Difference between revisions of "Princess:Fighter"
(New version) |
(bug fixes and slight improvements) |
||
Line 53: | Line 53: | ||
4. Planar Study(Ex): +2 or 1/4 Fgt on damage against elementals, extraplanars, outsiders. | 4. Planar Study(Ex): +2 or 1/4 Fgt on damage against elementals, extraplanars, outsiders. | ||
− | 8. Align Puissanse(Su): AT=S, D=Fgt r, weapon you wield | + | 8. Align Puissanse(Su): AT=S, D=Fgt r, weapon you wield ignore any alignment DR, 1/day. |
12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day. | 12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day. | ||
Line 67: | Line 67: | ||
Commander: Must have Knowledge:State and Persuasion as class skills. | Commander: Must have Knowledge:State and Persuasion as class skills. | ||
* Helpful Hints(Ex): May use aid another within 12. | * Helpful Hints(Ex): May use aid another within 12. | ||
− | * Rousing Speech(Ex): | + | * Rousing Speech(Ex): Allies within 12 gains +1 morale on attacks. |
− | Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at | + | Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 1st level instead of Exotic Weapon Proficiency feat. |
* Climb-Fighting(Ex): Not Flat-Footed while climbing. | * Climb-Fighting(Ex): Not Flat-Footed while climbing. | ||
* Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6. | * Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6. | ||
Line 81: | Line 81: | ||
Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies. | Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies. | ||
− | * Quick Turn(Ex): may make Dex 90-degree turns during charge. | + | * Quick Turn(Ex): may make Dex 90-degree turns during mounted charge. |
* Share Shield(Ex): mount gains your Shield bonus to AC. | * Share Shield(Ex): mount gains your Shield bonus to AC. | ||
− | * Spur(Ex): +2 mounts move, mount's Con/day. | + | * Spur(Ex): AT=f, +2 mounts move, mount's Con/day. |
* Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting. | * Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting. | ||
Knight: Must have Ride as Class skill. | Knight: Must have Ride as Class skill. | ||
− | * Hard Charge(Ex): + | + | * Hard Charge(Ex): +5 damage on charge for both Fighter and mount. |
* Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield. | * Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield. | ||
* Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat. | * Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat. | ||
Line 93: | Line 93: | ||
Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat. | Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat. | ||
− | * Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo | + | * Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo and have their AB equal to half of their sum. |
* Heavy Hitting(Ex): +2 or 1/4 Fighter level nonlethal damage from unarmed. | * Heavy Hitting(Ex): +2 or 1/4 Fighter level nonlethal damage from unarmed. | ||
* Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning. | * Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning. | ||
* Shake it Off(Ex): Reduce stun duration by 1r (min 1). | * Shake it Off(Ex): Reduce stun duration by 1r (min 1). | ||
− | Shield-Bearer: Must have Endurance as Class skill. Have only one Weapon Group Proficiency. | + | Shield-Bearer: Must have Endurance as Class skill. Have only one Weapon Group Proficiency. Receive Exotic Armour Proficiency instead of Exotic Weapon Proficiency at first level. |
* Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement. | * Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement. | ||
* Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less. | * Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less. | ||
Line 128: | Line 128: | ||
Losses: Bonus feat | Losses: Bonus feat | ||
− | 2. Dungeon Crasher(Ex): +2 comp on RD | + | 2. Dungeon Crasher(Ex): +2 comp on RD and AC vs traps, +2 Str checks again doors. 4d6+Str*2 damage if bullrush enemy in the wall. |
− | 6. Dungeon Crasher(Ex): +4 comp on RD | + | 6. Dungeon Crasher(Ex): +4 comp on RD and AC vs traps, +5 Str checks again doors. 8d6+Str*3 damage if bullrush enemy in the wall. |
=== Resolute === | === Resolute === | ||
Line 153: | Line 153: | ||
* Weapon Mastery[F]: P: Fighter 4, BAB 8. B: +2 on attack rolls and damage rolls with selected Weapon Group. | * Weapon Mastery[F]: P: Fighter 4, BAB 8. B: +2 on attack rolls and damage rolls with selected Weapon Group. | ||
* Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus. | * Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus. | ||
− | ** Greater Weapon Specialization[F]: P: Fighter 12. B: Add 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization. | + | ** Greater Weapon Specialization[F]: P: Fighter 12. B: Add +4 or 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization. |
− | *** Weapon Supremacy[F]: P: Fighter 18, Weapon Mastery. B: When making a full attack, you may make extra attack with selected Weapon Group. Also, you receive following benefits when fighting with chosen Weapon Group: +1 AC, +4 against disarm, you may use your weapon in grapple freely, | + | *** Weapon Supremacy[F]: P: Fighter 18, Weapon Mastery. B: When making a full attack, you may make extra attack with selected Weapon Group. Also, you receive following benefits when fighting with chosen Weapon Group: +1 AC, +4 against disarm, you may use your weapon in grapple freely, you may take 10 on attack rolls. |
[[Category:Princess]] | [[Category:Princess]] |
Revision as of 08:54, 3 December 2010
Contents
Fighter
1 Exotic Proficiency feat, Physical Prowess 2 Feat 3 Defensive Training(Ex) +1*1, Physical Prowess 4 Feat 5 Offensive Training(Ex) +1*1, Physical Prowess 6 Feat 7 Defensive Training(Ex) +2*2, Physical Prowess 8 Feat 9 Offensive Training(Ex) +2*2, Physical Prowess 10 Feat 11 Defensive Training(Ex) +3*3, Physical Prowess 12 Feat 13 Offensive Training(Ex) +3*3, Physical Prowess 14 Feat 15 Defensive Training(Ex) +4*4, Physical Prowess 16 Feat 17 Offensive Training(Ex) +4*4, Physical Prowess 18 Feat 19 Defensive Training(Ex) +5*5, Defensive Mastery(Ex), Physical Prowess 20 Feat, Offensive Training(Ex) +5*5, Offensive Mastery(Ex)
Class Features
Physical Prowess: Choose one of the following abilities. Each ability may be taken up to five times.
- Applied Force(Ex): +1 bonus on Strength checks.
- Combat Bearing(Ex): +1 bonus on Dexterity checks.
- Stamina Reserve(Ex): +1 bonus on Constitution checks.
Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats.
Defensive Training(Ex): Choose a Weapon Group. You gain indicated bonus to AC against attacks with weapons from selected groups. Also this bonus is applied on saves against effects derived from opponents skills and feats with this weapon, consult with DM.
Offensive Training(Ex): Choose a Weapon Group. When using weapons from this weapon group fighter gains indicated bonus on attack rolls damage rolls and feint checks.
Defensive Mastery(Ex): Weapons from Defensive Training weapons groups have their damage dies minimized against you and also you cannot be disarmed with this weapons.
Offensive Mastery(Ex): When using weapon from the Offensive Training weapon groups Fighter automatically confirms all critical hits, his critical multiplier is increased by 1, and also he gain maximum damage for weapons rolls.
Class Variants
Sneaker
Loose: Bonus Feats.
Each even level: Sneak Attack(Ex):
Planar Fighter
Looses: Bonus feat 4, 8, 12.
4. Planar Study(Ex): +2 or 1/4 Fgt on damage against elementals, extraplanars, outsiders.
8. Align Puissanse(Su): AT=S, D=Fgt r, weapon you wield ignore any alignment DR, 1/day.
12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day.
Special Training
At 1st level a Fighter may choose one of these career paths and may take one of his career special abilities instead of his Fighter bonus feats:
Bodyguard: Must have Awareness and Sense Motive as a class skills.
- Cover(Ex): May transfer his Shield bonus and dodge bonus from fight defensively to adjacent ally.
- Clear the Path(Ex): counts as having Great Cleave feat while fighting defensively, making AoO or using Cover.
Commander: Must have Knowledge:State and Persuasion as class skills.
- Helpful Hints(Ex): May use aid another within 12.
- Rousing Speech(Ex): Allies within 12 gains +1 morale on attacks.
Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 1st level instead of Exotic Weapon Proficiency feat.
- Climb-Fighting(Ex): Not Flat-Footed while climbing.
- Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6.
- Rope Swing(Ex): When swinging a rope gain +1 on Bull Rush for each 1 swing.
- Big Breath(Ex): Must make Endurance checks once per 2r while holding a breath.
Fencer: Must have Persuasion as class skill. Looses Medium and Heavy Armour proficiencies and Shield proficiency.
- Encouraging Blow(Ex): +3 morale AC against crit threatened opponent, +6 morale to AC against critical damaged opponent. D=Cha r. Mind-affecting.
- Denigrating Banner(Ex): AT=S, make opposed Cha check, if opponent loose he receive -2+1/5 difference BAB, D=1+Cha r. Language Dependent, Mind-affecting.
- Insurmountable Counter(Ex): +2 dodge to AC against enemies using Power Attack or fight defensively.
Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies.
- Quick Turn(Ex): may make Dex 90-degree turns during mounted charge.
- Share Shield(Ex): mount gains your Shield bonus to AC.
- Spur(Ex): AT=f, +2 mounts move, mount's Con/day.
- Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting.
Knight: Must have Ride as Class skill.
- Hard Charge(Ex): +5 damage on charge for both Fighter and mount.
- Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield.
- Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat.
- Vicious Mount(Ex): Mount gain +1/2 Fgt on damage.
Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat.
- Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo and have their AB equal to half of their sum.
- Heavy Hitting(Ex): +2 or 1/4 Fighter level nonlethal damage from unarmed.
- Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning.
- Shake it Off(Ex): Reduce stun duration by 1r (min 1).
Shield-Bearer: Must have Endurance as Class skill. Have only one Weapon Group Proficiency. Receive Exotic Armour Proficiency instead of Exotic Weapon Proficiency at first level.
- Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement.
- Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less.
- Armour Optimization(Ex): +1 dodge AC while wearing armour from chosen Armour Category.
- Fortification(Ex): +2 AC against critical confirmations while wearing armour from chosen Armour Category.
- Shield Strike(Ex): May count Shield as a free hand for purpose of special manoeuvres.
Targeteer: Must have Awareness as Class Skill. Must start with Basic, Thrown, Bows, Crossbows Weapon Group Proficiencies.
- Arrow Swarm(Ex): Rapidshot penalty reduced by 1, Improved Rapidshot penalty reduced by 2. Prerequisite: Rapid Shot.
- Sniper(Ex): May sacrifice attacks to increase threat range by 1 for one shot for each attack sacrificed.
- Vital Aim(Ex): May use Dex instead of Str on damage against opponents vulnerable to critical hits.
Alternative Class Features
Elusive Attack
6: Elusive Attack(Ex): AT=FR, make an attack, +2 dodge to AC until start of your net turn. +4 at 11, +6 at 16. R: Bonus Feat.
Counterattack
12: Counterattack(Ex): AT=FR, make an attack, as i make attack against any opponent attacking you before start of your next turn. R: Bonus Feat.
Overpowering Attack
16: Overpowering Attack(Ex): AT=FR, make an attack. This attack deals double damage as well as any other attacks until start of your next turn. R: Bonus Feat.
Dungeon Crasher
Losses: Bonus feat
2. Dungeon Crasher(Ex): +2 comp on RD and AC vs traps, +2 Str checks again doors. 4d6+Str*2 damage if bullrush enemy in the wall.
6. Dungeon Crasher(Ex): +4 comp on RD and AC vs traps, +5 Str checks again doors. 8d6+Str*3 damage if bullrush enemy in the wall.
Resolute
2+: Resolute(Su): AT=i, reduce your BAB by half, add reduction amount to your Will saves. Lasts until end of your next action. R: Bonus Feat.
Aligned Strike
4+: Aligned Strike(Su): Any weapon you hold is aligned by your alignment. R: Bonus Feat.
Armour of God
8+: Armour of God(Su): AT=i, reduce your Base Will save to 0, add reduction to AC, until start of your next action. R: Bonus Feat.
Hit-and-Run Tactics
1: Hit-and-Run Tactics(Ex): +2 init, add Dex comp damage against FF opponents within 6sq. R: Heavy Armour Proficiency.
Unique Feats
Weapon Specialization[F]: P: BAB 4, Weapon Focus. B: Add +2 on damage rolls with selected Weapon Group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 12 or more Fighter levels you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons).
- Weapon Mastery[F]: P: Fighter 4, BAB 8. B: +2 on attack rolls and damage rolls with selected Weapon Group.
- Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus.
- Greater Weapon Specialization[F]: P: Fighter 12. B: Add +4 or 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization.
- Weapon Supremacy[F]: P: Fighter 18, Weapon Mastery. B: When making a full attack, you may make extra attack with selected Weapon Group. Also, you receive following benefits when fighting with chosen Weapon Group: +1 AC, +4 against disarm, you may use your weapon in grapple freely, you may take 10 on attack rolls.
- Greater Weapon Specialization[F]: P: Fighter 12. B: Add +4 or 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization.