A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Halfling in the Playground
     
    Twin Dragons's Avatar

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    Sep 2010
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    Phoenix, AZ
    Gender
    Male

    Default [Pathfinder: Sarūnia] Base Class: Fighter


    Alignment: Fighters may be of any alignment.
    Hit Die: D10

    CLASS SKILLS
    The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering, Local or Nature) (Int), Knowledge

    (Engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis) and Swim (Str).
    Skill Ranks Per Level: 4 + Int modifier.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Bonus Feats|Bravery
    1|+1|+2|+0|+0|Endurance, Weapon Bond||+1
    2|+2|+3|+0|+0|Armor Expertise 1|1st|
    3|+3|+3|+1|+1|Weapon Expertise 1||+2
    4|+4|+4|+1|+1|Weapon of Legend|2nd|
    5|+5|+4|+1|+1|Armor Expertise 2||+3
    6|+6/+1|+5|+2|+2|Weapon Expertise 2|3rd|
    7|+7/+2|+5|+2|+2|Spiritual Weapon Bond||+4
    8|+8/+3|+6|+2|+2|Armor Expertise 3|4th|
    9|+9/+4|+6|+3|+3|Weapon Expertise 3||+5
    10|+10/+5|+7|+3|+3|Refuse Fatigue|5th|
    11|+11/+6/+1|+7|+3|+3|Armor Expertise 4||+6
    12|+12/+7/+2|+8|+4|+4|Weapon Expertise 4|6th|
    13|+13/+8/+3|+8|+4|+4|Armor Mastery (1/-)||+7
    14|+14/+9/+4|+9|+4|+4|Weapon Supremacy 1|7th|
    15|+15/+10/+5|+9|+5|+5|Weapon Expertise 5||+8
    16|+16/+11/+6/+1|+10|+5|+5|Armor Mastery (3/-)|8th|
    17|+17/+12/+7/+2|+10|+5|+5|Weapon Supremacy 2||+9
    18|+18/+13/+8/+3|+11|+6|+6|Weapon Expertise 6|9th|
    19|+19/+14/+9/+4|+11|+6|+6|Armor Mastery (5/-)||+10
    20|+20/+15/+10/+5|+12|+6|+6|Tireless, Weapon Supremacy 3|10th|[/table]

    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 all armor (heavy, light, and medium) and shields (including tower shields).

    Bravery (Ex): Starting at 1st level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 at every odd level.

    Endurance: At 1st level the fighter gains endurance as a bonus feat.

    Weapon Bond (Ex): Select one weapon that you are proficient with. You are automatically focused (as per the feat Weapon Focus) with it. In addition the weapon becomes a physical extension of your soul. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action.

    Armor Expertise (Ex): Starting at 2nd level the fighter learns to be more maneuverable while wearing armor. Whenever wearing armor the fighter reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every three levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition the fighter can also move at their normal speed while wearing medium armor. At 7th level the fighter can move at their normal speed while wearing heavy armor.

    Bonus Feats: At 2nd level and at every even level thereafter, the fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

    Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. The fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    Weapon Expertise (Ex): Starting at 3rd level the fighter selects one group of weapons, as noted below. Whenever using a weapon from the chosen group the fighter gains a +1 bonus on attack and damage rolls.

    Every three levels thereafter (6th, 9th, 12th, 15th and 18th) the fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, a 9th level fighter receives a +1 bonus on attack and damage rolls with one weapon group, a +2 bonus on attack and damage rolls with the weapon group selected at 6th level and a +3 bonus on attack and damage rolls with the weapon group selected at 3rd level. Bonuses granted from overlapping groups do not stack.

    Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

    Anchorite: kama, nunchaku, quarterstaff, sai, shuriken, siangham and unarmed strike.
    Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe and throwing axe.
    Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
    Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
    Bows: composite longbow, composite shortbow, longbow, and shortbow.
    Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
    Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
    Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
    Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
    Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
    Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
    Pole Arms: glaive, guisarme, halberd, and ranseur.
    Spears: javelin, lance, longspear, shortspear, spear, and trident.
    Thrown: blowgun, bolas, club, dagger, dart, half ling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

    Weapon of Legend (Ex): At 4th level your bonded weapon comes to symbolize your growing mastery and fame. You must give it a name that symbolizes your fighting style or deeds, if you have not yet done so. As long as your bonded weapon is visible, you gain a +2 bonus to all Diplomacy, Intimidate, Gather Information and demoralization checks. This bonus applies to any settlement that you have frequented in the past.

    If you lose your bonded weapon, you must grant your new one a different name.

    When you enter a city or town for the first time, it takes a number of days equal to 3D4 - half your class level for your reputation to spread. If the result is 0, your reputation immediately grants you the benefits of this ability; perhaps your reputation precedes you.

    Spiritual Weapon Bond (Su): A 7th the fighter forms a spiritual bond with her bonded weapon. This bond allows the fighter to summon the weapon to her hands. In order for this ability to work, the weapon must be on the same plane as the fighter and must be unattended. If the weapon is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 15 + the fighters level) in order to keep it in their possession.

    In addition the fighters bonded weapon gains a +1 enhancement bonus, with an additional +1 enhancement bonus per five fighter levels.

    Refuse Fatigue (Ex): At 10th level as long as the fighter gets a good night's rest (8 hours), she does not suffer from fatigue.

    Armor Mastery (Ex): At 13th level, a fighter gains DR 1/— whenever he is wearing armor or using a shield. Every two levels thereafter the fighter's damage reduction increases +2.

    Weapon Supremacy (Ex): At 14th level and every three levels thereafter, the fighter chooses one weapon; such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition the fighter cannot be disarmed while wielding the chosen weapon.

    Tireless (Ex): At 20th level the fighter becomes immune to the effects of exhaustion and fatigue.
    Extended Signature

    Spoiler
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    I am a... (retook on 09/13/11)
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    Lawful Neutral Human Druid/Cleric (2nd/2nd Level)

    Ability Scores:
    STR 9, DEX 11, CON 12, INT 13, WIS 14, CHA 14


  2. - Top - End - #2
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: [Pathfinder: Sarūnia] Base Class: Fighter

    Event though this fix is better than the core Fighter, it doesn't handle any of the Fighter's issues and doesn't reallocate it into a higher tier.

    Here's the least amount of work I know of to fix many of its issues (and in the process benefit the other noncasters)

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