Difference between revisions of "Fighter V2"
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− | |3 || By use of this feat, the Fighter may expend 1 Discipline to recover [[General Mechanics Information#Maneuvers|Maneuvers]] equal to their Intelligence modifier. | + | |3 || By use of this feat, the Fighter may expend 1 [[#Discipline|''Discipline'']] to recover [[General Mechanics Information#Maneuvers|Maneuvers]] equal to their Intelligence modifier. |
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|5 || The Fighter may double their Intelligence modifier when calculating their maximum [[General Mechanics Information#Maneuvers|Maneuver]] capacity. | |5 || The Fighter may double their Intelligence modifier when calculating their maximum [[General Mechanics Information#Maneuvers|Maneuver]] capacity. |
Revision as of 00:08, 26 February 2024
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
Fighter Core Mechanics
Discipline
The Fighter possesses a reservoir of Discipline, a resource expended to use abilities that enhance their combat performance, such as Action Surge and Second Wind. One point of Discipline is restored for every 4 non-minion foes slain, to a maximum capacity equal to the Fighter's class level plus their Intelligence modifier.
Action Surge
The Fighter consumes 1 Discipline to gain one extra attack per round, for one round. This cannot be used again until two rounds have passed.
Second Wind
The Fighter may consume 2 Discipline to restore 50% of their maximum hit points. This cannot be used again until one round has passed.
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
The Fighter possesses a 20% multiplicative damage immunity to all damage.
Battle Master
Fighters are supremely proficient in the use of Maneuvers, and gain the following benefits:
Class Level | Maneuver Bonus |
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3 | By use of this feat, the Fighter may expend 1 Discipline to recover Maneuvers equal to their Intelligence modifier. |
5 | The Fighter may double their Intelligence modifier when calculating their maximum Maneuver capacity. |
7 | When using Mass Maneuvers, the Fighter is refunded 1 Maneuver. |
9 | If the Fighter executes a Maneuver in which all targeted enemies succeed their saving throws, the cost of the Maneuver is refunded. |
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, you immediately perform an Attack of Opportunity against the target of the attack. Attacks of Opportunity are exempt from this feature.
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7 | Vanquishing | When you perform a Maneuver, you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus equal to half the highest ability modifier contributing to your weapon damage. 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 damage equal to half the highest ability modifier contributing to your weapon damage per stack, plus an additional 1d6 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 to 50%. |
7 | Momentum | Expending Maneuvers builds 1 point of Momentum per Maneuver. Expending Discipline grants you Momentum equal to 3 plus half your Fighter class level per point spent.
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10 | Pendulum | Your Hard Target damage immunity increases to 75%. The Threshold for your Damage Resistance from Momentum is now doubled.
You may hold a maximum capacity of Pendulum equal to your Constitution modifier. |
Marshal
"I shall carve the path to victory. I ask only that you know how to follow."
Class Level | Feature | Details |
4 | Rally | You gain access to a unique Maneuver, Rally. This costs 2 Maneuvers, and targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to your Charisma modifier for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell.
Mass: For 4 Maneuvers, Apply these same effects to all allies within 10m of the target. In addition, when you use Second Wind, any overhealing is stored as a reserve of healing, to a maximum of 50% of your maximum hitpoints. This healing is distributed to any damaged targets of your Rally Maneuver, until the creature is at full hitpoints. This prioritises the target closest to the centre of the Rally area, if the Mass variant of Rally is used. Finally, you may add your Charisma modifier to your maximum Discipline score. |
7 | Hard Corps | You grant targets affected by your Rally the effects of your [[#Hard Target|Hard Target] and [[#Precision|Precision] class features. |
10 | Call to Action | When you use Action Surge, allies within 10m of you also receive the effects.
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