Difference between revisions of "Fighter"

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==Expertise==
 
==Expertise==
 
===Knight===
 
===Knight===
Knights are beholden to abide by a specific moral code, holding them to honorable and righteous actions. They train to control the battlefield, isolating specific enemies and taking them on in single combat.
 
 
 
====Knight 1====
 
====Knight 1====
A knight is able to mark their enemies. As a minor action, they can select a single entity. That target must make a Wisdom check with a DC equal to 10 + the Knight's Fighter level. If they succeed, the mark has no effect. However, if they fail, they treat the Knight as their most dangerous enemy, acting accordingly. If the Knight marks another enemy, the first mark is released.  
+
Knights are masters of single combat. They gain the ability to Mark a target. That target suffers a -2 to attack rolls against targets other than the Knight, and the Knight receives a +2 to attacks and damage to their Mark.
  
 
====Knight 2====
 
====Knight 2====
Knights learn to focus on their enemies, gaining advantage when using single target attacks against their marked enemies.
+
Knights are able to read their Marks better than anyone else on the battlefield. They receive +2 to saves and defences on effects and attacks made by their Mark.
 
 
 
====Knight 3====
 
====Knight 3====
The DC of the Knight's mark increases to DC 15 + Fighter Level. In addition, the Knight's marks are not released immediately when the Knight marks anew, instead dropping their focus when they are next damaged by an enemy. The most recently marked enemy is considered the Primary Mark, whose focus is not dropped. All other marks are Secondary Marks.
+
A Knight is able to find vulnerabilities in their Mark's defences. They receive +1 to Critical Strike Range against their mark.
 
 
 
====Knight X====
 
====Knight X====
As a Knight approaches the pinnacle of their ability, they gain a level of mastery over their opponents that others would only dream of. Their marks may be applied as a Blast 3 within 60ft / 12sq, with one target within that blast being marked as Primary. Additionally, the Knight gains a +1 Class bonus to their AC for each marked enemy.  
+
Master Knights are singular in their focus. All bonuses and maluses associated with marking a target are doubled.
 
 
 
===Bodyguard===
 
===Bodyguard===
Bodyguards are trained to protect their compatriots, throwing themselves into the fray to the betterment of their allies.
 
 
 
====Bodyguard 1====
 
====Bodyguard 1====
Bodyguards are trained to keep their allies alive. Once per round, when an adjacent ally is hit but before damage is dealt, they may switch places with that ally. If they do, they take the damage from the attack, as if they were hit instead.
+
Bodyguards are practiced in defending their charges. A Bodyguard may spend their move action for their next turn as an interrupt when an adjacent ally is successfully attacked. If they do so, they swap places with their ally, and receive the damage their ally would have taken.
 
 
 
====Bodyguard 2====
 
====Bodyguard 2====
Bodyguards are not limited to defensive actions. They gain +1 to attack rolls against enemies for each ally in that enemy's threat range. This does not include the Bodyguard himself.
+
A Bodyguard in action is primed for further combat. After swapping with an ally, until the end of their next turn, the Bodyguard and their ally both receive +2 to defences and saves.
 
 
 
====Bodyguard 3====
 
====Bodyguard 3====
As they develop their protective skills, Bodyguards learn to move more quickly. They may swap places with an adjacent ally an additional time per round. The second attempt per round consumes the Bodyguard's minor action in their next turn.
+
A seasoned bodyguard can move with explosive speed to save their friends. The bodyguard no longer needs to be adjacent to their ally, and can move up to their normal movement speed into the space of their ally. The ally shifts into the previous space occupied by the bodyguard.
 
 
 
====Bodyguard X====
 
====Bodyguard X====
A master bodyguard seemingly appears out of nowhere. Any ally within the Bodyguard's movement speed may trigger a Bodyguard reaction. The Bodyguard may move up to their speed, at the cost of their next turn's Move action, in order to be adjacent to their ally for the switch. Additionally, whenever they switch places with an ally via a Bodyguard reaction, they may make a basic attack against the triggering enemy.
+
Few Bodyguards survive long enough to master their craft, but those that do are formidable. When swapping with an ally, the enemy making the attack is forced to reroll their attack against the Bodyguard, at disadvantage.
 
 
===Technician===
 
Technicians are combatants that are trained in complex martial manoeuvres. Able to grapple, trip, disarm, and more, they are able to create leverage on the battlefield while lacking in actual damage.
 
 
 
====Technician 1====
 
Technicians excel in one-on-one manoeuvres. They gain +1 PP Limit to Push, Pull, Trip, Grapple, Disarm, and Charge effects.
 
 
 
====Technician 2====
 
A well-trained Technician can perform a Trip, Disarm, Pull, or Push as a basic attack.
 
 
 
====Technician 3====
 
Technicians that chooses to make a Push, Pull, Trip, Grapple, Disarm, or Charge as a Full Round action gains advantage to all rolls involved in that manoeuvre.
 
 
 
====Technician X====
 
Master Technicians gain an additional +1 PP Limit and +1 free PP when using Push, Pull, Trip, Grapple, Disarm, and Charge effects.
 
 
 
 
===Brawler===
 
===Brawler===
Brawlers are always ready for a fight. Often seemingly unassuming, they are capable of incredibly dirty tactics, and proficient in using improvised weaponry to gain a surprising advantage.
 
 
 
====Brawler 1====
 
====Brawler 1====
Brawlers' proficiency in fisticuffs are unmatched. They are proficient in Improvised weapons, and they may choose whether these weapons do lethal or non-lethal damage, unless such an option is impossible. Improvised weapons used this way deal 1d6 base weapon damage (if medium size appropriate, increased and decreased by size as appropriate).
+
A Brawler is most at home in a rowdy tavern or street brawl. They gain the following minor effect:
 
+
{{MinorEffect:Brawl}}
They are also able to choose to do lethal damage while unarmed.
 
 
 
 
====Brawler 2====
 
====Brawler 2====
A trained Brawler is equally proficient in throwing their improvised weapons. Such weapons have a range of 10ft / 2sq.
+
Brawlers are practiced in using whatever is nearby in order to defend themselves. They receive +2 to attacks and defences when using improvised weapons.
 
 
 
====Brawler 3====
 
====Brawler 3====
Expert Brawlers know how to get the most out of their ill-prepared weapons. The base weapon damage increases by 1d8 (size adjusted), and the range of improvised thrown weapons increases to 20ft / 4sq.
+
Knowing just where to strike with a stein is a tricky skill, but one that Brawlers master. They may choose to have their improvised weapons and unarmed strikes do lethal damage. If they do so, they receive a +1 to critical strike range.
 
 
 
====Brawler X====
 
====Brawler X====
A master Brawler can use objects a size category larger than intended as improvised weapons without penalty. For instance, a small Brawler could use a full size ladder.
+
Brawlers truely know how to get the most out of their collections of random objects. The damage dice of any improvised weapons and unarmed strikes are increased by 1 size.
 
 
===Specialist===
 
Specialists hone their skills in one specific set of equipment. They approach the pinnacle of skill with their chosen gear.
 
 
 
====Specialist 1====
 
When a Fighter becomes a Specialist, they choose one of the non-Defence trainings granted by the Fighter class. They lose the other non-Defence training, even if they have access to it from a second class. They gain Exotic Weapon Proficiency in the chosen category, but lose all other Martial Weapon Proficiencies granted by the Fighter class. They also gain a +2 Class bonus to Attack and Damage rolls with weapons from that category.
 
 
 
====Specialist 2====
 
An expert Specialist imbues something special into their weapon of choice. A single weapon of the Specialist's training can be attuned over the course of a week. When such a weapon is attuned, it gains a +1 Enchantment bonus for as long as it belongs to the Specialist. This bonus increases by +1 ever 3 levels, until it reaches +5. It is, for all intents and purposes, considered a magical weapon with the appropriate enhancement.
 
 
 
If the weapon is destroyed, stolen, sold, or otherwise potentially permanently leaves the possession of the Specialist, it becomes detuned losing the bonus. Lending the weapon for less than 24 hours does not detune the weapon.
 
 
 
====Specialist 3====
 
A Specialist with their weapon of choice always has the right tool. Their attacks with their imbued weapon overcome any damage resistance that would be overcome by a specific damage or weapon type.
 
 
 
====Specialist X====
 
The Specialist's attuned weapon becomes more powerful. They may enhance their attuned weapon further, allowing it to gain special attributes, such as Flaming. They may pay another to enchant their weapon if they are unable to do it themselves. If the enchantment has a prerequisite that includes the Specialist attunement enhancement, if the weapon would become detuned, the enhancements are similarly removed, returning when reattuned.
 
 
 
==Proficiencies==
 
 
 
===Skills===
 
 
 
Fighters gain proficiency in Intimidate, Perception, Athletics and Acrobatics. Fighters may also gain proficiency in a number of other skills equal to their Intelligence Modifier (limit 0). They may chose between:
 
 
 
* Stealth
 
* Sense Motive
 
* Survival
 
* Bluff
 
* Diplomacy
 
* Craft
 
* Knowledge
 
 
 
===Weapons and Armor===
 
 
 
Fighters gain proficiency in all armor, as well as Light and Heavy shields.
 
 
 
Fighters gain proficiency with all simple weapons and all martial weapons.
 
  
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Martial Power Source]]
 
[[Category:Martial Power Source]]

Latest revision as of 00:23, 22 December 2018

Fighters are amongst the most versatile professional adventurers. The abilities of any one fighter are almost unique. They most commonly use this ability to study defensive tactics, as it is far better to live to take another contract, than to die early on.

Power Source

Fighters have access to the Martial power source. They have access to the Defence training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.

Summary Table

Class Summary Table: Fighter

HD: d12Skill Points/Level: 4 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +2 +0 +2 12 2 Expertise 1.1
2 +1 +3 +0 +3 6 4 Defense
3 +1 +3 +1 +3 7 7 Basic Off-Type Bonus
4 +2 +4 +1 +4 6 10 Expertise 1.2
5 +2 +4 +1 +4 7 13 Defense
6 +3 +5 +2 +5 6 17 Basic Off-Type Bonus
7 +3 +5 +2 +5 7 20 Expertise 1.3
8 +4 +6 +2 +6 6 24 Defense
9 +4 +6 +3 +6 7 27 Basic Off-Type Bonus
10 +5 +7 +3 +7 6 31 Expertise 1.X
11 +5 +7 +3 +7 7 35 Expertise 2.1
12 +6 +8 +4 +8 6 39 Defense
13 +6 +8 +4 +8 7 43 Basic Off-Type Bonus
14 +7 +9 +4 +9 6 47 Expertise 2.2
15 +7 +9 +5 +9 7 51 Defense
16 +8 +10 +5 +10 6 55 Basic Off-Type Bonus
17 +8 +10 +5 +10 7 59 Expertise 2.3
18 +9 +11 +6 +11 6 64 Defense
19 +9 +11 +6 +11 7 68 Basic Off-Type Bonus
20 +10 +12 +6 +12 6 72 Expertise 2.X
21 +10 +12 +7 +12 7 77 Expertise 3.1
22 +11 +13 +7 +13 6 81 Defense
23 +11 +13 +7 +13 7 86 Basic Off-Type Bonus
24 +12 +14 +8 +14 6 90 Expertise 3.2
25 +12 +14 +8 +14 7 95 Defense
26 +13 +15 +8 +15 6 99 Basic Off-Type Bonus
27 +13 +15 +9 +15 7 104 Expertise 3.3
28 +14 +16 +9 +16 6 109 Defense
29 +14 +16 +9 +16 7 113 Basic Off-Type Bonus
30 +15 +17 +10 +17 6 118 Expertise 3.X

Expertise

Knight

Knight 1

Knights are masters of single combat. They gain the ability to Mark a target. That target suffers a -2 to attack rolls against targets other than the Knight, and the Knight receives a +2 to attacks and damage to their Mark.

Knight 2

Knights are able to read their Marks better than anyone else on the battlefield. They receive +2 to saves and defences on effects and attacks made by their Mark.

Knight 3

A Knight is able to find vulnerabilities in their Mark's defences. They receive +1 to Critical Strike Range against their mark.

Knight X

Master Knights are singular in their focus. All bonuses and maluses associated with marking a target are doubled.

Bodyguard

Bodyguard 1

Bodyguards are practiced in defending their charges. A Bodyguard may spend their move action for their next turn as an interrupt when an adjacent ally is successfully attacked. If they do so, they swap places with their ally, and receive the damage their ally would have taken.

Bodyguard 2

A Bodyguard in action is primed for further combat. After swapping with an ally, until the end of their next turn, the Bodyguard and their ally both receive +2 to defences and saves.

Bodyguard 3

A seasoned bodyguard can move with explosive speed to save their friends. The bodyguard no longer needs to be adjacent to their ally, and can move up to their normal movement speed into the space of their ally. The ally shifts into the previous space occupied by the bodyguard.

Bodyguard X

Few Bodyguards survive long enough to master their craft, but those that do are formidable. When swapping with an ally, the enemy making the attack is forced to reroll their attack against the Bodyguard, at disadvantage.

Brawler

Brawler 1

A Brawler is most at home in a rowdy tavern or street brawl. They gain the following minor effect:

Name Brawl
Effect Cost
Base You ignore penalties for improvised weaponry. Treat them as normal, nonlethal weaponry of appropriate size and damage type. 1
Stackable No Applicable To Any attack with improvised weaponry.

Brawler 2

Brawlers are practiced in using whatever is nearby in order to defend themselves. They receive +2 to attacks and defences when using improvised weapons.

Brawler 3

Knowing just where to strike with a stein is a tricky skill, but one that Brawlers master. They may choose to have their improvised weapons and unarmed strikes do lethal damage. If they do so, they receive a +1 to critical strike range.

Brawler X

Brawlers truely know how to get the most out of their collections of random objects. The damage dice of any improvised weapons and unarmed strikes are increased by 1 size.