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<blockquote data-quote="the Jester" data-source="post: 5505180" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">CLASSES</span></strong></p><p></p><p>Basic classes are cleric, fighter, rogue and wizard. Each basic class has ten levels. As you advance in levels, you gain improvements to your attacks and defenses. Additionally, you gain a variety of class abilities and stances, fighting styles, spells and other options based on your class.</p><p></p><p></p><p><strong><u><span style="font-size: 12px">FIGHTER</span></u></strong></p><p></p><p>A fighter is a master of weapons and learns to fight with weapons and armor of all kinds. His power comes from his training and sheer toughness. A fighter generally wants to get into the mix, where he can lay enemies low left and right, though some prefer fighting with missile weapons from a distance.</p><p></p><p><strong>Fighter Starting Package</strong></p><p>A 1st-level character (<em>not</em> a character that gains a 1st level of fighter by multiclassing) that is a fighter gains the following:</p><p></p><p><strong>Attacks: </strong>+1 bonus to melee attacks</p><p><strong>Defenses:</strong> +1 AC and Fortitude</p><p><strong>Hit Points:</strong> 10 hit points + 1/3 your Constitution score</p><p><strong>Armor Proficiency:</strong> A fighter is proficient in all armor and shields.</p><p><strong>Weapon Proficiencies:</strong> A fighter is proficient in four weapon categories of his choice.</p><p><strong>Fighting Styles:</strong> A fighter begins knowing two fighting styles.</p><p><strong>Stances:</strong> A fighter begins knowing two stances. </p><p><strong>XP:</strong> A fighter with a Strength of 13 or higher gets a 5% bonus to earned xp. If his Strength is 16 or higher he instead gets a 10% bonus to earned xp.</p><p> </p><p>A character that becomes a 1st-level fighter but is not 1st level instead advances per the 'fighter advancement' chart listing for 1st level instead.</p><p> </p><p><em>Fighters and Ability Scores:</em> Each ability score helps a fighter master certain combat styles, stances and weapons. These are:</p><p> </p><p><em>Strength:</em> A fighter with a high Strength can become an expert with thrown weapons, great weapons, heavy blades or axes. It also helps a fighter control enemy movement or prevent an enemy from moving him.</p><p> </p><p><em>Intelligence:</em> A fighter can use high Int to master advanced weapon and shield techniques, heavy blade techniques or the one handed weapon style. A smart fighter is also able to learn how best to maneuver an enemy.</p><p> </p><p><em>Wisdom:</em> A fighter with high Wis can master advanced weapon and shield or other defensive combat moves, as well as missile techniques. A high Wis also allows a fighter to master techniques for maneuvering enemies.</p><p> </p><p><em>Dexterity: </em>Dexterity is required for advanced missile weapon techniques, as well as fighting with two weapons. It also helps a fighter learn defensive techniques. Mastery of light blade combat requires a high Dex.</p><p> </p><p><em>Constitution: </em>A high Con helps a fighter handle two-handed or bludgeoning weapons or a weapon in one hand and a shield in the other. It also helps a fighter learn to stand solidly in place, preventing enemies from maneuvering him.</p><p> </p><p><em>Charisma:</em> A high Charisma helps a fighter master one handed or throwing weapon styles, as well as the use of light blades. It also helps a fighter control enemy movement, either by preventing it or by forcing it.</p><p></p><p><strong><u>FIGHTER ADVANCEMENT</u></strong></p><p>When you gain a fighter level other than first, add 3d10% to your Strength and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.</p><p></p><p><strong>Level --- Attacks --- Defenses --- Hit Points --- Features</strong></p><p>1 --- +1 melee --- None --- None --- Gain 1 fighting style, gain 1 stance, gain proficiencies </p><p>2 --- +1 ranged --- +1 AC --- None --- Gain 1 stance, power attack</p><p>3 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style</p><p>4 --- +1 melee --- None --- None --- Gain 1 stance, gain 1 fighting style</p><p>5 --- None --- +1 AC --- +1d10 --- Gain 1 stance, power attack improves</p><p>6 --- +1 melee --- +1 Fort --- None --- Gain 1 stance</p><p>7 --- +1 ranged --- +1 AC --- None --- Gain 1 fighting style</p><p>8 --- None --- +1 Ref --- +1d10 --- Gain 1 stance</p><p>9 --- +1 melee --- +1 AC --- None --- Gain 1 stance</p><p>10 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style, gain 1 stance, power attack improves</p><p></p><p><strong>Gain a Fighting Style/Stance: </strong>The fighter chooses a fighting style or stance available to a fighter of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency.</p><p> </p><p><strong>Proficiencies: </strong>A character that becomes a 1st-level fighter but is not a 1st level character gains 2 armor and 2 weapon proficiencies.</p><p> </p><p><strong>Power Attack (recharge 16+):</strong> Before rolling a melee attack, a fighter can declare it a power attack. If that attack hits, it deals double damage. She cannot use this ability again until it recharges.</p><p> </p><p>At 5th level, Power Attack recharges on a 14+.</p><p> </p><p>At 10th level, Power Attack recharges on a 12+.</p><p></p><p><u><strong>FIGHTING STYLES</strong></u></p><p></p><p>A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.</p><p></p><p>The fighting styles available to the fighter are: great weapon, weapon and shield, one-handed weapon, missile weapon, throwing and two-weapon style. When a fighter gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.</p><p></p><p><strong>Great Weapon Style</strong></p><p> When you wield a weapon with both hands, you gain a +2 bonus to damage with melee attacks.</p><p> <em>Expert (must be 4th level fighter, must have Str 11 or Con 11):</em> When you wield a weapon with both hands, you gain a +1 bonus to melee attacks.</p><p> <em>Master (must be 8th level fighter, must have Str 14 or Con 14): </em>When you wield a melee weapon with both hands, your base critical range doubles.</p><p></p><p><strong>Missile Weapon Style</strong></p><p> When you wield a missile weapon, you gain a +1 bonus to initiative and reduce the AC bonus that cover provides to your targets by 2.</p><p> <em>Expert (must be 4th level fighter, must have Wis 11 or Dex 11):</em> When you wield a missile weapon, you gain a +1 bonus to attack.</p><p> <em>Master (must be 8th level fighter, must have Wis 14 or Dex 14):</em> When you wield a missile weapon, you can fire into melee without penalty.</p><p></p><p><strong>One-Handed Weapon Style</strong></p><p> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attacks.</p><p> <em>Expert (must be 4th level fighter, must have Int 11 or Cha 11):</em> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.</p><p> <em>Master (must be 8th level fighter, must have Int 14 or Cha 14):</em> When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.</p><p></p><p><strong>Throwing Weapon Style</strong></p><p> When you throw a weapon, you may shift 5' before or after you attack.</p><p> <em>Expert (must be 4th level fighter, must have Str 11, Dex 11 or Cha 11):</em> When you throw a weapon, you get a +1 bonus to your attack.</p><p> <em>Master (must be 8th level fighter, must have Str 14, Dex 14 or Cha 14):</em> When you throw a weapon, your base threat range doubles.</p><p></p><p><strong>Two Weapon Style</strong> (must be 4th level fighter, must have Dex 13)</p><p> When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action.</p><p> <em>Expert (must be 8th level fighter, must have Dex 17):</em> The penalty for making an attack with each weapon is -2.</p><p></p><p><strong>Weapon and Shield Style</strong></p><p> When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex.</p><p> <em>Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11):</em> When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8.</p><p> <em>Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14):</em> When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action. </p><p></p><p><strong><u>STANCES</u></strong></p><p></p><p>A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a fighter gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level.</p><p> </p><p>The stances available to the fighter are as follows:</p><p></p><p><strong>Advancing Stance</strong></p><p> When you hit with a melee or ranged attack, you can shift 5'.</p><p> <em>Expert (must be 4th level fighter): </em>Whenever an enemy makes an opportunity attack against you because you are moving, you may make a melee or ranged attack on it as a reaction.</p><p> <em>Master (must be 8th level fighter): </em>When you move adjacent to an enemy, that movement does not trigger opportunity attacks from that enemy. </p><p></p><p><strong>Aggressive Stance</strong></p><p> You get a +1 bonus on melee attacks.</p><p> <em> Expert (must be 4th level fighter):</em> You get a +2 bonus on damage with melee and ranged attacks.</p><p> <em>Master (must be 8th level fighter):</em> When you drop an enemy with a melee attack, you may make a melee attack as a free action.</p><p></p><p><strong>Archery Stance</strong></p><p> Before or after you make a ranged attack, you can shift 5'.</p><p> <em>Expert (must be 4th level fighter, must have Wis 11 or Dex 11):</em> You get a +1 bonus to ranged attacks.</p><p> <em>Master (must be 8th level fighter, must have Wis 11 or Dex 11):</em> You get a +2 bonus to damage with ranged attacks.</p><p></p><p><strong>Axeman's Stance</strong></p><p> You get a +2 bonus to damage with axes.</p><p> <em>Expert (must be 4th level fighter, must have Str 11):</em> When you hit with a melee attack with an axe, you may maneuver the target 5'.</p><p> <em>Master (must be 8th level fighter, must have Str 14): </em>While you wield an axe, you get a +2 bonus to Fortitude.</p><p></p><p><strong>Call 'Em Out</strong></p><p> Adjacent enemies suffer a -2 penalty on attacks that don't include you as a target.</p><p> <em>Expert (must be 2nd level fighter, must have Str 11 or Cha 11): </em>If an adjacent enemy makes an attack that doesn't include you as a target, you may make a melee attack against it as a reaction.</p><p> <em>Master (must be 6th level fighter, must have Str 14 or Cha 14): </em>If you hit with an opportunity attack triggered by movement, the target's move ends in the square it was trying to leave. </p><p></p><p><strong>Crusher Stance</strong></p><p> When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage.</p><p> <em>Expert (must be 4th level fighter, must have Con 11):</em> When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn.</p><p> <em>Master (must be 8th level fighter, must have Con 14): </em>When you attack with a melee weapon that deals bludgeoning damage, your base threat range doubles.</p><p></p><p><strong>Defensive Stance</strong></p><p> You gain a +1 bonus to all defenses.</p><p> <em>Expert (must be 4th level fighter, must have Dex 11 or Wis 11):</em> If an enemy enters an adjacent square, you may shift 1 as an interrupt.</p><p> <em>Master (must be 8th level fighter, must have Dex 14 or Wis 14): </em>You gain resist 2 blundgeoning, piercing and slashing.</p><p></p><p><strong>Knife Stance</strong></p><p> You gain a +1 bonus to melee and ranged attacks with light blades.</p><p> <em>Expert (must be 4th level fighter, must have Int 11, Dex 11 or Cha 11):</em> Your base critical range doubles with light blades.</p><p> <em>Master (must be 8th level fighter, must have Int 14, Dex 14 or Cha 14):</em> When you wield a light blade, you may shift an extra 5' whenever you shift.</p><p></p><p><strong>Long Stance</strong></p><p> When you use a pole arm or spear, as a full action you may make a melee attack as if your reach was one greater than it is.</p><p> <em>Expert (must be 4th level fighter): </em>When you use a pole arm or spear, you gain a +1 bonus to initiative and AC.</p><p> <em>Master (must be 8th level fighter):</em> When you hit with a pole arm or spear, after the other effects of the hit are resolved, you may push the target 10'.</p><p></p><p><strong>Maneuvering Stance</strong></p><p> You get a +2 bonus on attempts to maneuver an enemy.</p><p> <em>Expert (must be 4th level fighter, must have Int 11, Wis 11 or Cha 11): </em>Whenever you maneuver an enemy, you may move it an extra 5'.</p><p> <em>Master (must be 8th level fighter, must have Int 14, Wis 14 or Cha 14): </em>Extra 10'.</p><p></p><p><strong>Reckless Offense</strong></p><p> You get a +2 bonus on melee attacks, but suffer a -2 penalty to AC and Reflex.</p><p> <em>Expert (must be 4th level fighter):</em> You gain resist 2 bludgeoning, piercing and slashing.</p><p> <em>Master (must be 8th level fighter):</em> If an enemy hits you with an opportunity attack caused by your movement, you may make a melee attack against it as a reaction.</p><p></p><p><strong>Stolid Stance</strong></p><p> Special: You may not move while you are in this stance.</p><p> If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'.</p><p> <em>Expert (must be 4th level fighter, must be a dwarf or have Dex 11 or Con 11):</em> If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone.</p><p> <em>Master (must be 8th level fighter, must be a dwarf or have Dex 14 or Con 14):</em> If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead.</p><p></p><p><strong>Swordsman Stance</strong></p><p> You get a +1 bonus on attacks with heavy blades.</p><p> <em>Expert (must be 4th level fighter, must have Str 11 or Int 11):</em> You get a +2 bonus to damage with heavy blades.</p><p> <em>Master (must be 8th level fighter, must have Str 14 or Int 14):</em> You get a +1 bonus to initiative and a +1 bonus to AC while wielding a heavy blade.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5505180, member: 1210"] [B][SIZE="4"]CLASSES[/SIZE][/B] Basic classes are cleric, fighter, rogue and wizard. Each basic class has ten levels. As you advance in levels, you gain improvements to your attacks and defenses. Additionally, you gain a variety of class abilities and stances, fighting styles, spells and other options based on your class. [B][U][SIZE="3"]FIGHTER[/SIZE][/U][/B] A fighter is a master of weapons and learns to fight with weapons and armor of all kinds. His power comes from his training and sheer toughness. A fighter generally wants to get into the mix, where he can lay enemies low left and right, though some prefer fighting with missile weapons from a distance. [B]Fighter Starting Package[/B] A 1st-level character ([i]not[/i] a character that gains a 1st level of fighter by multiclassing) that is a fighter gains the following: [B]Attacks: [/B]+1 bonus to melee attacks [B]Defenses:[/B] +1 AC and Fortitude [B]Hit Points:[/B] 10 hit points + 1/3 your Constitution score [B]Armor Proficiency:[/B] A fighter is proficient in all armor and shields. [B]Weapon Proficiencies:[/B] A fighter is proficient in four weapon categories of his choice. [B]Fighting Styles:[/B] A fighter begins knowing two fighting styles. [B]Stances:[/B] A fighter begins knowing two stances. [B]XP:[/B] A fighter with a Strength of 13 or higher gets a 5% bonus to earned xp. If his Strength is 16 or higher he instead gets a 10% bonus to earned xp. A character that becomes a 1st-level fighter but is not 1st level instead advances per the 'fighter advancement' chart listing for 1st level instead. [I]Fighters and Ability Scores:[/I] Each ability score helps a fighter master certain combat styles, stances and weapons. These are: [I]Strength:[/I] A fighter with a high Strength can become an expert with thrown weapons, great weapons, heavy blades or axes. It also helps a fighter control enemy movement or prevent an enemy from moving him. [I]Intelligence:[/I] A fighter can use high Int to master advanced weapon and shield techniques, heavy blade techniques or the one handed weapon style. A smart fighter is also able to learn how best to maneuver an enemy. [I]Wisdom:[/I] A fighter with high Wis can master advanced weapon and shield or other defensive combat moves, as well as missile techniques. A high Wis also allows a fighter to master techniques for maneuvering enemies. [I]Dexterity: [/I]Dexterity is required for advanced missile weapon techniques, as well as fighting with two weapons. It also helps a fighter learn defensive techniques. Mastery of light blade combat requires a high Dex. [I]Constitution: [/I]A high Con helps a fighter handle two-handed or bludgeoning weapons or a weapon in one hand and a shield in the other. It also helps a fighter learn to stand solidly in place, preventing enemies from maneuvering him. [I]Charisma:[/I] A high Charisma helps a fighter master one handed or throwing weapon styles, as well as the use of light blades. It also helps a fighter control enemy movement, either by preventing it or by forcing it. [B][U]FIGHTER ADVANCEMENT[/U][/B] When you gain a fighter level other than first, add 3d10% to your Strength and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point. [B]Level --- Attacks --- Defenses --- Hit Points --- Features[/B] 1 --- +1 melee --- None --- None --- Gain 1 fighting style, gain 1 stance, gain proficiencies 2 --- +1 ranged --- +1 AC --- None --- Gain 1 stance, power attack 3 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style 4 --- +1 melee --- None --- None --- Gain 1 stance, gain 1 fighting style 5 --- None --- +1 AC --- +1d10 --- Gain 1 stance, power attack improves 6 --- +1 melee --- +1 Fort --- None --- Gain 1 stance 7 --- +1 ranged --- +1 AC --- None --- Gain 1 fighting style 8 --- None --- +1 Ref --- +1d10 --- Gain 1 stance 9 --- +1 melee --- +1 AC --- None --- Gain 1 stance 10 --- None --- +1 Fort --- +1d10 --- Gain 1 fighting style, gain 1 stance, power attack improves [B]Gain a Fighting Style/Stance: [/B]The fighter chooses a fighting style or stance available to a fighter of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency. [B]Proficiencies: [/B]A character that becomes a 1st-level fighter but is not a 1st level character gains 2 armor and 2 weapon proficiencies. [B]Power Attack (recharge 16+):[/B] Before rolling a melee attack, a fighter can declare it a power attack. If that attack hits, it deals double damage. She cannot use this ability again until it recharges. At 5th level, Power Attack recharges on a 14+. At 10th level, Power Attack recharges on a 12+. [U][B]FIGHTING STYLES[/B][/U] A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”. The fighting styles available to the fighter are: great weapon, weapon and shield, one-handed weapon, missile weapon, throwing and two-weapon style. When a fighter gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level. [B]Great Weapon Style[/B] When you wield a weapon with both hands, you gain a +2 bonus to damage with melee attacks. [I]Expert (must be 4th level fighter, must have Str 11 or Con 11):[/I] When you wield a weapon with both hands, you gain a +1 bonus to melee attacks. [I]Master (must be 8th level fighter, must have Str 14 or Con 14): [/I]When you wield a melee weapon with both hands, your base critical range doubles. [B]Missile Weapon Style[/B] When you wield a missile weapon, you gain a +1 bonus to initiative and reduce the AC bonus that cover provides to your targets by 2. [I]Expert (must be 4th level fighter, must have Wis 11 or Dex 11):[/I] When you wield a missile weapon, you gain a +1 bonus to attack. [I]Master (must be 8th level fighter, must have Wis 14 or Dex 14):[/I] When you wield a missile weapon, you can fire into melee without penalty. [B]One-Handed Weapon Style[/B] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to attacks. [I]Expert (must be 4th level fighter, must have Int 11 or Cha 11):[/I] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex. [I]Master (must be 8th level fighter, must have Int 14 or Cha 14):[/I] When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative. [B]Throwing Weapon Style[/B] When you throw a weapon, you may shift 5' before or after you attack. [I]Expert (must be 4th level fighter, must have Str 11, Dex 11 or Cha 11):[/I] When you throw a weapon, you get a +1 bonus to your attack. [I]Master (must be 8th level fighter, must have Str 14, Dex 14 or Cha 14):[/I] When you throw a weapon, your base threat range doubles. [B]Two Weapon Style[/B] (must be 4th level fighter, must have Dex 13) When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action. [I]Expert (must be 8th level fighter, must have Dex 17):[/I] The penalty for making an attack with each weapon is -2. [B]Weapon and Shield Style[/B] When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to AC and Reflex. [I]Expert (must be 4th level fighter, must have Con 11, Int 11 or Wis 11):[/I] When you wield a melee weapon in one hand and a shield in the other, you gain a +1 bonus to Fort and reduce the severity of critical hits on you by 1d8. [I]Master (must be 8th level fighter, must have Con 14, Int 14 or Wis 14):[/I] When you wield a melee weapon in one hand and a shield in the other and you miss with a melee attack, you may make a shield bash attack as a free action. [B][U]STANCES[/U][/B] A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a fighter gains a new stance, if he qualifies to do so he may instead upgrade one of his existing stances to “expert” or “master” level. The stances available to the fighter are as follows: [B]Advancing Stance[/B] When you hit with a melee or ranged attack, you can shift 5'. [I]Expert (must be 4th level fighter): [/I]Whenever an enemy makes an opportunity attack against you because you are moving, you may make a melee or ranged attack on it as a reaction. [I]Master (must be 8th level fighter): [/I]When you move adjacent to an enemy, that movement does not trigger opportunity attacks from that enemy. [B]Aggressive Stance[/B] You get a +1 bonus on melee attacks. [I] Expert (must be 4th level fighter):[/I] You get a +2 bonus on damage with melee and ranged attacks. [I]Master (must be 8th level fighter):[/I] When you drop an enemy with a melee attack, you may make a melee attack as a free action. [B]Archery Stance[/B] Before or after you make a ranged attack, you can shift 5'. [I]Expert (must be 4th level fighter, must have Wis 11 or Dex 11):[/I] You get a +1 bonus to ranged attacks. [I]Master (must be 8th level fighter, must have Wis 11 or Dex 11):[/I] You get a +2 bonus to damage with ranged attacks. [B]Axeman's Stance[/B] You get a +2 bonus to damage with axes. [I]Expert (must be 4th level fighter, must have Str 11):[/I] When you hit with a melee attack with an axe, you may maneuver the target 5'. [I]Master (must be 8th level fighter, must have Str 14): [/I]While you wield an axe, you get a +2 bonus to Fortitude. [B]Call 'Em Out[/B] Adjacent enemies suffer a -2 penalty on attacks that don't include you as a target. [I]Expert (must be 2nd level fighter, must have Str 11 or Cha 11): [/I]If an adjacent enemy makes an attack that doesn't include you as a target, you may make a melee attack against it as a reaction. [I]Master (must be 6th level fighter, must have Str 14 or Cha 14): [/I]If you hit with an opportunity attack triggered by movement, the target's move ends in the square it was trying to leave. [B]Crusher Stance[/B] When you use a melee weapon that deals bludgeoning damage, you get a +2 bonus to damage. [I]Expert (must be 4th level fighter, must have Con 11):[/I] When you hit with a melee weapon that deals bludgeoning damage, you can choose to take a -4 penalty to damage in order to daze the target until the end of your next turn. [I]Master (must be 8th level fighter, must have Con 14): [/I]When you attack with a melee weapon that deals bludgeoning damage, your base threat range doubles. [B]Defensive Stance[/B] You gain a +1 bonus to all defenses. [I]Expert (must be 4th level fighter, must have Dex 11 or Wis 11):[/I] If an enemy enters an adjacent square, you may shift 1 as an interrupt. [I]Master (must be 8th level fighter, must have Dex 14 or Wis 14): [/I]You gain resist 2 blundgeoning, piercing and slashing. [B]Knife Stance[/B] You gain a +1 bonus to melee and ranged attacks with light blades. [I]Expert (must be 4th level fighter, must have Int 11, Dex 11 or Cha 11):[/I] Your base critical range doubles with light blades. [I]Master (must be 8th level fighter, must have Int 14, Dex 14 or Cha 14):[/I] When you wield a light blade, you may shift an extra 5' whenever you shift. [B]Long Stance[/B] When you use a pole arm or spear, as a full action you may make a melee attack as if your reach was one greater than it is. [I]Expert (must be 4th level fighter): [/I]When you use a pole arm or spear, you gain a +1 bonus to initiative and AC. [I]Master (must be 8th level fighter):[/I] When you hit with a pole arm or spear, after the other effects of the hit are resolved, you may push the target 10'. [B]Maneuvering Stance[/B] You get a +2 bonus on attempts to maneuver an enemy. [I]Expert (must be 4th level fighter, must have Int 11, Wis 11 or Cha 11): [/I]Whenever you maneuver an enemy, you may move it an extra 5'. [I]Master (must be 8th level fighter, must have Int 14, Wis 14 or Cha 14): [/I]Extra 10'. [B]Reckless Offense[/B] You get a +2 bonus on melee attacks, but suffer a -2 penalty to AC and Reflex. [I]Expert (must be 4th level fighter):[/I] You gain resist 2 bludgeoning, piercing and slashing. [I]Master (must be 8th level fighter):[/I] If an enemy hits you with an opportunity attack caused by your movement, you may make a melee attack against it as a reaction. [B]Stolid Stance[/B] Special: You may not move while you are in this stance. If an enemy tries to maneuver you, reduce the distance it maneuvers you by 10'. [I]Expert (must be 4th level fighter, must be a dwarf or have Dex 11 or Con 11):[/I] If an attack would knock you prone, make a saving throw; 10 or higher: You are not knocked prone. [I]Master (must be 8th level fighter, must be a dwarf or have Dex 14 or Con 14):[/I] If an enemy tries to maneuver you, make a melee attack vs. its Fortitude as an interrupt. If you hit, you knock it prone instead. [B]Swordsman Stance[/B] You get a +1 bonus on attacks with heavy blades. [I]Expert (must be 4th level fighter, must have Str 11 or Int 11):[/I] You get a +2 bonus to damage with heavy blades. [I]Master (must be 8th level fighter, must have Str 14 or Int 14):[/I] You get a +1 bonus to initiative and a +1 bonus to AC while wielding a heavy blade. [/QUOTE]
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