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, Marked For Death, 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), Knowledge (Int) (Dungeoneering) , Knowledge (Int) (Architecture and engineering), Listen (Wis),Perform (Cha) (Battle Drills), 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 a fighter ability

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.

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


Marked for Death (Ex): The fighter can choose a single foe they can see or hear. For the duration of the encounter as long as the fighter is engaged with only the marked foe. Engaged can make a variety of things such as the fighter only attacking the marked foe, trying to block the foe's movement or the fighter trying in someway to impede and hamper the marked foe. The marked foe if it attacks anyone other then the fighter takes a -3 to all rolls, checks, armor class and saves and has a 10% per 5 fighter levels (minimum 10) spell failure chance(this applies to divine magic and any form of magic or spell like abilities as well).The fighter can also when fighting a magic using foe that is casting defensively make a reflex save against the caster's concentration check, if the fighter wins, they can attack the caster and disrupt the magic even if casting defensively for that round. Additionally the fighter gains a +3 competence bonus to ac/dr-/sr against the foe's attacks and saves against the targeted foe abilities and magic for the duration of the encounter.

At level 3 the marked foe additionally can only move at half speed if not attacking or engaging only the fighter and must if using an immediate action or swift action make a reflex save or be unable to use it for that round.

At level 6 the marked foe as long as the fighter is engaged with the foe can be flanked by allies that are adjacent to the fighter or the marked foe or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would regularly be unable to be flanked or sneak attacked, the allies can each make a dexterity check against the marked foe, if the allies win, the marked foe can be flanked for that round.

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 of rest or noncombat.

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 14 Fortitude save that increases by 3 for each additional ability used without the required 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 the required 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.

Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max. Foes with an cr of less then 1/2 or that are 3 or more cr lower then the fighter's hd do not give points. Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat.

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. Additionally the fighter now regenerates martial points twice as fast(this stacks with the delay option)


List of martial abilities:

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.

Not Out of Reach(4 points) (Ex): For the encounter the fighter can use reach weapons to attack adjacent foes by spending a swift action on their turn or immediate action to do so which causes the reach weapon to lose their reach but allows it to hit adjacent foes, a second swift action restores the reach of the weapon.


Toppling Critical(2 points) (Ex): On a successful critical hit against a foe no more then one size larger then you, the targeted foe must make a reflex save or fall prone, a successful save reduces this to flat footed for 1 round. Foes immune to critical hits can be affected as this is more the sheer force of the hit but get a 4+ on their save and are not flat footed on a successful save.

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 1/4 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 if it hits is an automatic critical on the foe that ignores damage reduction.

Encouragement(2 points) (Ex): As a swift action or immediate action the fighter gives encouragement to all allies within 10 feet + 5 feet per 6 fighter levels of the fighter. The encouragement gives allies a +2 to dodge ac, 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 for 1 minute.


Multi Aid(4 points) (Ex): You can add an additional ally with aid another per 4 fighter levels and can choose to give aided allies different bonuses if you wish.

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 a full round action or swift action and ready any 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. You can also delay your action without losing initiative or use your delayed action to interrupt a foe's action as if it was readied or use it to aid an another ally.

Fighting Shield(2 points) (Ex): If the fighter is engaged with a foe, the fighter can designate one ally within 10 feet of the fighter or foe being engaged, 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(3 points) (Ex):The fighter gains a second immediate action or swift action on the turn they use their immediate action or swift action. This does not use their swift or immediate action on their next turn. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).

Shoot the Missile(4 points) (Ex): For 1 minute as an immediate action, the fighter can with a thrown weapon attempt to deflect a ranged attack aimed at themselves or an ally in range of their ranged weapon. The fighter makes an attack roll against the other ranged weapon's attack roll, if the fighter rolls higher the attack is stopped . Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be stopped.

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.

Act 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 1/4 fighter level(minimum one) but only once per round.

Once Again(8 points) (Ex):The fighter if they kill or reduce a foe to less then 0 hp with a critical hit gains an additional action of their choice on their turn. This applies even if the foe is immune to critical hits. This can be used a number of times per encounter equal to 1/4 fighter level(minimum one) but only once per round.


Bigger Faux(5 points) (Ex): The fighter for 1 minute counts as 1 size category bigger for the purpose of bull rush, sunder, disarm, overrun, intimidate, grapple, trip and charge checks. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).

Ally Moves(8 points) (Ex): As a standard action the fighter can grant all allies within 15 feet + 5 feet per 5 fighter levels of the fighter an additional move action on their turn or alternatively ready an action as a move action not standard action. If not used the move action is wasted. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one)

Tiring Assault(3 points) (Ex): If performing a full attack on a single foe, for each attack that hits the foe must make a fortitude save or become exhausted for 1 round per attack, a successful save reduces this to fatigued for 1 round per attack.

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. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).

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. They can also take a 5 foot step as an immediate action which does not prevent them from taking another 5 foot step on their turn.

Play Through The Pain(7 points) (Ex): If affected by adverse status conditions such as nauseated, blinded, 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. A successful save instead causes a penalty of 1d6 to the ability score for 1 round though this can't reduce it to less then 1,

Super Opportunity(6 points) (Ex): For 1 minute any foes hit by any of your attacks of opportunity on them must make a reflex save or stop moving for the rest of the round if moving is what caused the attack of opportunity. If the attack is a critical hit, the foe is also flatfooted for 1 round, this applies even if the foe is immune to critical hits.

Hampering 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 suffer a listed condition of the fighter's choice for 1 minute: staggered, exhausted, frightened, blinded, deafened.

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 though they can save as usual.

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 up to heavy. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).

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.

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 immediately 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.

Not as Bad as it Looked(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 can either be healed of 1d2 points of ability drain or ability damage(their choice on which ability score, but only one can be chosen) or be healed of 1d2 level drain.

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 then the fighter, the attempt not only fails on the fighter, the fighter then knocks the foe prone.

Rough Area(4 points) (Ex): For 1 minute any foes passing by any squares the fighter threatens or is adjacent treat the squares as difficult terrain unless they pass a reflex save for each square traveled. This can not be used if the fighter is helpless, unconscious, staggered, confused, nauseated, exhausted, stunned, dazed, pinned, frightened or panicked.


Opportunity Spite(8 points) (Ex): For 1 minute when ever you are hit with an attack of opportunity in melee, you can lunge at the foe and try to take them off guard and off balance. A foe who attacked you with an attack of opportunity must make a reflex save or take a -5 to attack rolls and initiative rolls on the next round. This can be used a number of times per encounter equal to 1/3 fighter level(minimum one).


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.

Dazing Attack(5 points) (Ex): As 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 dazed 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, using change shape, in alternative form, Gaseous Form, wild shape or similar effects, the target must make a fortitude save or have the effect ended reverting them to their regular form(even undead and constructs must make this save, use their charisma score in place of constitution) . Additionally the target is not able to not use any of these abilities 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 the duration of the encounter 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 ,this can not be used if the fighter is helpless, unconscious, staggered, pinned, confused, nauseated, dazed, stunned, exhausted, frightened or panicked.

Riposte(6 points) (Ex): For 1 minute if a foe misses the fighter with all its attacks, the fighter may make a bonus attack of opportunity against that foe, if the attack hits it is an automatic critical.

Tactical Reposition(4 points) (Ex): As a move action against a foe no more then one size larger then the fighter, the fighter can make a grapple or strength check against the foe, if the fighter wins, they can move the foe 5 feet in a square of the fighter's choice that is not occupied by a solid object or obstacle. The fighter may also switch spots with the foe if they wish. This provokes an attack of opportunity from the foe unless the fighter has improved grapple or combat reflexes or combat expertise or makes a successful dexterity check against the foe.

Stop Action(2 points) (Ex): For 1 minute as an immediate action or swift action the fighter may either make a single ranged attack on a foe in range or move up to 1/2 their speed and make a single melee attack against a creature. If that creature was performing any form of action, check, roll or attack declared or not, the Fighter's attack is treated as though it was readied to interrupt it. If the Fighter's attack hits, the creature's action whatever it was fails (movement is stopped, magic/psionics fizzles even if cast defensively, attacks are cancelled, etc). Additionally on a critical hit even if the foe is otherwise immune to critical hits, the target must make a reflex save or be flat footed for 1 round.

Hampering Presence(9 points) (Ex): For the duration of the encounter the fighter is a harrying, distracting and impeding presence to nearby foes. All foes in the fighter's threatened area or that are adjacent to the fighter take a penalty to dodge ac,bluff/concentration/spellcraft/perform/use magic device/spot and listen checks equal to 1/3 the fighter's level (minimum one). If the fighter would cause affected foes to fail their use magic item check, it is treated as if the foe rolled a natural 1 and suffered a mishap. This ability can not be used or affect foes if the fighter is helpless, unconscious, staggered, pinned, confused, nauseated, dazed, stunned, exhausted, frightened or panicked.

Readied Tactics(4 points) (Ex): for the duration of the encounter, if the fighter uses a readied attack or action on a foe, the foe is denied its Dexterity bonus to its AC.

Tearing Wound(6 points) (Ex): As a move action the fighter can make a single attack on a foe, if it hits the foe must make a fortitude save or suffer from a tearing injury. A tearing injury can only be applied to foes where conceivably the flesh or material the foe is made of would tear or break or crumble or similar from overexertion or movement.A foe with a tearing injury must each time it takes a full round action, standard action or moves more then half its speed (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) make another fortitude save or take damage again equal to the initial attack. The tearing wound goes away when the target is healed for the same amount of hit points as the initial attack did or receives a heal check equal to the damage the initial attack did. Note this ability can work on corporeal undead and constructs as long as the substance they are made from could tear from actions(use their charisma in place of their non existent constitution score for fortitude saves).