Pit-Fighter (3.5e Class)

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I must break you.
—Ivanius Dragophius the Human Orc Pit-Fighter to his opponent Rockygno Balboagar before their Championship fight.

One by one the Pit-Fighter punches, kicks, and slams his opponents to the ground. In the ring he is a force, as likely to bear hug you against his spiked armor as he is to drive a running knee at high speed into your jaw. He's strong, agile and a master brawler.

The Pit-Fighter excels at hand-to-hand combat and grappling. Born showmen, they overpower their enemies with immense strength, willing to sacrifice themselves in battle if it means dominating the opponent. A Pit-Fighter would not think twice to tackle a foe off a steep mountain edge if it meant he could wrestle and crush him all the way to the bottom.

Making a Pit-Fighter[edit]

For the Pit-Fighter, Strength and Constitution are paramount for their in-your-face fighting style. A high Dexterity count doesn't hurt either when it comes to bobbing and weaving. Intelligence and Wisdom are nearly wasted on a Pit-Fighter, aside from their values for saves.

Abilities: Strength is most important, as it both powers Grapple strength, and is involved with the Grappler's skill checks, and fuels their offensive capabilities, as well as many of their skills. Constitution, and Dexterity also play a vital roll, to make up for the lack of Heavy Armor on a primarily melee class. Dexterity is also important for many of the Grappler's skills, as many are based not on power, but agility.

Characteristics: Pit-Fightes are boisterous and gregarious. They tend to come off as both intimidating and likable in equal degree. When you meet a Pit-Fighter, it would be wise to buy the man a drink.

Alignment: Pit-Fighters are always non-lawful due to the tendency to participate in clandestine extra-curricular activities. However their good or evil tendencies vary greatly, depending on their want of gold.

Races: The Orc is a strong Pit-Fighter due to his passion for battle, however his instinct tends to make him feel at-odds with not using a weapon. Humans hold no true feelings toward the class but many humans tend to drift toward it later in life.

A strong point about this class is that Pit-Fighters can earn money and incapacitate opponents. A main weak point is the fact that Pit-Fighters don't use weapons.

Starting Gold: 1d4x10 (20 gp), as a Pit-Fighter must pay off his gambling debts and bar tab before adventuring.

Starting Age: Moderate; as fighter.

Table: The Pit-Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Flurry of Blows Unarmed Damage Special
Fort Ref Will
1st +0 +2 +2 +2 - 1d6 Improved Unarmed Strike, Improved Grapple, Evasion
2nd +1 +3 +3 +3 - 1d6 Battle Jump
3rd +2 +3 +3 +3 - 1d6 Grounded Strikes, Pro Maneuvers
4th +3 +4 +4 +4 - 1d8 Wisdom from Power, Knock Down
5th +3 +4 +4 +4 -2/-2 1d8 Flurry of Blows, Greater Grapple
6th +4 +5 +5 +5 -1/-1 1d8 Choke Hold
7th +5 +5 +5 +5 +0/+0 1d8 Bruised Armor
8th +6/+1 +6 +6 +6 +1/+1 1d10 Uncanny Dodge
9th +6/+1 +6 +6 +6 +2/+2 1d10 Ring Awareness
10th +7/+2 +7 +7 +7 +3/+3 1d10 Licking my Wounds
11th +8/+3 +7 +7 +7 +4/+4 1d10 Great Fortitude
12th +9/+4 +8 +8 +8 +5/+5/+0 2d6 Tolerance Boost
13th +9/+4 +8 +8 +8 +6/+6/+1 2d6 Defend Pressure Points
14th +10/+5 +9 +9 +9 +7/+7/+2 2d6 Forceful Intimidation
15th +11/+6/+1 +9 +9 +9 +8/+8/+8/+3 2d6 Rough Skin
16th +12/+7/+2 +10 +10 +10 +9/+9/+9/+4 2d8 Crippling Strength
17th +12/+7/+2 +10 +10 +10 +10/+10/+10/+5 2d8 Devastating Blow
18th +13/+8/+3 +11 +11 +11 +11/+11/+11/+6/+1 2d8 Master Grapple
19th +14/+9/+4 +11 +11 +11 +12/+12/+12/+7/+2 2d8 Bonus Feat
20th +15/+10/+5 +12 +12 +12 +13/+13/+13/+8/+3 2d10 Counter Attack

Class Skills 4+ Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Swim (Str), Tumble (Dex), Knowledge (Anatomy) (Int), Knowledge (Local) (Int).

Class Features[edit]

All of the following are class features of the Pit-Fighter.

Weapon and Armor Proficiency: The Pit-Fighter is proficient with Light Armor, Spiked Armor, studded gloves, gauntlets, and the Spiked Gauntlet.

Born Brawler(EX): At 1st level, a Pit-Fighter gains Improved Unarmed Strike and Improved Grapple as bonus feats. A Pit-Fighter’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Pit-Fighter may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Pit-Fighter striking unarmed. A Pit-Fighter may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Evasion(Ex): At 1st level or higher if a Pit-Fighter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This Evasion can be used only if a Pit-Fighter is wearing light armor or no armor. A helpless Pit-Fighter does not gain the benefit of evasion.

Battle Jump: At 2st level a Pit-Fighter can execute a charge by dropping from a height of at least 5 feet above his opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature.

Grounded Strikes: At 3rd level, a Pit-Fighter gains the feat Grounded Strike. This allows him to cause his base unarmed damage +1d6 damage to a pinned opponent.

Pro Maneuvers: At 3rd level the Pit-Fighter can perform Pro Maneuvers. You must declare that you are using a Pro Maneuver before you make your Grapple check (thus a failed Grapple check ruins the attempt). If the Pit-Fighters Grapple check is successful, the foe must make a Fortitude saving throw (DC 10 + 1/2 Pit-Fighters level + Pit-Fighters Str modifier). If the foes saving throw is successful, the entire grapple is broken and the Pro Maneuver fails. If the foes saving throw fails, the Pit-Fighter may perform a Pro Maneuver. Pro Maneuvers incur grapple damage, plus any damage or effect specified. Certain Pro Maneuvers may be performed off of elevated platforms and onto the ground below. For every 5 feet of distance, add 1d4 damage to both the opponent and the Pit-Fighter. The Pit-Fighter may roll a jump or tumble check against a DC 5 for every 5 feet of height to negate damage incurred on himself. For example, if a Pro Maneuver is performed from a height of 20 feet, roll against a DC20. The Pit-Fighter may attempt a Pro Manuever once per encounter for every 3 levels she has attained, and no more than once per round. These are the Pro Manuevers:

  • DDT: The DDT is performed by putting the opponent in a front headlock and falling backwards so that the opponent is forced to dive forward onto his or her head. The victim incurs 1d4 + Str modifier damage and is stunned.
  • Powerbomb: The Powerbomb is performed by flipping the opponent onto your shoulders and then, grasping his legs, slamming him back-first into the floor. This deals 1d4 + Str modifier, and the target is knocked prone.
  • Big Swing: The Pit-Fighter grabs the target by the ankles and spins them around and around in a circle. The Pit-Fighter then releases the target and sends them flying in a chosen direction. Roll an strength check against a DC 15. For every 5 points you exceed the DC 10 check, you throw your opponent 5 feet. You may also add 5 feet for each size category you are larger than the opponent. If your Strength check is less than 10, you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall. Opponent takes 1d4 + Str modifier points of damage per 10 feet thrown. A victim striking a wall or other obstacle will take damage as if they were thrown the full distance. The DC increases by 10 for every size category that the enemy is larger than the Pit-Fighter
  • Piledriver: The Pit-Fighter grabs his opponent, turns him upside-down, and drops into a sitting or kneeling position, driving the opponent head-first into the ground. The target takes 1d6 + Str modifier damage and must roll a Fortitude saving throw against a DC10 + Str modifier to resist paralysis.
  • Powerslam: The Pit-Fighter lifts the opponent up so they are horizontal across the Pit-Fighters body, then falls forward to slam the opponent against the ground back-first. The target takes 1d4 + Str modifier damage and is pinned.
  • Back Breaker:' The opponent is lifted horizontally onto the Pit-Fighters shoulders, then quickly lifted and slammed back first onto the Pit-Fighters knee. The target takes 1d8 + Str modifier damage and must roll a Fortitude saving throw against a DC15 + Str modifier to resist paralysis. Due to the difficulty of this move, the enemies receive a +2 bonus on their fortitude save against it.
  • Face Buster: The Pit-Fighter grabs the back of the opponents head with both hands and slams their face into the ground. This deals 1d4 damage and the target is blinded from facial bruising for 1d4 rounds and deafened for one round.
  • Chokeslam: The Pit-Fighter grasps their foe by the throat and lifts them into the air, then slams them down back onto the ground. The target takes 1d4 + Str modifier damage and must roll a Will saving throw against a DC10+ Pit-Fighters Intimidation bonus + Strength modifier to resist fear. Even if the saving throw is successful, the target is left shaken until the Pit-Fighter takes damage.

Wisdom from Power: At 4th level, a Pit-Fighter may use his Strength Modifier instead of his Wisdom Modifier when necessary.

Knock Down: At 4th level a Pit-Fighter gains Knock-Down as a bonus feat

Flurry of Blows (Ex): At 5th level, when unarmored or wearing light-armor a Pit-Fighter may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Pit-Fighter. This penalty applies for 1 round, so it also affects attacks of opportunity the Pit-Fighter might make before her next action. When a Pit-Fighter reaches 6th level, the penalty lessens to –1, and at 7th level it disappears. A Pit-Fighter must use a full attack action to strike with a flurry of blows.

When a Pit-Fighter reaches 15th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. A Pit-Fighter can use Flurry of Blows a number of times equal to 1/2 his class level(rounded up) + his Strength Modifier per encounter.

Greater Grapple: At 5th level, a Pit-Fighter gains the feat Greater Grapple.

Strangle Hold: At 6th level, a Pit-Fighter learns how to render an opponent unconscious with an intense amount of pressure to the neck. A pit fighter gains the Strangle Hold feat.

Bruised Armor: At 7th level, due to dense bruises and scar tissue that has formed on the Pit-Fighter's body, they can add their Constitution Modifier to their AC when wearing light armor or no armor and carrying a light or medium load.

Uncanny Dodge: Starting at 8th level, a Pit-Fighter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Ring Awareness: At 9th level a Pit-Fighter cannot be flanked. Creatures that are in a flanking position with the Pit-Fighter do not get their +2 flanking bonus to their attack rolls.

Licking my Wounds: At 10th level, a Pit-Fighter learns to tend his own wounds on the fly. 1/day a Pit-Fighter may heal himself 1d6 +1 per 2 levels of Pit-Fighter. This can be used only after an encounter.

Great Fortitude: At 11th level a Pit-Fighter gains the Bonus Feat Great Fortitude.

Tolerance Boost: At 12th level You gain a bonus equal to 1/2 your Pit-Fighter level on all Fortitude saves.

Defend Pressure Points: At 13th level and above, if an opponent is about to hit you with a critical hit you may attempt to make a reflex save against their attack roll in order to take normal damage on the attack. This ability can not be used if you have made an attack of opportunity this round, and likewise, you cannot make an attack of opportunity after this ability has been used.

Forceful Intimidation: At 14th level the Pit-Fighter gains the Forceful Intimidation feat.

Rough Skin: At 15th level a Pit-Fighters skin has become so rough that it now increases his fighting capabilities. A Pit-Fighter adds his Constitution modifier to his attack and damage rolls.

Crippling Strength: At 16th level, a Pit-Fighter gains the bonus feats Crippling Arm Hold and Crippling Leg Hold.

Devastating Blow: At 17th level a Pit-Fighter may use a Devastating Blow as a full round action. This action counts against the Pit-Fighter's uses of Flurry of Blows for the encounter.. Devastating Blow has a critical threat range of 17-20(x3) and all hits by a Devastating Blow knock an opponent back 5 feet multiplied by 1d6+Strength modifier. The enemy takes 1d4 damage per 10ft thrown. If the enemy strikes a solid surface, any remaining distance is translated into 1d4+1 per 10ft increment. This attack deals unarmed damage + 1.5x Str modifier + 1d6 damage/per 2 Pit-Fighter level. A pit fighter must declare the devastating blow before rolling, thus a miss wastes the attack.

Master Grapple: At 18th level the Pit-Fighter gains the Master Grapple feat

Bonus Feat: At 19th level the Pit-Fighter may choose a bonus feat from the Fighter feat list.

Counter Attack: At 20th level, a Pit-Fighter excels at the Counter Attack. If an opponent misses with a melee attack you may attempt to attack that opponent. You may only use this ability once per round and using this ability means that you may not make an attack of opportunity in the given turn. likewise, you may not use this ability if you have already made an attack of opportunity this round. The Combat Reflexes feat can increase this number.

Epic Pit-Fighter[edit]

Table: The Epic Pit-Fighter

Hit Die: d12

Level Special

5 + Int modifier skill points per level.

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.

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

Orc Pit-Fighter Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: Gauntlets.

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

Skill Ranks Ability Armor
<-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[edit]

Playing a Pit-Fighter[edit]

Religion: Pit-Fighters venerate Kord and other deities who give praise to athletes.

Other Classes: Pit-Fighters get along well with any martial class, whom they consider brothers in the fight. Bards, likewise, tend to get along with Pit-Fighters, whom share a love of revelry and alcohol with them. Pit-Fighters tend to view wizards - especially evokers - as cowards whom are afraid to get their hands dirty. They do, however, get along well with those that specialize in enchantments that can make them stronger, even if this cooperation is shallow and simple.

This section is not complete, and needs to be finished. Edit this Page

Advancement: Combat:

Pit-Fighters in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
Weapons disgrace natural strength.
—Hargen, Human Pit-Fighter

<-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: Most Pit-Fighters cause fights at bars, or try to earn money by joining brawl bars and fighting clubs.

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

Pit-Fighter Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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

DC Result
10 A Pit-Fighter is a fist fighter with some monk abilities.
15 Pit-Fighters sometimes organize fight clubs to show off strength and earn money.
20 Information on a specific Pit-Fighter(must have been met before).
25 Information on a specific fight club or brawl bar.

Pit-Fighters in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

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

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

Sample Encounter: After a day a battling, the PCs go into a bar to have some drinks. Soon after, 2 drunkards(level 1 Commoners) have an arguement and start to battle, causing swarms of drunkards to appear. 2 Level 1 Pit-Fighters(who are drunk) start beating people at random, starting with the closest people(which so happens to be the PCs)

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