PART 5 - The Fighter
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PART 5 - The Fighter
Fighters are less common among PCs races in MIDNIGHT than they are in other settings. More than any other class, fighters are masters of training and weaponry, both of which are in short supply in the Last Age in Eredane. This is not to say fighters do not exist; they are especially common among the dwarves, who focus on weapon mastery, the Dorns, who train towards toughness and the ability to deal large amounts of damage, and the Sarcosans, who are devastating mounted combatants. However, many warriors against the Shadow have realized that stealth is often a more useful asset than brawn, and that a quick tongue can succeed where a quick blade cannot.
In order to become a fighter, a character is likely to have had access to better training and better weapons and armor than most other classes; this means that she is either one of the free peoples of Eredane (the elves or the dwarves), an ex-soldier (a human or orc that once served Izrador but has since joined the forces of good), or one of the daring insurgents living free in Erenland. The resources necessary to train and equip a fighter are almost never found in the wilds; martial characters from that background tend toward wildlanders, barbarians, or warriors instead.
Fighter game statistics remain unchanged except for the following.
Starting Possessions: 5d4x10 vp.
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Anaimal (Cha), Intimidate (Cha), Knowledge (Shadow)(Int), Jump (Str), Profession (Wis), Ride (Dex), SPeak Language (n/a), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.
Class Features
Warrior's Way
Few in MIDNIGHT are just warriors. No insurgent could last long if all he knew how to do was swing a sword, and even the brutal orcs approach battle armed with a heritage of pride and savagery. Therefore, fighters in MIDNIGHT must choose a warrior’s way at 4th level. Once the way has been chosen, it is permanent.
Adapter: Talking your way past an orc patrol, mending your own weapons, and hiding among the ruined buildings of the Last Age are as essential as knowing how to hold a shield or swing an axe. At 4th, 10th, and 16th level, the number of skill points per fighter level for those who select this warrior's way increases by one. Alternatively, at each such level, the fighter may choose one cross-class skill. That skill is added to the fighter skill list for that character.
The increased skill points are not retroactive, nor do they apply to just 4th level. If the fighter chooses to increase his skill points per level again at 10th level, he subsequently gains 6 skill points per fighter level, and so on.
Improviser: Weapons aren’t always at hand in occupied Eredane . . . at least, not in the hands of the heroes. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Improvised Weapon, Improved Grapple, Improved Unarmed Strike, or Stunning Fist.
Leader of Men: Regardless of whether they wish to take on such a role, fighters in MIDNIGHT are looked to as leaders due to their confidence, training, and focus. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat: Iron Will, Leadership, Skill Focus (Diplomacy), or Skill Focus (Profession[Soldier]). Each feat may only be chosen once, and he must meet all of the prerequisites for each feat.
Survivor: Living to fight again another day is often the only victory an opponent of Izrador can claim. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Combat Expertise, Dodge, or Endurance.
For complete fighter rules please use the following link: http://paizo.com/pathfinderRPG/prd/classes/fighter.html#_fighter
In order to become a fighter, a character is likely to have had access to better training and better weapons and armor than most other classes; this means that she is either one of the free peoples of Eredane (the elves or the dwarves), an ex-soldier (a human or orc that once served Izrador but has since joined the forces of good), or one of the daring insurgents living free in Erenland. The resources necessary to train and equip a fighter are almost never found in the wilds; martial characters from that background tend toward wildlanders, barbarians, or warriors instead.
Fighter game statistics remain unchanged except for the following.
Starting Possessions: 5d4x10 vp.
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Anaimal (Cha), Intimidate (Cha), Knowledge (Shadow)(Int), Jump (Str), Profession (Wis), Ride (Dex), SPeak Language (n/a), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.
Class Features
Warrior's Way
Few in MIDNIGHT are just warriors. No insurgent could last long if all he knew how to do was swing a sword, and even the brutal orcs approach battle armed with a heritage of pride and savagery. Therefore, fighters in MIDNIGHT must choose a warrior’s way at 4th level. Once the way has been chosen, it is permanent.
Adapter: Talking your way past an orc patrol, mending your own weapons, and hiding among the ruined buildings of the Last Age are as essential as knowing how to hold a shield or swing an axe. At 4th, 10th, and 16th level, the number of skill points per fighter level for those who select this warrior's way increases by one. Alternatively, at each such level, the fighter may choose one cross-class skill. That skill is added to the fighter skill list for that character.
The increased skill points are not retroactive, nor do they apply to just 4th level. If the fighter chooses to increase his skill points per level again at 10th level, he subsequently gains 6 skill points per fighter level, and so on.
Improviser: Weapons aren’t always at hand in occupied Eredane . . . at least, not in the hands of the heroes. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Improvised Weapon, Improved Grapple, Improved Unarmed Strike, or Stunning Fist.
Leader of Men: Regardless of whether they wish to take on such a role, fighters in MIDNIGHT are looked to as leaders due to their confidence, training, and focus. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat: Iron Will, Leadership, Skill Focus (Diplomacy), or Skill Focus (Profession[Soldier]). Each feat may only be chosen once, and he must meet all of the prerequisites for each feat.
Survivor: Living to fight again another day is often the only victory an opponent of Izrador can claim. At 4th, 10th, and 16th level, a fighter who selects this warrior's way may choose one of the following feats as a bonus feat, even if he does not meet the prerequisites for it: Combat Expertise, Dodge, or Endurance.
For complete fighter rules please use the following link: http://paizo.com/pathfinderRPG/prd/classes/fighter.html#_fighter
Similar topics
» Orc Slayer [Fighter, General]
» PART 4 - The Defender
» PART 6 - The Rogue
» PART 7 - The Wildlander
» PART 3 - The Channeler
» PART 4 - The Defender
» PART 6 - The Rogue
» PART 7 - The Wildlander
» PART 3 - The Channeler
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