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LordErebus12
2013-03-24, 04:14 AM
Note: My idea, throw out the Warrior NPC class and the Fighter PC class. Maybe use this:

Warrior

GAME RULE INFORMATION
Warriors have the following game statistics.

Abilities: Strength, Intelligence, Constitution

Alignment: Any.
Hit Die: d10.

Class Skills
The Warrior’s class skills are Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Listen, Ride, Search, Sense Motive, Spot, Survival, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]{colsp=6}Table: Warrior Class
Level| Base Attack Bonus | Fort| Ref |Will| Special Abilities

1st |+1 |+2 |+0 |+0 | Armored, Mixed Background, 1st Technique
2nd |+2 |+3 |+0 |+0 | Training
3rd |+3 |+3 |+1 |+1 | Tactics
4th |+4 |+4 |+1 |+1 | Training
5th |+5 |+4 |+1 |+1 | Anatomist

6th |+6/+1 |+5 |+2 |+2 | 2nd Technique
7th |+7/+2 |+5 |+2 |+2 | Feint
8th |+8/+3 |+6 |+2 |+2 | Training
9th |+9/+4 |+6 |+3 |+3 | Armored Grace
10th |+10/+5 |+7 |+3 |+3 | 3rd Technique

11th |+11/+6/+1 |+7 |+3 |+3 | Improved Armored
12th |+12/+7/+2 |+8 |+4 |+4 | Training
13th |+13/+8/+3 |+8 |+4 |+4 | Improved Tactics
14th |+14/+9/+4 |+9 |+4 |+4 | 4th Technique
15th |+15/+10/+5 |+9 |+5 |+5 | Improved Anatomist

16th |+16/+11/+6/+1 |+10 |+5 |+5 | Training
17th |+17/+12/+7/+2 |+10 |+5 |+5 | Improved Feint
18th |+18/+13/+8/+3 |+11 |+6 |+6 | 5th Technique
19th |+19/+14/+9/+4 |+11 |+6 |+6 | Improved Armored Grace
20th |+20/+15/+10/+5 |+12 |+6 |+6 | Training
[/table]

Class Features
All of the following are class features of the Warrior.

Armor and Weapon Proficiencies:
A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). At 2nd and each level beyond that, a warrior can learn to use an additional exotic armor, shield or weapon of his choice.

1st – Armored:
A warrior gains DR 1/— when wearing light armor, DR 3/— when wearing medium armor, and DR 5/— when wearing heavy armor. This damage reduction stacks with that provided by armor, but not with other forms of damage reduction. This damage reduction does not apply if the warrior is stunned, unconscious, or helpless.

1st - Mixed Background:
The warrior’s background is varied, and many have mastered skills not considered in standard martial training. The warrior selects two different skills not found on the warrior skills list. They are treated as class skills, receiving a +2 bonus to each skill. Once chosen the choices are permanent.

1st - Techniques:
A warrior gains access to a Tier I technique. At each level that grants a new technique, the warrior can either gain access to the next tier level for one technique he has already obtained or gain a new Tier I technique.

2nd - Training:
A warrior gets a bonus combat-oriented feat. The warrior gains an additional bonus feat at 4th level and every four warrior levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats.

A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of fighter bonus feats when choosing these feats.

3rd - Tactics:
Before combat, a warrior can assemble his allies and begin discussing strategy. This planning takes at least 10 minutes of time and requires everyone to be within close enough distance to see and hear the warrior. Each member must agree to perform a similar task to benefit from one of these abilities.

Once chosen, each ally (but not the warrior) receives the bonus until the end of the next encounter, after which the bonus is lost unless the plan is agreed upon again (taking 1 minute to go back over). Initially, this ability grants an insight bonus equal to +1. This bonus increases to +2 bonus at 6th, +3 bonus at 9th, +4 bonus at 12th, +5 bonus at 15th, and finally +6 at 18th level.

This ability does require a bit of work with role-playing, and each plan should only be discussed with the DM present. The DM can come up with other bonuses, based on the actions performed.

Defense: +X insight bonus on all Saving Throws and +2 insight bonus on AC.
Offense: +X insight bonus on all Attack and Damage rolls.
Distraction: +X insight bonus on all charisma based skill checks and -4 insight penalty on Hide and Move Silently checks.
Ambush: +X insight bonus on all initiative checks and +X insight bonus on Hide checks.
Flank: + X insight bonus on Hide and Move Silently checks.
Aid: +X insight bonus on ability and skill checks made to aid or heal an ally.
Advance: +X insight bonus on movement speeds, multiplied by 5 ft.

5th - Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using. This insight bonus stacks with any other insight bonuses to damage.

7th - Feint:
Feinting is a move action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.

9th - Armored Grace:
A warrior can move at his normal speed while wearing medium armor. This ability only applies when the warrior is wearing armor he is proficient in using.

11th - Improved Armored:
A warrior can use his armor to shield critical areas from injury. He treats any light armor he wears as if it had 25% resistance to critical hits. Medium armor gains a 50% resistance to critical hits. Heavy armor grants 75% resistance to critical hits. This type of fortification does not stack in any way with armor that has these special abilities. In these cases the warrior takes the better of the two fortifications.

At 20th level, a warrior gains an additional 25% to each of these critical hit resistances, making a warrior effectively immune to critical hits while wearing heavy armor.

13th - Improved Tactics:
The planning process is faster and better organized, allowing it to be accomplished in only one minute, rather than 10 minutes. The Warrior now receives the bonuses as well and he may choose to change his choice as a swift action but only once a round.

15th - Improved Anatomist:
A warrior adds an Insight bonus on all damage rolls equal to twice his Intelligence bonus (if any). This bonus only applies when the warrior is wielding a weapon he is proficient in using.

17th - Improved Feint:
Feinting is now a move action. If your next attack scores a hit, the target loses its Dexterity bonus to AC (if any) to all attacks until the start of its next round.

19th - Improved Armored Grace:
A warrior can move at his normal speed while wearing medium and heavy armor. This ability only applies when the warrior is wearing armor he is proficient in using.

LordErebus12
2013-03-24, 04:28 AM
Techniques

Archer
The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.

Hawkeye (Tier I)
At 1st level, a warrior gains a +1 bonus on listen and spot checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 1st.

Trick Shot (Tier II)
At 6th level, a warrior can choose one of the following combat actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his attack roll. Every four levels beyond 6th, he may choose an additional trick shot to learn. These shots use up arrows as normal.

At 14th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the warrior’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist check.

Expert Archer (Tier III)
At 10th level, a warrior gains a +1 bonus on damage rolls with bows. This bonus increases by +1 for every two levels beyond 10th. In addition, the warrior does not provoke attacks of opportunity when making ranged attacks with a bow.

Evasive Archer (Tier IV)
At 14th level, a warrior gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 18th level.

Volley (Tier V)
At 18th level, as a full-round action, a warrior can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature.


Crossbowman
The crossbowman has perfected the deadly use of the crossbow, a simple but cruelly efficient weapon, as a craftsman mastering a lethal tool.

Deadshot (Tier I)
At 1st level, when a warrior attacks with a crossbow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll.

Improved Deadshot (Tier II)
At 6th level, when a warrior attacks with a crossbow as a readied action, his target is denied its Dexterity bonus to its AC.

Greater Deadshot (Tier III)
At 14th level, when a warrior attacks with a crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll.

Meteor Shot (Tier IV)
At 14th level, as a standard action, a warrior can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The warrior must decide which type to attempt before making his attack roll.

Penetrating Shot (Tier V)
At 18th level, when a warrior confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The warrior must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack.


Mobile Warrior
Where some warriors focus on strength and raw power, the mobile warrior who learns these techniques relies on swiftness and mobility, gliding across the battlefield like a steel whirlwind and leaving destruction in his wake.

Armored Agility (Tier I)
At 2nd level, a warrior reduces the armor check penalty by shields and armor by 1. This bonus increases by +1 for every four levels beyond 2nd.

Leaping Attack (Tier II)
At 6th level, when a warrior moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 6th.

Rapid Attack (Tier III)
At 10th level, a warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

Fleet Footed (Tier IV)
At 14th level, the warrior’s speed increases by 10 feet. He can take 10 on balance and tumble checks even while distracted or threatened, and can take 20 on a balance and tumble check once per day for every five warrior levels he possesses.

Whirlwind Blitz (Tier V)
At 20th level, a warrior can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.



Polearm Master
The polearm master is schooled in the ancient wisdom that enemies are best faced at the end of long striking pole, lashing like a serpent before clumsy swords and axes can even be brought to bear.

Pole Fighting (Tier I)
At 1st level, as an immediate action, a warrior can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 1st (minimum 0).

Steadfast Pike (Tier II)
At 6th level, a warrior gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 4th.

Flexible Flanker (Tier III)
At 10th level, a warrior may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier.

Sweeping Fend (Tier IV)
At 14th level, a warrior can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a –4 penalty to his roll when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers.

Polearm Parry (Tier V)
At 18th level, when an opponent threatened by a warrior makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him.



Shield Warrior
A shielded warrior focuses on both offense and defense, blending weapon and shield in perfect balance to impede his enemies while delivering deadly blows, and even turning the shield itself into a formidable weapon. These fighting school benefits apply when wielding a weapon and a shield simultaneously.

Active Defense (Tier I)
At 1st level, a Warrior gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 1st. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

Shield Warrior (Tier II)
At 6th level, a Warrior gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 6th. With a full-attack action, a Warrior may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.

Armor and Shield (Tier III)
Starting at 10th level, whenever the warrior is wearing armor and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter, this bonus increases by 1.

Shield Guard (Tier IV)
At 14th level, as a swift action, a Warrior may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the Warrior and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.

Shield Ward (Tier V)
At 18th level, a Warrior gains evasion (as a rogue) while wielding a shield, and adds his shield bonus to his AC (not including enhancement bonuses) on Reflex saves and to his touch AC. In addition, his shield cannot be disarmed or sundered.



Two-Weapon Warrior
Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands.

Defensive Flurry (Tier I)
At 1st level, when a warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 1st.

Doublestrike (Tier II)
At 6th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

Equal Opportunity (Tier III)
At 10th level, when a warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

Deft Doublestrike (Tier IV)
At 14th level, when a warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity.

Deadly Defense (Tier V)
At 18th level, when a warrior makes a full-attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior.



Two-Handed Warrior
Some warriors focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.

Shattering Strike (Tier I)
At 1st level, a warrior gains a +1 bonus on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 1st.

Overhand Chop (Tier II)
At 6th level, when a warrior makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Backswing (Tier III)
At 10th level, when a two-handed warrior makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

Piledriver (Tier IV)
At 14th level, as a standard action, a two-handed warrior can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

Devastating Blow (Tier V)
At 18th level, as a standard action, a warrior may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.



Tower Shield Specialist
Many warriors believe the tower shield is a tool suitable only for troops on the battlefield, claiming it is too large and bulky to use in skirmishes or within dungeon corridors. Tower shield specialists defy those notions, using their massive shields with startling skill and incredible effect. They use these seemingly clumsy shields to perform deft maneuvers that confound their enemies.

Burst Barrier (Tier I)
At 1st level, a warrior can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 1st.

Tower Shield Mastery (Tier II)
At 6th level, when a warrior employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield’s encumbrance.

Tower Shield Training (Tier III)
At 10th level, while a warrior employs a tower shield, the armor check penalty for using the tower shield is reduced by 5 and the maximum Dexterity bonus allowed by his shield increases by 2.

Tower Shield Defense (Tier IV)
At 14th level, while using a tower shield, a warrior gains his shield bonus against touch attacks.

Tower Shield Evasion (Tier V)
At 18th level, while using a tower shield, the warrior gains improved evasion, as the rogue class ability.



Weapon Master
Devoted to the perfection of a single weapon, the weapon master’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of these abilities only apply to that weapon type.

Reliable Strike (Tier I)
At 1st level, a warrior may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 1st level, plus one additional time per day at 5th and every five levels beyond that.

Mirror Move (Tier II)
At 6th level, a warrior gains his Intelligence bonus as an insight bonus to AC when attacked by his chosen weapon. This stacks with any insight bonus to AC.

Deadly Critical (Tier III)
At 10th level, when a warrior confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 10th level, plus one additional time per day for every three levels above 10th.

Critical Specialist (Tier IV)
At 14th level, the save DCs of any effects caused by a critical hit with a warrior’s weapon increase by +4.

Unstoppable Strike (Tier V)
At 18th level, a warrior can take a standard action to make one attack with his weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object).