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Playing Like Celebrim - The Fighter
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<blockquote data-quote="Celebrim" data-source="post: 5502645" data-attributes="member: 4937"><p><span style="font-size: 18px"><strong>Fighter</strong></span></p><p><strong>Alignment:</strong> Any.</p><p><strong>Hit Die:</strong> d10</p><p><strong>Requirement:</strong> Strength 9</p><p><strong>Class Skills:</strong> The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Leadership (Cha), Porter(Str), Ride (Dex), Run (Str), Swim (Str), and Tactics (Int). </p><p><strong>Skill Points at 1st Level:</strong> (4 + Int modifier) x 4.</p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</p><p><strong>Weapon and Armor Proficiency:</strong> The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. </p><p></p><p>[code][B]Table: The Fighter[/B]Level </p><p>[B]Base Attack Bonus Fort Ref Will Special[/B]</p><p> Save Save Save</p><p>1st +1 +2 +0 +0 Bonus feat</p><p>2nd +2 +3 +0 +0 Bonus feat</p><p>3rd +3 +3 +1 +1 Veteren’s Composure</p><p>4th +4 +4 +1 +1 Bonus feat</p><p>5th +5 +4 +1 +1 Bonus feat</p><p>6th +6/+1 +5 +2 +2 Captain-at-Arms +3, Weapon Mastery</p><p>7th +7/+2 +5 +2 +2 Bonus feat</p><p>8th +8/+3 +6 +2 +2 Bonus feat</p><p>9th +9/+4 +6 +3 +3 Hero’s Mettle</p><p>10th +10/+5 +7 +3 +3 Bonus feat</p><p>11th +11/+6/+1 +7 +3 +3 Bonus feat</p><p>12th +12/+7/+2 +8 +4 +4 Warrior’s Will, Weapon Mastery</p><p>13th +13/+8/+3 +8 +4 +4 Bonus feat</p><p>14th +14/+9/+4 +9 +4 +4 Bonus feat</p><p>15th +15/+10/+5 +9 +5 +5 Captain-at-Arms +6</p><p>16th +16/+11/+6/+1 +10 +5 +5 Bonus feat</p><p>17th +17/+12/+7/+2 +10 +5 +5 Bonus feat</p><p>18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, Weapon Mastery</p><p>19th +19/+14/+9/+4 +11 +6 +6 Bonus feat, Bonus feat</p><p>20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, Bonus feat[/code]</p><p></p><p><strong>Bonus Feats:</strong> The fighter gains bonus feats in addition to any general feats that they would normally be eligible for. These bonus feats must be drawn from the following list: Ambidexterity, All-Out Attack, Armored Grace, Armored Speed, Beatdown, Blind-Fight, Boxer, Brawler, Close Quarters Fighting, Combat Intution (The Right Place at the Right Time, Uncanny Reflexes), Combat Leadership, Combat Reflexes (Counter Attack, Defensive Throw, Hold the Line, Improved Combat Reflexes, One Man Gang, Press the Attack, Reflex Set, Riposte, Roll With the Punches), Counter Moves, Dead Aim, Death Blow, Dodge (Defensive Strike, Mobility, Sidestep, Spring Attack, Tornado Attack, Turn your Strength to my Advantage), Distance Keeping, Duelist, Exotic Weapon Proficiency*, Combat Expertise (Canny Defence, Improved Disarm, Improved Trip, Shield Mastery, Whirlwind Attack), Expert Tactician (Perceive Weakness, Wary), Fighting Withdraw, Full Fisted, Heavy Infantry, Hoplite, Infighting, Improved Clinch, Improved Critical*, Improved Flail, Improved Initiative (Combat Surge, Grace), Improved Feint, Improved Flail, Improved Parry (Superior Parry), Follow Up Attack, Improved Precision, Improved Unarmed Strike (Circle Kick, Deflect Arrows, Flying Kick, Great Throw, Lethal Weapon, Roundabout Kick, Size Is No Obstacle, Stunning Fist, Superior Unarmed Strike), Inspiring Leadership, Loyal Defender, Lunge, Mounted Combat (Mounted Archery, Mounted Dodge, Mounted Focus, Mounted Tactician, Tall in the Saddle, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, One Shot One Kill, Precise Shot, Shot on the Run), Near and Far (Up and Down), Power Attack (Avalanche Attack, Cleave, Cleave Asunder, Great Cleave, Improved Bull Rush, Improved Overrun (Charge Through), Sunder, Superior Cleave, Overwhelming Attack, Power Lunge), Quick Draw, Rank Fighting, Rapid Reload, Secret Technique, Shield Focus (Covering Defence), Skirmisher, Stand Firm, Supporting Tactics, Swarming, Teamwork, The Joy of Battle, The Hand is Mightier than the Blade, The Riddle of Steel, The Red Haze of Battle, Two-Weapon Fighting (Double Strike, Improved Two-Weapon Fighting, Off-hand Parry, Superior Two-Weapon Fighting), Weapon Finesse* (Fencing Stance), Weapon Focus* (Greater Weapon Focus), Weapon Mastery, Weapon Specialization* (Greater Weapon Specialization), Wrestler.</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. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. </p><p></p><p><strong>Veteren’s Composure</strong>: On achieving 3rd level, the fighter has become somewhat annealed to the horrors of war and takes a +4 bonus on Horror saves related to violence or its aftermath. The fighter may be deeply and emotionally affected by these things, but they don’t shake his composure.</p><p><strong>Captain-at-Arms:</strong> On achieving 6th level, the fighter becomes accustomed to giving commands to other fighting men, and adds a +3 bonus to any Leadership skill check with respect to characters with at least one level of fighter. On achieving 15th level, this bonus increases to +6.</p><p><strong>Weapon Mastery:</strong> At 6th level and again every 6 levels thereafter (12th, 18th), the fighter receives Weapon Mastery as a bonus feat.</p><p><strong>Hero’s Mettle: </strong>Beginning at 9th level, versus any spell which offers as a saving throw type, ‘Fortitude Partial’, if the Fighter succeeds in his saving throw, he suffers no effect.</p><p><strong>Warrior’s Will:</strong> Beginning at 12th level, versus any spell which offers as a saving throw type, ‘Will Partial’, if the Fighter succeeds in his saving throw, he suffers no effect.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5502645, member: 4937"] [SIZE="5"][B]Fighter[/B][/SIZE] [B]Alignment:[/B] Any. [B]Hit Die:[/B] d10 [B]Requirement:[/B] Strength 9 [B]Class Skills:[/B] The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Leadership (Cha), Porter(Str), Ride (Dex), Run (Str), Swim (Str), and Tactics (Int). [B]Skill Points at 1st Level:[/B] (4 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 4 + Int modifier. [B]Weapon and Armor Proficiency:[/B] The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. [code][B]Table: The Fighter[/B]Level [B]Base Attack Bonus Fort Ref Will Special[/B] Save Save Save 1st +1 +2 +0 +0 Bonus feat 2nd +2 +3 +0 +0 Bonus feat 3rd +3 +3 +1 +1 Veteren’s Composure 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Bonus feat 6th +6/+1 +5 +2 +2 Captain-at-Arms +3, Weapon Mastery 7th +7/+2 +5 +2 +2 Bonus feat 8th +8/+3 +6 +2 +2 Bonus feat 9th +9/+4 +6 +3 +3 Hero’s Mettle 10th +10/+5 +7 +3 +3 Bonus feat 11th +11/+6/+1 +7 +3 +3 Bonus feat 12th +12/+7/+2 +8 +4 +4 Warrior’s Will, Weapon Mastery 13th +13/+8/+3 +8 +4 +4 Bonus feat 14th +14/+9/+4 +9 +4 +4 Bonus feat 15th +15/+10/+5 +9 +5 +5 Captain-at-Arms +6 16th +16/+11/+6/+1 +10 +5 +5 Bonus feat 17th +17/+12/+7/+2 +10 +5 +5 Bonus feat 18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, Weapon Mastery 19th +19/+14/+9/+4 +11 +6 +6 Bonus feat, Bonus feat 20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, Bonus feat[/code] [B]Bonus Feats:[/B] The fighter gains bonus feats in addition to any general feats that they would normally be eligible for. These bonus feats must be drawn from the following list: Ambidexterity, All-Out Attack, Armored Grace, Armored Speed, Beatdown, Blind-Fight, Boxer, Brawler, Close Quarters Fighting, Combat Intution (The Right Place at the Right Time, Uncanny Reflexes), Combat Leadership, Combat Reflexes (Counter Attack, Defensive Throw, Hold the Line, Improved Combat Reflexes, One Man Gang, Press the Attack, Reflex Set, Riposte, Roll With the Punches), Counter Moves, Dead Aim, Death Blow, Dodge (Defensive Strike, Mobility, Sidestep, Spring Attack, Tornado Attack, Turn your Strength to my Advantage), Distance Keeping, Duelist, Exotic Weapon Proficiency*, Combat Expertise (Canny Defence, Improved Disarm, Improved Trip, Shield Mastery, Whirlwind Attack), Expert Tactician (Perceive Weakness, Wary), Fighting Withdraw, Full Fisted, Heavy Infantry, Hoplite, Infighting, Improved Clinch, Improved Critical*, Improved Flail, Improved Initiative (Combat Surge, Grace), Improved Feint, Improved Flail, Improved Parry (Superior Parry), Follow Up Attack, Improved Precision, Improved Unarmed Strike (Circle Kick, Deflect Arrows, Flying Kick, Great Throw, Lethal Weapon, Roundabout Kick, Size Is No Obstacle, Stunning Fist, Superior Unarmed Strike), Inspiring Leadership, Loyal Defender, Lunge, Mounted Combat (Mounted Archery, Mounted Dodge, Mounted Focus, Mounted Tactician, Tall in the Saddle, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, One Shot One Kill, Precise Shot, Shot on the Run), Near and Far (Up and Down), Power Attack (Avalanche Attack, Cleave, Cleave Asunder, Great Cleave, Improved Bull Rush, Improved Overrun (Charge Through), Sunder, Superior Cleave, Overwhelming Attack, Power Lunge), Quick Draw, Rank Fighting, Rapid Reload, Secret Technique, Shield Focus (Covering Defence), Skirmisher, Stand Firm, Supporting Tactics, Swarming, Teamwork, The Joy of Battle, The Hand is Mightier than the Blade, The Riddle of Steel, The Red Haze of Battle, Two-Weapon Fighting (Double Strike, Improved Two-Weapon Fighting, Off-hand Parry, Superior Two-Weapon Fighting), Weapon Finesse* (Fencing Stance), Weapon Focus* (Greater Weapon Focus), Weapon Mastery, Weapon Specialization* (Greater Weapon Specialization), Wrestler. Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. [B]Veteren’s Composure[/B]: On achieving 3rd level, the fighter has become somewhat annealed to the horrors of war and takes a +4 bonus on Horror saves related to violence or its aftermath. The fighter may be deeply and emotionally affected by these things, but they don’t shake his composure. [B]Captain-at-Arms:[/B] On achieving 6th level, the fighter becomes accustomed to giving commands to other fighting men, and adds a +3 bonus to any Leadership skill check with respect to characters with at least one level of fighter. On achieving 15th level, this bonus increases to +6. [B]Weapon Mastery:[/B] At 6th level and again every 6 levels thereafter (12th, 18th), the fighter receives Weapon Mastery as a bonus feat. [B]Hero’s Mettle: [/B]Beginning at 9th level, versus any spell which offers as a saving throw type, ‘Fortitude Partial’, if the Fighter succeeds in his saving throw, he suffers no effect. [B]Warrior’s Will:[/B] Beginning at 12th level, versus any spell which offers as a saving throw type, ‘Will Partial’, if the Fighter succeeds in his saving throw, he suffers no effect. [/QUOTE]
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Playing Like Celebrim - The Fighter
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