Amalgam Fighter (3.5e Class)
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A fighter designated solely for confusing enemies with their movements and getting the most advantageous positions possible, then striking suddenly with powerful attacks or techniques, some even being used for defensive maneuvers.
Making an Amalgam Fighter
Strongest in melee, but can provide minor ranged capabilities. Good in areas with lack of magic available due to most abilities being techniques or extraordinary.
Abilities: Strength/Dexterity (Damage) Intelligence is secondary (For Skills and Class Features)
Races: Any. Most common are those linked to stealth or shadows.
Starting Gold: 4d6x10 gp
|Saving Throws||Special||Weapon Affinity|
|1st||+0||+0||+2||+0||Weapon Affinity, Finishing Moves, Bonus Feat||+0|
|2nd||+1||+0||+3||+0||Precise Strike, Specialized Initiative||+0|
|3rd||+2||+1||+3||+1||Evasion, Bonus Feat||+0|
|4th||+3||+1||+4||+1||Burst of Speed||+1|
|5th||+3||+1||+4||+1||Reliable Strike, Bonus Feat||+1|
|9th||+6/+1||+3||+6||+3||Mirror Move, Bonus Feat||+2|
|10th||+7/+2||+3||+7||+3||Improved Finishing Moves||+2|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Amalgam Fighter.
Weapon and Armor Proficiency: Amalgam Fighters are proficient with all simple and martial weapons. They are proficient only with light armor. They are not proficient with shields.
Bonus Feat: At first level, and every odd level after, the Amalgam Fighter gains combat feats. The Amalgam Fighter may use his class level -4 for the purposes of selecting Fighter Feats.
Weapon Affinity (Ex): Starting at first level, the Amalgam Fighter chooses one weapon that they have proficiency with. With this weapon they deal additional damage with it equal to their Intelligence modifier. At level four and every five levels beyond, they gain an additional +1 bonus that can be added to both their attack and damage rolls. The selected weapon will hereafter be referred to as 'Selected Weapon" or "Chosen Weapon" in other class features.
The Amalgam Fighter may also use this bonus (both the one gained every four levels and their intelligence modifier) to add to any maneuvers or checks involving this weapon such as disarm, sunder, ect;
Finishing Moves: Starting at first level the Amalgam Fighter trains to make all of their attacks flow, generating an unknown kind of energy within themselves, then learning to expend it in specialized attacks or maneuvers.
Successful sneak Attacks generate 2 points per round maximum. Successful melee attacks (without added effects) generate 1 point per round maximum. Successful critical hits generate 2 points each, with no limit per round. You may use an attack from the following list in place of a normal attack, or as specified. You may not use more then one Finishing Move per round unless it specifies otherwise, but you may still make all other attacks you would normally be allowed. The amount of points gained in this manner will hereafter be referred to as Combo Points. You have up to a maximum generated at one time of 1/2 you Amalgam Fighter levels plus your Intelligence Modifier (minimum of 1, base Intelligence modifier only). Combo Points may be generated only while in combat. If they have not been expended by the end of the combat, all remaining points are automatically lost.
- Bleeding Attack (Ex): An Amalgam Fighter that uses this ability can cause living opponents to bleed by hitting them with a sneak attack. The amount of sneak attack damage is 1d6 per three Amalgam Fighter levels you have, to a maximum of 6d6 at level 18. This attack causes the target to take 1 additional point of damage each round for each die of the Amalgam Fighter's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess. Costs one Combo Point per three levels of Amalgam Fighter to a total of 6 at 18 (Minimum of 1)
- Combat Trick (Ex): To use this ability the Amalgam Fighter must select an Improved maneuver feat such as Improved Grapple, Sunder, Trip, etc. The choice must be made at the beginning of each week and cannot be swapped for a different one until the following week. When used this ability allows you to make that maneuver check as if you had that feat with a +5 instead of what the feat gives you. This bonus does not stack if you already have the feat, and instead take the greater of the two. This feature does not allow you to use the selected feat to fulfill requirements for other feats. Costs 5 Combo Points.
- Deadly Throw (Ex): As a swift action, the Amalgam Fighter can extend the range of his throw attacks by 20 feet for one round. Apply this benefit before doubling the range from the Far Shot feat. If the Amalgam Fighter then attacks a target who is moving away you deal 1d6 additional damage for every two levels of Amalgam Fighter you possess. Costs 2 Combo Points.
- Debilitating Injury (Ex): By performing an elaborate attack, the Amalgam Fighter can choose to apply one of the following effects, each with a different cost.
- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the Amalgam Fighter. At 10th level and 16th level, the penalty to AC against attacks made by the Amalgam Fighter increases by –2 (to a total maximum of –8). Costs 2 Combo Points.
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the Amalgam Fighter. At 10th level and 16th level, the penalty on attack rolls made against the Amalgam Fighter increases by –2 (to a total maximum of –8). Costs 3 Combo Points.
- Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Costs 4 Combo Points.
- Defensive Maneuvers: The Amalgam Fighter gains a +4 dodge bonus to his AC until the start of his next turn. The bonus does not stack with itself. Costs 4 Combo Points and must be wielding the weapon you selected for your Weapon Affinity.
- Energy Infusion (Su): The Amalgam Fighter can imbue stored energy into his weapon to deal 1d6 points of acid, cold, electricity, or fire damage per Combo Point Spent. Costs up to 5 Combo Points, but less may be spent. Can be used for each attack for the round it is activated on.
- Infected Wounds (Su): The Amalgam Fighter angles their cut in such a way as to cross various parts of his weapon that contain bits and pieces of whatever the weapon last attacked, with vulnerable parts of the the target creature resulting in an infection that causes blindness. If the attack is successful, the target must roll a fortitude save with a DC equal to (10 + 1/2 Amalgam Fighter Levels + Intelligence modifier). No onset time, has a frequency of 1/round for 6 rounds.
- On the first failed saving throw, the victim's sight dims so that it suffers a 10% miss chance on all attack rolls (unless it has a nonvisual sense that can compensate, such as tremorsense). On a second failed save, all creatures have concealment against the victim’s sight (normally resulting in a 20% miss chance). On a third failed save, the victim is blinded. The effects last until the next dawn, or is healed by magic. Costs 7 Combo Points.
- Knockback Kick: The Amalgam Fighter attempts to knock his foe back with a powerful kick. If the attack hits, you may make a strength check to force the opponent back. If successful, the foe is knocked 10 feet directly away from the Amalgam Fighter. This distance increases by 10 feet for every 5 by which the check succeeds against the foe, to a maximum of the Amalgam Fighter's total land speed. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. Because this is a kick, do not apply bonuses from Weapon Affinity. Costs 5 Combo Points.
- Precise Force (Ex): The Amalgam Fighter declares they are using this finishing move before an attack. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. Costs 5 Combo Points.
- Shadow Step (Su): You instantly teleport behind the target and perform a single attack at your highest base attack bonus. If you have 10 Amalgam Fighter levels or greater, you may make two attacks at a -2 penalty to each attack. The target must be within 10ft per Amalgam Fighter level and must be visible. Costs 3 Combo Points.
- Slice n' Dice (Su): For this round and the next you gain the benefits of Haste, as the spell. Costs 2 Combo Points plus 1 per two levels of Amalgam Fighter you possess. Only the Amalgam Fighter that activated this may benefit from its effects.
Precise Strike: At 2nd level, the Amalgam Fighter gains the ability to strike precisely where their enemy is most vulnerable with their weapon selected in Weapon Affinity. This grants them bonus damage equal to their level.
Precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Specialized Initiative (Ex): At 2nd level, an Amalgam Fighter adds her Intelligence modifier on initiative checks, in addition to her Dexterity modifier.
Evasion (Ex): At 3rd level and higher, an Amalgam Fighter can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Amalgam Fighter is wearing light armor or no armor. A helpless Amalgam Fighter does not gain the benefit of evasion.
Burst of Speed (Ex): At 4th level, a number of times per day equal to their Intelligence modifier, the Amalgam Fighter may double his movements. For one minutes his base land speed is doubled. Other forms of movement gain a +30 Enhancement bonus (this does not stack with the effects of the Haste Finishing Attack). Their five-foot step action is now increased to 10 feet.
At 10th level, as long as they do not stop moving the Amalgam Fighter gains the effects of Water Walk as the spell.
Reliable Strike (Ex): At 5th level, an Amalgam FIghter may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.
Mirror Move (Ex): At 9th level, an Amalgam Fighter gains his Weapon Affinity bonus to AC when attacked by his chosen weapon.
Improved Finishing Moves: At level 10, the following list becomes available for the Amalgam Fighter as finishing moves in addition to the ones previously listed.
- Acrobatic Assault (Su): The Amalgam Fighter makes a single attack roll for this attack, and this attack is considered a full round action. If the attack hits, the Amalgam Fighter instantly teleports behind his target (target must be within 30 feet), and deals weapon damage. Second, he teleports into the air directly above the target, then slams down with the full force of their body, dealing double damage (including Precise Strike damage). If the attack that lands is a critical hit, all damage is tripled. This may only be done 3 times per day at most. Expends all Combo Points, requires a minimum of 10.
- Crippling After Effects (Ex): An Amalgam Fighter that lands a successful hit may choose to use this ability after as long as no other finishing moves have been performed that round. Doing so, the Amalgam Master uses his back swings to cause the opponent to take 2 points of strength damage. Costs 4 Combo Points and may be used with each attack as long as that attack is with the same weapon they chose for their Weapon Affinity.
- Defensive Roll (Ex): The Amalgam Fighter can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Amalgam Fighter can attempt to roll with the damage. To use this ability, the Amalgam Fighter must attempt a Reflex saving throw (DC = damage dealt). If she succeeds, the Amalgam Fighter takes only half damage from the blow; if she fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll; if she is denied her Dexterity bonus to AC, she can't use this ability. Since such damage would not normally allow a character to attempt a Reflex save for half damage, the Amalgam Fighter's evasion ability does not apply to the defensive roll. Cost 10 Combo Points.
- Flying Strike: The Amalgam Fighter jumps through the air with their Chosen Weapon and lands a vicious attack. Before the attack the Amalgam Fighter can move a distance equal to his base land speed through the air as if he had made a successful jump check to travel the appropriate distance. This movement is made as part of the attack and does not require an additional action. At the end of the movement the Amalgam Fighter must make an attack adjacent to his foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. Costs 8 Combo Points, and no further attacks may be made this round.
- Swarm of Blades (Ex): This Finishing Attack may only be made with a reach weapon, thrown weapons, or ranged weapons. When the Amalgam Fighter successfully lands an attack, he may activate this as a free action. All foes within 20 feet of the target must make a Reflex Save (equal to 10+1/2 Amalgam Fighter's class level+Intelligence modifier) or take 2d6 points of damage. If the Amalgam fighter is 15th level, this increases to 3d6, and if 20th increases to 4d6. If a ranged weapon such as a bow or crossbow is used with ammunition, or a thrown weapon is used, he must expand ammunition for each target damaged. Can be used for each attack in a full round attack. Costs 10 Combo Points per use. This specific finishing move can only be used a number of times per day equal to 3 plus your intelligence modifier (minimum of 1/day).
Mastered Strike (Ex): Upon reaching 20th level, a Amalgam Fighter becomes incredibly deadly when dealing a finishing move from the list of Improved Finishing Moves. Each time the Amalgam Master deals damage, she can choose one of the following three effects:
The target can be...
- -Put to sleep for 1d4 hours
- -Paralyzed for 2d6 rounds, or
- Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the Amalgam Fighter's level + the Amalgam Fighter's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that Amalgam Fighter's master strike for 24 hours. Creatures that are immune to Precise Strike damage are also immune to this ability.