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  1. FIGHTER MK 8
  2. HD d10
  3. BAB Full
  4. Saves Fort, Will
  5. Skills 6 + Int/level
  6. Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (history), Knowledge (nobility), Perception, Profession, Ride, Sense Motive, Swim
  7.  
  8. Class Features
  9. 01 Combat Focus, Fighter Talent
  10. 02 Mettle, Fighter Talent
  11. 03 Master of Arms and Armor +1
  12. 04 Uncanny Dodge, Fighter Talent
  13. 05 Combat Mobility
  14. 06 Hustle (Move Action), Fighter Talent
  15. 07 Master of Arms and Armor +2
  16. 08 Deflect, Fighter Talent
  17. 09 Combat Superiority
  18. 10 Tough as Nails, Fighter Talent
  19. 11 Master of Arms and Armor +3
  20. 12 Improved Uncanny Dodge, Fighter Talent
  21. 13 Combat Reliability
  22. 14 Improved Mettle, Fighter Talent
  23. 15 Master of Arms and Armor +4
  24. 16 Improved Deflect, Fighter Talent
  25. 17 Combat Mastery
  26. 18 Hustle (Standard Action), Fighter Talent
  27. 19 Master of Arms and Armor +5
  28. 20 Lord of War, Fighter Talent
  29.  
  30. PROFICIENCIES: Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Shields, Tower Shields, One Exotic Weapon, Armor or Shield.
  31.  
  32. FIGHTER TALENT: At first level, second level, and every two levels afterward, you recieve a Fighter Talent, which you may select from the Fighter Talent list (below).
  33.  
  34. COMBAT FOCUS (EX): Once per round, when you successfully attack an enemy and do damage, you gain a number of temporary hit points equal to your level.
  35.  
  36. METTLE (Ex): If the fighter makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle
  37.  
  38. MASTER OF ARMS AND ARMOR (EX): Any weapon, armor or shield you wear or wield is treated as having an enhancement bonus of +1, unless its enhancement bonus is already higher. This improves by +1 at level 7, 11, 15 and 19. This allows you to penetrate DR/magic. Any feat that applies only to a single weapon, armor, or shield (Such as Weapon Focus) applies to any weapon, shield or armor that you are proficient with.
  39.  
  40. UNCANNY DODGE (EX): The fighter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
  41. If a fighter already has uncanny dodge from a different class (a fighter with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
  42.  
  43. COMBAT MOBILITY (EX): The fighter ignores all movement penalties from Armor. Additionally he adds his Master of Arms and Armor bonus to his Maximum Dex Bonus and subtracts it from his Armor Check Penalty
  44.  
  45. HUSTLE (EX): At level 6 a fighter may take a move action as a swift action. At level 18 the fighter may instead take a standard action as a swift action.
  46.  
  47. DEFLECT (EX): The fighter retains his Armor and Shield bonus to AC (if any) even if he is targed by a touch attack or struck by an incorporeal creature or Brilliant Energy weapon. However, such attacks may still bypass his Armor and Shield bonus if he is immobilized.
  48.  
  49. COMBAT SUPERIORITY (EX): You gain an attack of opportunity whenever an enemy attempts to bullrush, disarm, feint, grapple, overrun, sunder or trip you, even if the enemy has a feat or special ability that would normally bypass the attack. If your attack is successful you may add half your class level to the opposed roll to resist the maneuver. This feature does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.
  50.  
  51. TOUGH AS NAILS (EX): The fighter no longer counts a natural 1 on a saving throw an automatic failure. She also gains a bonus equal to her Wisdom bonus (if any) to Fortitude Saves, and her Constitution bonus (if any) to Will Saves.
  52.  
  53. IMPROVED UNCANNY DODGE (EX): The fighter can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the fighter, unless the attacker has at least four more rogue levels than the target has fighter levels.
  54. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to sneak attack the character.
  55.  
  56. COMBAT RELIABILITY (EX): The fighter no longer counts a natural 1 on an attack roll an automatic failure. He also automatically confirms all critical threats. Only natural 20s count as an automatic hit, however, and so it is possible to miss on a critical threat.
  57.  
  58. IMPROVED METTLE (EX): This ability works like mettle, except that while the fighter still takes no effect on a successful fortitude or willpower throw against attacks that would have a lesser effect on a successful save, she henceforth takes only the lesser effect on a failed save. A helpless fighter (such as one that is unconcious or paralysed) does not gain the benefit of improved mettle.
  59.  
  60. IMPROVED DEFLECT (EX): If the fighter is wearing armor or wielding a shield, it is considered to have the Heavy Fortification enhancement. This defense denies enemies the ability to make critical hits or deal precision damage against the fighter, unless the attacker has at least four more character levels than the target has fighter levels.
  61.  
  62. COMBAT MASTERY (EX): The fighter increases the critical multiplier of any weapon he wields by +1. If he scores a critical hit against an enemy who is immune to critical hits, he still multiplies his damage, however he does not gain the +1 critical multiplier bonus from this class feature.
  63.  
  64. LORD OF WAR (EX): All the fighter's iterative attacks are made at his full attack bonus.
  65.  
  66.  
  67. FIGHTER TALENTS
  68.  
  69. Ambidextrous
  70. Prereq: Two-Weapon fighting
  71. Benefit: You reduce the penalties for wielding two weapons by an additional 2 points. You apply your full strength bonus to damage rolls made with your off-hand weapon.
  72.  
  73. Arsenal of Everything
  74. Benefit: You may treat melee weapons you are proficient with as throwing weapons with a range increment of 10 ft. You take no penalty for using thrown weapons as melee weapons. You do not draw attacks of opportunity for ranged throwing attacks in melee.
  75.  
  76. Block and Strike
  77. Benefit: When you are attacked by an opponent while wielding a shield, each time they miss, that opponent provokes an attack of opportunity from you.
  78.  
  79. Dwarven Fighter
  80. Prereq: Combat Mobility
  81. Benefit: As long as you do not move more than a single move action on your turn, you are treated as being huge whenever it would be advantageous until the beginning of your next turn.
  82.  
  83. Elven Fighter
  84. Prereq:
  85. Benefit:
  86.  
  87. Exoticist
  88. Benefit: You are considered proficient with all Exotic Weapons, Armors, or Shields. You may choose this talent more than once, selecting a different category each time.
  89.  
  90. Finesse Fighter
  91. Prereq: Weapon Finesse
  92. Benefit: You may use your dexterity in place of your strength when dealing damage with a Finesse weapon.
  93.  
  94. Fighting Style
  95. Benefit: You gain one feat that you otherwise qualify for, except for stat prerequisites.
  96.  
  97. Floating Feat
  98. Benefit: You receive a tactical or fighter bonus feat. You must fulfill the prerequisites for it as normal. You may spend an hour to switch any or all of your floating feats for other tactical or fighter bonus feats. You may use these feats to qualify for each other.
  99.  
  100. Marksmanship
  101. Benefit: You do not draw attacks of opportunity when making ranged attacks in melee. You may wield ammunition as a melee weapon without penalty. Your first ranged attack each round ignores range penalties.
  102.  
  103. Overwhelming Strike
  104. Prereq: BAB +16
  105. Benefit: As a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as do any other attacks you make before the start of your next turn.
  106.  
  107. Profile
  108. Benefit: When wielding a weapon in one hand and your other hand empty you gain a shield bonus equal to 2 plus the weapon's enhancement bonus. Additionally you may take a second 5 ft step every round. In lieu of this second 5 ft. step you may instead add 5 ft. to your reach until the end of your turn.
  109.  
  110. Wall Crasher
  111. Prereq: Improved Bullrush
  112. Benefit: If you force an opponent to move into a wall or other solid object while bullrushing, he stops as normal, however your momentum crushes him against it, dealing an ammount of bludgeoning damage equal to 4d6 + twice your strength bonus.
  113.  
  114. Ward
  115. Benefit: You apply double your strength bonus to attacks made with a weapon wielded in two-hands. When wielding a weapon in two hands you gain a shield bonus to AC equal to 2 plus the weapon's enhancement bonus.
  116.  
  117.  
  118.  
  119. ALTERNATE CLASS FEATURES
  120. Included here are some Alternate Class Features for the Fighter. These are intended to superscede any preexisting ACFs for Fighters. A GM should decide on a case by case basis if he wishes to allow them.
  121.  
  122. ACF: Canny Fighter
  123. Benefit:
  124. Your Reflex Save is considered Good.
  125. Level 01: You gain your Intelligence, Wisdom, or Charisma bonus to your Armor Class while wearing Light or No Armor.
  126. Level 02: You gain Evasion
  127. Level 10: You do not count natural 1s on saving throws to be automatic failures. You gain your Intelligence, Wisdom or Charisma bonus to your Reflex Saves while wearing Light or No Armor.
  128. Level 14: You gain Improved Evasion
  129. Replaces:
  130. Your Hit Die drops to d8
  131. Level 01: You lose Medium and Heavy Armor Proficiency as well as Light, Heavy and Tower Shield Proficiency
  132. Level 02: You lose Mettle
  133. Level 10: You lose Tough as Nails
  134. Level 14: You lose Improved Mettle
  135.  
  136. ACF: Weapon Specialist
  137. Benefit:
  138. Choose a specific weapon you are proficient with.
  139. Level 01: Gain Weapon Focus for your chosen weapon.
  140. Level 04: Gain Weapon Specialization for your chosen weapon.
  141. Level 08: Gain Greater Weapon Focus and Improved Critical for your chosen weapon.
  142. Level 12: Gain Greater Weapon Specialization for your chosen weapon.
  143. Level 16: Gain Weapon Mastery of the appropriate type for your chosen weapon.
  144. Level 18: Gain Weapon Supremacy for your chosen weapon.
  145. Replaces:
  146. Master of Arms and Armor
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