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Fighter

The Fighter class converted from Dungeons & Dragons 3rd Edition.

Rules Version: d20 Modern

Requirements

  • Base Attack Bonus: +3.
  • Skills: Knowledge (Tactics) 6 ranks.
  • Feats: Weapon Focus, any one weapon proficiency feat apart from Simple Weapons, any one armour proficiency feat.

Class Information

Hit Die: d10

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills

Climb (Str), Craft (Int), Demolitions (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge: Tactics (Int), Knowledge: Streetwise (Int), Jump (Str), Pilot (Dex), Ride (Dex), and Swim (Str).  Tumble (Dex).

Skill Points at Each Level: 3 + Int modifier.

Level Base Attack
Fort Ref Will Special AbilitiesDefenseReputation
1st +1 +2 +0 +0 Bonus Feat, Weapon Training, Armour Training +1 +0
2nd +2 +3 +0 +0
+1 +0
3rd +3 +3 +1 +1 Bonus Feat +2 +0
4th +4 +4 +1 +1 Bravery +2 +0
5th +5 +4 +1 +1 Extra Attack 1/day +3 +1
6th +6 +5 +2 +2 Bonus Feat +3 +1
7th +7 +5 +2 +2 Imbue Weapon +1 +4 +1
8th +8 +6 +2 +2 Extra Attack 2/day +4 +2
9th +9 +6 +3 +3 Bonus Feat +5 +2
10th +10 +7 +3 +3 Weapon Mastery, Armour Mastery, Extra Attack 3/day +5 +2

Class Features

Bonus Feats

At first level, and at every 3rd level, a fighter gains a bonus feat.  These can be taken from the following list:

Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (heavy), Armour Proficiency (powered)(if appropriate), Athletic, Blind-Fight, Brawl, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Nerve Pinch, Surface Vehicle Operation, Weapon Focus, Whirlwind Attack, Knockout Punch, Power Attack, Cleave, Run, Toughness, Improved Brawl, Alien Weapons Proficiency (if appropriate).

Weapon Training

At first level, and again at every even level, a fighter selects a weapon group from the following list.  A fighter adds half of their level to attack rolls made with weapons from those weapon groups:

Handguns, longarms, exotic ranged (individual), other ranged (simple), other ranged (archaic), simple melee, archaic melee, exotic melee (individual), explosives and splash weapons, natural weapons (unarmed strike, grapple, bite, claw, etc), close weapons (gauntlets, shields and armour/shield spikes, shield bash).  If there are alien weapons in a campaign, the fighter could use them as well if they are proficient with them.

Armour Training

A fighter learns to be more manoeuvrable in armour.  When wearing armour, he adds half of his level as a bonus to his maximum dexterity modifier, and subtracts that same amount from his armour check penalty.  

Bravery

At 4th level, the fighter gains a +1 bonus to will saves against fear.

Imbue Weapon

At 7th level, the fighter treats any weapon he has weapon training in as a +1 weapon for purposes of overcoming Damage Reduction only.  This does not grant it a +1 enchantment bonus to attack and damage rolls, just the ability to overcome DR as if it were.

Extra Attack

At 5th level, the fighter is able to make a second attack in a round at their full attack bonus.  This attack replaces the second attack in a full-attack sequence.  The ability is usable once a day at 5th level, twice at 8th, and three times at 10th.

Weapon Mastery

At 10th level a fighter chooses one weapon, such as the Beretta 92F, AK-47, longbow or longsword, from one of his trained weapon groups. 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.

Armour Mastery

At 10th level, a fighter gains DR 5/- whenever wearing armour or a shield.

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