Yagura:SRD:Fighter

From RPGnet
Jump to: navigation, search

Fighter[edit]

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[edit]

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 (quit proximate) 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.

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 ogres, dwarves, and fire giants, a fighter is rarely seen among the ranks of the orcs, gnomes, or trolls.

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 Weapons Training, Combat Focus
2nd +2 +3 +3 +3 Bonus Feat
3rd +3 +3 +3 +3 Problem Solver, Pack Mule
4th +4 +4 +4 +4 Bonus Feat
5th +5 +4 +4 +4 Logistics Mastery, Active Assault
6th +6/+1 +5 +5 +5 Bonus Feat
7th +7/+2 +5 +5 +5 Forge Lore, Improved Delay
8th +8/+3 +6 +6 +6 Bonus Feat
9th +9/+4 +6 +6 +6 Foil Action
10th +10/+5/+5 +7 +7 +7 Bonus Feat
11th +11/+6/+6 +7 +7 +7 Lunging Attacks
12th +12/+7/+7 +8 +8 +8 Bonus Feat
13th +13/+8/+8 +8 +8 +8 Array of Stunts
14th +14/+9/+9 +9 +9 +9 Bonus Feat
15th +15/+10/+10 +9 +9 +9 Greater Combat Focus
16th +16/+11/+11/+11 +10 +10 +10 Bonus Feat
17th +17/+12/+12/+12 +10 +10 +10 Improved Foil Action
18th +18/+13/+13/+13 +11 +11 +11 Bonus Feat
19th +19/+14/+14/+14 +11 +11 +11 Intense Combat Focus, Supreme Combat Focus
20th +20/+15/+15/+15 +12 +12 +12 Bonus Feat

Class Skills

Class Features[edit]

As a fighter, all of the following are class features.

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

Weapons Training (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon with which you are not proficient for a day, you may permanently gain proficiency with that weapon by succeeding at an Intelligence check, DC 10 (you may not take 10 on this check).

Combat Focus (Ex): When the world is on fire, a fighter keeps his head better than anyone. If you are in a situation that is stressful and/or dangerous enough that you would normally be unable to "take 10" on skill checks, you may spend a swift action to gain Combat Focus. You may end your Combat Focus at any time to reroll any die roll you make, and if not used it ends on its own after a number of rounds equal to your Base Attack Bonus.

Bonus Feat: You get a Combat feat every even-numbered class level.

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

Problem Solver (Ex):At 3rd level you can draw upon your intense and diverse training to respond to almost any situation. As a Swift action, you may choose any Combat feat for which you meet the prerequisites, and use it for a number of rounds equal to your base attack bonus. Once this ability is used it cannot again be used until refreshed. The refresh time for this ability is one hour, or a half hour of uninterrupted rest.

Logistics Mastery (Ex):Fighters are excellent and efficient logisticians. At 5th level, you gain a bonus to your Command Rating equal to one third your Fighter Level.

Active Assault (Ex):At 5th level you can flawlessly place yourself where you are most needed in combat. You may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during your turn, even another 5 foot step.

Forge Lore (Ex): At 7th level you can produce magical weapons and equipment as if you have a Caster Level equal to your ranks in Craft.

Improved Delay (Ex): At 7th level you may delay your action in one round without compromising his Initiative in the next round. In addition, you may interrupt another action with your delayed action like it was a readied action (though you do not have to announce your intentions before hand).

Foil Action (Ex):: At 9th level you may attempt to monkeywrench any action an opponent is taking. You may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. You must be within 30 feet of your opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. You 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 you may not foil a Full Attack (because it is not declared until after it has already begun), nor may you foil a move or charge action that began out of range.

At 17th level, Foil Action may be used at up to 60 feet. Additionally, if the target of Foil Action is within range of your natural reach you gain a +5 untyped bonus to the touch attack made to foil the action.

Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and fighters are expected to hold off Elder Elementals, Hezrous, and Hamatulas. At 11th level you may add 5 feet to the reach of any wielded weapons you use.

Array of Stunts (Ex): At 13th level you may take one extra Immediate Action between your turns without sacrificing a Swift action during your next turn.

Greater Combat Focus (Ex): At 15th level you may end your Combat Focus at any time to suppress any single status effect or ongoing spell effect on yourself for your Base Attack Bonus in rounds. Additionally at this level, you are constantly considered to be in Combat Focus unless you end your focus to gain an effect, or are unconscious.

Intense Focus (Ex): At 19th level you may take an extra Swift Action each round (in addition to the extra Immediate Action you can take from Array of Stunts).

Supreme Combat Focus (Ex): At 19th level you may end your Combat Focus at any time to take the maximum possible result on any die roll. This is done instead of actually rolling the die or dice. If this ability is used on an attack roll, the attack automatically confirms as a critical hit.