Difference between revisions of "Hypercompetent Warrior (3.5e Class)"
Foxwarrior (talk | contribs) (the bag of rats reared its ugly heads, but with Whirlwind we can take it out) |
Foxwarrior (talk | contribs) (melee guardian was just so much weaker than ranged guardian it was bothering me) |
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* '''Whirlwind:''' They may make a full attack as a standard action, and take the attacks at any point during their turn, even during another action such as movement. Any time they drop a creature to 0 or less HP with a melee attack, they gain a bonus attack at a -5 penalty against a creature they have not attacked this turn. | * '''Whirlwind:''' They may make a full attack as a standard action, and take the attacks at any point during their turn, even during another action such as movement. Any time they drop a creature to 0 or less HP with a melee attack, they gain a bonus attack at a -5 penalty against a creature they have not attacked this turn. | ||
− | * '''Melee Guardian:'''' They gain | + | * '''Melee Guardian:'''' They gain +15' of "virtual" reach. When a creature would provoke an AoO within their virtual reach, the warrior may take an AoO by moving until the creature is actually within reach. This costs movement from the warrior's next turn, they must spend actions to generate movement as soon as their turn starts. They also gain 30' of free movement that they can take on their turn in between their other actions (or spend for their prior AoO movement). |
* '''Special Maneuverer:''' Whenever they hit with an attack (even a ranged attack, or an attack as part of a special maneuver), they may make a free disarm, trip, grapple, feint, or bull rush check. Grapple can only be done in melee, bull rush moves the target without the warrior, and disarm only lets them grab the item if it's within reach. | * '''Special Maneuverer:''' Whenever they hit with an attack (even a ranged attack, or an attack as part of a special maneuver), they may make a free disarm, trip, grapple, feint, or bull rush check. Grapple can only be done in melee, bull rush moves the target without the warrior, and disarm only lets them grab the item if it's within reach. |
Latest revision as of 17:30, 13 October 2024
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Cuts through all the little restrictions that normally make playing a martial character overly complicated, and just does stuff well.
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Hypercompetent Warrior[edit]
Where other people are constantly obsessing over little things like, do I have Hide in Plain Sight, or Darkstalker, or Combat Reflexes, the Hypercompetent Warrior just puts in a bit of extra effort and does the thing. The design concept of this class is that building a Tome or Very High fighter-type is actually really complicated, frequently adding together like 30 feat abilities and 20 class features or something to make a character who's actually rather decent in combat, so this one aims to mostly replicate the same sort of builds but in a simple and easier to remember way.
Making a Hypercompetent Warrior[edit]
They take the place of a fighter so they like to be backed up by casters or magic items for all the wacky utility nonsense.
Abilities: Physical ability scores are always a great choice.
Races: Probably not someone with a penalty to physical stats and a bonus to Int.
Alignment: Any
Starting Gold: 2d6×10 gp (70 gp).
Starting Age: Simple.
Class Features[edit]
All of the following are class features of the Hypercompetent Warrior.
Weapon and Armor Proficiency: The warrior is proficient with everything.
Straightforward: Hypercompetent warrior techniques don't mesh well with convoluted trickery, so they simply cannot learn [Fighter] or [Combat] feats. Instead, any time they would get a [Fighter] feat, they instead choose to get either: a +1 bonus to attack rolls; a +1 Dodge bonus to AC; a +2 bonus to skill checks; or a +1 bonus to ability checks and special maneuver checks. Any time they would get a scaling [Combat] feat, they instead get all four bonuses.
Just Do It: Hypercompetent Warriors can do things with some difficulty that normal people find impossible and specially trained people find trivial. For any of the following, they may accept a -10 penalty to their skill check, ability check, attack roll, save, or other d20-based checks as appropriate to ignore the limitation:
- Attacks of Opportunity: Taking one while flat-footed; taking one when you've run out of AoOs per round.
- Special Maneuvers: Using it against a target of inappropriate size; using it without provoking an AoO.
- Saving Throws: Ignore any effects on a successful save.
- Any Skill: Taking 10 while stressed (see Hypercompetence Pool); using a skill untrained.
- Bluff: Feinting at range; feinting against multiple creatures; feinting or creating a diversion as a swift action; feinting and causing the target to lose DEX to AC against all your attacks instead of just one; feinting against a nonintelligent creature.
- Climb: Climbing with your hands full.
- Disable Device: Count as a rogue.
- Disguise: Disguise someone else.
- Escape Artist: Escape as a standard action.
- Hide: Hiding while observed; hiding without cover or concealment; hiding from special senses like mindsight or blindsense; sniping within 10' or with a melee weapon.
- Handle Animal: Make training times take days instead of weeks.
- Jump: Jumping as though you had a running start even though you don't.
- Listen: Hear an incorporeal creature.
- Move Silently: Moving silently within special senses like blindsight or blindsense.
- Open Lock: Use as an attack action.
- Ride: Use your mount as cover and still attack; fast mount/dismount a really big mount.
- Search: Find traps like a rogue; search as a swift action.
- Survival: Track.
- Swim: Move at full speed.
- Tumble: Tumble in a deep bog.
Firm Hits (Ex): The hypercompetent warrior is pretty good at making their hits count. Any time they would deal at least 5 points of damage (after damage is rolled), they add their hypercompetent warrior level to the damage. This damage is multiplied on critical hits.
Combat Style (Ex): While all hypercompetent warriors are generally good at everything, they're still not all really good at the same things. At the levels indicated in the table, choose a Combat Style:
- Charger: On a charge, they may either full attack, or automatically threaten a critical hit on one attack.
- Body Thrower: They may treat theirself, and anyone they're grappling, as a Corpse, without needing to use any more hands than one would normally need in a grapple.
- Whirlwind: They may make a full attack as a standard action, and take the attacks at any point during their turn, even during another action such as movement. Any time they drop a creature to 0 or less HP with a melee attack, they gain a bonus attack at a -5 penalty against a creature they have not attacked this turn.
- Melee Guardian:' They gain +15' of "virtual" reach. When a creature would provoke an AoO within their virtual reach, the warrior may take an AoO by moving until the creature is actually within reach. This costs movement from the warrior's next turn, they must spend actions to generate movement as soon as their turn starts. They also gain 30' of free movement that they can take on their turn in between their other actions (or spend for their prior AoO movement).
- Special Maneuverer: Whenever they hit with an attack (even a ranged attack, or an attack as part of a special maneuver), they may make a free disarm, trip, grapple, feint, or bull rush check. Grapple can only be done in melee, bull rush moves the target without the warrior, and disarm only lets them grab the item if it's within reach.
- Ranged Guardian: They threaten out to 30' with ranged weapons, this is obvious to opponents who can see them.
- Deflector: They may take attacks of opportunity on projectiles, including ranged touch attacks and rays. Projectiles are treated as having an AC equal to their attack roll +10.
- Great Blow: Once per round they may designate an attack as a Great Blow: if it hits, it deals 1d6 extra points of damage per level.
- Stealth Attacker: Any time they could deal Sneak Attack damage, their attacks deal x2 damage exactly as though multiplied by a critical hit (fortification etc applies). If the attack is actually a critical hit, the regular multiplier is just increased by 1 (so an x3 becomes an x4, it's not doubled and then tripled).
- Kung Fu: They can make unarmed strikes without provoking AoOs, and threaten with them, and deal 2d6 bludgeoning damage (if medium). No hands free are needed, but each empty hand can be wielded as an additional unarmed strike weapon. You may enchant your unarmed strike as a weapon, and your body as armor.
- Multiweapon Fighting: Whenever they make an attack with their primary weapon, if the attack hits by 5 or more, they also get a free hit with any secondary weapons they are wielding. This is instead of any extra attacks they would normally get for wielding multiple weapons.
- Quick Loader: They can draw and sheathe weapons and items on their person or unattended within reach as a free action. Reloads of a standard action or less become free actions, full-round and one-round reloads become swift or move actions, and longer reloads take one fifth as long (to a minimum of a full-round action). They can use a free action to draw or reload as part of any attack, even not on their turn.
- Knocker: Whenever they would deal damage, they may also move the target, 10' directly away from you, or 5' in a straight line in any other direction, for each (3 if small or smaller, 5 if medium, 10 if large, 20 if huge, 40 if gargantuan, 80 if colossal) points of damage dealt. If the target collides with something (use your existing attack roll to hit any creatures), the damage of the attack is also dealt to whatever the target collides with.
- Jumper: Whenever they would hit the ground after falling at least 20 feet, they may make an attack against whatever they land on. If it hits, any fall damage they would take is dealt as bonus damage to the target instead.
- Destroyer: The warrior deals double damage (before hardness) to objects. Whenever an attack deals enough damage to destroy an object or kill a creature, they may have the attack continue on to the next target using the same attack and damage roll, which is: the wielder, if it's a sunder attack on a worn or held item; the next creature or object in a straight line, if it's a ranged attack; or the next creature or object in a clockwise or counterclockwise circle, if it's a melee attack.
- Just Like, Enormous: The warrior loses all current and future BAB. In exchange, they get +2 to Strength for each point of BAB lost. If the bonus to strength is large enough to match the amount they would get from a size increase, they may get a size increase with the commensurate effects on Dexterity, Constitution, Natural Armor, and Size bonuses, but the Strength bonus is already counted from Just Like, Enormous's base effect.
Hypercompetence Pool: At level 5 the hypercompetent warrior becomes even more generally good at things. Once per round, they may ignore one -10 penalty from Just Do It. Their pool increases by one use per round at level 8.
How Hard Could It Be?: Once the Hypercompetent Warrior reaches level 5, they may treat any Prestige Class benefits that say they give +1 level of a spellcasting class as giving +1 to the Hypercompetence Pool, and a [Fighter] bonus feat (which they cannot learn) instead. In addition, they qualify for any prestige class that a character with every feat, max ranks in all skills, and the ability to cast every spell of a level a wizard their level could cast would qualify for.
Item User: At level 8 the Hypercompetent Warrior learns to use items... better. They gain one additional item slot: if using Red Rob items, it's as simple as that, but if not this means they can wear one additional amulet, ring, hat, pair of boots, pair of gloves, or whatever. They can wear two suits of armor, but only the heavier one has any effect aside from its enchantments.
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Foxwarriorv |
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Article Balance | Very High + |
Author | Foxwarrior + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Class Ability Progression | Separate + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 10 + |
Minimum Level | 1 + |
Rating | Unrated + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Open Lock +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope + |
Skill Points | 6 + |
Summary | Cuts through all the little restrictions that normally make playing a martial character overly complicated, and just does stuff well. + |
Title | Hypercompetent Warrior + |
Will Save Progression | Poor + |