change it to its max value. This does not trigger "exploding" conditional effects.
Armor Piercing Strike: Fighter 7, Cost 1, Attack, Cumulative, Repeatable
Trigger: You miss a target, but would have hit their touch AC.
Effect: Add +1d8 to your attack roll.
Hamstring: Fighter 7, Cost 3, Attack, Boost, Encounter Cumulative
Boosts: An attack that hits.
Effect: The target must make a Reflex save with DC 15+1/2 fighter level+str mod, or have a movement speed of the fighter's choice halved. This movement speed reduction lasts until the target is healed to full HP.
Timing is Everything: Fighter 7, Cost 3, Reaction, Decay
Trigger: Your turn is about to end.
Effect: Take an additional move action. This move action is "taken" from your next turn -- ie, at the start of your next turn, you are considered to have taken a move action and done nothing.
Decay: You may not use this twice on the same turn.
Great Leap: Fighter 8, Cost 3, Skill(Jump), Boost(Skill Jump)
Effect: Take 20 on a jump check, and double the height you can jump.
Indomitable: Fighter 8, Cost 3, Reaction, Repeatable, Decays
Trigger: You fail a save
Effect: Gain a +1d8 bonus to your save roll
Decay: The bonus decreases to 1d6, 1d4 then +1 per repeat
Charge of Opportunity: Fighter 8, Cost 3, Melee Attack, Boost
Boosts: Any charge attack
Effect: During the charge attack, you may take your entire set of iterative melee attacks. No more than one attack may target a single target. For the purpose of other feats and techniques, any target you attack this way is considered a target of the charge.
Roll With It: Fighter 9, Cost 2, Reaction, Cumulative
Trigger: You are hit by an attack that deals damage
Effect: Gain 1 temporary HP per Fighter level after you take the damage. This cannot exceed the damage the blow did. It fades after 1 minute.
Vital Strike: Fighter 9, Cost 2, Boost, Attack, Repeatable
Boosts: An iterative attack action
Effect: Sacrifice an attack with the highest remaining BaB modifier. Your next attack with the same weapon is x2 damage, +2 to hit, and deals +1d10 damage for every 5 Fighter levels.
Repeat Notes: The bonus to hit accumulates when you repeat it. In effect, you are swapping one high-bonus attack and one low-bonus attack for one medium-bonus attack with double damage and some additional damage boosts. Note that the x2 multiplier adds (x2 x2 = x3) as is standard in 3e D&D.
Physical Perfection: Fighter 9... See the Fighter 4 technique of the same name.
Deep Impact: Fighter 10, Cost 4, Melee Attack, Boost, Cumulative
Boosts: A melee attack that deals at least 1/5 of the target's current HP.
Effect: Target must make a Fortitude save against DC 10+1/2 Fighter Level+Str modifier or be Dazed.
Smackdown: Fighter 10, Cost 5, Melee Attack, Encounter Cumulative
Extends: Great Leap
Standard Action: Make a charge attack with a range determined by your jump check (see Great Leap). Evaluate the charge normally. If you hit, the target must make a Fortitude save against the vertical height of your jump, or be knocked prone.
Opportunistic Blow: Fighter 10, Cost 3, Melee Attack, Boost, Encounter Cumulative
Boosts: Any attack that does more damage than the target has HD.
Effect: The target must make a fortitude save against DC 10+1/2 Fighter Level+Fighter Str bonus, or roll 1d6 on the following table:
1: Stunned for 1 round.
2: Blinded (save ends)
3: Nauseated for 1 round.
4: Sickened (save ends)
5: Knocked Prone
6: Deafened (save ends)
The (save ends) give the sufferer a new save at the end of each round to shrug the effect off.
Wounding Blow: Fighter 11, Cost 5, Attack, Boost, Cumulative
Boost: Halve the damage of an attack. Target must make a fortitude save against the new damage of the attack, or suffer the effect.
Effect: Roll 3d6. The defender chooses which die to use after it rolls.
1 is strength, 2 is dex, 3 is con, 4 is int, 5 is wis, 6 is cha.
Deal 6 points of ability damage to that stat.
Reposition: Fighter 11, Cost 5, Misc, Encounter Cumulative
Effect: Take a 5' step. This can occur at any point, including during an opponents turn. If this takes you out of the range of an attack, the attack wiffs.
Ride the Tiger: Fighter 12, Cost 4, Melee Attack, Reaction, Skill(Grapple or Ride)
Trigger: You make a successful melee attack against a target at least 1 size category larger than you.
Effect: Make a Grapple check against the target, ignoring size modifiers. If successful, move without provoking OAs to one of the nearest squares of the target, and you are now "On" the target.
While "On" the target, any movement the target makes carries you along with it. If the target attempts to move in a way that could not bring you along (teleport, etc), they get a free dislodge attempt before the movement -- on failure, the movement fails.
The target may attempt to dislodge you as a standard action grapple check that ignores size modifiers. You may choose to defend using your Ride skill instead of your Grapple skill.
Twist the Blade: Fighter 12, Cost 4, Cumulative, Boost, Melee Attack
Boosts: A melee attack
Effect: Double the damage dice associated with the attack, including any bonus damage dice.
Unlucky Miss: Fighter 13, Cost 7, Melee Attack, Reaction
Trigger: You make an attack roll that hits.
Effect: The attack roll instead misses. Until the start of your next turn, you may change the result of one attack die roll done by the target to a 1.
Pounding Blows: Fighter 13, Cost 2, Cumulative, Boost, Melee Attack
Boost: Any attack that deals at least as much damage as the target has HD.
Effect: Target must make a fortitude save against DC 10+1/2 Fighter Level+Str modifier, or be pushed back 5'. You may choose to follow as part of this technique, and the movement does not provoke AoOs from the target of the technique. The target gets a +2 bonus to their save roll for each size category larger than you they are.
Trap of Steel: Fighter 14, Cost 1, Melee Attack, Reaction
Trigger: You make a melee attack roll that hits.
Effect: Place a trap of steel token on the target. At the start of your turn, remove 1 trap of steel token from the target, or all of them if you do not threaten the target.
Trigger: You are making an OA on the target that has a trap of steel token.
Effect: Consume a Trap of Steel token to gain a +10 bonus to your attack roll, and the attack becomes a critical hit if it hits.
Note that you must pay 1 technique point to put the token on, then 1 technique point to use it.
Physical Perfection: Fighter 14... See Fighter 4 technique of the same name.
Bulwark: Fighter 15, Cost 5, Reaction, Repeatable
Trigger: You take damage from an attack or other source.
Effect: Halve the damage you take.
Misleading Miss: Fighter 15, Cost 3, Cumulative, Reaction
Trigger: You miss a target.
Effect: Gain a +2 untyped bonus to all attacks and damage to the target until the end of your next turn.
Dance of Battle: Fighter 16, Cost 5, Melee Attack, Cumulative
Trigger: You complete an attack action
Effect: Make a full attack action. During, before or after this action you may move up to half of your move (divided however you choose). You may not attack any target you have attacked this full attack action during this full attack action -- all targets must be new, but you can repeat targets. This technique grants you no immunity to OAs.
Note: You make use a standard action to "attack nothing" then trigger this technique. Also note that this technique can trigger the use of this technique.
Uncanny Blade work: Fighter 16, Cost 4, Melee Attack, Cumulative, Repeatable, Boost
Boosts: An attack action
Effect: You are considered hasted for the attack action. In addition, even if it is a non-full attack action, you still get the extra attack at full BaB. You may repeat this effect and double the bonuses (including extra full BaB attack actions).
Telling Blow: Fighter 17, Cost 10, Attack, Boost
Boosts: You hit a target and deal at least as much damage as the target has HD.
Effect: Roll d100+Fighter Level+Str Bonus. If you roll over the target's HP, reduce the target to 0 HP.
Paragon of Opportunity: Fighter 17, Cost 8, Reaction
Trigger: Someone within your standard move action range does something that would provoke an OA from you if done closer.
Effect: Move up to your standard move towards the target. Note that this does not make you immune to OAs.
Paragon of Battle: Fighter 18, Cost 1, Attack, Cumulative, Boost
Boosts: Any attack
Effect: Give a +20 bonus to your attack roll
Paragon of Defense: Fighter 18, Cost 10, Reaction
Trigger: You are hit with an attack, or fail a save
Effect: The save fails, or the attack misses. You gain a +5 luck bonus to AC against attacks from this target, and to saves against this target's effects, until the start of your next turn.
Paragon of Footwork: Fighter 19, Cost 2, Reaction, Misc
Trigger: Someone attacks you. Also usable during your turn as a free action.
Effect: Make a 5' step after the attack resolves.
Paragon of Initiative: Fighter 19, Cost 5, Encounter Cumulative, Misc, Reaction, Decay
Trigger: Someone is doing any action.
Effect: You move up in initiative, take your turn, and then they continue their turn.
Decay: You may not use this power again until the start of your next turn.
Vow of Battle: Fighter 20, Cost 5, Attack, Reaction, Repeatable
Reaction: Someone you threaten makes an attack that does not include you or anyone who has a Vow of Battle token on the target.
Effect: Place a Vow of Battle token on the target. Multiply all damage you deal to the target by 1 plus the number of Vow of Battle tokens on the target. Remove Vow of Battle tokens 5 minutes after you apply the last one.
Perfect Defense: Fighter 20, Cost 15, Misc, Sustain, Decay
Standard Action: Designate a target. You are considered to roll a 20 against any effect they make you save against, they are considered to roll a 1 on any attack roll they make against you, and you take minimum damage from any damage roll they cause to be made on you, and for the purposes of non-harmless spells and effects caused by them you are considered to have twice as many HD as you have.
If you make an attack on another target, this technique ends.
Decay: Once you have used this technique on a target, you may not use it again on that target for the remainder of the encounter.
Original post:
Just the start of an idea.
Fighters and Technique points:
Fighters have one technique point per class level. Technique points refresh at the end of a Fighter's turn.
Fighter Techniques:
A fighter learns a new technique every level.
Each technique has a minimium fighter level to learn.
Parry: Fighter technique 1 [Melee Weapon] Cost 1
Make a melee attack roll that opposes a melee attack hitting you. If you defeat the enemies attack roll, the attack now misses. Each Parry after the first with a weapon generates a -5 penalty to your attack roll.
You may not Parry or Block the same attack twice.
Block: Fighter technique 1 [Shield] Cost 1
Make a shield block roll opposing an attack roll hitting you. If you defeat the enemies attack roll, the attack now misses. Each Block after the first generates a -5 penalty to your block roll. If the attack was a touch attack, it now targets your shield instead of you.
You may not Parry or Block the same attack twice.
Your base Block roll modifier is (BaB + Str + Shield AC bonus + Shield Enhancement Bonus).
Follow-Up Blow: Fighter technique 1 [Two Melee Weapons] Cost 1
Make a melee attack with your offhand weapon after hitting with your main-hand weapon. Any penalties to your main-hand attack roll apply to this follow-up blow attack roll. If your follow-up blow is on the same target as your main-hand target, this attack gets a -5 penalty to hit.
Follow-through Step: Fighter technique 1 [Cumulative Cost] Cost 1
Make an extra 5' step during your turn after you hit with an attack. You may only do this once per hit.
Extended Charge: Fighter technique 1 [Cumulative Cost, Repeatable] Cost 1
Increase the range of a charge action by 10'.
Backhand Swing: Fighter technique 1 [Two handed melee weapon] Cost 1
Make an additional attack with a two-handed melee weapon immediately after missing an attack with that weapon. Use the same modifiers as the original swing, but a -5 penalty to hit, and use the same target. If the Backhand swing hits, it deals half damage.
Keywords:
Most are obvious. Cumulative Cost means that the first use in a round costs 1, the second use costs 2, the third use costs 3, etc.
The goal here is to give Fighters "rule breaking" abilities. They are handed out via Fighter Techniques.
Higher level Fighter Techniques may cost more points.
A level 1 fighter gets 1 technique, which they can use once per round. Each level afterwards they get additional options, and more uses per round.
Each technique is designed to get worse if you use it more than once per round (less efficient due to higher cost, less likely to work, etc). Efficient Techniques trigger off some other thing that happens -- techniques that can be used at any time will cost more.
Written above are two defensive techniques, one technique for each of two-weapon and two-handed fighters, and two mobility techniques. All for level 1.
One could add access to fighter techniques to other martial 3e classes at a slower rate (ie, one point every 4 levels, and one technique every 3, and an effective technique level of 1/2 your class level in the other class), or make them fighter exclusives.