“The other classes are too complex. Can’t I be a Fighter and just hit stuff?”
HP: d12
BAB: 1/1
Good Saves: Fortitude
Skill Points: 4
Weapons: All
Armor: All, and Shields
Class Skills: As D&D Fighter
Code: Select all
Level Class Ability
1 Bonus Feat, Pure Muscle, Defender, Block
2 Bonus Feat, Dash +10
3 Bonus Feat, Halting Strike
4 Bonus Feat, Dash +20
5 Bonus Feat, Super Jump
6 Bonus Feat, Dash +30
7 Bonus Feat, Tower Leap
8 Bonus Feat, Tough It Out
9 Bonus Feat, City Leap
10 Bonus Feat, Slay
Class Abilities
Bonus Feat: Gain one Fighter feat. You do not need to meet prerequisites for the feat other than level, Base Attack Bonus, or skill ranks.
• You may instead use a bonus feat to increase a physical ability score by 2 points rather than acquire a feat.
Pure Muscle: Add Easy Fighter levels to Strength and every even Easy Fighter level to their Constitution score.
Defender: Whenever an ally within melee reach is targeted or affected by an area attack (after the attack roll is made or after the save is failed), you may make a 5 foot step into their space or place yourself between the attacker and your ally. You are hit by the attack instead.
Block: As an Immediate action in response to you or an ally within melee reach being hit with a direct attack, and after the attack roll is made, you may make an opposed attack roll. If the result is at least as high as the attacker’s, the attack is countered.
Dash: Add this number to your movement speed.
Halting Strike: Whenever you hit an opponent, all of their movement stops for the round and can’t make Move actions until the end of the round.
Super Jump: As a Move action you may fly as far as your movement speed, then after the movement is completed you begin to fall unless you are standing on a solid surface.
Tower Leap: As Super Jump but your movement is multiplied by 10.
Tough It Out: You gain a Fortitude save against anything that would cause you harm, once each round. Use the save DC or attack roll of the attack or effect; if you match it or roll higher than it, even if normally affected by the attack automatically, you are immune to it for that round.
After this defense is used successfully it can’t be used in the next round.
City Leap: As Super Jump but your movement is multiplied by 100.
Slay: Once each round you may force a target hit by one of your attacks to make a Fortitude save against either your attack roll or the amount of damage you dealt. If they fail, they die.
Latest Version:
Easy Fighter
“The other classes are too complex. Can’t I be a Fighter and just hit stuff?”
HP: d12
BAB: 1/1
Good Saves: Fortitude
Skill Points: 4
Weapons: All
Armor: All, and Shields
Class Skills: As D&D Fighter
Code: Select all
Level Class Ability
1 Bonus Feat, Pure Muscle, Defender, Block
2 Bonus Feat, Dash +10
3 Bonus Feat, Halting Strike
4 Bonus Feat, Dash +20
5 Bonus Feat, Super Jump
6 Bonus Feat, Dash +30
7 Bonus Feat, Tower Leap
8 Bonus Feat, Tough It Out
9 Bonus Feat, City Leap
10 Bonus Feat, Slay
Class Abilities
Bonus Feat: Gain one Fighter feat. You do not need to meet prerequisites for the feat other than level, Base Attack Bonus, or skill ranks.
• You may instead use a bonus feat to increase a physical ability score by 1 point rather than acquire a feat.
Pure Muscle: Add Easy Fighter levels to Strength and every even Easy Fighter level to their Constitution score.
Defender: Whenever an ally within melee reach is targeted or affected by an area attack (after the attack roll is made or after the save is failed), you may make a 5 foot step into their space or place yourself between the attacker and your ally. You are hit by the attack instead.
Block: As an Immediate action in response to you or an ally within melee reach being hit with a direct attack, and after the attack roll is made, you may make an opposed attack roll. If the result is at least as high as the attacker’s, the attack is countered.
Dash: Add this number to your movement speed.
Halting Strike: Whenever you hit an opponent, all of their movement stops for the round and can’t make Move actions until the end of the round.
Super Jump: As a Move action you may fly as far as your movement speed, then after the movement is completed you begin to fall unless you are standing on a solid surface. Your flight maneuverability is Clumsy and you can generally only move in a straight line.
Tower Leap: As Super Jump but your movement is doubled.
Tough It Out: You gain a Fortitude save against anything that would cause you harm, once each round. Use the save DC or attack roll of the attack or effect; if you match it or roll higher than it, even if normally affected by the attack automatically, you are immune to it for that round.
After this defense is used successfully it can’t be used for one minute.
City Leap: As Super Jump but your movement is multiplied by 5.
Slay: Once each minute you may force a target at half or less HP hit by one of your attacks to make a Fortitude save against 10 + ½ your level + Strength bonus. If they fail, they die.