Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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 Fighter

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Avy
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Posts : 41
Join date : 2015-12-01

Fighter                          Empty
PostSubject: Fighter    Fighter                          I_icon_minitimeThu Dec 03, 2015 6:30 pm

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (wastelands) (Int), Knowledge (engineering) (Int), Profession (Wis), Pilot (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.
Table: Fighter

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Bonus feat
2nd+2+3+0+0Bonus feat, bravery +1
3rd +3+3+1+1Armor training, bonsuf feat
4th +4+4+1+1Bonus feat, Ability Point
5th +5+4+1+1Weapon training
6th +6/+1+5+2+2Bonus feat, bravery +2
7th +7/+2 +5+2+2Armor training
8th +8/+3+6+2+2Bonus feat, Ability Point
9th +9/+4 +6+3+3Weapon training, bonus feat
10th+10/+5+7 +3+3Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3Armor training, Bonus Feat
12th +12/+7/+2 +8 +4 +4 Bonus feat, Ability Point
13th +13/+8/+3 +8 +4 +4 Weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training, Bonus Feat
16th +16/+11/+6/+1+10 +5 +5 Bonus feat, Ability Point
17th +17/+12/+7/+2 +10 +5 +5 Weapon training
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12+6 +6 Bonus feat, Weapon mastery, Ability Point
Class Features

The following are class features of the fighter.
Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons, short barrel and long barrel firearms, and with all armor (heavy, light, and medium) and shields .
Bonus Feats

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.


Weapon Groups:

Simple Weapons (clubs, staves, chair legs)

Axes

Short Blades (daggers, short swords)

Medium Blades (long swords, machettes)

Long Blades (claymores, great swords)

Small Firearms (pistols, holdouts)

Long Firearms (rifles, shotguns)

Bolters (Bolt pistol)

Special Firearms (flamethrowers, grenade launchers)

Mounted Weapons (mini guns, vehicular weapons)

Armor Mastery (Ex)

At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type
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