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User:Balmz/fighter4

3,973 bytes added, 18:01, 25 November 2020
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Class Features
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<div>{{Anchor|Table: The Fighter}}</div>
Hit Die: d12d10
|-
! rowspan="2" | Level
|-
|2nd|| class="left" | +2 || +3 || +3 || +3
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]] 
|-
|3rd|| class="left" | +3 || +3 || +3 || +3
|-
|4th|| class="left" | +4 || +4 || +4 || +4
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]]
|-
|5th|| class="left" | +5 || +4 || +4 || +4
|-
|6th|| class="left" | +6/+1 || +5 || +5 || +5
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Inculcation|inculcation]], [[#StratagemMartial Master|stratagemMartial Adept]]
|-
|7th|| class="left" | +7/+2 || +5 || +5 || +5
|-
|8th|| class="left" | +8/+3 || +6 || +6 || +6
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]]
|-
|9th|| class="left" | +9/+4 || +6 || +6 || +6
|-
|10th||class="left" | +10/+5 || +7 || +7 || +7
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Martial MasterInculcation|Martial Expert]], [[#Stratagem|stratageminculcation]]
|-
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7
|-
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]], [[#Martial Master|Martial Expert]]
|-
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
|-
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]]
|-
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9
|-
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +19
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]]
|-
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10
|-
|18th||class="left" | +18/+13/+8/+3 || +11 || +11|| +11
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#StratagemInculcation|stratageminculcation]]
|-
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
|-
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Martial Master|Martial GrandMasterMaster]], [[#StratagemInculcation|stratageminculcation]]
|- class="noalt"
| colspan="42" class="skill" |
All of the following are class features of the fighter.
'''Weapon and Armor Proficiency:''' A fighter is proficient with their unarmed strikes and natural weapons, all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]). At character creation, the fighter can choose up to 3 additional exotic weapons equipment to be proficient in(weapons, shields, armor). If multiclassing as a fighter later on, the character can become proficient in their chosen 3 weapons equipment by spending 12 hours each training with the 3 weapons chosen equipment of their choice.
'''{{Anchor|Bonus Feats}}:''' At 1st level, a fighter gets 1 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, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as [[SRD:Fighter Bonus Feats|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.
The save against a fighter's abilities class features is DC 10 + 1/2 BAB + strength or dexterity modifier unless otherwise stated.
The fighter can choose which ability score to use when using their fighter class features.
'''{{Anchor|Marked for Death}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can with this ability choose a single foe they can see or hear on the battlefield. For the duration of the encounter as long as the fighter is engaged with only the marked foe, the marked foe if it attacks anyone other then the fighter takes a penalty equal to 1/2 the fighter's level (minimum 1) to all rolls, checks, armor class and reflex/will saves and now suffers a 10% per 5 fighter levels (You start with 10% and can reach a max of 50%) spell/psionics failure chance (this applies to divine magic and any form of spells, spell like abilities, psionics or psi like abilities as well).The fighter can also when fighting a magic/psionics using foe that is casting defensively make either a reflex save, spot check or dexterity check against the caster/manifester's concentration check or casting/manifester ability score, if the fighter passes the save/check for that round they can attack the caster/manifester and disrupt the magic/psionics as normal even if the marked foe is casting defensively. Failure means the fighter can not make attacks of opportunity against the caster/manifester and must try again next round if the target is still casting defensively.
'''{{Anchor|Marked for Death}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Additionally the fighter can with this ability choose a single foe they can see or hear. For the duration of the encounter as long as the fighter is they are engaged with only the marked foe, the marked foe if it attacks anyone other then the fighter takes gains a penalty circumstance bonus equal to 1 + 1/2 the fighter's level (minimum 1) to all rolls, checks, armor class and relexac/will saves and now suffers a 10% per 5 fighter levels (You start with 10% and can reach a max of 50%) spelldr- /psionics failure chance (this applies to divine magic and any form of spells or spell like abilities or psionics or psi like abilities as well).The fighter can also when fighting a magic/psionics using foe that is casting defensively make either a reflex save or dexterity check sr against the caster/manifesterfoe's concentration check, if attacks and to saves/checks against the fighter wins, they can attack the caster/manifester targeted foe abilities and disrupt the magic/psionics . The fighter gains damage reduction/- and spell resistance even if they don't have it normally but only against the marked foe is casting defensively for that round.
Additionally Engaged can mean a variety of things such as the fighter as long as they are engaged with only attacking the marked foe gains a circumstance bonus equal , trying to 1/2 block only the fightermarked foe's level (minimum 1) movement or actions or the fighter trying in someway to ac/ dr- /sr against either impede, harm, distract, annoy, blockade, harry, disrupt or hamper the marked foe's attacks and saves against only the targeted marked foe abilities and magic/psionics. The fighter gains damage reduction/- and spell resistance even if they don't have it normally.
Engaged can mean a variety of things such as the fighter only attacking At level 3 the marked foe, trying to block additionally can now only the marked foe's movement or actions move at half speed if not attacking or engaging only the fighter trying in someway unless it passes a reflex save each round it is being engaged. Additionally if it wishes to either impedemake an attack of opportunity against an ally, harm or hamper the marked foe and only the marked foeit must make a reflex save to attempt it. Failure means their attack of opportunity is wasted.
At level 3 6 the marked foe additionally as long as the fighter is engaged with the foe can now only move at half speed if not attacking be flanked by allies that are adjacent to the fighter or the marked foe or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would normally be unable to be flanked, sneak attacked or engaging only similar effects, the fighter unless it passes allies can each make a reflex save each dexterity check against the marked foe, if the allies win the check, the marked foe can be flanked for that round it is being engaged and by the allies who passed the check. The marked foe must also if it wishes to use an immediate action or swift action make a reflex save or be unable to use it for that round.
At level 6 the marked foe as long as 9 if the fighter is has engaged with the foe can be flanked by allies that are adjacent to the fighter or the marked foe for 3 or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would normally be unable to be flanked or sneak attackedconsecutive rounds, the allies fighter can each now make either a opposed dexterity check or opposed intelligence check or a spot check vs marked foe's dexterity against the marked foe, if the allies win fighter wins the fighter can now treat their attacks against the check, engaged foe as touch attacks as long as they are engaged with the marked foe . If the fighter fails they can be flanked for that round by try again after 3 or more consecutive rounds of being engaged with the allies who passed the checkfoe.
At level 9 12 The fighter if the fighter has engaged the with a marked foe for 3 or more consecutive roundsagainst can now also if the marked foe is using on themselves or an area the marked foe is in magic/psionics that is either illusion, abjuration, gives the fighter can now marked foe either concealment/total concealment, soft cover, a bonus to ac or damage reduction or energy resistance make either a will save as if it was a hostile effect targeted on them, a dexterity check or intelligence check against that foeor a spot check as if it was a hostile effect targeted on them, if they pass, the fighter wins can as long as they are engaged with the marked foe ignore the effects and bonuses the marked foe would get that the fighter passed the save or check against. If the fighter fails they can now treat their attacks against try again after 3 or more consecutive rounds of being engaged with the foe as touch attacks. The fighter can keep trying to pass the check.
At Level 15 the fighter only needs to be engaged for 1 round with the marked foe to gain the effects listed at level 12 9, if they fail they can try again next round. Additionally if the marked foe wishes to use a move action, it must make a reflex save or be unable to use it for that round. The fighter now also if engaged with a the marked foe for 3 4 or more consecutive rounds can take 10 on their attack rolls against can now also if the marked foe is using magic/psionics that gives the marked foe a bonus to ac or damage reduction or energy resistance make either a will save as if it was a hostile effect targeted on them or a dexterity check, if they pass, the fighter can wish for as long as they are engaged with the foe bypass the bonuses to ac and damage reduction the effects they passed against give the marked foe with the fighter's attacks.
At Level 15 level 18 the fighter only needs to be engaged for 1 round with the marked foe to possibly gain the effects listed at level 912, if they fail they can try again next round. Additionally if the marked foe wishes to use a move standard action, it must make a reflex save or be unable to use it for that round. The fighter's marked for death ability now also works on supernatural abilities and can cause them to have a failure chance like spells/psionics do. The marked foe if they would suffer a failure from the fighter's marked for death ability can make either a will save or concentration check or a spellcraft/psicraft check equal as if it were an effect cast on them. If they pass they can still use the ability, failure means the ability and their action is wasted and lost as if they had used it up.
'''{{Anchor|Martial Points}}:''' At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so.
 
The save against a fighter's martial abilities is DC 10 + 1/2 BAB + strength or dexterity modifier
 
The fighter can choose which ability score to use when using a martial ability
The martial points used are regained after each encounter after 5 minutes of rest or noncombat.
A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without the required martial points or take 1d10 1d6 non lethal damage from overexertion. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it.
Note some abilities have use limits regardless of the fighter having the required points or running out of the martial points.
The martial abilities can not be used with magic or psionics, the fighter can use magic/psionic weapons and armor with the abilities but casting or manifesting does not work with the abilities.
Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels (minimum 1 to a max of 5 at level 20) + their constitution bonus if any each round unless the fighter is dying , helpless or disabled. If the fighter uses the delay option, the point rate is doubled. Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max point total. Foes with an cr of less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give points(7 or more if the foe is primarily magic/psionic using). Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat. The martial abilities of a fighter represent their ability to adapt to and foil enemy tactics, enemy defenses, ready themselves, adapt to enemy tactics, actions, change in battle, take advantage in battle of openings or weak spots and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight and focus being used.
Fighter The fighter can also regain martial at higher levels improve the abilities by spending more points if to boost them and unlock more powerful versions. However the fighter kills a foe or reduces it to less then 1 hp, this gives must meet the fighter martial points equal to point requirements by having naturally the creatures CR/HD (minimum one), this can not give more points the the required at their base. An an example is a fighter's max point total. Foes with regular martial points is 30, they use an cr of improved ability that requires 25 points that normally only needs 10 points, they can use it even if they have less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give 25 points as they normally have at least 25 points. Using magic or psionics do not count for killing the foes and regaining max, but if a boosted ability required 50 points, they could not use it as it must be done with martial combatwould require to fighter to have a base of at least 50 points normally to use them.
[[User:Balmz/fighter4/Martial Abilities|List of Martial Abilities]]
'''{{Anchor|StratagemInculcation}}:''' At level 2 and each even number level after afterwards, the fighter can choose 1 new stratagem Inculcation to learn. These are abilities or things to help the fighter on or off the battlefield.
[[User:Balmz/fighter4/Stratagem|List of StratagemInculcation]]
'''{{Anchor|Martial ExpertiseAdept}}:''' At level 10 6 the fighter becomes a true expert adept in martial training. All martial abilities now cost 1/2 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 2x as fast(this stacks with the delay option) and slain foes give 2x the amount of martial points.
'''{{Anchor|Martial Expert}}:''' At level 12 the fighter becomes a true expert in martial training. All martial abilities now cost 1/3 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 3x as fast(this stacks with the delay option) and slain foes give 3x the amount of martial points.
'''{{Anchor|Martial GrandMastery}}:''' At level 20 the fighter reaches the peak of martial training. All martial abilities now cost 1/3 4 their normal cost rounded down (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 3x 4x as fast (this stacks with the delay option) and slain foes give 3x 4x the amount of martial points.
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