User:Balmz/fighter4

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Fighter

Making a Fighter

Alignment: Any.

Starting Age: Moderate.

Table: The Fighter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Bonus Feat, Battle Training , 10 Martial Points
2nd +2 +3 +3 +3 Bonus Feat,
3rd +3 +3 +3 +3 20 Martial Points,
4th +4 +4 +4 +4 Bonus Feat,
5th +5 +4 +4 +4 30 Martial Points
6th +6/+1 +5 +5 +5 Bonus Feat,
7th +7/+2 +5 +5 +5 40 Martial Points
8th +8/+3 +6 +6 +6 Bonus Feat,
9th +9/+4 +6 +6 +6 50 Martial Points
10th +10/+5 +7 +7 +7 Bonus Feat,
11th +11/+6/+1 +7 +7 +7 60 Martial Points
12th +12/+7/+2 +8 +8 +8 Bonus Feat,
13th +13/+8/+3 +8 +8 +8 70 Martial Points
14th +14/+9/+4 +9 +9 +9 Bonus Feat,
15th +15/+10/+5 +9 +9 +9 80 Martial Points
16th +16/+11/+6/+1 +10 +10 +19 Bonus Feat,
17th +17/+12/+7/+2 +10 +10 +10 90 Martial Points
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat,
19th +19/+14/+9/+4 +11 +11 +11 100 Martial Points
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Martial Master,

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha),Climb (Str),Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha),Heal (Wis), Intimidate (Cha), Jump (Str),Listen (Wis),Profession (Wis), Ride (Dex),Search (Int),Sense Motive (Wis),Spot (Wis),Survival (Wis), Swim (Str),Tumble (Dex),Use Rope (Dex) .

Class Features

All of the following are class features of the fighter.

The save against a fighter's abilities is DC 10 + 1/2 BAB + strength or dexterity modifier The fighter can choose which ability score to use when using an ability, this does not apply to magic or psionics.

Weapon and Armor Proficiency: A fighter is proficient with their unarmed strikes and natural weapons, all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). At character creation, the fighter can choose 3 exotic weapons to be proficient in. If multiclassing as a fighter later on, the character can become proficient in 3 weapons by spending 12 hours each training with the 3 weapons of their choice.

Bonus Feats: At 1st level, a fighter gets 1 bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Battle Training:Fighters train for battle and learn from it, at level 1 they automatically gain Combat Expertise even if they do not meet the requirements for it.

Martial Points: At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so. The martial points used are regained each encounter after 5 minutes. A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without martial points or take 1d8 non lethal damage from overexertion. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it. Note some abilities have use limits regardless of the fighter having points or running out of the martial points. The martial abilities can not be used with magic or psionics, the fighter can use magic/psionic weapons and armor with the abilities but casting or manifesting does not work with the abilities. Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels(minimum 1) each round. If the fighter uses the delay option, the point rate is doubled.


Martial Mastery: At level 20 the fighter reaches the peak of martial training. All martial abilities now cost 1/2 their normal cost rounded down (but all abilities always cost at least 1 martial point.)


List of martial abilities:

The save against a fighter's martial abilities is DC 10 + 1/2 BAB + strength or dexterity modifier The fighter can choose which ability score to use when using a martial ability.

Greater Save(1 point) (Ex): If the fighter passes any save that would cause a partial effect on a successful save, the fighter negates the effect completely. This effect lasts for 1 minute.

Jump Up(1 point) (Ex): You may if prone stand up as a free action that does not provoke an attack of opportunity.

Quick Skills(4 points) (Ex): If using a fighter class skill that requires 1 round or a standard action to use, you may use it as a move action that does not provoke an attack of opportunity.

True Attack(6 points) (Ex): The fighter can as a swift action give themselves the effect of true strike for 1 round.This can be used a number of times per encounter equal to 1/3 fighter level (minimum one).

Fast Mercy(1 point) (Ex): You may perform a coup de grace as a move action that does not provoke an Attack of Opportunity.

Move in for the Kill(1 point) (Ex): The fighter can perform a full attack against 1 foe as a move action that is suffering from an adverse status condition. The last attack is an automatic critical on the foe that ignores damage reduction.

Encouragement(2 points) (Ex): As a swift action the fighter gives encouragement to all allies within 20 feet of the fighter. The encouragement gives allies a +2 to reflex saves and saves against mind effects for 1 round.

Quick Aid(3 points) (Ex): You can aid another as a swift action that does not provoke an attack of opportunity instead of a standard action.

Take The Initiative(6 points) (Ex): You add 1/2 your fighter level as a bonus to initiative checks for the duration of encounter. Additionally for the encounter you can ready an action as a move action instead of a standard action and may move at half your movement speed instead of being restricted to a 5 feet step when readying an action.

Fighting Shield(3 points) (Ex): If the fighter is engaged with a foe, the fighter can designate one ally within 15 feet of the fighter, the ally can move away from or to the foe being fought by the fighter without provoking an attack of opportunity from the foe.

Zephyr Feet(3 points) (Ex): You may charge, overrun, bullrush or run as a move action instead of a full round action or standard action for 1 minute. Additionally for 1 minute despite any penalties to movement, you can take a move action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) This movement does not provoke attacks of opportunity (despite the distance covered, this move isn’t a 5-foot step).

Expert Disarm(2 points) (Ex): If you disarm a foe, you can have the weapon land in a square of your choice 5 feet away instead of at the foe's feet, additionally for the following round, the foe takes a -3 to attack/damage rolls and is flat footed.

Expert Sunder(4 points) (Ex): If you choose to sunder a foe's weapon or shield, you now add 4d4 damage to your attempt and if the item is sundered, the target is also flat footed for 1 round.

Grapple Arts(2 points) (Ex): You may escape a grapple as a swift action instead of a standard action. Additionally if grappling a foe, you can draw a light weapon as a swift action or move at half your speed as a move action instead of a standard action.

Act Now(5 points) (Ex):The fighter gains a second immediate action on the turn they use their immediate action. This can be used a number of times per encounter equal to 1/2 fighter level(minimum one).

Fast Assault(5 points) (Ex): If making a full attack on a single foe, the fighter can perform a full attack as a move action on the foe instead of a full round action.

Once Again(10 points) (Ex):The fighter gains an additional action of their choice on their turn. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one)

Bigger(5 points) (Ex): The fighter for 1 minute counts as 1 size category bigger for the purpose of bull rush, overrun, grapple, trip and charge checks.

Tiring Assault(5 points) (Ex): If performing a full attack on a single foe, if all your attacks hit the target must make a fortitude save or become exhausted for 1 minute, a successful save reduces this to 1 round.

Long Attack(1 point) (Ex):The fighter treats all their melee or ranged attacks as if they as if it had 5 extra feet of reach, this stacks with any reach the weapon already has and lasts 1 minute.

Sharp Eyes(2 points) (Ex):If a foe is under the effects of magic concealment, blur, displacement, blink or similar effects, the fighter can make a will save against the effects as if it were a hostile spell cast on them, if they pass, they ignore the effects on the foe and do not suffer a miss chance. This lasts for the duration of the effects or the end of the encounter which ever comes first.

Conceal Not(5 points) (Ex): For the duration of the encounter if the fighter hits a foe who is under either mundane concealment, total concealment or soft cover, as long as the foe does not leave the square the fighter for subsequent actions and attacks ignores the effects or bonuses on the foe granted from the effect.


Strong Defense(2 points) (Ex): If fighting defensively or using the total defense option you can use it as a move action instead of a standard action for 1 minute . Additionally you negate any partial effect that an ability that requires a reflex save would cause on a successful save and take a partial effect on a failed save.


Shoving Critical(1 point) (Ex): If the fighter when fighting a foe no more then 1 size larger then them lands a critical hit on the foe, the foe is pushed back 5 feet. Note that even foes immune to critical hits are subject to this as this is more the sheer impact of the blow on the foe, not necessarily hitting a weak spot or vital.


Fast Feet(3 points) (Ex): The fighter may for the duration of the encounter take an additional 5 foot step if they wish on their turn in additional to any other movement including another 5 feet step.

Play Through The Pain(7 points) (Ex): If affected by adverse status conditions such as nauseated, stunned, dazed, confused, sleep(caused by a foe), staggered, fatigued and exhausted(but not from lack of rest or non combat reasons), slowed, paralyzed, the fighter can act normally for the duration of the effect, however they take a -5 to all rolls, checks and saves for the duration.

Drainless(3 points) (Ex): For the duration of the encounter, if attacked by an ability damaging or draining or level draining effect or ability of some sort that would normally not allow a save, the fighter can now save as if it did allow one.


Impeding Critical(3 points) (Ex): When landing a critical hit on a foe, the fighter can make the target roll a Fortitude save; if the target fails, they take 1d6 points of ability score damage to an ability score of the Fighter's choice.

Horrifying Critical(3 points) (Ex): When landing a critical hit on a foe that kills it or brings it to less then 1 hp, the fighter can as a free action attempt demoralize all foes within 30 feet of the fighter or the foe if using ranged attacks on the foe downed and cause them to be shaken for 1 minute on a failed save and for 1 round on a successful save. Note this works even on foes immune to critical hits as long as they are killed or brought down to less then 1 hp.

Protector(4 points) (Ex): For one minute if any one chosen ally within 10 feet of the fighter performs an action that would provoke an attack of opportunity otherwise, the fighter protects the ally from any attacks of opportunity and takes it as if the foe attacked them.

Evasive(3 points) (Ex):The fighter gains the effect of improved evasion and can move at regular speed for 1 minute regardless of worn armor or carried load.

Live Another Day(4 points) (Ex): You may withdraw from melee combat as a move action and move at full speed. You gain a dodge bonus to ac equal to 1/2 fighter level against attacks of opportunity during the process of withdrawing if you move out of a threatened square (other than the one you started in)

Ally Shield(3 points) (Ex): Any allies within 10 feet of the fighter gain evasion for 1 minute as long as they stay within 10 feet of the fighter, if they already have evasion, they gain improved evasion. The effect is lost if the fighter is incapacitated or helpless.

Take The Blow(1 point) (Ex):The fighter can as an immediate action switch places with an ally within 10 feet and take a hostile hit or effect instead of the ally taking it. The fighter can save against it as usual.

Marked for Death(5 points) (Ex): The fighter chooses a single foe they can see or hear. For the duration of the encounter as long as the fighter is engaged with the foe, the foe if it attacks anyone other then the fighter takes a -3 to all rolls, checks and saves and has a 10% per 5 fighter levels (minimum 10) spell failure chance(this applies to divine magic and spell like abilities as well), additionally the fighter gains a +3 competence bonus to ac/dr- against the foe's attacks and saves against the targeted foe abilities

Scare Them Back(2 points) (Ex): If the fighter passes a save or check on a hostile morale or fear effect directed at them, the fighter can as a immediate or free action do a counter demoralize check on who ever attempted the fear effect on the fighter. The foe if it fails the check suffers the fear effect they attempted on the fighter.

Thrill of the Win(2 points) (Ex):At the end of an encounter where the fighter and allies have won and not retreated, if the fighter is suffering from level drain, ability damage or drain or a adverse status condition caused by a foe, the fighter is healed of 1d2 points of drain or damage and has any adverse conditions caused by a foe ended.

Hustle(10 points) (Ex):' The fighter acts as if under the effects of haste for 1 round. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one)

Overwhelming Will(2 points) (Ex): If the fighter saves against any magic/psionics from either the enchantment school,illusion school or Telepathy discipline, the effect not only fails, the fighter can through sheer force of their will cause the caster/manifester to be dazed for 1 round.

Stand Firm(2 points) (Ex):The fighter can add their strength bonus if any to reflex saves and balance checks for 1 minute.

Goad(2 points) (Ex): Using your intimidation skill, you can goad a foe as a move action. If the attempt works, the foe will attack you and only you for 1 minute or until you are dead. On a failed attempt the foe can act normally but takes a -2 to attack rolls and skill checks for 1 round. Mindless creatures and low intelligence foes can be goaded but this may require special methods to get their attention such as throwing a rock at them or so on.

Push Spite(4 points) (Ex): If the fighter is subject to a charge, bullrush, trample or overrun attempt, if they pass a strength check and the foe is no more then one size larger, the attempt not only fails on the fighter, the fighter then knocks the foe prone.

Rough Area(4 points) (Ex): Any foes passing by any squares the fighter threatens or is adjacent to treat the squares as difficult terrain unless they pass a reflex save for each square traveled.

Skewered Fools(3 points) (Ex): If you use a ready action to set a polearm type weapon against a charge, you deal triple damage on a successful hit against a charging character. Additionally the target is paralyzed for 1 round unless it passes a fortitude save in which case it is slowed for 1 minute instead. Dragons can be affected by this as it is a physical effect but get a 4+ to their save.

Group Will(5 points) (Ex): For 1 minute, if the fighter and any allies within 15 feet of the fighter are subjected to a hostile mind effect or morale effect that affects more then one target, if the fighter saves against the effect, the allies automatically pass their save as well.

Stunning Attack(5 points) (Ex): s a move action the fighter may with a weapon that deals bludgeoning damage make a single regular attack against one foe, if it hits, the foe must make a fortitude save or be stunned for 1 round, a successful save instead causes a -1 penalty on all rolls and checks for 1 round. Creatures without a nervous system are immune, creatures with a nervous system that are immune to critical hits can be affected but get a 5+ on their save.

Nulling Hit(5 points) (Ex):As a move action the fighter can make a single regular attack on one foe. If it hits the foe, any active beneficial or hostile magic/psionics that the targeted foe has cast/manifested are instantly ended unless the target makes a will save. On a failed save the effects are ended and the target can not use any magic/psionics for 1d3 rounds. Note this is not dispelling but actually disrupting the mystic energies controlled by the foe targeted and as such can affect supernatural abilities.

Trueform Hit(5 points) (Ex): As a move action the fighter can make a single regular hit on a target. If it hits the target, if the target is willingly shapeshifted, polymorphed, in alternative form, wild shape or similar, the target must make a fortitude save or have the effect ended reverting them to their regular form. Additionally the target can not willingly change form for 1 minute. Note this is actually disrupting the mystic energies on the target and as such can affect supernatural abilities.

Supreme Dodge(6 points) (Ex): The fighter can for one minute as a swift action or immediate action each round gain the effect of blur on themselves for 1 round. This is not affected by true seeing or similar effects as it is a representation of the fighter's reflexes, this can not be used if the fighter is helpless, unconscious, staggered, confused, nauseated, exhausted, frightened or panicked.