The Fighter class combines elements of the classic Fighter, Barbarians, Rangers, Monks, and Knights. The reason for this is because I don’t think individual “prestige” classes are necessary and just make character creation more confusing and difficult, especially for players new to the game or role playing games in general.
This class gives the player options to build, over time, the character they want.
Prime Attribute: Strength. Humans pick two more Prime Attributes. Non-humans
Hit Dice: d8
Abilities:
- Bonus to Hit: +1 at first level, and every level after. The Fighter is the only class that gets a bonus to hit every level.
- If human, pick or roll twice from the following list. Non-humans pick or roll one time.
- Note about Class Skills: unless chosen/rolled from the list below, the Fighter has a base of 18 on any skill check. Level bonus does not apply, although attribute modifiers do apply.
- Weather Resistance: Choose one; Arctic or Desert. Effects from cold or heat are reduced by 10%, rounding up. +10% whenever this is re-rolled or chosen.
- Primal Attraction: You can use your Strength attribute instead of Charisma for anything requiring a Charisma check.
- Defensive Stance: +1 to Armor Class, -2 to hit. Re-rolling this gives another +1/-2
- No need for armor: You have a +2 to AC when you are not wearing armor, other than a helmet and/or shield. Re-rolling this grants an additional +2.
- Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Charisma checks with creatures of that type every time this is rolled. You can pick anything from mosquitoes to dragons to humans.
- Two-Weapon fighting: You can hit with weapons in both hands. Your off hand has a -2 to hit, with no Strength bonus applicable. Re-rolling this gives a +1 to hit with the off hand.
- You have an extra attack/action per round.
- Fists of Steel: Your punches and kicks inflict +1 damage
- Increase Hit Die by one type. In other words, your d8 is now a d10. Hit points are not re-rolled.
- Intimidate: +1 to Charisma checks to instill fear against others. Intimidated opponents will cower or flee.
- Attribute Bonus: +1 to any Prime attribute, up to species maximum.
- Save Bonus: +1 to all non-prime saves.
- Choose one of the following as a Class Skill: Climb (STR), Listen (WIS), Swim (CON), Move Silently (DEX), Hide (DEX), Traps (INT), Poison (INT), Survival (WIS), Track (INT), Seamanship (WIS). Class skills take the place of attribute checks; attribute modifiers apply and class level applies. If the associated attribute is Prime, the skill check base is 12, otherwise it is 18.
- Taunt: +1 to Charisma checks to taunt an opponent. Taunted opponents will attack against their own better judgement. Taunting counts as a non-attack action.
- Ranged Bonus: Pick a specific ranged weapon type (short bow, heavy crossbow, sling, etc). You can attack twice as fast with that weapon. Re-rolling means 3x as fast.
- Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
- Mounted bonus: You have a +1 bonus to damage with melee weapons while mounted, and can ride without a saddle or gear with no penalty. +1 damage whenever this is re-rolled.
- Berserker Rage: When angry, you can enter into a trance-like state. This grants a +2 to hit and damage, but a -4 to AC. The trance lasts for your Constitution in rounds, or until every living thing in sight is dead. Re-rolling this grants a +4 to hit and damage, but a -8 to AC.
- Offensive Stance: +1 to hit, -2 AC. Re-rolling this gives another +1/-2
- Animal Domination: With a Charisma check at +1, you can befriend a wild animal who will now act as a retainer. The animal can not have been attacked by you or your allies in the past. Asking the animal to risk harm to itself requires another charisma check. Failure means it will run away. Only one animal can be dominated at a time. Re-rolling this means an additional animal can be dominated.