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<blockquote data-quote="Arkhandus" data-source="post: 3438503" data-attributes="member: 13966"><p><strong>Aurelian Fighter</strong></p><p></p><p><span style="color: Green"><em><span style="font-size: 12px"><strong>The Fighter</strong></span></em></span></p><p></p><p>Fighters are rugged and highly-trained warriors, professionals in the art of war or defense of the realm. Whether disciplined soldiers and officers, aristocratic knights and fencers, gruff and especially martial samurai, versatile martial artists, flamboyant brigands, opportunistic mercenaries and soldiers-of-fortune, violent pirates and privateers, brutal thugs and bandits, or dedicated guards and constables, fighters are always skillful combatants with unmatched battle prowess, and often rise to respected status through their skill and determination.</p><p></p><p>While a few fighters master basic and intermediate techniques for a wide variety of weapons, many are instead true masters of one or two weapons and fighting styles. Fighters may be fierce and destructive brutes, or tricky and clever tacticians. The fighter is an individual who trains almost exclusively in combat and physical development, so they tend to possess few skills that apply outside of combat or guard duty. Most fighters are trained by other professional warriors, often in a formal academy or dojo, but a few train individually with a single master.</p><p></p><p><span style="color: Red"><strong>Races:</strong></span> Fighters are most common in the communities of humans, dwarves, endari, firagi, githyanki, hobgoblins, azers, and flind gnolls, forming a significant portion of these races' militaries and city guards, except among the flinds, who often function as leaders but fight as individuals. They are also somewhat common amongst orcs, half-orcs, githrani, draegi, wave-kin locathah, and kobolds. It is uncommon but not rare for elves, half-elves, githmarri, thri-kreen, centaurs, or bugbears to be fighters. However, fighters are only trained infrequently by gnomes, halflings, aquari, korobokuru, nezumi, hengeyokai, githzerai, harrow sprites, and merfolk.</p><p></p><p>Fighters among elf, half-elf, draegi, aquari, and kobold communities are typically prominant figures in military or guard forces, fighting well in disciplined groups. By contrast, those fighters found among orcs, half-orcs, nezumi, korobokuru, hengeyokai, githrani, gnolls, githmarri, and bugbears tend to be very crude and fierce in most cases, trained as individuals rather than part of a unit. Among the more monstrous and strange races of Aurelia, the minotaurs, ogre magi, giantkin, giants, wang-liangs, sahuagin, and rokuro-kubi are commonly fighters.</p><p></p><p>Other monstrous races that develop fighters occasionally are the kuo-toas, ogres, merrow, cyclopes, ettins, yuan-ti, tengu, kappa, and tasloi. Other races only rarely train as fighters, except for a few varieties of outsider. Fighters are quite common overall, and many found in civilized or feudal regions tend to be knights, trained from an early age as nobility.</p><p></p><p><span style="color: Red"><strong>Other Classes:</strong></span> Fighters often work in squads or platoons with other warriors of similar or lesser skill, generally serving as the leaders or elite troops. A few well-trained forces may consist entirely of fighters, but these are often small or medium units in an army, since it is expensive to train so many fighters, with their more advanced and thorough training compared to lesser warriors.</p><p></p><p>Regiments of dwarven, endari, hobgoblin, azer, kobold, or tasloi fighters are the only regular instances of entire, large-scale units being comprised solely of fighters. Fighters tend to be most comfortable as part of a battle group, especially in the presence of fellow professionals. In other situations, a fighter is likely to take charge in a less-disciplined group of individuals, leading them into the fray and providing tactical advice.</p><p></p><p>Thus, many fighters prefer the company of other fighters, warriors, samurai, sohei, and psychic warriors. Monks either annoy them with philosophy and cryptic sayings, or earn a fighter's respect through martial arts prowess and unshakeable resolve. Maverick rangers, barbarians, and rogues tend to irritate most disciplined fighters, with their reckless and solo behavior.</p><p></p><p>However, not all fighters are so regimented and disciplined, just a majority are. Chaotic fighters are more focused on their personal survival, glory, and profit, or the mastery of fighting arts for their own sake. Such individualistic fighters tend to get along with rogues, rangers, and barbarians, but may clash with these like-minded fellows on occasion as they compete in battle, drinking, gambling, or other pursuits. Monks, sohei, and samurai grate on the nerves of most such fighters.</p><p></p><p>Clerics, druids, psions, shamans, shugenja, sorcerers, wizards, and wu jen are something of a mystery to fighters, and their unusual devotions tend to unnerve fighters who haven't delved into the strange arts themselves. Nonetheless, few would deny the support of a divine healer, psionic scout, or arcane artillerist. Many fighters enjoy the presence of a bard, to record and spread their exploits, provide stirring music on a long march, or gird them in battle with an inspiring rhythm.</p><p></p><p></p><p><span style="font-size: 10px"><span style="color: Blue"><em><u><strong>Game Rule Information</strong></u></em></span></span></p><p>Fighters have the following game statistics.</p><p><span style="color: Red"><strong>Abilities:</strong></span> Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they’ll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that fighters usually wear reduces the benefit of a high Dexterity. Certain fighters, with a focus on defensive or tricky fighting, will need good Intelligence, Wisdom, or Charisma.</p><p><span style="color: Red"><strong>Alignment:</strong></span> Any.</p><p><span style="color: Red"><strong>Hit Die:</strong></span> d10.</p><p></p><p><span style="color: Blue"><span style="font-size: 10px"><em><u><strong>Class Skills</strong></u></em></span></span></p><p>The fighter’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).</p><p><span style="color: Red"><strong>Skill Points at 1st Level:</strong></span> (4 + Int modifier) x 4.</p><p><span style="color: Red"><strong>Skill Points at Each Additional Level:</strong></span> 4 + Int modifier.</p><p></p><p><span style="color: Blue"><span style="font-size: 10px"><em><u><strong>Class Features</strong></u></em></span></span></p><p>All of the following are class features of the fighter.</p><p></p><p>[sblock]<span style="color: Red"><strong>Weapon and Armor Proficiency:</strong></span> The fighter is proficient in the use of all simple and martial weapons, all armors, and shields.</p><p></p><p></p><p><span style="color: Red"><strong>Bonus Feats:</strong></span> At 1st-level, the fighter gets a bonus feat. The fighter gains an additional bonus feat at 2nd-level and every two levels thereafter. These bonus feats must be drawn from the following list:</p><p></p><p>Ambidexterity, Armored Juggernaught, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Flail Flenser, Hold the Line), Dirty Fighting, Dodge*** (Armor Familiarity**, Defensive Strike, Karmic Strike, Mobility, Shield Familiarity, Spring Attack, Unfettered Agility), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Defensive Throw, Evade Sundering, Grappling Block, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Favored Weapon, Improved Critical* (Power Critical*), Improved Initiative (Death Blow), Improved Unarmed Strike (Circle Kick, Clever Wrestling, Deflect Arrows, Eagle Claw Attack, Earth's Embrace, Extra Stunning Attacks, Falling Stars Strike, Feign Weakness, Fists of Iron, Flying Kick, Freezing the Lifeblood, Greater Fists of Iron, Improved Grapple, Pain Touch, Roundabout Kick, Snatch Arrows, Stunning Fist, Unbalancing Strike), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Phalanx Fighting, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Power Attack, Improved Shield Bash, Improved Sunder, Knock-Back, Power Lunge, Shield Charge, Sunder, Supreme Cleave), Quick Draw (Knife Gouger), Rapid Reload, Shield Expert, Throw Anything, Toughness*** (Greater Toughness, Improved Toughness, Superior Toughness), Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Warrior's Toughness, Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Ace Javelineer, Adept Musketeer, Bone-Shattering Slinger, Broad Weapon Mastery, Champion Jouster, Combat Versatility***, Expert Arbalestier, Fierce Hatchetman, Focused Archer, Gauntlet Gladiator, Grandmaster*, Great Swordsman, Heavy-Hander, High Marksman, Keen Lancer, Lethal Blow*, Monkey Grip*, Nimble Aggressor, Pulverizer, Scouring Bladesman, Scything Scourge, Shielded Striker, Stavemaster, Stinging Bombardier, Vexing Pikeman, Weapon Expertise*, Weapon Specialization*, Whiplasher), Zen Archery.</p><p></p><p>Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter can select feats marked with two asterisks (**) more than once, but it must be for a different armor each time. A fighter can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.</p><p></p><p></p><p><span style="color: Red"><strong>Special Feats:</strong></span> Fighters gain access to various special feats, most of which are exclusive to this class. These feats may be taken as fighter bonus feats, or chosen as feats from normal character level progression. The fighter gains access to the Armor Familiarity and Weapon Specialization feats once he or she is 4th-level or higher in this class, then gains access to Shield Familiarity and Combat Versatility at 6th-level onward, the Weapon Expertise feat at 8th-level, Lethal Blow at 12th-level, the Grandmaster feat upon reaching 14th-level in this class, and the Broad Weapon Mastery feat upon gaining 20th-level as a fighter. The fighter does not gain these feats for free; he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally.</p><p></p><p><span style="color: Red"><strong>Professional Warrior:</strong></span> Fighters of 3rd-level gain a +2 bonus on Intimidate and Knowledge (war) skill checks, henceforth. They may also use the Knowledge (war) skill untrained. The fighter also gets +2 on Will saves against fear, and as normal for such, adds this to the DC of Intimidate checks made against him or her.[/sblock]</p><p>The remainder of the Fighter's stats and description will be in the next post, as the maximum post length no longer allows the full class to fit in one post.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3438503, member: 13966"] [b]Aurelian Fighter[/b] [COLOR=Green][I][SIZE=3][B]The Fighter[/B][/SIZE][/I][/COLOR] Fighters are rugged and highly-trained warriors, professionals in the art of war or defense of the realm. Whether disciplined soldiers and officers, aristocratic knights and fencers, gruff and especially martial samurai, versatile martial artists, flamboyant brigands, opportunistic mercenaries and soldiers-of-fortune, violent pirates and privateers, brutal thugs and bandits, or dedicated guards and constables, fighters are always skillful combatants with unmatched battle prowess, and often rise to respected status through their skill and determination. While a few fighters master basic and intermediate techniques for a wide variety of weapons, many are instead true masters of one or two weapons and fighting styles. Fighters may be fierce and destructive brutes, or tricky and clever tacticians. The fighter is an individual who trains almost exclusively in combat and physical development, so they tend to possess few skills that apply outside of combat or guard duty. Most fighters are trained by other professional warriors, often in a formal academy or dojo, but a few train individually with a single master. [COLOR=Red][B]Races:[/B][/COLOR] Fighters are most common in the communities of humans, dwarves, endari, firagi, githyanki, hobgoblins, azers, and flind gnolls, forming a significant portion of these races' militaries and city guards, except among the flinds, who often function as leaders but fight as individuals. They are also somewhat common amongst orcs, half-orcs, githrani, draegi, wave-kin locathah, and kobolds. It is uncommon but not rare for elves, half-elves, githmarri, thri-kreen, centaurs, or bugbears to be fighters. However, fighters are only trained infrequently by gnomes, halflings, aquari, korobokuru, nezumi, hengeyokai, githzerai, harrow sprites, and merfolk. Fighters among elf, half-elf, draegi, aquari, and kobold communities are typically prominant figures in military or guard forces, fighting well in disciplined groups. By contrast, those fighters found among orcs, half-orcs, nezumi, korobokuru, hengeyokai, githrani, gnolls, githmarri, and bugbears tend to be very crude and fierce in most cases, trained as individuals rather than part of a unit. Among the more monstrous and strange races of Aurelia, the minotaurs, ogre magi, giantkin, giants, wang-liangs, sahuagin, and rokuro-kubi are commonly fighters. Other monstrous races that develop fighters occasionally are the kuo-toas, ogres, merrow, cyclopes, ettins, yuan-ti, tengu, kappa, and tasloi. Other races only rarely train as fighters, except for a few varieties of outsider. Fighters are quite common overall, and many found in civilized or feudal regions tend to be knights, trained from an early age as nobility. [COLOR=Red][B]Other Classes:[/B][/COLOR] Fighters often work in squads or platoons with other warriors of similar or lesser skill, generally serving as the leaders or elite troops. A few well-trained forces may consist entirely of fighters, but these are often small or medium units in an army, since it is expensive to train so many fighters, with their more advanced and thorough training compared to lesser warriors. Regiments of dwarven, endari, hobgoblin, azer, kobold, or tasloi fighters are the only regular instances of entire, large-scale units being comprised solely of fighters. Fighters tend to be most comfortable as part of a battle group, especially in the presence of fellow professionals. In other situations, a fighter is likely to take charge in a less-disciplined group of individuals, leading them into the fray and providing tactical advice. Thus, many fighters prefer the company of other fighters, warriors, samurai, sohei, and psychic warriors. Monks either annoy them with philosophy and cryptic sayings, or earn a fighter's respect through martial arts prowess and unshakeable resolve. Maverick rangers, barbarians, and rogues tend to irritate most disciplined fighters, with their reckless and solo behavior. However, not all fighters are so regimented and disciplined, just a majority are. Chaotic fighters are more focused on their personal survival, glory, and profit, or the mastery of fighting arts for their own sake. Such individualistic fighters tend to get along with rogues, rangers, and barbarians, but may clash with these like-minded fellows on occasion as they compete in battle, drinking, gambling, or other pursuits. Monks, sohei, and samurai grate on the nerves of most such fighters. Clerics, druids, psions, shamans, shugenja, sorcerers, wizards, and wu jen are something of a mystery to fighters, and their unusual devotions tend to unnerve fighters who haven't delved into the strange arts themselves. Nonetheless, few would deny the support of a divine healer, psionic scout, or arcane artillerist. Many fighters enjoy the presence of a bard, to record and spread their exploits, provide stirring music on a long march, or gird them in battle with an inspiring rhythm. [SIZE=2][COLOR=Blue][I][U][B]Game Rule Information[/B][/U][/I][/COLOR][/SIZE] Fighters have the following game statistics. [COLOR=Red][B]Abilities:[/B][/COLOR] Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they’ll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that fighters usually wear reduces the benefit of a high Dexterity. Certain fighters, with a focus on defensive or tricky fighting, will need good Intelligence, Wisdom, or Charisma. [COLOR=Red][B]Alignment:[/B][/COLOR] Any. [COLOR=Red][B]Hit Die:[/B][/COLOR] d10. [COLOR=Blue][SIZE=2][I][U][B]Class Skills[/B][/U][/I][/SIZE][/COLOR] The fighter’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (war) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). [COLOR=Red][B]Skill Points at 1st Level:[/B][/COLOR] (4 + Int modifier) x 4. [COLOR=Red][B]Skill Points at Each Additional Level:[/B][/COLOR] 4 + Int modifier. [COLOR=Blue][SIZE=2][I][U][B]Class Features[/B][/U][/I][/SIZE][/COLOR] All of the following are class features of the fighter. [sblock][COLOR=Red][B]Weapon and Armor Proficiency:[/B][/COLOR] The fighter is proficient in the use of all simple and martial weapons, all armors, and shields. [COLOR=Red][B]Bonus Feats:[/B][/COLOR] At 1st-level, the fighter gets a bonus feat. The fighter gains an additional bonus feat at 2nd-level and every two levels thereafter. These bonus feats must be drawn from the following list: Ambidexterity, Armored Juggernaught, Blind-Fight (Close-Proximity Blindsight), Close-Quarters Fighting, Combat Reflexes (Dual Strike, Expert Tactician, Flail Flenser, Hold the Line), Dirty Fighting, Dodge*** (Armor Familiarity**, Defensive Strike, Karmic Strike, Mobility, Shield Familiarity, Spring Attack, Unfettered Agility), Eyes in the Back of Your Head, Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Defensive Throw, Evade Sundering, Grappling Block, Improved Disarm, Improved Overrun, Improved Trip, Knock-Down, Snatch Weapon, Superior Expertise, Whirlwind Attack), Favored Weapon, Improved Critical* (Power Critical*), Improved Initiative (Death Blow), Improved Unarmed Strike (Circle Kick, Clever Wrestling, Deflect Arrows, Eagle Claw Attack, Earth's Embrace, Extra Stunning Attacks, Falling Stars Strike, Feign Weakness, Fists of Iron, Flying Kick, Freezing the Lifeblood, Greater Fists of Iron, Improved Grapple, Pain Touch, Roundabout Kick, Snatch Arrows, Stunning Fist, Unbalancing Strike), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Phalanx Fighting, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Sharp-Shooting, Shot on the Run, Siegemaster), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Power Attack, Improved Shield Bash, Improved Sunder, Knock-Back, Power Lunge, Shield Charge, Sunder, Supreme Cleave), Quick Draw (Knife Gouger), Rapid Reload, Shield Expert, Throw Anything, Toughness*** (Greater Toughness, Improved Toughness, Superior Toughness), Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Pin Shield, Superior Two-Weapon Fighting), Warrior's Toughness, Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Ace Javelineer, Adept Musketeer, Bone-Shattering Slinger, Broad Weapon Mastery, Champion Jouster, Combat Versatility***, Expert Arbalestier, Fierce Hatchetman, Focused Archer, Gauntlet Gladiator, Grandmaster*, Great Swordsman, Heavy-Hander, High Marksman, Keen Lancer, Lethal Blow*, Monkey Grip*, Nimble Aggressor, Pulverizer, Scouring Bladesman, Scything Scourge, Shielded Striker, Stavemaster, Stinging Bombardier, Vexing Pikeman, Weapon Expertise*, Weapon Specialization*, Whiplasher), Zen Archery. Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter can select feats marked with two asterisks (**) more than once, but it must be for a different armor each time. A fighter can select feats marked with three asterisks (***) more than once, but only up to the limits of that feat, if any. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. [COLOR=Red][B]Special Feats:[/B][/COLOR] Fighters gain access to various special feats, most of which are exclusive to this class. These feats may be taken as fighter bonus feats, or chosen as feats from normal character level progression. The fighter gains access to the Armor Familiarity and Weapon Specialization feats once he or she is 4th-level or higher in this class, then gains access to Shield Familiarity and Combat Versatility at 6th-level onward, the Weapon Expertise feat at 8th-level, Lethal Blow at 12th-level, the Grandmaster feat upon reaching 14th-level in this class, and the Broad Weapon Mastery feat upon gaining 20th-level as a fighter. The fighter does not gain these feats for free; he or she merely acquires the capacity to select them at those levels onward. Each of these feats has prerequisites that must be met normally. [COLOR=Red][B]Professional Warrior:[/B][/COLOR] Fighters of 3rd-level gain a +2 bonus on Intimidate and Knowledge (war) skill checks, henceforth. They may also use the Knowledge (war) skill untrained. The fighter also gets +2 on Will saves against fear, and as normal for such, adds this to the DC of Intimidate checks made against him or her.[/sblock] The remainder of the Fighter's stats and description will be in the next post, as the maximum post length no longer allows the full class to fit in one post. [/QUOTE]
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