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View Full Version : D&D 3.x Class The Fighter (E6 Project v3, PEACH)



Gnorman
2016-03-26, 02:17 AM
The Fighter (E6)

Designer's Notes:
Hopefully this is a fighter that doesn't suck. She gets feats, lots of them, and can swap them on the fly if she's suddenly put in a new situation. She excels at combat maneuvers, and would make a great lockdown fighter. She's not a super great charger (that's more the purview of the Barbarian), but she's still quite mobile, heavily armored, and ready to kill. She also has the occasional incentive to invest in Intelligence, and more class skills and skill points.

Archetypes are fairly simple. The Dreadnought is the classic Dungeon Crasher, breaking things and ping-ponging opponents into walls. I nerfed the damage a little bit (it was a bit high for E6), but other than that, it's fairly faithful to the alternate class feature. The Gladiator is an AoO machine, and would excel with a reach weapon and Improved Trip. The Warlord is a bit of a grab bag - she gets Paladin auras, Sorcerer spellcasting, and the ability to give up her actions to impel her own allies to greater heights. This last one in particular might be a bit over the top in terms of action economy abuse, so I'd love to hear your thoughts.

HD: d10
Class Skills: Balance, Climb, Craft, Gather Information, Intimidate, Handle Animal, Jump, Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility and royalty), Listen, Profession, Ride, Sense Motive, Spot, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Saves
Special




Fort
Ref
Will




1st
+1
+2
+0
+2
Archetype Power (Lesser), Bonus Feat, Clever Fighting, War Stories



2nd
+2
+3
+0
+3
Armor Familiarity, Weapon of War



3rd
+3
+3
+1
+3
Archetype Power (Moderate), Bonus Feat, Like Quicksilver



4th
+4
+4
+1
+4
Steel Skin, Unorthodox Maneuvers



5th
+5
+4
+1
+4
Bonus Feat, Fancy Footwork



6th
+6/+1
+5
+2
+5
Archetype Power (Greater), Peerless Combatant, Pinnacle of Battle




Weapon and Armor Proficiency: The Fighter is proficient with all simple and martial weapons, as well as three exotic weapons of her choice. She is also proficient with all armor (heavy, medium, and light) and shields (including tower shields).

Archetype Power: At 1st level, the Fighter chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Fighter a different set of abilities at levels 1, 3, and 6, as noted below.

Bonus Feat: At 1st level, and again at 3rd and 5th level, the Fighter selects a single bonus feat for which she qualifies, and gains its benefits. This feat must be drawn from feats noted as fighter feats. Once per day, the Fighter may spend five minutes in meditation to change any number of these bonus feats to any other fighter feats that she qualifies for. For the purposes of this ability, treat the Fighter as if she had a base fighter level equal to her class level.

Clever Fighting: The Fighter gains a bonus on opposed attack rolls and opposed grapple rolls equal to her Intelligence modifier.

War Stories: The Fighter may not have the academic background of the wizard or the cleric, but she knows monsters. For the purposes of identifying monsters, the Fighter is treated as if she had maximum ranks for her level in the relevant Knowledge skill, which is also treated as a class skill for this purpose.

Armor Familiarity: When wearing armor, the Fighter reduces the armor check penalty by an amount equal to half her class level. She increases the maximum dexterity bonus of armor by the same amount. The Fighter may now also move at her normal speed while wearing medium or heavy armor.

Weapon of War: By spending five minutes in training, the Fighter can change the designated weapon for any and all feats she possesses that designate a single weapon (such as Weapon Focus or Weapon Specialization). She must still meet the prerequisites for the newly-designated feats - she cannot change Weapon Focus (longsword) to Weapon Focus (short sword), and still retain Weapon Specialization (longsword), for example.

Like Quicksilver: The Fighter does not need to specify a trigger condition when readying an action, and may ready swift actions.

Steel Skin: The Fighter gains DR 3/- when wearing heavy armor, DR 2/- when wearing medium armor, and DR 1/- when wearing light armor.

Unorthodox Maneuvers: As a full-attack action, the Fighter may make one of the following attacks, all of which target more than one opponent. She makes a single attack roll, and applies that result to all opponents targeted. She rolls damage separately for each, however.

Blind Spot Attack: The Fighter attacks an adjacent opponent, and another opponent on the opposite side of herself from the first opponent (i.e. the opponent in flanking position).

Lunge: The Fighter attacks an adjacent opponent, and any opponent in the square just behind the first opponent.

Wide Swing: This attack targets an adjacent opponent and opponents in the two squares on either side of the first opponent.

Fancy Footwork: A Fighter may take an additional five foot step each round.

Peerless Combatant: For the purposes of qualifying for feats, the Fighter's base attack bonus is treated as being two points higher than it actually is.

Pinnacle of Battle: Once per day, the Fighter may make use of one of the following abilities.

It's All in the Wrist: The Fighter immediately takes an extra turn. This ability may be used as an swift action.

Shake It Off: The Fighter removes any and all of the following conditions from herself, even if the condition would prevent her from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any form of fear. Upon using this ability, any non-lethal damage the Fighter has suffered is immediately healed. This ability may be used as an immediate action.

Stunning Assault: For the next round, every successful attack the Fighter makes (including attacks not made on her own turn) forces the target to make a Fortitude save (DC = 10 + 1/2 the Fighter's level + the Fighter's Strength modifier) or be stunned for three rounds. This ability may be used as an immediate action.


Archetypes:

Dreadnought

Lesser Archetype Power: Whenever a dreadnought forces an opponent to move into a wall or other solid object via a bull rush, the opponent stops moving as normal. That opponent also takes an amount of bludgeoning damage equal to 1d6 plus twice the dreadnought's Strength modifier (triple at 6th level). This damage increases by 1d6 for each dreadnought level beyond the first, to a total of 6d6.

In addition, a dreadnought may bull rush opponents of any size.

Moderate Archetype Power: A dreadnought gains a bonus on Strength checks to break doors, walls, or similar obstacles equal to her class level.

Greater Archetype Power: A dreadnought is no longer required to move with an opponent in order to bullrush it more than 5 feet. In addition, if she bull rushes an opponent into a solid object, the opponent must also make a Reflex save (DC = 10 + 1/2 the dreadnought's level + the dreadnought's Strength modifier) or fall prone.


Gladiator

Lesser Archetype Power: A gladiator may make an additional number of attacks of opportunity per round equal to her Intelligence modifier. This stacks with similar effects, such as the Combat Reflexes feat.

Moderate Archetype Power: Opponents threatened by a gladiator provoke attacks of opportunity even when taking a five foot step or casting defensively. They also provoke attacks of opportunity for attacking targets other than the gladiator herself.

Greater Archetype Power: Whenever a gladiator makes an attack of opportunity, she is allowed to make a full attack instead. She may use this ability a number of times per round equal to her Intelligence modifier. In addition, the area that the gladiator threatens is considered difficult terrain for her opponents.


Warlord

Lesser Archetype Power: A warlord may select a single Paladin aura (http://www.giantitp.com/forums/showthread.php?482563-The-Paladin-(E6-Project-v3-PEACH)). She projects that aura, applying its benefits to herself and her allies, out to a range of 30'.

Moderate Archetype Power: A warlord gains the ability to cast a limited number of arcane spells, drawn from the Sorcerer list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Sorcerer list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a warlord's spells are equal to 10 + 1/2 her level + Charisma modifier. She may also ignore any arcane spell failure caused by light armor, medium armor, or shields (except tower shields).

Greater Archetype Power: Once per round as a swift action, a warlord may impel her allies to greater action. She chooses one ally within 30'. That ally gains an additional action, either move, standard, or a full-round, and can take those actions immediately. However, the warlord gives up the same type of action. The warlord may use this ability even after she has already acted in a given round, but if she does so, she loses the same type of action on her next round instead. She may now also ignore the arcane spell failure caused by heavy armor.



Level
Spells Per Day



0
1
2


1st
-
-
-


2nd
-
-
-


3rd
3
1
-


4th
3
2
0


5th
3
3
1


6th
3
3
2





Spell Lists:

Sorcerer Spell List:
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Floating Disk, Grease, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Produce Flame, Reduce Person, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray
3: Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Magic Weapon (Greater), Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow, Tiny Hut


Changelog:
3/25/16: Class originally posted.