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'''Starting Wealth:''' 5d6 × 10 gp (average: 175 gp)
'''Starting Wealth:''' 5d6 × 10 gp (average: 175 gp)


'''Class Skills:''' The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str) and Warcraft (Special).
'''Class Skills:''' The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), [[Knowledge (Dungeoneering)]] (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str) and [[Warcraft]] (Special).


'''Skill Ranks Per Level:''' 4 + Int modifier.
'''Skill Ranks Per Level:''' 4 + Int modifier.

Revision as of 00:41, 5 August 2014

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Let's you and me have a little chat.

Description

Everybody fights in this game. But there's only one class that's a professional at it.

Fighters are not flashy or awesome. They never have been and that tradition continues. But there is nobody better to have around when things get messy than a fighter. Fighters are flat out the most flexible combat class in the game. Any combat style you want to do? The Fighter can do it. Massive damage blender? Yup. Incredible archery tricks? Yup, that too. But the thing that Fighters are absolutely the very best at?

Being the first guys in, and controlling how the fight works out. Fighters have incredibly potent abilities to keep themselves alive, debuff the monsters, focus attention away from the squishies, heck, they can even buff their allies in a fight, no matter how ugly it gets.

Fighters are everything they used to be, and so much more. If you like that sort of brutal, in-your-face sort of style, give a Fighter a try!


Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 × 10 gp (average: 175 gp)

Class Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str) and Warcraft (Special).

Skill Ranks Per Level: 4 + Int modifier.


Table: Fighter

Level BAB Fort Refl Will Combat Edge Special
1st +1 2 0 0 +1 Fighter's Challenge, Martial Prowess, Combat Tactics
2nd +2 3 0 0 +1 Bonus Feat
3rd +3 3 1 1 +1 Combat Tactics
4th +4 4 1 1 +2 Bonus Feat
5th +5 4 1 1 +2 Combat Tactics
6th +6/+1 5 2 2 +2 Bonus Feat
7th +7/+2 5 2 2 +3 Combat Tactics
8th +8/+3 6 2 2 +3 Bonus Feat
9th +9/+4 6 3 3 +3 Combat Tactics
10th +10/+5 7 3 3 +4 Bonus Feat
11th +11/+6/+1 7 3 3 +4 Advanced Combat Tactics
12th +12/+7/+2 8 4 4 +4 Bonus Feat
13th +13/+8/+3 8 4 4 +5 Advanced Combat Tactics
14th +14/+9/+4 9 4 4 +5 Bonus Feat
15th +15/+10/+5 9 5 5 +5 Advanced Combat Tactics
16th +16/+11/+6/+1 10 5 5 +6 Bonus Feat
17th +17/+12/+7/+2 10 5 5 +6 Advanced Combat Tactics
18th +18/+13/+8/+3 11 6 6 +6 Bonus Feat
19th +19/+14/+9/+4 11 6 6 +7 Advanced Combat Tactics
20th +20/+15/+10/+5 12 6 6 +7 Weapon Mastery, Bonus Feat


Class Abilities

Weapon and Armor Proficiency

A Fighter is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and light and heavy shields.


Combat Edge (Ex)

Beginning at 1st level, a fighter adds this Combat Edge bonus to many different things (described below).


Fighter's Challenge (Ex)

Beginning at 1st level, during combat, any time the Fighter rolls an attack (including combat maneuvers) against any opponent within 30 feet (hit or miss), the opponent is Challenged by the fighter. Note that a Challenge does not grant a fighter any knowledge of a foe's location in any circumstance, the fighter must perceive his target as normal. This Challenge is automatic, and cannot be 'turned off' by the Fighter. If you don't want to Challenge a foe, don't swing at it. The utility of the Fighter's Challenge ability is simple: Once a Fighter has attacked a target once, that target is penalized for attacking anyone other than the fighter.

The number of targets that can be affected by a Fighter's Challenge each round is only limited by the fighter's ability to make attack rolls against multiple targets. Fighter's Challenge can be applied via attacks of opportunity, and attacks against multiple targets (such as Whirlwind Attack). Every to-hit roll will apply a Challenge to every target attacked.

The effects of a Challenge end at the start of the fighter's next turn. Challenges never stack, even from multiple fighters. The newest challenge is always the current (and only) challenge on a creature. Challenges have no effect on other class abilities, such as the Ranger's Quarry, which aren't identified as a "Challenge".

Challenged foes suffer a penalty on all attack rolls (including ranged or ranged touch) equal to the fighter's combat edge bonus, unless the attack specifically targets, or includes as a target, the fighter who issued the challenge. If the challenged foe makes an area-effect attack, or an attack which targets multiple opponents and the fighter is among the targets, the entire attack suffers no penalty to its attack rolls. If such an attack does not include the fighter among its targets, all of its to-hit rolls suffer the penalty.

Furthermore, if the challenged foe takes a 5-foot step away from the fighter, performs a withdrawal maneuver, or makes an attack which does not include the fighter, the fighter may make a bonus attack against the challenged foe. This bonus attack is a free action which is resolved before the challenged foe's triggering action is completed. If the challenged foe targets the fighter or includes the fighter in his attack, the fighter's challenge provides no benefits to the fighter nor penalties to the challenged foe.

The bonus attack does not use up any of the fighter's attacks of opportunity or immediate actions for the round. The fighter can never make more than one bonus attack against the same challenged foe in a single round.

An action by a challenged foe cannot trigger both a bonus attack and an attack of opportunity. The fighter may choose which of these attacks he wishes to use against the target in these circumstances. Since both attacks of opportunity and the Challenge's bonus attack are resolved before the triggering action, only one is possible.


Martial Prowess (Ex)

Beginning at 1st level, the fighter adds the Combat Edge bonus to his to-hit rolls, damage rolls, CMD, and his armor's and shield's Max Dex Bonus. He subtracts the Combat Edge bonus from his armor's and shield's Armor Check Penalty.


Combat Tactics

Beginning at 1st Level the fighter learns a Combat Tactic, and gains an additional Tactic at each odd fighter level thereafter. Beginning at 11th level, the fighter may choose from the Advanced Combat Tactics. Unless specifically noted, no Tactic may be taken more than once.


Bonus Feats

At 2nd level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level).


Advanced Combat Tactics

Fighters gain an Advanced Combat Tactic beginning at 11th level and every second level thereafter. This Advanced Combat Tactic pick may be traded down to a basic Combat Tactic pick, if the fighter prefers. Unless specifically noted, no Combat Tactic may be taken more than once.


Weapon Mastery (Ex)

At 20th level, a fighter automatically confirms all critical threats and has his critical damage multiplier increased by 1 (×2 becomes ×3, for example) for whichever weapon he is using at the time. In addition, the fighter cannot be disarmed. Ever.



Fighter Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats: Str 18, Dex 14, Con 16, int 10, Wis 14, Chr 8.

Example Feats

1st Level: Exotic Weapon Proficiency: War Axe, Weapon Focus: War Axe, Combat Reflexes. Let's get you a nice, solid one-hander that helps your defense a little bit. Let's make you pretty darn good with it. And lets start you off with THREE Attacks of Opportunity every round. Becuz' dats how a fighter ROLLS, son.

2nd Level: Power Attack. Use that Full BAB, high str, and Combat Edge to clobber folks.

3rd Level: Shield Focus. Of course you're using a shield. Sword and board forever!

4th Level: Weapon Specialization, War Axe. Yup, hitting even harder.

5th Level: Dodge. Even MORE armor class. MADNESS.

6th Level: Mobility. +4 AC versus attacks of opportunity? Yup.

7th Level: Combat Patrol. OMG, this feat is more awesome than words.

8th Level: Greater Weapon Focus. Even more pluses to hit. Do you ever do anything EXCEPT Power Attack?

9th Level: Stand Still. The first of the truly 'tanky' feats. Nobody is getting past you, nope.

10th Level: Missile Shield. Rogue shoots a poison arrow at ya? Swat it away like it's nuttin'.

11th Level: Pin Down. The second 'truly tanky' feat. If they try to get away from you, roll to hit and stop them!

12th Level: Disruptive. Oooooooh, ahhhhhhh..... Casters HATE you.

13th Level: Dazing Assault. Here it is, the core of your tanky goodness. Bask in the glory.

14th Level: Spellbreaker. Casters REALLY HATE you.

15th Level: Improved Overrun. Don't let silly things like bad guys dictate where you go on the battlefield.

16th level: Charge Through. The Big Bad has a row of minions protecting him? What do you care!

17th Level: Ray Shield: You know that 'Maximized Energy Drain' spell the Big Bad just shot at you? Yeah, just swat it away.

18th Level: Cleave. FINALLY, some more offense!

19th Level: Greater Weapon Specialization. More damage, always good.

20th Level: Great Cleave. Because every great warrior needs great cleavage.


Example Tactics:

1st Level: Constant Training. This is used to take the Combat Reflexes feat listed above, to maintain the 'three feats at first level' trick.

3rd Level: Armor mastery. Yeah, that heavy armor doesn't slow you down at all.

5th Level: Vicious Maneuvers. Add your Combat Edge to CMB? Hell yes!

7th Level: Create Opening. The high-damage melee dudette on the party will adore you for this.

9th Level: Punishing Stab. If the bad guys are ignoring you, this little gem will certainly focus their attention.

11th Level: Tough Hide. Yeah, you're going to need this one, you take a LOT of abuse. A LOT.

13th Level: Resilience. Same as Tough Hide. You have to stay on your feet, you know.

15th Level: Myopic: Some say you're too dumb to notice how bad this stuff should hurt. Whatever.

17th level: Resolve: Screw this scary crap.

19th Level: Expert Defense. Ohhh, yeah, the quintessential tankers maneuver.


Epic Fighter

Table: Epic Fighter

Level BAB Fort Ref Will Combat Edge Special
21st +21/+16/+11/+6 13 7 7 +7,+10 Epic Combat Tactic, Exacting Strikes 1
22nd +21/+16/+11/+6 13 7 7 +8,+12 Epic Bonus Feat
23rd +22/+17/+12/+7 14 8 8 +8,+12 Epic Combat Tactic
24th +22/+17/+12/+7 14 8 8 +8,+12 Epic Bonus Feat
25th +23/+18/+13/+8 15 9 9 +9,+18 Epic Combat Tactic, Exacting Strikes 2
26th +23/+18/+13/+8 15 9 9 +9,+18 Epic Bonus Feat
27th +24/+19/+14/+9 16 10 10 +9,+18 Epic Combat Tactic
28th +24/+19/+14/+9 16 10 10 +10,+20 Epic Bonus Feat
29th +25/+20/+15/+10 17 11 11 +10,+25 Epic Combat Tactic, Exacting Strikes 3
30th +25/+20/+15/+10 17 11 11 +10,+25 Epic Bonus Feat
31st +26/+21/+16/+11 18 12 12 +11,+27 Epic Combat Tactic
32nd +26/+21/+16/+11 18 12 12 +11,+27 Epic Bonus Feat
33rd +27/+22/+17/+12 19 13 13 +11,+33 Epic Combat Tactic, Exacting Strikes 4
34th +27/+22/+17/+12 19 13 13 +12,+36 Epic Bonus Feat
35th +28/+23/+18/+13 20 14 14 +12,+36 Epic Combat Tactic
36th Apotheosis!

Epic Class Abilities

Exacting Strikes (Ex)

At Epic levels, the fighters skill in combat grows to superhuman levels. The damage done by his Combat Edge ability in combat is increased as shown in the table: Epic Fighter, above. Exacting Strikes only increases the bonus to damage from Combat Edge, it has no effect upon any other aspect of Combat Edge.

  • Exacting Strikes 1 raises the Combat Edge damage bonus times 1.5 (round down.)
  • Exacting Strikes 2 raises the Combat Edge damage bonus times 2.0 (round down.)
  • Exacting Strikes 3 raises the Combat Edge damage bonus times 2.5 (round down.)
  • Exacting Strikes 4 raises the Combat Edge damage bonus times 3.0 (round down.)


Epic Combat Tactics (Su)

Fighters gain an Epic Combat Tactic beginning at 21st level and every second level thereafter. Fighters may choose a lower level Tactic of any sort with an Epic Tactic selection. Unless specifically noted, no Epic Combat Tactic may be taken more than once.