Fighter

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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.

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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