Jane_Smith
2009-04-05, 10:35 PM
Newly updated and refreshed. Enjoy.
http://img7.imageshack.us/img7/9981/rallytherighteous.jpg
~~~~~~~~~~~~~~~The Fighter~~~~~~~~~~~~~~~
Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Shifting Tactics
2nd|
+2|
+3|
+0|
+0|Path of the Warrior
3rd|
+3|
+3|
+1|
+1|Bonus Feat
4th|
+4|
+4|
+1|
+1|Path of the Warrior
5th|
+5|
+4|
+1|
+1|Bonus Feat
6th|
+6|
+5|
+2|
+2|Path of the Warrior
7th|
+7|
+5|
+2|
+2|Bonus Feat
8th|
+8|
+6|
+2|
+2|Path of the Warrior
9th|
+9|
+6|
+3|
+3|Bonus Feat
10th|
+10|
+7|
+3|
+3|Path of the Warrior
11th|
+11|
+7|
+3|
+3|Bonus Feat
12th|
+12|
+8|
+4|
+4|Path of the Warrior
13th|
+13|
+8|
+4|
+4|Bonus Feat
14th|
+14|
+9|
+4|
+4|Path of the Warrior
15th|
+15|
+9|
+5|
+5|Bonus Feat
16th|
+16|
+10|
+5|
+5|Path of the Warrior
17th|
+17|
+10|
+5|
+5|Bonus Feat
18th|
+18|
+11|
+6|
+6|Path of the Warrior
19th|
+19|
+11|
+6|
+6|Bonus Feat
20th|
+20|
+12|
+6|
+6|Path of the Warrior[/table]
Alignment: Any.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.
Class Skills
The Fighter's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Shifting Tactics (Ex): Your training with a wide range of armor, weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your training. Once per day, after resting for at least 8 hours (these hours do not need to be consecutive), you can spend 1 hour in practice to change any [fighter] feat you possess with another [fighter] feat. You must meet all prerequisites of the new feat. You cannot lose a feat that is the prerequisite for any other feats or abilities you have.
Bonus Feats: At 1st level and every two levels thereafter, a fighter gets a bonus feat. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is limited to [Fighter] feats for these bonus feats.
Path of the Warrior: At 2nd level, and every 2 levels thereafter, a fighter gains a special ability of his choice from among the following options.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adaptation (Ex): For every round a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 bonus on attack rolls, damage rolls, armor class, saving throws and sense motive checks against that opponent until the end of the encounter. These bonuses cannot exceed +5.
Armor Compatibility (Ex): The fighter gains a +1 armor bonus to his armor class when wearing any type of armor he is proficient with. This stacks with the armor bonus granted by the equipped armor. When wearing that armor, his maximum dexterity bonus and his armor check penalty are both improved by one. While wearing heavy armor, he can be used as cover by his allies. He treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. Furthermore, he reduces any falling damage by his armor bonus to AC.
Battle Prowess (Ex): The fighter suffers only a -3 penalty on all iterative attacks, instead of -5. This does not allow the fighter to gain extra attacks at lower levels, he gains them normally.
Counterstrike (Ex): Every creature which attacks and misses the fighter with melee or ranged weapon and is threatened by him provokes an attack of opportunity from the fighter. The fighter may use this ability a number of times each round equal to his dexterity modifier (minimum 1), but this does not allow him to make additional attacks of oppurtunity on a single creature multiple times. If the fighter is fighting defensively, he gains a +4 bonus on attacks of opportunity made using this ability.
Counter-Tactics: Brutes (Ex): The fighter knows how to fight melee opponents who rely on brute force. He gains a +3 bonus against attempts to bull-rush, overrun, or sunder him or items in his possession. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Flyers (Ex): The fighter knows how to fight flying creatures. He gains a +3 dodge bonus to AC against flying opponents, and against opponents attacking from higher ground or horseback. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Giants (Ex): The fighter can undergo training against large creatures. He gains a +2 dodge bonus to AC against a creature for every size category larger it is then himself. The overall bonus to AC increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Leaders (Ex): The fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter may make an Intimidate check to demoralize opponents within 30 feet of him with an Intelligence score of 3 or higher. Every opponent that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier. The fighter gains a +4 bonus on his Intimidate check used in this fashion if he possesses Tactical Genius.
Counter-Tactics: Manipulators (Ex): The fighter gains a +3 bonus on saving throws against all mind affecting spells and effects. This bonus increases by +2 if he possesses Tactical Genius.
Counter-Tactics: Mobs (Ex): The fighter knows well how to defend himself from multiple opponents at the same time. He gains a +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round. The fighter gains Uncanny Dodge as a class feature in addition to this bonus if he possesses Tactical Genius. The fighters levels stack with rogue levels to determine uncanny dodge effectiveness, and if he already possesses or later gains uncanny dodge, he gains improved uncanny dodge instead.
Counter-Tactics: Opportunists (Ex): The fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage (such as Sneak Attack). He gains an additional +2 dodge bonus to AC against attacks of opportunity and damage reduction equal to his fighter level against precision damage if he possesses Tactical Genius.
Counter-Tactics: Ranged (Ex): The fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Snatchers (Ex): The fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level (rounded down) against bite attacks, constriction, and crushing damage when swallowed whole. He gains an additional +3 dodge bonus to AC against grapple attempts and bite attacks, and gains Damage Reduction equal to his fighter level against bite attacks, constriction, and crushing damage when swallowed whole if he possesses Tactical Genius.
Counter-Tactics: Spellcasters (Ex): The fighter knows how to fight spellcasters. He gains +3 dodge bonus to Armor Class and a +3 bonus on Reflex saving throws against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities. His bonus to Armor Class and Reflex saving throws increases by +2 and gains a +2 bonus on Will saving throws if he possesses Tactical Genius.
Counter-Tactics: Tactical (Ex): The fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or trip him. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Resilience (Ex): If a fighter makes a successful Fortitude or Will saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability. In addition, the fighter no longer automatically fails a Fortitude or Will saving throw on a result of 1. He still fails if the roll result is to low, however.
Shield Compatibility (Ex): The fighter gains a +1 shield bonus to his armor class when using any type of shield he is proficient with. This stacks with the shield bonus granted by the equipped shield. When using that shield, his armor check penalty is improved by one. In addition, as an swift action he may apply his shield bonus as a bonus to his reflex saving throws and to reduce the damage he takes from fire, acid and cold effects for one round.
Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +2 bonus on all Craft checks to make armor, weapons, items and vehicles related to war, on Heal checks, on Bluff checks to perform feint in combat, on Knowledge skills to determine enemies' abilities and weaknesses, and on Survival checks. He gains Bluff and Survival skills as class skills, if he did not already have them as such.
Swift Tactics (Ex): A fighter has learned to cover more distance in combat easily. As a swift action, the fighter may move 10 feet. This does not provoke attacks of opportunity, and the fighter may still make a 5 foot move this round before or after making a full attack action. The fighter cannot use this ability when fatigued or exhuasted or when wearing heavy armor or carrying a heavy load. The fighter may opt to use this ability when it is not his turn as an immediate action when being struck by an attack of opportunity to gain a +4 dodge bonus to armor class against that attack (thus making him unable to use the swift version of this ability during his following turn).
Tactical Genius (Ex): The fighter gains additional benefits with counter-tactic ability's. Read each individual effect to see the benefits. In addition, he increases the bonuses granted by the below feats by +1 (bonus types stay unchanged). The feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample.
Warrior Prodigy (Ex): The fighter treats his ability scores, base attack bonuses, base saving throw bonuses and skill ranks as 2 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor or for entering prestige classes.
Weapon Compatibility (Ex): The fighter gains a +1 bonus to all attack rolls when using a weapon he is proficient with. He also gains a +2 bonus on all disarm and trip checks with that weapon. The weilded weapon's hardness is treated as doubled in the fighters hands, and gains a +2 bonus on saving throws made against any effect that specifically targets the weapon. In addition, the weapon's base damage dice is increased by one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
http://img7.imageshack.us/img7/9981/rallytherighteous.jpg
~~~~~~~~~~~~~~~The Fighter~~~~~~~~~~~~~~~
Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Shifting Tactics
2nd|
+2|
+3|
+0|
+0|Path of the Warrior
3rd|
+3|
+3|
+1|
+1|Bonus Feat
4th|
+4|
+4|
+1|
+1|Path of the Warrior
5th|
+5|
+4|
+1|
+1|Bonus Feat
6th|
+6|
+5|
+2|
+2|Path of the Warrior
7th|
+7|
+5|
+2|
+2|Bonus Feat
8th|
+8|
+6|
+2|
+2|Path of the Warrior
9th|
+9|
+6|
+3|
+3|Bonus Feat
10th|
+10|
+7|
+3|
+3|Path of the Warrior
11th|
+11|
+7|
+3|
+3|Bonus Feat
12th|
+12|
+8|
+4|
+4|Path of the Warrior
13th|
+13|
+8|
+4|
+4|Bonus Feat
14th|
+14|
+9|
+4|
+4|Path of the Warrior
15th|
+15|
+9|
+5|
+5|Bonus Feat
16th|
+16|
+10|
+5|
+5|Path of the Warrior
17th|
+17|
+10|
+5|
+5|Bonus Feat
18th|
+18|
+11|
+6|
+6|Path of the Warrior
19th|
+19|
+11|
+6|
+6|Bonus Feat
20th|
+20|
+12|
+6|
+6|Path of the Warrior[/table]
Alignment: Any.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.
Class Skills
The Fighter's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Shifting Tactics (Ex): Your training with a wide range of armor, weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your training. Once per day, after resting for at least 8 hours (these hours do not need to be consecutive), you can spend 1 hour in practice to change any [fighter] feat you possess with another [fighter] feat. You must meet all prerequisites of the new feat. You cannot lose a feat that is the prerequisite for any other feats or abilities you have.
Bonus Feats: At 1st level and every two levels thereafter, a fighter gets a bonus feat. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is limited to [Fighter] feats for these bonus feats.
Path of the Warrior: At 2nd level, and every 2 levels thereafter, a fighter gains a special ability of his choice from among the following options.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adaptation (Ex): For every round a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 bonus on attack rolls, damage rolls, armor class, saving throws and sense motive checks against that opponent until the end of the encounter. These bonuses cannot exceed +5.
Armor Compatibility (Ex): The fighter gains a +1 armor bonus to his armor class when wearing any type of armor he is proficient with. This stacks with the armor bonus granted by the equipped armor. When wearing that armor, his maximum dexterity bonus and his armor check penalty are both improved by one. While wearing heavy armor, he can be used as cover by his allies. He treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. Furthermore, he reduces any falling damage by his armor bonus to AC.
Battle Prowess (Ex): The fighter suffers only a -3 penalty on all iterative attacks, instead of -5. This does not allow the fighter to gain extra attacks at lower levels, he gains them normally.
Counterstrike (Ex): Every creature which attacks and misses the fighter with melee or ranged weapon and is threatened by him provokes an attack of opportunity from the fighter. The fighter may use this ability a number of times each round equal to his dexterity modifier (minimum 1), but this does not allow him to make additional attacks of oppurtunity on a single creature multiple times. If the fighter is fighting defensively, he gains a +4 bonus on attacks of opportunity made using this ability.
Counter-Tactics: Brutes (Ex): The fighter knows how to fight melee opponents who rely on brute force. He gains a +3 bonus against attempts to bull-rush, overrun, or sunder him or items in his possession. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Flyers (Ex): The fighter knows how to fight flying creatures. He gains a +3 dodge bonus to AC against flying opponents, and against opponents attacking from higher ground or horseback. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Giants (Ex): The fighter can undergo training against large creatures. He gains a +2 dodge bonus to AC against a creature for every size category larger it is then himself. The overall bonus to AC increase by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Leaders (Ex): The fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter may make an Intimidate check to demoralize opponents within 30 feet of him with an Intelligence score of 3 or higher. Every opponent that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier. The fighter gains a +4 bonus on his Intimidate check used in this fashion if he possesses Tactical Genius.
Counter-Tactics: Manipulators (Ex): The fighter gains a +3 bonus on saving throws against all mind affecting spells and effects. This bonus increases by +2 if he possesses Tactical Genius.
Counter-Tactics: Mobs (Ex): The fighter knows well how to defend himself from multiple opponents at the same time. He gains a +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round. The fighter gains Uncanny Dodge as a class feature in addition to this bonus if he possesses Tactical Genius. The fighters levels stack with rogue levels to determine uncanny dodge effectiveness, and if he already possesses or later gains uncanny dodge, he gains improved uncanny dodge instead.
Counter-Tactics: Opportunists (Ex): The fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage (such as Sneak Attack). He gains an additional +2 dodge bonus to AC against attacks of opportunity and damage reduction equal to his fighter level against precision damage if he possesses Tactical Genius.
Counter-Tactics: Ranged (Ex): The fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks. This bonus increases by +2 if the fighter possesses Tactical Genius.
Counter-Tactics: Snatchers (Ex): The fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level (rounded down) against bite attacks, constriction, and crushing damage when swallowed whole. He gains an additional +3 dodge bonus to AC against grapple attempts and bite attacks, and gains Damage Reduction equal to his fighter level against bite attacks, constriction, and crushing damage when swallowed whole if he possesses Tactical Genius.
Counter-Tactics: Spellcasters (Ex): The fighter knows how to fight spellcasters. He gains +3 dodge bonus to Armor Class and a +3 bonus on Reflex saving throws against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities. His bonus to Armor Class and Reflex saving throws increases by +2 and gains a +2 bonus on Will saving throws if he possesses Tactical Genius.
Counter-Tactics: Tactical (Ex): The fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or trip him. These bonuses increase by +2 if the fighter possesses Tactical Genius.
Resilience (Ex): If a fighter makes a successful Fortitude or Will saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability. In addition, the fighter no longer automatically fails a Fortitude or Will saving throw on a result of 1. He still fails if the roll result is to low, however.
Shield Compatibility (Ex): The fighter gains a +1 shield bonus to his armor class when using any type of shield he is proficient with. This stacks with the shield bonus granted by the equipped shield. When using that shield, his armor check penalty is improved by one. In addition, as an swift action he may apply his shield bonus as a bonus to his reflex saving throws and to reduce the damage he takes from fire, acid and cold effects for one round.
Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +2 bonus on all Craft checks to make armor, weapons, items and vehicles related to war, on Heal checks, on Bluff checks to perform feint in combat, on Knowledge skills to determine enemies' abilities and weaknesses, and on Survival checks. He gains Bluff and Survival skills as class skills, if he did not already have them as such.
Swift Tactics (Ex): A fighter has learned to cover more distance in combat easily. As a swift action, the fighter may move 10 feet. This does not provoke attacks of opportunity, and the fighter may still make a 5 foot move this round before or after making a full attack action. The fighter cannot use this ability when fatigued or exhuasted or when wearing heavy armor or carrying a heavy load. The fighter may opt to use this ability when it is not his turn as an immediate action when being struck by an attack of opportunity to gain a +4 dodge bonus to armor class against that attack (thus making him unable to use the swift version of this ability during his following turn).
Tactical Genius (Ex): The fighter gains additional benefits with counter-tactic ability's. Read each individual effect to see the benefits. In addition, he increases the bonuses granted by the below feats by +1 (bonus types stay unchanged). The feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample.
Warrior Prodigy (Ex): The fighter treats his ability scores, base attack bonuses, base saving throw bonuses and skill ranks as 2 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor or for entering prestige classes.
Weapon Compatibility (Ex): The fighter gains a +1 bonus to all attack rolls when using a weapon he is proficient with. He also gains a +2 bonus on all disarm and trip checks with that weapon. The weilded weapon's hardness is treated as doubled in the fighters hands, and gains a +2 bonus on saving throws made against any effect that specifically targets the weapon. In addition, the weapon's base damage dice is increased by one.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~