Ziegander
2013-03-11, 08:49 PM
The Fighter
http://i258.photobucket.com/albums/hh275/Ravingdork/HaroldtheRanger-1.jpg
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |
Strategy
1st|+1|+2|+1|+1|Combat Focus, Strategy|
1
2nd|+2|+3|+1|+1|Combat Superiority +1, +1d6|
1
3rd|+3|+3|+2|+2|Arms Knowledge|
2
4th|+4|+4|+2|+2|Improvise (1)|
2
5th|+5|+4|+3|+3|Battlefield Assessment (Foes)|
3
6th|+6/+1|+5|+3|+3|Combat Superiority +2, +2d6|
3
7th|+7/+2|+5|+3|+3|Cunning Logistician|
4
8th|+8/+3|+6|+4|+4|Improvise (2)|
4
9th|+9/+4|+6|+4|+4|Battlefield Assessment (Terrain)|
5
10th|+10/+5|+7|+5|+5|Combat Superiority +3, +3d6|
5
11th|+11/+6/+1|+7|+5|+5|Refocus|
6
12th|+12/+7/+2|+8|+6|+6|Improvise (3)|
6
13th|+13/+8/+3|+8|+6|+6|Battlefield Assessment (Status)|
7
14th|+14/+9/+4|+9|+6|+6|Combat Superiority +4, +4d6|
7
15th|+15/+10/+5|+9|+7|+7|Problem Solver|
8
16th|+16/+11/+6/+1|+10|+7|+7|Improvise (4)|
8
17th|+17/+12/+7/+2|+10|+8|+8|Battlefield Assessment (Awareness)|
9
18th|+18/+13/+8/+3|+11|+8|+8|Combat Superiority +5, +5d6|
9
19th|+19/+14/+9/+4|+11|+8|+8|Man of Action|
10
20th|+20/+15/+10/+5|+12|+9|+9|Greater Combat Focus, Improvise (5)|
10
[/table]
Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Proficiencies: A Fighter is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields). By spending 12 hours practicing with an armor, a shield, or a weapon that he is not proficient with a Fighter gains proficiency with that item. This practice need not be taken consecutively.
Fighter Bonus Feats
A Fighter begins play with the knowledge of three Fighter Bonus Feats which he adds to his Repertoire. He may not use any of these three feats to meet the prerequisites for one another. At every level after 1st, the Fighter adds a new Fighter Bonus Feat to his Repertoire.
A Fighter is also able to add Fighter Bonus Feats to his Repertoire through practice and/or observation with a successful Martial Lore check (DC 20 + 1 per Base Attack Bonus or Fighter level requirement in the feat's prerequisites +2 for each other feat among the feat's prerequisites). Anytime a creature within 30ft of the Fighter actively uses the benefit of a Fighter Bonus Feat it knows that the Fighter doesn't know, the Fighter should be given an opportunity to identify that feat with a Martial Lore check. Any feat identified in this manner is automatically added to the Fighter's Repertoire.
If the Fighter is able to hire someone to teach him a feat (Hireling level × the Martial Lore DC gp per day), the DC to learn it is reduced by 10. Learning a feat in this way is easier, but takes longer, requiring one day (8 hours per day) of practice per 5 points of the feat's Martial Lore DC. At the end of this period, the Fighter makes a Martial Lore check against the reduced DC. If this check is successful, the Fighter adds the feat to his Repertoire. If not, he may pay his tutor for additional training.
Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If he finds himself in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he automatically gains Combat Focus at the beginning of any such encounter. Despite the name of this ability, such an encounter need not necessarily be a combat encounter. By itself, this focus does nothing (at least not until later levels), but a Fighter may expend his Combat Focus as an immediate action to reroll a die roll he makes. He may use this ability to reroll a damage roll, even multiple dice if all dice contributed to a single attack.
Strategy (Ex): At the start of every combat encounter a Fighter forms a Strategy from among the Fighter Bonus Feats in his Repertoire, choosing a number of such feats as given in the table above. This costs the Fighter no actions and is done even before his first turn. A Fighter is only able to benefit from feats chosen in this way. At the start of each of his turns, before he takes any other actions, a Fighter may spend a swift action to form a new Strategy.
Combat Superiority (Ex): Starting at 2nd level, a Fighter gains a +1 competence bonus to Initiative, and to special combat actions (Bull Rush, Disarm, etc). Furthermore, he deals +1d6 damage when attacking from superior positioning such as via flanking or higher ground. These bonuses increase by 1 and 1d6 respectively every four levels after 2nd.
Arms Knowledge (Ex): Starting at 3rd level, a Fighter enjoys a competence bonus to Appraise checks relating to armors, shields, and weapons equal to his class level, and receives a 25% discount when purchasing armors, shields, and/or weapons that he has successfully appraised.
Additionally, he gains the Craft Magic Arms and Armor feat, and may use it with an effective caster level equal to his Fighter class level. When crafting magic items in this way, he is considered capable of casting any required spells that an equal level Wizard could potentially cast.
Improvise (Ex): Starting at 4th level, whenever the Fighter spends a swift action to form a new Strategy he may choose a Fighter Bonus Feat that he has not added to his Repertoire and gain its benefits until the end of the encounter or until he spends another swift action to form another new Strategy, whichever comes first. At 4th level, he may only gain the benefit of one such feat per encounter, but every four levels after 4th this number increases by 1.
Battlefield Assessment (Ex): A Fighter uses his wits during any combat as much as, if not more so than, the strength of his arm. He may not be the most educated man or able to grasp arcane mysteries, and he doesn't have to be, because while the heat is on he's the most brilliant guy on the field. His tactical mind allows him to take in and process lots of combat-related information at once—faster than most other people.
Foes - Starting at 5th level, a Fighter gains a bonus to all Knowledge checks made to identify creatures equal to his class level (max +10). A Fighter that uses any Knowledge skill to attempt to identify a creature may do so as a free action.
Terrain - Starting at 9th level, a Fighter may find traps like Rogue and gains a bonus to all Knowledge (Architecture & Engineering), Knowledge (Geography), Knowledge (History), and Search checks (max +15). When looking for traps, a Fighter that uses the Search skill may search a 5ft × 5ft area within 10ft once per round as a free action, or he may search everything within his line of sight as a full-round action.
Status - Starting at 13th level, a Fighter gains a bonus to all Sense Motive checks equal to his class level (max +20) and automatically knows the hit point totals and any conditions suffered by all creatures within his line of sight. When sensing enchantment or assessing his opponents, a Fighter that uses the Sense Motive skill may do so once per round as a free action.
Awareness - Starting at 17th level, a Fighter gains a bonus to all Listen and Spot checks equal to his class level (no max) as well as True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) within his reach and Blindsight to 20ft beyond it.
Cunning Logistician (Ex): Starting at 7th level, a Fighter always succeeds at Aid Another attempts and may use them from any distance as long as he is aware of his ally's position and his ally can both see and hear him. The bonus from the Fighter's Aid Another attempts increases to match his Combat Superiority bonus. Finally, rather than grant an ally a bonus to AC or to an attack roll, he may instead use Aid Another to grant an ally the use of a Fighter Bonus Feat from his Repertoire for the rest of the encounter. He may even use this ability to grant the use of feats that are not a part of his current Strategy.
Refocus (Ex): Starting at 11th level, whenever the Fighter fails a saving throw or is struck by an attack, if he has expended his Combat Focus this encounter, then he may spend an immediate action to regain it.
Problem Solver (Ex): Starting at 15th level, a Fighter may ready contingent actions any time he is able to rest for at least 5 minutes. Contingent actions are like readied actions (PHB 160) except that they remain readied indefinitely and after a contingent action has been taken, the Fighter's initiative count does not change. A Fighter may have a number of such contingent actions readied at a time, and may take no more contingent actions in a single 24-hour period, up to his Intelligence modifier (minimum 1).
Man of Action (Ex): Starting at 19th level, a Fighter gains an extra swift action each turn. He may spend two swift actions during his turn to take an extra standard action.
Greater Combat Focus (Ex): At 20th level, a Fighter may expend his Combat Focus to "take 20" on a d20 roll or to maximize a damage roll. While he maintains his Combat Focus he is immune to all Mind-Affecting spells and abilities.
http://i258.photobucket.com/albums/hh275/Ravingdork/HaroldtheRanger-1.jpg
Alignment: Any
Hit Die: 1d10
{table=head]Level|BAB|Fort|Ref|Will|Special |
Strategy
1st|+1|+2|+1|+1|Combat Focus, Strategy|
1
2nd|+2|+3|+1|+1|Combat Superiority +1, +1d6|
1
3rd|+3|+3|+2|+2|Arms Knowledge|
2
4th|+4|+4|+2|+2|Improvise (1)|
2
5th|+5|+4|+3|+3|Battlefield Assessment (Foes)|
3
6th|+6/+1|+5|+3|+3|Combat Superiority +2, +2d6|
3
7th|+7/+2|+5|+3|+3|Cunning Logistician|
4
8th|+8/+3|+6|+4|+4|Improvise (2)|
4
9th|+9/+4|+6|+4|+4|Battlefield Assessment (Terrain)|
5
10th|+10/+5|+7|+5|+5|Combat Superiority +3, +3d6|
5
11th|+11/+6/+1|+7|+5|+5|Refocus|
6
12th|+12/+7/+2|+8|+6|+6|Improvise (3)|
6
13th|+13/+8/+3|+8|+6|+6|Battlefield Assessment (Status)|
7
14th|+14/+9/+4|+9|+6|+6|Combat Superiority +4, +4d6|
7
15th|+15/+10/+5|+9|+7|+7|Problem Solver|
8
16th|+16/+11/+6/+1|+10|+7|+7|Improvise (4)|
8
17th|+17/+12/+7/+2|+10|+8|+8|Battlefield Assessment (Awareness)|
9
18th|+18/+13/+8/+3|+11|+8|+8|Combat Superiority +5, +5d6|
9
19th|+19/+14/+9/+4|+11|+8|+8|Man of Action|
10
20th|+20/+15/+10/+5|+12|+9|+9|Greater Combat Focus, Improvise (5)|
10
[/table]
Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Proficiencies: A Fighter is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields). By spending 12 hours practicing with an armor, a shield, or a weapon that he is not proficient with a Fighter gains proficiency with that item. This practice need not be taken consecutively.
Fighter Bonus Feats
A Fighter begins play with the knowledge of three Fighter Bonus Feats which he adds to his Repertoire. He may not use any of these three feats to meet the prerequisites for one another. At every level after 1st, the Fighter adds a new Fighter Bonus Feat to his Repertoire.
A Fighter is also able to add Fighter Bonus Feats to his Repertoire through practice and/or observation with a successful Martial Lore check (DC 20 + 1 per Base Attack Bonus or Fighter level requirement in the feat's prerequisites +2 for each other feat among the feat's prerequisites). Anytime a creature within 30ft of the Fighter actively uses the benefit of a Fighter Bonus Feat it knows that the Fighter doesn't know, the Fighter should be given an opportunity to identify that feat with a Martial Lore check. Any feat identified in this manner is automatically added to the Fighter's Repertoire.
If the Fighter is able to hire someone to teach him a feat (Hireling level × the Martial Lore DC gp per day), the DC to learn it is reduced by 10. Learning a feat in this way is easier, but takes longer, requiring one day (8 hours per day) of practice per 5 points of the feat's Martial Lore DC. At the end of this period, the Fighter makes a Martial Lore check against the reduced DC. If this check is successful, the Fighter adds the feat to his Repertoire. If not, he may pay his tutor for additional training.
Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If he finds himself in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he automatically gains Combat Focus at the beginning of any such encounter. Despite the name of this ability, such an encounter need not necessarily be a combat encounter. By itself, this focus does nothing (at least not until later levels), but a Fighter may expend his Combat Focus as an immediate action to reroll a die roll he makes. He may use this ability to reroll a damage roll, even multiple dice if all dice contributed to a single attack.
Strategy (Ex): At the start of every combat encounter a Fighter forms a Strategy from among the Fighter Bonus Feats in his Repertoire, choosing a number of such feats as given in the table above. This costs the Fighter no actions and is done even before his first turn. A Fighter is only able to benefit from feats chosen in this way. At the start of each of his turns, before he takes any other actions, a Fighter may spend a swift action to form a new Strategy.
Combat Superiority (Ex): Starting at 2nd level, a Fighter gains a +1 competence bonus to Initiative, and to special combat actions (Bull Rush, Disarm, etc). Furthermore, he deals +1d6 damage when attacking from superior positioning such as via flanking or higher ground. These bonuses increase by 1 and 1d6 respectively every four levels after 2nd.
Arms Knowledge (Ex): Starting at 3rd level, a Fighter enjoys a competence bonus to Appraise checks relating to armors, shields, and weapons equal to his class level, and receives a 25% discount when purchasing armors, shields, and/or weapons that he has successfully appraised.
Additionally, he gains the Craft Magic Arms and Armor feat, and may use it with an effective caster level equal to his Fighter class level. When crafting magic items in this way, he is considered capable of casting any required spells that an equal level Wizard could potentially cast.
Improvise (Ex): Starting at 4th level, whenever the Fighter spends a swift action to form a new Strategy he may choose a Fighter Bonus Feat that he has not added to his Repertoire and gain its benefits until the end of the encounter or until he spends another swift action to form another new Strategy, whichever comes first. At 4th level, he may only gain the benefit of one such feat per encounter, but every four levels after 4th this number increases by 1.
Battlefield Assessment (Ex): A Fighter uses his wits during any combat as much as, if not more so than, the strength of his arm. He may not be the most educated man or able to grasp arcane mysteries, and he doesn't have to be, because while the heat is on he's the most brilliant guy on the field. His tactical mind allows him to take in and process lots of combat-related information at once—faster than most other people.
Foes - Starting at 5th level, a Fighter gains a bonus to all Knowledge checks made to identify creatures equal to his class level (max +10). A Fighter that uses any Knowledge skill to attempt to identify a creature may do so as a free action.
Terrain - Starting at 9th level, a Fighter may find traps like Rogue and gains a bonus to all Knowledge (Architecture & Engineering), Knowledge (Geography), Knowledge (History), and Search checks (max +15). When looking for traps, a Fighter that uses the Search skill may search a 5ft × 5ft area within 10ft once per round as a free action, or he may search everything within his line of sight as a full-round action.
Status - Starting at 13th level, a Fighter gains a bonus to all Sense Motive checks equal to his class level (max +20) and automatically knows the hit point totals and any conditions suffered by all creatures within his line of sight. When sensing enchantment or assessing his opponents, a Fighter that uses the Sense Motive skill may do so once per round as a free action.
Awareness - Starting at 17th level, a Fighter gains a bonus to all Listen and Spot checks equal to his class level (no max) as well as True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) within his reach and Blindsight to 20ft beyond it.
Cunning Logistician (Ex): Starting at 7th level, a Fighter always succeeds at Aid Another attempts and may use them from any distance as long as he is aware of his ally's position and his ally can both see and hear him. The bonus from the Fighter's Aid Another attempts increases to match his Combat Superiority bonus. Finally, rather than grant an ally a bonus to AC or to an attack roll, he may instead use Aid Another to grant an ally the use of a Fighter Bonus Feat from his Repertoire for the rest of the encounter. He may even use this ability to grant the use of feats that are not a part of his current Strategy.
Refocus (Ex): Starting at 11th level, whenever the Fighter fails a saving throw or is struck by an attack, if he has expended his Combat Focus this encounter, then he may spend an immediate action to regain it.
Problem Solver (Ex): Starting at 15th level, a Fighter may ready contingent actions any time he is able to rest for at least 5 minutes. Contingent actions are like readied actions (PHB 160) except that they remain readied indefinitely and after a contingent action has been taken, the Fighter's initiative count does not change. A Fighter may have a number of such contingent actions readied at a time, and may take no more contingent actions in a single 24-hour period, up to his Intelligence modifier (minimum 1).
Man of Action (Ex): Starting at 19th level, a Fighter gains an extra swift action each turn. He may spend two swift actions during his turn to take an extra standard action.
Greater Combat Focus (Ex): At 20th level, a Fighter may expend his Combat Focus to "take 20" on a d20 roll or to maximize a damage roll. While he maintains his Combat Focus he is immune to all Mind-Affecting spells and abilities.