Fighter Perks: Difference between revisions

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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: Gain ambidexterity if dexterity is 13 or above.
'''Fighter Perk''' '' "/c fighter_perk fire|acid|electrical|cold" ''
*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.
* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus.
*Level 8: +2 off-hand attack 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 perk 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


    /c fighter_perk fire|acid|electrical|cold    <i>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.</i>
==Duelist==
==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.
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 Parry, +3 Taunt
'''Fighter Perk''' '' "/c fighter_perk" ''
* Level 5: +1 Dodge AC vs. Piercing
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn.
* Level 8: Dodge Feat
 
'''Level 1'''
* +3 Parry
* +3 Taunt
'''Level 5'''
* +1 Dodge AC vs. Piercing
'''Level 8'''
* Dodge Feat


    /c fighter_perk grants +1 attack and +1 AC while wearing cloth, light, or medium armor for 1 turn.


==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: +2 intimidate, animals are less likely to attack you.
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Tracking, +2 spot, +2 listen, +2 search.
* Calls your faithful companion to join you.
*Level 8: 2/- DR piercing. Your dog is trained more rapidly.
* 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
 


    /c fighter_perk    <i>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.</i>
==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: +1 vs Divine
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: +1 Will
* If Evil aligned you receive +2 AB and +1 AC vs Good
*Level 8: +1 Universal Saves
* 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


    /c fighter_perk
        <i>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.</i>
==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-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: +3 Discipline, Cleave feat
* Gain 20% physical damage immunity
*Level 8: 10% Physical Immunity
* Bonus lasts 1 turn
 
'''Level 1'''
* +4 saves vs Disease
'''Level 5'''
* +3 Discipline
* Cleave feat
'''Level 8'''
* 10% Physical Damage Immunity
 


    /c fighter_perk    <i>Gain 20% physical damage immunity. Lasts 1 turn.</i>
==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: +3 spot, +3 listen
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Spawn a bundle of magical bolts each rest
* Held crossbow receives +1 attack bonus and 2d8 massive criticals
*Level 8: +2 Dexterity
* Bonuses last 1 turn
 
'''Level 1'''
* +3 Spot
* +3 Listen
'''Level 5'''
* Spawn a bundle of magical bolts each rest
'''Level 8'''
* +2 Dexterity
 


    /c fighter_perk    <i>Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.</i>
==Pit Fighter==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Dodge
* Gain bonuses depending on hitpoint percentage:
*Level 8: 10% movement speed
** 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 70% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed
* Bonuses last 1 turn


    /c fighter_perk
'''Level 1'''
* +3 Taunt
'''Level 5'''
* Dodge Feat
'''Level 8'''
* 10% movement speed


    <i>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.</i>
==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.