Fighter, Pansaer (3.5e Class)
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Mastery of battle can be achieved in many different ways. Some learn the bow by heart, felling their foes from beyond the reach of their foes. Some close the distance and devastate their enemies by crippling vital points. But what matters is not the path to mastery; what matters is the mastery itself. This is what a fighter strives for: becoming the best at their game.
The fighters of Pansaer stand out from fighters of other settings by their focus. They are superficially similar to the base class in that they are a simple martial class built around feats. They stand out by their focus: each fighter concentrates around a given fighting style, making each fighter unique not only through feat selection, but in other ways as well.
Making a Fighter
Pansaerian fighters remain the effective martial class they've always been, but now can bring even more power to bear through their choice of specialization. This focus comes with a limitation on their feat choices: while a base fighter can choose from a large list of bonus feats, a Pansaerian fighter's feat list is focused around their chosen specialization.
Abilities: The importance of ability scores depends on your choice of specialization, but in general the physical ability scores (Strenght, Dexterity and Constitution) are the most important to a fighter. Don't ignore the mental scores, though: a fighter with low Wisdom especially is begging for a world of hurt.
Races: Since every race is well-acquainted with violence, fighters are found in them all. You can see differences between the races when you get into specializations, though: a halfling fighter is unlikely to go for the more in-your-face specializations, just as a dwarven fighter might have problems with some of the more finesse-oriented specializations.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Simple.
|1st||+1||+2||+0||+0||Primary specialization +1|
|3rd||+3||+3||+1||+1||Primary specialization +2|
|5th||+5||+4||+1||+1||Primary specialization +3|
|7th||+7/+2||+5||+2||+2||Primary specialization +4|
|9th||+9/+4||+6||+3||+3||Primary specialization +5|
|11th||+11/+6/+1||+7||+3||+3||Primary specialization +6, secondary specialization +1|
|13th||+13/+8/+3||+8||+4||+4||Primary specialization +7, secondary specialization +2|
|15th||+15/+10/+5||+9||+5||+5||Primary specialization +8, secondary specialization +3|
|17th||+17/+12/+7/+2||+10||+5||+5||Primary specialization +9, secondary specialization +4|
|19th||+19/+14/+9/+4||+11||+6||+6||Primary specialization +10, secondary specialization +5|
All of the following are class features of the fighter.
Specializations (Ex): At 1st level, a fighter chooses their primary specialization: the style of combat they are focused on. While a fighter is perfectly capable of using other methods of disposing of their enemies, the specialization is the field of combat in which the fighter shines. A fighter's specialization gives them a feature or features that improve on every odd-numbered fighter level (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th).
At 11th level, a fighter chooses a secondary specialization: another field of combat where they dominate to complement their forte. A fighter's secondary specialization never becomes as powerful as their primary specialization, but serves to round out their capabilities. A fighter's secondary specialization improves on the 11th, 13th, 15th, 17th and 19th levels, simultaneously with their primary specialization.
Bonus Feats: At every even-numbered fighter level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th), a fighter gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats associated with the chosen specialization(s) of the fighter. 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.
|21st||Primary specialization +11, secondary specialization +6|
|23rd||Primary specialization +12, secondary specialization +7|
|25th||Primary specialization +13, secondary specialization +8|
|27th||Primary specialization +14, secondary specialization +9|
|29th||Primary specialization +15, secondary specialization +10|
2 + Int modifier skill points per level.
Specializations: A fighter's chosen specializations - both primary and secondary - continue to improve in linear fashion every two levels after 19th.
Bonus Feats: The epic fighter gains a bonus feat (selected from the fighter's specialization feat list) every two levels after 20th. Alternatively, the epic fighter can gain a feat from the epic fighter bonus feat list.
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.
Dwarf Fighter Starting Package
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Weapon Focus (greataxe).
Gear: Scale mail, 20 arrows, backpack, waterskin, bedroll, tent.
Gold: 4d4 gp
At 1st level and again at 11th level, a fighter gets to choose a specialization. This choice defines their character, so it is not one to be made lightly. Each specialization contains one or more features that improve on every odd-numbered fighter level, as well as a list of bonus feats a fighter with that specialization can choose on even-numbered levels.
A cavalier is an expert in fighting while mounted, whether the mount is a horse or something more exotic. Cavaliers tend to have maximum Handle Animal ranks (as well as Ride, obviously), and many have an affinity for animals, especially ones that can be ridden.
When your mount charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of the charge. When making an attack at the end of a mounted charge, you gain a bonus on attack and damage rolls equal to your specialization bonus.
Cavalier Bonus Feat List: Animal Affinity, Brutal StrikePHB2, Cleave, Exotic Weapon Proficiency (net), Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus, Weapon Specialization.
Whether by the blessing of a powerful cleric or a powerful connection to a deity, a crusader can bring some of a cleric's powers to bear. They do not heal, nor do they hex their foes: a crusader concentrates exclusively on combat buffs, usually those they can cast on themself. Almost all crusaders are zealous and strictly religious.
When the crusader first gains this specialization and every time their specialization bonus goes up after that, a crusader can choose one of the following spells: bull's strength, bear's endurance, cat's grace, darkvision, divine favor, entropic shield, magic weapon, resist energy, shield of faith, shield other. The crusader can cast the chosen spells as spell-like abilities up to a combined number of times equal to 3 + the crusader fighter's Wisdom modifier. The caster level for these spells is equal to the crusader's specialization bonus.
Crusader Bonus Feat List: Brutal StrikePHB2, Combat Reflexes, Endurance, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus, Greater Weapon Specialization, Improved Initiative, Improved Sunder, Indomitable SoulPHB2, Iron Will, Power Attack, Skill Focus (knowledge), Toughness, Weapon Focus, Weapon Specialization.
Commanders are not only deadly combatants themselves, but inspire (or bully) their comrades into new heights of martial prowess as well. Commanders tend to have big personalities and often big voices as well, although some lead by example alone; they tend to have higher-than-average Charisma scores.
Commanders inspire their allies with words, or actions, or pure presence; in any case, each ally within 60 feet of a commander (including the commander themself) gains a +4 morale bonus on saving throws against fear effects.
In addition, a commander can bolster an ally further as a move action. An ally thus bolstered gains temporary hit points equal to the commander's specialization bonus. These temporary hit points last for 1 minute, and a single creature can only receive temporary hit points this way once per minute.
Commander Bonus Feat List: Armor SpecializationPHB2, Combat Reflexes, Diehard, Endurance, Greater Weapon Focus, Greater Weapon Specialization, Hindering OpportunistPHB2, Intimidating StrikePHB2, Leadership, Negotiator, Persuasive, Quick Draw, Stalwart DefensePHB2, Weapon Focus, Weapon Specialization.
Who said you have to stand still in combat? A fencer treats the battlefield like a dance floor: they skit around, skillfully dodging blows and then turning to the offensive. Fencers tend to be lithe (which helps them move) and brash (which helps them forget that they can't always get out of the way).
When the fencer first gains the specialization, they gain precise stike +1d6. This class feature works exactly like the [[[SRD:Duelist|duelist]] class feature of the same name, and stacks with it.
For every five feet a fencer moves in a turn, they receive a +1 dodge bonus on Reflex saves and on AC, up to a maximum of their specialization bonus. These bonuses last until the beginning of the fencer's next turn.
Fencer Bonus Feat List: Acrobatic, Bounding AssaultPHB2, Combat Expertise, Dodge, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Lightning Reflexes, Mobility, Quick Draw, Rapid BlitzPHB2, Spring Attack, Weapon Focus, Weapon Specialization, Whirlwind Attack.
Guardians are steadfast defenders of their companions, and of course of themselves. The best offense starts with an unbeatable defense. The method of achieving this defense is secondary - a guardian can be quick on their feet, or hide behind shield and plate; some are just lucky. Guardians tend to be more empathic than other fighters.
A guardian can make an aid another action in combat as a move action instead of as a standard action. When a guardian takes an aid another action, the action can affect any number of applicable allies.
A guardian gains damage resistance equal to one-half (rounded down) their specialization bonus. For example, an 8th-level guardian has damage resistance 2/—.
Guardian Bonus Feat List: Active Shield DefensePHB2, Agile Shield FighterPHB2, Armor SpecializationPHB2, Combat Expertise, Diehard, Dodge, Endurance, Greater Weapon Focus, Greater Weapon Specialization, Hindering OpportunistPHB2, Improved Shield Bash, Shield SpecializationPHB2, Shield WardPHB2, Weapon Focus, Weapon Specialization.
While the name might suggest otherwise, a halberdier is a master of all hafted weapons, not just the halberd. A halberdier can be a one of a line of elite spearmen holding in tight formation, or they can be a loner whose reach no enemy can safely enter. In either case, halberdiers are proud, steadfast fighters.
As a swift action, a halberdier can choose to change their grip on a reach weapon other than a spiked chain or a whip. If they do so, they can use that weapon to threaten and attack spaces adjacent to themself, but can't attack at reach before they use another swift action to change their grip again.
A halberdier gains a bonus on attack and damage rolls equal to their specialization bonus whenever they make an attack of opportunity against a creature moving out of a threatened square.
Halberdier Bonus Feat List: Blind-Fight, Combat Expertise, Combat Reflexes, Combat TacticianPHB2, Defensive SweepPHB2, Dodge, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Improved Trip, Lunging StrikePHB2, Mobility, Mounted Combat, Weapon Focus, Weapon Specialization.
A sniper is a master of taking out foes over a long distance. They use a ranged weapon, most often a bow or crossbow but in some cases a thrown weapon, and hone their ability to surgically remove a threat before a fight even begins. Snipers are often cool, distant people, and have a close connection to their weapons - they have to, if they intend to use them to full effect.
A sniper gains a bonus on damage rolls equal to their Dexterity bonus when using ranged weapons as long as the target is at a distance of 30 feet or farther. If you'd normally add your Strength modifier to the damage roll, you choose which one to add. You always add a Strength penalty to your damage rolls when applicable.
In addition, a sniper can make a snipe attack as a standard action. When you snipe a flat-footed creature, you get a bonus on the attack roll and your weapon's threat range increases by a number equal to your specialization bonus. For example, if a 5th-level sniper snipes a flat-footed foe with a light crossbow, they get a +3 bonus on the attack roll and the threat range increases to 16-20. If the sniped creature is not flat-footed, the sniper gains no bonuses on the attack.
Sniper Bonus Feat List: Alertness, Crossbow SniperPHB2, Deadeye ShotPHB2, Dodge, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Precise Shot, Mobility, Point Blank Shot, Precise Shot, Weapon Focus, Weapon Specialization.
Warlords epitomize the old tenet "might makes right". Their combat tactics consits mostly of application of physical force, but it's dangerous to consider them one-dimensional: there's plenty of ways to overpower your foes, after all. Warlords tend toward boisterousness and crudeness, but they do have gentler and more charismatic souls among them too.
A warlord may charge over difficult terrain that normally slows movement. Depending on the circumstance, they may still need to make appropriate checks to successfully move over the terrain. Furthermore, warlords gain a bonus equal to their specialization bonus on damage rolls on attacks made during a charge as well as on successful sunder attempts.
Warlord Bonus Feat List: Brutal StrikePHB2, Cleave, Cometary CollisionPHB2, Great Cleave, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Overrun, Improved Sunder, Overwhelming AssaultPHB2, Persuasive, Power Attack, Weapon Focus, Weapon Specialization.