Amechra
2013-07-15, 07:46 AM
The Fighter
You want me to kill WHAT? I don't get paid enough for this...
You know what a Fighter is! Don't you? They are the man on the front line, dishing out and receiving harm, all while gesturing for their allies to advance?
After all, they fight; what else would you expect them to do?
Making a Fighter
You live for your country while making some poor sap die for his.
Abilities: A Fighter strongly depends on their Strength or Dexterity when fighting, though they would be wise to look to their Constitution and Intelligence as well.
Races: Most races have Fighters in about equal numbers; everyone needs to fight, after all.
Alignment: Any; fighting is not the reserve of one morality or rule of ethics.
Starting Gold: 6d4 x 10 (150 GP)
Starting Age: as Fighter
Class Skills
A Fighter's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int
Hit Dice: d10
{table=head]Level|BAB|Fort|Ref|Will|Special|Art of War
1|+1|+2|+0|+0|Art of War, At the Feet of Masters, Brutal Maneuvers (1d6)|+1
2|+2|+3|+0|+0|Fighter Bonus Feat, Organize Allies|+1
3|+3|+3|+1|+1|Brutal Maneuvers (1d6, +1)|+1
4|+4|+4|+1|+1|Fighter Bonus Feat, Instinctual Guard|+1
5|+5|+4|+1|+1|Brutal Maneuvers (2d6, +1), Force Your Way Through|+2
6|+6/+1|+5|+2|+2|Fighter Bonus Feat, Demonstrate Weak Spot|+2
7|+7/+2|+5|+2|+2|Brutal Maneuvers (2d6, +2), Abortive Attempt|+2
8|+8/+3|+6|+2|+2|Fighter Bonus Feat, Legendary Prowess|+2
9|+9/+4|+6|+3|+3|Brutal Maneuvers (3d6, +2), Extensive Knowledge|+3
10|+10/+5|+7|+3|+3|Fighter Bonus Feat, Ease of Action|+3
11|+11/+6/+1|+7|+3|+3|Brutal Maneuvers (3d6, +3), Exploit Weak Spot|+3
12|+12/+7/+2|+8|+4|+4|Fighter Bonus Feat, Fierce Guard|+3
13|+13/+8/+3|+8|+4|+4|Brutal Maneuvers (4d6, +3)|+4
14|+14/+9/+4|+9|+4|+4|Fighter Bonus Feat|+4
15|+15/+10/+5|+9|+5|+5|Brutal Maneuvers (4d6, +4), Kill What Needs Be Killed|+4
16|+16/+11/+6/+1|+10|+5|+5|Fighter Bonus Feat, All-Knowing Master|+4
17|+17/+12/+7/+2|+10|+5|+5|Brutal Maneuvers (5d6, +4)|+5
18|+18/+13/+8/+3|+11|+6|+6|Fighter Bonus Feat|+5
19|+19/+14/+9/+4|+11|+6|+6|Brutal Maneuvers (5d6, +5)|+5
20|+20/+15/+10/+5|+12|+6|+6|Fighter Bonus Feat|+5[/table]
Weapon and Armor Proficiencies: A Fighter is proficient with all Simple and Martial Weapons, as well as all Light and Medium armors and all Shields.
At the Feet of Masters (Ex): A Fighter has forgotten more about combat than most people have even begun to learn. OK, so they haven't yet, but they are far more proficient in the basics that you will ever be.
A Fighter is considered to have every single Fighter feat that does not require another feat for the purposes of prerequisites.
Additionally, as a swift action, a Fighter may grant themselves one Fighter feat that does not require another feat as a bonus feat. They must otherwise qualify for the feat, and retain this bonus feat until they use this class feature to adopt another one.
Art of War (Ex): A Fighter is capable of taking any little advantage that they have, and exploiting it ruthlessly.
A Fighter is considered to have ability scores of at least 13 plus twice the amount given in the above column when determining whether or not they qualify for a given feat.
In addition, if a feat grants a static numeric bonus, they may use either that bonus or the amount listed in the above table, whichever would be better.
Brutal Maneuvers (Ex): A Fighter is a master of the painful takedown; whether this be breaking a man's bones while shoving them aside, grinding the face of a man they tripped into the ground, or breaking the man's own sword against their throat, well, someone who fights fair is a dead man.
At 1st level, any time a Fighter successfully performs a special attack (http://dndsrd.net/specialAttacks.html) or makes a successful attack while fighting defensively, they deal 1d6 damage to their target. This does not apply to Aid Another, but does apply as bonus damage to all attacks made while two-weapon fighting. This damage is dealt to the person holding the object in the case of Disarming or Sundering.
At 5th level, and every four levels thereafter, the amount of damage dealt is increased by 1d6.
At 3rd level, any checks or attack rolls made as part of a special attack or while fighting defensively gain a +1 bonus; in addition, any bonus granted by the special attack or due to fighting defensively may be replaced by this bonus if it would be higher.
At 7th level and every 4 levels thereafter, this bonus increases by 1.
Fighter Bonus Feat (Ex): A Fighter picks up a bunch of tricks over the years; it's only natural, after all.
At 2nd level, and every 2 level thereafter, a Fighter may take any one [Fighter] feat that they qualify for as a bonus feat.
Organize Allies (Ex): A Fighter knows how to get their friends motivated; protecting their hide is about as good as protecting your own.
At 2nd level, a Fighter may make Aid Another checks as a Immediate action. In addition, the ally may make one of the following choices:
They may lower the bonus granted to their attack rolls by 1 to gain a +2 bonus on the damage roll.
They may lower the bonus to armor class by 1 to gain an equal bonus on their saving throw against the effect targeting them.
Forgo the entire bonus to instead make a second save against a Mind-Affecting ability.
Instinctual Guard (Ex): A Fighter is capable of defending themselves against practically anything. After all, they are intended to fight, aren't they?
At 4th level, a Fighter may take an Immediate action to grant themselves a Deflection bonus to AC equal to their Strength modifier until the beginning of their next round.
Alternatively, if they are targeted by an effect that does not require an attack roll, they may, as an immediate action, force the user of that ability to make a touch attack. The touch attack is a melee touch attack if the user of the effect is threatening the Fighter in melee; if the user of the effect is not threatening the Fighter, it is a ranged touch attack instead.
If the touch attack fails, the effect fails to affect the fighter.
Force Your Way Through (Ex): You know what happens when the going gets tough? The tough get going, and the quitters quit. Guess which category fighters fall under.
At 5th level, a Fighter may ignore a number of points of damage reduction equal to their Strength modifier. In addition, reduce all penalties to attack rolls, armor class, and saves inflicted on the fighter that did not originate from the Fighter by the Fighter's strength modifier.
Demonstrate Weak Spot (Ex): A Fighter has seen many monsters and has fought many enemies; it is only appropriate that they share this knowledge with their allies.
At 6th level, a Fighter may, as a Swift action, either suppress a single immunity that a creature has, or reduce one of their non-land speed movement speeds to 0 until the beginning of the Fighter's next round. They must have successfully made an attack against that creature at least once in that round to use this ability.
Abortive Attempt (Ex): A Fighter is always keen to instruct someone in the folly of attempting to hurt them. So they hurt them.
At 7th level, a Fighter may, as an Immediate action, cause a creature attempting to use a special attack (http://dndsrd.net/specialAttacks.html) (except for two-weapon fighting or mounted combat) against them to automatically fail that action.
Legendary Prowess (Ex): A Fighter is capable of awesome deeds, each of which would boggle the mind of mere mortals.
At 8th level, a Fighter considers [Epic] feats to be [Fighter] feats for the purposes of their At the Feet of Masters class feature. For the purposes of whether or not they can gain an [Epic] feat through that class feature, a Fighter is capable of taking [Epic] feats.
However, if they select an [Epic] feat with At the Feet of Masters, any bonus feats derived from that use of that ability only lasts 1 round.
Extensive Knowledge (Ex): A Fighter is well versed in many different areas of fighting; in the ways of war, they are a Renaissance Man.
At 9th level, when a Fighter uses At the Feet of Masters to grant themselves a bonus feat, they gain two feats, subject to the restrictions of At the Feet of Masters. Alternatively, they may gain a single [Fighter] feat that has no other prerequisite feats other than those satisfied by At the Feet of Masters.
Ease of Action (Ex): A Fighter is exquisitely at ease when in battle; the clangor of steel on steel seems to focus their mind somewhat.
At 10th level, a Fighter gains a second Swift or Immediate action each round; this action may only be used as part of a Fighter class feature.
Exploit Weak Spot (Ex): A Fighter is excellent at making certain that people get hurt. It is their job, after all.
At 11th level, when using their Demonstrate Weak Spot class feature, they may also choose to suppress a single Extraordinary ability that that creature has for the same duration.
In addition, if the Fighter makes an attack against a creature, but fails the attack or to deal damage due to an immunity or extraordinary ability that the creature has, they may use Demonstrate Weak Spot immediately to suppress that feature retroactively.
Fierce Guard (Ex): A Fighter is fierce in the defense of their person. If they weren't, they wouldn't last long.
At 12th level, as long as a Fighter is benefiting from a bonus to their armor class due to Instinctual Guard, they may, as a free action able to be taken on another creature's turn, regain their Dexterity bonus to armor class and cease being flatfooted.
In addition, if they use Instinctual Guard to force another creature to make a touch attack, that creature instead has to make a normal attack roll.
Finally, if a creature makes a touch attack against them, the Fighter may, as an immediate action, force them to make a normal attack roll instead.
Kill What Needs To Be Killed (Ex): Sometimes, you need to kill something. And it needs to stick.
At 15th level, a Fighter may use Demonstrate Weak Spot to suppress Supernatural abilities, and may use it as an Immediate action.
In addition, if a creature under the effects of Demonstrate Weak Spot is killed, the duration of Demonstrate Weak Spot changes to "until that creature is brought back to life."
All-Knowing Master (Ex): A Fighter is readily capable when it comes to combat. After all, they practically live there.
At 16th level, a Fighter that uses At the Feet of Masters to gain a bonus feat gains both benefits of Extensive Knowledge. In addition, they gain a single additional bonus [Fighter] feat which requires no other feats as prerequisites except for feats granted through At the Feet of Masters when using that class feature.
Alright, I've pretty much just put this up based off what I think would be fun to play. I erred on the side of fewer abilities (most class features just enhance earlier class features, after all), but I feel that the later levels are rather dead. Any suggestions?
I also need to do something about a capstone...
You want me to kill WHAT? I don't get paid enough for this...
You know what a Fighter is! Don't you? They are the man on the front line, dishing out and receiving harm, all while gesturing for their allies to advance?
After all, they fight; what else would you expect them to do?
Making a Fighter
You live for your country while making some poor sap die for his.
Abilities: A Fighter strongly depends on their Strength or Dexterity when fighting, though they would be wise to look to their Constitution and Intelligence as well.
Races: Most races have Fighters in about equal numbers; everyone needs to fight, after all.
Alignment: Any; fighting is not the reserve of one morality or rule of ethics.
Starting Gold: 6d4 x 10 (150 GP)
Starting Age: as Fighter
Class Skills
A Fighter's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int
Hit Dice: d10
{table=head]Level|BAB|Fort|Ref|Will|Special|Art of War
1|+1|+2|+0|+0|Art of War, At the Feet of Masters, Brutal Maneuvers (1d6)|+1
2|+2|+3|+0|+0|Fighter Bonus Feat, Organize Allies|+1
3|+3|+3|+1|+1|Brutal Maneuvers (1d6, +1)|+1
4|+4|+4|+1|+1|Fighter Bonus Feat, Instinctual Guard|+1
5|+5|+4|+1|+1|Brutal Maneuvers (2d6, +1), Force Your Way Through|+2
6|+6/+1|+5|+2|+2|Fighter Bonus Feat, Demonstrate Weak Spot|+2
7|+7/+2|+5|+2|+2|Brutal Maneuvers (2d6, +2), Abortive Attempt|+2
8|+8/+3|+6|+2|+2|Fighter Bonus Feat, Legendary Prowess|+2
9|+9/+4|+6|+3|+3|Brutal Maneuvers (3d6, +2), Extensive Knowledge|+3
10|+10/+5|+7|+3|+3|Fighter Bonus Feat, Ease of Action|+3
11|+11/+6/+1|+7|+3|+3|Brutal Maneuvers (3d6, +3), Exploit Weak Spot|+3
12|+12/+7/+2|+8|+4|+4|Fighter Bonus Feat, Fierce Guard|+3
13|+13/+8/+3|+8|+4|+4|Brutal Maneuvers (4d6, +3)|+4
14|+14/+9/+4|+9|+4|+4|Fighter Bonus Feat|+4
15|+15/+10/+5|+9|+5|+5|Brutal Maneuvers (4d6, +4), Kill What Needs Be Killed|+4
16|+16/+11/+6/+1|+10|+5|+5|Fighter Bonus Feat, All-Knowing Master|+4
17|+17/+12/+7/+2|+10|+5|+5|Brutal Maneuvers (5d6, +4)|+5
18|+18/+13/+8/+3|+11|+6|+6|Fighter Bonus Feat|+5
19|+19/+14/+9/+4|+11|+6|+6|Brutal Maneuvers (5d6, +5)|+5
20|+20/+15/+10/+5|+12|+6|+6|Fighter Bonus Feat|+5[/table]
Weapon and Armor Proficiencies: A Fighter is proficient with all Simple and Martial Weapons, as well as all Light and Medium armors and all Shields.
At the Feet of Masters (Ex): A Fighter has forgotten more about combat than most people have even begun to learn. OK, so they haven't yet, but they are far more proficient in the basics that you will ever be.
A Fighter is considered to have every single Fighter feat that does not require another feat for the purposes of prerequisites.
Additionally, as a swift action, a Fighter may grant themselves one Fighter feat that does not require another feat as a bonus feat. They must otherwise qualify for the feat, and retain this bonus feat until they use this class feature to adopt another one.
Art of War (Ex): A Fighter is capable of taking any little advantage that they have, and exploiting it ruthlessly.
A Fighter is considered to have ability scores of at least 13 plus twice the amount given in the above column when determining whether or not they qualify for a given feat.
In addition, if a feat grants a static numeric bonus, they may use either that bonus or the amount listed in the above table, whichever would be better.
Brutal Maneuvers (Ex): A Fighter is a master of the painful takedown; whether this be breaking a man's bones while shoving them aside, grinding the face of a man they tripped into the ground, or breaking the man's own sword against their throat, well, someone who fights fair is a dead man.
At 1st level, any time a Fighter successfully performs a special attack (http://dndsrd.net/specialAttacks.html) or makes a successful attack while fighting defensively, they deal 1d6 damage to their target. This does not apply to Aid Another, but does apply as bonus damage to all attacks made while two-weapon fighting. This damage is dealt to the person holding the object in the case of Disarming or Sundering.
At 5th level, and every four levels thereafter, the amount of damage dealt is increased by 1d6.
At 3rd level, any checks or attack rolls made as part of a special attack or while fighting defensively gain a +1 bonus; in addition, any bonus granted by the special attack or due to fighting defensively may be replaced by this bonus if it would be higher.
At 7th level and every 4 levels thereafter, this bonus increases by 1.
Fighter Bonus Feat (Ex): A Fighter picks up a bunch of tricks over the years; it's only natural, after all.
At 2nd level, and every 2 level thereafter, a Fighter may take any one [Fighter] feat that they qualify for as a bonus feat.
Organize Allies (Ex): A Fighter knows how to get their friends motivated; protecting their hide is about as good as protecting your own.
At 2nd level, a Fighter may make Aid Another checks as a Immediate action. In addition, the ally may make one of the following choices:
They may lower the bonus granted to their attack rolls by 1 to gain a +2 bonus on the damage roll.
They may lower the bonus to armor class by 1 to gain an equal bonus on their saving throw against the effect targeting them.
Forgo the entire bonus to instead make a second save against a Mind-Affecting ability.
Instinctual Guard (Ex): A Fighter is capable of defending themselves against practically anything. After all, they are intended to fight, aren't they?
At 4th level, a Fighter may take an Immediate action to grant themselves a Deflection bonus to AC equal to their Strength modifier until the beginning of their next round.
Alternatively, if they are targeted by an effect that does not require an attack roll, they may, as an immediate action, force the user of that ability to make a touch attack. The touch attack is a melee touch attack if the user of the effect is threatening the Fighter in melee; if the user of the effect is not threatening the Fighter, it is a ranged touch attack instead.
If the touch attack fails, the effect fails to affect the fighter.
Force Your Way Through (Ex): You know what happens when the going gets tough? The tough get going, and the quitters quit. Guess which category fighters fall under.
At 5th level, a Fighter may ignore a number of points of damage reduction equal to their Strength modifier. In addition, reduce all penalties to attack rolls, armor class, and saves inflicted on the fighter that did not originate from the Fighter by the Fighter's strength modifier.
Demonstrate Weak Spot (Ex): A Fighter has seen many monsters and has fought many enemies; it is only appropriate that they share this knowledge with their allies.
At 6th level, a Fighter may, as a Swift action, either suppress a single immunity that a creature has, or reduce one of their non-land speed movement speeds to 0 until the beginning of the Fighter's next round. They must have successfully made an attack against that creature at least once in that round to use this ability.
Abortive Attempt (Ex): A Fighter is always keen to instruct someone in the folly of attempting to hurt them. So they hurt them.
At 7th level, a Fighter may, as an Immediate action, cause a creature attempting to use a special attack (http://dndsrd.net/specialAttacks.html) (except for two-weapon fighting or mounted combat) against them to automatically fail that action.
Legendary Prowess (Ex): A Fighter is capable of awesome deeds, each of which would boggle the mind of mere mortals.
At 8th level, a Fighter considers [Epic] feats to be [Fighter] feats for the purposes of their At the Feet of Masters class feature. For the purposes of whether or not they can gain an [Epic] feat through that class feature, a Fighter is capable of taking [Epic] feats.
However, if they select an [Epic] feat with At the Feet of Masters, any bonus feats derived from that use of that ability only lasts 1 round.
Extensive Knowledge (Ex): A Fighter is well versed in many different areas of fighting; in the ways of war, they are a Renaissance Man.
At 9th level, when a Fighter uses At the Feet of Masters to grant themselves a bonus feat, they gain two feats, subject to the restrictions of At the Feet of Masters. Alternatively, they may gain a single [Fighter] feat that has no other prerequisite feats other than those satisfied by At the Feet of Masters.
Ease of Action (Ex): A Fighter is exquisitely at ease when in battle; the clangor of steel on steel seems to focus their mind somewhat.
At 10th level, a Fighter gains a second Swift or Immediate action each round; this action may only be used as part of a Fighter class feature.
Exploit Weak Spot (Ex): A Fighter is excellent at making certain that people get hurt. It is their job, after all.
At 11th level, when using their Demonstrate Weak Spot class feature, they may also choose to suppress a single Extraordinary ability that that creature has for the same duration.
In addition, if the Fighter makes an attack against a creature, but fails the attack or to deal damage due to an immunity or extraordinary ability that the creature has, they may use Demonstrate Weak Spot immediately to suppress that feature retroactively.
Fierce Guard (Ex): A Fighter is fierce in the defense of their person. If they weren't, they wouldn't last long.
At 12th level, as long as a Fighter is benefiting from a bonus to their armor class due to Instinctual Guard, they may, as a free action able to be taken on another creature's turn, regain their Dexterity bonus to armor class and cease being flatfooted.
In addition, if they use Instinctual Guard to force another creature to make a touch attack, that creature instead has to make a normal attack roll.
Finally, if a creature makes a touch attack against them, the Fighter may, as an immediate action, force them to make a normal attack roll instead.
Kill What Needs To Be Killed (Ex): Sometimes, you need to kill something. And it needs to stick.
At 15th level, a Fighter may use Demonstrate Weak Spot to suppress Supernatural abilities, and may use it as an Immediate action.
In addition, if a creature under the effects of Demonstrate Weak Spot is killed, the duration of Demonstrate Weak Spot changes to "until that creature is brought back to life."
All-Knowing Master (Ex): A Fighter is readily capable when it comes to combat. After all, they practically live there.
At 16th level, a Fighter that uses At the Feet of Masters to gain a bonus feat gains both benefits of Extensive Knowledge. In addition, they gain a single additional bonus [Fighter] feat which requires no other feats as prerequisites except for feats granted through At the Feet of Masters when using that class feature.
Alright, I've pretty much just put this up based off what I think would be fun to play. I erred on the side of fewer abilities (most class features just enhance earlier class features, after all), but I feel that the later levels are rather dead. Any suggestions?
I also need to do something about a capstone...