Difference between revisions of "Surge Fighter (3.5e Class)"

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(Making a Surge Fighter: Filling out the table)
(Making a Surge Fighter: More class features)
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Surge fighters play the same role in an adventuring party as the regular fighter; they are the frontman, the guy who gets up in the enemy's face to dish out damage and keep them busy while his companions perform their own jobs (wizards nuke, clerics heal, rogues stab guys in the back, et cetera, et cetera). The surge fighter is simply really, really good at it as long as he still has surge points. The surge fighter is flexible, though (albeit not quite as much as a normal fighter), and can play any melee or ranged combat role with ease.
 
Surge fighters play the same role in an adventuring party as the regular fighter; they are the frontman, the guy who gets up in the enemy's face to dish out damage and keep them busy while his companions perform their own jobs (wizards nuke, clerics heal, rogues stab guys in the back, et cetera, et cetera). The surge fighter is simply really, really good at it as long as he still has surge points. The surge fighter is flexible, though (albeit not quite as much as a normal fighter), and can play any melee or ranged combat role with ease.
  
'''Abilities:''' Like a regular fighter, the surge fighter's most important qualities are Strength and Constitution, to help him deal and take lots of damage. Dexterity is also important for AC and Reflex saves, but is even more important if the surge fighter decides to be a ranged attacker.
+
'''Abilities:''' Like a regular fighter, the surge fighter's most important qualities are Strength and Constitution, to help him deal and take lots of damage. (The surge fighter doesn't really ''need'' the boost to Fortitude saves, but since he wants lots of Constitution anyways for a lot of hit points, it's something he should think about anyways.) Dexterity is also important for AC and Reflex saves, but is even more important if the surge fighter decides to be a ranged attacker. Intelligence and Charisma are pretty much dump stats, and Wisdom is barely more important than the other two (Will saves are the main reason to invest in Wisdom).
  
 
'''Races:''' Any race that can be a fighter can be a surge fighter. Any class whose favored class is fighter also favors surge fighter.
 
'''Races:''' Any race that can be a fighter can be a surge fighter. Any class whose favored class is fighter also favors surge fighter.
Line 61: Line 61:
 
|-
 
|-
 
|2nd||class="left" | +2 || +3 || +0 || +0
 
|2nd||class="left" | +2 || +3 || +0 || +0
| class="left" |  
+
| class="left" | [[#Surge of Motion|Surge of Motion]]
 
|16
 
|16
 
|-
 
|-
 
|3rd||class="left" | +3 || +3 || +1 || +1
 
|3rd||class="left" | +3 || +3 || +1 || +1
| class="left" | [[#Ability Surge|Ability Surge]], [[#Saving Surge|Saving Surge]]
+
| class="left" | [[#Ability Surge|Ability Surge]], [[#Saving Surge|Saving Surge]], [[#Surge of Range|Surge of Range]]
 
|24
 
|24
 
|-
 
|-
Line 73: Line 73:
 
|-
 
|-
 
|5th||class="left" | +5 || +4 || +1 || +1
 
|5th||class="left" | +5 || +4 || +1 || +1
| class="left" | [[#Surge of Airtime|Surge of Airtime]], [[#Surge of Speed|Surge of Speed]]
+
| class="left" | [[#Dispelling Surge|Dispelling Surge]], [[#Stable Surge of Motion|Stable Surge of Motion]], [[#Surge of Speed|Surge of Speed]]
 
|40
 
|40
 
|-
 
|-
|6th||class="left" | +6 || +5 || +2 || +2
+
|6th||class="left" | +6/+1 || +5 || +2 || +2
 
| class="left" |  
 
| class="left" |  
 
|48
 
|48
 
|-
 
|-
|7th||class="left" | +7 || +5 || +2 || +2
+
|7th||class="left" | +7/+2 || +5 || +2 || +2
 
| class="left" | [[#Surge of Clarity|Surge of Clarity]]
 
| class="left" | [[#Surge of Clarity|Surge of Clarity]]
 
|56
 
|56
 
|-
 
|-
|8th||class="left" | +8 || +6 || +2 || +2
+
|8th||class="left" | +8/+3 || +6 || +2 || +2
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
|64
 
|64
 
|-
 
|-
|9th||class="left" | +9 || +6 || +3 || +3
+
|9th||class="left" | +9/+4 || +6 || +3 || +3
 
| class="left" |  
 
| class="left" |  
 
|72
 
|72
 
|-
 
|-
|10th||class="left" | +10 || +7 || +3 || +3
+
|10th||class="left" | +10/+5 || +7 || +3 || +3
 
| class="left" |  
 
| class="left" |  
 
|80
 
|80
 
|-
 
|-
|11th||class="left" | +11 || +7 || +3 || +3
+
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
| class="left" |  
+
| class="left" | [[#Greater Dispelling Surge|Greater Dispelling Surge]]
 
|88
 
|88
 
|-
 
|-
|12th||class="left" | +12 || +8 || +4 || +4
+
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
|96
 
|96
 
|-
 
|-
|13th||class="left" | +13 || +8 || +4 || +4
+
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
 
| class="left" |  
 
| class="left" |  
 
|104
 
|104
 
|-
 
|-
|14th||class="left" | +14 || +9 || +4 || +4
+
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4
 
| class="left" |  
 
| class="left" |  
 
|112
 
|112
 
|-
 
|-
|15th||class="left" | +15 || +9 || +5 || +5
+
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
 
| class="left" |  
 
| class="left" |  
 
|120
 
|120
 
|-
 
|-
|16th||class="left" | +16 || +10 || +5 || +5
+
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
|128
 
|128
 
|-
 
|-
|17th||class="left" | +17 || +10 || +5 || +5
+
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5
 
| class="left" | [[#Surge of Death|Surge of Death]]
 
| class="left" | [[#Surge of Death|Surge of Death]]
 
|136
 
|136
 
|-
 
|-
|18th||class="left" | +18 || +11 || +6 || +6
+
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6
 
| class="left" |  
 
| class="left" |  
 
|144
 
|144
 
|-
 
|-
|19th||class="left" | +19 || +11 || +6 || +6
+
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" |  
 
|152
 
|152
 
|-
 
|-
|20th||class="left" | +20 || +12 || +6 || +6
+
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
| class="left" | [[#Fighter Bonus Feat|Fighter Bonus Feat]]
 
|160
 
|160
Line 138: Line 138:
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::2]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills ([[Skill Points::2]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below.  If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
+
{{3.5e Skills|
{{3.5e Skills|Appraise,
 
Autohypnosis,
 
Balance,
 
Bluff,
 
 
Climb,  
 
Climb,  
 
Concentration,  
 
Concentration,  
Control Shape,
 
Craft,
 
Decipher Script,
 
Diplomacy,
 
Disable Device,
 
Disguise,
 
Escape Artist,
 
Forgery,
 
Gather Information,
 
 
Handle Animal,  
 
Handle Animal,  
Heal,
 
Hide,
 
Iajitsu Focus,
 
 
Intimidate,  
 
Intimidate,  
 
Jump,  
 
Jump,  
Knowledge,
+
Listen,  
Listen,
+
Martial Lore,  
Martial Lore,
 
Move Silently,
 
Open Lock,
 
Perform,
 
Psicraft,
 
Profession,  
 
 
Ride,  
 
Ride,  
 
Search,  
 
Search,  
 
Sense Motive,  
 
Sense Motive,  
Sleight of Hand,
 
Speak Language,
 
Spellcraft,
 
 
Spot,  
 
Spot,  
 
Survival,  
 
Survival,  
Swim,
+
Swim}}
Truespeak,
 
Tumble,
 
Use Magic Device,
 
Use Psionic Device,
 
Use Rope}}
 
 
|}
 
|}
 +
 +
{{sidebar|That's a lot of skills for someone only getting two skill points per level|I would have liked to just use [[SRD:Fighter|the normal fighter]]'s skill list and be done with it, but I found the absence of certain skills - namely [[SRD:Listen|Listen]] and [[SRD:Spot|Spot]] - to be rather jarring. It's like fighters are doddering idiots who are ''only'' good at fighting and need the rest of their party to care for them when doing everything else. I think ''every'' class should be at least theoretically capable of performing mundane tasks such as being aware of their surroundings or knowing when they're being swindled. (You'll notice that [[SRD:Bluff|Bluff]], [[SRD:Hide|Hide]], and [[SRD:Move Silently|Move Silently]] aren't on the list; just because somebody can notice cheats and sneaks doesn't mean they can be a cheat or a sneak themselves. Also, I envision the surge fighter as being just a ''little'' bit clumsier than the regular fighter, which is why [[SRD:Craft Skill|Craft]] isn't on the list even though the fighter has it. (Why the ''fighter'' of all classes has Craft, I'm not quite sure.)}}
  
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the <-class name->.
+
All of the following are class features of the surge fighter.
 
 
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
 
 
 
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->.  <-pluralized class name-> choose their spells from the following list:
 
 
 
0&mdash;<-spells, spells, spells->
 
 
 
1st&mdash;<-spells, spells, spells->
 
 
 
2nd&mdash;<-spells, spells, spells->
 
 
 
3rd&mdash;<-spells, spells, spells->
 
 
 
4th&mdash;<-spells, spells, spells->
 
 
 
5th&mdash;<-spells, spells, spells->
 
 
 
6th&mdash;<-spells, spells, spells->
 
 
 
7th&mdash;<-spells, spells, spells->
 
 
 
8th&mdash;<-spells, spells, spells->
 
 
 
9th&mdash;<-spells, spells, spells->
 
 
 
{| class="zebra d20"
 
|+ {{Anchor|Table: <-class name-> Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="10" | Spells Known
 
|-
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 11th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 12th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 13th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 14th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 15th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 16th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 17th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 18th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 19th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 20th || — || — || — || — || — || — || — || — || — || —
 
|}
 
 
 
'''{{Anchor|Power Points/Day}}:''' A <-class name->’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: <-class name->|Table: <-class name->]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.
 
 
 
'''{{Anchor|Powers Known}}:''' <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->.  <-pluralized class name-> choose their powers from the following list:
 
 
 
0&mdash;<-powers, powers, powers->
 
  
1st&mdash;<-powers, powers, powers->
+
'''Weapon and Armor Proficiency:''' A surge fighter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]).
  
2nd&mdash;<-powers, powers, powers->
+
'''{{Anchor|Surge Points}}:''' The surge fighter is more than a capable combatant at any time, but his true ace in the hole is is pool of surge points. A surge fighter has a pool of surge points equal to his surge fighter level &times; 8, which are renewed with eight hours of rest, just like a spellcaster's spell slots or a psionic character's [[SRD:Power Points|power points]]. The surge fighter may pay surge points to perform a surge - a quick feat of massive combat prowess that enables him to achieve nigh-impossible feats. Surges are typically instantaneous or otherwise very short in terms of duration, as the power is momentary and comes and goes in an instant - that's why it's called a surge.
  
3rd&mdash;<-powers, powers, powers->
+
Some surges are activated as part of an attack or attack action. Others are actions in and of themselves. In any case, the maximum number of surge points a surge fighter may spend on a single action is equal to his class level. (If multiple surges are performed on the same action (usually but not always an attack), the total number of surge points paid to perform them can be no greater than the surge fighter's class level.)
  
4th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Fighter Bonus Feat}}s:''' Surge fighters get bonus feats just like fighters do. They just don't get as many of them; that's the price they pay for the power of the surge. At 1st level, a surge fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The surge fighter gains an additional bonus feat at 4th level and every four surge fighter levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as [[SRD:Fighter Bonus Feats|fighter bonus feats]]. A surge fighter must still meet all prerequisites for a bonus feat, including ability score, base attack bonus minimums, and effective fighter level.
  
5th&mdash;<-powers, powers, powers->
+
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A surge fighter is not limited to the list of fighter bonus feats when choosing these feats.
  
6th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Surge of Accuracy}} {{Ex}}:''' A surge fighter may, as part of an attack action, elect to pay a number of surge points no greater than his class level to increase his attack roll by +4 per spent surge point. These surge points must be spent before the attack roll is actually made, and remain spent regardless of whether the attack hits or misses.
  
7th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Surge of Power}} {{Ex}}:''' A surge fighter may, as part of an attack action, elect to pay a number of surge points no greater than his class level to add 1 die to his damage roll per spent surge point. These damage die are the same type used by the weapon he made the attack with. This surge cannot be used with an attack that does not actually attempt to inflict damage if successful, such as a [[SRD:Trip|trip]], [[SRD:Overrun|overrun]], [[SRD:Disarm|disarm]], non-damaging [[SRD:Spell Descriptions#Touch|touch]] [[SRD:Spell Descriptions#Touch Spells and Holding the Charge|spell]], or [[Time Walker (3.5e Class)#Delay|delaying strike]]. (It can be used with a damaging touch spell, but this is a non-factor unless you multiclass, and probably less efficient than having all your levels in your spellcasting class.)
  
8th&mdash;<-powers, powers, powers->
+
Alternatively, if the attack's damage is a fixed value, the surge fighter may pay a number of surge points no greater than his class level to add +3 to the damage per spent surge point. If the attack's damage is variable but not influenced by a damage roll, the surge fighter may pay a number of surge points no greater than his class level to increase the damage by one full dependent variable (such as number of caster level(s)) per spent surge point. <!--These latter two cases shouldn't apply unless you multiclass, but I should add it in just in case.-->
  
9th&mdash;<-powers, powers, powers->
+
In any case, this ability only applies to the primary damage type inflicted by the attack, prioritized in this order: hit point damage > ability damage, burn, or drain > negative levels > power point damage > spell slot erasure > maneuver removal > negative condition duration > everything else. A weapon's physical damage takes precedence over any energy damage it may deal, unless the weapon only deals energy damage. For other types of attack, the attack usually designates which damage type is considered to be the primary (if not, the decision is up to the DM, and should be kept consistent throughout the campaign). At the DM's discretion, you may pay additional surge points to augment other types of damage separately, but your total surge points spent on a single attack can never be greater than your class level.
  
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.
+
No matter what other factors apply, the surge points are spent as the attack is declared - that is, before the attack roll is made. If the attack misses, the surge fails to do anything whatsoever (except maybe cause a highly localized atmospheric disruption &mdash; that's just a fancy way to describe displacing air, so don't expect it to actually do anything) and the surge points are wasted.
  
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
+
'''{{Anchor|Surge of Motion}} {{Su}}:''' A surge fighter of 3rd level or higher may pay a number of surge points no greater than his or her class level to replicate the effects of a single teleport performed via the ''[[Bamf (3.5e Spell)|bamf]]'' spell. This is not a teleport, but rather a lightning-quick alteration of location performed in much the same way as a jump. However, a surge fighter may perform a surge of motion in any direction and even perform it in midair. If the surge fighter is in midair after performing a surge of motion, he falls at the beginning of his next round unless he performs another surge of motion as his very first action in the round (starting from his turn). The surge of motion's effective caster level (for variables such as jump distance) and available duration (for determining types of jump possible) are equal to the number of surge points spent; as with any surge-enhanced action, the maximum number of surge points a surge fighter can spend on a single surge of motion is equal to his class level. <!-- Even though flying, which is the function of this surge in a very crude sense, is a 3rd-spell-level effect, ''bamf'' is a 2nd-level spell. Thus, this surge is granted two levels "early". It gets an upgrade at class level 5 to make it more flight-like. -->
 
 
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
 
 
 
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
 
 
 
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
 
  
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
Line 304: Line 190:
 
<-... repeat as necessary.->
 
<-... repeat as necessary.->
  
====Ex-<-pluralized class name->====
+
====Epic Surge Fighter====
 
 
<-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->====
 
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic <-class name->}}</div>
+
<div>{{Anchor|Table: The Epic Surge Fighter}}</div>
Hit Die: d<-Die size for Hit Die->
+
Hit Die: d10
 
|-
 
|-
! Level !! Special
+
! Level !! Special !! Surge Points/Day
 
|-  
 
|-  
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 21st || class="left" | | 168
 
|-  
 
|-  
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 22nd || class="left" | | 176
 
|-  
 
|-  
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 23rd || class="left" | Bonus Feat | 184
 
|-  
 
|-  
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 24th || class="left" | | 192
 
|-  
 
|-  
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 25th || class="left" | | 200
 
|-  
 
|-  
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 26th || class="left" | Bonus Feat | 208
 
|-  
 
|-  
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 27th || class="left" | | 216
 
|- class
 
|- class
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 28th || class="left" | | 224
 
|- class
 
|- class
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 29th || class="left" | Bonus Feat | 232
 
|- class=
 
|- class=
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
+
| 30th || class="left" | | 240
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
+
2 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
|}
  
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
'''[[#Surge Points|Surge Points]]:''' The epic surge fighter continues to have eight surge points per class level, and may spend one surge point per class level at any one time.
 
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
<-Lather, rinse...->
 
  
<-... repeat.->
+
'''[[#Fighter Equivalence|Fighter Equivalence]]:''' The epic surge fighter's effective fighter level for the purpose of prerequisites (such as for feats and prestige classes) is equal to his surge fighter level &minus; 1.
  
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
+
'''{{Anchor|Bonus Feats}}:''' The epic surge fighter gains a bonus feat (selected from the list of epic surge fighter bonus feats) every three levels after 20th.
  
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
+
''Epic Surge Fighter Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Damage Reduction|Damage Reduction]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Distant Shot|Distant Shot]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Endurance|Epic Endurance]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Improved Whirlwind Attack|Improved Whirlwind Attack]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Legendary Commander|Legendary Commander]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Two-Weapon Rend|Two-Weapon Rend]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. In addition to the feats on this list, the surge fighter may treat any feat designated as a [[SRD:Fighter Bonus Feats|Fighter Bonus Feat]], but not listed here, as being on his or her bonus feat list. Epic bonus feat progression replaces fighter bonus feat progression.
  
 
====Human Surge Fighter Starting Package====
 
====Human Surge Fighter Starting Package====

Revision as of 22:48, 27 August 2013

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Author: Luigifan18 (talk)
Date Created: August 27, 2013
Status: Just started
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A variant fighter who gets half as many feats as normal, but more than makes up for it with powerful combat surges that enable him to be the direct martial equivalent of a wizard. 20 1 Good Good Poor Poor Other Full



Surge Fighter

Fighters are the epitome of physical combat, whose massive repertoire of feats enable them to meet any challenge. They don't need no stinkin' class features to be as good as any other base class. Well, at least, that's what the Player's Handbook proclaims. In practice, the feats are so weak, and spellcasting so powerful, that everyone but the monk (a.k.a. the personification of useless) leaves the fighter choking on their dust by 9th level. Enter the surge fighter. With just one core class feature - the combat surge - the surge fighter takes the concept of the fighter and makes it something that makes even a wizard soil himself in fear at the prospect of confronting it.

Making a Surge Fighter

The surge fighter plays much the same role in combat as the regular fighter, with the exception of surge points. Surge points enable the surge fighter to drastically boost his power for a glorious moment, rivaling the efficacy of any spell or power. But just like spell slots and power points, surge points are finite. If the surge fighter does not ration them carefully and use them only as needed, then he will soon run out - and when that happens, he's just an ordinary fighter with half as many feats. Which pretty much equals "laughingstock" in the D&D world.

Surge fighters play the same role in an adventuring party as the regular fighter; they are the frontman, the guy who gets up in the enemy's face to dish out damage and keep them busy while his companions perform their own jobs (wizards nuke, clerics heal, rogues stab guys in the back, et cetera, et cetera). The surge fighter is simply really, really good at it as long as he still has surge points. The surge fighter is flexible, though (albeit not quite as much as a normal fighter), and can play any melee or ranged combat role with ease.

Abilities: Like a regular fighter, the surge fighter's most important qualities are Strength and Constitution, to help him deal and take lots of damage. (The surge fighter doesn't really need the boost to Fortitude saves, but since he wants lots of Constitution anyways for a lot of hit points, it's something he should think about anyways.) Dexterity is also important for AC and Reflex saves, but is even more important if the surge fighter decides to be a ranged attacker. Intelligence and Charisma are pretty much dump stats, and Wisdom is barely more important than the other two (Will saves are the main reason to invest in Wisdom).

Races: Any race that can be a fighter can be a surge fighter. Any class whose favored class is fighter also favors surge fighter.

Alignment: Any.

Starting Gold: Same as fighter.

Starting Age: As fighter.

Table: The Surge Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Surge
Points/Day
Fort Ref Will
1st +1 +2 +0 +0 Surge Points, Fighter Equivalence, Surge of Accuracy, Surge of Power, Surge of Force, Surge of Skill, Fighter Bonus Feat 8
2nd +2 +3 +0 +0 Surge of Motion 16
3rd +3 +3 +1 +1 Ability Surge, Saving Surge, Surge of Range 24
4th +4 +4 +1 +1 Fighter Bonus Feat 32
5th +5 +4 +1 +1 Dispelling Surge, Stable Surge of Motion, Surge of Speed 40
6th +6/+1 +5 +2 +2 48
7th +7/+2 +5 +2 +2 Surge of Clarity 56
8th +8/+3 +6 +2 +2 Fighter Bonus Feat 64
9th +9/+4 +6 +3 +3 72
10th +10/+5 +7 +3 +3 80
11th +11/+6/+1 +7 +3 +3 Greater Dispelling Surge 88
12th +12/+7/+2 +8 +4 +4 Fighter Bonus Feat 96
13th +13/+8/+3 +8 +4 +4 104
14th +14/+9/+4 +9 +4 +4 112
15th +15/+10/+5 +9 +5 +5 120
16th +16/+11/+6/+1 +10 +5 +5 Fighter Bonus Feat 128
17th +17/+12/+7/+2 +10 +5 +5 Surge of Death 136
18th +18/+13/+8/+3 +11 +6 +6 144
19th +19/+14/+9/+4 +11 +6 +6 152
20th +20/+15/+10/+5 +12 +6 +6 Fighter Bonus Feat 160

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).

That's a lot of skills for someone only getting two skill points per level
I would have liked to just use the normal fighter's skill list and be done with it, but I found the absence of certain skills - namely Listen and Spot - to be rather jarring. It's like fighters are doddering idiots who are only good at fighting and need the rest of their party to care for them when doing everything else. I think every class should be at least theoretically capable of performing mundane tasks such as being aware of their surroundings or knowing when they're being swindled. (You'll notice that Bluff, Hide, and Move Silently aren't on the list; just because somebody can notice cheats and sneaks doesn't mean they can be a cheat or a sneak themselves. Also, I envision the surge fighter as being just a little bit clumsier than the regular fighter, which is why Craft isn't on the list even though the fighter has it. (Why the fighter of all classes has Craft, I'm not quite sure.)


Class Features

All of the following are class features of the surge fighter.

Weapon and Armor Proficiency: A surge fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Surge Points: The surge fighter is more than a capable combatant at any time, but his true ace in the hole is is pool of surge points. A surge fighter has a pool of surge points equal to his surge fighter level × 8, which are renewed with eight hours of rest, just like a spellcaster's spell slots or a psionic character's power points. The surge fighter may pay surge points to perform a surge - a quick feat of massive combat prowess that enables him to achieve nigh-impossible feats. Surges are typically instantaneous or otherwise very short in terms of duration, as the power is momentary and comes and goes in an instant - that's why it's called a surge.

Some surges are activated as part of an attack or attack action. Others are actions in and of themselves. In any case, the maximum number of surge points a surge fighter may spend on a single action is equal to his class level. (If multiple surges are performed on the same action (usually but not always an attack), the total number of surge points paid to perform them can be no greater than the surge fighter's class level.)

Fighter Bonus Feats: Surge fighters get bonus feats just like fighters do. They just don't get as many of them; that's the price they pay for the power of the surge. At 1st level, a surge fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The surge fighter gains an additional bonus feat at 4th level and every four surge fighter levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A surge fighter must still meet all prerequisites for a bonus feat, including ability score, base attack bonus minimums, and effective fighter level.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A surge fighter is not limited to the list of fighter bonus feats when choosing these feats.

Surge of Accuracy (Ex): A surge fighter may, as part of an attack action, elect to pay a number of surge points no greater than his class level to increase his attack roll by +4 per spent surge point. These surge points must be spent before the attack roll is actually made, and remain spent regardless of whether the attack hits or misses.

Surge of Power (Ex): A surge fighter may, as part of an attack action, elect to pay a number of surge points no greater than his class level to add 1 die to his damage roll per spent surge point. These damage die are the same type used by the weapon he made the attack with. This surge cannot be used with an attack that does not actually attempt to inflict damage if successful, such as a trip, overrun, disarm, non-damaging touch spell, or delaying strike. (It can be used with a damaging touch spell, but this is a non-factor unless you multiclass, and probably less efficient than having all your levels in your spellcasting class.)

Alternatively, if the attack's damage is a fixed value, the surge fighter may pay a number of surge points no greater than his class level to add +3 to the damage per spent surge point. If the attack's damage is variable but not influenced by a damage roll, the surge fighter may pay a number of surge points no greater than his class level to increase the damage by one full dependent variable (such as number of caster level(s)) per spent surge point.

In any case, this ability only applies to the primary damage type inflicted by the attack, prioritized in this order: hit point damage > ability damage, burn, or drain > negative levels > power point damage > spell slot erasure > maneuver removal > negative condition duration > everything else. A weapon's physical damage takes precedence over any energy damage it may deal, unless the weapon only deals energy damage. For other types of attack, the attack usually designates which damage type is considered to be the primary (if not, the decision is up to the DM, and should be kept consistent throughout the campaign). At the DM's discretion, you may pay additional surge points to augment other types of damage separately, but your total surge points spent on a single attack can never be greater than your class level.

No matter what other factors apply, the surge points are spent as the attack is declared - that is, before the attack roll is made. If the attack misses, the surge fails to do anything whatsoever (except maybe cause a highly localized atmospheric disruption — that's just a fancy way to describe displacing air, so don't expect it to actually do anything) and the surge points are wasted.

Surge of Motion (Su): A surge fighter of 3rd level or higher may pay a number of surge points no greater than his or her class level to replicate the effects of a single teleport performed via the bamf spell. This is not a teleport, but rather a lightning-quick alteration of location performed in much the same way as a jump. However, a surge fighter may perform a surge of motion in any direction and even perform it in midair. If the surge fighter is in midair after performing a surge of motion, he falls at the beginning of his next round unless he performs another surge of motion as his very first action in the round (starting from his turn). The surge of motion's effective caster level (for variables such as jump distance) and available duration (for determining types of jump possible) are equal to the number of surge points spent; as with any surge-enhanced action, the maximum number of surge points a surge fighter can spend on a single surge of motion is equal to his class level.

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic Surge Fighter

Table: The Epic Surge Fighter

Hit Die: d10

Level Special Surge Points/Day
21st | 168
22nd | 176
23rd Bonus Feat | 184
24th | 192
25th | 200
26th Bonus Feat | 208
27th | 216
28th | 224
29th Bonus Feat | 232
30th | 240

2 + Int modifier skill points per level.

Surge Points: The epic surge fighter continues to have eight surge points per class level, and may spend one surge point per class level at any one time.

Fighter Equivalence: The epic surge fighter's effective fighter level for the purpose of prerequisites (such as for feats and prestige classes) is equal to his surge fighter level − 1.

Bonus Feats: The epic surge fighter gains a bonus feat (selected from the list of epic surge fighter bonus feats) every three levels after 20th.

Epic Surge Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the surge fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list. Epic bonus feat progression replaces fighter bonus feat progression.

Human Surge Fighter Starting Package

Weapons: Longsword.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

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

Surge Fighters in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

Surge fighters play much the same role in the world as fighters.

Daily Life: Surge fighters live in much the same way as fighters. They constantly train to maintain their combat skill.


Organizations: Surge fighters don't have organizations of their own. They congregate in the same places as regular fighters.

NPC Reactions: NPCs react to surge fighters much like they do to normal fighters, in part because they can't really be told apart at a glance.


Surge Fighters in the Game

Surge fighters are just like fighters, except with a wizard-like ability to serve as a trump card.

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

Sample Encounter: <-DM placement for NPCs of this class.->.

EL <- EL Number ->: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceVery High +
AuthorLuigifan18 +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByLeziad +, Eiji-kun + and Ganteka Future +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillClimb +, Concentration +, Handle Animal +, Intimidate +, Jump +, Listen +, Martial Lore +, Ride +, Search +, Sense Motive +, Spot +, Survival + and Swim +
Skill Points2 +
SummaryA variant fighter who gets half as many feats as normal, but more than makes up for it with powerful combat surges that enable him to be the direct martial equivalent of a wizard. +
TitleSurge Fighter +
Will Save ProgressionPoor +