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Fighter

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Feb 9th, 2016
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  1. 2d6 hit points per level
  2.  
  3. Starting gold: 3d12x10 gold pieces
  4.  
  5. +1 attack per level
  6.  
  7. High save: Mind and Body
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  9. Special Ability: Skill Bonus (Fighters choose two additional skills to receive a +2 skill bonus.)
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  11. Special Ability: Double Attack (Fighters can make an extra attack on each of their turns; these need not be against the same target).
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  13. Special Ability: Steely Resolve (Whenever fighters would make a saving throw, they instead roll twice and use the better result).
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  15. Special Ability: Shrug it Off (The first time a fighter drops below 1 hit point each session, their current HP total becomes 1 instead.)
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  17. Special Ability: Superiority (Each combat, fighters get 1d6 superiority dice. This die may be applied to any roll made by the fighter. This inceases by 1d6 for every three levels, so 2d6 at third level, 3d6 at sixth level, 4d6 at ninth level, and so on. More than one die may be used on one roll.)
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  19. Level 3 Special Ability: Quick Draw (Once each turn, fighters may stow one item *and* draw one piece of equipment without using an action. This may be a potion, sword, etc.)
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  21. Level 5 Special Ability: Whirlwind Attack (Each turn, fighters may forego their attacks to make an attack against each adjacent enemy.)
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  23. Level 7 Special Ability: Second Wind (Once per session, fighters may heal themselves for 1d4 hit points per level. This requires no action and may be used on another character's turn. It may even be used when the fighter has taken enough damage to die, effectively preventing the damage.)
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