Princess:Fighter

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Fighter

1	Exotic Proficiency feat, Physical Prowess
2	Feat
3	Armour Training(Ex) +1, Bravery(Ex) +1, Physical Prowess
4	Feat
5	Weapon Training(Ex) +1, Physical Prowess
6	Feat
7	Armour Training(Ex) +2, Bravery(Ex) +2, Physical Prowess
8	Feat
9	Weapon Training(Ex) +2, Physical Prowess
10	Feat
11	Armour Training(Ex) +3, Bravery(Ex) +3, Physical Prowess
12	Feat
13	Weapon Training(Ex) +3, Physical Prowess
14	Feat
15	Armour Training(Ex) +4, Bravery(Ex) +4, Physical Prowess
16	Feat
17	Weapon Training(Ex) +4, Physical Prowess
18	Feat
19	Armour Mastery(Ex), Bravery(Ex) +5, Physical Prowess
20	Feat, Weapon 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 to break or burst items.
  • Combat Bearing(Ex): +1 bonus on Dexterity checks to avoid falling.
  • Stamina Reserve(Ex): +1 bonus on Constitution checks to avoid fatigue.

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, his critical multiplier is increased by 1, and also he cannot be disarmed.

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, 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 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, once per round you may take 10 on attack roll.