Post by Vaynor on Apr 19, 2007 22:04:23 GMT -5
Fighter
Hit Die: d10
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: 4/4
Base Saves: Low Fortitude, High Reflex, Low Will
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Any), Ride, Swim
Class Features
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with light and medium armor and shields (not including tower shields). He is also proficient with one exotic weapon of his choice.
Bonus Feats
The fighter gains a bonus feat from the fighter bonus feat list at levels 1, 2, and 6. He must meet the prerequisites of the feat in order to take it.
Tactics (Ex)
Beginning at level 3, the fighter adds half of his Intelligence bonus to his attack rolls and armor class, if positive. The amount added can never exceed his class level.
Save Specialty (Ex)
At levels 3, 10, and 18, the fighter gains a +1 bonus to either Fortitude, Reflex, or Will saves, at his choice. This is reflective of the type of training he puts himself through.
Combat Style
At level 4, the fighter chooses a fighting style: Offensive Fighting (two-weapon fighting), Defensive Fighting (shield and off-hand), Ranged Fighting (ranged weapons). He gains different class features based upon which style he choses. See Offensive and Defensive Grace.
Offensive Grace (Ex)
At levels 4, 8, 12, 16, and 20, the fighter increases in grace on the battlefield with regards to his offensive capabilities. A high level fighter is king of the deadly dance. If the fighter already has one of the feats granted by Offensive Grace, he may choose another feat for which he meets the prerequisites, as long as it is on the fighter bonus list.
A fighter who chose the Offensive Fighting gains the Two-Weapon Fighting feat and can wield a one-handed weapon in his off-hand while treating it as a light weapon at level 4.. This does not affect exotic weapons (unless the fighter is naturally proficient because of his race). At level 8, the fighter gains an extra offhand attack at no penalty (this stacks with all feats granting extra attacks with offhand weapons). At levels 12 and 16, the penalty for dual wielding is reduced by one at each level, for both main hand and off hand (resulting in a +0 penalty for both weapons at level 16).
A fighter who choses Defensive Fighting does not incur a penalty on his attack rolls for using a tower shield. At level 4, the fighter gains the Improved Shield Bash feat, and at level 8 increases the damage die of any shield he wields by one step. At level 12 he may use a tower shield to shield bash, dealing 3d6 damage (not further increased by the previous ability), and the fighter treats any shield as a light weapon (but may still power attack with his shield). At level 16, the fighter may add his strength bonus twice instead of once to damage rolls with his shield, and increases all attack rolls by +5 for one-handed weapons used while wielding a shield (including the shield).
Starting at level 4, a fighter who choses Ranged Fighting deals 1d6 precision damage whenever making a full attack with a ranged weapon. This increases by 1d6 at levels 8, 12, and 16. This bonus damage ignores damage reduction, and is successful if at least one of his arrows hits the target. In addition, the fighter gains a +2 bonus to attack rolls with ranged weapons at levels 8. This bonus increases to +4 at level 12, and to +6 at level 16.
Defensive Grace (Ex)
At levels 5, 10, 15, and 20, the fighter increases in grace on the battlefield with regards to his defensive capabilities. A high level fighter is unlikely to have many scars. If the fighter already has one of the feats granted by Defensive Grace, he may choose another feat for which he meets the prerequisites, as long as it is on the fighter bonus list.
A fighter who chose the two-weapon style gains a +2 bonus to AC when wielding a double weapon or two weapons at level 5. This bonus increases to +4 at level 10, and to +6 at level 15. This bonus is doubled when using the total defense action.
A fighter who chose the Defensive Fighting style gains the Combat Expertise feat at level 5, and a +4 AC bonus when using a shield at level 10. At level 15, when the fighter is wielding a shield, there is no limit on the attack power penalty of the Combat Expertise Feat, and this number can exceed his base attack bonus.
A fighter who chose the ranged weapon style no longer incurs an attack of opportunity when using a ranged weapon while threatened. This does not apply to thrown weapons. At levels 10, the fighter may take a 10-foot-step as opposed to a 5-foot-step once per round. This does not incur an attack of opportunity if leaving a threatened square. At level 15 the fighter can perform attacks of opportunity with his bow if the target comes within 10 feet of the fighter. Normal attack of opportunity restrictions apply.
Penetrating Strike (Ex)
Starting at level 7, the fighter may use extra force to drive his weapon into his opponent. He adds his strength bonus to damage on top of any strength bonus to damage he was already adding, and his weapon deals piercing damage for that attack only. This takes up one attack in a round, and may be done three times per day. On a missed strike, the attempt is wasted. This attack ignores the hardness of objects.
Infectious Strike (Ex)
Starting at level 9, the fighter may strike his foe at a wicked angle, causing his weapon to do slashing damage, have its crit range doubled, and its multiplier increased by x1. This takes up one attack in a round, and may be done three times per day. On a missed strike, the attempt is wasted.
Battlefield Control (Ex)
At level 13, the fighter gains Whirlwind Attack as a bonus feat, even if he does not meet the prerequisites. A fighter with Ranged Fighting gets Manyshot instead of Whirlwind Attack. A fighter with the two-weapon combat style may make his extra attacks (which he gains at his Offensive Grace levels) against each opponent.
Annihilating Strike (Ex)
Starting at level 14, the fighter may put all of his strength behind a single sideswiping attack, causing the attacked creature's entire body to rattle with shock. The fighter adds double his strength bonus to damage, and his weapon deals bludgeoning damage. The attacked creature must make a Fortitude save (DC 10 + 1/2 fighter level (min 1) + STR mod) or be stunned for 1 round. This takes up one attack in a round, and may be done three times per day. On a missed strike, the attempt is wasted. Extra attempts may be used to increase the number of rounds stunned or increase the DC by 2 per extra attempt used.
Lithe Destruction (Ex)
Starting at level 17, the fighter may add his Dexterity bonus to attack rolls with any weapon in addition to one-half of his Strength bonus and base his class feature DCs off of his Dexterity plus one-half of his Strength.
Any time the words "Dexterity" and "Strength" were used in the same sentence in the first paragraph, they may be switched depending on which is your higher stat. To clear this up a little:
Regdar is a level 17 fighter who uses a rapier. He has a Dexterity score of 20 and a Strength score of 16. He adds 2+3 (2.5 + 3 rounded down) to all damage rolls with it. If he had Strength 22 and Dexterity 18, he would add 6+2 to all damage rolls with it. If Regdar used a longsword and had Dexterity 19 and Strength 14, he would add the normal 2 to damage rolls, but would have a 4+1 bonus to attack rolls.
Engine of Destruction (Ex)
At level 20, any armor the fighter wears is treated as being made of mithral, even if it is not. If it is, it gains the benefits of mithral "twice" (for example, a mithral full-plate is treated as light armor). Light armors still cannot be treated as less than light, and armor check penalties still have a minimum of 0.
The fighter also adds one-half his Intelligence bonus to damage rolls due to his ultimate understanding of the application of tactics.