Demon Fighter (3.5e Class)
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"I've seen this kind of fire-breathing chicken-demon before. We're going to need more rope. Also a bigger cart."
The Fighter is a versatile combatant who is able to actively disrupt the activities of his enemies. Fighters represent plucky heroes and grizzled veterans, but they always appear to surmount impossible odds. Which means in retrospect that the odds weren't all that impossible. At least, not for someone with a Fighter's talents.
Playing a Fighter
Fighters are often handed to beginning players in order to help them learn the ropes. This is a cruel practice that dates back to when the Fighter was explicitly a weak class that players were forced to play to the (quite proximal) death if for whatever reason they didn't roll well enough on their stats to play a real character. The Fighter described here is not the hazing ritual of old, but it is a more complicated character than many others, being the non-magical equivalent to the Wizard. Beginning characters should probably be given a Barbarian, Conduit, or Rogue character to introduce them to the game mechanics of D&D.
A Fighter has an answer for virtually any circumstance and a great deal of adaptability and flexibility, and benefits greatly from being played by a player who actually knows how far a Roper's strands or a Beholder's rays reach. The Fighter character is archetypically a character who uses her opponent's limitations against them, and it really slows down play if the player needs to have those limitations explained during combat. As such, a full classed Fighter is recommended for experienced players of the game.
That being said, a level or two of Fighter can give some breadth and resilience to almost any martial build, and makes a good multiclassing dip even (sometimes especially) for inexperienced players.
Races: Every humanoid race has warriors, but actual Fighters are rarer in societies that don't value logistics and planning. So while there are many Fighters among the Hobgoblins, Dwarves, and Fire Giants, a Fighter is rarely seen among the ranks of the Orcs, Gnomes, or Ogres.
Starting Gold: 6d6 x 10 gp (210 gp).
|1st||+1||+2||+0||+0||Bonus Feat, Rage 1/day|
|4th||+4||+4||+1||+1||Bonus Feat,Rage 2/day|
|7th||+7/+2||+5||+2||+2||Bonus Feat,Rage 3/day|
|10th||+10/+5||+7||+3||+3||Bonus Feat, Greater Rage|
|13th||+13/+8/+3||+8||+4||+4||Bonus Feat,Rage 4/day|
|16th||+16/+11/+6/+1||+10||+5||+5||Bonus Feat, Rage 5/day|
|17th||+17/+12/+7/+2||+10||+5||+5||Bonus Feat, Tireless Rage|
|19th||+19/+14/+9/+4||+11||+6||+6||Bonus Feat, Rage 6/day|
|20th||+20/+15/+10/+5||+12||+6||+6||Bonus Feat,Mighty Rage|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the fighter.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 4nd level and every four fighter levels thereafter (4th, 8th,12th, 16th and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Rage (Ex): A fighter can fly into a rage a certain number of times per day. In a rage, a fighter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the fighter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A fighter may prematurely end his rage. At the end of the rage, the fighter loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level fighter, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
|24th||Rage 7/day, Bonus Feat|
|28th||Rage 8/day, Bonus Feat|
2 + Int modifier skill points per level.
Rage: The epic fighter gains one use of rage per day every four levels after 20th.
Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every four levels after 20th.
Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list.