Barebones Fighter (3.5e Class)
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The Barebones Fighter
The Barebones Fighter is a rare class made of extremely stubborn individuals that are well built and enjoy accomplishing things through sheer brute strength. They usually tend to stay away from using conventional weapons and armor as much as possible, feeling a sense of pride using only their body and whatever they find laying around in the heat of battle. They are usually on the front lines in a fight and are eager to take on stronger enemies to prove themselves.
Making a Barebones Fighter
Abilities: Strength is very important to a Barebones Fighter as they mainly use brute force to take down opponents. Wisdom is also very important as it provides them with a higher Armor Class, and a high Constitution will give them lots of hit points to keep on doing what they do best.
Races: Any race can be a Barebones Fighter if they are someone who is stubborn enough, however races that would tend to lean more towards this class are ones such as Dwarves, Half Orcs and Goliaths who tend to be stronger, stubborn and more competitive.
Starting Gold: 6d4 (15GP)
Starting Age: Simple.
|Saving Throws||Special|| Improvised
|1st||+1||+2||+2||+2||Bonus Feat, Powerful Build||1d8||1d8||+1|
|6th||+6/+1||+5||+5||+5||Bonus Feat, Improved Uncanny Dodge||2d6||2d6||+2|
| Skill Points: (4 + Int modifier per level, ×4 at 1st level)|
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
All of the following are class features of the Barebones Fighter.
Weapon and Armor Proficiency: Daggers, Unarmed Combat, Improvised Weapons, and one weapon of your choice.
AC Bonus: When unarmored and unencumbered add your Wisdom modifier +1 to AC, at level four and every four levels after that add an additional +1. These bonuses to AC apply even against touch attacks or when flat-footed.These bonuses are lost if you become immobilized or helpless, when you wear any armor, carry a sheild, or carry a medium or heavy load.
Powerful Build: The physical stature of a barebones fighter lets them function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. A barebones fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. A barebones fighter can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Note: This trait can only be obtained if the class barebones fighter was selected from level one as it would make no sense for a character to gain this much muscle mass over the span of 1 level up
Improvised Weapon Proficiency: The barebones fighter is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon. As for damage, refer to the table below. For example, a broken bottle would be a light piercing weapon, a chair would be a two-handed bludgeoning weapon.
As the barebones fighter gains levels, they can use improvised weapons more effectively and deal more damage with them. The following table lists damage ratings for improvised weapons by the size of the character, the size of the weapon, and the character level.
|Small Character||Light Weapon||One-Handed Weapon||Two-Handed Weapon||-||-|
|Medium Character||-||Light Weapon||One-Handed Weapon||Two-Handed Weapon||-|
|Large Character||-||-||Light Weapon||One-Handed Weapon||Two-Handed Weapon|
Improvised thrown weapons: The barebones fighter can use any light or one handed improvised weapon as a thrown weapon with a range increment of 10 ft.
Unarmed Strike: At 1st level, a barebones fighter gains Improved Unarmed Strike as a bonus feat. Their attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a barebones fighter may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a barebones fighter striking unarmed. A barebones fighter may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.
Usually a barebones fighter's unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.
A barebones fighter’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A barebones fighter also deals more damage with their unarmed strikes than a normal person would, as shown on Table: Unarmed Damage by Size.
Bonus Feats: At 1st, 2nd, and every second level after that you may choose a feat including Fighter feats.
Uncanny Dodge: At 3rd level, you retain your Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, you still lose the Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another class you automatically gain improved uncanny dodge instead.
Improved Uncanny Dodge: At 6th level and higher, a barebones fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack them by flanking, unless the attacker has at least four more rogue levels than the target has barebones fighter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
A barebones fighter is a very stubborn individual, therefore it would take a major revelation to make them change their ways. Anyone who starts out as a barebones fighter and chooses to take a level in another class can no longer progress any further with the barebones fighter class.