Fighter

Arena Day


Cordor's Arena doesn't host events often, but when it does, the seats are packed. Everyone always comes out to see one man, who calls himself Mr. Everything. To watch in amazement as he demonstrates to the masses the difference between a greenhorn warrior and one who's mastered war enough to give Tempus a run for his money.

Mr. Everything always put on a show. With a scimitar, he could send his opponent's weapon flying into the hands of whoever in the crowd cheered the loudest at the time. With a mace he could knock a man out in one blow. With a quarterstaff he could keep a man from standing up for ten minutes straight. With a greatsword, he could win with the first strike - not even making contact, just coming close enough to the neck so quickly that the other guy surrendered immediately.

Some fights he went out with a dagger and danced around, never taking a blow, batting the heaviest weapons away with the little poker. Sometimes he went out unarmed and beat the other guy senseless barehanded. Sometimes enemies attack him six at once, and he cuts them all down with one fell cleave. There was no battle he couldn't win with a sword, except the never-ending war with the bankers over just how much money they were shoveling into the Nomad on his tab.

Overview:

When monsters roam the hills, when thieves prowl the streets, when enemy nations come knocking- when enemy nations need a knocking on their home front- men take up arms, as mercenaries, guards, noble scions, independent explorers, soldiers, or pure students of battle for the sake of battle.

Those who can call themselves Fighters don't simply wield weapons; they become weapons, they become shields, they become war.

They're distinguished from layman warriors by their pure dedication to the art of combat, and their relentless search to perfect their skills and their equipment.

A senior fighter has learned a dizzying array of combat styles, martial arts, techniques, and strategies to make things they want dead die and to make themselves and their friends live.

Master archers, lightly armored dervishes, adamant-clad juggernauts, persistent bounty hunters, gawdy gladiators, and more are examples of what forms fighters can take.


Key Mechanics

Combat Bonuses - As fighters level up, they gain improved AC for armor, helmets, and shields, and improved AB and damage when wielding weapons. They also receive bonus strength or dexterity at certain levels, based on which is higher.


Bonus Feats - Fighters gain an extra feat from a list of combat-related feats at level one, two, and every even level thereafter. These feats can add up to make fighters extremely deadly and resilient, capable of exploiting a variety of weaknesses. They must meet the requirements of the feat to take it.

Important Feats on this list:


Weapon Focus, Weapon Specialization - Improves attack bonus and damge with chosen weapon.


Ambidexterity, Two Weapon Fighting, Improved Two Weapon Fighting - Allows the fighter to effectively wield two weapons at once.


Expertise, Improved Expertise - Allows the fighter to sacrifice attack to gain an equal amount of Armor Class, allowing them to avoid blows that would otherwise hit.


Power Attack, Improved Power Attack - Allows the fighter to sacrifice attack to gain an equal amount of damage on hit, allowing them to utterly crush enemies that aren't proficient at defending from blows.


Knockdown, Improved Knockdown, Called Shot, Disarm, Improved Disarm - Combat techniques that disable enemies that have low Discipline.


Cleave, Great Cleave - Allows the fighter to continue attacking when he kills an opponent, potentially killing a large amount of weak enemies in a single round.


Whirlwind Attack - Allows a fighter to attack all nearby enemies at once.


Weapon Finesse - Allows a dexterous fighter to use dexterity in place of strength for attacks, but not damage.


Key Mechanics at Level 20

  • BAB: 20/15/10/5

  • HP: 200+20x Constitution

  • Saves: +12 Fort, +6 Reflex, +6 Will

  • Skills: 40 + 20xIntelligence: Concentration, craft armor, craft trap, craft weapon, discipline, heal, lore, parry, ride