Fighter (D&D class)
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Fighter Adept (sketch)
Skills: 2 skill points per level. Class skills: Climb, Craft, Escape Artist, Heal, Jump, Knowledge (Arcana), Perform, Ride, Spot, and Swim.
Weapon and Armor Proficiency: Fighter adepts are proficient with all basic and martial weapons. No proficiency with armor or shields.
AC Bonus (Ex): When unarmored and unencumbered, the fighter adept adds her Wisdom bonus (if any) to her AC. In addition, a fighter adept gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five fighter adept levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the fighter adept is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Saving Throw Progression: Good saving throws for Fortitude and Reflex saves, poor saving throws for Will saves.
Evasion (Ex): At 5nd level and higher, a fighter adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the fighter adept is not wearing armor. A helpless cleric adept does not gain the benefit of evasion.
Thug (poor name)
UA 51 - A civilized fighter with street smarts but less armor.
Variant feats
PHII 44 - Specific abilities to replace bonus feats at certain levels.
Veteran
Skill orientation.
Gain. Six sill points each level. Class skills: Appraise, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all), Listen, Perform, Profession, Ride, Sense Motive, Spot, Survival, Swim, and Use Rope.
Lose: Less bonus feats. Get a bonus feat every four levels, that is at level 4, 8, 12, 16, 20.