Fighter (Graatel)

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Fighter, Graatel[edit]

Making a Graatel Fighter[edit]

Fighters are men that revel in the close quarter combat arena and enjoy the thrill of danger. Using strength of arm, quick wits and brutal training they are able to stand toe to toe with even fearsome beasts without fear or hesitation. Fighters that originate from the world of Graatel are renowned for their tenacity and furor.

Graatel fighters receive less feats than a standard fighter due to the usage of the Feats Revamped sourcebook. These feats are highly beneficial and act in many ways like receiving 4 feats under the 3.5e standard guidelines.

Abilities: Strength and Constitution are the primary attributes for a Graatel fighter. Strength allows them to more easily strike their opponents while high constitution allows them to survive the dangerous job of keeping the enemies focus squarely on them during encounters.

Races: Any race can become a fighter and indeed most races have warriors (NPC fighters) that either serve in standard armies or mercenary bands.

Alignment: Any.

Starting Gold: 4d6x10 or 170 gp (whichever is greater.)

Starting Age: Moderate.

Table: The Fighter, Graatel

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bonus Feat
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Bonus Feat
4th +4 +4 +4 +1 Piercing Strike
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Bonus Feat
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Strength of Arms
9th +9/+4 +6 +6 +3 Bonus Feat
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Delay Effect
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Bonus Feat
16th +16/+11/+6/+6 +10 +10 +5 Force of Will
17th +17/+12/+7/+7 +10 +10 +5
18th +18/+13/+8/+8 +11 +11 +6 Bonus Feat
19th +19/+14/+9/+9 +11 +11 +6
20th +20/+15/+10/+10 +12 +12 +6 Whirling Blade

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every three fighter levels thereafter (6th, 9th, 12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as Combat Feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Piercing Strike: Whenever the fighter engages a target he adds one half of his level to his base damage on each successful strike. This damage is physical in nature and is affected by damage reduction.

Strength of Arms: Whenever the fighter is required to do a contested strength roll for a combat action (i.e. bull rush, overrun etc) he receives a +4 expertise bonus to his roll. This bonus stacks with all other bonuses when resolving the combat action.

Delay Effect: With the Delay Effect ability the fighter can temporarily shrug off magical effects once per encounter. While under the benefits of delayed effect the fighter may make one action (either standard or move) that he would otherwise be unable to conduct as long as it does not violate standard movement rules (i.e. you may move through a freezing cloud at a reduced rate but you cannot move through a wall.) This ability lasts for one round per 4/levels an encounter.

Force of Will: The force of will ability is a powerful tool used by highly experienced fighters to keep themselves in combat when their bodies would otherwise fail them. Force of Will allows the fighter to make a new saving throw utilizing his fortitude save to negate a spell affect that he has just failed. Also force of will allows the fighter to break free of magical confinement (such as force cage) if he succeeds on a d20 + 1/2 fighter level that exceeds the level of the spell plus the casters primary spell casting ability score bonus. This ability is usable 1 time per four levels per day.

Whirling Blade: The whirling blade is the pinnacle of the fighters abilities and allows the fighter to make a follow up attack. Once per round the fighter may attack an opponent one additional time after he lands his first attack at the same combat bonus of the strike he just made. This ability is not required to be announced prior to hitting your opponent.

Epic Fighter[edit]

Table: The Epic Fighter

Hit Die: d10

Level Special
21st Bonus Feat
22nd
23rd
24th Bonus Feat
25th
26th
27th Bonus Feat
28th
29th
30th Bonus Feat

2 + Int modifier skill points per level.

Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.

Epic Fighter Bonus Feat List: All feats in the epic section of the Feats Revamped sourcebook labeled [Combat] qualify for fighter bonus feats.

Human Graatel Fighter Starting Package[edit]

Weapons: Bastard Sword (1d10, crit 19-20/x2, 0 lb., one handed, slashing)

Armor: Scale Mail (+4AC, +3 Max Dex Bonus, -4 armor check, 25% armor failure 20ft movement rate) Heavy Wooden Shield (+2AC, -2 armor check, 15% armor check failure)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Dex
Intimidate 4 Cha
Jump 4 Dex
Ride 4 Dex
Swim 4 Str

Feat: Weapons Specialization (Bastard Sword)

Bonus Feats: Great Fortitude (for Human bonus feat). Destructive Strike (for Fighter bonus feat).

Gear: Backpack with water skin, three days trail rations, bedroll, sack, flint and steel, three torches, bastard sword, scale mail and heavy wooden shield.

Gold: 3d6

Campaign Information[edit]

Playing a Graatel Fighter[edit]

Religion: Graatel fighters have no religious requirements or alignment requirements so their desired religion (if any) can be anything that does not conflict with their alignment. Often if a Graatel fighter chooses to observe a religion he chooses one of the gods that rule the domain of combat (war, death, destruction, justice) as this would mesh the best with his world views. The individual would also determine how pious his character is towards his faith.

Other Classes: Graatel fighters get along well with all other combat types; particularly with barbarians, paladins and rangers a Graatel fighter will feel the most at home. Also the support classes will generally also get along well with the fighter, while divine casters will be seen as a source of great support. Graatel fighters and arcane spell classes and psionics generally have little in common, and usually do not have the strong bonds the other characters forge with the fighter.

Combat: Graatel fighters are designed to get in their opponents faces and cause considerable damage while keeping their eyes off of less robust party members. A Graatel fighter can wear extremely heavy armor, produce significant levels of damage and place foes at a disadvantage early within a fight. Graatel fighters can sufficiently pursue single weapon, dual weapon or two handed weapon styles and still be viable in the world of Graatel.

Advancement:

Graatel Fighters in the World[edit]


Daily Life:

Notables:

Organizations:

NPC Reactions:

Graatel Fighter Lore[edit]

Characters with ranks in can research Graatel fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
10
15
20

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