Fighter Perks: Difference between revisions
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=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.''' | '''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.''' | ||
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'''You will lose these perks if you are not a pure fighter!''' | '''You will lose these perks if you are not a pure fighter!''' | ||
Bonus feats (such as dual-wielder's Ambidexterity or squire's Disarm) | 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). | ||
==Body Guard== | ==Body Guard== |
Revision as of 11:18, 6 November 2019
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.
You will lose these perks if you are not a pure fighter!
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).
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
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
Level 5
- Use Poison feat
- Double duration of poison weapon
Level 8
- 10% Concealment
Desert Warrior
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.
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
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.
- If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire, changing text after voice command will change the bonus.
Level 1
- Gain Ambidexterity feat if Dexterity is 13 or above
Level 5
- 5% phyiscal damage immunity
- The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon
Level 8
- +2 off-hand attack bonus
Duelist
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.
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
- Dodge Feat
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 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.
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
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 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.
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)
- +1 Reflex.
- Evasion feat.
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/- Physical Damage Resistance vs Chaotic
Level 8
- +1 Attack vs Chaotic
Watchman
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.
Fighter Perk "/c fighter_perk"
- You 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