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New and Revised Fighter Class and Kits #62

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Grammarsalad opened this issue Jan 18, 2020 · 10 comments
Open

New and Revised Fighter Class and Kits #62

Grammarsalad opened this issue Jan 18, 2020 · 10 comments

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@Grammarsalad
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501-???: The Fighter

Will not install most changes if KR installed. Only changes to the dwarven Defender will be installed if KR is installed

Revision Notes

The fighter revisions are strongly inspired by the Kit Revisions version, and this component is not available if Kit Revisions is installed.

I like the KR philosophy of making base classes competent with all aspects of the class while the kits are specialists, and so I have generally stuck to that strategy.

The Kensai is a melee specialist. My hope is that they will be better than a standard fighter in melee, but vulnerable against ranged attacks. As such, I have kept their armor prohibition, and their stances do not help them defend against ranged attacks, but they gain double the bonuses in melee. This might be a bit too much, so I'm thinking of letting them wear leather armor, and they might get some bonus against ranged attacks (e.g. Deflect arrows).

The Wizard Slayer is based on the version in the Complete Barbarian version (man, what a good book!) They are more powerful than the KR version, especially with their disruptive strike, which does not require activation. I'll try to make sure that enemy warriors have the kit (or at least the abilities) so players can deal with them, as well. Their main disadvantage is that they don't get the second wind class feature. I consider that a pretty major disadvantage, so I may even remove the reduced specialization (core fighters can have 6 pips in any weapon, while WS can only get 5--which is still pretty good).

The Barbarian is also inspired by the Complete Barbarian supplement, especially the Ravager kit (again, also by KR). The plan is to give barbarians a number of useful skills, a lesser version of rage, and keep reduced weapon and armor prof. They will be able to do things like treat wounds, and, hide and set traps in natural settings, so I'm hoping that should make up for the losses. I like KR's plan of giving them 'frenzy' like abilities to contrast with the Berserker's rage. The berserker's rage should, in my opinion, be overall better than the Barbarian's rage, but the berserker does not get access to all of those skills, so they should overall balance out.. I love love love Feral Senses, but it works a bit differently. Basically, when the barbarian is raging, they can also detect illusions. Barbarian rage will last 10 rounds as pnp, while a berserkers can last indefinitely.

For the Berserker, I really like the KR version. But, I also wanted a way for the berserker to extend their rage. So, enter carnage of battle, an ability that extends a berserkers rage (for an extra five rounds) whenever they down an opponent in melee. They may end their rage prematurely if they are not near an enemy for more than x rounds.

As an optional component, fear effects will prematurely end rage effects if the barbarian/berserker fails their save.

501: The Fighter: Conservative Version

This component will install the 'conservative' fighter revision. The overall changes to the Fighter class are as follows (see the revised descriptions below for more detail):

  • Add stances, which allow the fighter to adapt their fighting style to their opponent. These stances are similar to the KR version, but each stance is (potentially) permanent and mutually exclusive. Many enemies will have stances applied to them. Fighters select fighting styles as they level and can tailor their fighting style to their liking via stance selection (see description for more details).

  • Fighters automatically gain proficiency with all weapons, making them a true master of arms. This is similar to KR, but the bonuses actually add a proficiency point to all weapon proficiencies.

  • Fighters can gain as many as six (6!) pips in any weapon proficiency. Only the Kensai can be more skilled with weapons, and only with the weapon they focus on.

Expanded Weapon Proficiency Table

Base Fighters can gain up to supreme grandmastery (six slots), while Kensai can gain legendary grandmastery (seven slots) in their favored weapon. See below for the expanded table:

Ranks To Hit Damage Speed
1 0 0 0
2 1 2 0
3 3 3 0
4 3 4 -1
5 3 5 -3
6 4 7 -3
7 5 9 -5

This expansion will not install if any other mod has modified these values. This may lead to issues if any of those mods have not expanded the table to 7 pips. Let me know if you encounter any issues and I'll do what I can.

Fighter (Revised Base Class)

FIGHTER: The Fighter is a champion, swords<PRO_MANWOMAN>, soldier, and brawler who lives or dies by <PRO_HISHER> knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy if <PRO_HESHE> hopes to survive.

Class Features:

  • Hit Die: d10 (20 hp at first level)
  • May wear helmets.
  • May wear any armor and use any weapon.
  • Can achieve (supreme) grandmastery (six/five slots) in any weapon proficiency.
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
  • Stance: Starting at first level, the fighter can enter a stance to improve <PRO_HISHER> combat capacities in various ways. Once <PRO_HESHE> enters a stance, <PRO_HESHE> gains the bonuses and penalties described by the stance until either <PRO_HESHE> exits the stance, or enters another stance. The Base Fighter has access to Offensive Stance, and Defensive Stance. The fighter improves one of <PRO_HISHER> stances at levels 4, and each additional 4 levels after that (i.e. 8, 12, etc.) by selecting an Advanced Stance, to a maximum of five advanced stances at level 20. <PRO_HESHE> does not have to improve the same stance at each of these levels. When <PRO_HESHE> selects an advanced stance, it improves its associated base stance such that, whenever <PRO_HESHE> is in the base stance, <PRO_HESHE> gains the bonuses and penalties associated with the base stance, as well as any bonuses or penalties associated with any advanced stances <PRO_HESHE> has selected for that base stance.
  • Tools of War: Starting at 1st level, fighters can identify the properties of magical weapons if they are able to swing them around for a bit. At fifth level, they can identify armor and helmets that they are wearing. This ability does not protect them from curses, so care should be taken. At first level, <PRO_HESHE> can use tools of war once per day. <PRO_HESHE> gains an additional use of tools of war at levels 6, 11 and, 19.
  • Second Wind: Beginning at 3rd level, the fighter can 'take a break' to recover <PRO_HISHER> hit points and stamina. <PRO_HESHE> gains an additional use of second wind at level 10, and every 5 levels after that (15, 20, etc.)
  • Weapon Versatility: Beginning at 5th level, the fighter gains one proficiency in all weapon types (one slot). This ability cannot bring any weapon above specialization (two slots). At 17th level, <PRO_HESHE> gains an additional proficiency point (one slot) in all weapon types. This ability cannot bring any weapon above high mastery (four slots).

OFFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to attack, but suffers a -2 penalty to AC. The bonus to attack improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:

  • Reckless Attack: This aggressive stance focuses on offense, but leaves the warrior open to attack. All melee attacks gain a bonus of +4 to damage, but the warrior suffers an additional -2 penalty to AC (for a total of -4 to AC).
    Requirement: 4th level
  • Surging Assault: When in this stance, the warrior's moment rate increases by 50%.
    Requirement: 4th level
  • Killer Instinct: When in this stance, the warrior has an increased chance to inflict critical strikes. <PRO_HESHE> inflicts a critical strike on a roll of a 19 rather than a 20.
    Requirement: 8th level
  • Thicket of Blades: Enemies find it dangerous just to be near a warrior in this stance. When in this stance, once each round, <PRO_HESHE> automatically inflicts damage equal to <PRO_HISHER> melee attack against any enemy within 5 feet.
    Requirement: 12th level

DEFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to AC, but suffers a -2 penalty to attack rolls. The bonus to AC improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:

  • Iron Guard: While in this stance, the warrior constantly threatens all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their attack rolls.
    Requirement: 4th level
  • Beacon of Defiance: When in this stance, you receive a +2 bonus to save against spells. Any ally within 10' of you also receives this bonus.
    Requirement: 4th level
  • Diamond Defense: When in this stance, the warrior goes all out in <PRO_HISHER> defense, making it virtually impossible for an enemy to get through, whether by sword or magic. <PRO_HESHE> gains an additional +1 bonus to AC and saves.
    Requirement: 8th level
  • Defensive Rebuke: When in this stance, the warrior turns direct hits into glancing blows, reducing the damage that might have killed <PRO_HIMHER> into a scar and a story. <PRO_HESHE> gains 10% resistance to all physical attacks while in this stance.
    Requirement: 12th level

SECOND WIND: Upon using this ability, the character takes a moment to catch <PRO_HISHER> breath. When <PRO_HESHE> does this, <PRO_HESHE> recovers a number of hit points equal to 25% of <PRO_HISHER> hit point total. Additionally, <PRO_HESHE> recovers fatigue.

The warrior cannot use Second Wind if there are enemies present.

Notes:
Skills & Proficiencies: The fighter's Second Wind ability is governed by the endurance proficiency or the second wind skill, if the relevant components are installed. Fighters will have more uses of the ability (i.e. they gain uses both from the relevant skill or proficiency and from their fighter class levels). Additionally, if component 101 is installed, weapon versatility also gives fighters ranks in the armor proficiency (but not any non-weapon proficiency).

Kensai (Revised Kit)

KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is particularly deadly with a single weapon type, though , fast, and trained to fight without the protection of armor.

Advantages:

  • Favored Weapon: The Kensai can select any melee weapon <PRO_HESHE> is specialized (two slots) in, which will then become <PRO_HISHER> favored weapon. <PRO_HESHE> need not select <PRO_HISHER> favored weapon at 2nd level, but once the selection is made, it cannot be changed. Additionally, <PRO_HESHE> does not gain gain any powers requiring <PRO_HISHER> favored weapon until <PRO_HESHE> makes this selection.
  • Legendary Weapon Master: When attacking with <PRO_HISHER> favored weapon, it counts as a +1 weapon for the purposes of what it can hit even if it is not magical, and <PRO_HESHE> gains a +1 bonus to hit and damage. These bonuses, and to hit properties increase by +1 each additional 4 levels (+2 at level 5, +3 at level 9, etc.) to a maximum of +5 at level 17. Additionally, when wielding <PRO_HISHER> favored weapon, the Kensai gains double the bonuses <PRO_HESHE> would receive when in a stance. Finally, at 2nd level, <PRO_HESHE> automatically advances to mastery (three slots) in <PRO_HISHER> favored weapon type. <PRO_HESHE> advances to high mastery (four slots) at fifth level. At 8th level, <PRO_HESHE> advances to grand mastery (five slots). At 11th level, <PRO_HESHE> advances to supreme grandmastery (six slots). Lastly, at 14th level, <PRO_HESHE> advances to legendary grandmastery (seven slots).
  • Fearless: Kensai are completely immune to fear affects.
  • Kai: May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:

  • May not wear any armor, or helmet.
  • May not wear gauntlets or bracers.
  • Limited to Specialization (two slots) in all melee weapons except <PRO_HISHER> favored weapon.
  • Limited to Proficiency (one slot) in all ranged weapons.
  • Stances: Stance bonuses only apply to melee attacks (or to AC against melee attacks). Note that the penalties still apply to all attacks or defenses.
  • Does not gain the Weapon Versatility Class Feature
  • Tools of War only functions for the weapons of the Kensai's favored weapon type.

Restrictions:

  • Alignment restricted to any non-chaotic.

Wizard Slayer (Revised Kit)

WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds.

Advantages:

  • Protection from Evil: The Wizard Slayer radiates a constant Protection from Evil effect. This aura is not magical and cannot be dispelled, but otherwise functions as the first level priest spell.
  • Sense Illusions: Spell casters cannot hide from the Wizard Slayer. At first level, the wizard slayer can use an ability that functions as the detect illusions spell. <PRO_HESHE> can use this ability once per day at level 1. <PRO_HESHE> gains an additional use of this ability at level 5 and every 5 levels thereafter.
  • Disruptive Strike: Starting at third level, all attacks made by the Wizard Slayer impose a 20% non-cumulative spell failure effect against any arcane caster. At 10th level, the Wizard Slayer removes one spell protection from the target, and at 17th level, the Wizard Slayer removes two protections from the target. Additionally, at third level,<PRO_HESHE> can hit creatures that require a +1 weapon even if <PRO_HESHE> is not using a magical weapon. This bonus increases by +1 at levels 8, 10, 12, and 15.
  • Magical Defense: At tenth level, if the wizard slayer fails a save against a spell that affects <PRO_HISHER> mind, <PRO_HESHE> can make a second save against magic one round later to escape the effects.

Disadvantages:

  • Does not gain the Second Wind Class Feature.
  • Limited to Grand Mastery (five slots) in all weapons.
  • Does not gain the Tools of War class feature.

Restrictions:

  • Alignment restricted to any non-evil.

Notes:
Spell Mods: This ability will mirror the relevant spells mentioned in the description. As such, any mods that modify this spell will modify this ability as well (except that these abilities are never, technically, 'magical' and cannot be dispelled or affected by spell resistance.
Skills & Proficiencies: The wizard slayers Sense Illusions ability is governed by the sense evil presence skill if the relevant components are installed. Wizard slayers will have unlimited use of this ability, though it will have a chance to fail.

Barbarian (Revised Kit)

BARBARIAN: The barbarian’s extraordinary stamina and physical skills let <PRO_HIMHER> survive in the most punishing environments. <PRO_HESHE> relies on muscle and wits, overcoming hardships with brute force, sheer determination, and practical know-how.

Advantages:

  • HD: d12 (24 hp at first level)
  • May distribute 15 points per level (30 at level 1) in thieving abilities: Hide in Shadows, Detect Illusion, Set Traps.
  • Detect Illusions: The Barbarian is particularly sensitive to <PRO_HISHER> surroundings. As such, <PRO_HESHE> can detect illusions similar to a thief. (also see Feral Senses below).
  • Hide in Natural Surroundings: This ability works similar to the thief's hide skill, but only works outdoors. Success depends on <PRO_HISHER> hide in shadows chance.
  • Treat Injury: Barbarians can treat injuries, allowing <PRO_HIMHER> to heal the wounds of <PRO_HISHER>self and <PRO_HISHER> allies. <PRO_HESHE> can treat injury 1 time per day at level 1. <PRO_HESHE> can treat injury an additional time per day at 6th level, and every 6 levels thereafter.
  • Immune to Backstab.
  • May use the Rage ability once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
  • Feral Senses: The Barbarian is particularly sensitive to the 'unnatural' when <PRO_HESHE> is raging. When in a rage, <PRO_HESHE> gains a +20% chance to <PRO_HISHER> detect illusions ability, and <PRO_HESHE> automatically detects illusions for the duration of the rage.
  • May use the Set Natural Snare ability once per day starting at level 4. Gains one use at level 4 and an additional use every 5 levels thereafter.
  • Tireless Rage: At 21st level, the barbarian is no longer fatigued after entering a rage.

Disadvantages:

  • May not wear armor heavier than splint mail.
  • May not use any stance.
  • May not exceed Specialization (two slots) with any weapon class.
  • Does not gain the Weapon Versatility Class Feature
  • Becomes winded after raging: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • Does not gain the Tools of War class feature.

Restrictions:

  • Alignment restricted to any chaotic.

TREAT INJURY: Heals 1d3 points of damage to any target. The damage healed increases by 1d3 at 5th level, and every five levels thereafter.

RAGE: The enraged status lasts for 8 rounds and provides a +2 bonus to attack, damage, AC, and saves vs. Spell, and <PRO_HISHER> movement is increased by 2 points for the duration.

Rage lasts for an additional round at levels 8 and 16.

The bonuses increase by 1 at levels 11 and 21

SET NATURAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief's level and can only be triggered by enemies.
1st level: Deals 2d8+5 missile damage.
11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds.
16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.

This ability does not work in non-natural settings.

Notes:
Spell Mods: This ability will mirror the relevant spells mentioned in the description. As such, any mods that modify this spell will modify this ability as well (except that these abilities are never, technically, 'magical' and cannot be dispelled or affected by spell resistance.
Skills & Proficiencies: The barbarian gets a number of skill-like abilities, like detect illusion, which are governed by the relevant skill or proficiency if the corresponding components are installed.
EEex: This kit is better implemented with EEex installed.

CONTINUE

Berserker (Revised Kit)

BERSERKER: This is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager.

Advantages:

  • May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
  • Carnage: When in a rage, whenever the berserker downs an opponent, <PRO_HISHER>rage extends for another 5 rounds. As long as <PRO_HESHE> has an enemy to fight, <PRO_HESHE> can rage indefinitely.
  • Offensive Stance: The Berserker gains additional options to improve <PRO_HISHER> offensive stance.
  • Thrill of Battle: Starting at 3rd level, whenever the berserker is in a rage, <PRO_HESHE> regenerates hit points at a rate of 1 hit point per round. This regeneration increases to 2 hit points per round at 10th level, and 3 hit points per round at 20th level.
  • True Rage: At 21st level, a barbarian cannot be reduced below 1 hit point as long as <PRO_HESHE> is in a rage. <PRO_HESHE> can be killed by other means, however.

Disadvantages:

  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not Specialize in ranged weapons.
  • May not use defensive stance.
  • May not use second wind.

Restrictions:

  • Alignment restricted to any non-lawful.

RAGE: The enraged state lasts for 5 rounds. While enraged, a Berserker gains a bonus of +4 to <PRO_HISHER> attack and damage rolls, and becomes immune to all mind affecting affects, such as charm, confusion, fear, feeblemind, hold, imprisonment, maze, stun, and sleep. The Berserker also gains 10 temporary Hit Points. <PRO_HESHE> does suffer a -2 penalty to <PRO_HISHER> Armor Class and ranged weapons while raging, however.

The bonus to attack and damage increase by +2 at levels 8 and 16.

OFFENSIVE STANCE: The Berserker can select from the following to improve <PRO_HISHER> offensive stance:

  • Unbalancing Presence: While in this stance, the warrior constantly pushes and unbalances all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their AC.
    Requirement: 4th level

CONTINUE

Dwarven Defender (Revised Kit)

DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable.

Advantages:

  • May use Bulwark ability once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
  • Hit Die: d12

Disadvantages:

  • May not make use of Offensive Stance.
  • May not exceed Specialization (two slots) in any weapon.
  • Tools of War only applies to worn armor at 5th level.
  • Does not gain the Weapon Versatility Class Feature

Restrictions:

  • Race restricted to dwarf.

BULWARK: For 1 turn the Dwarven Defender gains +30% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and gains an additional 15 temporary hit points.

At levels 8, and 16, the bonus to resistance increase by 10%, <PRO_HESHE> gains an additional +1 bonus to all saves, and an additional 5 temporary hit points when using Bulwark.

CONTINUE

Class 'Extras'

????: Dwarven Defender --> Defender

This component changes the dwarven Defender kit to the Defender kit and allows any race to take the kit. The kit is otherwise unchanged.

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Grammarsalad commented Jan 18, 2020

Wizard Slayer

Will not install if KR installed

Advantages:

  • Magical Defense: At first level, the Wizard Slayer gains a +2 bonus to save vs. Spells. At 10th level, if <PRO_HESHE> fails a save against a spell that affects <PRO_HISHER> mind, <PRO_HESHE> can make a second save against magic one round later to escape the effects.

  • Sense Illusions: Similar to thief ability (x2 at 1st lev--as in barb handbook)

Very Similar, but more powerful than the KR version. This replaces the Inner Focus KR ability, so applies to NPC WSs as well. Note that this will also be the Chaotic Mind(?) ability of the Jester.

  • Disruptive Strike: Starting at third level, all ranged and melee attacks made by the Wizard Slayer impose a 20% non-cumulative spell failure effect against any arcane caster struck. At 11th level, the Wizard Slayer removes one spell protection from the target, and at 19th level, the Wizard Slayer removes two protections from the target.

Not activated, so much more powerful than the SR version. At the same time, other SR abilities are not added, and it can be used against PC's. I want NPC WSs to be very dangerous to player character mages

Disadvantages:

  • Can only attain Specialization (++) in any weapon.
  • Cannot use Heavy Armor nor Large Shields.
  • Does not gain the Weapon Versatility Class Feature.

With Proficiecies Installed:

Limited to weapon specialization (++) only with weapons (obviously), miscellaneous and armor.

Limited weapon training rather than stances. Should still be effective against non-casters

Notes:
Skills & Proficiencies: The wizard slayers Sense Illusions ability is governed by the sense evil presence skill if the relevant components are installed. Wizard slayers will have unlimited use of this ability, though it will have a chance to fail.

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Berserker

Extend duration whenever they down an opponent

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Savage

Savage: Fighter Kit. No armor prof, weapon prof as animal master. Natural Medicine (heal/herbalism like-boni with these if proficiencies installed), rage, detect traps (especially if EEEx, because it's difficult otherwise).

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Marksman

Fighter Kit: with or without Proficiencies

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Warmain

Warmain: fighter kit. Armor and endurance. Stance to defend self. Limited weapon skill especially ranged. (option replace the dwarven defender)

Stance name: Bulwark

Bonus to AC, resistances and HP boost.

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Marksman: Disadvantage: Stance bonuses only apply to ranged weapons (or against ranged attacks).

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  • Ki Focus: At 3rd level, once per day, the Kensai can focus <PRO_HISHER> ki to gain access to a number of quasi-magical abilities. <PRO_HESHE> can use this ability an additional time at level 6, and again every five levels after that (i.e. lvl 11, 15, etc.) to a maximum of 5 times at level 19.

KI FOCUS: The Kensai can take a few moments to focus <PRO_HISHER> ki. As<PRO_HESHE> concentrates, <PRO_HESHE> focus <PRO_HISHER>ki into a special ability from the list below. <PRO_HESHE> can must use the ability within the next 8 hours, or <PRO_HESHE> loses it.

<PRO_HESHE> cannot activate Ki Focus in the presence of enemies, as they will interrupt <PRO_HISHER> concentration.

Abilities available at 5th level:

  • Kai: All successful attacks within the next 10 seconds deal maximum damage.

  • Kiai: The Kensai can increase <PRO_HISHER> strength score for 1 full round. For the duration, <PRO_HISHER> strength is increased to 18/00. If <PRO_HISHER> strength score is already 18 or higher, <PRO_HISHER> strength score is instead increased by 1.

Level 11:
Stone Ox: with this ability, the Kensai focuses <PRO_HISHER> ki into <PRO_HISHER> body, hardening it against attack. For one round, <PRO_HESHE> gains 40% resistance to all physical attacks.

Purity of body: the Kensai focuses <PRO_HISHER> ki inwards, cleansing <PRO_HISHER> body of diseases and poisons, and healing <PRO_HIMHER>self of 10 points of damage.

@Grammarsalad Grammarsalad pinned this issue Jan 20, 2020
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Grammarsalad commented Jan 20, 2020

Barbarian

  • Hide in Natural Surroundings

  • Detect Illusions

  • Treat Wounds

  • Tracking

  • Set Natural Snare

  • Rage: +2 attack, damage, +2 bonus to AC, +2 to all saves. No immunities

  • limited armor (as normal), specialization only, and no access to defensive stance.

@Grammarsalad Grammarsalad changed the title New and Revised Fighters New and Revised Fighter Class and Kits Jan 21, 2020
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Grammarsalad commented May 11, 2020

  • Fighting Style: Starting at first level, the fighter the basic offensive and defensive Fighting Styles: Power Attack and Defensive Fighting. The fighter gains an additional advanced offensive or defensive Fighting Style ( <PRO_HISHER> choice) at levels 4, and each additional 4 levels after that (i.e. 8, 12, etc.) to a maximum of five advanced Fighting Styles at level 20. Some Fighting Styles, Activated Styles, can be selected more than once. In that case, selecting the same style gives an additional use of that style per day.

FIGHTING STYLE: In addition to the basic offensive/defensive division, there are a few different kinds of Fighting Styles, denoted with parentheses--e.g. Power Attack (Stance) signifies that power attack is a Stance. Each kind of style works differently.

  • Passive: Passive Styles are always in effect, though they might only apply under certain circumstances. For example, Shield Block only applies when the Fighter uses a shield.
  • Stance: A Stance can usually be used as often as the character likes, but a character can typically only use a single Stance at a time. So, for example, a first level fighter can use Power Attack or Defensive Fighting as often as <PRO_HESHE> likes, but <PRO_HESHE> cannot use them both simultaneously. A few Stances are also activated and as such can only be used a limited number of times in a day for a limited duration, and cannot be used in combination with other Stances.
  • Activated: Activated Styles work like most other class abilities. They must be activated, and they give their bonus for a limited time. Activated Styles can typically be selected multiple times, and in such a case, the character can use that ability an additional time per day.
  • Replacement: These abilities are advanced forms that replace 'lesser' versions. The ability they replace will be noted in the description. For example, Advanced Defensive Fighting (Stance, Replacement) replaces the Defensive Fighting Stance.

OFFENSIVE FIGHTING STYLES:

  • Power Attack (Stance): When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to damage, but suffers a -2 penalty to AC. The bonus to attack improves by 1 at levels 7, 14 and 21.
  • Reckless Attack: This aggressive stance focuses on offense, but leaves the warrior open to attack. All melee attacks gain a bonus of +4 to damage, but the warrior suffers an additional -2 penalty to AC (for a total of -4 to AC).
    Requirement: 4th level
  • Surging Assault: When in this stance, the warrior's moment rate increases by 50%.
    Requirement: 4th level
  • Killer Instinct: When in this stance, the warrior has an increased chance to inflict critical strikes. <PRO_HESHE> inflicts a critical strike on a roll of a 19 rather than a 20.
    Requirement: 8th level
  • Thicket of Blades: Enemies find it dangerous just to be near a warrior in this stance. When in this stance, once each round, <PRO_HESHE> automatically inflicts damage equal to <PRO_HISHER> melee attack against any enemy within 5 feet.
    Requirement: 12th level

DEFENSIVE FIGHTING STYLES:

  • Defensive Fighting (Stance): When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to AC, but suffers a -2 penalty to attack rolls. The bonus to AC improves by 1 at levels 7, 14 and 21.
  • Iron Guard: While in this stance, the warrior constantly threatens all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their attack rolls.
    Requirement: 4th level
  • Beacon of Defiance: When in this stance, you receive a +2 bonus to save against spells. Any ally within 10' of you also receives this bonus.
    Requirement: 4th level
  • Diamond Defense: When in this stance, the warrior goes all out in <PRO_HISHER> defense, making it virtually impossible for an enemy to get through, whether by sword or magic. <PRO_HESHE> gains an additional +1 bonus to AC and saves.
    Requirement: 8th level
  • Defensive Rebuke: When in this stance, the warrior turns direct hits into glancing blows, reducing the damage that might have killed <PRO_HIMHER> into a scar and a story. <PRO_HESHE> gains 10% resistance to all physical attacks while in this stance.
    Requirement: 12th level

Aggressive Stance: Nearby Opponents take damage, Move 1/2
Block Spell: +x% Energy dam resist when using Shield
Bravery: Immunity to Fear
Bruiser: +x% Blunt Damage
Improved Critical: +1 Crit Range
Intimidating Strike: Crit Cause Fear within x ft.
Knockdown: Critical Knocks opponents down
Piercer: +x% Piercing Damage
Power Attack: -2 to Hit/+2 Damage
Quick Hands: +x Weapon Speed
Shield Block: +x% Physical dam resist when using Shield
Slasher: +x% Slash Damage
Sniper: +x% Missile Damage
Spring Attacks: Move gives bonus to attack/damage
Strength of Will: When affected by certain spells, save vs. spell to remove the effect after 2 rounds

@Grammarsalad Grammarsalad unpinned this issue May 26, 2020
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Warder drag_mag annual v3 p36
Immune to fear, Adjacent allies gain -2 AC bonus,

@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/B_Kits Nov 24, 2020
@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/IE_Designs Oct 23, 2021
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