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Fighter
 I am but a simple warrior, long out of practice. What threat could I possibly pose to such great mages?” 
- EverettRiverrun, Halfling Fighter, shortly before eviscerating his enemies with a dagger.Image by Kerem BiyetAlignment:
Any.
HP at 1
st
level:
26 + Con Modifier 
HP at Level after 1
st
:
6 + Con modifier 
RP at 1
st
Level:
38 + Con Modifier 
RP at Level after 1
st
:
11 + Con Modifier 
 
Class SkillsThe fighter’s class skills are Athletics (Str), Craft (Int), Duel (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
1st Level Skill Choices:
2 + Int modifier.
LevelBase AttacBonusDefenseBonusFortSaveRef SaveWillSaveRepContSpecialTalentsKnown
1
st
+1 +6+2 +0 +0 +0+0Bonus Feat, Least Talenta12
nd
+2+6+3+0+0+0+0Armor training, art of battle,veteran23
rd
+3+7+3+1+1+1+0Bonus Feat34
th
+4+7+4+1+1+1+1Art of battle, weapon training35
th
+5+7+4+1+1+1+1Bonus feat, shift tactics,46
th
+6/+1+8+5+2+2+1+1Armor training, art of battle47
th
+7/+2+8+5+2+2+2+1Bonus feat58
th
+8/+3+8+6+2+2+2+2Art of battle, weapon training59
th
+9/+4+9+6+3+3+2+2Bonus feat610
th
+10/+5+9+7+3+3+2+2Armor training, art of battle611
th
+11/+6/+1+9+7+3+3+3+2Bonus feat, Lesser Talent712
th
+12/+7/+2+10+8+4+4+3+3Warcraft, weapon training713
th
+13/+8/+3+10+8+4+4+3+3Bonus feat814
th
+14/+9/+4+10+9+4+4+3+3Armor training, warcraft815
th
+15/+10/+5+11+9+5+5+4+3Bonus feat916
th
+16/+11/+6/+1+11+10+5+5+4+4Warcraft, weapon training917
th
+17/+12/+7/+2+11+10+5+5+4+4Bonus feat,1018
th
+18/+13/+8/+3+12+11+6+6+4+4Warcraft, Greater Talent1119
th
+19/+14/+9/+4+12+11+6+6+5+4Armor mastery, bonus feat1220
th
+20/+15/+10/+5+12+12+6+6+5+5Warcraft, weapon mastery13Class FeaturesThe following are class features of the fighter.
Weapon and Armor Proficiency:
A f ighter is prof icient with basic weapons, plus four other weapon groups and with allarmor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats:
At 1st level, and at every odd level thereafter, a fighter gains a bonus feat in addition to those gained fromnormal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from either fighter bonus feats or combat feats (found in the Feats chapter).
Talents (Ex):
Talents are abilities fighters figured out from skirmishes. Talents come in three flavors: Least, Lesser andGreater. A fighter may use each talent as often as the talent says. You gain talents as you level up, and can pick any talentyou want as long as you are a gih enough level to take it. All fighters can take Least talents. Fighters of 11
th
level or higher can pick Lesser or Least talents, and fighters of 18
th
level or higher can pick Least, Lesser or Greater talents. All ability rollsfor Talents are 1d20 + ½ your Fighter level + the modifier of the relevant ability. The Talent will list the ability score itneeds.Least Talents:
 Dust Cloud 
: Once per encounter as a standard action, you may kick up dust to obscure vision. The dust cloud
 
covers a 20ft by 20ft area and lasts for 10 rounds The dust obscures all sight, including darkvision, beyond 5 feet. A creaturewithin 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% misschance, and the attacker can’t use sight to locate the target. You must be in contact with the ground and have sufficientsnow, sand, dirt, or dust to do this.
 Evaluate:
By taking a standard action, a fighter can evaluate one opponent. He can figure out what an opponent hasresistance to, any immunities, damage reduction or spell/power resistances. He can only discover one of these categories ata time, and a successful Will save negates the fighter from knowing anything this turn. This ability is Intelligence based.
 Hamstring:
Once per encounter, as a swift action, you can enter a stance where your next melee attack not onlydeals hit point damage, but also causes your opponent to lose 10 feet from one speed of your choice.
 Limber Up:
This is an at-will talent that uses a standard action. The fighter chooses Athletics or Acrobatics. He hasa +6 bonus to this skill until he switches the skill to the other, he is knocked unconscious, he dies or he takes a rest.
 Razzle Dazzle:
This is an at-will talent. You spend a standard action. Your next melee attack also Dazzles the targetfor 1 minute. They can attampt a Fortitude Save to negate this.
 Run Away!:
Once per encounter as a swift action, you may increase your land speed by 30 feet for 1 round.
Shake it Off:
As a standard action, the fighter may reroll any one saving throw for an ongoing effect that he alreadyfailed. He may use this ability once per round.
Shock and Awe:
At the beginning of combat, any enemies within 30 feet of you that are Flat-Footed due to thesurprise round of combat suffer a -10 penalty to their Initiative check.
Sickening Attack:
You may use this talent at will as a standard action. Your next melee attack also
 sickens
the targetfor 1 minute. A successful Fortitude save will negate this, and multiple uses just reset the duration of the sickness.
Sure Shot:
Once per encounter, you may use a swift action to make the range for your next ranged attack go out toline of sight. Treat all of your damage dice as if you have rolled a 1 for this attack, but you are granted a +20 to your attack roll.
Thickened Blood:
Once per encounter as a standard action, the fighter grants himself DR 2/bludgeoning for 1 round per level of fighter the character possesses.Lesser Talents:
 Absurdly Awesome Weapon:
This is an at-will power. You must be using a weapon you have Weapon Training in.As a swift action, you imbue your weapon with sheer awesome. You attack an opponent and give them a -2 to Defense for 1minute or until they are dropped, whichever comes first. You can only impose this on one opponent per 5 fighter levels you possess.
 Adamantine Style:
Once per encounter as a swift action, the fighter may enter a style of fighting that is known tomake metal more efffective. Due to his precise strikes and incredible force, the fighter may treat his weapon as made of adamantine for 1 round per fighter level. In addition, his weapon deals damage as if it were one size larger if he lands acritical during this time (ie. A silver dagger will be treated as a large adamantine dagger).
 Blinding Strike:
This is an at-will talent. As a standard action, you set yourself up for your next melee attack.Somehow, either by poking your enemy in the eyes or just dazing them badly enough, you blind them for 1 round. Asuccessful Fortitude save will negate this. This is a Strength based skill.
Contusion Strike:
This ability can be used at will as a Standard action. Your next melee attack also confuses thetarget for 1 round. A successful Will Save will negate this. This is an Intelligence based talent.
Critical Stance:
Once per encounter, you can spend a standard action to go into a more prescient state of mind.When you do this, the weapon you are holding gets it threat range doubled for 1 round per two levels of fighter.
Cyclone:
If you are using a bladed weapon (such as a polearm, light blade, heavy blade, axe, etc.), you may use thisattack once per encounter as a standard action. You attack every target within a 20 ft. cone with a melee attack. You can usethe Duel skill with this talent.
 Plow:
At the start of your first turn, you may move yourself adjacent to one foe. The movement is considered andtreated as a charge, but with range 3x your movement score and ignoring any difficult terrain or obsticals. You do not provoke attacks of opportunity this round.
Quick Recovery:
Once per encounter as a standard action, a fighter may grant himself Fast Healing 2. This lasts for 1 round for every 2 Fighter levels the Fighter possesses (rounded down).
Steelbolt:
Once an encounter, spend your swift action. Your next attack is against every enemy withing a 30 ft lineof you. For each one you hit, deal your weapon damage. You can use a Duel skill with this talent.
Steel Skin:
Once per encounter as a standard action, the fighter can give himself DR 10/magic for 1 round per fighter level. If the fighter also has Thickened Blood, the DR is instead 10/bludgeoning and magic, and it lasts for 1 extraround.
Super Effective:
Once per encounter, as a standard action, you take up a special stance. Your next melee attack eliminates 5 points points from the targets Damage Reduction after the attack is done. Even if the attack hits and doesn't bypass the target's damage reduction, it will reduce it by 5 (to a minimum of 0). The penalty lasts for one round per fighter 
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