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Infighter PrC: If anyone uses this class in play, I'd like to hear about it!

Dagredhel

Explorer
Hi all.

I just registered, and have nosed around a bit, so I felt it would only be fitting that I contribute something as well. Attached is my first stab at Prestige Class design. Any comments would be appreciated. Thanks.

THE INFIGHTER
Infighters are masters of foul play, low-blow specialists, and cheap-shot artists par excellence. Yet, while often accused by their detractors of being without honor or scruples, infighters generally view themselves simply as realists, willing to take any advantage against a foe intent on doing harm to them or theirs. Finding little noble or glorious in battle, they are more concerned with ending fights quickly and efficiently than with paying lip service to someone else’s notion of fair play.
While quick to recognize each other in battle, infighters are not generally a self-identified group. Usually, they have no formal membership or rites of initiation, nor do they tend to gather especially with others of their number. Veteran infighters pass along their knowledge of dirty fighting and the advanced techniques of their class to those they deem worthy and capable of benefiting from their instruction, and this sometimes leads to a tradition of infighting in a particular family, army unit, mercenary company, guild or fellowship. When operating in a group, an infighter is most often to be encountered amongst the ranks of battle-scarred frontline troops, in the company of bandits, resistance fighters, or skirmish units, or in a party of hardened adventurers. Infighters operating independently can be found as bravos, duelists, bodyguards, gladiators, and tourney knights.
Surprisingly, few infighters are actually to be found amongst the denizens of the back alleys to which their style of fighting is often attributed. The infighter’s mode of combat is more face-to-face and toe-to-toe than otherwise, and better suited to a warrior used to looking his foeman in the eye than a skulker more accustomed to seeing his target’s back as he drives his dagger home. On the other hand, the class does attract a fair number of those of ‘noble’ blood but of pragmatic mien- or decidedly nefarious disposition. There are some infighters for whom a reputation as a scoundrel is entirely deserved, after all.
Fighters and combat-oriented Rogues do well in adding the abilities of the infighter to their repertoires. A fair number of Rangers find the infighter’s mode of fighting especially suited for use against chosen enemies whom they hunt without quarter. Devil-may-care Bards are sometimes drawn to the rule-breaking style, which they then often flaunt rather shamelessly. Barbarians tend to find the techniques of the class beneath their savage dignity, while Paladins and Monks are usually excluded from following the class by their alignment, ethos, and multi-classing restrictions. Spellcasters who meet its prerequisites find the class equally if not more advantageous than adding levels as a Fighter. Clerics who take infighter levels should, of course, be of an appropriate faith.
Hit Die: d10.

Requirements:
To become an infighter, a character must fulfill the following criteria:
· Alignment: A character must be of a non-Lawful alignment to become an infighter.
· Feats: Dirty Fighting, Improved Dirty Fighting, and any Feat that grants a bonus to initiative (i.e., Blooded, Improved Initiative, Thug, etc.)
Class Skills:
The class skills (and the key abilities for each skill) for this prestige class are: Bluff (Cha), and Intimidate (Cha). A player may also select up to 8 additional skills from their previous class or classes as infighter class skills at 1st level.
Skill Points at Each Level: 4 + Int Modifier

Class Features:
All of the following are class features of the Infighter.
Weapon and Armor Proficiency: Infighters, though generally possessing previous acquaintance in the use of weapons and armor, receive no additional proficiencies upon selecting this class. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Cagey Combatant: Having honed his own expertise in the brutally effective tactics of dirty fighting, the infighter has learns to recognize and counter attempts by others to utilize the same techniques. The infighter is allowed a Reflex saving throw when struck by an opponent using the Dirty Fighting or Improved Dirty Fighting feat. If the save is successful, he avoids the extra damage such an attack normally incurs. The infighter receives a bonus to this saving throw equal to one-half his infighter class levels.
Disguised Deviltry: An Infighter becomes increasingly adept at making a foul blow appear fair to onlookers when it suits his purposes. (The target of a successful attack will always know that the infighter was ‘fighting dirty’ or not.) The infighter may attempt to conceal his perfidy as a free action with a Bluff skill check. If anyone is actively observing the infighter’s actions in combat for signs of foul play (a judge in a tourney melee, for instance,) they are allowed an opposed Spot check.
Improved Critical (Unarmed Strike): Infighters are definitely not adherents of the Marquis of Queensbury rules. At 2nd level, an infighter gains the benefit of an increased threat range (19-20) when attacking unarmed.
Unnerving Attack: An infighter’s opponents have good reason to be wary, and even blooded warriors are taken aback when facing an adversary who violates their every expectation of fair play. If an infighter has successfully struck an opponent with a Dirty Fighting attack, he receives a +2 bonus to Armor Class versus that opponent for the remainder of the combat. (This effect is essentially a morale penalty to the opponent’s attacks.) Targets immune to fear effects are likewise unaffected by this ability, which the infighter gains at 4th level.
Cheap Shot Artist: As he progresses in experience, an infighter learns to exploit those situations that put an opponent at a disadvantage. At third level, this allows the Infighter take full advantage of the opportunity presented by a downed or helpless foe, adding his extra Dirty Fighting damage to his total when performing a coup de grace maneuver.
By fifth level, the Infighters skill is such that he may apply the extra damage from his Expert Dirty Fighting ability to a successful partial melee attack during a surprise round.
Upon reaching eighth level, the Infighter may apply the extra damage from his Expert Dirty Fighting ability to a single attack of opportunity. (This ability uses up all attacks of opportunity for the round, even if the character would otherwise have more available, negating Combat Reflexes.)
Dirtier Fighting: At 7th level, the extra damage from the Infighter’s Improved Dirty Fighting attacks is increased from d4 to d6. (The number of dice of extra damage is per the Improved Dirty Fighting feat.)
Adding Insult to Injury: Upon attaining the 10th level, an infighter may make a single extra attack at no penalty against an opponent he has successfully attacked and damaged using his Improved Dirty Fighting as a full round action. (The infighter does not get an extra attack versus opponents subject to extra damage from a coup de grace, during a surprise round, or from an attack of opportunity due to his Cheap Shot Artist ability.)



THE INFIGHTER
ClassLevel Base Attack Bonus FortSave Ref Save Will Save Special

1st +1 +2 +0 +0 Cagey Combatant, Disguised Deviltry
2nd +2 +3 +0 +0 Improved Critical (unarmed strike)
3rd +3 +3 +1 +1 Cheap Shot Artist (coup de grace)
4th +4 +4 +1 +1 Unnerving Attack
5th +5 +4 +1 +1 Cheap Shot Artist (surprised opponent)
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Dirtier Fighting
8th +8 +6 +2 +2 Cheap Shot Artist (attack of opportunity)
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Adding Insult to Injury

APPENDIX

The following feats are requirements of the Infighter prestige class:

DIRTY FIGHTING [General]
You know the brutal and effective fighting tactics of the streets and back alleys.
Prerequisite: Base attack bonus +2.
Benefit: Make a melee attack roll normally. If successful, you inflict an additional +1d4 points of damage. This feat requires the full attack action.
Source: Sword and Fist


IMPROVED DIRTY FIGHTING [General]
You are master of the brutal and effective fighting tactics of the streets and back alleys.
Prerequisite: Base Attack bonus +6, Dirty Fighting.
Benefit: When you perform the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus. If successful, your attack deals extra damage, as follows: Base Attack Extra Damage
+5 to +9 +2d4
+10 to +14 +3d4
+15 to +19 +4d4
+20 or more +5d4

Source: WOTC Website
Source Description: DnD Game Rule FAQs
 

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Crothian

First Post
It doesn't seem bad, but I'm not a fan of the Dirty Fighting Feats. I like that you've based the class of these feats and you've certainly put some work into this thing. It's just the Dirty Fighting Feats leave a bad taste in my mouth.
 

Dagredhel

Explorer
Originally, I had it in mind to base the class abilities on the Combat Feint using the Bluff skill, coupled with Sneak Attack damage. But the game mechanics of what I was envisioning seemed a little cumbersome. I'm not too sure that I'd be overly keen on the Dirty Fighting and Improved Dirty Fighting feats for there own merit, but they did provide a springboard in getting my ideas off the ground, and headed in a particular direction. The Infighter could be considered an example of a PrC that is supposed to make a option that doesn't otherwise pay off huge dividends in game terms more attractive to play. Thanks for your comments, Crothian.
 

Crothian

First Post
I can understand that. The fent Bluff thing is very wierd. My first 3rd ed guy was a fighter rogue based off of that.

I do like the idea of basing the prestige class of off weaker feats. Many people use weaker feats to balance out a class, but this is the first I've seen that actually improves off the idea.

In a few months we are goingto be starting a new campaign. THe guy running the current one is actually running two and it's burning him out. So, the new DM is thinking of running a Thieves World game. It's a low magic, gritty world. Excellently done and about 10 years out of print. It's based off a collection of shortstories the ran 12 volumes. They are starting it back up with the first release this summer. But enough of the free advertising for them. He's either running a TW game or Spycraft (modern spygame done in d20 by AEG). If he does a TW game, I may try to use this prestige class. Like I said I like the idea and the best way to truely learn about a class is to play it.
 


Shinsetsu

First Post
Pretty cool prc. I like the new use for bluff- to conceal your foul attack. This really fits well in cultures that have rules for dueling and competing in hand to hand combat (with judges). The morale bonus is great too. It makes me think of watching Sonny Chiba fight in 'The Street Fighter". Very cool, although I think I'd stop at level 2 or 3- I have the same attitude about the devoted defender.
 

Happiest_Sadist

First Post
It's pretty good. The only thing that sits wrong with me is the Improved Critical. I'd replace it with something else or give them Improved Unarmed Strike.
 


Dagredhel

Explorer
Crothian: Per the Sword and Fist errata, Dirty Fighting and Improved Dirty Fighting are NOT available as fighter bonus feats. Personally, I'd allow a fighter to take any general combat feat that doesn't require an ability of one of the other classes as a prerequisite. This would exclude feats that absolutely require monk levels (as opposed to those that allow an alternative requirement,) that are limited to a certain number of uses per day (in other words, 'ki' feats,) or that require sneak attack, rage, favored enemy, etc.

Privateer: I certainly hope that I didn't err in posting the Dirty Fighting and Improved Dirty Fighting Feats... By law no-no, did you mean a violation of copyright or of posting rules? Both feats are available on the Internet on sites that are purportedly OGL compliant, and the Improved Dirty Fighting feat was posted on the WOTC website in their FAQs, so I thought I was okay... If anyone knows differently, I'd appreciate the heads up.

Happiest_Sadist: I settled on the improved crit unarmed because I was thinking bar room brawl. An infighter could use his Improved Dirty Fighting when fighting unarmed in any case, doing subdual damage unless she also had the Improved Unarmed Strike feat. I wanted to give her a slight edge up without making her unarmed attacks lethal.
 

Happiest_Sadist

First Post
I can see where you're coming from, but any good infighter will draw a dagger.
You might want to let them take the sneak attack feats from S&S like hamstring and arterial strike using their extra d4s. Crippling ones opponents with cheap shots has more flavor than just doing a bit extra damags.
 

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