Fighter, Tirr (3.5e Class)

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This page details the Fighter, as modified to fit the Tirr setting. You may be looking for the original Fighter found in the SRD, or the original Frank and K creation, the Tome Fighter.
The Fighter: Resourceful, Cool under Pressure, Trained to win, or at least survive, in almost any situation


"Nobles would have you believe that battle is a matter of equal parts grace and formation. Aye, maybe... but I ain't never met a noble who could fight."

The Fighter is the dedicated warrior - one whose great experience prepares them for the chaotic nature of battle. The fighter may be the plucky young hero with unlimited potential and sharp wit, or he may be the grizzled veteran who has fought in multiple wars. He can come from almost any background, and while sometimes unorthodox in nature, he benefits from heavy training and expanded potential, and excels in his versatility.

The Fighter can occupy almost any battlefield role, depending on how he gears himself and how he prepares for the battle. While he can't quite manage the same types of magical and divine wonders as some other classes, he is the epitome of martial versatility.

Playing a Fighter

Fighters can't perform magical rituals, or regularly call upon the power of their deity; They don't even attempt to tread into the realms of the mystical arts, and instead devote themselves wholly to the field of martial combat. While not as brutally efficient at destroying his foes as the Barbarian, and not as flashy or elegant as the Knight, the fighter shines in its raw potential and versatility, and his ability to contribute to the party's combat advantage in ways that other classes wouldn't dream of.

Many units receive training as fighters either before, during, or after they train to become other classes, simply because of the universal qualities of a fighter that are so appealing. No fighter is exactly the same as any other, and while there are many similarities between them, each individual is almost inevitably of a completely different discipline, schema, and capability than the last.

Races: Every humanoid race has warriors, but actual Fighters are rarer in societies that don't value logistics and planning. So while there are many Fighters among the Hobgoblins, Dwarves, and Fire Giants, a Fighter is rarely seen among the ranks of the Orcs, Gnomes, or Ogres.

Alignment: Every alignment has its share of Fighters, however more Fighters are of Lawful alignment than of Chaotic Alignment.

Starting Gold: 6d6 x 10 gp (210 gp).

Starting Age: As Fighter.

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Combat Focus, Feat Training
2nd +2 +3 +3 +3 Bonus Feat
3rd +3 +3 +3 +3 Problem Solver, Pack Mule
4th +4 +4 +4 +4 Combat Feat
5th +5 +4 +4 +4 Active Assault
6th +6/+1 +5 +5 +5 Bonus Feat
7th +7/+2 +5 +5 +5 Forge Lore
8th +8/+3 +6 +6 +6 Combat Feat
9th +9/+4 +6 +6 +6 Foil Action
10th +10/+5 +7 +7 +7 Bonus Feat
11th +11/+6/+1 +7 +7 +7 Lunging Attacks
12th +12/+7/+2 +8 +8 +8 Combat Feat
13th +13/+8/+3 +8 +8 +8 Array of Stunts
14th +14/+9/+4 +9 +9 +9 Bonus Feat
15th +15/+10/+5 +9 +9 +9 Seize Opportunity
16th +16/+11/+6/+1 +10 +10 +10 Combat Feat
17th +17/+12/+7/+2 +10 +10 +10 Improved Foil Action
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +11 Intense Combat Focus
20th +20/+15/+10/+5 +12 +12 +12 Combat Feat, Supreme Combat Focus

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Weapon Proficiency.

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons. Fighters are proficient with light, medium, and heavy armor, and with shields and tower shields.

Combat Focus (Ex): A fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a fighter keeps his head better than anyone. If the fighter is in a situation that is stressful or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a standard action to gain Combat Focus. A fighter may end his Combat Focus at any time to take 10 on any dice roll he makes, and if not used it ends on its own after a number of rounds equal to his fighter class level.

Feat Training (Ex): A fighter may ignore ability score or skill prerequisites for any fighter bonus feat that he otherwise qualifies for.

Bonus Feat: At 2nd level, a fighter gets a bonus combat-oriented feat. The fighter gains an additional bonus feat at every four fighter levels thereafter (6th, 10th, 14th, and 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Combat Feat: Starting at 4th level, the Fighter gets a Combat Feat every four class levels, to a maximum of five at 20th level. These feats are very powerful, and serve to drastically affect the fighter's performance over time in a given specialization. If Races of War (3.5e Sourcebook) material is not being used, one could substitute Fighter Bonus Feats.

Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. At 3rd level, Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.

Problem Solver (Ex): At 3rd level, a fighter can draw upon his intense and diverse training to respond to almost any situation. As a swift action, he may choose any fighter bonus feat he meets the prerequisites for and use it for a number of rounds equal to his fighter class level. If this ability is used to gain another feat, and the fighter already has temporary access to a feat via this ability, the previous access is replaced with the new one.

Active Assault (Ex): At 5th level, a fighter can flawlessly place himself where he is most needed in combat. He may take a 5-foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5-Foot step.

Forge Lore (Ex): A 7th level Fighter can produce magical weapons and equipment, substituting magical talent with hard work and rare ingredients. He is now considered to have a caster level equal to his fighter class level for the purposes of qualifying for item creation feats. Furthermore, a fighter can ignore any spell requirements for crafting a magical item so long as the required spell's level is less than half the fighter class level.

Foil Action (Ex):: A 9th level, a fighter may attempt to foil any action an opponent is taking, whether it be an attack, an attempt to move, or anything else. This is a generic action that can take any form. For example, the fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object. No matter what action is performed, the opponent's action is wasted, and any spell slots, limited ability uses, or power points it are expended. A fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.

This effect cannot be applied twice to the same target in a single round, even if multiple fighters attempt to use it.

At 17th level, Foil Action may be used at up to 60 feet.

Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Fighters are expected to hold off Elder Elementals, Hezrous, and Hamatulas. Fighters of this level may add 5 feet to the reach of any of their weapons

Array of Stunts (Ex): A 13th level Fighter may take one extra Immediate Action between his turns. Furthermore, he only loses his swift action if he uses both immediate actions before the next turn.

Seize Opportunity (Ex): At 15th level, a Fighter may voluntarily expend his Combat Focus as a swift action to suppress any status effect or ongoing spell effect on himself for his fighter class level in rounds. The fighter must be aware that he is being affected, and must have some knowledge as to what the effect is.

Intensity (Ex): At 19th level, Fighter may take an extra swift action each round. This swift action is also lost if the fighter can make no swift actions (such as when using both immediate actions provided by Array of Stunts).

Supreme Combat Focus (Ex): A 20th level, a fighter may expend his Combat Focus as a swift action to take 20 on any die roll. He must elect to use Supreme Combat Focus before rolling the die.

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