User:Spazalicious Chaos/The Book of Frenzied Warfare (3.5e Sourcebook)/Fighting Classes

Here can be found a revision of the core fighting classes- Barbarian, Fighter, Monk and Rogue.

Why the Revamp?
The problem in general is that the four central classes that make up D&D's mundane fighting force lose relevance at higher levels.

The Monk has become the poster child for the poorly designed class, a veritable Boba Fett: badass in theory but sad in execution. Thus, It will be shut down and rebuilt from scratch as a unarmed fighting class with little to no fluff outside this focus.

The Fighter, while the easiest class to learn, is also useless outside a way to get more feats. While an excellent and useful fast track to more flavored prestige classes, that should not be the defining feature of the Fighter. Instead, it will be rebuilt as a weapons master unparalleled in armed and armored combat.

The Barbarian and Rogue are not inherently broken, just slightly limited. The Rogue in particular is overshadowed by its subclasses Ninja and Scout. Thus, both will be given expanded options to diversify to incorporate more specialized roles.

Barbarian
<-general description->.

Making a Barbarian
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

 : <-class feature game rule information->

' PS undefined:''' <-class feature game rule information->

' :''' <-class feature game rule information->

 : <-class feature game rule information->



 <-"", " ", " ", or "PS undefined" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic Barbarian
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information
Stuff to come

Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Barbarians in the World
"<-Some quote from a character of this class->"

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Barbarian Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Barbarians in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Fighter
The Fighter is the supreme armed soldier. While warriors fill out the rank and file of the worlds armies, Fighters filled the more specialized roles- skirmishers, knights, cavaliers, shock troops, duelists, etc. These highly trained and specialized fighters are what make or breaks an army, as it is their skills at arms that a general can fall back on time and time again in a war.

Making a Fighter
Fighters are masters at armed conflict. Depending on their Archtype, a fighter can be a refined duelist killed at dispatching single foes, a powerful knight that commands enemy attention, a combat brute or skirmisher. The only flaw of a fighter is their dependance on their equipment and armor, though the more powerful ones can make even a rusted blade or rotten plank deadly.

Abilities: Depending on Archtype, prioratize either Dexterity or Strength, then Constitution. Fighters also benefit from high Intelligence, which grants them access to more skills.

Races: If a race has a history of armed conflict, it has produced Fighters. That said, the more peaceful or passive races, like halflings and gnomes, do not produce as many fighters as the more warlike races, like dwarves and orcs.

Alignment: Any.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: As fighter.

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

Weapon and Armor Proficiency: Fighters Are proficient with all simple and martial weapons, all shields and light, medium and heavy armor.

The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

 : At first level, the Fighter selects a combat manuever, such as trip, feint, bull rush, etc. The Fighter may add half his Fighter level (minimum of +1) to all attempts to use that manuever. At 5th and 10th level the Fighter may choose a second and third manuever.

 : At third level and every six levels thereafter the Fighter gains Armor Training. At Armor Training I, the fighter adds 1 to the maximum dexterity bonus and subtracts 1 from the armor check penalty of all armor he wears. At II the maximum dexterity is raised by 2 and penalty is reduced by 2, and the fighter moves his full speed in medium armor. At III, the Fighter raises maximum dexterity by 3 and reduces the penalty by 3, and can move his full speed in medium or heavy armor. The Armor check penalty cannot be reduced below 0 by use of this ability.

 : At 6th level and ever six levels thereafter the Fighter chooses three weapon category types: a type of damage (Bludgeoning, Slashing or Peircing), Melee or Ranged, and a size category (Light, One Handed, Two Handed, or Reach). With Weapon Training I the Fighter gains a +2 Insight bonus to all attack and damage rolls with any weapon that fulfills all three requirements. At II, the bonus increases to +4. At III, the bonus increases to +6. Once chosen the weapon category cannot be changed.

 : At 7th level the Fighter doubles the weapon dice of any weapon he uses. This does not double other values or suplemental damage dice to the weapon, only the original weapon dice.

 : At 11th level, once per day a Fighter can call additional firpower into one of her attacks. She must declare use of a Limit before the attack is made. She attacks normally, and if the target is hit, all adjacent targets must make a Reflex save equal to the attack roll or also take damage equal to that rolled. If used against a Huge or larger target, the Limit instead deals double damage. The fighter gains an additional use of her Limit per day for ever second level past 11.

 : At 15th level, the Fighter becomes a paragon of combat skill, and may take 10 on any standard attack roll or on any manuever chosen via Fighter Training.

 : At 17th level the fighter triples the weapon damage dice of any weapon he uses, as per Weapon Brute.

 : At 20th level once per day after performing a successful Limit, the Fighter may use Ultimate. The original target takes additional damage equal to twice that rolled for the original Limit, and all creatures within (Fighter level times 5) feet must make a Reflex save equal to the original attack roll or take the same damage.

Epic Fighter
 : The Fighter gains additional uses of Limit per day as shown on the above table.

 : Additional increases of Armor Training reduce the Armor Check Penalty by 1.

 : Additional increases of Weapon Training increase the Insight bonus to damage by 2.

Dwarven Fighter Starting Package
Weapons: Dwarven Waraxe, Dagger, Light Crossbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Scale Mail, Heavy Steel Shield, 10 bolts and case, adventurers kit.

Gold: 6d4 gp.

Campaign Information
Fighters are the elite warriors of any campaign world. While any dork with a sword can swing it about and claim to be a warrior, they can only claim to be a Fighter until a real Fighter shows up. Unlike said dork, Fighter have trained and lived the battles, fought hard for their experiences, and can apply the lessons they learned.

Playing a Fighter
Religion: Fighters are almost universally beholden to martial gods. It is actually common in many fighters to offer prayer and sacrifice to their gods before a major battle, though some of the less faithful fighters sit out on this tradition. For every five fighters who hold gods in high regard, there is one who has been disillusioned and become distrustful of the gods, often due to losses in a battle or some other tragedy.

Other Classes: Fighters are most at home with other warriors, especially those who hold a similar outlook on combat. Knights and Paladins are almost hand in hand with one another, Skirmishers enjoy the company of military Rogues and most Rangers, Duelists are very buddy-buddy with Bards, Mercenaries and Acreobatics alike enjoy the company of Rogues and other scoundrels, so on. Only the Spellslayer Fighters have any real reserves about other fighting classes or classes that use magic period. The more magic one uses, the more a Spellslayer will consider one a threat.

Combat: Fighters are hard hitters on the frontlines of combat. Their reliance on their equipment often leaves them demanding first pick of the spoils, but the Fighter will use her weapons and armor to best effect. Each fighter has an individual fighting style that is hers and hers alone, and will use tactics to maximize that fighting style. A fighters style is not just defined by her Archtype, but also her Weapon Training.

Advancement: Other than stay true to your style, if you are the Fighter you must invest in the best combat equipment you can afford. While at high levels you can offset the penalities for inferior or improvised tools, you are at your most effective when using the best weapons and armor you can.

Fighters in the World
"Alright, the battalion is coming down the road. Remember, hit hard, hit fast, and leave none alive. We don't want to deal with a orc retaliation. Positions!"

Fighters are just that- fighters, people who have dedicated their lives to the ending of the lives of others. Every Fighter has made the choice to make a career out of manufacturing corpses and creating cripples and widows.

Daily Life: Most fighters are very regimented and orderly, with tight sceduales and deadlines within their unit. Some are mere weekend warriors who volunteer for a militia for fight for entertainment, willingly or not. However, Fighters are above all else professionals, and carry themselves as such. Whether they do so all the time or not is their choice.

Notables: <-Insert list of your worlds legendary generals here->.

Organizations: As has been implied repeatedly, Fighters are often parts of military units, either army, militia or mercenary. As such, they convene at military gatherings and events, from active wars to occupation of foreign colonies. Getting trained as a fighter is a matter of first enlisting in a company, then prooving ones self fit for advanced training in a more specialized role, be it Royal Guard or scouting units.

NPC Reactions: Fighters are different from other members of their race. More in control of themselves, often much more observant and quiet, able to take and give orders most of the time. Many people can not recognize a Fighter out of uniform, but they often recognize each other. The only real way to remove any doubt is when a Fighter enters a fight, at which point the other mortals cower while the Fighter gos about his work with brutal efficiency.

Fighter Lore
Characters with ranks in Knowledge (History), (Local) or (Nobility and Royalty) can research Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Fighters in the Game
Fighters are the warrior bread and butter of fantasy- so basic it is difficult to do without.

Adaptation: The best way to adapt the Fighter is to alter Weapon Training, either modifying the weapon categories used or by simply including new weapons.

Monk
Expert fighters in unarmed combat, they actually prefer to be called by the title granted by their style of fighting, like Boxer or Wrestler. However, Monk remains the most accurate descriptive word, as they treat their bodies like a sacred ground that must be cared for and honored, turning their very souls into a temple through which they channel energies that are almost magical. Indeed, who else but a Monk could possibly choke a ghost, stun a dragon with a punch, or kick a demon so hard it bursts?

Making a Monk
Monks are at their best when unarmed and lightly armored, fighting with their bodies in way few can match. Some can even project their attacks at a distance, if they learn the right style. Indeed, a monks individual fighting style is how she succeeds or fails, though she can change her style and do so more frequently as she gains in power.

Abilities: Depending on her individual style of combat, a Monk needs Strength or Dexterity. Constitution is good for more hit points, but many of her abilities also draw from Wisdom.

Races: Any race with a fighting tradition can become a monk, especially those races for whom fighting contests are casual, like dwarves, orcs, elves and many human cultures.

Alignment: Any.

Starting Gold: 4d4 times 10 gp (100 gp).

Starting Age:As fighter.'''

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Monks are proficient with simple weapons and light armor. Note that none of a Monks Fighting Style or related abilities can apply to weapons.

 : At first level the Monk adds an aditional damage die to his unarmed attacks, starting at 2d3 for medium Monks and 2d2 for small Monks. The total damage is multiplied on a critical hit.



In addition, the damage of attacks that hit while using Combo attack are added up and used as the total damage before factoring in damage reduction and resistance. For example, a fifth level Monk with Strength 15 who hits with both attacks in the combo adds togather the damage of both 4d3+2 hits before factoring in the DR of, say, a gargoyle.

 : At second level the Monks unarmed strikes are +1 weapons, granting the resulting attack and damage increase. Every two levels thereafter the monk gains further enchantments on her unarmed strikes, even gaining special weapons abilities. There are only the following limits-
 * The Plus of an unarmed strike can not exceed 5 or half the Monks level, which ever is lower
 * The enchantment plus value of any ability cannot exceed the plus of her unarmed strike
 * The Monk must be of the proper alignment for the ability she chooses, one the ability requires a particular alignment.

She must meet all prerequisites for the selected feat.

 : At third level the Monk gains Evasion, as the Rogue ability.

 : At fourth level a Monk may train for an hour, after which he may rearrange the pluses and abilities of his Fighting Style.

 : At fifth level a monks unarmed strikes can deal Slashing and Peircing damage. Slashing damage requires that the Monk can use his hands and feet while not Held, or his teeth if Held. Peircing damage requires that the Monk can employ his fingers, elbows or knees. Unless specified, the unarmed strike is Bludgeoning by default.

 : At 7th, 11th and 15th levels, the Monks unarmed strikes are counted as Silver, Cold Iron and Adamantine repsectively for the purposes of overcomming Damage Reduction.

 : At 8th level, the Monk adds her Wisdom bonus as an Insight bonus to her Defenses, including her Surprise Defense. This stacks with other Insight bonuses.



 : At 12th level a Monk needs only 10 minutes to use Change Tactics.

 : At 13th level the Monk gains Improved Fighting Instinct, which functions like Fighting Instinct, except the bonus is double the Monks Wisdom bonus.

 : At 16th level the Monk needs only a full round action to use Change Tactics. This does not provoke attacks of opportunity.



 : At 19th level the Monk chooses between Chaos, Good, Law or Evil. This choice must not contradict her alignment. Once made, her unarmed strikes are always considered aign for the purposes of overcoming Damage Reduction, regardless of her Fighting Style.

 : At 20th level, a Monk using her Fighting Style to emulate a +5 Vorpal weapon can choose not to instantly kill those she criticaly hits. Instead, she leaves them marked by death. Any time while on the same plane of existance as her marked target, she may Wish it dead. This ability is usable once per month.

Epic Monk
Unarmed Damage Increase: Every Unarmed Damage Increase after X gains an additional unarmed damage die.

Fighting Style: As per normal Fighting Style, though the Maximum Plus of a Fighting Style is now equal to half the Monks level with no +5 cap.

Elven Monk Starting Package
Weapons: None

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Weapon Finesse.

Gear: Leather armor, adventurers kit.

Gold: 6d4 gp.

Campaign Information
Monks are master unarmed fighters, and are very common in worlds and cultures where contests of brute strength or martial skill are common. They can be found in martial academies, gladiator pits and rowdy taverns with equal frequency. If including NPC Monks in your world, each culture should have a "default" Fighting Style. For example, many elven communities favor stealth and ranged attacks in their martial masters, thus the default fighting style for one village might be +1 Throwing (Elven Ranged Fist), while a human community who lives near a haunted tomb or necropolis might prefer +1 Ghost Touch techniques (Kill Shadows' Kick).

Playing a Monk
Religion: Monks almost invariably prefer martial and war gods. However, if your world presents the options for gods of strength and skill (like Kord), the majority of Monks will dedicate themselves to those gods instead. Monks are not reknowned for being particularly pious as a rule, thus many do not feel shame in making half-hearted sacrifices to manyu gods (or none at all).

Other Classes: Monks prefer the every man classes like Fighters and Rogues to the more exotic classes. Arcane magic either scares or fails to impress, though Monks are known to like Bards. Divine classes are an oddity to Monks, who prefer to put faith in ones self than in some higher power. Druids and Rangers have nothing to say to Monks, and visa versa. Barbarians are the Monks ultimate toy- indestructable and fun to play with over and over.

Combat: Monks are very direct in combat- punch it in the face. And they can do just that almost regardless of what they are facing, especially at higher levels. Given enough time a knowledge about what they face, a Monk can prepare herself and take down the most fearsome foes with her bare hands. A tomb full of ghosts? No problem. An iron golem with goblin support units? No problem. An ancient red dragon in a lava pit? This will be fun... especially at higher levels, when a Monk begins to improvise a bit more and can just haphazzardly switch tactics on a foe.

Advancement: Monks advance to enhance their particular style. Elven kick boxers choose options and equipment to bring up their speed an accuracy, while dwarven wrestlers prefer to improve their brute strength and grabbing abilities. In the end, it all boils down to what kind of fighter your Monk is.

Monks in the World
"I can kick you in the face and you would not even have time to blink. You see, with training, the feet are faster than the hands. Allow me to demonstrate..."

Monks are the rock stars of the martial world for a very good reason.

Daily Life: Eat, sleep, screw, fight, screw some more, fight some more, drink, sleep. Some Monks are accademy trained and live a more structured and rigid life style, but many are boxers and street fighters simply beacause it is what they know and they are good at it. However, for every Monk who picked up his skills willingly and deliberately, there are two more- one who had to learn his skills in the harsh reality of his home, and one who had to learn on the fly in a gladitors pit. Thus, more Monks are bitter about their skills than proud of them.

Notables: Rathaniel Blackrose, master of the Roses Thorns style of Elven Kickboxing; Guurk, cheiftain of the Shakespear orc clan; Dorrug Kresh, dwarven general and head teacher of the Iron Chain wrestling accademy, "Pip" Piprechaun Lockbarrel, halfling Gladiator King.

Organizations: Monks have no world organization or connection. Many are just independant prize fighters who wander from competition to competition. Even more are gladiators who know only whom they face in the pit tonight. The only true organizations of Monks are the various martial accademies who train fighters in formal styles. Entrance into an accademy is easy, but graduation is difficult. Between the rigourous trainning and the near military disipline and hardship, most who join an accademy leave after the first year.

NPC Reactions: Monks quickly gain personal reputations due to their skills. As a whole, Monks are universally regarded as dangerous, and often the first ones sought out in a community when a challange is issued. Indeed, the mere pressence of a Monk in a community is often enough to start improvised wrestling matches and boxing tournaments, which occasionally take of and become formal regular events that draw even more Monks from across the kingdom.

Monk Lore
Characters with ranks in Local or Martial Lore can research Monks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Monks in the Game
Monks are main-name competitors and athletes in martial societies, as well as specialist warriors for when killing is not the best option. For the most part, Monks are gladitor celebrities, professional competitors in blood sports, and street toughs who have made a name for themselves.

Adaptation: By limiting or expanding Fighting Style and it's related abilities the Monks can be customized for a variety of worlds. For exaple, if Fighting Style instead bought Natural armor and magical armor abilities, you have created the ultimate unarmed tank.

Rogue
<-general description->.

Making a <-class name->
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

 : <-class feature game rule information->

' PS undefined:''' <-class feature game rule information->

' :''' <-class feature game rule information->

 : <-class feature game rule information->



 <-"", " ", " ", or "PS undefined" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

 in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.