Fighter Perks: Difference between revisions
mNo edit summary |
No edit summary |
||
(51 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
=Fighter Perks= | =Fighter Perks= | ||
Like many classes in EFU, Fighters have a large list of perks to choose from. | Like many classes in EFU, Fighters have a large list of perks to choose from. You may select a perk by opening your character's Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen. | ||
'''Fighters receive a free action based on their perk that can be activated by entering ''"/c fighter_perk"'' and is usable once (1) per rest.''' | |||
'''You will lose these perks if you | Bonus feats (such as dual-wielder's Ambidexterity or squire's Disarm) count towards the prerequisites of further feats (such as Improved Two Weapon Fighting or Improved Disarm). | ||
'''You will lose these perks if you take levels in a base class other than Fighter!''' [[Prestige Classes]] bnot disable class perks, but may come with other restrictions. | |||
==Body Guard== | ==Body Guard== | ||
Be it a | Be it a sheik's loyal eunuch guarding his harem or a king's most trusted knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
*Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn. | *Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn. | ||
'''Level 1''' | '''Level 1''' | ||
Line 20: | Line 23: | ||
*+1 Will | *+1 Will | ||
*Immunity: Dominate Person | *Immunity: Dominate Person | ||
==Bounty Hunter== | ==Bounty Hunter== | ||
Line 26: | Line 30: | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
*25% movement speed increase. Lasts 1 turn. | *25% movement speed increase. Lasts 1 turn. | ||
'''Level 1''' | '''Level 1''' | ||
Line 37: | Line 42: | ||
*5% physical immunity | *5% physical immunity | ||
*+4 saving throw vs traps | *+4 saving throw vs traps | ||
==Brawler== | ==Brawler== | ||
Line 43: | Line 49: | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
*Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn. | *Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn. | ||
'''Level 1''' | '''Level 1''' | ||
*2/- Damage Resistance vs Bludgeoning | *2/- Damage Resistance vs Bludgeoning | ||
'''Level 5''' | '''Level 5''' | ||
*Weapon Specialization: | *Weapon Specialization: Close Quarters feat | ||
'''Level 8''' | '''Level 8''' | ||
*Improved Critical: | *Improved Critical: Close Quarters feat | ||
==Bravo== | |||
There exists a rare breed of warrior who have learned to put style over substance. Scorning the clumsiness of shields and heavy weapons, they draw instead upon the luster of their heroic spirit and indomitable panache to win the day. | |||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
*10/5 damage reduction, up to 30 total damage. +1 positive energy damage per 2 CHA. Lasts 1 turn. | |||
'''Level 1''' | |||
*Deflect Arrows | |||
*+1 Reflex | |||
'''Level 5''' | |||
*+1 AB and +1 AC when using a medium weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be small. | |||
*+1 AB and +2 positive damage when using a small, or tiny, weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be tiny. | |||
'''Level 8''' | |||
*2/- Physical DR | |||
==Cutthroat== | ==Cutthroat== | ||
Every city has its slum, and every slum has its thug | 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn. | |||
'''Level 1''' | |||
* +5 Intimidate | |||
* +3 Appraise | |||
* 1d4gp gained each rest | |||
'''Level 5''' | |||
* Use Poison feat | |||
* Double duration of poison weapon | |||
'''Level 8''' | |||
* 1d6 Sneak Attack | |||
* Wage of 5gp every ten minutes | |||
==Desert Warrior== | ==Desert Warrior== | ||
Be it a | Be it a Janissary patrolling the outskirts or a sun-chewed dune raider stalking their prey, the harsh conditions of the desert produce a unique breed of warrior. As harsh and sharp as the pitiless noon, these men and women are death on the sands with their shamshirs gleaming bright. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn. | |||
'''Level 1''' | |||
* +4 vs Fire | |||
'''Level 5''' | |||
* +2 Fortitude | |||
* +5% Movement Speed | |||
'''Level 8''' | |||
* 20% Fire Immunity | |||
==Drill Sergeant== | ==Drill Sergeant== | ||
The terror of the aspirant, you are the supreme commander and second to none | 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* 20 temporary hitpoints given allies. Lasts for 5 turns. | |||
'''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) | |||
:* You regenerate up to 1/4th of your own max HP if you lose | |||
'''Level 5''' | |||
* +1 Concentration | |||
* +1 Discipline | |||
* +1 Heal | |||
* +1 Intimidate | |||
* +1 Listen | |||
* +1 Spot | |||
'''Level 8''' | |||
* 2/day Master of the Drill Ability: | |||
** +1 Attack Bonus | |||
** +1 AC | |||
** +10% movement speed | |||
** Allies gain 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration | |||
** Lasts for 1 turn. | |||
==Dual-wielder== | ==Dual-wielder== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk fire|acid|electrical|cold" '' | ||
* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. Defaults to fire if no element is specified. | |||
* | * If held, off-hand weapon receives +2 Deflection AC for 5 turns. | ||
'''Level 1''' | |||
* Gain Ambidexterity feat if Dexterity is 13 or above | |||
'''Level 5''' | |||
* 5% physical damage immunity | |||
'''Level 8''' | |||
* +2 off-hand attack bonus | |||
==Duelist== | ==Duelist== | ||
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: | Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn. | |||
'''Level 1''' | |||
* +3 Parry | |||
* +3 Taunt | |||
'''Level 5''' | |||
* +1 Dodge AC vs. Piercing | |||
'''Level 8''' | |||
* Uncanny Dodge | |||
==Executioner== | |||
Some warriors believe that a battle is won, not by shields or spells or sneaky tricks, but by the strong hands holding mighty weapons. You are such a warrior. And so you have become the dustman of the battlefield, here to rinse it clean in blood. | |||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
*Instant whirlwind attack, affecting all enemies in melee range, that applies Called Shot on hit. | |||
'''Level 1''' | |||
*Called Shot | |||
*+3 Intimidate | |||
'''Level 5''' | |||
*5% Physical Immunity | |||
'''Level 8''' | |||
*+1 Slashing Damage on an equipped two-handed weapon. | |||
*Wounding on an equipped two-handed weapon. | |||
==Gloom Walker== | |||
In a world of supernatural chaos, The Gloom-Walkers are those who traverse the Glooms whenever they can. As a result, they now have a minor connection to it, granting them unpredictable abilities. As the Gloom changes, so do they and their powers. Gloom-Walkers aim to unlock the secrets of the Gloom, for it is their enigmatic power born from being too much within its ever-changing grasp. | |||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned). | |||
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to) | |||
'''Level 1''' | |||
*Level 5 | * 5% random elemental damage immunity each rest | ||
'''Level 5''' | |||
* +1 random elemental damage each rest | |||
* Gloom areas give the Fighter minor effects related to the gloom, and where relevant, a minor protection against them. | |||
'''Level 8''' | |||
* 1% Chaos Shield | |||
==Houndmaster== | ==Houndmaster== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Calls your faithful companion to join 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 command. | |||
'''Level 1''' | |||
* +2 intimidate | |||
* Animals are less likely to attack you | |||
'''Level 5''' | |||
* Gain access to Tracking Tool | |||
* +2 Spot | |||
* +2 Listen | |||
* +2 Search | |||
'''Level 8''' | |||
* 2/- DR piercing | |||
* Your dog is trained more rapidly | |||
==Lay Sword== | ==Lay Sword== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* If Evil aligned you receive +2 AB and +1 AC vs Good | |||
* If Good aligned you receive +2 AC and +1 universal saving throw vs Evil | |||
* If Neutral aligned you receive +1 AC and +1 fortitude save | |||
* Bonuses last for 1 turn. | |||
'''Level 1''' | |||
* +1 saves vs Divine | |||
'''Level 5''' | |||
* +1 Will | |||
'''Level 8''' | |||
* +1 Universal Saves | |||
==Man-at-arms== | ==Man-at-arms== | ||
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 | 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Gain 20% physical damage immunity. Lasts for 1 turn. | |||
'''Level 1''' | |||
* +4 saves vs Disease | |||
'''Level 5''' | |||
* +3 Discipline | |||
* Cleave feat | |||
'''Level 8''' | |||
* 10% Physical Damage Immunity | |||
==Marksman== | ==Marksman== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts for 1 turn. | |||
'''Level 1''' | |||
* +3 Spot | |||
* +3 Listen | |||
'''Level 5''' | |||
* Spawn a bundle of magical bolts each rest | |||
'''Level 8''' | |||
* +2 Dexterity | |||
==Pit Fighter== | ==Pit Fighter== | ||
Be it a freeman seeking coins and glory | Be it a freeman seeking coins and glory as a professional gladiator or a desperate 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. | ||
* | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* | * Gain bonuses depending on hitpoint percentage: | ||
* | ** With at least 70% hitpoints, gain +1 AC and 5% movement speed | ||
** With at least 40% hitpoints gain +1 AC, +1 Regeneration, and 5% movement speed | |||
** With less than 40% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed | |||
* Bonuses last 1 turn | |||
'''Level 1''' | |||
* +3 Taunt | |||
'''Level 5''' | |||
* Dodge Feat | |||
'''Level 8''' | |||
* 10% movement speed | |||
==Rebel== | ==Rebel== | ||
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. | 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. | ||
Chaotic Alignment Only. | '''Chaotic Alignment Only.''' | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* All nearby chaotic-aligned creatures receive +2 AB. Lasts for 1 turn. | |||
'''Level 1''' | |||
* Gain one Potion of protection vs Law each reset | |||
* Can rest without campfire in the wilderness | |||
'''Level 5''' | |||
* +2 Dodge vs Lawful | |||
'''Level 8''' | |||
* +1 Damage vs Lawful | |||
==Self-taught== | ==Self-taught== | ||
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 | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts for 1 turn. | |||
'''Level 1''' | |||
* -5 Concentration | |||
* -5 Discipline | |||
'''Level 5''' | |||
* +1 Attack Bonus | |||
'''Level 8''' | |||
* +1 Dodge AC | |||
==Sellsword== | ==Sellsword== | ||
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. | 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. | ||
Fighter Perk "/c fighter_perk" | |||
Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns. | |||
Level 1 | |||
1d4 gp gained each rest/reset | |||
Level 5 | |||
+5 Intimidate | |||
+2 Appraise | |||
Level 8 | |||
1d6 Sneak Attack | |||
5gp wage. | |||
==Sharpshooter== | ==Sharpshooter== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Held bow receives +1 attack bonus and +2 Mighty. Lasts for 1 turn. | |||
'''Level 1''' | |||
* +3 Spot | |||
* +3 Listen | |||
'''Level 5''' | |||
* Spawn a bundle of magical arrows each rest | |||
'''Level 8''' | |||
* +2 Dexterity | |||
==Slaver== | ==Slaver== | ||
Whether a | Whether a cultist, a pirate, or one of the many slaver bandits 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Slaver throws out a set of chains trapping up to two hostile creatures to himself. | |||
* Chained victims receive 30% movement speed penalty. | |||
* Lasts for 3 rounds. | |||
'''Level 1''' | |||
* +3 Appraise | |||
* +3 Intimidate | |||
* Special tanglefoot throwable each reset | |||
'''Level 5''' | |||
* Dominate Person 1/day, Weapon Proficiency Exotic Feat | |||
'''Level 8''' | |||
* On login gain a set of shackles that disappear on reset | |||
==Squire== | ==Squire== | ||
The children of the wealthy receive a very different sort of warrior's education than the common footman | 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Immunity to Fear and +2 Will. Lasts for 5 turns. | |||
'''Level 1''' | |||
* +3 Persuade | |||
* +3 Lore | |||
* +3 Concentration | |||
'''Level 5''' | |||
* Disarm Feat | |||
'''Level 8''' | |||
* +2 Charisma | |||
==Vagabond== | ==Vagabond== | ||
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. | 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. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Invisibility. Lasts 2 turns. | |||
'''Level 1''' | |||
* Light Armor bonus (maximum bonus of 2 AC) | |||
* Can track in wilderness. | |||
'''Level 5''' | |||
* Light Armor bonus (maximum bonus of 3 AC) | |||
* +10% Movement speed. | |||
'''Level 8''' | |||
* Light Armor bonus (maximum bonus of 4 AC) | |||
* +2 Reflex. | |||
'''Light Armor bonus''' | |||
* Adds armor bonus to '''Leathers''', '''Studded Leathers''', and '''Chain Shirt''' armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors). | |||
* | * Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively. | ||
* | * Enhancements to armor like Mage Armor or them having an AC bonus already on the armor, are included in these calculations. They do not stack. | ||
* Dexterity modifiers above two will be subtracted from this bonus. If you have a dexterity modifier of 3/4, the bonus is reduced by 1/2, and so forth. | |||
::For example, if you are level 8 and have a dexterity modifier of 3 while wearing Leathers that grants 2 AC, the bonus granted to your armor will be 3 AC, not 4 AC. | |||
::If you have a dexterity modifier of 0 at level 8, if you will only be given 4 AC onto those same Leathers, because it can only grant a maximum of 4. | |||
==Vigilante== | ==Vigilante== | ||
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. | 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. | ||
Lawful Alignment Only. | '''Lawful Alignment Only''' | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* +1 Attack Bonus and 15% bonus movement speed. Lasts for 1 turn. | |||
'''Level 1''' | |||
* Gain one Potion of Protection vs Chaos each reset | |||
'''Level 5''' | |||
* +2 Dodge AC vs Chaotic | |||
'''Level 8''' | |||
* +1d4 Bludgeoning Damage vs Chaotic | |||
==Watchman== | ==Watchman== | ||
Every settlement | Every settlement has its guards. These warriors vary as much as the towns they serve; some are little more than farmers 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. | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Gain See Invisibility for 2 turns. | |||
'''Level 1''' | |||
* +4 Spot | |||
* +4 Listen | |||
'''Level 5''' | |||
* Worn Helmet has Darkvision | |||
'''Level 8''' | |||
* +2 saves vs Mind Affecting | |||
==Witchhunter== | |||
In a world of magic and wonder the magician is king. You've learned this lesson time and time again as you swatted in vain at invisible imps, faced eldritch terrors from beyond, and painstakingly scaled cliffsides to the amusement of floating sorcerers. By curiosity, envy, or necessity you've learned some alchemical tricks of your own to combat the supernatural. | |||
'''Fighter Perk''' '' "/c fighter_perk" '' | |||
* Gain the effect of Magic Weapon for 10 turns. | |||
'''Level 1''' | |||
* Gain a set of dissipating potions each reset. | |||
* +5 EFUSS Alchemy/Herbalism | |||
'''Level 5''' | |||
* Additional dissipating potions on reset. | |||
* +3 Lore | |||
* +3 Spellcraft | |||
'''Level 8''' | |||
* Additional dissipating potions on reset. | |||
* Gain a magic disruptor each reset. | |||
[[Category:Character_Perks]] | [[Category:Character_Perks]] | ||
__NOEDITSECTION__ |
Latest revision as of 16:39, 12 October 2024
Fighter Perks
Like many classes in EFU, Fighters have a large list of perks to choose from. You may select a perk by opening your character's Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.
Fighters receive a free action based on their perk that can be activated by entering "/c fighter_perk" and is usable once (1) per rest.
Bonus feats (such as dual-wielder's Ambidexterity or squire's Disarm) count towards the prerequisites of further feats (such as Improved Two Weapon Fighting or Improved Disarm).
You will lose these perks if you take levels in a base class other than Fighter! Prestige Classes bnot disable class perks, but may come with other restrictions.
Body Guard
Be it a sheik's loyal eunuch guarding his harem or a king's most trusted knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.
Fighter Perk "/c fighter_perk"
- Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.
Level 1
- +1 vs Mind Affecting
- Immunity: Charm Person
Level 5
- +3 Discipline
Level 8
- +1 Will
- Immunity: Dominate Person
Bounty Hunter
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.
Fighter Perk "/c fighter_perk"
- 25% movement speed increase. Lasts 1 turn.
Level 1
- Special tanglefoot bag each reset
Level 5
- +4 Disable Trap
- +4 Set Trap
- Receive a trap kit each rest
Level 8
- Gain 5% movement speed
- 5% physical immunity
- +4 saving throw vs traps
Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.
Fighter Perk "/c fighter_perk"
- Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.
Level 1
- 2/- Damage Resistance vs Bludgeoning
Level 5
- Weapon Specialization: Close Quarters feat
Level 8
- Improved Critical: Close Quarters feat
Bravo
There exists a rare breed of warrior who have learned to put style over substance. Scorning the clumsiness of shields and heavy weapons, they draw instead upon the luster of their heroic spirit and indomitable panache to win the day.
Fighter Perk "/c fighter_perk"
- 10/5 damage reduction, up to 30 total damage. +1 positive energy damage per 2 CHA. Lasts 1 turn.
Level 1
- Deflect Arrows
- +1 Reflex
Level 5
- +1 AB and +1 AC when using a medium weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be small.
- +1 AB and +2 positive damage when using a small, or tiny, weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be tiny.
Level 8
- 2/- Physical DR
Cutthroat
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.
Fighter Perk "/c fighter_perk"
- Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.
Level 1
- +5 Intimidate
- +3 Appraise
- 1d4gp gained each rest
Level 5
- Use Poison feat
- Double duration of poison weapon
Level 8
- 1d6 Sneak Attack
- Wage of 5gp every ten minutes
Desert Warrior
Be it a Janissary patrolling the outskirts or a sun-chewed dune raider stalking their prey, the harsh conditions of the desert produce a unique breed of warrior. As harsh and sharp as the pitiless noon, these men and women are death on the sands with their shamshirs gleaming bright.
Fighter Perk "/c fighter_perk"
- The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.
Level 1
- +4 vs Fire
Level 5
- +2 Fortitude
- +5% Movement Speed
Level 8
- 20% Fire Immunity
Drill Sergeant
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.
Fighter Perk "/c fighter_perk"
- 20 temporary hitpoints given allies. Lasts for 5 turns.
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)
- You regenerate up to 1/4th of your own max HP if you lose
Level 5
- +1 Concentration
- +1 Discipline
- +1 Heal
- +1 Intimidate
- +1 Listen
- +1 Spot
Level 8
- 2/day Master of the Drill Ability:
- +1 Attack Bonus
- +1 AC
- +10% movement speed
- Allies gain 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration
- Lasts for 1 turn.
Dual-wielder
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 Perk "/c fighter_perk fire|acid|electrical|cold"
- Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. Defaults to fire if no element is specified.
- If held, off-hand weapon receives +2 Deflection AC for 5 turns.
Level 1
- Gain Ambidexterity feat if Dexterity is 13 or above
Level 5
- 5% physical damage immunity
Level 8
- +2 off-hand attack bonus
Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.
Fighter Perk "/c fighter_perk"
- +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn.
Level 1
- +3 Parry
- +3 Taunt
Level 5
- +1 Dodge AC vs. Piercing
Level 8
- Uncanny Dodge
Executioner
Some warriors believe that a battle is won, not by shields or spells or sneaky tricks, but by the strong hands holding mighty weapons. You are such a warrior. And so you have become the dustman of the battlefield, here to rinse it clean in blood.
Fighter Perk "/c fighter_perk"
- Instant whirlwind attack, affecting all enemies in melee range, that applies Called Shot on hit.
Level 1
- Called Shot
- +3 Intimidate
Level 5
- 5% Physical Immunity
Level 8
- +1 Slashing Damage on an equipped two-handed weapon.
- Wounding on an equipped two-handed weapon.
Gloom Walker
In a world of supernatural chaos, The Gloom-Walkers are those who traverse the Glooms whenever they can. As a result, they now have a minor connection to it, granting them unpredictable abilities. As the Gloom changes, so do they and their powers. Gloom-Walkers aim to unlock the secrets of the Gloom, for it is their enigmatic power born from being too much within its ever-changing grasp.
Fighter Perk "/c fighter_perk"
- Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned).
- Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)
Level 1
- 5% random elemental damage immunity each rest
Level 5
- +1 random elemental damage each rest
- Gloom areas give the Fighter minor effects related to the gloom, and where relevant, a minor protection against them.
Level 8
- 1% Chaos Shield
Houndmaster
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.
Fighter Perk "/c fighter_perk"
- Calls your faithful companion to join 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 command.
Level 1
- +2 intimidate
- Animals are less likely to attack you
Level 5
- Gain access to Tracking Tool
- +2 Spot
- +2 Listen
- +2 Search
Level 8
- 2/- DR piercing
- Your dog is trained more rapidly
Lay Sword
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.
Fighter Perk "/c fighter_perk"
- If Evil aligned you receive +2 AB and +1 AC vs Good
- If Good aligned you receive +2 AC and +1 universal saving throw vs Evil
- If Neutral aligned you receive +1 AC and +1 fortitude save
- Bonuses last for 1 turn.
Level 1
- +1 saves vs Divine
Level 5
- +1 Will
Level 8
- +1 Universal Saves
Man-at-arms
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.
Fighter Perk "/c fighter_perk"
- Gain 20% physical damage immunity. Lasts for 1 turn.
Level 1
- +4 saves vs Disease
Level 5
- +3 Discipline
- Cleave feat
Level 8
- 10% Physical Damage Immunity
Marksman
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.
Fighter Perk "/c fighter_perk"
- Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts for 1 turn.
Level 1
- +3 Spot
- +3 Listen
Level 5
- Spawn a bundle of magical bolts each rest
Level 8
- +2 Dexterity
Pit Fighter
Be it a freeman seeking coins and glory as a professional gladiator or a desperate 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.
Fighter Perk "/c fighter_perk"
- Gain bonuses depending on hitpoint percentage:
- With at least 70% hitpoints, gain +1 AC and 5% movement speed
- With at least 40% hitpoints gain +1 AC, +1 Regeneration, and 5% movement speed
- With less than 40% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed
- Bonuses last 1 turn
Level 1
- +3 Taunt
Level 5
- Dodge Feat
Level 8
- 10% movement speed
Rebel
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.
Chaotic Alignment Only.
Fighter Perk "/c fighter_perk"
- All nearby chaotic-aligned creatures receive +2 AB. Lasts for 1 turn.
Level 1
- Gain one Potion of protection vs Law each reset
- Can rest without campfire in the wilderness
Level 5
- +2 Dodge vs Lawful
Level 8
- +1 Damage vs Lawful
Self-taught
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.
Fighter Perk "/c fighter_perk"
- Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts for 1 turn.
Level 1
- -5 Concentration
- -5 Discipline
Level 5
- +1 Attack Bonus
Level 8
- +1 Dodge AC
Sellsword
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.
Fighter Perk "/c fighter_perk"
Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns.
Level 1
1d4 gp gained each rest/reset
Level 5
+5 Intimidate +2 Appraise
Level 8
1d6 Sneak Attack 5gp wage.
Sharpshooter
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.
Fighter Perk "/c fighter_perk"
- Held bow receives +1 attack bonus and +2 Mighty. Lasts for 1 turn.
Level 1
- +3 Spot
- +3 Listen
Level 5
- Spawn a bundle of magical arrows each rest
Level 8
- +2 Dexterity
Slaver
Whether a cultist, a pirate, or one of the many slaver bandits 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.
Fighter Perk "/c fighter_perk"
- Slaver throws out a set of chains trapping up to two hostile creatures to himself.
- Chained victims receive 30% movement speed penalty.
- Lasts for 3 rounds.
Level 1
- +3 Appraise
- +3 Intimidate
- Special tanglefoot throwable each reset
Level 5
- Dominate Person 1/day, Weapon Proficiency Exotic Feat
Level 8
- On login gain a set of shackles that disappear on reset
Squire
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.
Fighter Perk "/c fighter_perk"
- Immunity to Fear and +2 Will. Lasts for 5 turns.
Level 1
- +3 Persuade
- +3 Lore
- +3 Concentration
Level 5
- Disarm Feat
Level 8
- +2 Charisma
Vagabond
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.
Fighter Perk "/c fighter_perk"
- Invisibility. Lasts 2 turns.
Level 1
- Light Armor bonus (maximum bonus of 2 AC)
- Can track in wilderness.
Level 5
- Light Armor bonus (maximum bonus of 3 AC)
- +10% Movement speed.
Level 8
- Light Armor bonus (maximum bonus of 4 AC)
- +2 Reflex.
Light Armor bonus
- Adds armor bonus to Leathers, Studded Leathers, and Chain Shirt armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).
- Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.
- Enhancements to armor like Mage Armor or them having an AC bonus already on the armor, are included in these calculations. They do not stack.
- Dexterity modifiers above two will be subtracted from this bonus. If you have a dexterity modifier of 3/4, the bonus is reduced by 1/2, and so forth.
- For example, if you are level 8 and have a dexterity modifier of 3 while wearing Leathers that grants 2 AC, the bonus granted to your armor will be 3 AC, not 4 AC.
- If you have a dexterity modifier of 0 at level 8, if you will only be given 4 AC onto those same Leathers, because it can only grant a maximum of 4.
Vigilante
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.
Lawful Alignment Only
Fighter Perk "/c fighter_perk"
- +1 Attack Bonus and 15% bonus movement speed. Lasts for 1 turn.
Level 1
- Gain one Potion of Protection vs Chaos each reset
Level 5
- +2 Dodge AC vs Chaotic
Level 8
- +1d4 Bludgeoning Damage vs Chaotic
Watchman
Every settlement has its guards. These warriors vary as much as the towns they serve; some are little more than farmers 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.
Fighter Perk "/c fighter_perk"
- Gain See Invisibility for 2 turns.
Level 1
- +4 Spot
- +4 Listen
Level 5
- Worn Helmet has Darkvision
Level 8
- +2 saves vs Mind Affecting
Witchhunter
In a world of magic and wonder the magician is king. You've learned this lesson time and time again as you swatted in vain at invisible imps, faced eldritch terrors from beyond, and painstakingly scaled cliffsides to the amusement of floating sorcerers. By curiosity, envy, or necessity you've learned some alchemical tricks of your own to combat the supernatural.
Fighter Perk "/c fighter_perk"
- Gain the effect of Magic Weapon for 10 turns.
Level 1
- Gain a set of dissipating potions each reset.
- +5 EFUSS Alchemy/Herbalism
Level 5
- Additional dissipating potions on reset.
- +3 Lore
- +3 Spellcraft
Level 8
- Additional dissipating potions on reset.
- Gain a magic disruptor each reset.