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View Full Version : D&D 3.x Class Screw Balance, Here's a MASSIVELY Overpowered Fighter class (For MatrixStone 93)



Ziegander
2015-07-30, 09:23 PM
A work in progress. Here's my design philosophy for this: Do whatever feels really powerful yet true to the warrior concept, take inspiration from anime and Exalted, make levels 1-5 mundane badassery, levels 6-10 superhuman leader of men, levels 11-15 super saiyan 2-3, and levels 16-20 truly epic slayer of gods and elder evils. A 5th level fighter of this variety should feel about as powerful as a 20th level fighter of the normal variety. Let's get started.

Hit Dice: 1d12
Alignment: Any



Level
BAB
Fort
Ref
Will
Special

Str/Dex/Con Bonus

Perception Bonus

Speed Bonus

Damage Reduction

Bonus Feats


1st
+1
+2
+2
+2
Adrenaline, Combat Skill

+4

+8

+15ft

DR 1*, ER 5

--


2nd
+2
+3
+3
+3
Bonus Feats, Uncanny Dodge

+4

+8

+15ft

DR 1*, ER 5

1


3rd
+3
+3
+3
+3
Dolorous Blow

+4

+8

+15ft

DR 1*, ER 5

1


4th
+4
+4
+4
+4
Action Without Thought

+4

+8

+15ft

DR 1*, ER 5

2


5th
+5
+4
+4
+4
Improved Uncanny Dodge

+8

+16

+30ft

DR 2*, ER 10

2



Class Skills (6 + Int): Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture, Dungeoneering, History, Local; Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Weapon and Armor Proficiency
A Fighter is proficient with all weapons and armors as well as with shields.

Adrenaline (Ex): Choose one of the following triggering events: a) Whenever you are dealt damage; b) Whenever you roll initiative; c) Whenever an ally is dealt damage; or d) You spend a swift action for this purpose. Whenever the chosen triggering event happens your body is suffused with adrenaline, sharpening your focus, tightening your muscles, speeding your reflexes, and heightening your senses. For the duration of this effect you gain a +4 alchemical bonus to your Strength, Dexterity, and Constitution scores and to Initiative checks, a +8 alchemical bonus to Listen, Search, and Spot checks, a +15ft alchemical bonus to your speed, Damage Reduction equal to 1 + your Con bonus (minimum 1)/--, and Energy Resistance 5 against all energy damage.

The duration of your adrenaline is dependent on your chosen triggering event: if you chose either whenever you or an ally are dealt damage, the effect lasts for 1 full hour; if you chose whenever you roll initiative the effect lasts until you can no longer hear or see any enemies; and if you chose to trigger the effect yourself through the use of a swift action the effect lasts for 1d4+1 rounds. If you rest for more than 5 minutes, sleep, fall unconscious, or are subject to a Calm Emotions spell or similar effect, this adrenaline wears off early. You have only so much adrenaline in your body, so, regardless of which triggering event you chose, after that event occurs and this effect wears off you cannot gain the effects of adrenaline again until you have consumed some food and water and at least 30 minutes have passed.

At 5th level these bonuses double (DR becomes 2 + your Con bonus), at 9th level they triple (DR becomes 3 + your Con bonus), at 13th level they quadruple (DR becomes 4 + your Con bonus), and at 17th level they quintuple (DR becomes 5 + your Con bonus).

Combat Skill (Ex): You gain the following benefits:


Your unarmed strike is considered a light, melee weapon that deals 1d6 damage.
You do not provoke attacks of opportunity during a charge.
You may use your Dexterity modifier in place of your Strength modifier when making an attack or damage roll with any light weapon, rapier, whip, or spiked chain made for a creature of your size.
You gain a +4 bonus to attack rolls when making attacks of opportunity confirming critical hits, and your attacks of opportunity and critical hits deal 1d6 extra damage which increases by 1d6 every two levels beyond 1st (2d6 extra damage at 3rd level, 3d6 at 5th level, etc).
You may attack every creature within your melee reach as a full-round action. If you are 6th level or higher, you may do so as a standard action.

If you are at least 3rd level you gain the following:

You may make a weapon attack as a swift action.
You may parry an incoming attack (or ammunition fired from a weapon sized for a creature no more than two size categories larger than you) as an immediate action. To do so, you must be wielding a melee weapon, be able to see the attack and not be surprised. Make an attack roll opposing the one that targets you. If your attack roll meets or beats the opposing roll, then the attack misses. If your attack roll beats the opposing roll by 5 or more, and the opposing attack was a melee weapon attack, then your opponent is disarmed of their weapon if you choose. If your attack roll beats the opposing roll by 5 or more, and the opposing roll was a natural weapon attack, then you deal damage to the opposing creature as if you struck them with a melee attack of your own.

If you are at least 5th level you gain the following:

A +4 bonus to all bull rush, disarm, grapple, and trip attempts and you do not provoke attacks of opportunity for attempting them. If you are armed with a disarm or trip weapon, you may attempt to disarm or trip your opponent as a swift action if you successfully hit them with that weapon on your turn.
Attempting to bull rush, disarm, grapple, or trip you provokes an attack of opportunity from you. If your attack succeeds, the opposing attempt automatically fails.

If you are at least 6th level you gain the following:

You may make a full-attack at the end of a charge, or as a standard action. If you make a full-attack as a standard action you may move in between your attacks and do not provoke opportunity attacks from any creature you attacked that turn.
When an enemy provokes an attack of opportunity from you, you may spend an immediate action to make a full-attack against that creature in place of a single attack of opportunity. Each of your attacks is considered an attack of opportunity, but the whole full-attack is considered only one of your attacks of opportunity for the round (if you would be able to make more than one).

Bonus Feats
A fighter gains a bonus feat at 2nd level drawn from the list of Fighter Bonus Feats, and additional bonus feats from that list every two levels thereafter. Furthermore, with 12 hours of practice a fighter may gain a new Fighter Bonus Feat in place of an old one. In effect the fighter loses an old feat to gain a new one after practicing for 12 hours. This practice need not be taken consecutively.

Additionally, with only 1 hour of practice with a weapon, the fighter may change the designated weapon for any feat (or feats) he possesses that applies only to a single weapon (such as Weapon Focus) replacing one weapon for another in both the prerequisites and the feat's description. He must have in-hand the weapon to be designated during his practice and he must be proficient with it to make this change.

A Fighter can adjust any number of feats with a single practice in this way, but he doesn't have to adjust them all in the same way. He cannot change the designated weapons in such a way that he no longer meets the prerequisites for another feat he possesses. Feats adjusted in this way remain so designated for as long as he likes. He may re-adjust to a previously designated weapon as a swift action within 1 day per Fighter level of adjusting from that weapon, otherwise he must spend another hour in practice to adjust his feats.

Instead of taking a bonus feat, the Fighter may elect to gain a +2 inherent bonus to one ability score or a +1 inherent bonus to any two ability scores. These inherent bonuses may not exceed +5 to a single ability score, but unlike normal inherent bonuses, inherent bonuses to ability scores the Fighter obtains in this manner may stack with other inherent bonuses so long as the total does not exceed +5. These inherent bonuses, once gained, are not considered bonus feats and can never be lost to gain a new bonus feat (or new inherent bonus) in the way that bonus feats normally can.

Uncanny Dodge (Ex): At 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

Additionally, whenever you are not helpless or surprised and make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage.

Dolorous Blow (Ex): Starting at 3rd level, whenever you strike a foe with a critical hit or an attack of opportunity that foe is Dazed for 1d3 rounds unless it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Strength or Dexterity modifier; whichever is highest). Even on a successful save, the struck foe is Sickened for 1 round.

Action Without Thought (Ex): Starting at 4th level you may move up to half your speed as an immediate action without provoking attacks of opportunity.

Improved Uncanny Dodge (Ex): At 5th level you are no longer able to be surprised and enemies who are either flanking you or are invisible get no bonus to attack rolls against you. Whenever you make a Reflex saving throw against an attack normally deals half damage on a successful save, you take only half damage even when you fail the save.