Difference between revisions of "Fighter"
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− | ==Additional Options== |
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− | Fighters may select the Firearms weapon group as part of their weapon training. |
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+ | ==Fighter== |
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+ | '''Role:''' Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. |
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+ | '''Alignment:''' Any. |
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+ | '''Hit Die:''' d10 |
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+ | '''Class Skills:''' Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). |
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+ | '''Skill Ranks per Level:''' 2 + Int modifier. |
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+ | ===Class Features=== |
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+ | ====Weapon Training==== |
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: '''Firearms:''' dragonspitter, thunderbelcher |
: '''Firearms:''' dragonspitter, thunderbelcher |
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Revision as of 20:22, 18 February 2014
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Fighter
Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Alignment: Any.
Hit Die: d10
Class Skills: 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.
Class Features
Weapon Training
- Firearms: dragonspitter, thunderbelcher
Starting Kits
Fighters are stalwart guardians, archers, and thugs. They're best at what they do: fighting, disabling the enemy through combat maneuvers, and practicing sword drills. Most of them wear heavy armor, and will specialize in two or three weapon styles over their career. Most fighters tend to have a high strength, with con and/or dexterity as second, though not always.
The following concepts are examples of things you could do, though not the limit. They're also intended as guidelines, not law.
Concept | Attributes | Feats and Skills | Notes |
Two-bladed Dervish | Dexterity 17+, Strength, Constitution | Two Weapon Fighting, Double Slice, Improved Two Weapon Fighting | You slice with two weapons dancing in front of you. Note that one of them should be light to avoid penalties. |
Defender or Soldier | Dexterity 17+, Strength | Two Weapon Fighting, Double Slice, Improved Two Weapon Fighting | You're a wall with your sword and shield. |
Templar or Royal Guardsman | Strength 13+, Dexterity, Constitution | Power Attack, Combat Reflexes, Weapon Focus, Short Haft | Keep things away with your polearm, and strike when they try to move through. |
Thug | Strength 13+, Constitution, Dexterity | Weapon Focus, Power Attack, Cleave, Unarmed Strike | Use a large 2H weapon, hit things hard. Oh yeah, you can punch people, too. |
Soldier-archer | Dexterity, Strength | Point Blank Shot, Precise Shot, Rapid Shot | Fire on your enemies from afar. Use a composite bow for best effect. |
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