Fighter Adept (D&D Fighter variant)

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This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

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 fighter adept does not gain the benefit of evasion.

Improved Evasion (Ex) Gained at 13th level, this ability works like evasion, except that while the fighter adept still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless fighter adept does not gain the benefit of improved evasion.