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<blockquote data-quote="Dausuul" data-source="post: 5572909" data-attributes="member: 58197"><p><strong>FIGHTERS</strong></p><p></p><p>A few things for reference:</p><ul> <li data-xf-list-type="ul">Leather armor grants +1 AC; chain armor grants +3; plate armor grants +5. A shield grants +2.</li> <li data-xf-list-type="ul">Weapon damage is similar to 4E. A dagger is 1d4, a shortsword is 1d6, a longsword is 1d8, a two-handed sword is 1d10. You don't normally get modifiers to your weapon damage, so if you attack with your longsword, you'll deal 1d8 damage no matter what your Strength.</li> <li data-xf-list-type="ul">Fighters can use all weapons, armor, and shields without restriction.</li> </ul><p><strong>Core Stats</strong></p><ul> <li data-xf-list-type="ul">Fighters start with 8 life points and 5 hit points. Their hit points increase by 2 per level. Their life points increase by 1 every odd-numbered level (9 at level 3, 10 at level 5, et cetera).</li> <li data-xf-list-type="ul">Fighters start with an attack bonus of +8. Their attack bonus improves at levels 2, 5, 8, 11, 17, 23, 29, 35.</li> <li data-xf-list-type="ul">Fighters start with AC 12, MR 14. Their defenses improve at levels 4, 7, 10, 13, 19, 25, 31.</li> </ul><p><strong>Class Features</strong></p><p></p><p><em>Multiple Attacks.</em> Fighters at higher levels can make more than one attack per round. Their number of attacks is as follows:</p><ul> <li data-xf-list-type="ul"><em>Levels 1-5</em>: 1</li> <li data-xf-list-type="ul"><em>Levels 6-11</em>: 1+1</li> <li data-xf-list-type="ul"><em>Levels 12-17</em>: 2</li> <li data-xf-list-type="ul"><em>Levels 18-23</em>: 2+1</li> <li data-xf-list-type="ul"><em>Levels 24-27</em>: 3</li> <li data-xf-list-type="ul"><em>Levels 28-31</em>: 3+1</li> <li data-xf-list-type="ul"><em>Levels 32-35</em>: 4</li> <li data-xf-list-type="ul"><em>Level 36</em>: 4+1</li> </ul><p>You can roll all your attacks as a single standard action. When a number of attacks has "+1" after it, roll one extra attack die when you make your full complement of attacks. Discard one roll and keep the rest. For instance, if you have "2+1" attacks, make three attack rolls and keep two. (If you are attacking different targets, you must declare beforehand which rolls are aimed at which targets.)</p><p></p><p><em>Fighter Maneuvers.</em> At levels 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, and 34, a fighter learns a new maneuver from a list of options. Maneuvers are special tricks the fighter can use, often specific to a particular weapon or situation. From level 14 onward, a fighter can choose not to learn a new maneuver, and instead learn an advanced version of one she already knows.</p><p></p><p>Some examples follow. All maneuvers are standard actions and do not allow multiple attacks, unless otherwise stated. When a maneuver refers to your number of attacks per round, count only the base number of attacks, ignoring "+1."</p><ul> <li data-xf-list-type="ul"><em>Mounted Charge</em>: Usable with sword, axe, hammer, mace, lance. You must be mounted and move at least 50 feet in a straight line before you attack. Make one attack. If it hits, you deal your weapon's maximum damage times your number of attacks per round.</li> <li data-xf-list-type="ul"><em>Mounted Charge (Advanced)</em>: As Mounted Charge, but you deal your weapon's maximum damage plus 2 times your number of attacks per round.</li> <li data-xf-list-type="ul"><em>Disarm</em>: Usable with sword, flail, staff. You and your opponent each make attack rolls. If yours is higher, your opponent's weapon is thrown 5 feet in a random direction.</li> <li data-xf-list-type="ul"><em>Disarm (Advanced)</em>: As Disarm, but the weapon is thrown up to 10 feet and you choose where it lands. If you have a free hand, you can catch it.</li> <li data-xf-list-type="ul"><em>Whirlwind</em>: Usable with sword, axe, staff. Make one melee attack for half damage against every opponent within 5 feet of you.</li> <li data-xf-list-type="ul"><em>Whirlwind (Advanced)</em>: As Whirlwind, but you attack for full damage.</li> <li data-xf-list-type="ul"><em>Fencing</em>: You gain +1 to AC when wearing chain armor, +2 when wearing leather or no armor, and +1 when you have one hand free. No action is required.</li> <li data-xf-list-type="ul"><em>Fencing (Advanced)</em>: As Fencing, but your AC bonus for having one hand free increases to +2, and your bonus for wearing no armor increases to +3.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 5572909, member: 58197"] [b]FIGHTERS[/b] A few things for reference: [list][*]Leather armor grants +1 AC; chain armor grants +3; plate armor grants +5. A shield grants +2. [*]Weapon damage is similar to 4E. A dagger is 1d4, a shortsword is 1d6, a longsword is 1d8, a two-handed sword is 1d10. You don't normally get modifiers to your weapon damage, so if you attack with your longsword, you'll deal 1d8 damage no matter what your Strength. [*]Fighters can use all weapons, armor, and shields without restriction.[/list] [b]Core Stats[/b] [list][*]Fighters start with 8 life points and 5 hit points. Their hit points increase by 2 per level. Their life points increase by 1 every odd-numbered level (9 at level 3, 10 at level 5, et cetera). [*]Fighters start with an attack bonus of +8. Their attack bonus improves at levels 2, 5, 8, 11, 17, 23, 29, 35. [*]Fighters start with AC 12, MR 14. Their defenses improve at levels 4, 7, 10, 13, 19, 25, 31.[/list] [b]Class Features[/b] [i]Multiple Attacks.[/i] Fighters at higher levels can make more than one attack per round. Their number of attacks is as follows: [list][*][i]Levels 1-5[/i]: 1 [*][i]Levels 6-11[/i]: 1+1 [*][i]Levels 12-17[/i]: 2 [*][i]Levels 18-23[/i]: 2+1 [*][i]Levels 24-27[/i]: 3 [*][i]Levels 28-31[/i]: 3+1 [*][i]Levels 32-35[/i]: 4 [*][i]Level 36[/i]: 4+1[/list] You can roll all your attacks as a single standard action. When a number of attacks has "+1" after it, roll one extra attack die when you make your full complement of attacks. Discard one roll and keep the rest. For instance, if you have "2+1" attacks, make three attack rolls and keep two. (If you are attacking different targets, you must declare beforehand which rolls are aimed at which targets.) [i]Fighter Maneuvers.[/i] At levels 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, and 34, a fighter learns a new maneuver from a list of options. Maneuvers are special tricks the fighter can use, often specific to a particular weapon or situation. From level 14 onward, a fighter can choose not to learn a new maneuver, and instead learn an advanced version of one she already knows. Some examples follow. All maneuvers are standard actions and do not allow multiple attacks, unless otherwise stated. When a maneuver refers to your number of attacks per round, count only the base number of attacks, ignoring "+1." [list][*][i]Mounted Charge[/i]: Usable with sword, axe, hammer, mace, lance. You must be mounted and move at least 50 feet in a straight line before you attack. Make one attack. If it hits, you deal your weapon's maximum damage times your number of attacks per round. [*][i]Mounted Charge (Advanced)[/i]: As Mounted Charge, but you deal your weapon's maximum damage plus 2 times your number of attacks per round. [*][i]Disarm[/i]: Usable with sword, flail, staff. You and your opponent each make attack rolls. If yours is higher, your opponent's weapon is thrown 5 feet in a random direction. [*][i]Disarm (Advanced)[/i]: As Disarm, but the weapon is thrown up to 10 feet and you choose where it lands. If you have a free hand, you can catch it. [*][i]Whirlwind[/i]: Usable with sword, axe, staff. Make one melee attack for half damage against every opponent within 5 feet of you. [*][i]Whirlwind (Advanced)[/i]: As Whirlwind, but you attack for full damage. [*][i]Fencing[/i]: You gain +1 to AC when wearing chain armor, +2 when wearing leather or no armor, and +1 when you have one hand free. No action is required. [*][i]Fencing (Advanced)[/i]: As Fencing, but your AC bonus for having one hand free increases to +2, and your bonus for wearing no armor increases to +3.[/list] [/QUOTE]
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