Ultimate Fighter (idea)
From LiMaWiki
Contents |
[edit] Game Rule Information
- Fighters have the following game statistics.
- Abilities: xxx
- Alignment: Any.
- Hit Points per Level: 1d10 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Ride (Dex), and Swim (Str).
- In addition to the skills above a fighter can choose any five other skills as class skills.
[edit] Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Talent 2nd +2 +3 +0 +0 Bonus Feat 3rd +3 +3 +1 +1 Talent 4th +4 +4 +1 +1 Talent 5th +5 +4 +1 +1 Talent 6th +6/+1 +5 +2 +2 Bonus Feat 7th +7/+2 +5 +2 +2 Talent 8th +8/+3 +6 +2 +2 Talent 9th +9/+4 +6 +3 +3 Talent 10th +10/+5 +7 +3 +3 Bonus Feat 11th +11/+6/+1 +7 +3 +3 Talent 12th +12/+7/+2 +8 +4 +4 Talent 13th +13/+8/+3 +8 +4 +4 Talent 14th +14/+9/+4 +9 +4 +4 Bonus Feat 15th +15/+10/+5 +9 +5 +5 Talent 16th +16/+11/+6/+1 +10 +5 +5 Talent 17th +17/+12/+7/+2 +10 +5 +5 Talent 18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 19th +19/+14/+9/+4 +11 +6 +6 Talent 20th +20/+15/+10/+5 +12 +6 +6 Talent
[edit] Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with 5 simple weapons, 2 martial weapons, and one type of armor (or all shields) of his choice. Every level, a fighter chooses an additional simple, martial, or armor proficiency.
Bonus Feat: At second level, and every four levels thereafter a fighter gains a bonus feat. A fighter can only take a feat if in this feat’s description it says that it’s a bonus fighter feat.
[edit] Talents
Every level except 2nd, 6th, 10th, 14th, and 16th, a fighter gains a talent from any of the talent trees below. He must meet all prerequisites for the talent.
[edit] Armor Mastery
- Armored Mobility (Ex): A fighter treats heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with abilities of mithral armor or any other similar effects.
- Articulation (Ex): A fighter ignores 2 points of armor check penalty and increases maximum Dex bonus of any armor he wears by +2. This ability does not stack with bonuses granted by mithral armor.
- Mastery of Armors (Ex): A fighter knows how to protect others with his armor. While wearing heavy armor, he can be used as cover by his allies.
- Mastery of Shields (Ex): A fighter knows how to use shield to the fullest of its usefulness. He adds his shield bonus on all Reflex saves.
[edit] Challenge
- Challenge (Ex): A fighter can challenge an enemy to a duel. Entering duel is a move action that does not provoke attacks of opportunity. A fighter designates one intelligent opponent (Int score 3 or higher) who can see and hear him. A fighter in duel gains +3 bonus on attack and damage rolls against his challenge, but the challenge also gains +3 bonus on attack and damage rolls against the fighter. Duel ends with the encounter. In addition, if any of the fighter's allies attacks the challenge, fighter loses the benefits for the remainder of the duel. A fighter can duel while mounted, but only if his challenge is also mounted, or if it's at least as big as fighter's mount.
- Bastion of Strength (Ex): A fighter in duel can make Fortitude save instead of any other save. Prerequisite: Challenge.
- Best Judgment (Ex): A fighter in duel ignores all glamer effects on his challenge. Prerequisite: Challenge.
- Blood and Pain (Ex): When a fighter in duel deals damage to his challenge, he can suffer a number of damage up to the number of commandments he has. If he does, he deals extra damage equal to that amount. Prerequisite: Challenge.
- Close and Dirty (Ex): A fighter in duel gains extra move action each round that can only be spend on moving as close to his challenge as possible. Prerequisite: Challenge.
- Complete Focus (Ex): A fighter in duel gains a bonus equal to the number of commandments he has on skill checks made against his challenge. Prerequisite: Challenge.
- Determination (Ex): A fighter in duel gains a bonus equal to the number of commandments he has on saves against abilities and spells of his challenge. Prerequisite: Challenge.
- Greater Challenge (Ex): A 9th level knight's challenge is a deadly sport. Attack and damage bonuses granted to both the knight and his enemy increase to +6. Prerequisite: Challenge.
- Heroic Strife (Ex): A fighter in duel gains a +3 bonus on damage rolls against his challenge as long as it has more hit points than the fighter. Prerequisite: Challenge.
- Mettle (Ex): A fighter in duel who succeeds at a Fortitude: Partial or Will: Partial save ignores the effect as if he was immune. Prerequisite: Challenge.
- One Foe (Ex): A fighter in duel gains Damage Reduction 1/- for every 2 class levels against attacks made by anyone except his challenge. Prerequisite: Challenge.
[edit] Champion
- Champion (Ex): A knight chooses a place or group of people to protect. The knight sometimes chooses a place of great significance, either real or symbolic in its importance: an ancient castle with its own magical legacy, the throne of a line of emperors, a great and noble city, or a small island. He could also choose a group of traveling mystics, all worshipers of a single deity, all members of the royal family, or the like. The knight gains a +1 circumstance bonus on Diplomacy, Gather Information, and Intimidate checks made against creatures that know of and either respect or fear the subject of his devotion. While fighting in defense of his championed cause, the knight gains +1 morale bonus on attack and damage rolls, and +1 bonus on Fortitude saves. This ability counts as commandment for purposes of other special abilities that rely on number of commandments a knight has.
- Defender (Ex): A fighter can designate any creature not larger than he as his protectee. As long as his protectee remains within 5 ft. from the fighter, whenever she takes any damage from an attack or spell, the fighter can take half the damage on himself. Prerequisite: Champion.
- Retribution (Ex): Whenever an enemy attacks one of fighter's allies, she provokes an attack of opportunity from the fighter. Prerequisite: Champion.
- Moving Wall (Ex): A fighter's protectee can use him as cover. Prerequisites: Champion, Defender.
- Embodiment of Sacrifice (Ex): Fighter's bonuses granted from champion ability increase to +2. In addition, knight's protectee can use his saves instead of her own if they are higher. Prerequisite: Champion.
[edit] Combat Style
A fighter can adopt a specific way of fighting, or combat style. At the beginning of each turn, a fighter can activate any one combat style she knows as a free action, and benefits from its effects until the beginning of her next turn.
- Battlefield Superiority (Ex): A fighter suffers a cumulative -4 penalty on all iterative attacks, instead of the usual -5. For example, a character with BAB +19 and this ability performs full attack with +19/+15/+11/+7 bonuses, not +19/+14/+9/+4.
- Blitz Strike: A fighter can make 2 attacks (second with a -5 penalty) when charging, instead of usual one.
- Complete Determination': A fighter gains +3 morale bonus on Reflex and Will saves.
- Dance of Steel: If a fighter takes a move action to moves at least 10 feet, her melee attacks in the same turn cause +1 point of precision damage for every to fighter level he has. Creatures immune to critical hits are immune to precision damage.
- Flying Steps: A fighter is immune to trip attempts and gains +2 bonus on saves and checks against effects that stop or slow her down.
- Improved Articulation': A fighter ignores arcane spell failure, armor check penalty, and weight of light armors.
- Longshot: Every weapon a fighter holds without range increment has range increment 10 ft.
- Perfection in Movement: A fighter adds half her class level as a competence bonus on Balance, Jump, and Tumble checks.
- Perfect Riposte: Whenever an opponent attacks a fighter and misses, she gains attack of opportunity against that opponent. This attack of opportunity counts against the character's attacks of opportunity for that round. Prerequisite: Riposte
- Riposte: Whenever an opponent attacks a fighter and misses, she gains attack of opportunity against that opponent as a immediate action. This attack of opportunity does not count against the character's attacks of opportunity for that round.
- Roam: A fighter is under constant effects of freedom of movement spell
- Seeking Blade: Fighter's attacks ignore dodge bonuses to AC.
- Tango of Death: A fighter adds her Intelligence modifier instead of Strength modifier to melee weapon damage.
- Tread Lightly: A fighter gains +8 dodge bonus to AC against attacks of opportunity caused by movement.
- Vanishing Target: A fighter gains benefits of evasion and uncanny dodge abilities.
[edit] Counter Warfare
- Counter-Tactics: Archers (Ex): A fighter knows how to defend himself from projectiles and thrown weapons. He gains a +2 dodge bonus to AC against all ranged attacks.
- Counter-Tactics: Brutes (Ex): A fighter knows how to fight melee opponents who rely on brute force. He gains +3 bonus against attempts to bull-rush, trip, or overrun him.
- Counter-Tactics: Flyers (Ex): A fighter knows how to fight flying creatures. He gains a +2 dodge bonus to AC against flying opponents, and +1 dodge bonus to AC against opponents attacking from higher ground or horseback.
- Counter-Tactics: Fencers (Ex): A fighter knows how to fight melee opponents who use various skillful tactics. He gains +3 bonus against attempts to disarm, feint, or sunder him or items in his possession.
- Counter-Tactics: Giants (Ex): A fighter underwent similar training to the dwarven anti-giant training. He gains +1 dodge bonus to AC against opponents who are one size category larger than the fighter. This bonus increases by +1 for each difference in size category. For example, a large fighter gains +3 dodge bonus to AC against all colossal creatures. Despite being of different types, this AC bonus does not stack with dwarven bonus against giants.
- Counter-Tactics: Leaders (Ex): A fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter makes Intimidate check to demoralize opponents (see Intimidate skill, page 76). Every opponent within 20 feet with Intelligence score of 3 or more that becomes demoralized, loses all morale bonuses to abilities, attack and damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier.
- Counter-Tactics: Mages (Ex): A fighter knows how to fight spellcasters. He gains +3 dodge bonus to AC against spells and spell-like effects. In addition, he can use Constitution modifier in place of Wisdom modifier when making Will saves against spells and spell-like abilities.
- Counter-Tactics: Mobs (Ex): A fighter knows well how to defend himself from multiple opponents at the same time. He gains Damage Reduction 3 against attacks made by all opponents after the first one in any given round.
- Counter-Tactics: Opportunists (Ex): A fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +3 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to one third of his fighter level against precision damage.
- Counter-Tactics: Snatchers (Ex): A fighter knows how to fight grasping creatures. He gains +3 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level against bite attacks, constriction, and crushing damage when swallowed whole.
[edit] Knight
- Bravery (Ex): The fighter and his allies within 60 ft. are immune to fear. In addition, whenever any such character would have to normally make save against fear, he instead gains +2 morale bonus to Strength for 1 minute.
- Frighten (Sp): Whenever a fighter charges or draws a melee weapon, opponents within 30 feet must succeed on a Will save (DC 10 + half fighter's level + fighter's Cha modifier) or become panicked for 1 minute. If they have more Hit Dice than the fighter has class level, they become shaken instead. Creatures with two times as many HD as fighter's levels are unaffected. Any foe that successfully resists the effect cannot be affected again by the same fighter's frightening startle for 24 hours. This is fear effect. Prerequisite: Bravery.
- Give Pause (Su): Whenever a fighter charges or draws a melee weapon, opponents within 30 feet must succeed on a Will save (DC 10 + half fighter's level + fighter’s Cha modifier) or move 5 ft. as far away as possible from the fighter. Creatures with two times as many HD as fighter's levels are unaffected. Any foe that successfully resists the effect cannot be affected again by the same fighter’s frightening startle for 24 hours. This is fear effect. Prerequisite: Bravery.
- Impending Doom (Ex): At 8th level, a mounted unicorn knight can charge through difficult terrain at no penalty. In addition, when he charges over normal terrain, his mount's speed doubles for the duration of charge action.
- Impale (Ex): A fighter ignores dodge and shield bonuses when making an attack at the end of charge with a piercing weapon.
- Lead into Battle (Ex): A fighter gains +4 bonus to damage when charging. In addition, whenever he charges, all allies within 60 ft. that saw that gain a +4 bonus on damage if they charge within 3 rounds.
[edit] Ranger
- Bonus Feat: A fighter gains feat from the list below.
- Player's Handbook: Alertness, Animal Affinity, Endurance, Run, Self-Sufficient, Stealthy, Toughness.
- New Feats: Aquatic Traveler, Bog Dweller, Desert Strider, Highlander, Northerner.
- Totem Abilities: A fighter may choose one totem ability.
- Danger Reaction (Ex): A fighter is very aware of his surrounding when he dwells well known lands. He gains benefits of the Uncanny Dodge ability when in his favored terrain or against his favored enemy. If the fighter already has the uncanny dodge ability, he gains Improved Uncanny Dodge when in his favored terrain or against his favored enemy. Prerequisite: Favored Enemy or Favored Terrain.
- Dodge Enemy (Ex): A fighter knows how to avoid his enemies’ blows. His bonus against favored enemies applies also to his Armor Class (as a dodge bonus). Prerequisite: Favored Enemy.
- Evade Enemy (Ex): A fighter knows how utilize his agility to dodge unusual attacks. He gains the benefits of Evasion against his favored enemy or in his favored terrain. If the fighter already has the evasion ability, he gains Improved Evasion when in his favored terrain or against his favored enemy. Prerequisite: Favored Enemy or Favored Terrain.
- Familiar Territory (Ex): A fighter knows every trick the terrain has to offer. His bonus in favored terrain applies also to initiative rolls and Relfex saves against area effects. Prerequisite: Favored Terrain.
- Favored Enemy (Ex): A fighter may select a type of enemy. the fighter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and appropriate Knowledge checks when using these skills against creatures of this type, and he gets a +1 bonus on damage rolls against such creatures. This talent can be taken more than once. Each time it is take, either choose a new favored enemy, or increase the bonuses against one of your enemies increases to +2.
- Favored Terrain (Ex): A fighter may select a type of terrain. The fighter gains a +1 circumstance bonus to Climb, Hide, Knowledge (Dungeoneering and Nature), Listen, Move Silently, Search, Spot, and Survival checks made within his favored kind of terrain. This talent can be taken more than once. Each time it is take, either choose a new favored terrain, or increase the bonuses within one of your terrain increases to +2.
- Home Ground (Ex): A fighter draws inner strength when in familiar area. His bonus in favored terrain applies also to Will saves. Prerequisite: Favored Terrain.
- Outmaneuver Enemy (Ex): A fighter knows how to move in such way that his enemies are cornered and flanked easily. His favored enemy bonus applies also to attack rolls against flanked enemies. Prerequisite: Favored Enemy.
- Resist Enemy (Ex): A fighter’s favored enemy bonus applies also to his saving throws against extraordinary, spell-like, and supernatural abilities used by his favored enemies. Prerequisite: Favored Enemy.
- Wound Enemy (Ex): A fighter knows how to wound his favored enemies that are normally resistant to mundane weapons. He bypasses (ignores) damage reduction equal to three times his favored enemy bonus. Prerequisite: Favored Enemy.
[edit] Specialized Combat
- Diversity (Ex): Each feat that works with only one weapon the fighter has, now applies not to one weapon, but to a number of weapons equal to 1 + fighter’s Intelligence bonus (minimum of two weapons).
- Siege Engineering (Ex): A fighter can use Aid Another action on one siege weapon he commands. This grants it a +2 bonus on attack rolls and +2d6 bonus on damage rolls. He can also command at one time a number of siege weapons equal to his level, none two of which can be more than 100 feet away (or 400 feet away, if he has messengers on his disposal). All siege weapons he commands have their firing range increased by 10%.
- Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but still essential on the battlefield. He gains +2 bonus on Craft (armorsmithing, bowmaking and weaponsmithing) checks, on Heal checks to perform first aid, on Bluff checks to perform feint in combat, and on Knowledge skills to determine enemies' abilities and weaknesses.
- Watch Duty (Ex): The fighter needs only half as much sleep as normal person of his race would and gains immunity to sleep effects. In addition, the fighter can see all invisible creatures and objects as blurred, and can hear sounds in area of silence, but with a -10 penalty.
[edit] Tactical Combat
- Adapt to Opponent (Ex): A fighter knows how to adapt to opponent’s combat techniques and thus gain advantage over the course of battle. For each two rounds a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the end of encounter. This bonus cannot exceed +1 per 5 fighter levels.
- Bonus Feat: Any feat described as a fighter bonus feat.
- Mastery of Feats (Ex): A fighter treats his ability scores as 2 points higher for the purpose of meeting requirements of feats with fighter descriptor.
- Supreme Combat Skills (Ex): You have trained your combat skills beyond the levels known to mundane warriors. As a result, you increase bonuses granted by two chosen feats by +2 (bonus types stay unchanged). The available feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample. This talent can be taken more than once, but each time the fighter much choose 2 feat he didn't yet choose.
[edit] Untamed
A number of these abilities deal nonlethal damage to the fighter. If he is immune or resistant to that damage, the ability cannot be activated. Damage can be healed normally.
- Totem Abilities: A fighter may choose one totem ability.
- Burst of Speed (Ex): A fighter can move faster for short periods of time. He can increase his land speed by +20 ft. for one round as a free action. If he does, he suffers 1d6 points of nonlethal damage.
- Devastating Hit (Ex): If a fighter uses full-round action to make a single melee attack with two handed weapon, he adds 1/2 his fighter level to attack roll and his full fighter level to damage. Whenever fighter uses this ability he suffers 1d6 points of nonlethal damage.
- Fierce Attack (Ex): Whenever a fighter makes an attack roll, he can add 2 points of damage (this damage is never multiplied by any effect). Whenever fighter uses this ability he suffers 1d6 points of nonlethal damage.
- Fists of Fury (Ex): A fighter spent his whole life fighting with bare hands. He might have been gladiator, pugilist, or plain brawler. He adds 1/4 his fighter level to his unarmed damage.
- Health of the Ox (Ex): Whenever a fighter makes a Fortutide save, he can gain a bonus on that save up to his Constitution bonus. If he does, he suffers 1d6 points of nonlethal damage for every 2 points he added, rounding up (if he adds 3 points, for example, he suffers 2d6 damage).
- Natural Resistance (Ex): As a free action, a fighter can gain energy resistance 3 or more (against all energy types) until the beginning of his next turn. For every 3 points of resistance he gains, he suffers 1d6 points of nonlethal damage.
- Rabid (Ex): Whenever a fighter makes a Will save, he can gain a bonus on that save up to his Constitution bonus. If he does, he suffers 1d6 points of nonlethal damage for every 2 points he added, rounding up (if he adds 3 points, for example, he suffers 2d6 damage).
- Stamina (Ex): Whenever a fighter fails a Fortitude save against a spell, he gains two possible benefits. If a spell has duration other than instantaneous or permanent, the duration is halved in regard to fighter (if it has multiple targets, other targets are affected as usual). If the spell deals damage, a fighter takes only half of the damage.
- Shock Resistance (Ex): A fighter’s body is very resistant to pain and damage trauma. He is immune to death from massive damage. He is not immune to coup de grace, but gains +4 bonus on Fortitude save to avoid its effects.
- Stampede (Ex): If a fighter charges, he gains Damage Reduction 10/- against first successful attack against him that is made until the beginning of his next round.
- Thick Hide (Ex): A fighter gains the ability to ignore some damage from attacks. As a free action he can gain Damage Reduction 2/- or more until the beginning of his next turn. For every 2 points of DR he gains, he suffers 1d6 points of nonlethal damage. This Damage Reduction does not protect him from nonlethal damage he suffers when using class abilities.
- Tough as Nails (Ex): When a critical hit is scored on the fighter, or if he suffers precision damage, there is a 20% chance that the critical hit is negated and the precision damage is resisted and damage is instead rolled normally. If a fighter is under another similar effect (such as fortification armor), roll the dice separately and use better result.
- Uncanny Dodge (Ex): A fighter doesn’t lower his defenses when fighting invisible opponents or when surprised. He 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.
- Unyielding (Ex): A fighter’s body does not easily surrender to altering magic. If he is affected by a transmutation spell or effect he can always make a fort save to resist its effect.

