Difference between revisions of "Fighter"

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Fighters draw [[#"Power"|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.
 
Fighters draw [[#"Power"|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.
 
:
 
:
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using most [[#General Mechanics Information|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
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:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.
 
:'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
 
:'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
 
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
 
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
:'''Intelligence''' contributes to your maximum [[#General Mechanics Information|Maneuver]] pool and Reflex save.
+
:'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.
 
:'''Wisdom''' contributes to your Will save.
 
:'''Wisdom''' contributes to your Will save.
:'''Charisma''' contributes to your Will save and support [[#General Mechanics Information|Maneuvers]] such as "Commander Strike".
+
:'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]].
  
  
 
== Vitals ==
 
== Vitals ==
:'''Hit Points per level''': 10
+
:'''Hit Die''': d10 (10 HP per Level)
:'''Proficiencies''': Armor (Light,Medium, Heavy), Shields, Weapons (Simple, Martial)
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:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Skill Points per level''': 6
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:'''Skill Points per Level (*4 at 1st level)''': 6
 
:'''Skills''': All
 
:'''Skills''': All
 
:'''Primary Saving Throw(s)''': Fortitude
 
:'''Primary Saving Throw(s)''': Fortitude
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|2
 
|2
|[[#Bonus Feats|Bonus Feat]]
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|[[#Battle Master|Battle Master I]], [[#Bonus Feats|Bonus Feat]]
 
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|3
 
|3
|[[#Hard Target|Hard Target I]], [[#Battle Master|Battle Master I]]
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|[[#Hard Target|Hard Target I]]
 
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|-
 
|4
 
|4
|[[#Archetypes|Archetype Feature I]], [[#Bonus Feats|Bonus Feat]]
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|[[#Archetypes|Archetype Feature I]], [[#Battle Master|Battle Master II]], [[#Bonus Feats|Bonus Feat]]
 
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|5
 
|5
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|-
 
|6
 
|6
|[[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master II]]
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|[[#Battle Master|Battle Master III]], [[#Bonus Feats|Bonus Feat]]
 
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|7
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|8
 
|8
|[[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master III]]
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|[[#Battle Master|Battle Master IV]], [[#Bonus Feats|Bonus Feat]]
 
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|9
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|-
 
|10
 
|10
|[[#Archetypes|Archetype Feature III]], [[#Bonus Feats|Bonus Feat]], [[#Battle Master|Battle Master IV]], [[#Precision|Precision II]]
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|[[#Archetypes|Archetype Feature III]], [[#Battle Master|Battle Master V]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]
 
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=== '''Hard Target''' ===
 
=== '''Hard Target''' ===
A Fighter gains a Damage Immunity Bonus commensurate with their class level, as follows:
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A Fighter gains a Physical Damage Immunity Bonus commensurate with their class level, as follows:
  
 
{| class="wikitable"
 
{| class="wikitable"
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=== '''Battle Master''' ===
 
=== '''Battle Master''' ===
Fighters are supremely proficient in the use of [[#General Mechanics Information|Maneuvers]], and gain the following benefits:
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Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits:
  
 
{| class="wikitable"
 
{| class="wikitable"
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|8 || +2 DC
 
|8 || +2 DC
 
|-
 
|-
|10 || +1 [[#General Mechanics Information|Maneuver]] Regained on Kill
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|10 || +1 [[General Mechanics Information#Maneuvers|Maneuver]] Regained on Kill
 
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|}
 
|}
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|7
 
|7
 
|'''Vanquishing'''
 
|'''Vanquishing'''
| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] that differs from the last you performed, you gain a stack of ''Vanquishing''. Each stack of ''Vanquishing'' confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or Bow +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.
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| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] that differs from the last you performed, you gain a stack of ''Vanquishing''. Each stack of ''Vanquishing'' confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or other Ranged Weapon +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.
 
|-
 
|-
 
|10
 
|10

Latest revision as of 03:12, 6 February 2021

Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter Archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using most Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Dexterity allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Will save.
Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".


Vitals

Hit Die: d10 (10 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Martial)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Fortitude
Level Feature
1 Mass Maneuvers, Simple Weapon Mastery
2 Battle Master I, Bonus Feat
3 Hard Target I
4 Archetype Feature I, Battle Master II, Bonus Feat
5 Hard Target II, Precision I
6 Battle Master III, Bonus Feat
7 Archetype Feature II, Hard Target III
8 Battle Master IV, Bonus Feat
9 Hard Target IV
10 Archetype Feature III, Battle Master V, Bonus Feat, Precision II

Fighter Core Mechanics

Mass Maneuvers

The Fighter receives the Mass Maneuvers feat for free.

Simple Weapon Mastery

The Fighter receives the Simple Weapon Mastery feat for free.

Bonus Feats

The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat Maneuvers (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.

Hard Target

A Fighter gains a Physical Damage Immunity Bonus commensurate with their class level, as follows:

Class Level Damage Immunity
3 5%
5 10%
7 15%
9 20%

Battle Master

Fighters are supremely proficient in the use of Maneuvers, and gain the following benefits:

Class Level Maneuver Bonus
2 +2 Capacity
4 +2 DC
6 +2 Capacity
8 +2 DC
10 +1 Maneuver Regained on Kill

Precision

Fighters are notorious for their accuracy with weapons, and receive the following:

Class Level Accuracy Bonus
5 +1 AB
10 +2 AB

Archetypes

Vanquisher

"This is the end."

Class Level Feature Details
4 Backswing When you miss an attack, gain an extra attack for one round.
7 Vanquishing When you use a Maneuver that differs from the last you performed, you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or other Ranged Weapon +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.
10 Flawless Technique Landing a successful Maneuver on an enemy while you have stacks of Vanquishing will deal 2d6 points of damage per stack.

Juggernaut

"I have no interest in last stands. This shall be one of many."

Class Level Feature Details
4 Inertia Your damage immunity from Hard Target increases by 10%.
7 Momentum When you land a successful Maneuver on an opponent, gain temporary hit points equal to 10% of your maximum hit points for two rounds.
10 Pendulum You gain a unique Maneuver, Pendulum. You begin recording the damage you receive for one round. At the end of this round, you gain a Damage Reduction shield with a threshold equal to the largest single instance of damage taken during this period, with an absorption limit of the total damage received. This barrier lasts for one minute, and overwrites any existing instances of itself.

Marshal

"I shall carve the path to victory. I ask only that you know how to follow."

Class Level Feature Details
4 Hard Corps When using a Maneuver, you grant the effects of your Hard Target class feature to all allies within 10m of you for 1 + Charisma modifier rounds.
7 Lead by Example When you expend a Maneuver, allies within 10m of you receive the effects of your Precision class feature for a number of rounds equal to 1 + Charisma modifier.
10 Rally You gain access to a unique Maneuver, Rally. This targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to 1 + Charisma modifier (minimum 1) for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell. When these temporary hitpoints are lost, the damage bonus is also lost. If at or below 0 hit points, the target is also revived as if by a Raise Dead spell.

Mass: Apply these same effects to all allies within 10m of the target.