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| =General= | | {{CharacterNav|title=Fighter |
| [[File:Fighter.jpg]]
| | |ClassPic=fighter.jpg |
| | |ClassName=Fighter |
| | |align=Any |
| | |HP=10 + CON |
| | |Prof=Armor (All), Shields, Weapons (Martial, Simple) |
| | |Skills=4 + INT |
| | |Saves=Fort High, Will Low, Ref Low |
| | |BAB= +1 |
| | }} |
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| '''Alignment:''' Any
| | ==Background== |
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| '''Hit Die:''' d10
| | Fighters, masters of the battlefield, wield their weapons with deadly precision and train tirelessly to transform mere metal into instruments of dominion and heroism. Whether driven by ambition, duty, or sheer mastery, these warriors stand as unparalleled champions, inspiring armies and striking fear into those who dare to oppose them. |
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| '''Proficiencies:''' Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)
| | ==Mechanics== |
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| '''Skill Points:''' 2+int modifier per level (2+int modifier)*4 at 1st level | | '''Alignment:''' Any |
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| '''Save Progression:''' Fort High, Will Low, Ref Low | | '''Hit Points:''' 10 + CON per level |
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| '''Attack Bonus:''' +1/level | | '''Proficiencies:''' Armor (All), Shields, Weapon (Martial, Simple) |
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| '''Other:''' Bonus feats at level 1 and every even number of Fighter levels after (2, 4, 6, 8, etc). | | '''Skill Points:''' 4 + INT modifier per level (*4 at 1st level) |
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| ----
| | '''Class Skills:''' Bluff, Concentration, Discipline, Heal, Intimidate, Lore, Persuade, Parry, Ride |
| =Perks=
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| Like many classes fighters have their own unique set of EfU perks. You must remain pure fighter to take advantage of these (except for prestige classes).
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| ----
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| ==[[BodyGuard]]==
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| ==[[Bounty Hunter]]==
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| ==[[Brawler]]==
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| ==Cutthroat==
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| Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.
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| *Level 1: +5 Intimidate
| | '''Save Progression:''' Fort High, Will Low, Ref Low |
| *Level 5: Use Poison, double poison duration
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| *Level 8: 10% Concealment
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| /c fighter_perk <i>Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.</i>
| | '''Attack Bonus:''' +1 per level |
| ==Desert Warrior==
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| Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright.
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| *Level 1: +4 vs Fire
| | '''Other:''' Bonus feats at level 1 and every even number of Fighter levels after (2, 4, 6, 8, etc). |
| *Level 5: +2 Fortitude
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| *Level 8: 20% Fire Immunity
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| /c fighter_perk <i>The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.</i>
| | =Multiclassing= |
| ==Drill Sergeant==
| | You are forbidden from multiclassing Fighter with Barbarian, in any combination of levels. Other multiclassing are fine. |
| The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.
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| *Level 1: You train characters at or below half your levels + 2 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose
| | =Perks= |
| *Level 5: +1 Concentration, Discipline, Heal, Intimidate, Listen and Spot
| | Like many classes fighters have their own unique set of EfU perks. You must remain pure fighter to take advantage of these (except for prestige classes). You can find a complete list of perks [[Fighter_Perks|here]]. |
| *Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn.
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| /c fighter_perk <i>Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.</i>
| | *[[Fighter_Perks#BodyGuard|Body Guard]] |
| ==Dual-wielder==
| | *[[Fighter_Perks#Bounty_Hunter|Bounty Hunter]] |
| Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.
| | *[[Fighter_Perks#Executioner|Bravo]] |
| | *[[Fighter_Perks#Brawler|Brawler]] |
| | *[[Fighter_Perks#Cutthroat|Cutthroat]] |
| | *[[Fighter_Perks#Desert Warrior|Desert Warrior]] |
| | *[[Fighter_Perks#Drill Sergeant|Drill Sergeant]] |
| | *[[Fighter_Perks#Dual-wielder|Dual-wielder]] |
| | *[[Fighter_Perks#Duelist|Duelist]] |
| | *[[Fighter_Perks#Executioner|Executioner]] |
| | *[[Fighter_Perks#Houndmaster|Houndmaster]] |
| | *[[Fighter_Perks#Lay Sword|Lay Sword]] |
| | *[[Fighter_Perks#Man-at-arms|Man-at-arms]] |
| | *[[Fighter_Perks#Marksman|Marksman]] |
| | *[[Fighter_Perks#Pit_Fighter|Pit Fighter]] |
| | *[[Fighter_Perks#Rebel|Rebel]] |
| | *[[Fighter_Perks#Self-taught|Self-taught]] |
| | *[[Fighter_Perks#Sellsword|Sellsword]] |
| | *[[Fighter_Perks#Sharpshooter|Sharpshooter]] |
| | *[[Fighter_Perks#Slaver|Slaver]] |
| | *[[Fighter_Perks#Squire|Squire]] |
| | *[[Fighter_Perks#Vagabond|Vagabond]] |
| | *[[Fighter_Perks#Vigilante|Vigilante]] |
| | *[[Fighter_Perks#Watchman|Watchman]] |
| | *[[Fighter_Perks#Witchhunter|Witchhunter]] |
| | [[Category:Character Classes]] |
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| *Level 1: Gain ambidexterity if dexterity is 13 or above.
| | {{ClassList}} |
| *Level 5: 5% phyiscal immunity. The effects of magic weapon, flame weapon, darkfire. poison and alchemist's fire duplicated to off-hand weapon when cast.
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| *Level 8: +2 off-hand attack bonus.
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| /c fighter_perk fire|acid|electrical|cold <i>Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire.</i>
| | [[Category:Character Classes]] |
| ==Duelist==
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| Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.
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| *Level 1: +3 tumble, +3 taunt
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| *Level 5: +2 AC vs Slashing, +3 parry
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| *Level 8: Uncanny Dodge 1 feat
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| /c fighter_perk <i>Duelist receives +2 AB. Lasts 1 turn.</i>
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| ==Houndmaster==
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| Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man's best friend.
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| *Level 1: +2 intimidate, animals are less likely to attack you.
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| *Level 5: Tracking, +2 spot, +2 listen, +2 search.
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| *Level 8: 2/- DR piercing. Your dog is trained more rapidly.
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| /c fighter_perk <i>Call dog -- your faithful companion joins you. The dog gains XP over time and will grow stronger while called. On its death you get a new pup. Can name it with the /c name_companion X command.</i>
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| ==Lay Sword==
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| Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.
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| *Level 1: +1 vs Divine
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| *Level 5: +1 Will
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| *Level 8: +1 Universal Saves
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| /c fighter_perk
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| <i>If evil: Receives +2 AB and +1 AC vs Good.
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| If good: Receives +2 AC and +1 universal saving throw vs Evil.
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| If neutral: Receives +1 AC and +1 fortitude save.
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| Lasts 1 turn.</i>
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| ==Man-at-arms==
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| These rugged men make up the bulk of any Lord's army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.
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| *Level 1: +4 vs Disease
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| *Level 5: +3 Discipline, Cleave feat
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| *Level 8: 10% Physical Immunity
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| /c fighter_perk <i>Gain 20% physical damage immunity. Lasts 1 turn.</i>
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| ==Marksman==
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| Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.
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| *Level 1: +3 spot, +3 listen
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| *Level 5: Spawn a bundle of magical bolts each rest
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| *Level 8: +2 Dexterity
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| /c fighter_perk <i>Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.</i>
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| ==Pit Fighter==
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| Be it a freeman seeking coins and glory in the Great Arena of Westgate or a Thayan slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors but poor soldiers.
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| *Level 1: +3 Taunt
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| *Level 5: Dodge
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| *Level 8: 10% movement speed
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| /c fighter_perk
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| <i>Gain bonuses depending on hitpoint percentage:
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| > 70% gain +1 AC, 5% speed.
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| > 40% gain +1 AC, +1 Regeneration, 5% speed.
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| <= 40% gain +1 AB, +1 AC, +2 Regeneration, 10% speed.
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| Lasts 1 turn.</i>
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| ==Rebel==
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| Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.
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| Chaotic Alignment Only.
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| *Level 1: 1 Potion of protection vs Law each reset, neutral to the bandit faction NPCs, can rest without campfire in the wilderness
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| *Level 5: 2/- Physical Damage Resistance vs. Lawful
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| *Level 8: +1 Attack vs. Lawful
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| /c fighter_perk <i>All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.</i>
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| ==Self-taught==
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| Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles-- if they manage to survive long enough to hone them.
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| *Level 1: -5 Concentration, -5 Discipline
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| *Level 5: +1 AB
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| *Level 8: +1 Dodge AC
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| /c fighter_perk <i>Random [-2 - +3] attack decrease/bonus and [-2 - +3] AC decrease/bonus. Lasts 1 turn.</i>
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| ==Sellsword==
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| Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.
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| *Level 1: 1d4 gp gained each rest/reset
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| *Level 5: +5 intimidate, +2 appraise
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| *Level 8: 1d6 Sneak Attack
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| /c fighter_perk <i>Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.</i>
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| ==Sharpshooter==
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| A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter's expertise at a close range.
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| *Level 1: +3 spot, +3 listen
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| *Level 5: Spawn a bundle of magical arrows each rest
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| *Level 8: +2 Dexterity
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| /c fighter_perk <i>Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.</i>
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| ==Slaver==
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| Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you've spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.
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| *Level 1: +3 appraise, +3 intimidate, special tanglefoot throwable each reset
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| *Level 5: Dominate Person 1/day, Weapon Proficiency Exotic Feat
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| *Level 8: On login gain a set of shackles that disappear on reset
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| /c fighter_perk <i>Slaver throws out a set of chains trapping up to two hostile creatures to himself. Chained victims receive 30% movement speed penalty. Lasts 3 rounds.</i>
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| ==Squire==
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| The children of the wealthy receive a very different sort of warrior's education than the common footman-- one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.
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| *Level 1: +3 Persuade, Lore, Concentration
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| *Level 5: Disarm
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| *Level 8: +2 Charisma
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| /c fighter_perk <i>Squire gains immunity to fear and +2 will. Lasts 5 turns.</i>
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| ==Vagabond==
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| Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor.
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| *Level 1: Light armor bonus. Can track in wilderness.
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| *Level 5: Light armor bonus. +10% Movement speed.
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| *Level 8: Light armor bonus. +1 Reflex. Evasion feat.
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| **Light armor bonus
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| ***Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Total armor bonus is calculated: +2/+3/+4 on level 1/5/8 respectively.
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| ***- Armor AC on the item.
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| ***+2 that negates penalty for leather armor.
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| ***- Dexterity modifier above 2. Resulting in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.
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| /c fighter_perk <i>Invisibility. Lasts 2 turns.</i>
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| ==Vigilante==
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| Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.
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| Lawful Alignment Only.
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| *Level 1: 1 Potion of protection vs Chaos each reset, Locale Bonus Dunwarren: +1 AC, +2 vs Mind Affecting, +10% Movement Speed
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| *Level 5: 2/- Physical Damage Resistance vs. Chaotic
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| *Level 8: +1 Attack vs. Chaotic
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| /c fighter_perk <i>The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.</i>
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| ==Watchman==
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| Every settlement from Waterdeep to the hamlet of Pig's Bottom has its guards. These warriors vary as much as the towns they serve-- some are little more than farmer's whelps armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.
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| *Level 1: +4 spot/listen
| | __NOEDITSECTION__ |
| *Level 5: Darkvision is put on worn helmet
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| *Level 8: +2 vs Mind Affecting
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| /c fighter_perk <i>Watchman can see invisible creatures. Lasts 2 turns.</i>
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| [[Category:Character Classes]]
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