Wednesday, May 23, 2012

Fighter


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.

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/-.

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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