Fighter > Lord of Battle

Fighter Req. Total of 40+ in Dexterity and Strength     1. Staggering Strike: EOT Attack   Deal damage to an enemy equal to your STR + DEX + your weapon and knock them back half your STR mod spaces.   2. Nature of the Fighter: Passive   10% damage reduction, applies after flat reductions. Every fifth encounter ability you use does not consume the cooldown.   3. Advantageous Strike: Encounter Interrupt   Dash to an ally within 5 range who is being attacked you may make an attack of opportunity on the attacker. If this kills the target gain +1 CHA permanently.   4. Disarm: Daily^7 Action   Attempt to disarm an opponent, roll a d20 and add your STR or DEX mod, if the result is higher than 18 you succeed.   5. Grand, Ain’t It: At-Will Action   If you have counterattacked more than twice in one round of combat, you gain another action that may be used as an interrupt until your next round.   6. Unrelenting Blows: Encounter Action   Force a melee range enemy on the defensive for one round, if they attack you get a free attack of opportunity, if they shift you may follow them (within reason).   7. Swift Pursuit: Encounter Shift   Dash up to 7 spaces and deal damage to all melee range enemies when you stop equal to 100% of your weapons damage. You may use this as an interrupt that does not consume your shift if someone in melee range would leave melee range.   8. Blade and Soul: Passive   +4 to counterattacks +1 accuracy. After a successful counterattack you may move one space.   9. The Path to Nowhere: Passive   Every five levels, you gain a feat point that may only be used to learn a new attack or to develop a new level of mastery over a weapon type. Masteries give you different bonuses depending on the type of weapon, and will grant you hidden benefits when using a weapon with a soul of that type.       Lord of Battle Req. Fighter Completed and taken another CON, STR or DEX Class.   1. Opportunistic: Passive   When an enemy critically fails an attack, you get a free attack until your next turn. When an enemy critically fails an action you get a free action until your next turn, and when they critically fail a shift or movement related check, you may make a shift as an interrupt. If the critically fail is against you, you get a +5 to your next ac check, or movement.   2. Focused: Passive   At the start of combat, identify the most dangerous visible enemy in the encounter. They will be considered your foe. You get +1 to all rolls and checks against them and you gain 30 damage reduction against them until the end of the encounter.   3. Composed: Passive   +4 to detecting sneaking enemies. When you would take damage you can choose to show no reaction.   4. Agile: Passive   Your speed and grace allow you to take an extra shift.   5. Adaptable: Encounter Interrupt   If you are blocked or dodged you may make an attack on another enemy within 2 range or on the same enemy if they’re your foe, a heretic, or challenged.   6. Unafraid: Encounter Shift   Dash up to 8 spaces in a straight line and make a regular attack on all enemies you pass through. These attacks receive a -3 penalty to ac. If you successfully struck all enemies you passed through, your next attack cannot be blocked or dodged. If you failed to strike them all, you cannot block or dodge for the next round.   7. Pragmatic: At-Will Action   Move to push or pull a target within 3 spaces over or into an obstacle. You may use either your strength or dexterity for the check.   8. Dynamic: Encounter Shift   Jump to a target within 5 range or 10 if they are your foe, challenged, or a heretic. You may then make a regular free attack on them, or a free attack and free action if they are your foe, challenged, or a heretic. Then, you may launch them up to four spaces directly away from you.   9. A True Warrior is… Static Passive   Every time you kill an enemy gain +1 HP and +1 damage permanently. At the end of every round you gain +4 resource. (fury divine points etc.) You gain +1 mastery level with all weapons and do not receive DEX penalties from wearing armor. Your critical range is boosted by +1. This counts as an aura with a range of 0.

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