Fighter

''What's the difference between a sword and a gun? One speaks, while the other sings''.

Fighter
Indespensible units of the universal armies and beyond. Their combat maneuvers belie devestating results.

Adventuring
Fighters travel on foot for most of their lives and they love to go out on long adventures. Since the medevial times, Fighters today still have a knack for classic adventuring.

Characteristics
Fighters are courageous and, if need be, charismatic. Male fighters are most common and they fight with their strength and win with charisma; female fighters are fearless wanderers who fight with fast reflexes and dominates the battlefront through will over strength. Some female Fighters are princesses.

Other Classes
Essentially Fighters do very well with all other classes. Fighters and Marines gain some special benefits in terms of similarities and differences.

Role
Defender -- It's hard to imagine fighters as defenders, but their main existence is to divert their opponent's attention away from their allies, giving them time to react and gain the upper hand against their enemies.

Game Rule Information
Fighters have the following statistics-

Abilities
Fighters are great for adventuring parties of all types, and their flexibility makes them an invaluable character. Fighters mainly focus on a high Strength or Dexterity score, depending on which type of attack they use the most (Most fighters focus on Strength, since they will engage in melee combat quite a lot). A good Constitution score keeps fighters on their toes after a grueling encounter. Magi Fighters choose a good Wisdom score to enable the use of spells.

Hit Die
+1d4 HP for all Races

Class Skills
Fighter skills include: Balance, Climb, Concentration (Magi), Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Geography, History, Kingdoms, Technology, War), Listen, Occupy Vehicle, Search, Spot, Swim, Tumble.

Skill Points
'''At Lv. 1-''' (3+ INT Modifier) x 4

'''After Lv. 1-''' 3+ INT Modifier

Weapon and Armor Proficiency
Fighters are proficient with all weapons except Superior and Exotic ranged weapons and Explosives; Fighters are proficient with all armor.

Bonus Feats
A Fighter gains a bonus feat every 2 levels. Prerequisites must be met in order to gain the feat.

Evasion
At Lv. 7, if a Fighter makes a Reflex save against an effect that a save can end, the Fighter takes half damage. Otherwise, the attack deals full damage on a failed Reflex save. A Fighter can only use Evasion once per round.

Improved Evasion
At Lv. 14, if a Fighter makes a Reflex save against an effect that a save can end, the Fighter takes no damage. Otherwise, the Fighter takes only half damage on a failed Reflex save. The Fighter can use Evasion a number of times equal to his/ her Dexterity Modifier.

Armor
Thalidium Benzite Armor (+3 AC, Armor Check Penalty -2, Speed 30 ft, 17 lbs)

Dragonscale Buckler (+2 AC, Armor Check Penalty -1, 5 lbs)

Weapons
Longsword (1d8 dmg, Critical 19/20 x2, Slashing, 6 lbs)

Viper Pistol (1d6 dmg, Critical x2, 4 Clips/ 10 shots, Range- 80 ft, 5 lbs)

Feat
Power Attack

Bonus Feat
If DEX is 15 or higher, Combat Reflexes; if not, Improved Initiative instead.

Gear
Ammo Pack, Sword Belt, Backpack

Armor
Leather Chest Armor (+2 AC, Speed- full, 4 lbs)

Weapons
Rapier (1d6 dmg, Critical 18/20 x2, Piercing, 5 lbs)

Viper Pistol (1d6 dmg, Critical x2, 4 Clips/ 10 shots, Range- 80 ft, 5 lbs)

Feat
Combat Casting

Bonus Feat
If DEX is 15 or higher, Combat Reflexes; if not, Improved Initiative instead.

Gear
Sword Belt, Leg Pouch

The Fighter: Table
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