Fighter Perks: Difference between revisions

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'''Fighter Perk''' '' "/c fighter_perk" ''
'''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.
*Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.


'''Level 1'''
'''Level 1'''
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
*25% movement speed increase. Lasts 1 turn.
*25% movement speed increase. Lasts 1 turn.


'''Level 1'''
'''Level 1'''
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''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.
*Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.


'''Level 1'''
'''Level 1'''
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.


'''Level 1'''
'''Level 1'''
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.


'''Level 1'''
'''Level 1'''
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
* Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.
* Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.


'''Level 1'''
'''Level 1'''
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* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus.  
* 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.
* 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'''
'''Level 1'''
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'''Level 8'''
'''Level 8'''
* +2 off-hand attack bonus
* +2 off-hand attack bonus


==Duelist==
==Duelist==
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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn.  
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn.  


'''Level 1'''
'''Level 1'''
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* On its death you get a new pup.
* On its death you get a new pup.
* Can name it with the /c name_companion command.
* Can name it with the /c name_companion command.


'''Level 1'''
'''Level 1'''
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* If Neutral aligned you receive +1 AC and +1 fortitude save
* If Neutral aligned you receive +1 AC and +1 fortitude save
* Bonuses last for 1 turn.
* Bonuses last for 1 turn.


'''Level 1'''
'''Level 1'''
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* Gain 20% physical damage immunity
* Gain 20% physical damage immunity
* Bonus lasts 1 turn
* Bonus lasts 1 turn


'''Level 1'''
'''Level 1'''
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* Held crossbow receives +1 attack bonus and 2d8 massive criticals
* Held crossbow receives +1 attack bonus and 2d8 massive criticals
* Bonuses last 1 turn
* Bonuses last 1 turn


'''Level 1'''
'''Level 1'''
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** With less than 70% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed
** With less than 70% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed
* Bonuses last 1 turn
* Bonuses last 1 turn


'''Level 1'''
'''Level 1'''
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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.


Chaotic Alignment Only.
'''Chaotic Alignment Only.'''
 
'''Fighter Perk''' '' "/c fighter_perk" ''
* All nearby chaotic-aligned creatures receive +2 AB
* Lasts 1 turn
 
 
'''Level 1'''
* Gain one 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 creatures
'''Level 8'''
* +1 Attack Bonus vs Lawful


*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    <i>All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.</i>
==Self-taught==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: +1 AB
* Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus
*Level 8: +1 Dodge AC
* Lasts 1 turn
 
 
'''Level 1'''
* -5 Concentration
* -5 Discipline
'''Level 5'''
* +1 Attack Bonus
'''Level 8'''
* +1 Dodge AC
 


    /c fighter_perk    <i>Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts 1 turn.</i>
==Sellsword==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: +5 intimidate, +2 appraise
* Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp.
*Level 8: 1d6 Sneak Attack
* Lasts 2 turns
 
 
'''Level 1'''
* 1d4 gp gained each rest/reset
'''Level 5'''
* +5 Intimidate
* +2 Appraise
'''Level 8'''
* 1d6 Sneak Attack


    /c fighter_perk    <i>Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.</i>


==Sharpshooter==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Spawn a bundle of magical arrows each rest
* Held bow receives +1 attack bonus and +2 Mighty
*Level 8: +2 Dexterity
* Lasts 1 turn
 
 
'''Level 1'''
* +3 Spot
* +3 Listen
'''Level 5'''
* Spawn a bundle of magical arrows each rest
'''Level 8'''
* +2 Dexterity
 


    /c fighter_perk    <i>Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.</i>
==Slaver==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Dominate Person 1/day, Weapon Proficiency Exotic Feat
* Slaver throws out a set of chains trapping up to two hostile creatures to himself
*Level 8: On login gain a set of shackles that disappear on reset
* Chained victims receive 30% movement speed penalty
* Lasts 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
 


    /c fighter_perk    <i>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.</i>
==Squire==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Disarm
* Immunity to Fear
*Level 8: +2 Charisma
* +2 Will
* Lasts 5 turns
 
 
'''Level 1'''
* +3 Persuade
* +3 Lore
* +3 Concentration
'''Level 5'''
* Disarm Feat
'''Level 8'''
* +2 Charisma
 


    /c fighter_perk    <i>Squire gains immunity to fear and +2 will. Lasts 5 turns.</i>
==Vagabond==
==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.
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.
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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.
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.
'''Lawful Alignment Only'''
 
'''Fighter Perk''' '' "/c fighter_perk" ''
* +1 Attack Bonus
* Bonus 15% movement speed
* Lasts 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


*Level 1: 1 Potion of protection vs Chaos each reset
*Level 5: 2/- Physical Damage Resistance vs. Chaotic
*Level 8: +1 Attack vs. Chaotic


    /c fighter_perk    <i>The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.</i>
==Watchman==
==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.
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
'''Fighter Perk''' '' "/c fighter_perk" ''
*Level 5: Darkvision is put on worn helmet
* See Invisibility
*Level 8: +2 vs Mind Affecting
* Lasts for 2 turns
 
 
'''Level 1'''
* +4 Spot
* +4 Listen
'''Level 5'''
* Worn Helmet has Darkvision
'''Level 8'''
* +2 saves vs Mind Affecting


    /c fighter_perk    <i>Watchman can see invisible creatures. Lasts 2 turns.</i>


[[Category:Character_Perks]]
[[Category:Character_Perks]]


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