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What DO you DO for... Fighters?
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<blockquote data-quote="EvilGM" data-source="post: 2923865" data-attributes="member: 4628"><p>I give every class more abilities, in fact, something at every level. </p><p></p><p>Some of the highlights for Fighters:</p><p></p><p>Combat Weaponry (Ex): At 3rd level or higher, a fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4). He may also throw weapons with no range increment at this same penalty. In addition, throwing any two-handed or smaller weapon in this manner is a standard action, not a full-round action.</p><p></p><p>Second Wind (Ex): At 3rd level, a fighter can heal himself of a number of points of damage equal to his fighter level plus his Constitution bonus (minimum 1) once per day as a free action.</p><p></p><p>Intimidate (Ex): At 5th level, a fighter receives a +2 bonus to all Intimidate checks. Every five fighter levels thereafter (10th, 15th, and 20th) this bonus increases by +2.</p><p></p><p>Improved Charge (Ex): At 7th level or higher, a charging fighter adds +4 to his attack roll (or +4 bonus on the Strength check to Bullrush or Overrun). He still suffers the -2 penalty to AC until his next turn.</p><p></p><p>Improved Combat Reflexes (Ex): At 9th level or higher, a fighter receives additional attacks of opportunity per round. Each attack of opportunity is taken at the fighter's highest BAB.</p><p></p><p>Combat Senses (Ex): Starting at 11th level (and every two levels thereafter), the fighter may choose one of the following: a +1 to Initiative, a +1 dodge bonus to AC, or a +1 to Reflex saves. These can be taken multiple times and stack.</p></blockquote><p></p>
[QUOTE="EvilGM, post: 2923865, member: 4628"] I give every class more abilities, in fact, something at every level. Some of the highlights for Fighters: Combat Weaponry (Ex): At 3rd level or higher, a fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4). He may also throw weapons with no range increment at this same penalty. In addition, throwing any two-handed or smaller weapon in this manner is a standard action, not a full-round action. Second Wind (Ex): At 3rd level, a fighter can heal himself of a number of points of damage equal to his fighter level plus his Constitution bonus (minimum 1) once per day as a free action. Intimidate (Ex): At 5th level, a fighter receives a +2 bonus to all Intimidate checks. Every five fighter levels thereafter (10th, 15th, and 20th) this bonus increases by +2. Improved Charge (Ex): At 7th level or higher, a charging fighter adds +4 to his attack roll (or +4 bonus on the Strength check to Bullrush or Overrun). He still suffers the -2 penalty to AC until his next turn. Improved Combat Reflexes (Ex): At 9th level or higher, a fighter receives additional attacks of opportunity per round. Each attack of opportunity is taken at the fighter's highest BAB. Combat Senses (Ex): Starting at 11th level (and every two levels thereafter), the fighter may choose one of the following: a +1 to Initiative, a +1 dodge bonus to AC, or a +1 to Reflex saves. These can be taken multiple times and stack. [/QUOTE]
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What DO you DO for... Fighters?
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