Fighter Perks: Difference between revisions

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'''Fighter Perk''' '' "/c fighter_perk" ''  
'''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 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 1'''  

Revision as of 12:46, 29 November 2023

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: Unarmed Strike feat

Level 8

  • Improved Critical: Unarmed Strike 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


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.