GUERRIER
[X] Warblade (Maneuvres et Stances)
[X] D12
[X] Full BaB
[X] JdS Vigueur
[X] JdS Reflexes
[X] Armure Lourde
[_] Combat à 1 Arme + Bouclier ou 2 Armes, rarement avec arme a 2 mains
[X] Capacité à bien Tanker
[_] DPS élevé, mais en mélée
[X] Peu de puissance a distance
[_] Techniques Spéciales (Grapple, Disarm, Trip, Overrun, Charge, Sunder...)
[_] Regain plus rapide de ces Maneuvres
[_] Intercept + Charge Mineure
[X] Carrières Diverses selon d'où il a apprit a combattre ( Amazone, Samurai, Garde du Corps, Sentinelle, Garde, Cavalier, Archer, Fantassin, Gladiateur, Soldat, Commandant (Marshal), Mercenaire )
[_] Tactique et Manoeuvre , Spécialiste du Battlefield
[_] Marhsall et Boost des autres combattants ( White Raven )
[X] Weapon Aptitude
[_] Stance Mastery
[_] Azure Toughness ( Bonus HP )
Vétéran (Ex): 1/Jour par 2 Nv + 1/Bonus d'Int, le guerrier peut relancer un Jet Raté en une action Swift.
Art of Battle- Astonishing Maneuver (Ex): By spending one use of veteran ability as a swift action, a fighter can gain a +2 unnamed bonus to attack and damage rolls with an exotic weapon with which he is proficient for one round.
- Bodyguard (Ex): By spending one use of veteran ability as a swift action, if the fighter is within 5 ft. of any ally who takes damage from an attack, he can take all the damage and all associated effects instead. In addition, he gains DR 2/- against only this damage.
- Cavalier (Ex): By spending one use of veteran ability as a swift action, when the fighter or his mount takes any damage while he is its rider, the fighter can redirect any number of that damage to the other.
- Comforting Cuirass (Ex): When fighter is throwing a Will save, he can spend one use of veteran ability as immediate action to gain bonus on that save equal to his armor's bonus to AC (including enhancement bonus, if any).
- Death Blow (Ex): If a fighter scores a critical threat on an attack roll, he can spend one use of veteran ability as a swift action. If he does, the attack is automatically a critical hit. In addition, he deals +1d6 damage with this strike.
- Fencer (Ex): By spending one use of veteran ability as a swift action, a fighter can use Perform (weapon drill) skill instead of Bluff (to mislead an opponent in melee combat), instead of Sleight of Hand (to draw a hidden weapon), or instead of Intimidate (to demoralize opponent). In addition, he gains +4 competence bonus on this check.
- Foil Enemy (Ex): By spending one use of veteran ability as an immediate action, a fighter can interrupt an enemy's action. To foil, he must hit with a melee touch attack or ranged touch attack within the first range increment. A Fighter may not wait until an action is partially completed before deciding to attempt to foil it, but must instead make an attempt 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. A foiled action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. (Original idea by K)
- Instinctive Maneuver (Ex): By spending one use of veteran ability as a swift action, a fighter can gain the benefits of a fighter feat he doesn't already know for three rounds. The fighter must meet the feat's prerequisites.
- Marksman (Ex): By spending one use of veteran ability as a swift action, a fighter can add his Dexterity modifier to damage rolls with ranged weapons for two rounds. If he would normally use his Strength modifier, it is replaced by this bonus.
- Nullify Advantage (Ex): By spending one use of veteran ability as a swift or immediate action, the fighter makes an opponent within his reach ignore all circumstance bonuses and bonuses granted by feats to AC, attacks, and damage rolls until the beginning of his next turn.
- Shield Guardian (Ex): By spending one use of veteran ability as a swift action, if the fighter is within 5 ft. of any ally, he grants him a shield bonus to AC equal to that he possesses, until the beginning of his next turn. This bonus stacks with any shield bonus the ally might have.
- Soldier of Fortune (Ex): While in combat, a fighter can spend one use of veteran ability to re-roll a failed saving throw made to resist an effect or ability of any foe.
- Supreme Positioning (Ex): By spending one use of veteran ability as a free action, a fighter can ignore all penalties caused by armor (arcane spell failure, armor check penalty, speed reduction, etc.) for 1 round. In addition, his bonus to Armor Class from armor grows by 2.
- Swift Strike (Ex): By spending one use of veteran ability as a swift action, a fighter can take an attack action as a move action instead of standard action.
- Tactician (Ex): By spending one use of veteran ability as a immediate action, a fighter can grant one extra attack of opportunity to an ally within 30 feet or move a willing ally by 5 ft in any direction. If he moves one ally, that movement does not provoke attacks of opportunity. For this ability to work, a fighter must be able to speak and an ally must be able to understand him.
Shift Tactics (Ex): Beginning at 5th level, as his combat skill grows, a fighter can adapt his tactical abilities to the changing challenges he encounters. Whenever he gains a fighter level (including level 5), he can exchange any [fighter] feat he has with another such feat. He must meet all prerequisites of the new feat. He cannot lose a feat that is the prerequisite for any other feats or abilities he has.
Warcraft: Chaque fois que ce pouvoir est gagné, le guerrier peut choisir un abilité ci-dessous, un don de guerrier ou un Art of War.
- Adapt to Opponent (Ex): A fighter knows how to adapt to an opponent’s combat techniques and thus gain an advantage over the course of a battle. For every two rounds a fighter is engaged in combat with an opponent, or observes that opponent fighting, he gains a cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the end of the encounter. This bonus cannot exceed +1 per 5 fighter levels.
- Armored Mobility (Ex): A fighter treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with the abilities of mithral armor or any other similar effects.
- Articulation (Ex): A fighter ignores 2 points of armor check penalty and increases the maximum Dex bonus of any armor he wears by +2. This ability does not stack with the bonuses granted by mithral armor.
- Battlefield Superiority (Ex): A fighter suffers a cumulative -3 penalty on all iterative attacks, instead of the usual -5. For example, a character with BAB +19 and this ability performs full attack with +19/+16/+13/+10 bonuses, not +19/+14/+9/+4.
- Counterstrike (Ex): A fighter quickly responses to every attack. Every creature, which attacks fighter with melee or ranged weapon and is threatened by him, receives 1 point of damage.
- Counter-Tactics: Archers (Ex): A fighter knows how to defend himself from projectiles and thrown weapons. He gains a +3 dodge bonus to AC against all ranged attacks.
- Counter-Tactics: Brutes (Ex): A fighter knows how to fight melee opponents who rely on brute force. He gains a +5 bonus against attempts to bull-rush, trip, or overrun him.
- Counter-Tactics: Flyers (Ex): A fighter knows how to fight flying creatures. He gains a +5 dodge bonus to AC against flying opponents, and a +3 dodge bonus to AC against opponents attacking from higher ground or horseback.
- Counter-Tactics: Fencers (Ex): A fighter knows how to fight melee opponents who use various skillful tactics. He gains +5 bonus against attempts to disarm, feint, or sunder him or items in his possession.
- Counter-Tactics: Giants (Ex): A fighter can undergo training similar to the dwarven anti-giant training. He gains a +2 dodge bonus to AC against opponents who are one size category larger than the fighter. This bonus increases by +2 for each difference in size category. For example, a large fighter gains +6 dodge bonus to AC against all colossal creatures. Despite being of different types, this AC bonus does not stack with the dwarven AC bonus against giants.
- Counter-Tactics: Leaders (Ex): A fighter knows how to fight opponents who command their troops. As a standard action that does not provoke attacks of opportunity, a fighter makes an Intimidate check to demoralize opponents (see Intimidate skill, page 76). Every opponent within 30 feet with an Intelligence score of 3 or more that becomes demoralized loses all morale bonuses to abilities, attack rolls, damage rolls, and skills (this includes bonuses from spells and spell-like effects), for a number of rounds equal to 3 + fighter's Charisma modifier.
- Counter-Tactics: Mages (Ex): A fighter knows how to fight spellcasters. He gains +5 dodge bonus to AC against spells and spell-like effects. In addition, he can use his Constitution modifier in place of his Wisdom modifier when making Will saves against spells and spell-like abilities.
- Counter-Tactics: Mobs (Ex): A fighter knows well how to defend himself from multiple opponents at the same time. He gains +2 dodge bonus to AC and Damage Reduction 5 against attacks made by all opponents after the first one in any given round.
- Counter-Tactics: Opportunists (Ex): A fighter knows how to fight melee opponents who use opportunity to deliver deadly blows. He gains +5 dodge bonus to AC against attacks of opportunity and gains Damage Reduction equal to half his fighter level against precision damage.
- Counter-Tactics: Snatchers (Ex): A fighter knows how to fight grasping creatures. He gains +5 dodge bonus against grapple attempts and bite attacks. He also gains Damage Reduction equal to half his fighter level against bite attacks, constriction, and crushing damage when swallowed whole.
- Diversity (Ex): Each feat that works with only one weapon the fighter has, now applies not to one weapon, but to a number of weapons equal to 3 + fighter’s Intelligence bonus (if positive).
- Mastery of Armors (Ex): A fighter knows how to protect others with his armor. While wearing heavy armor, he can be used as cover by his allies.
- Mastery of Feats (Ex): A fighter treats his ability scores as 4 points higher for the purpose of meeting the prerequisites of feats with the 'fighter' descriptor.
- Mastery of Shields (Ex): A fighter knows how to use shield to its fullest extent. He adds his shield bonus on all Reflex saves.
- Reign of Steel (Ex): A Fighter with this ability is trained to use his armor and shield to protect himself from a variety of environmental dangers. He reduces the damage he takes from fire, acid and cold effects by his armor and shield bonuses to AC. Furthermore, he reduces any falling damage by his armor bonus to AC.
- Siege Engineering (Ex): A fighter can use the Aid Another action on one siege weapon he commands. This grants it a +4 bonus on attack rolls and a +4d6 bonus on damage rolls. He can also command at one time a number of siege weapons equal to his level, no two of which can be more than 100 feet away (or 400 feet away, if he has messengers at his disposal). All siege weapons he commands have their firing range increased by 10%.
- Skills of War (Ex): A fighter has invested in learning skills that are not about killing others, but are still essential on the battlefield. He gains a +5 bonus on Craft (armorsmithing, bowmaking and weaponsmithing) checks, on Heal checks to perform first aid, on Bluff checks to perform feint in combat, and on Knowledge skills to determine enemies' abilities and weaknesses.
- Supreme Combat Skills (Ex): A fighter has trained his combat skills beyond the levels known to mundane warriors. As a result, he increases bonuses granted by two chosen feats by +2 (bonus types stay unchanged). The available feats are: Dodge, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, and Trample. This ability can be taken more than once, but each time the fighter much choose 2 feats he hadn't yet chose.
- Watch Duty (Ex): The fighter needs only half as much sleep as a normal person of his race would and gains immunity to sleep effects. In addition, the fighter can see all invisible creatures and objects as blurred, and can hear sounds in areas of silence, but with a -10 penalty.
Innate Tactics: At 20th level a fighter becomes extremely proficient with one combat trick and can use it spontaneously. He chooses one from his known Art of Battle abilities and can use it without spending uses of Veteran ability.
Guerrier Épique21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
Anger Management : Gain 1 rage / rd
Endless Rage : 25% more Rage form Attacks
Universal
(1)
- Heroic Strike [Strike]
- Battle Shout [Boost]
- Charge [x]
- Rend [x]
(2)
- Thunderclap [x]
- Victory Rush [Counter]
- Harmstring [x]
- Bloodrage [x]
(3)
- Sunder Armor [x]
- Taunt [Counter]
- Shield Bash [Counter]
- Overpower [Counter]
(4)
- Demoralizing Shout [x]
- Revenge [Counter]
- Mocking Blow [x]
- Shield Block [x]
(5)
- Disarm [x]
- Cleave [x]
- Retaliation [Counter]
- Intimidating Shout [x]
(6)
- Execute [x]
- Challenging Shout [Boost]
- Shield Wall [Boost]
- Intercept [Counter]
(7)
- Slam [c]
- Berserker Rage [Boost]
- Whirlwind [x]
- Pummel [Counter]
(
- Shield Slam [x]
- Recklessness [x]
- Spell Reflection [Counter]
- Commanding Shout [Boost]
(9)
- Intervene [Counter]
- Shattering Throw [x]
- Enrage Regeneration [x]
- Hroic Throw [Strike]
- Sweepings Strikes [x]
- Mortal Strike [x]
- Bladestorm [x]
- Slam [x]
- Overpower [x]
- Throwdown [x]
- Shield Slam [x]
- Bloodthirst [x]
- Blood Rage [x]
- Berserker Rage [x]
- Recklessness [x]
- Death Wish [x]
- Piercing Howl [x]
- Whirlwind [x]
- Raging Blow [x]
- Intercept [x]
- Heroic Leap [x]
- Thunder Clap [x]
- Last Stand [x]
- Concussion Blow [x]
- Shield Bash [x]
- Revenge [x]
- Heroic Throw [x]
- Devastate [x]
- Vigilance [x]
- Shockwaves [x]
- Heroic Fury [x]
- Rampage [x]
- Titan's Grip [Stance]
- Battle Stance [Stance]
- Defensive Stance [Stance]
- Berserker Stance [Stance]