Morth
2010-04-16, 06:04 PM
Fighter
"Although we come from many walks of life, from the fancy to the desperate, there is one thing that unites us. The soul of the warrior." -Balthazar, legendary fighter
Alignment: Any
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility, History and Martial Lore) (Int), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Stances Known|L1 Readied|L2 Readied|L3 Readied|L4 Readied|L5 Readied|L6 Readied|L7 Readied|L8 Readied|L9 Readied
1st|
+1|
+2|
+0|
+0|Bonus Fighter Feat, Fighting Style|1|3||||||||
2nd|
+2|
+3|
+0|
+0|Bonus Fighter Feat|1|4|1|||||||
3rd|
+3|
+3|
+1|
+1|Martial Prowess|1|4|2|||||||
4th|
+4|
+4|
+1|
+1|Bonus Fighter Feat|1|4|2|1||||||
5th|
+5|
+4|
+1|
+1|Martial Prowess|1|4|3|2||||||
6th|
+6/+1|
+5|
+2|
+2|Bonus Fighter Feat|2|4|3|2|1|||||
7th|
+7/+2|
+5|
+2|
+2|Martial Prowess|2|4|4|3|2|||||
8th|
+8/+3|
+6|
+2|
+2|Bonus Fighter Feat|2|4|4|3|2|1||||
9th|
+9/+4|
+6|
+3|
+3|Martial Prowess|2|4|4|4|3|2||||
10th|
+10/+5|
+7|
+3|
+3|Bonus Fighter Feat|2|4|4|4|3|2|1|||
11th|
+11/+6/+1|
+7|
+3|
+3|Martial Prowess|3|4|4|4|4|3|2|||
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Fighter Feat|3|4|4|4|4|3|2|1||
13th|
+13/+8/+3|
+8|
+4|
+4|Martial Prowess|3|4|4|4|4|4|3|2||
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Fighter Feat|3|4|4|4|4|4|3|2|1|
15th|
+15/+10/+5|
+9|
+5|
+5|Martial Prowess|3|4|4|4|4|4|4|3|2|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Fighter Feat|4|4|4|4|4|4|4|3|2|1
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Martial Prowess|4|4|4|4|4|4|4|4|3|2
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Fighter Feat|4|4|4|4|4|4|4|4|3|2
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Martial Prowess|4|4|4|4|4|4|4|4|4|3
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Fighter Feat, Martial Prowess|4|4|4|4|4|4|4|4|4|3[/table]
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).
Maneuvers and Stances: A fighter must choose 2 disciplines that are available to two of the following: Setting Sun, Diamond Mind, Tiger Claw, White Raven, and Stone Dragon. A fighter gains the associated skills as class skills. The fighter learns all the maneuvers from each as soon as he reaches a level in which he could ready them, and gains stances normally from these disciplines. Unlike other martial initiators, a fighter cannot recover maneuvers. Also unlike other initiators, the fighter can ready the same maneuver multiple times.
A fighter cannot benefit from the Adaptive Style feat.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Fighting Style: Fighters come from many walks of life, and therefore learn to capitalize on their strengths. A fighter must choose a style at level one. You will use the associated score for martial discipline ability that require a stat modifier. Skills based on the chosen ability score are considered class skills.
Mighty (Str): You fight through strength and power. You may ignore up to 2 points of armor, natural armor, or damage reduction with your attacks.
Stalwart (Con): You are paragon of toughness and survivability. You have a d12 hit die.
Agile (Dex): You are a master of swift movement and attack control. You have a "good" reflex save.
Tactical (Int): You are a cunning master of tactics. You have 4 skill points per level base instead of 2. This gives you 16 base at level one. you also may add all skill tricks to your bonus feat list.
Zen (Wis): You are a warrior who battles through focus and determination. You have a "good" will save.
Dashing (Cha): You are known for your flash maneuvers and your scarring words. You may make an intimidate check once a round as a free action when drawing or sheathing your weapon.
Martial Prowess (Ex): Fighters aren't known to do magical or psionic stunts, or bending reality's laws, but they can do pretty amazing things through training and body control. At level 3 and every odd level afterwords, a fighter may choose an ability from the list below. You may only choose an ability once unless noted otherwise. Unless noted otherwise, all these abilities are extraordinary, and function inside an anti-magic field.
Minimum Level 3Quick Footed
You gain a +10ft. insight bonus to move speed. You may take up to 3 times, and the benefits stack.
Improved Flanking
Your bonuses while flanking increase to +4.
Dirty Fighting
As a swift action that provokes an attack of opportunity, you kick sand into your opponent's eyes. You make a melee touch attack, and if it hits the target takes a -2 penalty to attack rolls, spot checks, and search checks for 1d4 rounds.
Great Leap
You always makes Jump checks as if running and as if it had the Run feat, enabling you to make long jumps without a running start and granting a +4 bonus on Jump checks.
Armored Charge
When you bull rush a target, you may make an attack, treating your armor as the weapon. Treat light armor as a club of the appropriate material, medium armor as a mace of the appropriate material, and heavy as a great-club of the appropriate material.
Press the Advantage
You may add your strength as a circumstance bonus to damage when charging.
Tactics Training
You may add your intelligence modifier instead of strength modifier to bull rush, grapple, trip, disarm, and sunder attempts.
Insightful Aim
You gain an insight bonus equal to your intelligence modifier to ranged attacks.
Zen Focus
You may spend a standard action to enter a zen focus. When in a zen focus, you may add your wisdom modifier to your attack rolls. This focus lasts for a number of rounds equal to one half your fighter levels plus your wisdom modifier.
Dazzling Display
You may make an intimidate check as a free action when making a full attack. If it succeeds, the target is shaken for 1d4 rounds.
Shield Adept
You may treat any non-tower shield as light for the purpose of Two Weapon Fighting, and may effectively apply spikes to tower shields and bucklers.
Wall of Blades
When you make a full round attack with two weapons you may add your dexterity modifier to your armor class as a shield bonus until your next round.
Minimum Level 9Powerful Build
You are considered one size category larger.
Stoic
You are immune to fear.
Battle-hardened
You gain spell resistance equal to your fighter level + 10.
Improved Dirty Fighting
Requires: Dirty Fighting
Activating Dirty Fighting no longer provokes an attack of opportunity, and the penalty increases to -4.
Invincible
You are never considered "dying" and don't die until you reach -20.
Weak Points
You may take a full round to study, and then make a Knowledge check of the kind associated with a nearby creature you are aware of. You gain an insight bonus equal to one fifth of the result, rounded down, to attack rolls against the target.
Pounce
You may make a full attack at the end of a charge.
Brutal Bleeding
You cause your targets to bleed when you score a critical hit against them, causing them to be fatigued and take 1d6 damage each round for 1d4+strength modifier rounds.
Second Skin
When wearing hide armor, you may add your constitution modifier to the armor bonus it provides.
Battlefield Command
You may make a Knowledge (History) check with a DC of 15. If you succeed, you may move one character you can see within 60ft. 5ft, and an additional 5ft. for each additional 5 over the DC you make. Enemies get a will save. (DC= 10+1/2fighter levels+Int modifier)
Shield Expert
Requires: Shield Adept
You consider tower shields light and may apply any enchantment bonuses as though the shield is both a weapon and a shield. (Ex: A +2 Shield would gain +2 to attack rolls, damage rolls, and AC)
Zen Striking
Requires: Zen Focus
When in a zen focus, you may apply your wisdom modifier to damage rolls.
Dazzling Defense
You may make an intimidate check as a free action while fighting defensively. You may add your charisma as a circumstance bonus to armor class against attacks made from the effected target.
Minimum Level 15
Free Movement
You are always considered under the effects of Freedom of Movement.
Consummate Assault
You may replace attacks in a full round action with trip, disarm, sunder, and grapple attempts.
Sleepless
You may simple stay still, laying or sitting, instead of really sleeping.
Shield Master
Requires: Shield Expert
You gain a bonus to attack and damage rolls equal to your constitution modifier when attacking with a shield. In addition, you may throw a shield with the range of a shuriken without penalty.
Zen Dodging
Requires: Zen Focus
While in a zen focus, you gain your wisdom modifier as an insight bonus to your armor class.
Dizzying Intellect
You may feint as a free action, and add your intelligence modifier to feinting attempts.
Dazzling Barrage
Requires: Dazzling Display
You may feint as a free action, and when you successfully feint against a target, you may add your charisma modifier to the damage rolls.
Steel Skin
Requires: Second Skin
You gain DR 5/Adamantium when wearing hide armor.
Brute Tactics
You may add your twice your strength modifier to bull rush, grapple, trip, disarm, and sunder attempts. This cannot be used in conjunction with Tactics Training
Massive Force
Requires: Brutal Blows
You may chose to push a target 5ft. back when you strike with an attack from a two-handed weapon, or a weapon of one or more size categories larger then you.
Minimum Level 20Mobile Fortress
Requires: Steel Skin, Shield Master
You gain DR 10/Adamantium, and may add the shield bonus from two shields to your armor class while wielding them. You also take no penalty to attacking with two shields of any type, beyond normal two weapon fighting penalties.
Zen Soldier
Requires: Zen Focus, Zen Striking, Zen Dodging
You may enter a zen focus as a free action, and may ignore up to your wisdom modifier of either armor bonus, natural armor, or damage reduction.
Exploit Opening
Requires: Weak Points
You may treat your first attack each round on the target of your Weak Points ability as a critical threat. If it misses, the next attack is not considered a critical threat unless it normally would be.
Bladestorm
Requires: Wall of Blades
You may move 10ft. between each attack in a full round attack while attacking with two weapons. This includes before the first attack.
Legendary Visage
Requires: Dazzling Barrage, Dazzling Display
You may make a single intimidate check against all people who see you and consider you hostile once a round as a free action. If successful, the targets are shaken. People who consider you friendly gain a +2 morale bonus to attack, and damage rolls, as well as armor class.
Might of the Dragons
You may apply twice your strength modifier to attack and damage rolls with two-handed weapons and one and one half your strength modifier to attack and damage rolls with one handed weapons.
Any comments will help.
"Although we come from many walks of life, from the fancy to the desperate, there is one thing that unites us. The soul of the warrior." -Balthazar, legendary fighter
Alignment: Any
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility, History and Martial Lore) (Int), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
The Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Stances Known|L1 Readied|L2 Readied|L3 Readied|L4 Readied|L5 Readied|L6 Readied|L7 Readied|L8 Readied|L9 Readied
1st|
+1|
+2|
+0|
+0|Bonus Fighter Feat, Fighting Style|1|3||||||||
2nd|
+2|
+3|
+0|
+0|Bonus Fighter Feat|1|4|1|||||||
3rd|
+3|
+3|
+1|
+1|Martial Prowess|1|4|2|||||||
4th|
+4|
+4|
+1|
+1|Bonus Fighter Feat|1|4|2|1||||||
5th|
+5|
+4|
+1|
+1|Martial Prowess|1|4|3|2||||||
6th|
+6/+1|
+5|
+2|
+2|Bonus Fighter Feat|2|4|3|2|1|||||
7th|
+7/+2|
+5|
+2|
+2|Martial Prowess|2|4|4|3|2|||||
8th|
+8/+3|
+6|
+2|
+2|Bonus Fighter Feat|2|4|4|3|2|1||||
9th|
+9/+4|
+6|
+3|
+3|Martial Prowess|2|4|4|4|3|2||||
10th|
+10/+5|
+7|
+3|
+3|Bonus Fighter Feat|2|4|4|4|3|2|1|||
11th|
+11/+6/+1|
+7|
+3|
+3|Martial Prowess|3|4|4|4|4|3|2|||
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Fighter Feat|3|4|4|4|4|3|2|1||
13th|
+13/+8/+3|
+8|
+4|
+4|Martial Prowess|3|4|4|4|4|4|3|2||
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Fighter Feat|3|4|4|4|4|4|3|2|1|
15th|
+15/+10/+5|
+9|
+5|
+5|Martial Prowess|3|4|4|4|4|4|4|3|2|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Fighter Feat|4|4|4|4|4|4|4|3|2|1
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Martial Prowess|4|4|4|4|4|4|4|4|3|2
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Fighter Feat|4|4|4|4|4|4|4|4|3|2
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Martial Prowess|4|4|4|4|4|4|4|4|4|3
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus Fighter Feat, Martial Prowess|4|4|4|4|4|4|4|4|4|3[/table]
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).
Maneuvers and Stances: A fighter must choose 2 disciplines that are available to two of the following: Setting Sun, Diamond Mind, Tiger Claw, White Raven, and Stone Dragon. A fighter gains the associated skills as class skills. The fighter learns all the maneuvers from each as soon as he reaches a level in which he could ready them, and gains stances normally from these disciplines. Unlike other martial initiators, a fighter cannot recover maneuvers. Also unlike other initiators, the fighter can ready the same maneuver multiple times.
A fighter cannot benefit from the Adaptive Style feat.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Fighting Style: Fighters come from many walks of life, and therefore learn to capitalize on their strengths. A fighter must choose a style at level one. You will use the associated score for martial discipline ability that require a stat modifier. Skills based on the chosen ability score are considered class skills.
Mighty (Str): You fight through strength and power. You may ignore up to 2 points of armor, natural armor, or damage reduction with your attacks.
Stalwart (Con): You are paragon of toughness and survivability. You have a d12 hit die.
Agile (Dex): You are a master of swift movement and attack control. You have a "good" reflex save.
Tactical (Int): You are a cunning master of tactics. You have 4 skill points per level base instead of 2. This gives you 16 base at level one. you also may add all skill tricks to your bonus feat list.
Zen (Wis): You are a warrior who battles through focus and determination. You have a "good" will save.
Dashing (Cha): You are known for your flash maneuvers and your scarring words. You may make an intimidate check once a round as a free action when drawing or sheathing your weapon.
Martial Prowess (Ex): Fighters aren't known to do magical or psionic stunts, or bending reality's laws, but they can do pretty amazing things through training and body control. At level 3 and every odd level afterwords, a fighter may choose an ability from the list below. You may only choose an ability once unless noted otherwise. Unless noted otherwise, all these abilities are extraordinary, and function inside an anti-magic field.
Minimum Level 3Quick Footed
You gain a +10ft. insight bonus to move speed. You may take up to 3 times, and the benefits stack.
Improved Flanking
Your bonuses while flanking increase to +4.
Dirty Fighting
As a swift action that provokes an attack of opportunity, you kick sand into your opponent's eyes. You make a melee touch attack, and if it hits the target takes a -2 penalty to attack rolls, spot checks, and search checks for 1d4 rounds.
Great Leap
You always makes Jump checks as if running and as if it had the Run feat, enabling you to make long jumps without a running start and granting a +4 bonus on Jump checks.
Armored Charge
When you bull rush a target, you may make an attack, treating your armor as the weapon. Treat light armor as a club of the appropriate material, medium armor as a mace of the appropriate material, and heavy as a great-club of the appropriate material.
Press the Advantage
You may add your strength as a circumstance bonus to damage when charging.
Tactics Training
You may add your intelligence modifier instead of strength modifier to bull rush, grapple, trip, disarm, and sunder attempts.
Insightful Aim
You gain an insight bonus equal to your intelligence modifier to ranged attacks.
Zen Focus
You may spend a standard action to enter a zen focus. When in a zen focus, you may add your wisdom modifier to your attack rolls. This focus lasts for a number of rounds equal to one half your fighter levels plus your wisdom modifier.
Dazzling Display
You may make an intimidate check as a free action when making a full attack. If it succeeds, the target is shaken for 1d4 rounds.
Shield Adept
You may treat any non-tower shield as light for the purpose of Two Weapon Fighting, and may effectively apply spikes to tower shields and bucklers.
Wall of Blades
When you make a full round attack with two weapons you may add your dexterity modifier to your armor class as a shield bonus until your next round.
Minimum Level 9Powerful Build
You are considered one size category larger.
Stoic
You are immune to fear.
Battle-hardened
You gain spell resistance equal to your fighter level + 10.
Improved Dirty Fighting
Requires: Dirty Fighting
Activating Dirty Fighting no longer provokes an attack of opportunity, and the penalty increases to -4.
Invincible
You are never considered "dying" and don't die until you reach -20.
Weak Points
You may take a full round to study, and then make a Knowledge check of the kind associated with a nearby creature you are aware of. You gain an insight bonus equal to one fifth of the result, rounded down, to attack rolls against the target.
Pounce
You may make a full attack at the end of a charge.
Brutal Bleeding
You cause your targets to bleed when you score a critical hit against them, causing them to be fatigued and take 1d6 damage each round for 1d4+strength modifier rounds.
Second Skin
When wearing hide armor, you may add your constitution modifier to the armor bonus it provides.
Battlefield Command
You may make a Knowledge (History) check with a DC of 15. If you succeed, you may move one character you can see within 60ft. 5ft, and an additional 5ft. for each additional 5 over the DC you make. Enemies get a will save. (DC= 10+1/2fighter levels+Int modifier)
Shield Expert
Requires: Shield Adept
You consider tower shields light and may apply any enchantment bonuses as though the shield is both a weapon and a shield. (Ex: A +2 Shield would gain +2 to attack rolls, damage rolls, and AC)
Zen Striking
Requires: Zen Focus
When in a zen focus, you may apply your wisdom modifier to damage rolls.
Dazzling Defense
You may make an intimidate check as a free action while fighting defensively. You may add your charisma as a circumstance bonus to armor class against attacks made from the effected target.
Minimum Level 15
Free Movement
You are always considered under the effects of Freedom of Movement.
Consummate Assault
You may replace attacks in a full round action with trip, disarm, sunder, and grapple attempts.
Sleepless
You may simple stay still, laying or sitting, instead of really sleeping.
Shield Master
Requires: Shield Expert
You gain a bonus to attack and damage rolls equal to your constitution modifier when attacking with a shield. In addition, you may throw a shield with the range of a shuriken without penalty.
Zen Dodging
Requires: Zen Focus
While in a zen focus, you gain your wisdom modifier as an insight bonus to your armor class.
Dizzying Intellect
You may feint as a free action, and add your intelligence modifier to feinting attempts.
Dazzling Barrage
Requires: Dazzling Display
You may feint as a free action, and when you successfully feint against a target, you may add your charisma modifier to the damage rolls.
Steel Skin
Requires: Second Skin
You gain DR 5/Adamantium when wearing hide armor.
Brute Tactics
You may add your twice your strength modifier to bull rush, grapple, trip, disarm, and sunder attempts. This cannot be used in conjunction with Tactics Training
Massive Force
Requires: Brutal Blows
You may chose to push a target 5ft. back when you strike with an attack from a two-handed weapon, or a weapon of one or more size categories larger then you.
Minimum Level 20Mobile Fortress
Requires: Steel Skin, Shield Master
You gain DR 10/Adamantium, and may add the shield bonus from two shields to your armor class while wielding them. You also take no penalty to attacking with two shields of any type, beyond normal two weapon fighting penalties.
Zen Soldier
Requires: Zen Focus, Zen Striking, Zen Dodging
You may enter a zen focus as a free action, and may ignore up to your wisdom modifier of either armor bonus, natural armor, or damage reduction.
Exploit Opening
Requires: Weak Points
You may treat your first attack each round on the target of your Weak Points ability as a critical threat. If it misses, the next attack is not considered a critical threat unless it normally would be.
Bladestorm
Requires: Wall of Blades
You may move 10ft. between each attack in a full round attack while attacking with two weapons. This includes before the first attack.
Legendary Visage
Requires: Dazzling Barrage, Dazzling Display
You may make a single intimidate check against all people who see you and consider you hostile once a round as a free action. If successful, the targets are shaken. People who consider you friendly gain a +2 morale bonus to attack, and damage rolls, as well as armor class.
Might of the Dragons
You may apply twice your strength modifier to attack and damage rolls with two-handed weapons and one and one half your strength modifier to attack and damage rolls with one handed weapons.
Any comments will help.