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''Go back to [[ Reese's Campaign ]] page.''
''Go back to [[ Reese's Campaign ]] page.''
Description:
You know, everybody fights in this game.  But there's only one class that's professionals 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!  They're more awesome than ever 


Alignment: Any.
Alignment: Any.

Revision as of 06:23, 27 May 2013

Go back to Reese's Campaign page.

Description:

You know, everybody fights in this game. But there's only one class that's professionals 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! They're more awesome than ever


Alignment: Any.

Hit Die: d10.

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

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

Skill Ranks Per Level: 2 + Int modifier.


Table: Fighter

Level BAB Fort Refl Will Combat Edge Special
1st +1 2 0 0 +1 Fighter's Challenge, Martial Prowess, Bonus Feat
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

Combat Edge

A fighter adds this Combat Edge bonus to many different things (described below).


Fighter's Challenge

Beginning at 1st level, any time the Fighter rolls an attack against an opponent within 30 feet (hit or miss), the opponent is Challenged by the fighter. While challenged, 5-foot steps, full withdrawals, or attacks which do not include the fighter as a target trigger a free attack from the challenging fighter (even with successful concentration checks). Furthermore, if the challenged opponent makes a ranged or melee attack without including the fighter in the attack, their attack is at a penalty to hit equal to the fighter's Combat Edge bonus. Attacks which target the fighter or include the fighter in their effect suffer no penalty. The number of targets affected by a Fighter's Challenge is only limited by the fighter's ability to make attack rolls against multiple targets. The effects of a Challenge end at the start of the fighter's next turn.


Martial Prowess

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


Bonus Feats

At 1st 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). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.


Combat Tactics

Beginning at 3rd 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.


Weapon Mastery

At 20th level, a fighter automatically confirms all critical threats and has his 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.

Combat Tactics

Vigilance
The fighter adds his Combat Edge bonus to Perception and Initiative.
Resolve
Choose one of the following conditions: Shaken, Sickened, Fatigued, Dazed. You are immune to this condition. You may choose this tactic more than once, selecting a different condition each time.
Disciplined Charge
The fighter may take any path he likes during a charge, provided that each square of movement brings him closer to the target of his charge.
Vicious Response
The fighter adds his Combat Edge bonus to his CMB and to-hit and damage rolls on Attacks of Opportunity.
Expert Defense
While wearing a shield, the fighter may reduce a full attack action to a single attack at his full BAB, and in exchange, he adds his Combat Edge bonus to his AC until the start of his next turn. This bonus AC applies to all AC numbers including touch AC and may be combined with fighting defensively.
True Grit
If affected by a mind-affecting spell or ability, the fighter may choose to delay the effects of the spell until the end of his next turn. If, during this time, the fighter is hit by another mind-affecting spell or ability he must choose which one affects him immediately and which one is delayed. This ability cannot be used to delay an effect more than once (i.e. you can't perma-delay something by re-delaying it every round; it always takes effect at the end of your next turn).
Armor Mastery
The fighter takes no movement penalties from wearing medium or heavy armor.
Create Opening
Once per round as part of his Fighter's Challenge, the fighter may also provide a circumstance bonus equal to half his Combat Edge modifier (rounded down) to the attack rolls of a single ally they can see. Those attacks must be made against a target that the fighter has Challenged. The ally benefiting from this circumstance bonus must be designated when the fighter issues the challenge. Note that this ability has no effect until fighter level 4.
Choke Up
As an immediate action, a fighter can shorten her grip on her reach weapon and use it against adjacent targets, as long as they are subject to her fighters challenge. To return her grip to normal she must spend another immediate action.
Punishing Stab
A fighter with this tactic who successfully hits an opponent with the free attack triggered by a Warrior's Challenge inflicts a bleed condition on the struck foe equal to his combat edge modifier, in addition to the damage dealt.

Advanced Combat Tactics

Tar Pit
Enemies adjacent to a fighter must use 10 feet of movement to move 5 feet away from the fighter. This also prevents enemies from using a 5-foot step to move away. This ability does not work on enemies with non-traditional movement types, like climb, burrow or fly.
Resilience
The fighter gains Fast Healing equal to his Combat Edge bonus. This ability ceases if the fighter is knocked unconscious.
Hardened Resolve
Choose one of the following conditions: Panicked (includes Cowering), Frightened, Nauseated, Exhausted, Stunned. You are immune to this condition. You may choose this tactic more than once, selecting a different condition each time.
Shelter Ally
While adjacent to an ally and wearing a shield, if the fighter is targeted by an area-of-effect attack that grants a Reflex save, he and the adjacent ally may choose the best result of both of their saving throws when resolving the attack.
Exploit Weakness
The fighter ignores an amount of the target's DR equal to his Combat Edge bonus. If the fighter critically hits a target, he ignores all DR.
Stand Up
When knocked prone, the fighter may use an immediate action to stand up. This action provokes as normal.
Unstoppable
When this tactic is selected, the fighter chooses either Fort, Will or Reflex and adds his Combat Edge bonus to that save. This tactic may only be selected once, and once selected, the improved save may not be changed.
Tough Hide
The fighter gains DR/- equal to his Combat Edge bonus.
Battlefield Master
The fighter may use an immediate action to issue a Fighter's Challenge to any one target he can perceive.
Bulwark Shield
While adjacent to an ally and wearing a shield, the fighter may grant the adjacent ally a circumstance bonus to AC equal to the fighter's combat edge bonus.
Juggernaut
A fighter with this tactic can use the "Move 5 feet through difficult terrain" action as a move action instead of a full-round action. Additionally, he can add his CON modifier to bull rush attempts and reposition attempts.
Immovable
If the fighter is subject to any forced movement, he can reduce the amount of forced move by a number of squares equal to half his combat edge bonus (round down).