Fighter

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Now? Now you're in melee range. Now you're in MY world.

Description

You know, 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! 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, 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 do stack with 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 (Su)

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). 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 a 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. This is in addition to any retraining benefits the Fighter may have.


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.

New Fighter Feats

Oversized Two-Weapon Fighting

A familiarity with the weapon allows you to use it equally well in both hands.

Prerequisites: Fighter 9, Str 17, Two-Weapon Fighting, Weapon Focus, Weapon Specialization

Benefit: If you have Two-Weapon Fighting, you can use any one-handed weapon with which you have both Weapon Focus and Weapon Specialization in your off-hand as though it were a light weapon.


Shielded Approach (Combat)

You have learned how to cover your approach with a shield.

Prerequisites: Shield Focus, Fighter 4

Benefit: When using a heavy or tower shield, select one target. While using a move action to move towards the selected target, and still using the shield, any attacks made by your target are resolved as though you have improved cover against the target. This feat has no effect on attacks from opponents other than the one target specified. This cover cannot be used to make Stealth checks. Special: “Movement towards” is considered to be any movement that ends closer to the target than it began, even if part of the move is away or parallel.


Greater Shielded Approach (Combat)

Advancing on enemy lines is much safer with a stout shield in hand.

Prerequisites: Fighter 8, Greater Shield Focus, Shielded Approach

Benefit: You no longer need to specify a target for the Shielded Approach feat. It applies to all opponents that are closer at the end of the movement than they were at the beginning.


Combat Tactics

Fighters gain a Combat Tactic beginning at 1st level and every second level thereafter. Unless specifically noted, no Combat Tactic may be taken more than once.

See the full list of Fighter Combat Tactics here:


Advanced Combat Tactics

Fighters gain an Advanced Combat Tactic beginning at 11th level and every second level thereafter. Fighters may choose a lower level Tactic of any sort with an Advanced Tactic selection. Unless specifically noted, no Combat Tactic may be taken more than once.

See the full list of Fighter Combat Tactics here:


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.

See the full list of Fighter Combat Tactics here:


Epic Fighter Feats

Adamantine Focus (Combat)

Prerequisite: 29th level Fighter

Benefit: When wearing heavy adamantine armor, the entire armor bonus of the armor is added to the 3 DR/- normally granted by heavy Adamantine armor. This does not include modifications from things like class features, enchantment bonuses, or other temporary effects. Thus, splint mail, with an armor bonus of 7, grants 10 DR/- when the fighter has this feat. Normal: Heavy adamantine armor grants 3 DR/-.

Special: The effect of this feat stacks with the effects of the combat tactic Improved Armor Mastery, and further stack with other Fighter effects which improve DR.


Invincible Warrior

Prerequisites: Fighter level 30, Vivisector Epic Combat Tactic

Effects: The Fighter may now add her Combat Edge bonus to her BAB for purposes of feats such as Power Attack, Deadly Aim, and Combat Expertise. This Feat does not allow you to raise your chances to hit, but it does allow you to use BAB-based feats to a greater extent. For example, a 35th level Fighter has a base BAB of 28, meaning they may take a -7 penalty with Deadly Aim to receive +14 damage. With this Feat, the Fighter may choose to include her Combat Edge bonus as part of her BAB, making it 40, and can thus take a -10 penalty with commensurate benefits.


Arterial Spray

Prerequisites: Fighter level 24th, Bloody Mess Epic Combat Tactic

Effects: Any time an enemy that is both Challenged by you and bleeding makes any attack, they take bleed damage for each attack, in addition to taking it at the start of their turn.