Post by Tabletop Junkie on Feb 16, 2022 20:09:12 GMT -5
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the way of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a desperate log, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters and studying the art of combat, all to shape themselves into living weapons .Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions and woe to those who dare stand against them.
Role: Fighters excel at combat, defeating their enemies, controlling the flow of battle, and surviving such stories themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Alignment: Any
Hit Die: d10
Class Skills
Climb, Craft, Handle Animal, Intimidate, Dungeoneering, Engineering, Profession, Ride, Survival, and Swim.
Skill Ranks per Level: 2 + Int modifier
Class Features
The following are class features of the fighter.
Weapons 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).
Bonus Feat: At 1st level and at every even level thereafter, a 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. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time they gain a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever they are wearing armor, they reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the army check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition a fighter can also move at their normal speed while wearing medium armor. At 7th level, a fighter can move at their normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons as noted below. Whenever they attack with a weapon from this group, they gain a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. They gain 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, when a fighter reaches 9th level, they receive a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th 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 attack check made with weapons from this group. This bonus also applies to the fighter’s Combat Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapons groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
• 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, short sword, sickle, and starknife.
• 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 ax, 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.
• Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
• Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail and wing.
• Polearms: glaive, guisarme, halberd, and ranseur.
• Spears: javelin, lance, longspear, shortspear, spear, and trident.
• Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Armor Mastery (Ex): At 19th level, a fighter gains DR 5/- whenever they are wearing armor or using a shield.
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with the weapon automatically confirm all critical threats and have their damage multiplier increased by 1(x2 becomes x3 for example). In addition they cannot be disarmed while wielding a weapon of this type.
Role: Fighters excel at combat, defeating their enemies, controlling the flow of battle, and surviving such stories themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Alignment: Any
Hit Die: d10
Class Skills
Climb, Craft, Handle Animal, Intimidate, Dungeoneering, Engineering, Profession, Ride, Survival, and Swim.
Skill Ranks per Level: 2 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Bonus Feat |
2nd | +2 | +3 | +0 | +0 | Bonus Feat, Bravery +1 |
3rd | +3 | +3 | +1 | +1 | Armor Training 1 |
4th | +4 | +4 | +1 | +1 | Bonus Feat |
5th | +5 | +4 | +1 | +1 | Weapon Training 1 |
6th | +6/+1 | +5 | +2 | +2 | Bonus Feat, Bravery +2 |
7th | +7/+2 | +5 | +2 | +2 | Armor Training 2 |
8th | +8/+3 | +6 | +2 | +2 | Bonus Feat |
9th | +9/+4 | +6 | +3 | +3 | Weapon Training 2 |
10th | +10/+5 | +7 | +3 | +3 | Bonus Feat, Bravery +3 |
11th | +11/+6/+1 | +7 | +3 | +3 | Armor Training 3 |
12th | +12/+7/+2 | +8 | +4 | +4 | Bonus Feat |
13th | +13/+8/+3 | +8 | +4 | +4 | Weapon Training 3 |
14th | +14/+9/+4 | +9 | +4 | +4 | Bonus Feat, Bravery +4 |
15th | +15/+10/+5 | +9 | +5 | +5 | Armor Training 4 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus Feat |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Weapon Training 4 |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus Feat, Bravery +5 |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Armor Mastery |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus Feat, Weapon Mastery |
Class Features
The following are class features of the fighter.
Weapons 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).
Bonus Feat: At 1st level and at every even level thereafter, a 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. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time they gain a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever they are wearing armor, they reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the army check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition a fighter can also move at their normal speed while wearing medium armor. At 7th level, a fighter can move at their normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons as noted below. Whenever they attack with a weapon from this group, they gain a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. They gain 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, when a fighter reaches 9th level, they receive a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th 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 attack check made with weapons from this group. This bonus also applies to the fighter’s Combat Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapons groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
• 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, short sword, sickle, and starknife.
• 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 ax, 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.
• Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
• Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail and wing.
• Polearms: glaive, guisarme, halberd, and ranseur.
• Spears: javelin, lance, longspear, shortspear, spear, and trident.
• Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Armor Mastery (Ex): At 19th level, a fighter gains DR 5/- whenever they are wearing armor or using a shield.
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with the weapon automatically confirm all critical threats and have their damage multiplier increased by 1(x2 becomes x3 for example). In addition they cannot be disarmed while wielding a weapon of this type.