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talent-based classes (revised)
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<blockquote data-quote="Afrodyte" data-source="post: 1850049" data-attributes="member: 8713"><p><strong>warrior generic class</strong></p><p></p><p><u><strong>WARRIOR GENERIC CLASS</strong></u></p><p><strong>Flavor text</strong> as DMG warrior NPC class. The warrior generic class is only a 10-level class.</p><p><strong>BAB:</strong> good</p><p><strong>HD:</strong> d10</p><p><strong>Saves:</strong> Two good, one poor (player's choice). Alternatively, one good, two medium. The medium base save progression, according to the base saves at the levels, are: +1 (1st & 2nd), +2 (3rd & 4th), +3 (5th thru 7th), +4 (8th & 9th), +5 (10th & 11th), +6 (12th thru 14th), +7 (15th & 16th), +8 (17th & 18th), +9 (19th & 20th).</p><p><strong>Class Skills:</strong> Craft, Profession, plus any 6 skills.</p><p><strong>Skill Points:</strong> 4 + Intelligence modifier (x4 at 1st level)</p><p><strong>Weapon and armor proficiency:</strong> All simple and martial weapons, all armor, all shields (except tower shields).</p><p><strong>Talents:</strong> At 1st, 5th, and 10th level, choose a talent from one of the talent trees below.</p><p><strong>Bonus Feats:</strong> at 2nd, 7th, and 8th level, choose a bonus feat from the PHB fighter's bonus feat list.</p><p></p><p><u>Defensive Tactics Talent Tree</u></p><p><strong>Defensive Tactics.</strong> The attack penalty you sustain while fighting defensively is reduced by 2. <em>Prerequisites:</em> Combat Expertise? (not sure about this one)</p><p><strong>Defensive Tactics II.</strong> You gain a +2 competence bonus to AC (total +6) when fighting defensively. <em>Prerequisites:</em> Defensive Tactics.</p><p><strong>Improved Defensive Tactics.</strong> When fighting defensively, your bonus to AC increases by half your highest BAB. This bonus supercedes the bonus from Defensive Tactics II. <em>Prerequisites:</em> Defensive Tactics.</p><p></p><p><u>Offensive Tactics Talent Tree</u></p><p><strong>Examine Opponent.</strong> Designate one opponent and observe him for one round. At the end of that round, make an Intelligence check with an insight bonus equal to half your highest BAB (base DC 15, modified by your target's attempt to Bluff or Intimidate). If successful, you know his overall combat skill (based on BAB and number of feats: novice, seasoned, veteran, or master), his strengths (ie. strong, agile, tough, and/or cunning), and his condition (perfect, scratched and scraped, badly wounded, or near death). However, your opponent can deceive you into thinking his is less or more skillful depending upon his Bluff and Intimidate check result. The better your check result, the more information you can determine about your opponent.</p><p><strong>Exploit Weakness.</strong> After using Examine Opponent against your chosen target, you may find a way to gain an advantage by using cunning over speed or brawn. As a move-equivalent action, make an Intelligence check modified by your highest BAB vs. DC opponent's highest BAB. If the check succeeds, you may add your Intelligence bonus to attack rolls made against that opponent that round. <em>Prerequisite:</em> Examine Opponent.</p><p><strong>Offensive Tactics.</strong> Whenever you make a full attack, you gain a bonus to either to your first attack or to all your damage rolls that round. This bonus is equal to one-third your BAB (maximum +5).</p><p><strong>Tactical Strike.</strong> When wielding a weapon with which you have the Improved Critical feat, the number you roll in excess of your target's AC is added to your damage roll. <em>Prerequisites:</em> Examine Opponent, Offensive Tactics, Improved Critical (weapon used).</p><p></p><p><u>Weapon Mastery Talent Tree</u></p><p><strong>Weapon Sense.</strong> You gain a competence bonus to using weapons with which you are not proficient equal to half your highest BAB (max +4).</p><p><strong>Improved Weapon Focus.</strong> With the weapon of your choice, the bonus you get from Weapon Focus and Greater Weapon Focus is doubled. Each time you choose this talent, it applies to a new weapon. <em>Prerequisite:</em> Weapon Focus with the weapon you choose.</p><p><strong>Improved Weapon Specialization.</strong> With the weapon of your choice, the bonus you gain from Weapon Specialization and Greater Weapon Specialization is doubled. <em>Prerequisites:</em> Improved Weapon Focus.</p><p><strong>Expanded Weapon Focus.</strong> The bonuses you receive from the Weapon Focus and Greater Weapon Focus feats apply to all weapons in that same group. This does not stack with the bonus from Improved Weapon Focus. The groups are: axes, basic weapons (club, dagger, quarterstaff), bows, crossbows, flails and chains (light flail, heavy flail), heavy blades (longsword, greatsword, falchion, scimitar, bastard sword), light blades (dagger, punching dagger, rapier, short sword), maces and clubs (club, light mace, heavy mace, greatclub, quarterstaff, sap, warmace), picks and hammers (light pick, heavy pick, light hammer, warhammer, scythe, maul), slings and thrown weapons (dart, sling), spears and lances and polearms (javelin, lance, longspear, shortspear, trident, glaive, guisarme, halberd, and ranseur). <em>Prerequisites:</em> proficient with all weapons in the group</p><p><strong>Expanded Weapon Specialization.</strong> As Expanded Weapon Focus, but it applies to the Weapon Specialization and Greater Weapon Specialization feats. This does not stack with Improved Weapon Specialization. <em>Prerequisites:</em> Expanded Weapon Focus.</p><p></p><p><u><strong>BERSERKER BASE CLASS</strong></u></p><p><strong>Flavor text</strong> similar to PHB barbarian, except instead of being an uncivilized brute, the berserker is a warrior who channels emotional energy into increasing his natural abilities.</p><p><em>Prerequisites:</em> BAB +2 or higher, base Fortitude save +3 or higher</p><p><strong>BAB:</strong> good</p><p><strong>HD:</strong> d12</p><p><strong>Saves:</strong> Fortitude good, Will and Reflex poor. Alternatively: Fortitude or Will good, others medium.</p><p><strong>Class Skills:</strong> as PHB barbarian.</p><p><strong>Skill Points per level:</strong> 4 + Intelligence modifier.</p><p><strong>Talents.</strong> At 1st, 5th, 10th, 14th, 20th class level, you gain a talent from the talent trees below or from one of the warrior's talent trees.</p><p><strong>Bonus feats.</strong> At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you gain a bonus feat from the following: Athletic, Combat Reflexes, Dodge (Mobility, Spring Attack, Whirlwind Attack), Endurance (Diehard), Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Iron Will, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Run, Self-Sufficient, Toughness, Track, Weapon Focus (Weapon Specialization)</p><p></p><p><u>Rage Talent Tree</u></p><p><strong>Rage.</strong> As PHB barbarian ability. You may use Rage a number of times per day equal to half your berserker levels (maximum 5/day).</p><p><strong>Greater Rage.</strong> As PHB barbarian ability. <em>Prerequisites:</em> Rage.</p><p><strong>Indomitable Will.</strong> As PHB barbarian ability. <em>Prerequisites:</em> Rage.</p><p><strong>Tireless Rage.</strong> As PHB barbarian ability. <em>Prerequisites:</em> Rage.</p><p></p><p><u>Resistance Talent Tree.</u></p><p><strong>Purity of Body.</strong> As PHB monk ability.</p><p><strong>Diamond Body.</strong> As PHB monk ability. Prerequisites: Purity of Body.</p><p><strong>Resistance.</strong> For one type of energy (acid, cold, electrical, fire, or sonic), your resistance to this damage is equal to your base Fortitude save.</p><p><strong>Damage Resistance.</strong> You gain DR/- equal to your Constitution bonus.</p><p><strong>Damage Resistance II.</strong> You gain DR/- equal to half your berserker level. This supercedes the benefit of Damage Resistance. <em>Prerequisites:</em> Damage Resistance.</p><p></p><p><u>Whirling Dervish Talent Tree</u></p><p><strong>Whirling Frenzy.</strong> You whirl and thrash uncontrollably, striking your enemies with great speed and power then moving on. This is in all ways identical to Rage, but replace the benefits with the following: +4 Strength bonus, +2 dodge bonus, +2 to reflex saves. You may make an extra attack at your highest BAB, but this attack suffers a -2 penalty, as do all other attacks made that round. You cannot use any talent from this tree simultaneously with any Rage ability.</p><p><strong>Greater Frenzy.</strong> When you enter a frenzy, the Strength bonus increases to +6, and the dodge and reflex save bonuses to +3. <em>Prerequisites:</em> Whirling Frenzy.</p><p><strong>Mighty Dervish.</strong> When you enter a frenzy, your Strength bonus increases to +8. The dodge and reflex save bonuses increase to +4. <em>Prerequisites:</em> Greater Frenzy.</p><p><strong>Evasive Frenzy.</strong> You gain the benefits of the Evasion ability while using Whirling Frenzy. <em>Prerequisites:</em> Whirling Frenzy.</p><p></p><p><u><strong>FIGHTER BASE CLASS</strong></u></p><p><strong>Flavor text</strong> as PHB.</p><p><em>Prerequisites:</em> BAB +2 or higher, proficient in at least one martial weapon and one of the following feats: Combat Expertise, Dodge, Point Blank Shot, Power Attack, Weapon Finesse, or Weapon Focus.</p><p><strong>BAB:</strong> good</p><p><strong>HD:</strong> d10</p><p><strong>Saves:</strong> Fortitude or Reflex good, others poor. Alternatively: one good, others medium.</p><p><strong>Class Skills:</strong> Craft, Heal, Intimidate, Knowledge (history), Listen, Profession, Ride, Spot</p><p><strong>Skill Points per level:</strong> 4 + Intelligence modifier.</p><p><strong>Talents.</strong> At 1st, 5th, 10th, 14th, and 20th class level, you gain a talent from the talent trees below or from one of the warrior's talent trees.</p><p><strong>Bonus feats.</strong> At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you gain a bonus feat from the PHB fighter bonus feat list.</p><p></p><p><u>Fencing Talent Tree</u></p><p><strong>Uncanny Dodge.</strong> As PHB ability. <em>Prerequisites:</em> Dodge.</p><p><strong>Improved Uncanny Dodge.</strong> As PHB ability. <em>Prerequisites:</em> Uncanny Ddoge.</p><p><strong>Improved Dodge.</strong> When lightly armored, you gain a dodge bonus to AC equal to half your highest BAB. When unarmored, this bonus increases by half again. <em>Prerequisites:</em> Uncanny Dodge, Mobility.</p><p><strong>Riposte.</strong> When wielding a light melee weapon, you can make up to your Dexterity bonus in extra attacks, but the penalty to all attacks you make when doing so is equal to the number of extra attacks you make. <em>Prerequisites:</em> Combat Reflexes, Dexterity 13+.</p><p><strong>Improved Riposte.</strong> As Riposte, but the penalty applies only to extra attacks you make that round. <em>Prerequisite:</em> Riposte.</p><p></p><p><u>Juggernaut Talent Tree</u></p><p><strong>Brawny.</strong> You reduce the armor check penalty to armor you wear up to your Strength bonus (min -0). <em>Prerequisites:</em> proficient with armor worn.</p><p><strong>Brawny II.</strong> Medium and Heavy armor do not hamper your Speed at all. <em>Prerequisites:</em> Brawny.</p><p><strong>Forceful Blow.</strong> When making a melee attack, you may ignore an object's hardness or a creature's DR up to your Strength bonus. <em>Prerequisites:</em> Power Attack.</p><p><strong>Crushing Blow.</strong> Add your highest BAB to the save DC of massive damage attacks that you make while wielding a melee weapon. <em>Prerequisites:</em> Power Attack, Strength 15+</p><p><strong>Devastating Blow.</strong> You are so powerful that your most powerful attacks do more damage than normal. When you make a critical hit against a target while wielding a melee weapon, your critical multiplier is equal to your Strength modifier. This benefit also applies to unarmed attacks. <em>Prerequisites:</em> Crushing Blow, Strength 19+</p><p></p><p><u>Marksman Talent Tree</u></p><p><strong>Improved Point Blank Shot.</strong> You gain the benefits of Point Blank Shot against targets within 40 feet. <em>Prerequisite:</em> Point Blank Shot.</p><p><strong>Opportunistic Shot.</strong> You have honed your abilities to use a ranged weapon in melee range. When you make attacks of opportunity with a ranged weapon, it counts as a reach weapon when determining which areas are threatened by your character. <em>Prerequisite:</em> Point Blank Shot.</p><p><strong>Improved Rapid Shot.</strong> The penalties for using the Rapid Shot feat only apply to the extra actions you take that round. <em>Prerequisites:</em> Rapid Shot, Combat Reflexes, Dexterity 15+</p><p><strong>Called Shot.</strong> As a full-round action where you aim carefully at a single target, you gain a competence bonus equal to half your highest BAB (maximum +5) to your next ranged attack. Using Called Shot provokes an attack of opportunity. <em>Prerequisites:</em> Precise Shot.</p><p><strong>Bull's Eye.</strong> You are such a skilled marksman that your exceptional hits do more damage than normal. When you make a critical hit with a ranged weapon, your critical multiplier increases by one. <em>Prerequisites:</em> Called Shot, BAB +10 or higher.</p><p></p><p><u>Resilient Talent Tree</u></p><p><strong>Vigor.</strong> Your fighter hit die increases to d12. <em>Prerequisites:</em> Constitution 15+</p><p><strong>Purity of Body.</strong> As PHB monk ability.</p><p><strong>Diamond Body.</strong> As PHB monk ability. <em>Prerequisites:</em> Purity of Body.</p><p><strong>Resistance.</strong> For one type of energy (acid, cold, electrical, fire, or sonic), your resistance to this damage is equal to your base Fortitude save.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 1850049, member: 8713"] [b]warrior generic class[/b] [U][B]WARRIOR GENERIC CLASS[/B][/U] [B]Flavor text[/B] as DMG warrior NPC class. The warrior generic class is only a 10-level class. [B]BAB:[/B] good [B]HD:[/B] d10 [B]Saves:[/B] Two good, one poor (player's choice). Alternatively, one good, two medium. The medium base save progression, according to the base saves at the levels, are: +1 (1st & 2nd), +2 (3rd & 4th), +3 (5th thru 7th), +4 (8th & 9th), +5 (10th & 11th), +6 (12th thru 14th), +7 (15th & 16th), +8 (17th & 18th), +9 (19th & 20th). [B]Class Skills:[/B] Craft, Profession, plus any 6 skills. [B]Skill Points:[/B] 4 + Intelligence modifier (x4 at 1st level) [B]Weapon and armor proficiency:[/B] All simple and martial weapons, all armor, all shields (except tower shields). [B]Talents:[/B] At 1st, 5th, and 10th level, choose a talent from one of the talent trees below. [B]Bonus Feats:[/B] at 2nd, 7th, and 8th level, choose a bonus feat from the PHB fighter's bonus feat list. [U]Defensive Tactics Talent Tree[/U] [B]Defensive Tactics.[/B] The attack penalty you sustain while fighting defensively is reduced by 2. [I]Prerequisites:[/I] Combat Expertise? (not sure about this one) [B]Defensive Tactics II.[/B] You gain a +2 competence bonus to AC (total +6) when fighting defensively. [I]Prerequisites:[/I] Defensive Tactics. [b]Improved Defensive Tactics.[/b] When fighting defensively, your bonus to AC increases by half your highest BAB. This bonus supercedes the bonus from Defensive Tactics II. [i]Prerequisites:[/i] Defensive Tactics. [U]Offensive Tactics Talent Tree[/U] [B]Examine Opponent.[/B] Designate one opponent and observe him for one round. At the end of that round, make an Intelligence check with an insight bonus equal to half your highest BAB (base DC 15, modified by your target's attempt to Bluff or Intimidate). If successful, you know his overall combat skill (based on BAB and number of feats: novice, seasoned, veteran, or master), his strengths (ie. strong, agile, tough, and/or cunning), and his condition (perfect, scratched and scraped, badly wounded, or near death). However, your opponent can deceive you into thinking his is less or more skillful depending upon his Bluff and Intimidate check result. The better your check result, the more information you can determine about your opponent. [B]Exploit Weakness.[/B] After using Examine Opponent against your chosen target, you may find a way to gain an advantage by using cunning over speed or brawn. As a move-equivalent action, make an Intelligence check modified by your highest BAB vs. DC opponent's highest BAB. If the check succeeds, you may add your Intelligence bonus to attack rolls made against that opponent that round. [I]Prerequisite:[/I] Examine Opponent. [B]Offensive Tactics.[/B] Whenever you make a full attack, you gain a bonus to either to your first attack or to all your damage rolls that round. This bonus is equal to one-third your BAB (maximum +5). [B]Tactical Strike.[/B] When wielding a weapon with which you have the Improved Critical feat, the number you roll in excess of your target's AC is added to your damage roll. [I]Prerequisites:[/I] Examine Opponent, Offensive Tactics, Improved Critical (weapon used). [U]Weapon Mastery Talent Tree[/U] [B]Weapon Sense.[/B] You gain a competence bonus to using weapons with which you are not proficient equal to half your highest BAB (max +4). [B]Improved Weapon Focus.[/B] With the weapon of your choice, the bonus you get from Weapon Focus and Greater Weapon Focus is doubled. Each time you choose this talent, it applies to a new weapon. [I]Prerequisite:[/I] Weapon Focus with the weapon you choose. [B]Improved Weapon Specialization.[/B] With the weapon of your choice, the bonus you gain from Weapon Specialization and Greater Weapon Specialization is doubled. [I]Prerequisites:[/I] Improved Weapon Focus. [B]Expanded Weapon Focus.[/B] The bonuses you receive from the Weapon Focus and Greater Weapon Focus feats apply to all weapons in that same group. This does not stack with the bonus from Improved Weapon Focus. The groups are: axes, basic weapons (club, dagger, quarterstaff), bows, crossbows, flails and chains (light flail, heavy flail), heavy blades (longsword, greatsword, falchion, scimitar, bastard sword), light blades (dagger, punching dagger, rapier, short sword), maces and clubs (club, light mace, heavy mace, greatclub, quarterstaff, sap, warmace), picks and hammers (light pick, heavy pick, light hammer, warhammer, scythe, maul), slings and thrown weapons (dart, sling), spears and lances and polearms (javelin, lance, longspear, shortspear, trident, glaive, guisarme, halberd, and ranseur). [I]Prerequisites:[/I] proficient with all weapons in the group [B]Expanded Weapon Specialization.[/B] As Expanded Weapon Focus, but it applies to the Weapon Specialization and Greater Weapon Specialization feats. This does not stack with Improved Weapon Specialization. [I]Prerequisites:[/I] Expanded Weapon Focus. [U][B]BERSERKER BASE CLASS[/B][/U] [B]Flavor text[/B] similar to PHB barbarian, except instead of being an uncivilized brute, the berserker is a warrior who channels emotional energy into increasing his natural abilities. [I]Prerequisites:[/I] BAB +2 or higher, base Fortitude save +3 or higher [B]BAB:[/B] good [B]HD:[/B] d12 [B]Saves:[/B] Fortitude good, Will and Reflex poor. Alternatively: Fortitude or Will good, others medium. [B]Class Skills:[/B] as PHB barbarian. [B]Skill Points per level:[/B] 4 + Intelligence modifier. [B]Talents.[/B] At 1st, 5th, 10th, 14th, 20th class level, you gain a talent from the talent trees below or from one of the warrior's talent trees. [B]Bonus feats.[/B] At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you gain a bonus feat from the following: Athletic, Combat Reflexes, Dodge (Mobility, Spring Attack, Whirlwind Attack), Endurance (Diehard), Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike (Stunning Fist), Iron Will, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Run, Self-Sufficient, Toughness, Track, Weapon Focus (Weapon Specialization) [U]Rage Talent Tree[/U] [b]Rage.[/b] As PHB barbarian ability. You may use Rage a number of times per day equal to half your berserker levels (maximum 5/day). [b]Greater Rage.[/b] As PHB barbarian ability. [i]Prerequisites:[/i] Rage. [b]Indomitable Will.[/b] As PHB barbarian ability. [i]Prerequisites:[/i] Rage. [b]Tireless Rage.[/b] As PHB barbarian ability. [i]Prerequisites:[/i] Rage. [U]Resistance Talent Tree.[/U] [b]Purity of Body.[/b] As PHB monk ability. [b]Diamond Body.[/b] As PHB monk ability. Prerequisites: Purity of Body. [b]Resistance.[/b] For one type of energy (acid, cold, electrical, fire, or sonic), your resistance to this damage is equal to your base Fortitude save. [b]Damage Resistance.[/b] You gain DR/- equal to your Constitution bonus. [b]Damage Resistance II.[/b] You gain DR/- equal to half your berserker level. This supercedes the benefit of Damage Resistance. [i]Prerequisites:[/i] Damage Resistance. [U]Whirling Dervish Talent Tree[/U] [b]Whirling Frenzy.[/b] You whirl and thrash uncontrollably, striking your enemies with great speed and power then moving on. This is in all ways identical to Rage, but replace the benefits with the following: +4 Strength bonus, +2 dodge bonus, +2 to reflex saves. You may make an extra attack at your highest BAB, but this attack suffers a -2 penalty, as do all other attacks made that round. You cannot use any talent from this tree simultaneously with any Rage ability. [b]Greater Frenzy.[/b] When you enter a frenzy, the Strength bonus increases to +6, and the dodge and reflex save bonuses to +3. [i]Prerequisites:[/i] Whirling Frenzy. [b]Mighty Dervish.[/b] When you enter a frenzy, your Strength bonus increases to +8. The dodge and reflex save bonuses increase to +4. [i]Prerequisites:[/i] Greater Frenzy. [b]Evasive Frenzy.[/b] You gain the benefits of the Evasion ability while using Whirling Frenzy. [i]Prerequisites:[/i] Whirling Frenzy. [u][b]FIGHTER BASE CLASS[/b][/u] [b]Flavor text[/b] as PHB. [i]Prerequisites:[/i] BAB +2 or higher, proficient in at least one martial weapon and one of the following feats: Combat Expertise, Dodge, Point Blank Shot, Power Attack, Weapon Finesse, or Weapon Focus. [b]BAB:[/b] good [b]HD:[/b] d10 [b]Saves:[/b] Fortitude or Reflex good, others poor. Alternatively: one good, others medium. [b]Class Skills:[/b] Craft, Heal, Intimidate, Knowledge (history), Listen, Profession, Ride, Spot [b]Skill Points per level:[/b] 4 + Intelligence modifier. [b]Talents.[/b] At 1st, 5th, 10th, 14th, and 20th class level, you gain a talent from the talent trees below or from one of the warrior's talent trees. [b]Bonus feats.[/b] At 2nd, 7th, 11th, 13th, 17th, and 19th class level, you gain a bonus feat from the PHB fighter bonus feat list. [U]Fencing Talent Tree[/U] [b]Uncanny Dodge.[/b] As PHB ability. [i]Prerequisites:[/i] Dodge. [b]Improved Uncanny Dodge.[/b] As PHB ability. [i]Prerequisites:[/i] Uncanny Ddoge. [b]Improved Dodge.[/b] When lightly armored, you gain a dodge bonus to AC equal to half your highest BAB. When unarmored, this bonus increases by half again. [i]Prerequisites:[/i] Uncanny Dodge, Mobility. [b]Riposte.[/b] When wielding a light melee weapon, you can make up to your Dexterity bonus in extra attacks, but the penalty to all attacks you make when doing so is equal to the number of extra attacks you make. [i]Prerequisites:[/i] Combat Reflexes, Dexterity 13+. [b]Improved Riposte.[/b] As Riposte, but the penalty applies only to extra attacks you make that round. [i]Prerequisite:[/i] Riposte. [u]Juggernaut Talent Tree[/u] [b]Brawny.[/b] You reduce the armor check penalty to armor you wear up to your Strength bonus (min -0). [i]Prerequisites:[/i] proficient with armor worn. [b]Brawny II.[/b] Medium and Heavy armor do not hamper your Speed at all. [i]Prerequisites:[/i] Brawny. [b]Forceful Blow.[/b] When making a melee attack, you may ignore an object's hardness or a creature's DR up to your Strength bonus. [i]Prerequisites:[/i] Power Attack. [b]Crushing Blow.[/b] Add your highest BAB to the save DC of massive damage attacks that you make while wielding a melee weapon. [i]Prerequisites:[/i] Power Attack, Strength 15+ [b]Devastating Blow.[/b] You are so powerful that your most powerful attacks do more damage than normal. When you make a critical hit against a target while wielding a melee weapon, your critical multiplier is equal to your Strength modifier. This benefit also applies to unarmed attacks. [i]Prerequisites:[/i] Crushing Blow, Strength 19+ [U]Marksman Talent Tree[/U] [b]Improved Point Blank Shot.[/b] You gain the benefits of Point Blank Shot against targets within 40 feet. [i]Prerequisite:[/i] Point Blank Shot. [b]Opportunistic Shot.[/b] You have honed your abilities to use a ranged weapon in melee range. When you make attacks of opportunity with a ranged weapon, it counts as a reach weapon when determining which areas are threatened by your character. [i]Prerequisite:[/i] Point Blank Shot. [b]Improved Rapid Shot.[/b] The penalties for using the Rapid Shot feat only apply to the extra actions you take that round. [i]Prerequisites:[/i] Rapid Shot, Combat Reflexes, Dexterity 15+ [b]Called Shot.[/b] As a full-round action where you aim carefully at a single target, you gain a competence bonus equal to half your highest BAB (maximum +5) to your next ranged attack. Using Called Shot provokes an attack of opportunity. [i]Prerequisites:[/i] Precise Shot. [b]Bull's Eye.[/b] You are such a skilled marksman that your exceptional hits do more damage than normal. When you make a critical hit with a ranged weapon, your critical multiplier increases by one. [i]Prerequisites:[/i] Called Shot, BAB +10 or higher. [U]Resilient Talent Tree[/U] [B]Vigor.[/B] Your fighter hit die increases to d12. [i]Prerequisites:[/i] Constitution 15+ [B]Purity of Body.[/B] As PHB monk ability. [B]Diamond Body.[/B] As PHB monk ability. [i]Prerequisites:[/i] Purity of Body. [B]Resistance.[/B] For one type of energy (acid, cold, electrical, fire, or sonic), your resistance to this damage is equal to your base Fortitude save. 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