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Fighter Character Class

Fighters are experts in physical combat.

 

Martial training: Choose four types of martial training off the following list. These abilities are used by rolling body. You are considered an expert when using your chosen abilities.

  • Melee weapons: You are familiar with the common melee weapons of your cultural region. Example melee weapons from a European human cultural region would be swords, spears, axes, maces, flails, and daggers. You own two of these weapons and are considered an expert when using them to fight. You may take this skill again to be familiar with the melee weapons of a different cultural region. The limitation is that you need to be holding one of these weapons to use this ability.
  • Ranged weapons: You are familiar with the common ranged weapons of your cultural region. Example ranged weapons from a European human cultural region are bows, crossbows, and throwing daggers. You own one of these weapons (with appropriate ammunition) and are considered an expert when using it to fight. You may take this skill again to be familiar with the ranged weapons of a different cultural region. The limitation is that you need to be holding one of these weapons to use this ability. In addition, bows require two hands to use and crossbows require two hands to reload.
  • Bombardier: You are exceptionally skilled at throwing things, including flasks, bombs, and anything that is not a melee weapon. This means that you are considered an expert at throwing even if you do not have the athletics skill (normally throwing these kinds of objects is part of athletics). In addition, three times a day, you are considered prepared when you throw something. The limitations are that you must have something to throw and at least one empty hand to throw with. Those with the Alchemist ability may use mind instead of body when throwing alchemical items.
  • Specialized weapon: You are familiar with the use of a single unusual weapon that has a special advantage. Choose the weapon and its advantage. Examples include strange fantasy weapons like double-ended swords (advantage: can attack with both ends as if attacking with two weapons), less common regional weapons like slings (advantage: a ranged weapon that can be used while holding a shield) and bullwhips (advantage: a weapon that can also be used as a tool to grab onto nearby items and people), and fantasy versions of modern weapons like guns (advantage: multiple shots before reloading). You own one of these weapons (along with any applicable ammunition) and are considered an expert when using it to fight. The limitation is that you need to be holding one of these weapons to use this ability.
  • Siege weaponry: You are familiar with use of the siege weaponry. Example siege weapons include trebuchets and ballistae. You do not own any siege weaponry, as they are not very portable, but you do know how to construct, disable, and repair siege weapons, and you can use any siege weaponry you come across. The limitation is that siege weaponry is not very portable.
  • Breaking and lifting: You are an expert at breaking at lifting large objects with your hands and weapons. The limitation is that some objects will be too large to lift or too sturdy to break without additional assistance or tools.
  • Mounted combat: You are familiar with a school of mounted combat. You have a mount, a saddle, tack, and all of the basic equipment necessary to ride and care for that mount. The limitation is that you must be mounted to use this ability.
  • Unarmed combat: You are an expert at one school of unarmed combat. Fighting techniques may include punching, kicking, head butts, elbow jabs, and other related actions. The limitation is that unarmed combat is only effective against unarmored areas of your opponent (this means that you need to seek out vulnerabilities in well-armored opponents).
  • Wrestling: You are an expert at a school of wrestling. Fighting techniques may include grabs, holds, locks, and pins. The limitation is that opponents who are too large or too small cannot be wrestled.
  • Repositioning: You are practiced at repositioning opponents. Techniques for this might involve rushing at them or pushing, pulling, dragging, or otherwise forcing them into a new location. The limitation is that opponents who are too large or too small cannot be rushed.
  • Tripping: You are practiced at tripping opponents. Techniques for this might involve the use of a weapon, your arms, or your legs to trip others. You are considered an expert when you are tripping someone; however, opponents without legs cannot be tripped.
  • Disarming: You are an expert at disarming opponents. Techniques for this might involve the use of a weapon, your arms, or your legs to disarm others. The limitation is that opponents without held objects such as weapons or shields cannot be disarmed.
  • Sundering: You are an expert at damaging your opponents’ armor. Techniques for this might involve the use of a weapon, your arms, or your legs to damage the straps and joints holding your opponent’s armor together. The limitation is that opponents must have armor that is held together with straps and joints for this to work (meaning that it will only work armor that can be taken off, not on animals’ natural armor).
  • Dirty fighting: You are an expert at using dishonorable fighting techniques that hinder foes by using the situation to your advantage. These can include kicks to the groin, pulling someone’s pants down, knocking over nearby objects, and throwing dust in someone’s eyes. The limitation is that dirty fighting requires you to find something to exploit, either a thing in the environment or a vulnerability of your opponent.
  • Swashbuckling: You are an expert at using daring and flamboyant combat maneuvers. Possibilities include lunges, feints, parries, disarming (only if they have a held weapon or shield), tripping opponents (only opponents with legs), repositioning opponents (only if they are appropriately sized), knocking over nearby objects, and using your environment to your advantage. The limitation is that you must be attempting something that is daring and flamboyant in order to use this ability.
  • Derring-do: You are practiced at accomplishing feats of derring-do. Three times a day, you are considered prepared when you attempt a daring maneuver with the acrobatics, athletics, climbing, escaping, flying, riding, or swimming skills. You may take this ability twice if you desire.
  • Supernatural warrior: You are filled with a supernatural power. Three times a day, this power allows you to ignore the limitation of a martial ability (for example, you may use unarmed combat on an armored opponent with no vulnerable areas, trip a creature that has no legs, wrestle a ridiculously large opponent, or wield a weapon made of pure supernatural power). You may take this ability twice.
  • Rage warrior: You are filled with a supernatural rage. Three times a day, you can channel your rage into an attack. You are considered prepared when you attempt this action. You may take this ability twice if you desire.
  • Alert: You notice subtle things about the people and places around you. Three times a day, you are considered prepared when you use the insight, perception, or survival skills. You may take this ability twice if you desire. These skills are rolled with mind.
  • Strong as an ox: You are extremely strong. Three times a day, you are considered prepared when you use the athletics, climbing, crafting, flying, riding, or swimming skills. You may take this ability twice if you desire.
  • Dexterous: You are extremely dexterous. Three times a day, you are considered prepared when you use the acrobatics, escaping, profession, sleight of hand, or stealth skills. You may take this ability twice if you desire.
  • Charismatic: You have a natural talent for social skills. Three times a day, you are considered prepared when you use the animal handling, deception, diplomacy, intimidation, or performance skills. These skills are rolled with mind. You may take this ability twice if you desire.
  • Animal companion: You have formed a close bond with an animal. This can be a domesticated animal like a camel, dog, goat, or horse, or a wild animal like a badger, bear, boar, crocodile, dolphin, hawk, leopard, lion, otter, owl, snake, shark, or wolf. At the discretion of the game master, fantastical animals like dinosaurs or magical beasts can also be options. This animal is loyal to you and accompanies you on your adventures. It is as intelligent as a dog. Within the limits of what its body can physically do, it is capable of doing the kinds of tasks that a dog can be trained to do, such as attacking, guarding, tracking, searching, working (herding or pulling), retrieving, and performing. If your animal companion is larger than your character, you can ride it. You have all of the equipment needed to care for your animal companion (including a saddle, if applicable). When selecting this ability, choose whether you want to direct your animal companion with body or mind. Your companion will follow your instructions to the best of its ability.
  • Specialty: Choose one specific effect that is part of an ability that your character already has. Your character is particularly good at that effect and is considered always prepared when using this specialty. For example, a character skilled at transportation magic, could be particularly good at casting flying spells, or a character who has derring-do might be particularly good at leaping. This specialty should be significantly more specific than the ability it is based on.
  • Physical intuition: Your character has an intuitive, physical understanding of something that is normally a mental task. Choose one mind based skill or ability; your character can now use this skill or ability by rolling body.
  • Skillful: Choose two additional skills off the skills list.
  • Arcane training: Choose a magical ability off the mage arcane training list. In order to use this magic, you must also choose a magical limitation. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Performer: Choose an ability off the bardic training list. If you choose magical performance, you also gain the bardic performance ability, and are required to choose performance as one of your skills. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Divine magic: Choose a magical ability off the cleric divine magic list. To use this magic, you must choose a deity, and you cast spells with your holy symbol as clerics do. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Natural sympathy: Choose an ability off the druid training list. This ability is used by rolling mind (unless otherwise stated in the ability). If it is a magical ability, your magic has the same limitation as druid magic (you gain the required symbol or object to cast spells as an expert). You may take this ability twice if you desire.
  • Disreputable: Choose an ability off the rogue training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.

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