Difference between revisions of "Fighter/Specializations"
From P6 Spheres
< Fighter
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{{Card|Duelist|4|W|At 1st level the fighter gains {{link|Feats/Duelist Tradition}} as a bonus feat. | {{Card|Duelist|4|W|At 1st level the fighter gains {{link|Feats/Duelist Tradition}} as a bonus feat. | ||
| − | '''Death By A Thousand Cuts (Ex):''' Starting at 3rd level, a fighter’s attacks slowly sap away his foe’s strength. Whenever the fighter deals bleed damage to a creature, it must make a Fortitude | + | '''Death By A Thousand Cuts (Ex):''' Starting at 3rd level, a fighter’s attacks slowly sap away his foe’s strength. Whenever the fighter deals bleed damage to a creature, it must make a Fortitude save (DC 10 + the total amount of bleed damage the target is currently taking) or become fatigued; creatures who are already fatigued become exhausted, and exhausted creatures who fail their save lose consciousness and fall asleep. |
Sleeping creatures are helpless. Slapping or wounding (but not taking bleed damage) awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Creatures immune to bleed are immune to all other effects of this ability.}} | Sleeping creatures are helpless. Slapping or wounding (but not taking bleed damage) awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Creatures immune to bleed are immune to all other effects of this ability.}} | ||
Revision as of 23:39, 8 May 2021
| Main > Classes |
Contents
- 1 Armor Training (1 point)
- 2 Banner (1 point)
- 3 Evasion (1 point)
- 4 Favored Terrain (1 point)
- 5 Gear Training (1 point)
- 6 Indomitable Will (1 point)
- 7 Inspiration (1 point)
- 8 Maneuver Training (1 point)
- 9 Resolve (1 point)
- 10 Coordinated Combatant (2 points)
- 11 Dual Identity (2 points)
- 12 Fast Movement (2 points)
- 13 Favored Enemy (2 points)
- 14 Fighter Weapon Training (2 points)
- 15 Finesse Training (2 points)
- 16 Martial Flexibility (2 points)
- 17 Mount (2 points)
- 18 Sneak Attack (2 points)
- 19 Studied Target (2 points)
- 20 Sphere Specializations (3 points)
- 21 Sphere Specializations
Armor Training (1 point)
Starting at 3rd level, the fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, the fighter reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 6th level these bonuses increase by +1.
In addition, he can also move at his normal speed while wearing medium armor.
Banner (1 point)
From 2nd level on, the fighter gains a banner that becomes a symbol of inspiration to his allies and companions. As long as the fighter’s banner is clearly visible, all allies within 60 ft. receive a +1 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 6th level these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the fighter or a creature he is currently using as a mount.
Evasion (1 point)
Starting at 3rd level, the fighter can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the fighter is wearing light armor or no armor. A helpless fighter does not gain the benefits of evasion.
Favored Terrain (1 point)
Starting at 3rd level, a fighter may select a type of terrain from the ranger’s favored terrain list. The fighter gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A fighter traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Gear Training (1 point)
At 1st level, a fighter gains proficiency with all martial weapons, and with medium armor and shields (except tower shields). At 6th level, the fighter also gains proficiency with heavy armor and tower shields.
Indomitable Will (1 point)
A fighter’s base Will save bonus from his fighter levels is equal to 2 + half his fighter level.
Inspiration (1 point)
From 2nd level on, a fighter gains the ability to augment skill checks and ability checks through his brilliant inspiration. The fighter gains an inspiration pool equal to 1/2 his class level (minimum 1). A fighter’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of a skill or ability check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. A fighter can use inspiration once only per check or roll.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the fighter’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Maneuver Training (1 point)
At 3rd level, a fighter can select one combat maneuver to receive additional training. He gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.)
Resolve (1 point)
Starting at 1st level, the fighter gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, twice per day at 3rd level and three times per day at 5th level. Whenever the fighter defeats a target, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating a target usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the fighter can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. The duration of effects suppressed by this ability continues during the hour in which it is suppressed.
Resolute: Whenever the fighter is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the fighter is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source, unless he spends an additional use of resolve as an immediate action. A fighter reduced to a sufficient number of negative hit points to kill him still dies as normal.
Coordinated Combatant (2 points)
At 1st level the fighter gains 1 teamwork feat for which he qualifies as a bonus feat. All of the fighter’s allies are treated as if they possessed the same teamwork feat for the purpose of determining whether the fighter receives a bonus from his teamwork feat. His allies do not receive any bonuses from this feat unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus. After any rest of 8 hours or longer, the fighter may choose to retrain the teamwork feat granted by this ability for any other teamwork feat he qualifies for.
Dual Identity (2 points)
From 1st level on, the fighter is trained in techniques to hide his true identity, allowing him to move about disparate social circles without carrying the stigma of his actions or acquaintances. In effect, the fighter has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the fighter usually has two names: his true name, used in polite company, and his secret identity name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the fighter’s true identity is revealed to the world at large.
The fighter can start each day in either of his identities, referred to simply as social or secret. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the fighter’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities.
Despite being a single person, the fighter’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A fighter’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a fighter with a lawful neutral social identity could have a secret identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a fighter is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the fighter work only if the fighter is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Fast Movement (2 points)
At 3rd level, a fighter’s land speed is faster than the norm for his race by +10 ft. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the fighter’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the fighter’s land speed. At 6th level the fighter’s land speed increases by an additional +10 feet.
Favored Enemy (2 points)
From 2nd level on, a fighter selects a creature type from the ranger’s favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A fighter may make Knowledge skill checks untrained when attempting to identify these creatures.
If the fighter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated in the ranger’s favored enemy class feature.
Fighter Weapon Training (2 points)
Starting at 6th level, the fighter gain a +1 bonus on weapon attack and damage rolls with all weapons from a single fighter weapon training group of his choice.
Finesse Training (2 points)
At 1st level, a fighter gains the Finesse Fighting Equipment talent (if he already has or gains Finesse Fighting or an equivalent feat from another source, he may select another combat talent for which he qualifies).
In addition, starting at 4th level, he can select any one type of weapon that can be used with Finesse Fighting (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the fighter from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.
Martial Flexibility (2 points)
Starting at 2nd level, the fighter can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The fighter must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his fighter level (minimum 4 times per day).
The fighter can use this ability again before the duration expires to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
Mount (2 points)
At 1st level, the fighter gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the fighter’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium fighter can select a camel or a horse. A Small fighter can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A fighter does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A fighter’s mount does not gain the share spells special ability.
A fighter’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a fighter’s mount die, the fighter may find another mount to serve him after 1 week of mourning.
Sneak Attack (2 points)
Starting at 3rd level if the fighter can catch a creature when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The fighter’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the fighter flanks his target. This additional damage is 1d6 at 3rd level, and 2d6 at 6th level. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a fighter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The fighter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A fighter cannot sneak attack while striking a creature with total concealment.
Studied Target (2 points)
From 1st level on, a fighter can study a creature he can see as a move action. The fighter then gains a +1 bonus on Arcana, Deception, Lore, Nature, Perception and Streetwise checks attempted against that creature, and a +1 bonus on weapon attack and damage rolls against it. The DCs of fighter class abilities and might feat effects against that creature increase by 1. A fighter can only maintain these bonuses against one creature at a time; these bonuses remain in effect until either the creature is dead or the fighter studies a new target.
Sphere Specializations (3 points)
The fighter specializes in a combat tradition of his choice. When specializing in a tradition, the fighter gains the feat for that tradition as a bonus feat at 1st level (or a feat belonging to the tradition if he already possesses that base feat) and may treat his base attack bonus as being equal to his fighter level +1 when determining the benefits and effects of feats belonging to the tradition; if a feat would grant effects based on the user’s Hit Dice instead of their base attack bonus, the fighter may treat his total Hit Dice as being equal to his fighter level +1 for the purposes of determining what benefits he receives.
In addition, at 3rd level he gains a special abilities associated with that tradition as detailed below.
Special: The fighter may buy an additional sphere specialization by trading away the bonus feats granted at 1st and 5th level. Sphere specializations bought in this manner are slightly delayed however; the fighter gains the bonus feat and effective base attack bonus or HD increase at 2nd level and the ability normally gained at 3rd level at 4th level.
Sphere Specializations
Alchemy
At 1st level the fighter gains Alchemy Tradition as a bonus feat.
Chemical Specialization (Ex): Starting at 3rd level, whenever the fighter throws an alchemical splash weapon and misses, he may select the square in which the splash weapon lands rather than rolling. Whenever an alchemical item created by the fighter would heal a creature’s hit points, any healing in excess of the creature’s maximum hit points is applied as temporary hit points that last for 1 hour per fighter class level.
In addition, the fighter learns how to create an antivenom for any poison he can obtain a sample of. He can prepare such an antivenom in 1 minute; if the fighter has a poison prepared from the alchemy tradition, he can convert it into an antivenom as a full-round action.
Whenever the fighter confirms a critical with a poisoned weapon, the DC of the poison is increased by +1.
Athletics
At 1st level the fighter gains Athletics Tradition as a bonus feat.
Expert Climber (Ex): Starting at 3rd level, the fighter gains a climb speed of 20 ft. If he has or gains a climb speed from another source, he instead increases his climb speed instead increases by 10 ft. (unless that would make his total climb speed less than 20 ft.). Whenever he climbs and uses another movement mode in the same round, treat his speed for both movement modes as being equal to his greatest movement speed.
Barrage
At 1st level the fighter gains Barrage Tradition as a bonus feat.
Always Ready (Ex): At 3rd level, the fighter gains a +2 bonus to his initiative rolls and the first damage roll he makes during combat. If his hands are open and he is aware of the enemy, he may draw a ranged weapon as part of making his initiative roll.
Barroom
At 1st level the fighter gains Barroom Tradition as a bonus feat.
Broken Creativity (Ex): At 3rd level, a fighter can deal either bludgeoning, piercing, or slashing damage with an improvised weapon, and while drunk a fighter deals additional damage with an improvised weapon equal to 1/3 his base attack bonus (minimum 1).
Beastmastery
At 1st level the fighter gains Beastmastery Tradition as a bonus feat.
Companion Creature (Ex): At 3rd level, a fighter gains an animal companion (as the druid class feature) using his fighter level as his druid level. The animal companion may gain the Light Armor Proficiency feat in place of the share spells feature.
Berserker
At 1st level the fighter gains Berserker Tradition as a bonus feat.
Iron Rage (Ex): At 3rd level, whenever a fighter takes a penalty to their AC from the Berserker sphere, they also gain DR 1/- for 1 round. At 5th level this DR increases to DR 2/-.
Brute
At 1st level the fighter gains Brute Tradition as a bonus feat.
Mighty Flex (Ex): At 3rd level, whenever a fighter successfully executes a bull rush, drag, reposition, or overrun combat maneuver while he has martial focus, he may attempt a grapple or trip combat maneuver as an attack of opportunity (this attempt does not provoke an attack of opportunity itself).
The fighter cannot attempt a grapple check in this manner unless the opponent is within his natural reach (for example, if the fighter triggered this ability by making a bull rush attempt against a target he chose not to move with, he could only use the trip option of this ability).
Boxing
At 1st level the fighter gains Boxing Tradition as a bonus feat.
Raw Knuckle (Ex): At 3rd level, whenever a fighter uses his counter punch ability, he deals an additional +2 damage. At 6th level this additional damage increases to +4.
Dual-Wielding
At 1st level the fighter gains Dual-Wielding Tradition as a bonus feat.
Perfect Ambidexterity (Ex): From 3rd level on, the fighter reduces all penalties taken for two-weapon fighting or attacking with a main hand and off-hand weapon using the Dual-Wielding tradition by 1 (so a fighter wielding at least one light weapon will only take a -1 penalty for dual-wielding, and a fighter wielding two one-handed weapons would take a -3 penalty for dual-wielding). This reduction applies after any other effects that reduce the fighter’s dual-wielding penalties, such as the Mercurial Flow feat.
test here
Duelist
At 1st level the fighter gains Duelist Tradition as a bonus feat.
Death By A Thousand Cuts (Ex): Starting at 3rd level, a fighter’s attacks slowly sap away his foe’s strength. Whenever the fighter deals bleed damage to a creature, it must make a Fortitude save (DC 10 + the total amount of bleed damage the target is currently taking) or become fatigued; creatures who are already fatigued become exhausted, and exhausted creatures who fail their save lose consciousness and fall asleep.
Sleeping creatures are helpless. Slapping or wounding (but not taking bleed damage) awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Creatures immune to bleed are immune to all other effects of this ability.
Equipment
At 1st level the fighter gains an Equipment feat as a bonus feat.
Well Equipped (Ex): At 3rd level, a fighter gains a +1 competence bonus to attack and damage rolls with any weapon with which he is proficient.
Fencing
At 1st level the fighter gains Fencing Tradition as a bonus feat.
Subtlety (Ex): At 3th level, the fighter treats Deception as a class skill. If he already has Deception as a class skill, he may instead treat any one other skill of his choice as a class skill. In addition, the fighter gains a competence bonus on Deception checks equal to 1/2 his base attack bonus (minimum +1).
Gladiator
At 1st level the fighter gains Gladiator Tradition as a bonus feat.
Armed Intimidator (Ex): At 3rd level, whenever the fighter is wielding a weapon with the performance special feature, or any weapon from the Gladiator Training discipline, he may add its enhancement bonus (if any) to his Intimidate checks.
Guardian
At 1st level the fighter gains Guardian Tradition as a bonus feat.
Increased Toughness (Ex): At 3rd level, a fighter gains 3 hit points. At every following level, he gains an additional hit point; these hit points stack with those granted by the Toughness feat.
Lancer
At 1st level the fighter gains Lancer Tradition as a bonus feat.
Impaling Adept (Ex): At 3rd level, a fighter no longer takes an attack penalty when attempting to impale a creature.
Open Hand
At 1st level the fighter gains Open Hand Tradition as a bonus feat.
Empty Hand (Ex): At 3rd level, as long as a fighter has nothing in any of his hands, he gains a +2 shield bonus to his armor class and CMD.
Scoundrel
At 1st level the fighter gains Scoundrel Tradition as a bonus feat.
Easy Mark (Ex): At 3rd level, a fighter deal damage equal to 1/2 his level + his practitioner modifier whenever he successfully resolves a dirty trick or steal combat maneuver.
Scout
At 1st level the fighter gains Scout Tradition as a bonus feat.
Analytical Gaze (Ex): At 3rd level, whenever a fighter uses his scout ability, he does not take a -5 penalty on the Perception check, and his successful use of the scout ability reveals any additional information which would be gained by making a successful Recall Knowledge check. In addition, the fighter gains a +1 dodge bonus to his AC and Reflex saves against any attacks or abilities from a creature he has successfully scouted.
Shield
At 1st level the fighter gains Shield Tradition as a bonus feat.
Shielded Adept (Ex): At 3rd level, a fighter may treat heavy and tower shields as light weapons, and decreases the armor check penalty of any shield he wields by 1. In addition, bucklers are treated as heavy shields when determining how much damage they deal.
Sniper
At 1st level the fighter gains Sniper Tradition as a bonus feat.
Precision Shots (Ex): At 3rd level, the fighter may use a move action to aim his weapon, gaining a competence bonus on damage rolls with his next ranged attack equal to 1/2 his base attack bonus (rounded down, minimum 1).
Trapper
At 1st level the fighter gains Trapper Tradition as a bonus feat.
Surprising Activation (Ex): At 3rd level, whenever a creature fails a save against a fighter’s trap, they are flat-footed until the beginning of their next turn.
Warleader
At 1st level the fighter gains Warleader Tradition as a bonus feat.
Born Leader: At 3rd level a fighter gains a teamwork feat he qualifies for as a bonus feat. The fighter may share this feat with any ally currently benefiting from one of his tactics or shouts, even if they would not normally qualify for it.
Wrestling
At 1st level the fighter gains Wrestling Tradition as a bonus feat.
Mobile Grappler (Ex): At 3rd level, whenever the fighter makes a successful grapple check to maintain a grapple, he may move himself and the grappled creature up to 5 ft. as a free action; this movement is in addition to the movement normally granted by using the move option available whenever he maintains a grapple.