Fighter

From EfU Wiki
Revision as of 07:05, 18 January 2019 by Dash (talk | contribs) (→‎Duelist)
Jump to navigation Jump to search

General

Fighter.jpg

Alignment: Any

Hit Die: d10

Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)

Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level

Save Progression: Fort High, Will Low, Ref Low

Attack Bonus: +1/level

Other: Bonus feats at level 1 and every even number of Fighter levels after (2, 4, 6, 8, etc).


Perks

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).


BodyGuard

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.

  • Level 1: +1 vs Mind Affecting, Immunity: Charm Person
  • Level 5: +3 Discipline
  • Level 8: +1 Will, Immunity: Dominate Person
   /c fighter_perk  Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.

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.

  • Level 1: Special tanglefoot bag each reset
  • Level 5: +4 Disable Trap, +4 Set Trap. Get a trap kit each rest.
  • Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps
   /c fighter_perk   25% movement speed increase. Lasts 1 turn.

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.

  • Level 1: 2/- Damage Resistance vs Bludgeoning
  • Level 5: WS: Unarmed Strike
  • Level 8: Improved Critical: Unarmed Strike
   /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.

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.

  • Level 1: +5 Intimidate
  • Level 5: Use Poison, double poison duration
  • Level 8: 10% Concealment
   /c fighter_perk    Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.

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.

  • Level 1: +4 vs Fire
  • Level 5: +2 Fortitude
  • Level 8: 20% Fire Immunity
   /c fighter_perk    The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.

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.

  • 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
  • Level 5: +1 Concentration, Discipline, Heal, Intimidate, Listen and Spot
  • 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.
   /c fighter_perk    Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.

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.

  • Level 1: Gain ambidexterity if dexterity is 13 or above.
  • 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.
  • Level 8: +2 off-hand attack bonus.
   /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.

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.

  • Level 1: +3 tumble, +3 taunt
  • Level 5: +2 AC vs Slashing, +3 parry
  • Level 8: Uncanny Dodge 1 feat
   /c fighter_perk    Duelist receives +2 AB. Lasts 1 turn.

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.

  • Level 1: +2 intimidate, animals are less likely to attack you.
  • Level 5: Tracking, +2 spot, +2 listen, +2 search.
  • Level 8: 2/- DR piercing. Your dog is trained more rapidly.
   /c fighter_perk    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.

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.

  • Level 1: +1 vs Divine
  • Level 5: +1 Will
  • Level 8: +1 Universal Saves
   /c fighter_perk
       If evil: Receives +2 AB and +1 AC vs Good.
       If good: Receives +2 AC and +1 universal saving throw vs Evil.
       If neutral: Receives +1 AC and +1 fortitude save.
       Lasts 1 turn.

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.

  • Level 1: +4 vs Disease
  • Level 5: +3 Discipline, Cleave feat
  • Level 8: 10% Physical Immunity
   /c fighter_perk    Gain 20% physical damage immunity. Lasts 1 turn.

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.

  • Level 1: +3 spot, +3 listen
  • Level 5: Spawn a bundle of magical bolts each rest
  • Level 8: +2 Dexterity
   /c fighter_perk    Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.

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.

  • Level 1: +3 Taunt
  • Level 5: Dodge
  • Level 8: 10% movement speed
   /c fighter_perk
   Gain bonuses depending on hitpoint percentage:
   > 70% gain +1 AC, 5% speed.
   > 40% gain +1 AC, +1 Regeneration, 5% speed.
   <= 40% gain +1 AB, +1 AC, +2 Regeneration, 10% speed.
   Lasts 1 turn.

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.

  • Level 1: 1 Potion of protection vs Law each reset, neutral to the bandit faction NPCs, can rest without campfire in the wilderness
  • Level 5: 2/- Physical Damage Resistance vs. Lawful
  • Level 8: +1 Attack vs. Lawful
   /c fighter_perk    All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.

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.

  • Level 1: -5 Concentration, -5 Discipline
  • Level 5: +1 AB
  • Level 8: +1 Dodge AC
   /c fighter_perk    Random [-2 - +3] attack decrease/bonus and [-2 - +3] AC decrease/bonus. Lasts 1 turn.

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.

  • Level 1: 1d4 gp gained each rest/reset
  • Level 5: +5 intimidate, +2 appraise
  • Level 8: 1d6 Sneak Attack
   /c fighter_perk    Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.

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.

  • Level 1: +3 spot, +3 listen
  • Level 5: Spawn a bundle of magical arrows each rest
  • Level 8: +2 Dexterity
   /c fighter_perk    Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.

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.

  • 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
   /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 3 rounds.

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.

  • Level 1: +3 Persuade, Lore, Concentration
  • Level 5: Disarm
  • Level 8: +2 Charisma
   /c fighter_perk    Squire gains immunity to fear and +2 will. Lasts 5 turns.

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.

  • Level 1: Light armor bonus. Can track in wilderness.
  • Level 5: Light armor bonus. +10% Movement speed.
  • Level 8: Light armor bonus. +1 Reflex. Evasion feat.
    • Light armor bonus
      • 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.
      • - Armor AC on the item.
      • +2 that negates penalty for leather armor.
      • - 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.
   /c fighter_perk Invisibility. Lasts 2 turns.

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.

  • Level 1: 1 Potion of protection vs Chaos each reset, Locale Bonus Dunwarren: +1 AC, +2 vs Mind Affecting, +10% Movement Speed
  • Level 5: 2/- Physical Damage Resistance vs. Chaotic
  • Level 8: +1 Attack vs. Chaotic
   /c fighter_perk    The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.

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.

  • Level 1: +4 spot/listen
  • Level 5: Darkvision is put on worn helmet
  • Level 8: +2 vs Mind Affecting
   /c fighter_perk    Watchman can see invisible creatures. Lasts 2 turns.