Flynn
First Post
Inspired by the "What Do You Do For... Fighters" thread, here's something I put together that I would like input on. My goal here was simply to avoid dead levels without getting too far out of control, using a good number of suggestions found in that thread.
Thank you in advance,
Flynn
* * * * *
Fighter
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.}
Starting Features
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.
Special Abilities
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. No war talent, or talent sharing the same name, may be selected more than five times.
* 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. The action popint may be spent after the Fighter knows that the attack was successful, but it must be spent before damage is determined.
* 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 with previous selections of this talent.
* Canny Defense: The Fighter gains a +1 dodge bonus to AC while wielding a melee weapon and not wearing armor or using a shield. If the Fighter is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* 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 with previous selections of this talent.
* Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* 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 with previous selections of this talent.
* Imposing: The fighter adds his strength modifier to intimidate checks instead of his charisma modifier. Prerequisite: 17+ strength
* 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 with previous selections of this talent.
* Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects. This ability stacks with racial abilities that have a similar effect.
* 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 with previous selections of this talent. Prerequisite: 5th level Fighter.
* Resistance: The fighter gains resistance to acid, cold, electricity, fire or sonic damage equal to his constitution modifier (minimum of 1). This war talent may be taken multiple times, once for each energy type.
* 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.
Restrictions
None.
Table: The Fighter
Thank you in advance,
Flynn
* * * * *
Fighter
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.}
Starting Features
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.
Special Abilities
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. No war talent, or talent sharing the same name, may be selected more than five times.
* 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. The action popint may be spent after the Fighter knows that the attack was successful, but it must be spent before damage is determined.
* 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 with previous selections of this talent.
* Canny Defense: The Fighter gains a +1 dodge bonus to AC while wielding a melee weapon and not wearing armor or using a shield. If the Fighter is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* 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 with previous selections of this talent.
* Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* 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 with previous selections of this talent.
* Imposing: The fighter adds his strength modifier to intimidate checks instead of his charisma modifier. Prerequisite: 17+ strength
* 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 with previous selections of this talent.
* Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.
* Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects. This ability stacks with racial abilities that have a similar effect.
* 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 with previous selections of this talent. Prerequisite: 5th level Fighter.
* Resistance: The fighter gains resistance to acid, cold, electricity, fire or sonic damage equal to his constitution modifier (minimum of 1). This war talent may be taken multiple times, once for each energy type.
* 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.
Restrictions
None.
Table: The Fighter
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
21st +21 +12 +7 +7 War Talent +9
22nd +22 +13 +7 +7 Bonus Feat +10
23rd +23 +13 +7 +7 War Talent +10
24th +24 +14 +8 +8 Bonus Feat +11
25th +25 +14 +8 +8 War Talent +11
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