Difference between revisions of "Fighter V2"

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|7 || When using [[Feats#Mass Maneuvers|Mass Maneuvers]], the Fighter is refunded 1 [[General Mechanics Information#Maneuvers|Maneuver]].
 
|7 || When using [[Feats#Mass Maneuvers|Mass Maneuvers]], the Fighter is refunded 1 [[General Mechanics Information#Maneuvers|Maneuver]].
 
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|9 || If the Fighter executes a [[General Mechanics Information#Maneuvers|Maneuver]] in which all targeted enemies succeed their saving throws, the cost of the [[General Mechanics Information#Maneuvers|Maneuver]] is refunded.
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|9 || The Fighter's cooldown time upon using [[General Mechanics Information#Maneuvers|Maneuvers]] is halved.
 
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|'''Momentum'''
 
|'''Momentum'''
| Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of ''Momentum'' per [[General Mechanics Information#Maneuvers|Maneuver]]. Expending [[#Discipline|Discipline]] grants you ''Momentum'' equal to 3 plus half your Fighter class level per point spent.
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| You now build ''Momentum'' from various actions. For each point of ''Momentum'' you build, you create or reinforce and refresh the duration of a Damage Resistance effect to all damage with a Threshold equal to your Fighter level plus current ''Momentum''. Each point of ''Momentum'' gained grants this effect Absorption equal to half your Constitution modifier.  
  
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Expending [[General Mechanics Information#Maneuvers|Maneuvers]] builds 1 point of ''Momentum'' per [[General Mechanics Information#Maneuvers|Maneuver]]. Expending [[#Discipline|Discipline]] grants you ''Momentum'' equal to 3 plus half your Fighter class level per point spent.
  
 
This effect lasts for one minute, whilst each point of ''Momentum'' fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of ''Momentum'' is banked and will be reapplied to the Damage Resistance effect when it is recreated.
 
This effect lasts for one minute, whilst each point of ''Momentum'' fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of ''Momentum'' is banked and will be reapplied to the Damage Resistance effect when it is recreated.
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|4
 
|4
 
|'''Rally'''
 
|'''Rally'''
| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], ''Rally''. This costs 2 [[General Mechanics Information#Maneuvers|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 [[Spells#Cure Moderate Wounds|Cure Moderate Wounds]] spell.
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| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], ''Rally''. This costs 2 [[General Mechanics Information#Maneuvers|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 [[Spells#Cure Moderate Wounds|''Cure Moderate Wounds'']] spell.
  
  
If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|Raise Dead]] spell.
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If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|''Raise Dead'']] spell.
  
 
Mass: For 4 [[General Mechanics Information#Maneuvers|Maneuvers]], Apply these same effects to all allies within 10m of the target.
 
Mass: For 4 [[General Mechanics Information#Maneuvers|Maneuvers]], Apply these same effects to all allies within 10m of the target.
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|7
 
|7
 
|'''Hard Corps'''
 
|'''Hard Corps'''
| You grant targets affected by your ''Rally'' the effects of your [[#Hard Target|''Hard Target''] and [[#Precision|''Precision''] class features.
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| You grant targets affected by your ''Rally'' the effects of your [[#Hard Target|''Hard Target'']] and [[#Precision|''Precision'']] class features.
 
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|10
 
|10

Latest revision as of 00:50, 2 March 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
Level Feature
1 Mass Maneuvers, Simple Weapon Mastery
2 Bonus Feat
3 Action Surge, Battle Master I, Hard Target, Second Wind
4 Archetype Feature I, Bonus Feat
5 Battle Master II, Precision I
6 Bonus Feat
7 Archetype Feature II, Battle Master III
8 Bonus Feat
9 Battle Master IV
10 Archetype Feature III, Bonus Feat, Precision II

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
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 The Fighter's cooldown time upon using Maneuvers is halved.

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.


If all your attacks in a round succeed, and you made at least as many attacks as your base attacks per round, you gain an extra bonus attack for one round at the beginning of your next combat round. This feature resets if you exit combat.

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 You now build Momentum from various actions. For each point of Momentum you build, you create or reinforce and refresh the duration of a Damage Resistance effect to all damage with a Threshold equal to your Fighter level plus current Momentum. Each point of Momentum gained grants this effect Absorption equal to half your Constitution modifier.


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.

This effect lasts for one minute, whilst each point of Momentum fades after 3 rounds (this reduces the Threshold of the effect, but does not rescind any contributed Absorption). Any absorption remaining when the effect fades either due to duration or lack of Momentum is banked and will be reapplied to the Damage Resistance effect when it is recreated.

10 Pendulum Your Hard Target damage immunity increases to 75%. The Threshold for your Damage Resistance from Momentum is now doubled.


For every 10 Momentum you produce, you gain a point of Pendulum. If damaged by an enemy within your attack range, you consume a point of Pendulum to perform an Attack of Opportunity against that enemy.

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.


If at or below 0 hit points, the target is also revived as if by a Raise Dead 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 and Precision class features.
10 Call to Action When you use Action Surge, allies within 10m of you also receive the effects.


For each Maneuver you expend, you gain a stack of Call to Action. Upon reaching 10 stacks, the counter is reset and your next Action Surge may be executed without cost.