Difference between revisions of "Fighter"

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===Class Features===
 
===Class Features===
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Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
   
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'''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.”
====Weapon Training====
 
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: '''Firearms:''' dragonspitter, thunderbelcher
 
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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.
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'''Bravery (Ex):''' Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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'''Armor Training (Ex):''' Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
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In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
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'''Weapon Training (Ex):''' Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
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A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
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Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
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:''Axes:'' battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
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:''Blades, Heavy:'' bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
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:''Blades, Light:'' dagger, kama, kukri, rapier, sickle, starknife, and short sword.
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:''Bows:'' composite longbow, composite shortbow, longbow, and shortbow.
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:''Close:'' gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
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:''Crossbows:'' hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
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:''Double:'' dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
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:''Flails:'' dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
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: ''Firearms:'' dragonspitter, thunderbelcher
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:''Hammers:'' club, greatclub, heavy mace, light hammer, light mace, and warhammer.
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:''Monk:'' kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
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:''Natural:'' unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
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:''Pole Arms:'' glaive, guisarme, halberd, and ranseur.
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:''Spears:'' javelin, lance, longspear, shortspear, spear, and trident.
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:''Thrown:'' blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
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'''Armor Mastery (Ex):''' At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.
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'''Weapon Mastery (Ex):''' At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
   
 
==Starting Kits==
 
==Starting Kits==

Revision as of 20:26, 18 February 2014

Fighter04.jpg
The Fighter
Common Roles Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer
Common Races Arvek Nar, Giantborn, Half-orcs, Khazad-Aul, Khazad-Mornir, Humans (especially the Dranei, Aesir), Llyranesi, Oruch, Sith'makar, Half-elves (often Llyranesi-blooded)
Influencial Faiths Angoron, Daeus, Kor, Serriel
Common Organizations Fighters often serve as guards, army, or hired swords. Organizations aimed at fighters are the Armsmasters Guild, Explorer's Guild, as well as guards for many local diplomatic groups or merchants
Pathfinder Rules for Fighter

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.


The Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery


Class Features

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

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 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.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Firearms: dragonspitter, thunderbelcher
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

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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