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    Ogre in the Playground
    Join Date
    Jul 2012
    Lost in my imagination

    Default Fighter Fix [PEACH]

    Some A lot of this is shamelessly stolen from Qwertyu63's 'Mundanes are allowed to have nice things' kick. Love ya, Qwerty!

    The Fighter
    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +0 Bonus Feat
    2nd +2 +3 +0 +0 Bonus Feat, battle supremacy +1, +1d6
    3rd +3 +3 +1 +1 Shake the Body
    4th +4 +4 +1 +1 Bonus Feat
    5th +5 +4 +1 +1 Juggernaut
    6th +6/+1 +5 +2 +2 Bonus Feat, battle supremacy +2, +2d6
    7th +7/+2 +5 +2 +2 Defensive Training
    8th +8/+3 +6 +2 +2 Bonus Feat, flying leap
    9th +9/+4 +6 +3 +3 Sudden Move
    10th +10/+5 +7 +3 +3 Bonus Feat, battle supremacy +3, +3d6
    11th +11/+6/+1 +7 +3 +3 Sheilding weapon
    12th +12/+7/+2 +8 +4 +4 Bonus Feat
    13th +13/+8/+3 +8 +4 +4 Clear Eyes
    14th +14/+9/+4 +9 +4 +4 Bonus Feat, battle supremacy +4, +4d6
    15th +15/+10/+5 +9 +5 +5 Rapid Strike
    16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
    17th +17/+12/+7/+2 +10 +5 +5 Giant's Power
    18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat, battle supremacy +5, +5d6
    19th +19/+14/+9/+4 +11 +6 +6 Crippling Charge
    20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, unstoppable

    Alignment: Any.
    Hit Die: d10.

    Class Skills: The fighterís class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (4 + Int modifier) ◊4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    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, medium, and light) and shields (including 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, ect). 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.

    Juggernaut (Ex): At 5th level or higher, a fighter can endure greater punishment before going down. They can heal a number of hit points of damage equal to twice their current fighter level each day, and they can spread this healing out among several uses.

    Battle Supremacy (Ex): Starting at 2nd level, a Fighter gains a +1 competence bonus to Initiative, and to special combat actions (Bull Rush, Disarm, etc). Furthermore, he deals +1d6 damage when attacking while flanking. These bonuses increase by 1 and 1d6 respectively every four levels after 2nd.

    Shake the Body (Ex): Starting at 3rd level a fighter can designate a melee attack as a gut attack. If they do, don't make an attack roll for that attack. Instead, your target must make a Fortitude saving throw with a DC equal to 10+half of your BAB+your Constitution modifier (If the attack replaced was at a lower BAB due to being part of a full attack, use this lower BAB to calculate the DC). If they fail this saving throw, they are sickened until the end of your next turn. Once you make a gut attack, you may not make another gut attack for 5 rounds.

    Defensive Training (Ex): Starting at 7th level a fighter gains a training bonus to AC equal to the number of attacks in their full attack routine beyond the first.

    Flying Leap (Ex): Starting at 8th level a fighter can, once per day per point of Str modifier you have, you may make a special Jump check with a DC of 23. Success on this check grants you a jump speed equal to your base land speed for 5 minutes.
    -Jump Speed: As a move action you may jump up to your jump speed in any direction. As a double move action you may jump up to 2x your jump speed. The PC may also take the run action while jumping which is base speed x4 (x5 with run feat). Unlike most jumping, this does not require a running start. You may choose to jump less then the full distance allowed to you, if you wish.

    You can make these jumps off of any surface (walls, floors, ceilings, trees, other creatures up there, etc). As a full round action, you may jump up to your jump speed in any direction without any support at all, but you take 1 point of non-lethal damage for doing this.

    Furthermore, if you are in freefall, you may choose to fall half the speed you would fall. Making this choice is a free action, and lasts until you hit the ground or jump again. This slowdown, in addition to slowing your fall to control your location, cuts any falling damage you would take from that fall in half.

    This overrides the normal rules for jumping.

    Sudden Move (Ex):Starting at 9th level a fighter can, once per day per point of Dex modifier you have, you may, as a standard action, make a special Tumble check with a DC of 24. Success on this check allows you to teleport up to 50'.

    Shielding Weapon (Ex): Starting at 11th level a fighter can, a number of times per day equal to half your fighter level (Round up) you can block an incoming attack with your weapon. When an enemy makes a melee or ranged attack against you, you can use this ability to oppose that attack by making an attack roll with any melee weapon you are holding.
    Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You canít use this if you are denied your Dexterity bonus to AC against your attacker.

    Clear Eyes (Ex): Starting at 13th level a fighter can, once per day per point of Wis modifier they have, they may, as a standard action, make a special Spot check with a DC of 26. Success on this check grants you the effects of a True Seeing spell for 5 minutes.

    Rapid Strike (Ex): Starting at level 15 a fighter can attack multiple times in a standard action. When you would attack as a standard action you may make a second attack at a BAB of 5 less. When your BAB reaches 16, you may make a 3rd attack at a BAB of 5 less than the second.

    Giant's Power (Ex): Starting at 17th level a number of times per day equal to their fighter level, a fighter can deal damage as if you were one size larger than normal. This benefit improves your weapon and unarmed strike damage but it does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach. This ability lasts 1 round per fighter level per use.

    Crippling Charge (Ex): Starting at 19th level 5 times per day, a fighter can, charge an opponent and their charge attack deals an extra 15 points of damage. In addition the target must make a fortitude save or take 1d6 points of Strength damage. The DC for the save is equal to 10+half of your BAB+your Constitution modifier.
    You do not provoke attacks of opportunity for moving as part of this charge.

    Unstoppable (Ex): Starting 20th level a fighter can once per day enter an unstoppable fury. While in an unstoppable fury the fighter can not take damage and they automatically pass all saving throws. Once they enter an unstoppable fury, they remain in it for one minute.
    Last edited by asdflove; 2014-04-01 at 09:16 AM.
    My pronouns are they/them, but I don't care much.

    My PbP Characters:
    Ailian Sunblazer

    My Homebrew

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