Difference between revisions of "Princess:Fighter"

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3. Reaction(Ex): You gain +1 on Ref saves while your movement is not restricted, increase bonus by 1 for each 4 levels thereafter. R: Bravery.
 
3. Reaction(Ex): You gain +1 on Ref saves while your movement is not restricted, increase bonus by 1 for each 4 levels thereafter. R: Bravery.
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== Unique Feats ==
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Weapon Specialization[F]: P: BAB 4. 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).
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* Weapon Mastery[F]: P: Fighter 4, BAB +8. B: +2 on attack rolls and damage rolls with selected Weapon Group.
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* 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.
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** 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.
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*** Weapon Supremacy[F]:
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Revision as of 21:51, 22 July 2009

Fighter

  1. Exotic Proficiency feat
  2. Feat
  3. Armour Training(Ex) +1, Bravery(Ex) +1
  4. Feat
  5. Weapon Training(Ex) +1
  6. Feat
  7. Armour Training(Ex) +2, Bravery(Ex) +2
  8. Feat
  9. Weapon Training(Ex) +2
  10. Feat
  11. Armour Training(Ex) +3, Bravery(Ex) +3
  12. Feat
  13. Weapon Training(Ex) +3
  14. Feat
  15. Armour Training(Ex) +4, Bravery(Ex) +4
  16. Feat
  17. Weapon Training(Ex) +4
  18. Feat
  19. Armour Mastery(Ex), Bravery(Ex) +5
  20. Feat, Weapon Mastery(Ex)

Class Features

Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats.

Armour Training(Ex): Increase armour bonus and MDB of the armour the Fighter wearing by the indicated value, reduce ACP by the indicated value.

Bravery(Ex): A Fighter gains indicated bonus on Will saves while not affected by fear effect.

Weapon Training(Ex): Choose a weapon group. When using weapons from this weapon group fighter gains indicated bonus on attack rolls damage rolls, trip checks and feint checks.

Armour Mastery(Ex): Fighter receives DR 5/- while wearing armour or wielding a shield.

Weapon Mastery(Ex): When using weapon from the chosen weapon group fighter automatically confirms all critical hits and his critical multiplier is increased by 1.

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 gains your alignment, 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): AT=FR, allies gains +1 morale on attacks for Persuasion check-15 rounds. 1/2 Fighter/day.

Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 2nd level.

  • 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 charge.
  • Share Shield(Ex): mount gains your Shield bonus to AC.
  • Spur(Ex): +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): +2 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 an have their AB halved.
  • 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. May not take Exotic Weapon Group Proficiency by class.

  • 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): May make two extra ranged attacks, all attacks at -5. 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 an 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 an 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.

Reaction

3. Reaction(Ex): You gain +1 on Ref saves while your movement is not restricted, increase bonus by 1 for each 4 levels thereafter. R: Bravery.

Unique Feats

Weapon Specialization[F]: P: BAB 4. 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 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]: