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Fighter, the Vanquisher


Fighters are professional warriors. They have received intensive training in tactics and the use of various weapons and armour. They obtain this training in one of two ways: through the accumulation of battle experience, if they are self-taught, or through years of formal training, if they are born from a noble or wealthy family.

Elite fighters often become knights in the service of a lord or knighthood order. In return, knights have the opportunity to gain land and titles of nobility. A knight must follow a code of honour that requires him to protect the innocent and be the champion of good against evil. The code also focuses on the virtues of courage, religious faith, purity and humility.

Fighters usually serve as soldiers, mercenaries, bodyguards, guards, criminal enforcers and champions. The worst ones become raiders, bandits, warlords and crime lords.





Hit Dice, Proficiencies, Alignment


D10 Hit Die. Proficient with all armour and all shields. Starts with simple-weapons proficiency plus (5 + intelligence modifier if positive) selectable weapon-group proficiencies. Fighters can be of any alignment.


Fighter Feats


Greater Attack Focus: Another +1 bonus to attack rolls with all weapons. Requires Fighter level 8 and Attack Focus.


Damage Focus: +2 bonus to damage with all weapons. Requires Fighter level 4.


Greater Damage Focus: Another +2 bonus to damage with all weapons. Requires Fighter level 12, Greater Attack Focus, Damage Focus.


Strength Focus: The character gains a bonus of +2 on all grapple checks and strength checks. The following spells can trigger a strength check: Entangle, Web, Ranger Web, Forcecage, Energy Push, Ectoplasmic Cocoon, Greater Ectoplasmic Cocoon, Mass Ectoplasmic Cocoon, Glue Arrow, Knockback Arrow. Req: Fighter, Psychic Warrior, Monk or Barbarian.


Survival I: The fighter's death threshold decreases from -10 HP to -15 HP and the HP maximum increases by two points. Requires Fighter level 2.


Survival II: The fighter's death threshold decreases from -15 HP to -20 HP and the HP maximum increases by another two points. Requires Survival I, Fighter level 6.


Armor Expertise I: When wearing armor, a fighter increases the armor's Max Dex Bonus by 1. Requires Fighter level 7.


Armor Expertise II: When wearing armor, a fighter increases the armor's Max Dex Bonus by 2. Requires Armor Expertise I, Fighter level 14.


Shake it off I: At the beginning of each round, a fighter gets a free saving throw to remove the following effects: reduced, limping, impaired, deafened, dazzled, fatigued, shaken, fascinated, bleeding, hideous laughter. The saving throw type and DC is the same as the original saving throw against the effect. If the effect resulted from a spell without a saving throw, the fighter gets a Fortitude save versus the normal spell DC. Effects that did not originate from a spell or SLA cannot be removed using Shake it Off. Req: Fighter level 4, Intelligence 11.


Shake it off II: Same as Shake it Off I, but the fighter also gets saving throws against the following effects: slowed, sleeping, sickened, dazed, exhausted, cowering, blinded, psionic disarm, crushing despair. Req: Shake it off I, Fighter level 8, Intelligence 11.


Shake it off III: Same as Shake it Off II, but the fighter also gets saving throws against the following effects: cursed, confused, berserk, nauseated, paralyzed, stunned, controlled, dominated, cleric command. Req: Shake it off II, Fighter level 12, Intelligence 11.


Tower Shield Expertise: When using a tower shield, you do not suffer the -2 penalty to attack rolls. Req: Fighter level 3.


Resistance I: The fighter gains damage reduction 1/-. Req: Fighter level 8.


Resistance II: The fighter gains damage reduction 2/-. Req: Fighter level 14, Resistance I.


Superior Two-Weapon Fighting: Further reduces the two-weapon penalty on left hand and right hand by 1 point. Req: Dex 17, Two-Weapon Fighting, Fighter level 1.


Steady Charge: After a charge, you do not take the -2 penalty to armor class that normally applies until the start of your next round.


Death Blow: You can perform a coup-de-grace as a standard action rather than full-round action. Req: Fighter level 1.



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