Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What DO you DO for... Fighters?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Flynn" data-source="post: 3553795" data-attributes="member: 1836"><p>Inspired by this thread, here's something I put together that I would like input on.</p><p></p><p>Thank you in advance,</p><p>Flynn</p><p></p><p>* * * * *</p><p></p><p><strong>Fighter</strong></p><p></p><p>The Fighter prefers direct solutions to problems. If a matter can’t be resolved quickly and effectively, then the Fighter often pursues a straight-forward physical resolution. Physically oriented, the Fighter traditionally enjoys combat, hard labor and physical exertion.</p><p></p><p>Hit Die: d10 (10 + Con modifier at first character level; 6 + Con modifier at second character level and later.)</p><p>Starting Skills/Ranks Per Level: 5 + Int modifier (or 4 + Int modifier if non-human). {As an aside: In my game, skill lists are based on background, not class.}</p><p></p><p><strong>Starting Features</strong></p><p>In addition to the two feats all characters get at 1st character level (one feat if non-human), a Fighter begins play with four (4) Weapon Group Proficiency feats, Armor Proficiency (light, medium and heavy), Shield Proficiency and one Fighter bonus feat.</p><p></p><p>Note On Multiclassing: A character that chooses Fighter as a multiclass after first character level does not receive these starting features.</p><p></p><p><strong>Special Abilities</strong></p><p>The Fighter has the following special abilities:</p><p></p><p>War Talents: At first class level and every odd class level, the Fighter gains a war talent. This talent must be selected from those listed below. If a war talent has prerequisites, the Fighter must meet them before selecting the war talent. Some war talents may be selected more than once, as per the individual war talent description.</p><p></p><p>* Advanced Weapon Training: The Fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4).</p><p></p><p>* Armored Mobility: The Fighter treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with abilities of mithral armor or any other similar effects. Prerequisite: 11th level Fighter.</p><p></p><p>* Bodyguard: If the Fighter is within 5 ft. of any ally who takes damage from an attack, he may spend an action point at the time of the attack to switch positions with the ally and take all the damage and any associated effects instead.</p><p></p><p>* Bravery: The Fighter gains a +2 competence bonus on all saving throws against fear effects. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Canny Dodge: The Fighter gains a +1 dodge bonus to AC. This war talent may be taken up to five times, and its benefits stack.</p><p></p><p>* Extreme Effort: The Fighter can push himself to make an extreme effort related either to a Strength check (such as forcing a door or bending the bars of a jail cell) or a Strength-based skill check. The Fighter must decide to use this ability before making the check. The effort requires a full-round action and provides a +2 bonus on the check. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Ignore Hardness: The Fighter can ignore 2 points of an object’s hardness when making a melee attack to break it. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Improved Carrying Capacity: The Fighter may treat his Strength ability score as if it were two points higher only for the purposes of improving his carrying capacity. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects.</p><p></p><p>* Men-At-Arms: The Fighter can raise a group of fighting men (and women) from the surrounding area. To do so, the Fighter must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Fighter will have gathered together a fighting force of an Encounter Level (EL) equal to his Fighter class level plus his Charisma bonus. The Fighter is responsible for food and supplies for these men, and they will follow him so long as they are treated well. Prerequisite: 7th level Fighter.</p><p></p><p>* Mettle: If the Fighter is exposed to any effect that would normally allow him to attempt a Fortitude saving throw for partial damage or effect, he suffers no damage or effect if he makes a successful Fortitude saving throw. Mettle cannot be used while unconscious or sleeping. Prerequisite: 5th level Fighter.</p><p></p><p>* Melee Smash: The Fighter receives a +1 bonus on melee damage. This war talent may be taken multiple times, and its benefits stack.</p><p></p><p>* Shield Guardian: If the Fighter is within 5 ft. of any ally, he may spend an action point at any time to grant his ally a shield bonus to AC equal to one the Fighter possesses, until the beginning of the Fighter's next turn. This bonus stacks with any shield bonus the ally might have.</p><p></p><p>Bonus Feats: At second class level and every even class level, the Fighter gains a bonus feat. This feat must be selected from those core feats labeled as (Fighter), and the Fighter must meet any prerequisites.</p><p></p><p><strong>Restrictions</strong></p><p>None.</p><p></p><p><strong>Table: The Fighter</strong></p><p>[code]</p><p>Level BAB Fort Ref Will Special DEF</p><p>1st +1 +2 +0 +0 War Talent +1</p><p>2nd +2 +3 +0 +0 Bonus Feat +2</p><p>3rd +3 +3 +1 +1 War Talent +2</p><p>4th +4 +4 +1 +1 Bonus Feat +3</p><p>5th +5 +4 +1 +1 War Talent +3</p><p>6th +6 +5 +2 +2 Bonus Feat +3</p><p>7th +7 +5 +2 +2 War Talent +4</p><p>8th +8 +6 +2 +2 Bonus Feat +4</p><p>9th +9 +6 +3 +3 War Talent +5</p><p>10th +10 +7 +3 +3 Bonus Feat +5</p><p>11th +11 +7 +3 +3 War Talent +5</p><p>12th +12 +8 +4 +4 Bonus Feat +6</p><p>13th +13 +8 +4 +4 War Talent +6</p><p>14th +14 +9 +4 +4 Bonus Feat +7</p><p>15th +15 +9 +5 +5 War Talent +7</p><p>16th +16 +10 +5 +5 Bonus Feat +7</p><p>17th +17 +10 +5 +5 War Talent +8</p><p>18th +18 +11 +6 +6 Bonus Feat +8</p><p>19th +19 +11 +6 +6 War Talent +9</p><p>20th +20 +12 +6 +6 Bonus Feat +9</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Flynn, post: 3553795, member: 1836"] Inspired by this thread, here's something I put together that I would like input on. Thank you in advance, Flynn * * * * * [B]Fighter[/B] The Fighter prefers direct solutions to problems. If a matter can’t be resolved quickly and effectively, then the Fighter often pursues a straight-forward physical resolution. Physically oriented, the Fighter traditionally enjoys combat, hard labor and physical exertion. Hit Die: d10 (10 + Con modifier at first character level; 6 + Con modifier at second character level and later.) Starting Skills/Ranks Per Level: 5 + Int modifier (or 4 + Int modifier if non-human). {As an aside: In my game, skill lists are based on background, not class.} [B]Starting Features[/B] In addition to the two feats all characters get at 1st character level (one feat if non-human), a Fighter begins play with four (4) Weapon Group Proficiency feats, Armor Proficiency (light, medium and heavy), Shield Proficiency and one Fighter bonus feat. Note On Multiclassing: A character that chooses Fighter as a multiclass after first character level does not receive these starting features. [B]Special Abilities[/B] The Fighter has the following special abilities: War Talents: At first class level and every odd class level, the Fighter gains a war talent. This talent must be selected from those listed below. If a war talent has prerequisites, the Fighter must meet them before selecting the war talent. Some war talents may be selected more than once, as per the individual war talent description. * Advanced Weapon Training: The Fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4). * Armored Mobility: The Fighter treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with abilities of mithral armor or any other similar effects. Prerequisite: 11th level Fighter. * Bodyguard: If the Fighter is within 5 ft. of any ally who takes damage from an attack, he may spend an action point at the time of the attack to switch positions with the ally and take all the damage and any associated effects instead. * Bravery: The Fighter gains a +2 competence bonus on all saving throws against fear effects. This war talent may be taken multiple times, and its benefits stack. * Canny Dodge: The Fighter gains a +1 dodge bonus to AC. This war talent may be taken up to five times, and its benefits stack. * Extreme Effort: The Fighter can push himself to make an extreme effort related either to a Strength check (such as forcing a door or bending the bars of a jail cell) or a Strength-based skill check. The Fighter must decide to use this ability before making the check. The effort requires a full-round action and provides a +2 bonus on the check. This war talent may be taken multiple times, and its benefits stack. * Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack. * Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack. * Ignore Hardness: The Fighter can ignore 2 points of an object’s hardness when making a melee attack to break it. This war talent may be taken multiple times, and its benefits stack. * Improved Carrying Capacity: The Fighter may treat his Strength ability score as if it were two points higher only for the purposes of improving his carrying capacity. This war talent may be taken multiple times, and its benefits stack. * Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack. * Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects. * Men-At-Arms: The Fighter can raise a group of fighting men (and women) from the surrounding area. To do so, the Fighter must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Fighter will have gathered together a fighting force of an Encounter Level (EL) equal to his Fighter class level plus his Charisma bonus. The Fighter is responsible for food and supplies for these men, and they will follow him so long as they are treated well. Prerequisite: 7th level Fighter. * Mettle: If the Fighter is exposed to any effect that would normally allow him to attempt a Fortitude saving throw for partial damage or effect, he suffers no damage or effect if he makes a successful Fortitude saving throw. Mettle cannot be used while unconscious or sleeping. Prerequisite: 5th level Fighter. * Melee Smash: The Fighter receives a +1 bonus on melee damage. This war talent may be taken multiple times, and its benefits stack. * Shield Guardian: If the Fighter is within 5 ft. of any ally, he may spend an action point at any time to grant his ally a shield bonus to AC equal to one the Fighter possesses, until the beginning of the Fighter's next turn. This bonus stacks with any shield bonus the ally might have. Bonus Feats: At second class level and every even class level, the Fighter gains a bonus feat. This feat must be selected from those core feats labeled as (Fighter), and the Fighter must meet any prerequisites. [B]Restrictions[/B] None. [B]Table: The Fighter[/B] [code] Level BAB Fort Ref Will Special DEF 1st +1 +2 +0 +0 War Talent +1 2nd +2 +3 +0 +0 Bonus Feat +2 3rd +3 +3 +1 +1 War Talent +2 4th +4 +4 +1 +1 Bonus Feat +3 5th +5 +4 +1 +1 War Talent +3 6th +6 +5 +2 +2 Bonus Feat +3 7th +7 +5 +2 +2 War Talent +4 8th +8 +6 +2 +2 Bonus Feat +4 9th +9 +6 +3 +3 War Talent +5 10th +10 +7 +3 +3 Bonus Feat +5 11th +11 +7 +3 +3 War Talent +5 12th +12 +8 +4 +4 Bonus Feat +6 13th +13 +8 +4 +4 War Talent +6 14th +14 +9 +4 +4 Bonus Feat +7 15th +15 +9 +5 +5 War Talent +7 16th +16 +10 +5 +5 Bonus Feat +7 17th +17 +10 +5 +5 War Talent +8 18th +18 +11 +6 +6 Bonus Feat +8 19th +19 +11 +6 +6 War Talent +9 20th +20 +12 +6 +6 Bonus Feat +9 [/code] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What DO you DO for... Fighters?
Top