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Thread: The Blades of Keran [Setting]

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    Default Re: The Blades of Keran [Setting]

    The Fighter

    Any man with a weapon can fight. Any man who can fight can be a warrior. Only the the most skilled warriors will ever be Fighters. Fighters are true masters of combat, being able to adapt and survive any threat. Fighters are manifestations of battle skill, becoming legends on par with ancient heroes that once walked the land.

    Role: Fighters study the warriors of old, mastering their techniques and blending their styles into a unique and practical martial art. Though lacking the disciplines of Martial Adepts, Fighters support their party with an adaptable fighting style and superlative combat skill.

    Alignment: A fighter can arise from any alignment.

    Hit Die: d10

    Starting Gold: As Fighter.

    Class Skills
    The Fighter’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
    Skill Points per Level: (4 + Intelligence Modifier)

    Fighter
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Strike
    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Bonus Feat, True Toughness|-
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Fighting Tradition, Strike|1d6
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Combat Mastery 1, Weapons Training|1d6
    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Bonus Feat|1d6
    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Armoured Mobility, Fighting Tradition|2d6
    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bonus Feat|2d6
    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Combat Mastery 2, Rushed Step|2d6
    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Bonus Feat, Fighting Tradition|3d6
    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Preternatural Warrior|3d6
    10th|
    +10/+5/
    |
    +7
    |
    +7
    |
    +3
    |Bonus Feat, Combat Mobility|3d6
    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Combat Mastery 3, Fighting Tradition|4d6
    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Bonus Feat, Tide of Battle|4d6
    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Style Mastery|4d6
    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Bonus Feat, Fighting Tradition|5d6
    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Combat Mastery 4, Preternatural Defence|5d6
    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Bonus Feat|5d6
    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Fighting Tradition, Rushed Action|6d6
    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Bonus Feat, Evershifting Style|6d6
    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Combat Mastery 5|6d6
    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Bonus Feat, Fighting Tradition, Legendary Hero|7d6[/table]

    Weapon and Armour Proficiencies: A fighter is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (including tower shields).

    Bonus Feat: At 1st level, a fighter gets a bonus feat in addition to the feat that any 1st-level character gets. The fighter gains an additional bonus feat at 4th level and every two fighter levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats can't be drawn from the feats noted as Item Crafting or Metamagic 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.

    True Toughness (Ex): Fighters are some of the worlds toughest, and add their Constitution bonus to their Saving Throws. If you lack a Constitution score, then instead apply your Charisma bonus. The bonus applied from this ability cannot be higher than half your Fighter level (minimum 1).

    Fighting Traditions (Ex): The heroes of legend were more than simple warriors, they were icons who embodied the myriad aspects of war. Some were cunning tricksters who defeated their enemies with guile and treachery; others were mystic warriors who blended arcane power with mastery of blade and bow; still others were paragons of knightly renown, matchless fighters and deadly duellists.

    Through intense study, the Fighter has learned to master the techniques of these skilled warriors, developing a heroic fighting style that grants great power. At 2nd level and every 3 levels thereafter, the Fighter learns one of the following fighting traditions (also called styles). Each tradition grants a host of abilities, which are described below.


    Strike (Ex): Fighter’s are masters of combat, and have perfected how to inflict more power to each strike. A Fighter of second level possesses a pool of d6 he can allocate to successful attacks each round, how many dice he possesses is shown on the above table. On a successful attack, the fighter may add any or all of his Strike dice to the damage inflicted by his attack. Once Strike dice are added to an attack, they are lost until the beginning of your next turn.

    Combat Mastery (Ex): A fighter of 3rd level has an in depth understanding of his bodies capabilities, and how to utilise them. As such he can perform manoeuvres with skill surpassing other devoted combatants. When you attempt or attempt to resist a Bull Rush, Disarm, Feint, Grapple, or Trip you gain a +1 bonus to your roll. This bonus increases by 1 at 7th level and every 4 levels thereafter.
    Additionally, owing to your long experience using armour, you reduce the armour check penalty of any armour you wear by your combat mastery bonus.

    Weapons Training: Fighters are natural warriors, and with training they can learn to use any weapon. Upon reaching 3rd level; the Fighter can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

    In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

    Armoured Mobility (Ex): After surviving innumerous battles in armour, you have learnt how to move in armour with more finesse. At 5th level, the Maximum Dexterity bonus of any armour you don is increased by +1 per five fighter levels you possess.

    Rushed Step (Ex): After attaining 7th level, a Fighter can expend an immediate or swift action to make a 5 ft. step. Any checks you would have to make as a result of the 5 ft. step (such as an acrobatics check), suffer a -2 circumstance penalty. This ability can only be used once per encounter plus an additional use for every 4 fighter levels you possess.

    Preternatural Warrior (Ex): The skill of some warriors is known to be seen as supernatural. In some cases such as Arcane Knights and Martial Adepts it may be true supernatural power. But once a fighter has reached 9th level, any weapon he uses gain a +1 enhancement bonus per six levels of fighter, this enhancement bonus stacks with any the weapon already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Warrior ability, for Magical Weapon qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your weapon retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the weapon's appearances isn't modified by any enchantments this grants.

    Combat Mobility (Ex): Over time the fighter while mastered the timing of his strikes, and the ability to deal out several attacks in amazingly short periods. Upon reaching 10th level, the Fighter can make Full-Attacks as a standard action. This also allows him to make a full-attack with a charge.

    In addition, the Fighter no longer suffers a penalty to base land speed for moving in medium or heavy armour, or through difficult terrain.

    Tide of Battle (Ex): To survive in the world, one must be adaptable. A fighter of 12th level can react to changing circumstances swiftly, adopting exactly the right mind-set to defeat his foe. A number of times per day equal to half of his fighter level, a fighter can abandon one tradition and gain the benefits of any other tradition he knows as a swift action.

    Style Mastery (Ex): At 13th level, the fighter chooses one Tradition he knows – this Tradition is always active and the fighter may have one additional Tradition active at any time.

    If the selected tradition is an advanced tradition, the cost is permanently removed.

    Preternatural Defence (Ex): The hardiness of some warriors is said to be supernatural. Once a fighter has reached 15th level, any armour he dons gain a +1 enhancement bonus per eight levels of fighter, this enhancement bonus stacks with any the armour already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Defence ability, for Magical Armour qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your armour retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the armour's appearances isn't modified by any enchantments this grants (this means that Glamoured isn't an option for this ability).

    Rushed Action (Ex): Once the Fighter has reached 17th level, any turn in which he successfully hits an opponent with an attack, he gains an additional standard action. Any checks you would have to make as a result of the extra standard action (such as an attack roll), suffer a -2 circumstance penalty. Regardless of the number of attacks which hit, you only can gain one additional standard action per turn with this ability.

    Evershifting Style (Ex): Upon reaching 18th level, can react to changing circumstances with ridiculus speed, adopting exactly the right mind-set to defeat his foe. Once per encounter, fighter can abandon one tradition and gain the benefits of any other tradition he knows as a free action.

    Legendary Hero (Ex): A fighter of 20th level has ceased to emulate the heroes of legend – instead becoming one himself. The fighter becomes a hero of legend, his exploits attached to the school he ties herself to. As a living myth, the fighter seems larger than life, gaining a +2 bonus to all ability scores and no longer suffers all aging penalties.

    In addition, he may select another Tradition to be always active and the fighter may have another additional Tradition active at any time. If the selected tradition is an advanced tradition, the cost is permanently removed.
    Last edited by Milo v3; 2013-03-18 at 08:13 PM.
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