Difference between revisions of "Princess:Fighter"

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Lvl 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.
 
Lvl 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.
  
 
+
[[Category:Princess]]
 
 
== Also ==
 
Small homebrew rule related to Fighters:
 
 
 
Weapon Specialization+Greater: Add +2 on damage rolls with the 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 4 or more levels in the fighter class 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).
 
 
 
[[Category:Home Rules]]
 

Revision as of 23:43, 23 January 2009

Fighter

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

Class Features

Bravery(Ex): A Fighter gains indicated bonus on Will saves against fear.

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

Armor Training(Ex): Increase armor bonus and max dex bonus of the armor the Fighter wearing by the indicated value, reduce armor check penalty by the indicated value.

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

Armor Mastery(Ex): Fighter recieves DR 5/- while wearing armor or wielding a shield.

Weapon Mastery(Ex): When using aweapon 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):

Alternative Class Features

Hit-and-Run Tactics

1: Hit-and-Run Tactics(Ex): +2 init, add Dex comp damage aginst FF opponents within 6sq. R: Heavy Armor Proficiency.

Resolute

2+: Resolute(Su): AT=i, reduce your BAB by half, add reduction ammount 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 aligment. R: Bonus Feat.

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.

Armor of God

8+: Armor 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.

Counterattack

Lvl 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

Lvl 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.