Sunday, 11 December 2011

Martial Classes: Fighter


Fighter

            “I fight because I can. You die because you cannot.”

            The leader of an army, to the gladiator who proved worthy. The soldier who bested his peers, to the knight seeking redemption. The peasant turned bounty hunter, to the swordsman of a noble house. All of these are the fighter and more.
            There are a myriad number of reasons to take up arms; defence against a common foe, the glory of battle, or the protection of others. Sometimes people fight for less noble reasons, wealth and revenge cover most of these, while some poor souls will know nothing else but a life of war.
            Fighters do not possess the savage fury and resilience of Barbarians. They do not swear themselves to temporal laws as Chronarchs do. They do not bear the holy purpose of Paladins. They are not gifted with the power of stealth that comes so easily to Rogues. Instead, Fighters are paragons of battle. What they lack compared to other occupations is made up with fighting skill and unbridled talent; a holy smite may bring down a necromancer, but a good kick to the crotch will also do the trick.
            Fighters have different backgrounds, but all of them develop their skill either through training or harsh experience. As the fighter progresses throughout his career, he becomes more adept with an arsenal of weapons, making him a lethal opponent against any monster his group may face. Sometimes, a fighter will attempt to broaden his knowledge, becoming a veritable master of weaponry. Others would stick to what they know, and hone their prowess to an art. Then again, more still would pick what works and run with it. It has been proven that throwing Greatswords is an effective way to deal with a reanimated troll.
            Despite all of their flexibility, all Fighters share the unique talent to dominate the battlefield with their presence. It is this trait that would have kept the knight ahead of the charge, the gladiator alive or the phalanx infantry united.

Class Traits
¨      Role: Fighters can be present anywhere in the battle and still contribute. They do their best work at the front, attracting the attention of enemies so the rest of his party can function.
¨      Alignment: Any
¨      Power Source: Martial
¨      Key Abilities: Strength, Dexterity, Constitution, Wisdom,
¨      Armour Proficiencies: Light, Medium and Heavy Armour, Light and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee, Simple ranged, Military Ranged
¨      Bonuses to Defence: +2 Fortitude
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 5 levels
¨      Class Skills: Climb, Craft, Handle Animal,  Intimidate, Jump, Knowledge (Engineering), Knowledge (Dungeoneering), Profession, Ride, Survival, Swim


Class Features

Dominate the Field! (1st level)
You can choose to Mark targets you hit or miss with weapon attacks. The
Mark ends at the end of your next turn, or when another Mark replaces this one. If
the target shifts or makes an attack that does not include you, you can make an
attack of opportunity against the target.

Call to Battle (1st level)
At 1st level, and every 7th level thereafter, choose one of the following Calls to
Battle. Once this choice has been made, it cannot be changed.

Anticipation: Whilst you wield a one handed weapon in your main hand, and your off hand is either free or is holding a shield, you gain a bonus to AC equal to ½ your WIS modifier – 1.

Bonesmasher: The critical threat of your melee attacks with weapons from the Mace group rises by 1.

Bring the Hurt: Whilst you wield a weapon from the Mace group, the damage die for that weapon rises by 1.

Chop ‘Em Up!: When you score a critical hit with a weapon from the Axe group, you deal additional damage equal to 3+ your CON modifier.

Crack the Shell: Whilst you wield a weapon from the Pick group, enemies you mark suffer a penalty to AC equal to ½ your CON modifier.

Cut and Run: When you hit a target you have marked with a weapon from the Light Blades group, you gain a bonus to speed equal to ½ DEX modifier until the end of your next turn.

Defensive Offence: If a target hits you with a melee attack, you can Shield Bash the target as an immediate reaction.

Defensive Reactions: If you hit a target granted by your Dominate the Field class feature, and you are equipped with a shield, you may push the target one square.

Dirty Combat: If you hit a target granted by your Dominate the Field class feature, end the target’s movement, if it was moving.

End the Struggle: When you score a critical hit whilst wielding a weapon from the Pick group, the attack deals 1[W] extra damage.

Flick Aside: When you score a critical hit with a weapon from the Flail group, you can slide the target a number of squares equal to ½ DEX modifier.

Fullbring: Whilst wielding a weapon in the Heavy Blade category, if you miss an opportunity attack granted by your Dominate the Field class feature, it does not consume your opportunity attack for the round.

Gravitas: Whilst wielding a weapon in the Polearm category, you gain a bonus to attack rolls equal to ½ WIS modifier.

Heavier Than You Think: You can perform a shield bash with a buckler. It deals 1d4 damage.

Hit The Anvil: When you score a critical hit with a weapon from the Hammer group, the target is stunned until the end of your next turn.

Lacerate The Blow: When you score a critical hit with a weapon in the Light Blade group, the target is slowed and cannot shift until the end of your next turn.

Lighter Than Air: You can perform a shield bash with a tower shield. It deals 1d6 damage.

Overwhelm: Whilst wielding a one handed weapon, you deal extra damage with your melee attacks equal to ½ STR modifier.

Peasantborn: All simple weapons you wield have the High Crit ability.

Phalanx Strategy: You can wield any Spear in your size category in one hand, so long as you equip a shield in your off hand.

Puncture: When you score a critical hit whilst wielding a weapon in the Spear group, you deal extra damage equal to 2x DEX modifier.

Punishing Combat: When you are granted an opportunity attack from your Dominate the Field class feature, add your WIS modifier to the damage roll.

Quick on the Floor: Whilst you wield a weapon from the Polearm group, you can fall prone or stand from prone as a free action.

Rend Asunder: Whilst wielding a two handed weapon, your missed melee attacks deal STR modifier damage. This damage can hit minions, even though it is the result of a missed attack.

Silverstep: Whilst wielding a weapon in the Spear group, whenever you bull rush a target, you can shift a number of squares equal to your DEX modifer.

Sorrowful Chains: When you hit a target with a weapon from the Flail group from an attack granted by your Dominate the Field class feature, the target suffers a penalty to all defences until the end of its next turn equal to your DEX modifier.

Split in Two: Whilst wielding a weapon from the Axe group, your missed melee attacks deal ½ CON modifier damage.

Strike the Iron: When you bloody a target with a weapon from the Hammer group, you gain temporary hit points equal to 2x CON modifier. These temporary hit points stack with any existing temporary hit points you otherwise have.

Superior Combat: When you are granted an opportunity attack from your Dominate the Field class feature, add your WIS modifier to the attack roll.

Swift Combat: When you are granted an opportunity attack from your Dominate the Field class feature, you can shift a number of squares equal to your DEX modifier instead.

Take The Field: You gain a bonus to melee attack rolls equal to ½ DEX modifier whilst wielding a weapon from the Heavy Blade group against targets you have marked.

Take Them Apart: When you charge a target whilst wielding a two handed weapon, you knock the target prone after you roll your attack rolls if the target is one size category larger than you or smaller.

Unarmed Technique: You gain a + 1 bonus to Grapple, Bull Rush, Pull and Trip attack rolls per tier whilst unarmed.

Unarmed Toughness: The damage die for your unarmed attacks rises by 1.

Void the Advantage: whilst wielding a weapon from the Staff group, you gain a bonus to all defences equal to ½ CON modifier.


Bonus Feats
At 1st level, and every even level thereafter, you gain a bonus feat from the Combat Feats section in addition to the feats for normal character growth. This means that the Fighter gains a new feat at every level.

Armour Specialisation (3rd level)
Choose one kind of armour (Plate, chain mail etc). You gain a +1 bonus to AC, the maximum DEX bonus of your armour, and you reduce armour check penalties by 1. This bonus rises by 1 at 7th level and every 4th level thereafter

Weapon Specialisation (5th level)
Choose one weapon category. You gain a +1 bonus to attack and damage rolls with weapons in that category.  This bonus rises by 1 at 9th level and every 4th level thereafter.

Lord of Arms (20th level)
Choose one weapon within the weapon category you chose for Weapon Specialisation (Longsword for Heavy Blades, etc). The critical range for that weapon rises by one, and deals an extra 1[W] damage on a critical hit. In addition, you cannot be disarmed whilst fighting with that weapon.


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