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Classes - Fighter
The questioning knight, the conquering overlord, the king's champion, the elite foot solider, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gusty adventurers. Some are among the land's best souls, willing to face death for those who have no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soliders, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, or simply an adventurer.

Adventures: Most fighters see adventures, raids, and dangerous missions as their job. Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risk in hopes of big haul. Some fighers are more civic-minded and use their combat skills to protect those in danger who cannot defend themselves. Whatever their initial motivations, however, fighters often wind up living for the thrill of combat and adventure.

Alignment: Fighters may be of any alignment. Good fighters are often crusading types who seek out and fight evil. Laful fighters may be champions who protect the land and its people. Chaotic fighters may be wandering mercenaries. Evil fighters tend to be bullies and petty villians who simply take what they want by brute force.

Background: Fighters come to their profession in many ways. Most have had formal training in a noble's army or at least in the locka militia. Some have trained in formal academies. Others are self-taught-unpolished but well tested. A figher may have taken up the sword as a way to escape the limits of a life on the farm or he may be following a proud family tradition. Fighers share no special identity. They do not see themselves as a group or brotherhood. Those who hail from a particular academy, mercenary camp, or lord's regiment, however, share a certain camaraderie.

::Game Rule Information::

Abilities: Strength is especially important for fighters because it improces their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they'll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that fighters usually wear reduces the benefit of a very high Dexterity.

Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Relexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Imrpoved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-by-Attack, Spirit Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improbed Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.

Some of the bonus feats availiable to a fighter cannot be acquired until the fighter has gained one or more prereqisite feats; these feats are listed parentheically after the prerequsite feat. A fighter can select feats marked with an asterick (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequsites for a feat, including ability score and base attack bonus minimums.

Important: These feats are in addition to the feat that a character of any class gets every three levels. The fighter is not limited to the list given here when choosing those feats.

Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.


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