Thursday, March 6, 2014

Fighter

Bab: Full
Good Saves: Fort

Class Features by Level
1: Bonus Feat
2: Bonus Feat
3:
4: Bonus Feat
5: Weapon Training +1
6: Bonus Feat
7:
8: Bonus Feat
9: Weapon Training +2
10: Bonus Feat
11:
12: Bonus Feat
13: Weapon Training +3
14: Bonus Feat
15:
16: Bonus Feat
17: Weapon Training +4
18: Bonus Feat
19:
20: Bonus Feat, Weapon Mastery
21: Weapon Training +5
22: Bonus Feat
23:
24:Bonus Feat
25: Weapon Training +6
26: Bonus Feat
27:
28: Bonus Feat
29: Weapon Training +7
30: Bonus Feat

HP/Level: 10 + Constitution Modifier

Class Skills: Athletics, Craft, Handle Animal, Intimidate, Ride

Skill Points: 2 + Intelligence Modifier

Starting Feats
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Shield Proficiency
Tower Shield Proficiency
Weapon Proficiency: Martial
Weapon Proficiency: Simple

Class Features
     Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

     Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.  Every four levels thereafter (9th, 13th, and 17th), this bonus increases by an additional +1.  Whenever the character gains a new fighter level, he may choose a new weapon group in place of the one already chosen.
          A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
     Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
     Axes and Picks, Bows, Crossbows, Double, Firearms, Flails and Whips, Hammers, Monk Weapons, Natural Weapons, Polearms, Siege Engines, Spears, Swords, and Thrown Weapons

     Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon type among weapons which he has weapon training for. Any attacks made with a weapon of the chosen type automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.  Whenever the character gains a new fighter level, he may choose a new weapon type in place of the one already chosen.