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====Class Features==== 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. '''<span id="Weapons Training">Weapons Training</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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). '''<span id="Combat Focus">Combat Focus</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Bonus Feat">Bonus Feat</span>:''' You get a [[Yagura:SRD:Combat Feats|Combat]] feat every even-numbered class level. '''<span id="Pack Mule">Pack Mule</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Problem Solver">Problem Solver</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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 [[Yagura:SRD:Combat Feats|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. '''<span id="Logistics Mastery">Logistics Mastery</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Active Assault">Active Assault</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Forge Lore">Forge Lore</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level you can produce magical weapons and equipment as if you have a Caster Level equal to your ranks in Craft. '''<span id="Improved Delay">Improved Delay</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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). '''<span id="Foil Action">Foil Action</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Lunging Attacks">Lunging Attacks</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Array of Stunts">Array of Stunts</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level you may take one extra Immediate Action between your turns without sacrificing a Swift action during your next turn. '''<span id="Greater Combat Focus">Greater Combat Focus</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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. '''<span id="Intense Focus">Intense Focus</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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). '''<span id="Supreme Combat Focus">Supreme Combat Focus</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|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.
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