D-naras
2010-05-20, 11:59 AM
HD D10
Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Weapon Aptitude
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Confidence, Monster Lore
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5(+6)|
+4|
+1|
+1|Great Attainment
6th|
+6(+7)|
+5|
+2|
+2|Bonus Feat
7th|
+7(+8)|
+5|
+2|
+2|Promptitude
8th|
+8(+9)|
+6|
+2|
+2|Bonus Feat
9th|
+9(+11)|
+6|
+3|
+3|Great Attainment
10th|
+10(+12)|
+7|
+3|
+3|Bonus Feat
11th|
+11(+13)|
+7|
+3|
+3|Honed Insticts
12th|
+12(+14)|
+8|
+4|
+4|Bonus Feat
13th|
+13(+16)|
+8|
+4|
+4|Great Attainment
14th|
+14(+17)|
+9|
+4|
+4|Bonus Feat
15th|
+15(+18)|
+9|
+5|
+5|Defiance
16th|
+16(+19)|
+10|
+5|
+5|Bonus Feat
17th|
+17(+21)|
+10|
+5|
+5|Great Attainment
18th|
+18(+22)|
+11|
+6|
+6|Bonus Feat
19th|
+19(+23)|
+11|
+6|
+6|Perseverance
20th|
+20(+24)|
+12|
+6|
+6|Bonus Feat, Mastery[/table]
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge(History), Listen, Profession, Ride, Sense Motive, Spot, Swim, Tumble
Skills per Level: 4+Int
All of the Fighter's class abilities are extraordinairy.
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).
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.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Weapon Aptitude: Like Warblade. The second part!:smalltongue:
Confidence: Beginning at 3rd level a fighter may instead of his Wisdom bonus, add 1/3 of his Base Attack Bonus as a bonus on Will saves. In addition a fighter may use 1/3 of his Base Attack Bonus as a bonus on all Charisma based Skill Checks and on Sense Motive. Finally he adds the same bonus on all Grapple, Disarm, Sunder, Trip and Feint attempts.
Monster Lore: A Fighter of 3rd level and higher may use Knowledge(History) to find out information about a creature, as that was the proper Knowledge type for it's creature type.
Great Attainment: Starting at 5th level and every 4 levels, a Fighter increases his Base Attack Bonus and AC by 1. This allows him to make more attack due to a high Base Attack Bonus earlier than other classes, and eventually allow him to make 5 attacks due to a high Base Attack Bonus. The bonus to AC applies to Touch and Flat-footed as well.
Promptitude: Beginning at 7th level a Figher may as an immediate action, take a 5-foot step that doesn't provoke attacks of opportunity; or increase his AC by 1/4 of his Base Attack Bonus for one attack; or increase his Saves for one roll by an ammount equal to 1/4 of his Base Attack Bonus until the end of the end; or finally take one attack with each weapon he wields at his Base Attack Bonus -5. If he attacks with 2 weapons he incurs the regular penalties for two-weapon fighting, but each attack may target a diferent opponent. If he wields a ranged weapon he may attack any target up to 1 range increment of the weapon.
Honed Insticts: At 11th level and afterwards a fighter adds a bonus equal to half his Base Attack Bonus on all Initiative rolls. Also when he damages an opponent that would be denied his Dexterity bonus to AC, that opponent is staggered until the beginning of the fighter's next turn.
Defiance: Starting at 15th level a fighter may end an ongoing spell effect from the Conjuration, Evocation and Illusion school. As a standard action a fighter may make a single attack targeting the spell effect. Treat the spell's AC equal to 10 plus its spell level plus the caster's relevant Ability Score Modifier. This ability works against spell-like abilities but it doesn't work against summoned or called creatures. The range of this ability is equal to your reach, or 1 range increment if you use a ranged weapon.
Perseverance: Beginning at 17th level, whenever a Fighter fails a Fortitude or Will save the effect is delayed for 1 round. At the beginning of the next round a Fighter rolls another save versus the same DC. If he fails, the effect takes place, otherwise the effect is negated.
Mastery: At 20th level a Fighter rolls two attack rolls for each one he is entitled to and picks the better one.
Not much to say about it. This is mostly so my players can acces it easy without asking me. Any input is welcome!
Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Weapon Aptitude
2nd|
+2|
+3|
+0|
+0|Bonus Feat
3rd|
+3|
+3|
+1|
+1|Confidence, Monster Lore
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5(+6)|
+4|
+1|
+1|Great Attainment
6th|
+6(+7)|
+5|
+2|
+2|Bonus Feat
7th|
+7(+8)|
+5|
+2|
+2|Promptitude
8th|
+8(+9)|
+6|
+2|
+2|Bonus Feat
9th|
+9(+11)|
+6|
+3|
+3|Great Attainment
10th|
+10(+12)|
+7|
+3|
+3|Bonus Feat
11th|
+11(+13)|
+7|
+3|
+3|Honed Insticts
12th|
+12(+14)|
+8|
+4|
+4|Bonus Feat
13th|
+13(+16)|
+8|
+4|
+4|Great Attainment
14th|
+14(+17)|
+9|
+4|
+4|Bonus Feat
15th|
+15(+18)|
+9|
+5|
+5|Defiance
16th|
+16(+19)|
+10|
+5|
+5|Bonus Feat
17th|
+17(+21)|
+10|
+5|
+5|Great Attainment
18th|
+18(+22)|
+11|
+6|
+6|Bonus Feat
19th|
+19(+23)|
+11|
+6|
+6|Perseverance
20th|
+20(+24)|
+12|
+6|
+6|Bonus Feat, Mastery[/table]
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge(History), Listen, Profession, Ride, Sense Motive, Spot, Swim, Tumble
Skills per Level: 4+Int
All of the Fighter's class abilities are extraordinairy.
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).
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.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Weapon Aptitude: Like Warblade. The second part!:smalltongue:
Confidence: Beginning at 3rd level a fighter may instead of his Wisdom bonus, add 1/3 of his Base Attack Bonus as a bonus on Will saves. In addition a fighter may use 1/3 of his Base Attack Bonus as a bonus on all Charisma based Skill Checks and on Sense Motive. Finally he adds the same bonus on all Grapple, Disarm, Sunder, Trip and Feint attempts.
Monster Lore: A Fighter of 3rd level and higher may use Knowledge(History) to find out information about a creature, as that was the proper Knowledge type for it's creature type.
Great Attainment: Starting at 5th level and every 4 levels, a Fighter increases his Base Attack Bonus and AC by 1. This allows him to make more attack due to a high Base Attack Bonus earlier than other classes, and eventually allow him to make 5 attacks due to a high Base Attack Bonus. The bonus to AC applies to Touch and Flat-footed as well.
Promptitude: Beginning at 7th level a Figher may as an immediate action, take a 5-foot step that doesn't provoke attacks of opportunity; or increase his AC by 1/4 of his Base Attack Bonus for one attack; or increase his Saves for one roll by an ammount equal to 1/4 of his Base Attack Bonus until the end of the end; or finally take one attack with each weapon he wields at his Base Attack Bonus -5. If he attacks with 2 weapons he incurs the regular penalties for two-weapon fighting, but each attack may target a diferent opponent. If he wields a ranged weapon he may attack any target up to 1 range increment of the weapon.
Honed Insticts: At 11th level and afterwards a fighter adds a bonus equal to half his Base Attack Bonus on all Initiative rolls. Also when he damages an opponent that would be denied his Dexterity bonus to AC, that opponent is staggered until the beginning of the fighter's next turn.
Defiance: Starting at 15th level a fighter may end an ongoing spell effect from the Conjuration, Evocation and Illusion school. As a standard action a fighter may make a single attack targeting the spell effect. Treat the spell's AC equal to 10 plus its spell level plus the caster's relevant Ability Score Modifier. This ability works against spell-like abilities but it doesn't work against summoned or called creatures. The range of this ability is equal to your reach, or 1 range increment if you use a ranged weapon.
Perseverance: Beginning at 17th level, whenever a Fighter fails a Fortitude or Will save the effect is delayed for 1 round. At the beginning of the next round a Fighter rolls another save versus the same DC. If he fails, the effect takes place, otherwise the effect is negated.
Mastery: At 20th level a Fighter rolls two attack rolls for each one he is entitled to and picks the better one.
Not much to say about it. This is mostly so my players can acces it easy without asking me. Any input is welcome!