rferries
2017-09-19, 06:11 AM
Fighter
https://i.imgur.com/HaTNgtj.jpg?2
Soldiers and mercenaries, conquerors and guardians, tyrants... and heroes.
Alignment
Any.
Hit Die
d12.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, dungeoneering, geography, local, history, the planes) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Fighter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Armour Training, Shield Training, Weapon Training
2nd
+2
+3
+3
+0
Athleticism, Combat Medic, Veteran's Intuition
3rd
+3
+3
+3
+1
Brawler, Rally The Troops
4th
+4
+4
+4
+1
Bodyguard, Enchanted
5th
+5
+4
+4
+1
Powerful Build1 (Large), Slight Build (Small)
6th
+6/+1
+5
+5
+2
Alacrity (+10 feet, +1 attack), Vitality (+2)
7th
+7/+2
+5
+5
+2
Throw Mastery
8th
+8/+3
+6
+6
+2
Improved Athleticism
9th
+9/+4
+6
+6
+3
Adventurer
10th
+10/+5
+7
+7
+3
Powerful Build (Huge), Slight Build (Tiny)
11th
+11/+6/+1
+7
+7
+3
Improved Veteran's Intuition
12th
+12/+7/+2
+8
+8
+4
Alacrity (+20 feet, +2 attacks), Vitality (+4)
13th
+13/+8/+3
+8
+8
+4
Tough As Nails
14th
+14/+9/+4
+9
+9
+4
15th
+15/+10/+5
+9
+9
+5
Powerful Build (Gargantuan), Slight Build (Diminutive)
16th
+16/+11/+6/+1
+10
+10
+5
17th
+17/+12/+7/+2
+10
+10
+5
18th
+18/+13/+8/+3
+11
+11
+6
Alacrity (+30 feet, +3 attacks), Vitality (+6)
19th
+19/+14/+9/+4
+11
+11
+6
20th
+20/+20/+20/+20
+12
+12
+12
Legendary Champion, Powerful Build (Colossal), Slight Build (Fine)
1The values given in the table for this ability assume a fighter of base size Medium.
Class Features
Weapon and Armor Proficiency
Fighters are proficient with all weapons (simple, martial, and exotic), with all types of armor (heavy, medium, and light), and with shields (including tower shields).
Armour Training (Ex)
A fighter reduces the armour check penalty of any armour he wears by 1 per class level, and increases the maximum Dexterity bonus of that armour by the same amount. He also reduces the arcane spell failure of that armour by 5% per class level.
Furthermore, a fighter treats any armour he wears as being 5% lighter per class level, reducing his encumbrance by that amount. Armour with an effective weight of 30 pounds or less is treated is medium armour, armour with an effective weight of 25 pounds or less is treated as light armour, and armour with an effective weight of 5 pounds or less is treated as being unarmoured (for the purpose of movement speed, class features with armour restrictions, and so forth).
Shield Training (Ex)
A fighter gains all the benefits of Armour Training (see above) for any shield he uses. Additionally, any shield bonus to his Armour Class (even from the Two-Weapon Defense feat, and to a maximum of his class level) also applies to his touch AC and to his saves against gaze attacks, breath weapons, bursts, rays, emanations, lines, and any effect requiring a Reflex save.
Weapon Training (Ex)
Whenever a fighter selects a feat that applies a benefit to a specific weapon (e.g. Weapon Focus, Improved Critical, etc), he applies the benefits of that feat to all weapons that could be selected for that feat. Furthermore, all weapons a fighter wields are treated as light weapons for the purposes of the Weapon Finesse feat. Finally, a fighter may use his Strength modifier in place of his Dexterity modifier on attack rolls with thrown or ranged weapons.
Athleticism (Ex)
Beginning at 2nd level, a fighter adds one-half his class level as a bonus on Balance, Climb, Escape Artist, Jump, Ride, Swim, and Tumble checks. He may always take 10 on those checks, even if rushed or threatened.
Combat Medic (Ex)
At 2nd level, a fighter gains a bonus on Heal checks equal to one-half his class level. Furthermore, patients under his care recover from ability drain as though it were ability damage, and may substitute his Heal check result for their Fortitude saving throw when making saving throws to remove negative levels.
A fighter may make a Heal check (other than to provide long-term care) as an immediate action without provoking an attack of opportunity. He may also drink or administer a potion as an immediate action without provoking an attack of opportunity.
At the end of an encounter a fighter may make a Heal check for up to 8 wounded characters present. An amount of lethal damage suffered by each character (up to the Heal check result) is converted into an equal amount of nonlethal damage.
Veteran's Intuition (Ex)
Beginning at 2nd level, a fighter adds one-half his class level as a bonus on Listen, Search, Sense Motive, and Spot checks. Additionally, a fighter who merely passes within 5 feet of a secret or concealed door or a trap is entitled to a Search check to notice it as if he were actively looking for it.
Brawler (Ex)
At 3rd level, whenever he makes a full attack a fighter may make an additional unarmed strike at his full base attack bonus -5, in addition to any other attacks he is allowed. He makes this attack as a punch, kick, or headbutt (so he can make it regardless of whether or not he has a free hand). The damage of this attack benefits from Powerful Build (see below).
Rally the Troops (Ex)
At 3rd level, a fighter gains either Fearsome Presence or Combat Inspiration (http://www.giantitp.com/forums/showthread.php?521615-Leadership-(revamped)) as a bonus feat.
Bodyguard (Ex)
At 4th level, as an immediate action a fighter may duplicate the effects of a shield other spell between himself and any number of friendly characters he is adjacent to or sharing a space with. This is a nonmagical effect.
Enchanted (Ex)
At 4th level, a fighter gains Enchanted (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997) as a bonus feat.
Powerful Build (Ex)
Beginning at 5th level, a fighter is treated as a creature of his actual size or a creature one size larger (whichever is most beneficial to him at the time). His effective size increases by one step per four class levels, to a maximum of Colossal. Your natural weapons, unarmed strikes, and any weapons you wield are treated as weapons of your effective size for the purpose of damage die.
Slight Build (Ex)
Beginning at 5th level, a fighter is treated as a creature of his actual size or a creature one size smaller (whichever is most beneficial to him at the time). His effective size decreases by one step per four class levels, to a minimum of Fine. He gains a size bonus to his attacks and AC as appropriate for his effective size.
Alacrity (Ex)
Beginning at 6th level, a fighter may make a full attack as a standard action rather than a full-round action. Furthermore, he gains a +10 foot bonus to his movement speed and may make an extra attack at his full base attack bonus whenever he makes a full attack. These benefits improve to a +20 foot bonus and two extra attacks at 12th level, and to a +30 foot bonus and three extra attacks at 18th level.
Vitality (Ex)
Beginning at 6th level a fighter gains a +2 bonus to his Constitution, Dexterity, and Strength scores. This bonus increases to +4 at 12th level, and +6 at 18th level.
Throw Mastery (Ex)
At 7th level, a fighter becomes extraordinarily proficient at throwing weapons. As a free action he may throw a weapon or shield at a target within 30 feet, treating the throw in all ways as though he had just made a melee or ranged attack (his choice). Furthermore, he may cause the weapon to continue on and strike additional targets at his full base attack bonus, up to the maximum number of attacks he could make during a full attack (see Brawler, above, and Alacrity, below). Each target must be within 30 feet of the last and no target can be hit more than once per throw. At the end of his turn, the weapon or shield returns to his hand (or falls at his feet in his square, at his option). Whenever a fighter uses this ability, he must wait 1d4 rounds before using it again.
A fighter of at least Large size (see Powerful Build, above) also gains the ability to throw rocks (http://www.d20srd.org/srd/monsters/giant.htm) as a giant of his size.
Improved Athleticism (Ex)
Beginning at 8th level, a fighter gains a climb and swim speed each equal to one-half his land speed. Additionally, he becomes immune to damage from falling (and may share that immunity with up to a heavy loads' worth of creatures he is carrying). Finally, subtract the vertical reach (http://www.d20srd.org/srd/skills/jump.htm) for a creature of his effective size (see Powerful Build, above) from the height he wishes to jump before calculating a Jump DC.
Adventurer (Ex)
At 9th level, a fighter is adept at rapidly travelling to other locations and even to other planes of existence, usually by mundane means (carts, ships, caravans, etc.) but occasionally with magical assistance (friendly wizard contacts, ancient portals only the fighter knows about, etc.). Once per week he may duplicate the effects of shadow walk as a spell-like ability, save that the effect is nonmagical for the purposes of antimagic fields, dimensional locks, and the like.
Improved Veteran's Intuition (Ex)
A fighter of at least 11th level has developed "hunches" that verge on the prescient. He gains blindsense out to 5 feet per two class levels. If he possesses the Blind-Fight feat, his blindsense improves to blindsight. Furthermore, he gains the ability to duplicate the effects of divination and discern location each once per day as spell-like abilities, save that the effects are nonmagical.
Tough As Nails (Ex)
At 13th level, a fighter wearing armour gains hardness 1 if it’s light armor, 2 if it’s medium armor, and 3 if it’s heavy armor. This hardness is multiplied by the enhancement bonus of the armour (e.g. a suit of +3 full plate would grant the fighter hardness 9), and stacks with all other forms of hardness, damage reduction, and energy resistance. Energy damage and attacks from ranged weapons are not halved or quartered before applying this hardness.
Legendary Champion (Ex)
At 20th level, a fighter's Will save (as calculated from his class levels) increases to one-half his class level + 2. Furthermore, whenever he makes a full attack all his iterative attacks (including the attack from Brawler, above) are made at his full attack bonus.
I'm not too familiar with maneuvers but I do know they're commonly criticised as being too "anime"/magical for a supposed non-magical class. This fighter will still be superhuman, but hopefully in slightly more believable ways (think Conan's great strength, Xena's incredible agility, Roy's intellect and social skills, etc.). One idea I've incorporated here was mimicking supernatural effects through mundane means (e.g. instead of freedom of movement they get a big bonus on Escape Artist checks).
Skill-wise, they have everything the need to be an army drummer, chief of police, avaricious mercenary, caravan guard, etc. Suppose I could have thrown in Hide & Move Silently too for urban thugs/special forces in an army, but those roles are better filled by multiclass fighter-rogues.
They can use any weapon, and use their shields to block some supernatural effects to an extent.
They have limited healing abilities, more useful at lower levels, and the ability to officially "tank" via Bodyguard.
I did give them the Enchanted feat, but that can be altered to a nonmagical benefit.
They are so strong/agile/adept at controlling a fight that they can act as creatures of larger or smaller size.
They can throw weapons/shields a la Xena or Captain America, and also Jump tremendous distances, to help them "fly"and otherwise reach aerial opponents.
They can "teleport" and "scry" to an extent.
Any other niches that need filling, to bump them up another tier or two? They're meant to complement the Revised Bard, Paladin, and Ranger classes. I realise I didn't give them fighter bonus feats, so that's another option.
https://i.imgur.com/HaTNgtj.jpg?2
Soldiers and mercenaries, conquerors and guardians, tyrants... and heroes.
Alignment
Any.
Hit Die
d12.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, dungeoneering, geography, local, history, the planes) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Fighter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Armour Training, Shield Training, Weapon Training
2nd
+2
+3
+3
+0
Athleticism, Combat Medic, Veteran's Intuition
3rd
+3
+3
+3
+1
Brawler, Rally The Troops
4th
+4
+4
+4
+1
Bodyguard, Enchanted
5th
+5
+4
+4
+1
Powerful Build1 (Large), Slight Build (Small)
6th
+6/+1
+5
+5
+2
Alacrity (+10 feet, +1 attack), Vitality (+2)
7th
+7/+2
+5
+5
+2
Throw Mastery
8th
+8/+3
+6
+6
+2
Improved Athleticism
9th
+9/+4
+6
+6
+3
Adventurer
10th
+10/+5
+7
+7
+3
Powerful Build (Huge), Slight Build (Tiny)
11th
+11/+6/+1
+7
+7
+3
Improved Veteran's Intuition
12th
+12/+7/+2
+8
+8
+4
Alacrity (+20 feet, +2 attacks), Vitality (+4)
13th
+13/+8/+3
+8
+8
+4
Tough As Nails
14th
+14/+9/+4
+9
+9
+4
15th
+15/+10/+5
+9
+9
+5
Powerful Build (Gargantuan), Slight Build (Diminutive)
16th
+16/+11/+6/+1
+10
+10
+5
17th
+17/+12/+7/+2
+10
+10
+5
18th
+18/+13/+8/+3
+11
+11
+6
Alacrity (+30 feet, +3 attacks), Vitality (+6)
19th
+19/+14/+9/+4
+11
+11
+6
20th
+20/+20/+20/+20
+12
+12
+12
Legendary Champion, Powerful Build (Colossal), Slight Build (Fine)
1The values given in the table for this ability assume a fighter of base size Medium.
Class Features
Weapon and Armor Proficiency
Fighters are proficient with all weapons (simple, martial, and exotic), with all types of armor (heavy, medium, and light), and with shields (including tower shields).
Armour Training (Ex)
A fighter reduces the armour check penalty of any armour he wears by 1 per class level, and increases the maximum Dexterity bonus of that armour by the same amount. He also reduces the arcane spell failure of that armour by 5% per class level.
Furthermore, a fighter treats any armour he wears as being 5% lighter per class level, reducing his encumbrance by that amount. Armour with an effective weight of 30 pounds or less is treated is medium armour, armour with an effective weight of 25 pounds or less is treated as light armour, and armour with an effective weight of 5 pounds or less is treated as being unarmoured (for the purpose of movement speed, class features with armour restrictions, and so forth).
Shield Training (Ex)
A fighter gains all the benefits of Armour Training (see above) for any shield he uses. Additionally, any shield bonus to his Armour Class (even from the Two-Weapon Defense feat, and to a maximum of his class level) also applies to his touch AC and to his saves against gaze attacks, breath weapons, bursts, rays, emanations, lines, and any effect requiring a Reflex save.
Weapon Training (Ex)
Whenever a fighter selects a feat that applies a benefit to a specific weapon (e.g. Weapon Focus, Improved Critical, etc), he applies the benefits of that feat to all weapons that could be selected for that feat. Furthermore, all weapons a fighter wields are treated as light weapons for the purposes of the Weapon Finesse feat. Finally, a fighter may use his Strength modifier in place of his Dexterity modifier on attack rolls with thrown or ranged weapons.
Athleticism (Ex)
Beginning at 2nd level, a fighter adds one-half his class level as a bonus on Balance, Climb, Escape Artist, Jump, Ride, Swim, and Tumble checks. He may always take 10 on those checks, even if rushed or threatened.
Combat Medic (Ex)
At 2nd level, a fighter gains a bonus on Heal checks equal to one-half his class level. Furthermore, patients under his care recover from ability drain as though it were ability damage, and may substitute his Heal check result for their Fortitude saving throw when making saving throws to remove negative levels.
A fighter may make a Heal check (other than to provide long-term care) as an immediate action without provoking an attack of opportunity. He may also drink or administer a potion as an immediate action without provoking an attack of opportunity.
At the end of an encounter a fighter may make a Heal check for up to 8 wounded characters present. An amount of lethal damage suffered by each character (up to the Heal check result) is converted into an equal amount of nonlethal damage.
Veteran's Intuition (Ex)
Beginning at 2nd level, a fighter adds one-half his class level as a bonus on Listen, Search, Sense Motive, and Spot checks. Additionally, a fighter who merely passes within 5 feet of a secret or concealed door or a trap is entitled to a Search check to notice it as if he were actively looking for it.
Brawler (Ex)
At 3rd level, whenever he makes a full attack a fighter may make an additional unarmed strike at his full base attack bonus -5, in addition to any other attacks he is allowed. He makes this attack as a punch, kick, or headbutt (so he can make it regardless of whether or not he has a free hand). The damage of this attack benefits from Powerful Build (see below).
Rally the Troops (Ex)
At 3rd level, a fighter gains either Fearsome Presence or Combat Inspiration (http://www.giantitp.com/forums/showthread.php?521615-Leadership-(revamped)) as a bonus feat.
Bodyguard (Ex)
At 4th level, as an immediate action a fighter may duplicate the effects of a shield other spell between himself and any number of friendly characters he is adjacent to or sharing a space with. This is a nonmagical effect.
Enchanted (Ex)
At 4th level, a fighter gains Enchanted (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997) as a bonus feat.
Powerful Build (Ex)
Beginning at 5th level, a fighter is treated as a creature of his actual size or a creature one size larger (whichever is most beneficial to him at the time). His effective size increases by one step per four class levels, to a maximum of Colossal. Your natural weapons, unarmed strikes, and any weapons you wield are treated as weapons of your effective size for the purpose of damage die.
Slight Build (Ex)
Beginning at 5th level, a fighter is treated as a creature of his actual size or a creature one size smaller (whichever is most beneficial to him at the time). His effective size decreases by one step per four class levels, to a minimum of Fine. He gains a size bonus to his attacks and AC as appropriate for his effective size.
Alacrity (Ex)
Beginning at 6th level, a fighter may make a full attack as a standard action rather than a full-round action. Furthermore, he gains a +10 foot bonus to his movement speed and may make an extra attack at his full base attack bonus whenever he makes a full attack. These benefits improve to a +20 foot bonus and two extra attacks at 12th level, and to a +30 foot bonus and three extra attacks at 18th level.
Vitality (Ex)
Beginning at 6th level a fighter gains a +2 bonus to his Constitution, Dexterity, and Strength scores. This bonus increases to +4 at 12th level, and +6 at 18th level.
Throw Mastery (Ex)
At 7th level, a fighter becomes extraordinarily proficient at throwing weapons. As a free action he may throw a weapon or shield at a target within 30 feet, treating the throw in all ways as though he had just made a melee or ranged attack (his choice). Furthermore, he may cause the weapon to continue on and strike additional targets at his full base attack bonus, up to the maximum number of attacks he could make during a full attack (see Brawler, above, and Alacrity, below). Each target must be within 30 feet of the last and no target can be hit more than once per throw. At the end of his turn, the weapon or shield returns to his hand (or falls at his feet in his square, at his option). Whenever a fighter uses this ability, he must wait 1d4 rounds before using it again.
A fighter of at least Large size (see Powerful Build, above) also gains the ability to throw rocks (http://www.d20srd.org/srd/monsters/giant.htm) as a giant of his size.
Improved Athleticism (Ex)
Beginning at 8th level, a fighter gains a climb and swim speed each equal to one-half his land speed. Additionally, he becomes immune to damage from falling (and may share that immunity with up to a heavy loads' worth of creatures he is carrying). Finally, subtract the vertical reach (http://www.d20srd.org/srd/skills/jump.htm) for a creature of his effective size (see Powerful Build, above) from the height he wishes to jump before calculating a Jump DC.
Adventurer (Ex)
At 9th level, a fighter is adept at rapidly travelling to other locations and even to other planes of existence, usually by mundane means (carts, ships, caravans, etc.) but occasionally with magical assistance (friendly wizard contacts, ancient portals only the fighter knows about, etc.). Once per week he may duplicate the effects of shadow walk as a spell-like ability, save that the effect is nonmagical for the purposes of antimagic fields, dimensional locks, and the like.
Improved Veteran's Intuition (Ex)
A fighter of at least 11th level has developed "hunches" that verge on the prescient. He gains blindsense out to 5 feet per two class levels. If he possesses the Blind-Fight feat, his blindsense improves to blindsight. Furthermore, he gains the ability to duplicate the effects of divination and discern location each once per day as spell-like abilities, save that the effects are nonmagical.
Tough As Nails (Ex)
At 13th level, a fighter wearing armour gains hardness 1 if it’s light armor, 2 if it’s medium armor, and 3 if it’s heavy armor. This hardness is multiplied by the enhancement bonus of the armour (e.g. a suit of +3 full plate would grant the fighter hardness 9), and stacks with all other forms of hardness, damage reduction, and energy resistance. Energy damage and attacks from ranged weapons are not halved or quartered before applying this hardness.
Legendary Champion (Ex)
At 20th level, a fighter's Will save (as calculated from his class levels) increases to one-half his class level + 2. Furthermore, whenever he makes a full attack all his iterative attacks (including the attack from Brawler, above) are made at his full attack bonus.
I'm not too familiar with maneuvers but I do know they're commonly criticised as being too "anime"/magical for a supposed non-magical class. This fighter will still be superhuman, but hopefully in slightly more believable ways (think Conan's great strength, Xena's incredible agility, Roy's intellect and social skills, etc.). One idea I've incorporated here was mimicking supernatural effects through mundane means (e.g. instead of freedom of movement they get a big bonus on Escape Artist checks).
Skill-wise, they have everything the need to be an army drummer, chief of police, avaricious mercenary, caravan guard, etc. Suppose I could have thrown in Hide & Move Silently too for urban thugs/special forces in an army, but those roles are better filled by multiclass fighter-rogues.
They can use any weapon, and use their shields to block some supernatural effects to an extent.
They have limited healing abilities, more useful at lower levels, and the ability to officially "tank" via Bodyguard.
I did give them the Enchanted feat, but that can be altered to a nonmagical benefit.
They are so strong/agile/adept at controlling a fight that they can act as creatures of larger or smaller size.
They can throw weapons/shields a la Xena or Captain America, and also Jump tremendous distances, to help them "fly"and otherwise reach aerial opponents.
They can "teleport" and "scry" to an extent.
Any other niches that need filling, to bump them up another tier or two? They're meant to complement the Revised Bard, Paladin, and Ranger classes. I realise I didn't give them fighter bonus feats, so that's another option.