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Fighter

The Fighter
The Fighter represents the quintessential warrior. Where others might rely on powerful magic or supernatural abilities to overcome their foes, a Fighter’s abilities derive solely from his intensive training, self-discipline, and dedication to the art of war. When not testing his prowess in deadly combat, he is most likely studying and training in techniques and skills that will allow him to maximise your potential on the battlefield.
Fighters come from a multitude of different backgrounds, and may pursue any of a multitude of different goals, but the one aspect that unites them is their single-minded dedication to mastery of combat in its myriad aspects.

Hit Die: d10
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Craft, Intimidate, Jump, Profession, Spot, Swim (and special: see Favoured Skills).
Weapon and Armour proficiencies: All simple and martial weapons; light, medium and heavy armour; and shields (including tower shields)


Level: Base Attack Bonus:FortRefWill Save:Bonus Feats: Special:
1st +1+2+0+0Bonus featWeapon aptitude, favoured skills
2nd +2+3+0+0Bonus feat Tenacity +1
3rd+3+3+1+1- Capable learner, retraining
4th+4+4+1+1Bonus feat-
5th+5+4+1+1Bonus feat-
6th+6/+1+5+2+2-Retraining
7th+7/+2+5+2+2Bonus feat-
8th+8/+3+6+2+2Bonus feat-
9th+9/+4+6+3+3-Special ability, retraining
10th+10/+5+7+3+3Bonus feat-
11th+11/+6/+1+7+3+3Bonus featTenacity +2
12th+12/+7/+2+8+4+4-Special ability, retraining
13th+13/+8/+3+8+4+4Bonus feat-
14th+14/+9/+4+9+4+4Bonus feat-
15th+15/+10/+5+9+5+5-Special ability, retraining
16th+16/+11/+6/+1+10+5+5Bonus feat-
17th+17/+12/+7/+2+10+5+5Bonus feat-
18th+18/+13/+8/+3+11+6+6-Special ability, retraining
19th+19/+14/+9/+4+11+6+6Bonus feat-
20th+20/+15/+10/+512+6+6Bonus featTenacity +3


Bonus Feats: Your dedication to the art of war allows you to learn a wide variety of combat techniques over the course of your career. At 1st level, you gain a bonus combat-oriented feat, drawn from the list of feats noted as Fighter bonus feats. You gain an additional feat from the same list at 2nd level and at each level thereafter except for those that are divisible by three (i.e. 3rd, 6th, 9th, 12th, 15th and 18th).
These bonus feats are in addition to the feats that a character of any class gains every three levels. You are not restricted to the list of Fighter bonus feats when choosing these regular feats.

Weapon Aptitude (Ex): You have the flexibility to adjust your weapon training. If you spend a full day in weapon practice, you may change the designated weapon for any feat you have that only applies to a single weapon (such as Weapon Focus). You must have the new weapon available during your practice session to make this change.
You can adjust any number of feats in this way, and you don’t have to adjust them all the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisites for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialisation (longsword), you can’t change the designated weapon for Weapon Focus unless you change the weapon for Weapon Specialisation in the same way adapted from Tome of Battle, p. 22.

Favoured Skills: Fighters are a diverse bunch. Your previous experience in life and training imparts on you an aptitude for a few special skills that you can go on to excel in both in and outside of combat. At 1st level, you may select up to two roles from the following list (as appropriate to your character background and character concept):

  • Cavalier (Handle Animal & Ride)
  • Champion (Gather Information & Knowledge local)
  • Commando (Escape Artist & Survival)
  • Guard (Listen & Sense Motive)
  • Guerilla (Hide & Move Silently)
  • Medic (Concentration & Heal)
  • Officer (Diplomacy & Knowledge nobility & royalty)
  • Sailor (Balance & Use Rope)
  • Swashbuckler (Bluff & Tumble)
  • Tactician (Knowledge architecture & engineering, Knowledge geography & Knowledge history)
  • Thug (Appraise & Search)

For each role that you choose, add the corresponding skills to your list of class skills. This choice is permanent and cannot be changed. Consult with your DM if you wish to create an alternative role for your character.

Tenacity (Ex): At 2nd level, your discipline imparts on you a steady resolve and strength of character. You gain a +1 morale bonus on Will saves. This bonus increases to +2 at 11th level and +3 at 20th level.
This benefit only applies when you are wielding a weapon, which may be an improvised weapon. If you have the Improved Unarmed Strike feat or any natural weapons, the benefit applies even when you are unarmed. A Fighter's confidence is highly dependent on belief in his ability to defend himself and his comrades.

Capable learner (Ex): At 3rd level, your training allows you to master techniques that would normally be beyond your physical capabilities. When determining eligibility for Fighter bonus feats (but not other feats), you may add +1 to each of your effective ability scores for the purpose of fulfilling prerequisites (for example, a Fighter with an Intelligence score of 12 could take Combat Expertise at 3rd level, as his Capable Learner ability would give him an effective Intelligence score of 13 (12 + 1) when determining his eligibility for the feat). This bonus increases by an additional +1 at 6th level and every three levels thereafter.

Retraining (Ex): Your effectiveness in combat derives from your extensive training in specialised combat techniques, developed over the course of your career. As you progress, however, you may find that aspects of your earlier training, which had proven so effective in the past, start to diminish in usefulness as you are pitted against different foes and situations. At 3rd level and every three levels thereafter, you may select one feat that you know (which must be drawn from the feats noted as Fighter bonus feats, and cannot be a prerequisite for any other feats you have) to be lost and replaced with any other feat that you are eligible for from the same list. The lost feat is forgotten permanently (though it may be relearned when you are next eligible for a feat), and does not count when determining eligibility for later feats (including the feat that you are replacing it with).
(Note: unlike the retraining options detailed in Player’s Handbook II, this ability allows you to replace a feat with another that you may not have been eligible for at the time you first selected the lost feat.)

Special Abilities: At 9th level and every three levels thereafter, you gain a special ability of your choice from among the following options:
  • On Your Toes (Ex): Once per round, you may make a 5-foot step at the end of any ally or opponent’s turn. If you are mounted, you may instead direct your mount to take a 5-foot step in the same way. You do not gain this benefit if you are denied your Dexterity bonus to Armour Class inspired by Races of War.
  • Melee Virtuosity (Ex): During your turn, your reach with melee weapons (not including unarmed strikes or other natural weapons) increases by 5 feet. You do not gain this benefit if you are denied your Dexterity bonus to Armour Class.
  • Melee Supremacy (Ex): prerequisites: Fighter level 18th, Melee Virtuosity. Outside of your turn, your reach with melee weapons (not including unarmed strikes or other natural weapons) increases by 5 feet, allowing you to threaten more squares than you otherwise would. You do not gain this benefit if you are denied your Dexterity bonus to Armour Class.
  • Ranged Combat Virtuosity (Ex): You do not provoke attacks of opportunity for making ranged attacks while in a threatened square. In addition, you take only half the normal penalty for distance on your ranged attacks (-1 per range increment instead of -2).
  • Ranged Combat Supremacy (Ex): prerequisites: Fighter level 18th, Ranged Combat Virtuosity. Once per round, you may use a ranged weapon to make a single ranged attack of opportunity against any opponent within 30 feet who performs any distracting act see Player’s Handbook, p. 137 that would normally provoke an attack of opportunity.
  • Defending Champion (Ex): Opponents treat each of your threatened squares that they move through as 2 squares for the purposes of determining movement. An opponent may ignore this restriction if charging you, but not if charging someone else – your defensive manoeuvres prevent such a charge. An opponent may also ignore this restriction by using the Tumble skill to tumble past you, but the DC for doing so is increased by 10. You do not gain this benefit if you are denied your Dexterity bonus to Armour Class.
  • Shifting Stance (Ex): Whenever a critical hit is scored against you, you have a 50% chance to negate the extra damage and instead roll damage normally. This ability does not stack with the effects of armour or shield fortification; instead, make each roll separately. You do not gain this benefit if you are denied your Dexterity bonus to Armour Class.
  • Mettle (Ex): If you make a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect. You do not gain this benefit if you are unconscious or sleeping.
  • Feat: You may gain any feat for which you are eligible in place of a special ability.

Source: http://boards1.wizards.com/showthread.php?t=783614 (external link) (external link)


Contributors to this page: sigla and Kerin .
Page last modified on Sunday 29 of July, 2007 14:52:53 CDT by sigla.