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View Full Version : D&D 3.x Class Fighter Training Class Feature (3.P)(Peach)



SpawnOfMorbo
2014-05-31, 09:58 AM
Since other classes can use a feat to pick up additional class feature uses or new class features I figure it is time to give the Fighter something... Interesting.

Fighter Training (Ex): Level 4

You may, as a Fighter Bonus Feat, select one fighter class feature you currently have up to Fighter level -2. You may choose a corresponding fighter archetype class feature and gain that feature in addition to the class feature that you currently have. Treat this class feature as if you gained it at the original level.

You may not gain the same archetype feature more than once. You may take this feat multiple times.

Example:

A level 4 Fighter that may use a Fighter Bonus Feat gain any Archetype ability that replaces a class feature from Fighter level 1 or 2. For example the Fighter could gain Agility (Mobile Fighter) or Hawkeye (Archer Fighter) in addition to their normal class features.

Note:

Strong? Potentially with some combinations.

Broken? Well compared to other tier 5 classes then yes, maybe. I think this would allow the Fighter to at least be considered higher than tier 5 though so it is a step in the right direction.

(Multiclass Feats Below)

SpawnOfMorbo
2014-06-05, 02:47 PM
Extraordinary Exploit

The fighter has learned to duplicate other's abilities by pushing the bonds of physics.

Prerequisite: Fighter Level 4

When the Fighter takes this feat she may select one base class. The Fighter's effective level in that class is [Fighter Level - 3]. The Fighter may take this feat twice gaining each of the option for the class selected. Each of these abilities are Extraordinary abilities.

You also gain a class skill, if it is already on the Fighter list then it is always considered a class skill even if you take levels in a class that doesn't have the skill as a class skill.

Anytime you gain the original class feature (by taking a level in the class) you may instead replace it with an archetype selecttion that replaces it or make a different selection. The DM has final call if anything seems too powerful.

*working on how this interacts with multiclassing*

Gain an Aura as a cleric (Ex). You gain Channel Energy (Ex) as detailed below. You gain Knowledge Religion as a class skill and 1 rank per Fighter level that must be used for this skill.


Channel Energy (Ex): A good fighter (or a neutral fighter who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil fighter (or a neutral fighter who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral fighter of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

As a standard action you burst forth a surge of adrenaline or dread that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. The fighter can choose whether or not to include herself in this effect.

Special: When you take this feat option a second time you may choose a channel feat in which you qualify for.


When you take this feat you may choose one of the following options. You gain Spellcraft as a class skill and 1 rank per Fighter level that must be used for this skill.

Brew Mutegen (Ex): You gain the ability to brew mutegens.

Bombs (Ex): The fighter gains the ability to make and use bombs.

Mystery (Ex): Choose an Oracle mystery ability from the following list.
Ancestor: Blood of Heroes (Ex)
Battle: War Sight (Ex)
Bones: Resist Life (Ex)
Dark Tapestry: Pierce the Veil (Ex)
Flame: Molten Skin (Ex)
Heavens: Star Chart (Ex)
Juju: Craft Juju Fetish (Ex)
Life: Channel (Ex),
Lore: Sidestep Secret (Ex)
Lunar: Primal Companion (Ex)
Metal: Dance of the Blades (Ex)
Nature: Bonded Mount (Ex)
Occult: Phantom Touch (Ex)
Outer Rifts: Unearthly Terrain (Ex)
Spellscar: Mystic Null (Ex)
Stone: Mighty Pebble (Ex)
Time: Time Flicker (Ex)
Waves: Fluid Travel (Ex)
Wind: Wind Sight (Ex)
Winter: Cold Aura (Ex)
Wood: Wood Bond (Ex)
Special: You may take this feat twice, when you do, choose a second option from the list above.


Each time you take this feat you may choose one of the following options. You gain Handle Animal or Knowledge Nature as a class skill and 1 rank per Fighter level that must be used for this skill.

Animal Companion: This ability works as the Druid ability. The Fighter may make choices from the alternate animal companion list as if she was a Druid equal to her effective druid level.

Plant Domain: You gain the Growth and Decay sub domain powers, usable at the level specified in the power. These are (Ex) abilities. With the growth ability you do not actually grow but are considered larger for all intent and purposes.



The fighter gains Freebooter Bane and Freebooter Bond. The fighter gains these at his effective ranger level as a normal ranger would. You gain Survival as a class skill and 1 rank per Fighter level that must be used for this skill.

Combat Style: The Fighter may select one style. The fighter gains feats at his effective ranger level as a ranger would. The fighter must follow all rules for combat style.



The Fighter may select Rogue talents as a Rogue of her effective rogue level. Upon taking this feat the Fighter gains one Rogue talent. Taking this feat a second time allows you to choose 2 rogue talents. You gain Stealth and Acrobatics as a class skill and 1 rank per Fighter level that must be used for these skill.


The Fighter gains the ability to rage as an urban barbarian at his effective barbarian level. This works as as the barbarian class feature. Upon taking this feat twice you gain 2 rage powers. You gain Intimidate and Perception as a class skill and 1 rank per Fighter level that must be used for these skill.


When you gain this feat you are visited by an outsider that has strong connections to you. You gain Knowledge Planes or Use Magic Device as a class skill and 1 rank per Fighter level that must be used for this skill.


As an Ex ability you may call out to your eidolon for assistance. This takes the same amount of time as a summoner, at the end of your plea the eidolon comes forth. You may create your eidolon just as a summoner would at your effective summoner level.
Special: If you take this feat a second time you gain +2 Evolution Points. If you take levels in a class that grants Evolution Points or gain them from favored class options this bonus reduces to +1 EP.[/INDENT]

Special: If you gain levels in the summoner class you must take the Broodmaster archetype. Your effective summoner levels and summoner levels only stack for the purposes of your eidolon levels.

You may choose one of the following hexes to use. The fighter must follow all the rules that a witch at his effective witch level must. You gain Knowledge Arcana or Spellcraft as a class skill and 1 rank per Fighter level that must be used for this skill.


Aura of Purity
Cackle
Charm
Cursed Wounds
Discord
Evil Eye
Feral Speech
Flight
Fortune
Healing
Nails
Peace bound
Prehensile Hair
Slumber
Swamp Hag
Swamp Grasp
Ward.

Special: If you take this feat twice you gain a second hex.

Note: Use the mechanics of these hexes but re fluff them as you see fit. For example the Wars hex may be that the Fighter makes a pace to always protect the target. If the target is attacked and hit, the Fighter would feel it in his gut that his protected friend is in danger.


When you take this feat choose one of the following abilities. You gain Bluff or Sense Motive as a class skill and 1 rank per Fighter level that must be used for this skill.


Challenge: Gain 1/day challenge. Select an order and gain its challenge ability.
Order: Gain the Skills and Order Abilities of one Cavalier Order

Note: If you take this feat twice the Order from the challenge option and Order option must match.

When you take this feat you may choose one of the following abilities. You gain Perception or Spellcraft as a class skill and 1 rank per Fighter level that must be used for this skill.


Gain Judgement 1/day as a Inquisitor of your Effective Inquisitor level
Gain Cunning Initiative and Solo Tactics. You may select Teamwork Feats with your Fighter Bonus Feats

JHShadon
2014-06-06, 07:54 AM
For the Extraordinary Exploit I would add in the Druid's Animal Companion or the Cavalier's Mount ability, so you can have a strong steed for mounted combat or something like that.

SpawnOfMorbo
2014-06-06, 08:02 AM
For the Extraordinary Exploit I would add in the Druid's Animal Companion or the Cavalier's Mount ability, so you can have a strong steed for mounted combat or something like that.

Oh yeah, animal companions will be an option definitely. I was thinking of even adding an eidolon too. These will always be weaker than the original but still be useful.

I think I gave one of the oracle options as able to get an animal companion.

Edit: I added in the druid. Also gave it the Growth and Decay domain powers as a choice.

The big thing about the Fighter is that he should be flexible and be able to do many things... Well these feats allow him to be able to do something no one else can... Multiclassing with feats.