Difference between revisions of "User:Balmz/ffighter"

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|10th||class="left" | +10/+5 || +7 || +3 || +3
 
|10th||class="left" | +10/+5 || +7 || +3 || +3
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Combat Tactics|Combat Tactics]]
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| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Combat Tactics|Combat Tactics]],
 
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|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
 
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3
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'''{{Anchor|Favored Second Save}}:''' At first level a fighter may choose between having a good reflex or a good will save in addition to a good fortitude save but not both. Once chosen it can not be changed.
 
'''{{Anchor|Favored Second Save}}:''' At first level a fighter may choose between having a good reflex or a good will save in addition to a good fortitude save but not both. Once chosen it can not be changed.
 
  
 
'''{{Anchor|Combat Tactics}}:''' At second level and every even level after, a fighter may choose from a list of combat tactics to have. These tactics assist in battle and can aid other characters as well. Each one may only be chosen once.
 
'''{{Anchor|Combat Tactics}}:''' At second level and every even level after, a fighter may choose from a list of combat tactics to have. These tactics assist in battle and can aid other characters as well. Each one may only be chosen once.
  
*''Meat shield:'' Allies one square away from the fighter gain a shield bonus equal to 1/2 the fighter's HD + any shield bonus from a shield the fighter is wearing if any.  
+
*''Meat Shield:'' Allies one square away from the fighter gain a shield bonus equal to 1/2 the fighter's HD + any shield bonus from a shield the fighter is wearing if any.  
  
*''Take the Blow:'' The fighter may switch spots with an ally one square away as a free action and take damage or an effect meant for that character a number of times per encounter equal to 1/2 their fighter level.
+
*''Take the Blow:'' The fighter may switch spots with an ally one square away as a free action or an immediate action and take damage or an effect meant for that character a number of times per encounter equal to 1/2 their fighter level.
  
 
*''Shattering Sunder:'' When sundering a weapon or shield and having it break the fighter can have the destroyed item's debris fly into the character's face dealing damage to that character equal to the item's hp.  
 
*''Shattering Sunder:'' When sundering a weapon or shield and having it break the fighter can have the destroyed item's debris fly into the character's face dealing damage to that character equal to the item's hp.  
  
*''Watching:'' The fighter can make allies within 10 feet immune to being flanked or sneak attacked from foes unless they have 4 more rogue levels then the fighter has fighter levels as long as the fighter can see and hear where the allies are with a swift action each round.
+
*''Watching:'' The fighter can make allies within 10 feet immune to being flanked or sneak attacked from foes unless the foe or foes have 4 more rogue levels then the fighter has fighter levels as long as the fighter can see and hear where the allies are with a swift action each round.
  
 
*''Long Step:'' A fighter may move 10 feet instead of 5 when taking a 5 foot step if they wish.
 
*''Long Step:'' A fighter may move 10 feet instead of 5 when taking a 5 foot step if they wish.
  
*''Examining:'' A fighter can give allies within 15 feet a insight bonus equal to 1/2 the fighter level on attack rolls or damage rolls with a swift action for a number of rounds equal to 1/2 their fighter levels.
+
*''Examining:'' A fighter can give allies within 15 feet a insight bonus equal to 1/2 the fighter level on attack rolls or damage rolls with a swift action on the fighter's turn for a number of rounds equal to 1/2 their fighter levels. A fighter cannot stack the bonuses with a swift action each round but can give any allies that are in range that weren't before the bonus with a new swift action.
  
 
*''Violent Distraction:'' The fighter can when attacking a foe or focusing on a foe be so distracting that the foe if they go after other allies take a penalty equal to 1/2 the fighter's level on all rolls and checks unless they attack only the fighter. Doing this requires a full action but can be combined with a full attack. Spellcasters and manifesters must make a DC 15 + level of spell or power spellcraft or psicraft check or lose the spell/power.
 
*''Violent Distraction:'' The fighter can when attacking a foe or focusing on a foe be so distracting that the foe if they go after other allies take a penalty equal to 1/2 the fighter's level on all rolls and checks unless they attack only the fighter. Doing this requires a full action but can be combined with a full attack. Spellcasters and manifesters must make a DC 15 + level of spell or power spellcraft or psicraft check or lose the spell/power.
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*''See the Oddity:'' A fighter can attempt as a move action to focus on targets who are under the effects of blur, displacement, blink or similar effects. The fighter must make a DC 20 Intelligence check on the target. If they pass the check, the fighter ignores the effect for the duration of the encounter and can point out it to allies who gain a insight bonus on attack rolls against the target equal to 1/2 the fighter's levels.
 
*''See the Oddity:'' A fighter can attempt as a move action to focus on targets who are under the effects of blur, displacement, blink or similar effects. The fighter must make a DC 20 Intelligence check on the target. If they pass the check, the fighter ignores the effect for the duration of the encounter and can point out it to allies who gain a insight bonus on attack rolls against the target equal to 1/2 the fighter's levels.
  
*''Keep Moving:'' A fighter may run for a number of rounds equal to 2x their constitution score before they need to make a Constitution check. Additionally they only need to make a check every odd turn and require only 30 seconds(5 rounds) to rest.
+
*''Keep Moving:'' A fighter may run for a number of rounds equal to 2x their constitution score before they need to make a Constitution check. Additionally they only need to make a check every odd turn and require only 30 seconds(5 rounds) to rest when they fail the check.
  
*''Block Opportunity:'' A Fighter within 10 feet of an ally can block an attack of opportunity against one ally as a move action a number of times per encounter equal to 1/2 their fighter level.
+
*''Block Opportunity:'' A Fighter within 10 feet of an ally can block an attack of opportunity against one ally as a move action a number of times per encounter equal to 1/2 their fighter level. When the fighter has 10 or more fighter levels they can block it as a swift or immediate action.
  
*''Surprise Strike:'' A fighter who is aware during a surprise round and attacks a foe who is unaware has their attack on their target always hit.
+
*''Surprise Strike:'' A fighter who is aware during a surprise round and attacks a foe or foes who is unaware has their attack on their target always hits that target.
  
  
 
'''{{Anchor|Martial Talents}}:''' At level 3 and every odd level after the fighter may choose from a list of talents to learn. These talents vary in use and type. Each talent may only be chosen once unless otherwise stated.
 
'''{{Anchor|Martial Talents}}:''' At level 3 and every odd level after the fighter may choose from a list of talents to learn. These talents vary in use and type. Each talent may only be chosen once unless otherwise stated.
  
*''High Health'': The fighter gains an additional 12 hp. This option can be chosen thrice.   
+
*''High Health'': The fighter gains an additional 12 hp. This option can be chosen thrice. If chosen thrice the fighter permanently has their constitution increased by 2.   
  
 
*''Fleet of Foot'': the fighter gains an additional 10 feet of movement in combat. This option can be chosen 4 times.
 
*''Fleet of Foot'': the fighter gains an additional 10 feet of movement in combat. This option can be chosen 4 times.
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*''Oriented'': If a fighter saves against an effect that would make them dazed instead of being stunned, they can make a second save to avoid being dazed.
 
*''Oriented'': If a fighter saves against an effect that would make them dazed instead of being stunned, they can make a second save to avoid being dazed.
  
*''War hardened'': The fighter gains a insight bonus equal to 1/3 their fighter level rounded up against fear effects.
+
*''War Hardened'': The fighter gains a insight bonus equal to 1/3 their fighter level rounded up against fear effects.
  
*''Strong Build'': The fighter counts as one size larger when it would be beneficial to them.
+
*''Strong Build'': The fighter counts as one size larger when it would be beneficial to them except for damage rolls for attacks the fighter does.
  
 
*''Quick Charge'':The fighter may charge as a standard action instead of a full action. This can be chosen twice, a second choice makes charging a move action.
 
*''Quick Charge'':The fighter may charge as a standard action instead of a full action. This can be chosen twice, a second choice makes charging a move action.
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*''Robust Body:'' The fighter now is staggered only if the nonlethal damage they have is double their current hit points.   
 
*''Robust Body:'' The fighter now is staggered only if the nonlethal damage they have is double their current hit points.   
 
   
 
   
*''Fast Action:'' The fighter may gain an additional move action during their turn a number of times per encounter equal to 1/2 their fighter level without issue. Once this limit is reached the fighter can force themselves to gain another move action but must make a DC 16 constitution to do so which increases by 2 each time the fighter forces themselves to move. Failing the check prevents any additional uses for the encounter and causes 1d3 nonlethal damage.   
+
*''Fast Action:'' The fighter may gain an additional move action during their turn a number of times per encounter equal to 1/2 their fighter level without issue. Once this limit is reached the fighter can force themselves to gain another move action but must make a DC 16 constitution to do so which increases by 2 each time the fighter forces themselves to move. Failing the check prevents any additional uses for the encounter and causes 1d6 nonlethal damage.   
 +
 
 +
*''Withstand the Blow:''The fighter if they fail a death effect or massive damage save the fighter now is reduced to -5 hp instead of dying instantly. This can only be used once a day if the fighter has rested for 8 hours beforehand.
 +
 
 +
*''Planted:''The fighter gains a competence bonus equal to 1/2 their fighter levels on saves against bull rushes, overruns or being knocked prone
  
 
====Epic Fighter====
 
====Epic Fighter====
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|21st|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|21st|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|-  
 
|-  
|22nd|| class="left" | [[#Bonus Feats|Bonus Feat]]
+
|22nd|| class="left" | [[#Bonus Feats|Bonus Feat]],[[#Combat Tactics|Combat Tactics]]
 
|-  
 
|-  
 
|23rd|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|23rd|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|-  
 
|-  
|24th|| class="left" | [[#Bonus Feats|Bonus Feat]]
+
|24th|| class="left" | [[#Bonus Feats|Bonus Feat]],[[#Combat Tactics|Combat Tactics]]
 
|-  
 
|-  
 
|25th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|25th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|-  
 
|-  
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]]
+
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]],[[#Combat Tactics|Combat Tactics]]
 
|-  
 
|-  
 
|27th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|27th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|-  
 
|-  
|28th|| class="left" | [[#Bonus Feats|Bonus Feat]]
+
|28th|| class="left" | [[#Bonus Feats|Bonus Feat]],[[#Combat Tactics|Combat Tactics]]
 
|-  
 
|-  
 
|29th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|29th|| class="left" |[[#Bonus Feats|Bonus Feat]] ,[[#Martial Talents|Martial Talents]]
 
|-  
 
|-  
|30th|| class="left" | [[#Bonus Feats|Bonus Feat]]
+
|30th|| class="left" | [[#Bonus Feats|Bonus Feat]],[[#Combat Tactics|Combat Tactics]]
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |

Revision as of 16:53, 26 June 2019

Fighter

Making a Fighter

Alignment: Any.

Starting Age: Moderate.

Table: The Fighter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat, Combat Expertise, Favored Second Save
2nd +2 +3 +0 +0 Bonus Feat, Combat Tactics
3rd +3 +3 +1 +1 Bonus Feat ,Martial Talents
4th +4 +4 +1 +1 Bonus Feat, Combat Tactics
5th +5 +4 +1 +1 Bonus Feat ,Martial Talents
6th +6/+1 +5 +2 +2 Bonus Feat, Improved Full Attack, Combat Tactics
7th +7/+2 +5 +2 +2 Bonus Feat ,Martial Talents
8th +8/+3 +6 +2 +2 Bonus Feat, Combat Tactics
9th +9/+4 +6 +3 +3 Bonus Feat ,Martial Talents
10th +10/+5 +7 +3 +3 Bonus Feat, Combat Tactics,
11th +11/+6/+1 +7 +3 +3 Bonus Feat ,Martial Talents
12th +12/+7/+2 +8 +4 +4 Bonus Feat , Combat Tactics, Improved Full Attack
13th +13/+8/+3 +8 +4 +4 Bonus Feat ,Martial Talents
14th +14/+9/+4 +9 +4 +4 Bonus Feat, Combat Tactics
15th +15/+10/+5 +9 +5 +5 Bonus Feat ,Martial Talents
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat, Combat Tactics
17th +17/+12/+7/+2 +10 +5 +5 Bonus Feat ,Martial Talents
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat,Combat Tactics
19th +19/+14/+9/+4 +11 +6 +6 Bonus Feat ,Martial Talents
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Combat Tactics

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex),Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Gather Information (Cha), Listen (Wis) , Profession (Wis), Search (Int), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) .

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, 4 exotic weapons of their choice, 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 each level they have in fighter. 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.

Combat Expertise: A fighter gains the combat expertise feat for free at level 1 even if they do not meet the requirements.

Improved Full Attack: At level 6 a fighter may use a full attack as a standard action. At 12th they may use a full attack as a move action on foes that are stunned, nauseated, asleep, exhausted, blinded or frightened a number of times per encounter equal to 1/2 their fighter level.

Favored Second Save: At first level a fighter may choose between having a good reflex or a good will save in addition to a good fortitude save but not both. Once chosen it can not be changed.

Combat Tactics: At second level and every even level after, a fighter may choose from a list of combat tactics to have. These tactics assist in battle and can aid other characters as well. Each one may only be chosen once.

  • Meat Shield: Allies one square away from the fighter gain a shield bonus equal to 1/2 the fighter's HD + any shield bonus from a shield the fighter is wearing if any.
  • Take the Blow: The fighter may switch spots with an ally one square away as a free action or an immediate action and take damage or an effect meant for that character a number of times per encounter equal to 1/2 their fighter level.
  • Shattering Sunder: When sundering a weapon or shield and having it break the fighter can have the destroyed item's debris fly into the character's face dealing damage to that character equal to the item's hp.
  • Watching: The fighter can make allies within 10 feet immune to being flanked or sneak attacked from foes unless the foe or foes have 4 more rogue levels then the fighter has fighter levels as long as the fighter can see and hear where the allies are with a swift action each round.
  • Long Step: A fighter may move 10 feet instead of 5 when taking a 5 foot step if they wish.
  • Examining: A fighter can give allies within 15 feet a insight bonus equal to 1/2 the fighter level on attack rolls or damage rolls with a swift action on the fighter's turn for a number of rounds equal to 1/2 their fighter levels. A fighter cannot stack the bonuses with a swift action each round but can give any allies that are in range that weren't before the bonus with a new swift action.
  • Violent Distraction: The fighter can when attacking a foe or focusing on a foe be so distracting that the foe if they go after other allies take a penalty equal to 1/2 the fighter's level on all rolls and checks unless they attack only the fighter. Doing this requires a full action but can be combined with a full attack. Spellcasters and manifesters must make a DC 15 + level of spell or power spellcraft or psicraft check or lose the spell/power.
  • Always Ready: A fighter who is not unconscious or unable to act is never caught flatfooted as well as their allies. A fighter who is asleep also does not suffer penalties to listen checks.
  • Rally Up: A fighter may help a single ally suffering from any form of fear, sickened, nauseated, dazzled, dazed, stunned or confused with in 10 feet by trying to motivate them to shake it off. The fighter can as a move action assist the character and give them a second chance to try and negate the effect on the ally. The ally uses the fighter's relevant save to attempt to remove the effect. This can only be attempted once per character per effect.
  • Stand Strong: Allies within 10 feet per 5 fighter levels of the fighter gain a bonus on fear effects equal to 1/2 the fighter's class levels in fighter.
  • Helping Hand: A fighter who is within 5 feet of an ally who is prone can help them back up as a swift action that does not provoke an attack of opportunity. When the fighter has 12 levels in fighter they can help them as a free action or help two allies as a swift action.
  • See the Oddity: A fighter can attempt as a move action to focus on targets who are under the effects of blur, displacement, blink or similar effects. The fighter must make a DC 20 Intelligence check on the target. If they pass the check, the fighter ignores the effect for the duration of the encounter and can point out it to allies who gain a insight bonus on attack rolls against the target equal to 1/2 the fighter's levels.
  • Keep Moving: A fighter may run for a number of rounds equal to 2x their constitution score before they need to make a Constitution check. Additionally they only need to make a check every odd turn and require only 30 seconds(5 rounds) to rest when they fail the check.
  • Block Opportunity: A Fighter within 10 feet of an ally can block an attack of opportunity against one ally as a move action a number of times per encounter equal to 1/2 their fighter level. When the fighter has 10 or more fighter levels they can block it as a swift or immediate action.
  • Surprise Strike: A fighter who is aware during a surprise round and attacks a foe or foes who is unaware has their attack on their target always hits that target.


Martial Talents: At level 3 and every odd level after the fighter may choose from a list of talents to learn. These talents vary in use and type. Each talent may only be chosen once unless otherwise stated.

  • High Health: The fighter gains an additional 12 hp. This option can be chosen thrice. If chosen thrice the fighter permanently has their constitution increased by 2.
  • Fleet of Foot: the fighter gains an additional 10 feet of movement in combat. This option can be chosen 4 times.
  • Iron Guts: If the fighter saves against an effect that would make them sickened instead of nauseated, they can make a second save to avoid being sickened.
  • Oriented: If a fighter saves against an effect that would make them dazed instead of being stunned, they can make a second save to avoid being dazed.
  • War Hardened: The fighter gains a insight bonus equal to 1/3 their fighter level rounded up against fear effects.
  • Strong Build: The fighter counts as one size larger when it would be beneficial to them except for damage rolls for attacks the fighter does.
  • Quick Charge:The fighter may charge as a standard action instead of a full action. This can be chosen twice, a second choice makes charging a move action.
  • Second Skin: Heavy and medium armor no longer slows the fighter down when worn or causes them to be fatigued if they sleep in it.
  • Natural Part of Me: Worn armor and up to 4 worn weapons no longer count as carried weight or affect encumbrance for the fighter.
  • Robust Body: The fighter now is staggered only if the nonlethal damage they have is double their current hit points.
  • Fast Action: The fighter may gain an additional move action during their turn a number of times per encounter equal to 1/2 their fighter level without issue. Once this limit is reached the fighter can force themselves to gain another move action but must make a DC 16 constitution to do so which increases by 2 each time the fighter forces themselves to move. Failing the check prevents any additional uses for the encounter and causes 1d6 nonlethal damage.
  • Withstand the Blow:The fighter if they fail a death effect or massive damage save the fighter now is reduced to -5 hp instead of dying instantly. This can only be used once a day if the fighter has rested for 8 hours beforehand.
  • Planted:The fighter gains a competence bonus equal to 1/2 their fighter levels on saves against bull rushes, overruns or being knocked prone

Epic Fighter

Table: The Epic Fighter

Hit Die: d12

Level Special
21st Bonus Feat ,Martial Talents
22nd Bonus Feat,Combat Tactics
23rd Bonus Feat ,Martial Talents
24th Bonus Feat,Combat Tactics
25th Bonus Feat ,Martial Talents
26th Bonus Feat,Combat Tactics
27th Bonus Feat ,Martial Talents
28th Bonus Feat,Combat Tactics
29th Bonus Feat ,Martial Talents
30th Bonus Feat,Combat Tactics

4 + Int modifier skill points per level.

Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every level after 20th.

Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on their bonus feat list.



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