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Marai: The Long Dark

D&D (3.5)

Fighter

The following abilities are in addition to the Fighter class found in the PHB.

Taunt (Ex): At 2nd Level, a fighter gains the ability to keep a melee attacker focused upon him, disallowing a change of target. As an immediate action, the fighter rolls an opposed intimidation check (+1 for each level of fighter) against the opponents Will saving throw (+1 for each level of fighter). If successful, as long as the attacker continues to use melee attacks, those attacks must be against the fighter as long as the fighter’s attention is focused upon the attacker. Attacks of opportunity, for either opponent, do not count against the focus for the purpose of this ability. An attacker may only be under the affect of one Taunt at a time, and the most recent Taunt always has preference.

Armor Training (Ex): Starting at 3rd level, a fighter can select one type of armor: light, medium, heavy, or shield. Whenever he is wearing armor of that type, he gains an additional +1 armor bonus to his armor class and he reduces the armor check penalty by 1 (to a minimum of 0). If he chooses shield, he gains an additional +1 shield bonus to his armor class and he reduces the armor check penalty for the shield by 1 (to a minimum of 0). Every 4 levels thereafter (7th, 11th, and 15th), a fighter can become further trained in one group of armor. You can select the same type multiple times. The bonuses granted from this ability stack.

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 4 levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in one group of weapons. You can select the same group of weapons multiple times. The bonuses granted from this ability stack. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
  • Axes: battleaxe, greataxe, handaxe, and throwing axe.
  • Blades, Heavy: bastard sword, falchion, greatsword, longsword, scimitar, and scythe.
  • Blades, Light: dagger, kama, kukri, rapier, sickle, and short sword.
  • Bows: composite longbow, composite shortbow, hand crossbow, heavy crossbow, light crossbow, longbow, and shortbow.
  • Close: gauntlet, heavy shield, light shield, punching dagger, sai, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
  • Flails: flail, heavy flail, morningstar, nunchaku, and spiked chain.
  • Hammers: club, light hammer, light mace, greatclub, heavy mace, and warhammer.
  • Pole Arms: glaive, guisarme, halberd, ranseur, and quarterstaff.
  • Spears: heavy pick, lance, light pick, longspear, shortspear, siangham, spear, and trident.
  • Ranged: bolas, dart, javelin, net, sling, and whip.

Armor Mastery (Ex): At 19th level, a fighter chooses one specific type of armor or shield, such as hide armor, chainmail, or tower shield. Whenever he is wearing that armor or shield, he gains DR 10/—.

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 (a ×2 becomes a ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.