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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.

Frog Dragon
2009-05-26, 11:26 AM
This definitely has potential. Doesn't seem too OP and gives fighters fun things to do.

MageSparrowhawk
2009-05-26, 12:34 PM
I whole-heartedly endorse this idea...except that I don't have the home-brewing skills to really assist in the creation of more.

shouldn't the points refresh at the end of each encounter instead of each turn? If the refresh is after each turn, fighters would be hard-pressed to run out...ever...(at least, that's the way it seems to me.)

Deepblue706
2009-05-26, 12:49 PM
Would you also consider using technique points for special attacks, like Sunder, Trip, Bull Rush, Disarm and Grapple? This could help a Fighter maintain an ability to use these tactics against more high CR enemies.

Yakk
2009-05-26, 01:59 PM
Thoughts on higher level ones:
Tactical Repositioning: Fighter Technique 2 [Reaction, Cumulative] Cost 2
Move 10' in response to being within the area of an area attack before the effect is evaluated. This movement provokes OAs. You may not move more than your move alloitment using this Technique in a single turn.

This power becomes repeatable at Fighter level 7.

Bodyguard: Fighter Technique 3 [Reaction, Cumulative] Cost 1
Requires Parry or Block. Make a Parry or Block roll against an attack against anyone within your melee reach.

Engage: Fighter Technique 4 [Reaction] Cost 2
Make a 5' step after making an OA in response to a target moving away from a square you threaten. You may not use this if the target moves towards you.

Bug Swat: Fighter Technique 6 [Melee Attack] Cost 2
Force the flying target you just hit to make a reflex save against 15+1/2 Fighter Level+Str bonus, or end their movement for the turn. If this results in the target not moving far enough to stay airborn, they fall.

Indomitable: Fighter Technique 8 [Reaction] Cost 3
Add +1d8 to a save roll you just missed. If this still results in a failed save, you can repeat the technique: the die size shrinks to +1d6, then +1d4, then a flat +1 bonus per repeat.

Smackdown: Fighter Technique 10 [Melee Attack, Skill: Jump, Encounter Cumulative, Requires: Great Leap] Cost 5
Make a jumping charge attack as a standard action, jumping up to 20'+1' horizontally for every point of jump skill you have, and 10'+1' vertically for every 2 points of jump skill you have (including any modifiers to your jump skill).

The target must make a fortitude DC save against the vertical height of the Smackdown (in feet), or be knocked prone.

Ride the Tiger: Fighter Technique 12 [Melee Attack] Cost 4
After making a successful melee hit on a target at least 1 size category larger than you, make a grapple check that ignores size modifiers.

If successful, you move to a square within the target, and are now 'on' the target: any movement the target does, you are carried along. The target may attempt to dislodge you with an opposed grapple check that ignores size modifiers as a standard action.

When dislodged, you enter a square adjacent to the target of your choice. (Note that if you are in the air, this can result in falling)

Any movement that the target attempts (including teleportation) that cannot bring you along fails until they have dislodged you. However, attempting such an movement lets the ridden target a free dislodge attempt. Failure on the dislodge attempt means that the action fails.

Trap of Steel: Fighter Technique 14 [Melee Attack] Cost 1
Forgo hitting a target with a melee attack. Gain a Trap of Steel token on the target. At the start of your turn, lose a Trap of Steel token on the target. If the target is not threatened by you at the start of your turn, lose all Trap of Steel tokens on the target.

When making an OA, you may use this Technique and consume a Trap of Steel token on the target to gain a +20 bonus to your attack roll and if it hits, the attack is automatically a critical hit.

Note that this costs 1 Technique point to lay the trap, and 1 Technique point to use the trap token.

Dance of Battle: Fighter Technique 16 [Melee Attack, Cumulative] Cost 5
After completing an attack action, move up to half of your move while making a full-attack action. The moves you do may be at any point during the full-attack action, but this power gives you no immunity to OAs.

As part of this full attack action, you may not attack any target you attacked earlier in this round (but you may attack the same target repeatedly during the full attack action).

You may, as a standard action, use this Technique to move half your move while making a full-attack action. (Which is analogous to attacking nothing, then using this Technique, but less cheesy.)

Paragon of Battle: Fighter Technique 18 [Attack, Cumulative] Cost 1
Use before rolling an attack roll. Gain a +20 bonus to your attack roll.

Comments:
Cumulative cost 5 means 5 for the first use, then 10 for the second, etc.

Indomitable is ... quite powerful. Worth getting 8 levels of fighter for probably. You can compare it to the paladin static "cha to saves" -- except the fighter gets a possibly higher bonus, and must consume a per-round resource per save.

Ride the Tiger possibly should be lower level.

All of these are intended not as replacements for feats, but ways to break the rules that you cannot without them.

Dance of Battle starts getting gross -- repeated full-attack actions.

Paragon of Battle is true strike as a free action. It was originally 20, but I think 20 powers should be even more special.

Bug Swat and Smackdown give the Fighter some ability to deal with flying opponents and/or opponents who out move the Fighter.

Trap of Steel is a cute resource-management technique that lets a Fighter threaten doom to a target.

Tactical Repositioning's idea is that the Fighter realises what is going on, and moves out of the way before the effect goes off. Possibly it is too roguey.

Bodyguard lets the fighter defend others. Higher levels of Bodyguard should exist, probably.

By default, you shouldn't be able to React to the same event twice with the same Technique.

Encounter Cumulative means "it costs X the first use in an encounter, 2X the second use, 3X the third, etc". (mechanically, it is to stop spam-cheese: simulation-wise, it reflects that jumping 30' into the air more than once without a break is hard.)

Faleldir
2009-05-26, 07:12 PM
shouldn't the points refresh at the end of each encounter instead of each turn? If the refresh is after each turn, fighters would be hard-pressed to run out...ever...(at least, that's the way it seems to me.)

It seems that way to me too, but refreshing once per encounter is much too weak. One technique point at every odd-numbered level should be enough.

Yakk
2009-05-27, 05:18 PM
The trick I'm aiming for is to make higher level techniques cost more points.

A level 4 fighter can use Blocks and Parries pretty often. But they might want to Engage and follow someone stepping away, or Bodyguard an ally.

A level 14 fighter might hold action for a smackdown, bodyguard an attack on the wizard, use the smackdown, miss, use backswing to get another chance to connect, hit, then ride the tiger.

5+(1)+1+4 = 11 points.

And that is what I want a level 14 fighter to be doing.

Note that if the fighter failed a save there, the fighter couldn't afford to use Indomitable to get a boost on the roll. Say, the dragon's fear aura.

(And note: this means a level 14 fighter just jumped onto the back of a red dragon, smashed it into the ground, and is currently riding it's back if it takes off again. Instead of, you know, just standing there and sucking.)

DCs and the like need tweaking. I think smackdown hight is too high, or the DC is too high. Smackdown range is a "roll of 20" jump, but with double height.

Trap of Steel might need a cost increase. Note that it is a strange ability: you give up damage in exchange for the threat of greater damage if the target does something you don't like...

Dance of Battle is one of my favourites. It requires damage to spread out over multiple targets, and/or provides the fighter the ability to make a move-and-full-attack.

Paragon of Battle is an example of giving a low-level spell to a high-level fighter, and it still being quite gross. While it only costs 1, it is cumulative in cost. So a level 20 fighter could afford to have 5 paragon of battle attacks per round (and have 5 technique points left on that round). Which means fewer parries, blocks, bodyguards, indomitables, etc.

unosarta
2009-05-27, 08:32 PM
oh, i like these! suggestions for new Techniques:

going on the whole True Strike as melee option, you might want a Wraithstrike type technique.

maybe a technique for more attacks [either in a full attack, or in a standard action attack, possibly both]

a technique for increased movement speed?

Yakk
2009-05-29, 02:22 PM
More random ideas along these lines:

Armored Deflection: Fighter Technique 4 [Reaction, Repeatable, Cumulative] Cost 2
Increase your touch AC by +1d8 against an attack. This cannot increase your touch AC higher than your non-touch AC (if it does, just stop at your non-touch AC).

Battle Instinct: Fighter Technique 5 [Melee Attack, Cumulative] Cost 3
Take a 5' step towards the nearest enemy that has attacked you since the end of your last turn. This works even if the target is invisible or otherwise undetectable.

Armor Piercing Strike: Fighter Technique 7 [Attack, Cumulative, Repeatable] Cost 1
Use after have made a melee attack roll that misses the AC of the target, yet would hit if it was a touch attack. Add +1d8 to the attack roll that missed. (Note: Cumulative and Repeatable)

Roll with it: Fighter Technique 9 [Reaction, Cumulative] Cost 2
In response to being hit with damage, gain 1 temporary HP per fighter level. These temporary HP cannot exceed the damage you took from the blow, and last 1 minute.

Wounding Blow: Fighter Technique 11 [Attack] Cost 5
Halve the damage of an attack. Target must make a fortitude save against the new damage of the attack, or suffer ability damage.

Roll 3d6, with each die corresponding to: 1 = Str, 2 = Dex, 3 = Con, 4 = Int, 5 = Wis, 6 = Cha.

The target chooses one of the 3 dice to apply. Deal 4 points of ability damage to that stat

Great Leap: Fighter Technique 8 [Misc] Cost 3
Take 20 on a jump check, and double the height you can jump from it.

Defensive Flexibility: Fighter Technique 4 [Misc] Cost 3
Gain an armor bonus to AC of +5, until the start of your next turn. Note that this does not stack with worn armor. For every 6 levels of Fighter you have, gain an additional +1 deflection, luck, natural armor and armor bonus from this Technique.

Unlucky Miss: Fighter Technique 13 [Melee Attack] Cost 7
Make an attack that you made on a target that hit instead miss. Until the start of your next turn, you can make an attack made by the target the you chose to miss a 1. You can choose to use this ability after you see the result of the attack roll.

Bulwark: Fighter Technique 15 [Reaction, Repeatable] Cost 5
Halve all damage you take from a single attack or other source.

Telling Blow: Fighter Technique 17 [Melee Attack] Cost 10
After hitting a target and dealing at least as much damage as the target has HD, roll d100. If you roll over the target's current HP, reduce the target to 0 HP.

Paragon of Footwork: Fighter Technique 19 [Reaction] Cost 2
Make a 5' step at any point during your turn, or in response to any attack on you (after the attack resolves).

Justin B.
2009-05-29, 03:08 PM
These are certainly interesting. Though the wording needs to be cleared up on alot of them.

May I suggest a few others?

Size Up: Fighter Technique 5 [Misc, Cumulative] Cost 2

An experienced fighter can take a look at a combatant and instantly size him up. This information includes a rough estimation of hitpoints
, any ability score modifier, any skill modifier, or any special attack modifier (such as a bullrush mod or a disarm mod).

The Fighter can choose to know any pieces of information, but pays 2 points for each piece of information that he learns.

Murder Blow: Fighter Technique 10 [Full Attack, Cumulative, Repeatable] Cost 5

As part of a full attack action, a Fighter may sacrifice any one of his regular attacks to attempt a Murder Blow, as long as the targetted enemy has lost at least 50% of it's hitpoints in damage. The Murder Blow causes a target enemy to attempt a Fort save against a DC of 15 + 1/2 Fighter Level + STR Mod or die instantly.

Each use of a Murder Blow attack on an enemy per encounter increases it's cost by 4, as well as increases the Fortitude save DC by 1.

Hamstring: Fighter Technique 7 [Full Attack, Cumulative, Repeatable] Cost 4

As part of a full attack action, a Fighter may sacrifice any attack after his first to attempt to Hamstring his opponent. The opponent may make a reflex save with a DC of 15 +1/2 Fighter Level + Str Mod to avoid the attack. This attack must also hit it's opponents AC. Depending on his opponents size and number of legs, he either sweeps in a full circle to slash at his opponents calves, or dives in under their legs to slash, stab, or bludgeon the tendons.

If the opponent is bipedal, their movement speed is immediately reduced to 10. If a bipedal opponent is hit again, it's speed is reduced to 0. If the opponent has more than two legs, they recieve a 25% speed reduction for each leg that has been Hamstrung, to a minimum of movement speed 10.

A Fighter may attempt to hamstring multiple opponents or multiple limbs in the same full attack action, each time he attacks the same target, however, the point cost increases by 4.

Set
2009-05-29, 03:48 PM
Techniques that impose Conditions seem like a must.

Blow to the 'Ead - A staggering blow to the head (or another sensitive region) Stuns the target for 1 round, in addition to doing damage. If the target makes a Fortitude, it is merely Dazed for 1 round.

Dirty Blow - A nasty violations of Queen's rules, your unchivalrous blow Nauseates the target for 1 round, in addition to doing damage. If the target makes a Fortitude save, it is merely Sickened for 1 round.

Blood in Yer Eye - This attack is meant to open a bleeding wound that impairs the targets vision, Blinding it for 1 round. If the target makes a Fortitude save, it is merely Dazzled for 1 round.


Another must-have would be a technique that allows a Fighter to sacrifice iterative attacks for one powerful strike.

All or Nothing - You wind up for a single devastating strike. For each iterative attack you choose to sacrifice, your blow does additional dice of damage based on the weapons normal die size. Example: Silent Sam has a BAB of +11, and on a Full Attack would normally get additional attacks at +6 and +1. He swings with a Longsword, and sacrifices both iterative attacks to gain +2d8 damage on a single powerful strike.

Additional attacks gained as a result of secondary attacks, the haste spell or two-weapon fighting cannot be sacrificed in this way, only iterative attacks (although a two-weapon fighter with Improved Two-Weapon Fighting and / or Greater Two-Weapon Fighting could sacrifice the extra off-hand attacks gained from those Feats for extra damage dice on a single powerful off-hand blow).

Siosilvar
2009-05-29, 03:52 PM
Unlucky Miss: Fighter Technique 13 [Melee Attack] Cost 7
Make an attack that you made on a target that hit instead miss. Until the start of your next turn, you can make an attack made by the target the you chose to miss a 1. You can choose to use this ability after you see the result of the attack roll.

Um, could you clarify this a little? I have no idea what it's supposed to do.

Yakk
2009-05-29, 04:20 PM
It was a bit of a joke.

You hit someone, and turn your hit into a miss. You then can make one of their attacks a 1 before the start of your next turn.

(Level 13 power, costs 7 technique points, was the joke).

Yakk
2009-06-07, 01:35 PM
A re-write and polish up, and a few more, techniques. I stole some of the techniques others wrote and munged them a bit.

Opinions/Comments/Suggestions?

Technique Fighter
This is a variant Fighter class for 3e.

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 power can be used at any point in your turn.


List of Fighter Techniques: (currently 34 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 power 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.

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.

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.

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.

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

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, Repeatble
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.

Deep Impact: Fighter 10, Cost 4, Melee Attack, Boost, Cumulative
Boosts: A melee attack that deals at least 1/5 of the target's HP.
Effect: Target must make a Foritude 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 Foritude save against the vertical height of your jump, or be knocked prone.

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 4 points of ability damage to that stat.

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.

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.

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.

Bulwark: Fighter 15, Cost 5, Reaction, Repeatable
Trigger: You take damage from an attack or other source.
Effect: Halve the damage you take.

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 power grants you no immunity to OAs.

Note: You make use a standard action to "attack nothing" then trigger this power. Also note that this power can trigger the use of this power.

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 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.

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.

TheThan
2009-06-07, 01:55 PM
I’m doing something similar to this. I’m basing it loosely off of the 4E powers system, only you have a pool of points you can spend daily (like power points in 3.5 psionics), instead of the at will, encounter, daily set up. When you’re out of points, you have to rest to restore them. Though you can keep fighting normally without rest. (Think of it as fatigue). The idea is to make melee combat fun and easy to do; it also increases a warrior’s overall power. I’m expanding this into ranged combat, non-attack actions and group combat (shield wall formation, skirmisher formation etc).

All characters start with two techniques and gain one every even level. You get points equal to your con modifier plus 1 per level. So a 16 con 1st level fighter would have 4 points to start with. When he reaches 2nd level, he gains another one, which pushes it up to 5, and so on and so forth.

But then again I’m re-writing a lot of the game to fit my interests anyway.

Je dit Viola
2009-06-08, 10:41 AM
Oh, I have an idea for one! (Change the stats about it if it doesn't seem right...) (I think it's in the same format)

Shield Bash: Fighter 5, Cost 3, Shield, Attack
Effect: Stuns the target for 1 round. If the target makes a Fortitude save, it is Dazed for 1 round.
Special: Can follow with an normal attack.

Yakk
2009-06-11, 09:49 PM
I now have 3 techniques for each level from 4 to 10, and 2 techniques for each level from 11 to 20, 5 techniques at level 1, and 2 techniques for levels 2 and 3 (where they might be picking up the level 1 techniques).

That is a total of 50 techniques.

Thanks to everyone for the good suggestions. I think I've skimmed at least one from every post that made some. :) (Often the name was changed)

(Updated the first post with the details).