User:Jwguy/Fighter, Tirr (Workspace)

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Just messing around with ideas, here.


This page details the Fighter, as modified to fit the Tirr setting. You may be looking for the original Fighter found in the SRD.
The Fighter: Resourceful, Cool under Pressure, Trained to win, or at least survive, in almost any situation

Fighter

"Nobles would have you believe that battle is a matter of equal parts grace and formation. Aye, maybe... but I ain't never met a noble who could fight."

The Fighter is the dedicated warrior - one whose great experience prepares them for the chaotic nature of battle. The fighter may be the plucky young hero with unlimited potential and sharp wit, or he may be the grizzled veteran who has fought in multiple wars. He can come from almost any background, and while sometimes unorthodox in nature, he benefits from heavy training and expanded potential, and excels in his versatility.

The Fighter can occupy almost any battlefield role, depending on how he gears himself and how he prepares for the battle. While he can't quite manage the same types of magical and divine wonders as some other classes, he is the epitome of martial versatility.

Playing a Fighter

Fighters can't perform magical rituals, or regularly call upon the power of their deity; They don't even attempt to tread into the realms of the mystical arts, and instead devote themselves wholly to the field of martial combat. While not as brutally efficient at destroying his foes as the Barbarian, and not as flashy or elegant as the Knight, the fighter shines in its raw potential and versatility, and his ability to contribute to the party's combat advantage in ways that other classes wouldn't dream of.

Many units receive training as fighters either before, during, or after they train to become other classes, simply because of the universal qualities of a fighter that are so appealing. No fighter is exactly the same as any other, and while there are many similarities between them, each individual is almost inevitably of a completely different discipline, schema, and capability than the last.

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.

Alignment: Every alignment has its share of Fighters, however more Fighters are of Lawful alignment than of Chaotic Alignment.

Starting Gold: 6d6 x 10 gp (210 gp).

Starting Age: As Fighter.

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Adaptable Fighting 1/encounter, Combat Focus, Feat Training
2nd +2 +3 +3 +3 Bonus Feat
3rd +3 +3 +3 +3 Pack Mule
4th +4 +4 +4 +4 Bonus Feat
5th +5 +4 +4 +4 Adaptable Fighting 2/encounter
6th +6/+1 +5 +5 +5 Bonus Feat
7th +7/+2 +5 +5 +5
8th +8/+3 +6 +6 +6 Bonus Feat
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7 Adaptable Fighting 3/encounter, Bonus Feat
11th +11/+6/+1 +7 +7 +7
12th +12/+7/+2 +8 +8 +8 Bonus Feat
13th +13/+8/+3 +8 +8 +8 Array of Stunts
14th +14/+9/+4 +9 +9 +9 Bonus Feat
15th +15/+10/+5 +9 +9 +9 Adaptable Fighting 4/encounter
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +10
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +11 Intensity
20th +20/+15/+10/+5 +12 +12 +12 Adaptable Fighting 5/encounter, Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Weapon Proficiency.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons. Fighters are proficient with light, medium, and heavy armor, and with shields and great shields.

Adaptable Fighting: The Fighter is a highly trained warrior, but even more so, he's capable of adapting to the ever-changing flow of battle around him. A fighter has a limited number of special abilities that he gains access to as he gains additional levels. He can use these abilities a number of times per day equal to his base attack bonus. Any time the fighter scores a critical hit, he gains a single additional use of these abilities during that day.

  • Riposte (Ex): A fighter can perform a counter attack: Any creature that misses an attack provokes an attack of opportunity from you. This creature must be threatened by you in order to use this ability, and need not attack the fighter, specifically, in order to provoke this attack.
  • Problem Solver (Ex): A fighter can draw upon his intense and diverse training to respond to almost any situation. As a swift action, he may choose any fighter bonus feat he meets the prerequisites for and use it for a number of rounds equal to his fighter class level. If this ability is used to gain another feat, and the fighter already has temporary access to a feat via this ability, the previous access is replaced with the new one.
  • Reactionary Movement (Ex): A fighter can flawlessly place himself where he is most needed in combat. He may take a 5-foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5-Foot step.
  • Hustle (Ex): Using his honed reaction speed, a Fighter may take a move action as a swift action if they make no other movement during the same round. The restrictions on this ability are identical to those of a 5-foot Step.
  • Foil Action (Ex): A fighter may attempt to foil any action an opponent is taking, whether it be an attack, an attempt to move, or anything else. This is a generic action that can take any form. For example, the fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object. No matter what action is performed, the opponent's action is wasted, and any spell slots, limited ability uses, or power points it are expended. A fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range. This effect cannot be applied twice to the same target in a single round, even if multiple fighters attempt to use it. At 17th level, foil action can be used to foil actions as far as 60 feet away.
  • Take Aim (Ex): A fighter may take aim with his ranged weapon as a move action, gaining a competence bonus equal to 2 plus one-half his fighter class level to hit with a ranged attack.
  • Point-Blank (Ex): By expending a use of his adaptable fighting feature, a fighter may attack targets with a ranged attack without provoking an attack of opportunity. Furthermore, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your ranged attack, allowing you to make attacks of opportunity with your projectile weapon. This effect lasts for a full round.
  • Lunging Attack (Ex): Gripping his weapon, the fighter makes a daring lunge at his target, adding 5 feet of reach to any attack he makes with a melee weapon. This does not make the weapon a reach weapon, nor does it imply other bonuses or penalties of reach weapons. It can, however, also be used with reach weapons.
  • Demoralize (Ex): A fighter knows that fear is as good a weapon as any other; when using this ability, the fighter may use the demoralize opponent aspect of the intimidate skill as a swift action rather than as a standard action.
  • Adrenaline Surge (Ex): you may take a standard action to make a second saving throw against any ongoing spell, power or other effect to end it’s effect with respect to you. If no saving throw is allowed you may instead make a level check against 11 + the caster level, manifester level, or HD of the creature that originated the effect. You may use this ability to try to end an effect that would otherwise restrict you from using this ability, such as compulsion effects or effects that limit what actions may be taken.
  • Improved Threaten (Ex):' By using this ability, the fighter gains a keener sense for his opponents movements and how to hinder them. 5-foot steps provoke attacks of opportunity from the fighter and opponents cannot withdraw from the area he threatens. Furthermore, the DC of any tumble check made to avoid attacks of opportunity from the fighter or concentrate checks to cast defensively within the squares you threaten is increased by your fighter class level. Hostile foes using the spring attack feat or any similar maneuver to avoid an attack of opportunity from you still provoke unless they succeed on a DC 10 + your fighter level tumble check, or ride check for ride-by attack.
  • Seize Opportunity (Ex):' Sometimes, even in the darkest situation, a font of opportunity appears, and the fighter is just the kind of individual to shrug off everything in order to seize it. When using this ability, a Fighter may voluntarily expend his Combat Focus as a swift action to suppress any status effect or ongoing spell effect on himself for a number of rounds equal to his one-half his fighter class level, rounded down.
  • Supreme Combat Focus (Ex): Expending great effort and concentration, a fighter may expend his Combat Focus as a swift action to take 20 on any die roll. He must elect to use Supreme Combat Focus before rolling the die.

Combat Focus (Ex): A fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a fighter keeps his head better than anyone. If the fighter is in a situation that is stressful or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a standard action to gain Combat Focus. A fighter may end his Combat Focus at any time to take 10 on any dice roll he makes, and if not used it ends on its own after a number of rounds equal to his fighter class level.

Feat Training (Ex): A fighter may ignore ability score prerequisites for any fighter bonus feat that he otherwise qualifies for.

Bonus Feat: At 2nd level, a fighter gets a bonus combat-oriented feat. The fighter gains an additional bonus feat at every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 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.

Pack Mule (Ex): At 3rd level, fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.

Array of Stunts (Ex): A 13th level Fighter may take one extra immediate action between his turns. If he does not expend both immediate actions between his turns, he does not lose his swift action at the beginning of his next turn.

Intensity (Ex): A 19th level Fighter may take an extra swift action each round.



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