Fighter

Mercenaries, knights, soldiers, bodyguards, and many more groups fit the title of being a Fighter. These warriors utilize a variety of methods to punish their foes, and bring them to their knees.

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HP / Soak

Fighters have a Base Hit Points of 8. Fighters increase their Soak by 2. Fighters have Fast HP progression, and thus gain 1 HP every level (except 1st).

Skills

Fighters receive 4 Skill Ranks which can be spent to become Trained in skills.

Attack Progression

Fighters have an Attack Progression of Fast which means they gain a bonus attack on a full-round attack at 5th, 9th, 13th, and 17th levels.

Class Progression

Level Special Abilities
1st Martial Talent
2nd Unshakable +1
3rd Martial Talent
4th Weapon Training +1, Armor Training +1
5th Martial Talent, Armored Champion
6th Unshakable +2
7th Martial Talent
8th Weapon Training +2, Armor Training +2
9th Martial Talent
10th Unshakable +3, Weapon Specialist
11th Martial Talent
12th Weapon Training +3, Armor Training +3
13th Martial Talent
14th Unshakable +4
15th Martial Talent, Heroic Endurance
16th Weapon Training +4, Armor Training +4
17th Martial Talent
18th Unshakable +5
19th Martial Talent
20th Weapon Training +5, Armor Training +5, Legendary Warrior

Class Abilities

The following are class abilities of Fighters.

Weapon and Armor Proficiency

A Fighter is proficient with all non-exotic weapons, and is proficient with armor.

Martial Talents

At 1st level and every odd level thereafter, you receive a Martial Talent which helps grant you unique martial abilities. The following are martial talents which can be selected.

Accurate Heft

Prerequisites: Strength 4, 4th Level
Description: Select a one-handed or two-handed that doesn’t have the Brutish property. While holding that weapon, it has the Brutish property. This Martial Talent can be selected multiple times, each time choosing a new weapon.

Ambush Strike

Prerequisites: Trained in Stealth
Description: When attacking an enemy who is caught in a surprise round (whether they’re caught flat-footed or not), deal an additional 5 points of damage.

Anti-Magic Training

Prerequisites: 4th Level
Description: When attacked by a spell, add a bonus equal to half your level to the Defense being targeted. (Example, at 8th level add a +4 to Defense, Avoid, and Mental Defense against spells).

Ardent Commander

Prerequisites: Charm 4, Trained in Persuasion
Description: Enemies within 4 squares of you take a -4 penalty to their Mental Defense while allies gain a +4 bonus to Mental Defense. This ability doesn’t stack if multiple Soldiers have Ardent Commander.

At Bay

Prerequisites: None
Description: You can use your attacks of opportunity against opponents who enter within your reach. When used this way, a successful hit prevents the enemy from moving any further. They cannot take another movement action until their next turn.

Aura of Fear

Prerequisites: Ardent Commander
Description: Instead of making a single Intimidate against a single opponent, you can instead target all enemies in a 4 square radius with your Intimidate check.

Back to Back

Prerequisites: None
Description: When adjacent to an ally, you cannot be flanked. Unless your ally also possesses Back to Back, they can still be flanked.

Barreling Attack

Prerequisites: 7th level
Description: As a standard action you can make a single attack. Enemies attempting to parry this attack take a -5 to their roll to do so.

Battle Hardened

Prerequisites: None
Description: Gain a +2 bonus against poisons, disease, fear, and mind-affecting effects.

Blowback

Prerequisites: None
Description: Once per encounter after dealing damage to an enemy you can push them back by 1 square.

Bonus Feat

Prerequisites: None
Description: Gain a bonus combat or style feat you meet the prerequisites for.

Brutal Punch

Prerequisites: Strength 4
Description: When using unarmed strikes, +1k0 and treat them as Savage.

Confident Defense

Prerequisites: Armor Training +2
Description: Apply your bonus from Armor Training to your Mental Defense.

Cornered Brawler

Prerequisites: 4th Level
Description: When flanked, gain a +2 bonus to attack and +4 bonus to damage.

Devastator

Prerequisites: 10th Level
Description: Damage from weapons you’ve selected with Weapon Training count the opponent’s soak as 1 less. If this would bring the opponent below 1 Soak, this instead deals an additional 5 damage.

Dominating Presence

Prerequisites: Trained in Persuasion, 4th Level
Description: As a move action, cause all enemies within 6 squares of you to direct their attacks towards you. Enemies who are of equal or greater level than you are unaffected by this ability.

Fearless Killer

Prerequisites: Charm 4
Description: Upon killing an opponent, gain a +4 bonus to your Mental Defense. This lasts for a number of rounds equal to half your level (minimum 1). If an enemy is killed before the duration expires, it resets the time duration.

Fleet Charge

Prerequisites: None
Description: When making a charge attempt, gain an additional +2 to your move speed (after doubling from charge).

Fool Caster

Prerequisites: Smarts 4, 7th level
Description: Once per encounter if a spellcaster attempts to use a mind-affecting effect on you, reflect the effect back at them using their own attack roll for your own to-hit against their Mental Defense.

Horrific Aura

Prerequisites: Persuasion Trained, 5th level
Description: As a standard action you can make a Persuasion check to intimidate all enemies within 4 squares of you. Enemies who are hit take a -5 to all Defenses until the beginning of your next turn.

Iaijutsu

Prerequisites: Quick Draw, 5th level
Description: Make a single attack as a standard action with a sheathed weapon. This weapon is drawn as part of Quick Draw reducing it to a free action. This attack gains a +2 bonus to-hit and damage.

Iron Guts

Prerequisites: Armor Training +2
Description: Apply your bonus from Armor Training to your Bodily Defense.

Juggernaut

Prerequisites: Armor Training +1
Description: Reduce your armor’s Armor Penalty by your Armor Training bonus.

Keen Awareness

Prerequisites: Quick Draw, Awareness Trained
Description: You cannot be caught in a surprise round (similar to the Watchful Eye Rogue ability), and in addition to this you can act in the enemies’ surprise round as if you had surprised the enemy.

Lucky Dog

Prerequisites: Charm 4, 4th Level
Description: Gain an additional Luck re-roll, however this can only be used on attack and damage rolls. This can be taken multiple times up the amount of normal Luck re-rolls you have (example, having 2 re-rolls means you can take it twice). * IGNORE FOR NOW

Mage Killer

Prerequisites: None
Description: Casting a spell provokes melee attacks of opportunity from you. Concentration checks receive a +2 to the DC.

Magical Void

Prerequisites: 9th level
Description: Whenever a Spellcaster attempts to use Spellcraft, Detect Magic, or other magic sensing abilities or spells which attempt to read your mind you gain a +5 bonus against these. For Detect Magic, you are considered a hidden aura.

Megaton Punch

Prerequisites: Strength 6, Martial Arts, 7th level
Description: As a standard action make a single unarmed strike. On this unarmed strike, add double Strength as a bonus to damage.

Mount

Prerequisites: Trained in Handle Animal
Description: You receive an animal one size category larger than you that you can ride. This animal has a single natural attack dealing damage for its size, and receives the following ability scores to be placed where you wish: 6, 5, 4, 2, 2, 1, and 1. Your steed has an 8 square land speed.

Optimistic Warrior

Prerequisites: None
Description: Penalties that are dealt through spells and abilities are halved against you. If the penalty is a -1, it is instead negated. Example: a -4 to attack is only -2 attack. This only affects spells/abilities from other characters, not yourself.

Oversized Weaponry

Prerequisites: Strength 6
Description: The weapon you selected with Weapon Training is counted as being one size category larger for the purposes of damage.

Parrying Bat

Prerequisites: Agility 2
Description: When using the Parry action, you gain a +1 to the keep dice.

Pierce the Neck

Prerequisites: 10th Level
Description: If an attack you made would target the head and it successfully manages to deal damage, the opponent must pass a Fortitude skill check or begin to suffocate. The DC is equal to the Drowning DC under Environmental Effects.

Power Blast

Prerequisites: None
Description: On an attack with an energy-based firearm (one that doesn’t deal bludgeoning, piercing, or slashing damage) you can choose to take a -2 to hit to increase the amount of damage dice rolled by +1k0.

Precision Attack

Prerequisites: 7th level
Description: As a standard action you can make a single attack. Enemies attempting to dodge this attack take a -5 to their roll to do so.

Read Maneuvers

Prerequisites: Satori, 5th level
Description: You can utilize your Third Eye in the midst of combat as a free action, making a Smarts attack versus the Mental Defense of an opponent within 6 squares. On a successful hit, you predict how the enemy will act and gain a +4 to all Defenses and a +1 on Dodge/Parry attempts against that enemy until your next turn.

Reeling Attack

Prerequisites: None
Description: On an attack, you can choose to deal ½ damage if you hit and the opponent hit can only deal ½ damage on their turn.

Riposte

Prerequisites: Agility 4, Parrying Bat
Description: On a successful Parry attempt, you can make a free attack against the opponent that tried to attack you.

Shockwave

Prerequisites: 11th level
Description: As a standard action you can create a shockwave by attacking the ground beneath you - causing intense vibrations to rattle others. All enemies within 6 squares treat the ground as difficult terrain until your next turn, and those whose level is under yours are staggered as well.

Shrug it Off

Prerequisites: Endurance 4
Description: Once per encounter you can negate one of the following affecting you: poison, disease, paralysis, or stunned.

Spiritual Calling

Prerequisites: No Spellcasting, Spellcraft Trained
Description: As a swift action you can bathe a weapon you hold or a natural weapon with a ghostly radiance. These attacks can hit incorporeal enemies normally, and incorporeal enemies possess a Weakness against these attacks while they’re active. This ghostly glow lasts until your next turn, in which it must be reinstated.

Squad Combatant

Prerequisites: Charm 2
Description: When within 4 squares of an ally gain a +2 bonus to hit.

Step Into Harm’s Way

Prerequisites: None
Description: If an ally adjacent to you would take damage, you can instead take the damage for them. This is counted as if the attack had automatically hit you instead.

Tandem Charge

Prerequisites: 4th Level
Description: If an ally is adjacent to you when you make a charge attempt, they can charge with you as well as an immediate action. This sacrifices their next move action.

Tumbling Dodge

Prerequisites: Agility 6, Dodge (Feat)
Description: On a successful dodge attempt, move 1 square. This can only be activated once per turn.

Unrelenting

Prerequisites: Endurance 4
Description: Once per combat for a number of rounds equal to half your level (minimum 1) you can treat your Soak as 1 higher.

Unstoppable

Prerequisites: 13th level
Description: Once per encounter you can choose to negate any effects that would hold you stationary or otherwise immobilize you. This includes paralysis, being frozen solid, being turned to stone, dazed, and having your movement reduced. This lasts for one round, and once your next turn has come you revert back to being affected by the state you were afflicted with previously.

Unshakable

At 2nd level you receive a +1 bonus to your Mind, which increases by 1 every 4 levels thereafter. This bonus is doubled against Fear and Persuasion attempts against you.

Weapon Training

At 4th level you choose a weapon group and when wielding a weapon of that weapon group you receive a +1k0 bonus to attack and damage. Once chosen, this weapon can only be altered after 12 hours of retraining, however these hours needn't be consecutive. Every 4 levels thereafter, the bonus increases by 1 to a maximum of +5k0 at 20th level.

Armor Training

At 4th level you receive a +1 bonus to Avoid so long as you are wearing at minimum Body Armor. This bonus increases by 1 every 4 levels thereafter, to a maximum of +5 at 20th level.

Armored Champion

At 5th level halve the Armor Penalty to skill checks from any armor worn and increase the Deflection of armor pieces worn by 1.

Weapon Specialist

At 10th level you increase the Penetration of any weapon you wield from your Weapon Training group by 2, and reroll 1s on attack and damage rolls with weapons in that weapon group.

Heroic Endurance

At 15th level once per encounter you can grant yourself an extra move action on your turn. In addition, you increase your Soak by 1, and increase your Land movement speed by 4 squares.

Legendary Warrior

At 20th level if an attack would kill you or otherwise put you below 0 HP you can choose to once per encounter survive the attack at 1 HP, ending the opponent's turn prematurely and taking your turn immediately after the opponent who just attacked you. This changes your position on the turn order to directly after the opponent who would have killed you.


Archetypes

Name Description
Berserker Warriors who fly into an uncontrolled rage.
Blood Knight A knight who grows stronger the more they kill.
Brawler Unorthodox fighters who use any weapon they can, fists and improvised weapons included.
Myrmidon Agile swordsmen who sacrifice armor for speed and dodging.
Shield Champion Those who are trained in the shield and how to block attacks readily.
Slayer Specialized assassins who hunt other humanoids.
Spirit Warrior Fighters who summon æther weapons to their hand.
Tactician Adept at commanding and analyzing battle patterns.
Witch Hunter Specialists who find and kill enemy magic users.
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