Class: Fighter

Fighter

Fighters combine discipline with martial skills to become the best pure warriors in the realm. Fighters can be stalwart defenders of those in need, cruel marauders, or brave adventurers.  They can be hired swords, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or are simply in it for the thrill of battle.

 

Hit Points

Fighters begin play at first level with a number of hits point equal to 15 + Constitution modifier. Every level after that, a fighter gains 1d6+1 hit points.  On every odd level after 1st, a fighter gains their Constitution Modifier in hit points.

 

Defense Bonus

At first level, you gain a +1 bonus to your Reflex Defense and a +2 bonus to your Fortitude Defense.

 

Starting Feats

Fighters begin play with the following feats:

Light Armor Proficiency, Medium Armor Proficiency, Shields Proficiency, Simple Weapons Proficiency, Martial Weapons Proficiency.

 

Talent Trees

 

Armor Specialist Talent Tree

Armored Defense: When calculating your Reflex Defense, you may add either your Heroic Level or your Armor Bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.

Improved Armored Defense: When calculating your Reflex Defense, you may add your Heroic Level plus half your Armor Bonus rounded down, or your Armor Bonus.  You must be proficient in the armor you are wearing to gain this benefit.

Prerequisite: Armored Defense.

Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit. Prerequisite: Armored Defense, trained in Athletics.

Armor Mastery: The maximum Dexterity Bonus for your armor improves by 1, and your Armor Check Penalty is reduced by 1.

Second Skin: When wearing armor with which you are proficient your Armor Bonus to your Reflex Defense and Equipment Bonus to your Fortitude Defense increase by 1.

Prerequisite: Armor Mastery.

 

Sword and Board Talent Tree

Shielded Fighter: When Fighting Defensively, gain a +1 to Attack rolls and a +2 Reflex Defense.

Shoulder Brace: As a Move Action you can brace your shield until the beginning of your next turn.  You gain +2 Fortitude Defense against physical attacks and your shield gains 5 points of Hardness.

Shield Bash: Opponent is treated as having -5 Fortitude Defense when you Bull Rush with a shield.

Shield Buffet: As a Move Action, make an attack with your shield against your target's Fortitude Defense. If you hit, target takes a -2 to Attack rolls and Reflex Defense until the end of the target's next turn.

Prerequisites: Shielded Fighter, Shield Bash.

Shield Guard: At the start of your turn, choose two squares adjacent to you and each other. Enemies in those squares cannot flank you or count as flanking you with others.

Prerequisite: Shielded Fighter.

 

Great Weapon Talent Tree

Mighty Swing: When you apply the maximum Power Attack with a two-handed weapon, also gain twice your Strength Modifier bonus instead of the normal one and a half.

Simply Sunderful: You gain a +2 to damage on Sunder attempts as long as you Power Attack by at least one.

Prerequisite: Mighty Swing.

Powerful Swing: You may reduce your Attack Bonus by an additional point and gain the appropriate increase to damage than otherwise allowed.

Prerequisite: Mighty Swing.

Crushing Blow: If you knock your target back, move them one step worse on the Condition Chart.

Prerequisite: Mighty Swing.

Greater Power Attack: Trade 1 for 3 when Power Attacking.

Prerequisite: Powerful Swing.

 

Weapon Specialist Talent Tree

Weapon Specialization: Pick a weapon, gain +2 to damage.

Prerequisite: Weapon Focus feat with that weapon.

Penetrating Attack:  Pick a weapon. Target's DR is treated as being 5 less against your attacks with that weapon.

Prerequisite: Weapon Specialization with that weapon.

Devastating Attack:  Pick a weapon. Target's Damage Threshold is treated as being 5 less against your attacks with that weapon.

Prerequisite: Weapon Specialization with that weapon.

Weapon Adept:  Choose a weapon, gain +1 Base Attack Bonus with that weapon.

Prerequisite: Weapon Specialization with that weapon.

Class: Fighter

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