Orzel
2007-02-23, 09:45 AM
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), Ride (Dex), and Swim (Str).
Skill Points at 1st Level-(2 + Int modifier) ×4.
Skill Points at Each Additional Level-2 + Int modifier.
BAB-Same
Saves-Same
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with medium and light armor and shields (excluding 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.
Extra Learning
At the 2nd level, a fighter gets Armor Proficiency (Heavy), Tower Shield Proficiency, or Exotic Weapon Proficiency (any) as a bonus feat
Signature Move (Ex)
At the 5th level, a fighter gains access to signature moves. When she uses the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus. This attack is given an addional bonus according to the move chosen when it hits. The fighter gains a lst level signature move at level 5, a 2nd level move at level 9th, a 3rd level move at level 13 and a 4th level move at level 17. Once the bonus for a move is chosen, it cannot be changed.
Signatate move bonuses.
1st level:
+ 10 damage
+ 2d4 Str, Dex, or Con ability damage (choose 1 ability) Creature immune to critical hits are immune to Con damage dealt this way
+1d10 Int, Wis, or Cha ability damage (choose 1 ability)
2nd Level:
Disintergrates, as the spell, an oblect it touches (must be weilding a weapon with a +2 or more enhancement )
Can attempt a trip as a free action without making a touch attack.
Can attempt a disarm as a free action.
Can attempt a bullrush as a free action.
3rd Level:
+7d6 DamageCan attempt a trip as a free action without making a touch attack as if she were two sizes larger. (Must have the Improved Trip Feat)
Can attempt a disarm as a free action as if she were two sizes larger. (Must have the Improved Disarm Feat)
Can attempt a bullrush as a free action witha +8 bonus on the opposed Strength check. (Must have the Improved Bullrush Feat)
4th Level
The opponent must make a Fortitude save (10 + 1/2 fighter level + Int modifier) or die. Creatures immune to critical hits cannot be affected. (Must have Int of 14 or higher)
The opponent must make a Fortitude save (10 + 1/2 fighter level + Wis modifier) or die. Creatures immune to critical hits cannot be affected. (Must have Wis of 14 or higher)
The opponent must make a Reflex save (10 + 1/2 fighter level + Dex modifier) or be paralyzed.
Can attempt a trip, bullrush, and disarm as a free action without a touch attack (Must have the Improved Bullrush, Improved Trip, and Imporoved Disarm feats)
Strengthen Move (Ex)
At the 7th level and every 4 levels after, a fighter can add any 1st level signature move bonus to all his known signature moves.
Instead of going the "give fighters more noncombat stuff" I went for "Me trips giants and takes their weapons and throws them away"
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), Ride (Dex), and Swim (Str).
Skill Points at 1st Level-(2 + Int modifier) ×4.
Skill Points at Each Additional Level-2 + Int modifier.
BAB-Same
Saves-Same
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with medium and light armor and shields (excluding 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.
Extra Learning
At the 2nd level, a fighter gets Armor Proficiency (Heavy), Tower Shield Proficiency, or Exotic Weapon Proficiency (any) as a bonus feat
Signature Move (Ex)
At the 5th level, a fighter gains access to signature moves. When she uses the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus. This attack is given an addional bonus according to the move chosen when it hits. The fighter gains a lst level signature move at level 5, a 2nd level move at level 9th, a 3rd level move at level 13 and a 4th level move at level 17. Once the bonus for a move is chosen, it cannot be changed.
Signatate move bonuses.
1st level:
+ 10 damage
+ 2d4 Str, Dex, or Con ability damage (choose 1 ability) Creature immune to critical hits are immune to Con damage dealt this way
+1d10 Int, Wis, or Cha ability damage (choose 1 ability)
2nd Level:
Disintergrates, as the spell, an oblect it touches (must be weilding a weapon with a +2 or more enhancement )
Can attempt a trip as a free action without making a touch attack.
Can attempt a disarm as a free action.
Can attempt a bullrush as a free action.
3rd Level:
+7d6 DamageCan attempt a trip as a free action without making a touch attack as if she were two sizes larger. (Must have the Improved Trip Feat)
Can attempt a disarm as a free action as if she were two sizes larger. (Must have the Improved Disarm Feat)
Can attempt a bullrush as a free action witha +8 bonus on the opposed Strength check. (Must have the Improved Bullrush Feat)
4th Level
The opponent must make a Fortitude save (10 + 1/2 fighter level + Int modifier) or die. Creatures immune to critical hits cannot be affected. (Must have Int of 14 or higher)
The opponent must make a Fortitude save (10 + 1/2 fighter level + Wis modifier) or die. Creatures immune to critical hits cannot be affected. (Must have Wis of 14 or higher)
The opponent must make a Reflex save (10 + 1/2 fighter level + Dex modifier) or be paralyzed.
Can attempt a trip, bullrush, and disarm as a free action without a touch attack (Must have the Improved Bullrush, Improved Trip, and Imporoved Disarm feats)
Strengthen Move (Ex)
At the 7th level and every 4 levels after, a fighter can add any 1st level signature move bonus to all his known signature moves.
Instead of going the "give fighters more noncombat stuff" I went for "Me trips giants and takes their weapons and throws them away"