Fighter
The most common in the world, Fighters are the culmination of combat experience, and military might. Fighters hone in their talents, and leave the battlefield changed forever.
Fighter
Preferred Stats: Strength, Constitution, DexterityStarting Gold: 6d4
HP: (4 + CON Mod)* Level
Skill Poins: 3 + Int Mod/HD
Starting Age: Average
Fighter Level Up Benefits
Level | Special |
---|---|
1st | Bonus Feat |
2nd | Bonus Feat |
3rd | Mettle |
4th | Bonus Feat |
5th | Training |
6th | Bonus Feat |
7th | |
8th | Bonus Feat |
9th | Training |
10th | Bonus Feat |
11th | |
12th | Bonus Feat |
13th | Training |
14th | Bonus Feat |
15th | |
16th | Bonus Feat |
17th | Training |
18th | Bonus Feat |
19th | Armor Mastery |
20th | Bonus Feat, Training, Capstone |
Saves: Fortitude ( Good), Reflex (Poor), Will (Poor)
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat from a list of fighter bonus feats provided below. They must meet the prerequisites of each feat in order to obtain it, including ability scores and attack bonus minimums.
Mettle: At 3rd level and higher, a fighter can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.
Training: At 5th level, and every 4 levels thereafter, a fighter may make a choice of training his expertise in armor, or in weaponry. You may choose the same effect multiple times, the effects stack.
Armor: Each time that the fighter chooses to train in armor, the AC penalty of armor they wear is reduced by -1, and the maximum dexterity of their armor is increased by +1.
Weaponry: Choose a weapon type: Basic/martial/exotic (light, one handed, two handed, ranged) or Unarmed. You gain a +1 bonus on attack rolls and +2 to damage with that category of weapons. If choosing unarmed, gain an additional fighter bonus feat as well.
Armor Mastery: At 19th level, armor you wear gains an additional +5 DR on top of the DR they provide.
Capstone: Upon reaching 20th level, a fighter chooses their capstone. Automatically confirm any critical threat against an opponent from weapons you use. Never be disarmed, tripped, petrified, or have any equipment worn be sundered while wearing armor that provides a minimum of DR 1/--. Or finally, gain an extra attack each round at your highest BAB.
Fighter Bonus feats include:
Awesome Blow, Blind Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Shield Bash, Improved Sunder, IMproved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride By Attack, Shot on the Run, Spirited Charge, Spring Attack, Stunning Fist, Trample, Two-Weapon Defense, Two Weapon Fighting, Weapon Focus, Whirlwind Attack
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