Class: Fighter

The Fighter is in their element in any conflict, whether it be a full-scale war or a tavern brawl. They may be motivated by a noble sense of duty or an instinctive bloodlust.

Class overview

 
Typicaly : Courageous knights, hardened mercenaries, arrogant monster hunters or weary old soldiers.
Abilities : Primarily focus on improving combat performance and mastering various weapon techniques. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.
Advancement : They may broaden their abilities to become inspirational leaders and strategists, as well as honing their destructive capabilities.
Aptitudes : High strength and constitution, but low insight.
Weapons and Armour : The Fighter has no restrictions on Combat Gear. No weapon is too great, no armor too bulky.

Speed & Abilities

Speed : Average   Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Combat Momentum
    You are a master of cutting a destructive path through a swarm of enemies.  
    • Lvl 1 : You have one Chain Attack per turn.
    • Lvl 6 : You gain a second Chain Attack per turn, if the previous one also finishes its opponent.
    If you land a finishing blow against an opponent in Melee, you gain a Chain Attack against another foe in range.   Chain Attack :

     
  2. Favored Weapon
    You are intimate with all weapons, and tend to them like a good parent would their children. But, like all parents, you harbor a secret favorite.  
    You gain +1 to your Attack Bonus when using your favored weapon.
    • This bonus is applied to Combination weapons (Custom Weapon Abilities (Combination)) that include one of your favored types.
    • If a weapon combines both favored types, the bonus increases to +2.

     
  3. Combat Stance
    You are able to vary your fighting style to suit the battle, applying caution, flair or precision when and where it is required.  
    • Lvl 6 : All Combat Stance bonus become +2 instead of +1.
    Each turn during a Fight, you can choose between the following stance :   All bonuses last until the start of your next turn.

     
  4. Shield Mastery
    You are able to wields your shield with such precision that you can deflect a barrage of attack, parrying far more attacks than anyone else.  
    Lvl 6 :
    • You can parry up to 3 attacks per turn instead of 2.
    • You have 50% instead of 25% chance to negate 1 Shield Resistance reduction when you parry.
    You can parry up to 2 attacks per turn with a Shield.   You have 25% chance to negate 1 Shield Resistance reduction when you parry.

     
  Standard abilities :
(See Advancement table down below)
  1. Valiant
    While all Fighter possess great courage, you can laugh in the face of incomprehensible terror.  
    You are immune to Ailment (Terrified).   You can help allies defend against Ailment (Terrified) by shouting encouraging words. Those within earshot gain an Advantage on their roll to resist or remove the Ailment.

     
  2. Opportunistic Butcher
    Monster slaying is often such a wasteful business, but you see your next kill as your next meal. As you always say, every beast is a potential feast.  
    You can attempt to create Rations from slain creatures or extract one of it's usefull body part to serve as ingredient for an Arcane Meal (Crafting discipline (Cooking)) or for another Crafting disciplines.   Requires a Constitution Check :
    (Option 1) Extracting Rations :   (Option 2) Extracting one usefull body part :
    • Usefull body part could include part like a poison gland, fat, hide or scales.

     
  3. Vagrant blade
    Much wandering in search of your next battle has provided you with a natural sense of direction and an affinity with the townsfolk you meet on your travels.  

     
  4. Master Tactician
    A working knowledge of combined warfare, and the ability to organize the troops, is all you need to turn the tide of a battle.  
    During a Fight, if you have a Social bond with an ally, you can give them an instruction. They can then use an additional Action on their turn to fulfill that instruction.
    • This Ability can be used as a Bonus Action.
    • This can be used once per Fight.

     
  5. Brute
    The quickest path between two places is often right through whatever is in the way.  
    You can target you opponent Armor, Shield and Weapon.   The Damage is inflicted to the gear instead of the wearer itself.   The Defense Rating is defined by the targetted gear instead.
    • 14 (made of wood).
    • 18 (made of metal).
     

     
  6. Brawler
    Sometimes you just need to punch someone, really hard.  

     
  7. Action Surge
    You can push yourself beyond your normal limits for a moment to overwhelm an opponent.  
    You can take one additional Action (Attack) in your turn.

     
  8. Battering Ram
    You have learned to wield your shield not just as a defense, but as a weapon of unstoppable force.  
    You can use Shields has a Weapon type (Standard).

     
  Advanced abilities :
(See Advancement table down below)
  1. Berserker
    When the heat of the battle is upon you, your rage takes control. This is very bad news for your foes... but your allies should be careful too.  
    You can enter Berserk Mode while fighting with a Meele Weapon.   While in Berserk Mode, the following applies:
    • +2 on Attack rolls.
    • +2 Strength and Constitution.
    • -2 to Defense Rating.
    • You are unable to communicate or participate in any coordinated actions or team efforts.
    • At the end of your turn, you Attack as a Bonus Action the closest individual in range of your Meele Weapon, moving by 5 feet if this allow you to reach one.
      You can attempt to exit Berserk Mode at the end of your turn.
    • Can't exit it the same turn it as been entered.
      Ending Berserk Mode requires an Aura Check :
    Success :
    You regain control.
    Failure :
    You must wait until the end of your next turn before you can make another attempt to exit Berserk Mode.

     
  2. Sentinel
    Being the toughest among your companions means you’re happy to soak up hits for them when you can.  
    You can redirect any successful physical Attack on an ally, in a 5 feet radius of you, onto yourself.   This ability can’t be used against area effects like harmful smoke.

     
  3. Galvanizer
    Bravery, or recklessness, can be contagious. Your battle scarred body lends credibility to your bellowing voice.  

     
  4. Overbearing Antagonist
    Your mere presence is overwhelming. A shout, smirk, or simple glare can unsettle even a worthy opponent.  
    You can use your Action to attempt to intimidate for a few seconds an opponent up to 30 feet away.
    • This ability will only work once on the same target every 24 hours.
    • Creatures that are incapable of fear are immune to such intimidation.
      Requires a Contest : (your Aura VS the target Constitution)
    Success :
    Your target is rendered temporarily inactive, missing their next turn.

     
  5. Second Wind
    Even as your body aches and exhaustion threatens to drag you down, your spirit burns with a defiant will. With a guttural roar, you draw upon an inner reserve, shrugging off pain and fatigue to surge back into the fight with renewed ferocity.  
    When you roll on the Injury Table, you can attempt to find some extra vitality.   Requires a Constitution Check :
    Success :
    You recover half your maximum Hearts Total (rounded up).

     
  6. Master Strategist
    Tacticians live in the moment, while strategists live two steps ahead. Your foes will learn the difference once it’s too late!  
    Action (React) can now be used as Bonus Action.
    • If the event occurs, you can react but lose your next Action.
    • If your intervention renders the foe’s declared Action impossible, they are forced to choose a new course of action or lose their turn.

     
  7. Giant Killer
    The bigger they are, the harder you hit.  
    Against Massive or Colossal Creatures :

     
  8. Enchanted Blade
    You know how to imbue your weapon with elemental force. Choose to empower it with fire or lightning, causing your strikes to inflict a burning scorch or a shocking jolt.  
    You can choose one of the following Spell to obtain :   Those Spells work on any kind of Weapon.

     

Combat gear allowance


FIGHTER - Armors and shields

FIGHTER - Melee weapons

FIGHTER - Missile weapons


* Small Species restriction still applies. ** Large Species restriction still applies.
 

Advancement table


Class FIGHTER - Advancement table
Bold value indicates the number has increased from the previous Lvl.  
* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.
 
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