Fighter
4+Int
skills, d10 HD, +2 Fort, + 1 Ref, BAB +1/lvl
Class Skills: Acrobatics, Athletics, Endurance, Initiative,
Intimidate, Knowledge (Tactics), Ride, Survival, Stealth
Starting Feats: WP (Simple, Melee Martial, Ranged Martial) and AP (Light, Medium)
Bonus Feats: Armor Proficiency (Heavy), Bull Rush, Cleave,
Combat Reflexes, Crush, Double Attack, Dreadful Rage, Dual Weapon Mastery I, II
and III, Exotic Weapon Proficiency, Extra Second Wind, Great Cleave, Improved
Disarm, Martial Arts I, II and III, Melee Defense, Mighty Swing, Mounted
Combat, Power Attack, Powerful Charge, Rapid Strike, Shake it Off, Skill
Training, Skill Focus, Throw, Toughness, Trip, Triple Attack, Triple Crit,
Weapon Focus, Weapon Proficiency
Talent
Trees
Melee
Training
Crushing
Blow
Prereq:
Weapon Specialization (bludgeoning weapon)
Once per round when you
exceed a target's damage threshold you may knock them prone.
Dual
Strike I
Prereq: Two-Weapon Fighting
When wielding only either one light and one
one-handed melee weapon or two light melee weapons whenever you make a single
attack as a standard action with one weapon you can make a single attack with
the other weapon as a free action. Apply the normal penalties for fighting with
two weapons with this attack.
Dual
Strike II
Prereq: Improved Two-Weapon Fighting, Dual Strike I
When wielding only either one light and one
one-handed melee weapon or two light melee weapons you may make a full attack
as a standard action instead of a full round action, provided you attack with
both weapons during the attack.
Exotic
Weapons Master
Prereq:
Weapon Focus (any exotic melee weapon), Weapon Specialization (any exotic melee
weapon)
You treat all exotic melee weapons as a single
weapon group; (exotic melee weapons). All talents and feats that you have
previously specified an exotic weapon for now apply to all exotic melee
weapons.
Impaling
Strike
Prereq:
Weapon Specialization (piercing weapon)
Once per round when you
exceed a target's damage threshold with a piercing attack you may push the
target back one square.
Improvization
Reduce any attack penalty from using improvised weapons by 2.
Improvization
Reduce any attack penalty from using improvised weapons by 2.
Multiattack
Proficinecy (exotic or group)
Prereq:
Weapon Specialization (chosen exotic or group), Weapon Focus (chosen exotic or
group)
Reduce all penalties from
making iterative attacks with the chosen weapon or group by 2.
Slashing
Assault
Prereq: Weapon specialization (slashing weapon)
Once per round when you exceed a targets
damage threshold you may give that target a -2 to all attacks and skill checks
until the beginning of your next turn.
Spring
Attack
Prereq: Greater Two-Weapon Fighting, Dual Strike II
Immediately after making a full attack
where you attack with only either one light and one one-handed melee weapon or
two light melee weapons you may move up to your speed as a free action.
Weapon
Specialization
Prereq: Weapon Focus (chosen exotic or group)
Choose a single exotic weapon or weapon
group with which you are proficient You gain a +2 to all damage rolls with
those weapons.
Brute
Berserker
Rage
As a swift action you may spend an action point to
gain +2 rage bonus on melee attack and damage rolls for 5 + Con modifier
rounds. After this duration you take -1 CT.
While raging you may not use any Int, Wis
or Cha based skills.
Extreme
Effort
You may spend two swift actions to gain a
+5 bonus on a single Strength-based check made during the same round.
Fight It
Prereq:
Stubborn, Extreme Effort
You may ignore the effects of
a single spell or effect that targets your Will Defense by spending a Force
point.
Ignore
Pain
Prereq:
Resilient, Extreme Effort
You may spend an action point as a swift action to
gain Damage Reduction 10 until the beginning of your next turn.
Stubborn
You gain a 1 + 1/2 class level innate bonus to your Will
defense versus spells.
Make an
Example
The first time you reduce an enemy to 0 HP during
an encounter you may make a Intimidation check vs. the Will defense of every
enemy within 12 squares that can see and hear you. You may use your Str. bonus
for this check instead of your Cha. Any enemy whose defense you exceed takes a
-1 to all attacks and skill checks until the end of the encounter.
Revenge
Prereq:
Berserker Rage
Whenever one of your party
members is killed or rendered unconscious you may enter you Berserker Rage
without spending an action point. The attack and damage bonus from your rage
increases by +2
Resilient
You may spend an action point as a swift
action to move 2 steps up the CT.
Terrifying
Example
Prereq: Make an Example
As Make an example, except that any enemies
whose will defense you exceed are also moved -1 step on the condition track.
Melee
Smash
You deal + 1 point of damage with all melee
attacks.
Resounding
Blow
Prereq:
Melee Smash
Your successful melee attacks do +1 CT if the
attack roll exceeds the target's DT.
Make an
Opening
Prereq: Melee Smash
Whenever you successfully damage an
opponent with a melee attack you may spend an action point to make that target
flat-footed until the start of your next turn.
Armor Mastery
Advanced
Armor Training
Prereq:
Armor Training
You may use the higher of
either your class level or armor bonus + 1/2 of your class level when
determining your Ref defense when wearing armor.
Armor
Training
You may use either you class level or armor
bonus for determining your Ref defense while wearing armor.
Armored
Ease
Prereq:
Armor Training
Reduce any speed penalties
from wearing armor by 1.
Armor
Specialization
Prereq:
Armor Training, Advanced Armor Training
Chose either Light, Medium or
Heavy Armor. All Reflex and Fortitude bonuses granted to you by this type of
armor are increased by 2.
Armor Mastery
Prereq: Armor Training, Advanced Armor Training
Instead of granting a bonus to your Reflex defense, any armor worn by your character instead grants Damage Reduction at with a rating equal to what the Reflex bonus would be. For example, a Chain Shirt would grant DR 4/-.
Armor Mastery
Prereq: Armor Training, Advanced Armor Training
Instead of granting a bonus to your Reflex defense, any armor worn by your character instead grants Damage Reduction at with a rating equal to what the Reflex bonus would be. For example, a Chain Shirt would grant DR 4/-.
Defender
Block
As a reaction you may negate a melee attack by
making a successful initiative check. The DC of this skill check is equal to
the result of the attack roll you wish to negate, and you take a cumulative -5
penalty on your Initiative check for every time you have used Block since the
beginning of your last turn. You must have a melee weapon in your hand to use
this talent, and you must be aware of the attack and not be flat-footed.
Bodyguard
Prereq:
Escort, Like Glue
You may spend an action point
to take any or all of the damage dealt to an adjacent ally by an attack.
Escort
You may spend a swift action to designate one
adjacent ally. Until the start of your next turn if you move that target may
move the same number of square provided it ends in a square adjacent to you.
Extend
Block
Prereq: Escort, Block
You may use your Block talent against melee
attacks targeting adjacent allies.
Get Behind
Me!
Prereq: Escort, Block, Extend Block
Whenever you use Block to negate an attack
against an ally that ally may immediately move up to 2 squares. This movement
does not provoke attacks of opportunity.
Hold the
Line
Whenever you make a successful attack of
opportunity against a target leaving your threatened area you stop it's
movement, ending it's action.
Harrying
Assault
Prereq: Hold the Line
Enemies in you threatened range get a -2 penalty
to attack targets other than you.
Like Glue
Prereq:
Escort
The ally you designate with your Escort talent is
treated as having soft cover against all attacks as long as it remains adjacent
to you.
Riposte
Prereq:
Block, BAB +5
As a reaction you may spend an action point to
make an immediate melee attack against an enemy whose attack you have just
negated using the Block talent.
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