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(Edited Bravo as I've been informed it adds CHA modifier not 1/2 CHA. So a 10 STR fighter would add 0 not 5.) |
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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. | 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"'' | '''Fighters receive a free action based on their perk that can be activated by entering ''"/c fighter_perk"''. This power has a 10 min cooldown between uses.''' | ||
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). | 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). | ||
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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). | ||
*When not in gloom area now applies a random effect, as if they were in a gloom for 1 turn | |||
* 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) | * 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''' | ||
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'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Immunity to Fear and +2 Will. Lasts for | * Immunity to Fear and +2 Will. Lasts for 2 turns. | ||
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'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Gain the effect of Magic Weapon for | * Gain the effect of Magic Weapon for 5 turns. | ||
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