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Infighter PrC: If anyone uses this class in play, I'd like to hear about it!
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<blockquote data-quote="Dagredhel" data-source="post: 91454" data-attributes="member: 3421"><p>Hi all.</p><p></p><p>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.</p><p></p><p> THE INFIGHTER </p><p>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.</p><p> 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.</p><p> 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.</p><p> 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. </p><p>Hit Die: d10.</p><p> </p><p>Requirements:</p><p>To become an infighter, a character must fulfill the following criteria: </p><p>· Alignment: A character must be of a non-Lawful alignment to become an infighter.</p><p>· Feats: Dirty Fighting, Improved Dirty Fighting, and any Feat that grants a bonus to initiative (i.e., Blooded, Improved Initiative, Thug, etc.)</p><p>Class Skills:</p><p>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. </p><p> Skill Points at Each Level: 4 + Int Modifier </p><p></p><p>Class Features:</p><p>All of the following are class features of the Infighter.</p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>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.)</p><p>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.)</p><p>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.) </p><p> </p><p></p><p></p><p>THE INFIGHTER </p><p>ClassLevel Base Attack Bonus FortSave Ref Save Will Save Special </p><p> </p><p>1st +1 +2 +0 +0 Cagey Combatant, Disguised Deviltry</p><p>2nd +2 +3 +0 +0 Improved Critical (unarmed strike)</p><p>3rd +3 +3 +1 +1 Cheap Shot Artist (coup de grace)</p><p>4th +4 +4 +1 +1 Unnerving Attack</p><p>5th +5 +4 +1 +1 Cheap Shot Artist (surprised opponent)</p><p>6th +6 +5 +2 +2 </p><p>7th +7 +5 +2 +2 Dirtier Fighting</p><p>8th +8 +6 +2 +2 Cheap Shot Artist (attack of opportunity)</p><p>9th +9 +6 +3 +3 </p><p>10th +10 +7 +3 +3 Adding Insult to Injury</p><p></p><p>APPENDIX</p><p></p><p>The following feats are requirements of the Infighter prestige class:</p><p></p><p>DIRTY FIGHTING [General]</p><p>You know the brutal and effective fighting tactics of the streets and back alleys. </p><p>Prerequisite: Base attack bonus +2.</p><p>Benefit: Make a melee attack roll normally. If successful, you inflict an additional +1d4 points of damage. This feat requires the full attack action. </p><p>Source: Sword and Fist</p><p></p><p></p><p>IMPROVED DIRTY FIGHTING [General]</p><p>You are master of the brutal and effective fighting tactics of the streets and back alleys.</p><p>Prerequisite: Base Attack bonus +6, Dirty Fighting.</p><p>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</p><p>+5 to +9 +2d4</p><p>+10 to +14 +3d4</p><p>+15 to +19 +4d4</p><p>+20 or more +5d4</p><p></p><p>Source: WOTC Website</p><p>Source Description: DnD Game Rule FAQs</p></blockquote><p></p>
[QUOTE="Dagredhel, post: 91454, member: 3421"] 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 [/QUOTE]
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