Fighter Powers, and Magic Items

Scribble

First Post
Ok, so know there is a group that doesn't like 4e style fighter powers. A common thought is they feel to magic like... So why not roll with that in 5e?

Link the powers idea to magic items, and give rules for either using them as powers attached to magic items, or just as fighter maneuvers- the group can then decide which feels "right" to them.
 

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GreyICE

Banned
Banned
Soooooo why can't the cleric pick up all those magic items and do everything the fighter can do, while still being an awesome caster?
 


the Jester

Legend
Soooooo why can't the cleric pick up all those magic items and do everything the fighter can do, while still being an awesome caster?

Not only that, what if I want to run a low-magic, no-crazy-fighter-powers campaign?

The fighter needs to be well-balanced alongside the other classes without re-invoking the "magic item Christimas tree effect" from 3e.
 


I suggested in a previous thread that maybe fighter-specific magic items should be cheaper than their wizard counterparts.

Maybe we could turn that around - that martial classes can get benefits out of magic items that other classes can't? What if your fighter or rogue could take advantage of winged boots in combat in a way that doesn't benefit casters?

Winged Boots give the wearer a 30' flying movement speed (class excellent). The wearer may also perform a flying charge maneuver that gives them a +4 to hit against non-flying targets.
 

Blackwarder

Adventurer
I suggested in a previous thread that maybe fighter-specific magic items should be cheaper than their wizard counterparts.

Maybe we could turn that around - that martial classes can get benefits out of magic items that other classes can't? What if your fighter or rogue could take advantage of winged boots in combat in a way that doesn't benefit casters?

Winged Boots give the wearer a 30' flying movement speed (class excellent). The wearer may also perform a flying charge maneuver that gives them a +4 to hit against non-flying targets.

I'm an avid 4e DM and player and I would much rather leave 4e style powers as a module outside of the core game.

Warder
 

Scribble

First Post
Soooooo why can't the cleric pick up all those magic items and do everything the fighter can do, while still being an awesome caster?

Not only that, what if I want to run a low-magic, no-crazy-fighter-powers campaign?

The fighter needs to be well-balanced alongside the other classes without re-invoking the "magic item Christimas tree effect" from 3e.

Well this isn't like a fully thought out idea, just an idea.

But you could keep the math based on the classes themselves, and the "effects" based on the item. Then split items to have different effects that can be invoked by different classes.
 

I'm A Banana

Potassium-Rich
Scribble said:
Link the powers idea to magic items, and give rules for either using them as powers attached to magic items, or just as fighter maneuvers- the group can then decide which feels "right" to them.

This resembles the idea I had about saying that, in early e's, a fighter's proficiencies WERE his class abilities, to a certain extent: as the wizard gets Disintigrate, Fighters get vorpal swords.

I also think that you might have weapon qualities be purely a fighter thing. Like, anyone might be able to swing a sword around and try to put the pointy end in the squishy thing (e.g.: make an attack roll with it), but a Fighter wielding a sword gets the Expanded Critical Range (19-20). And a Fighter weilding an Axe might unlock the Enhanced Critical quality (x3). And a fighter using a Spear might gain Reach.

The logic running that it takes a trained warrior to use these weapons as they are intended.

Fighters, in my mind, are very equipment-centric, and their ability to use a diverse array of weapons and armor are part and parcel of their abilities.
 

ren1999

First Post
Fighters should only be allowed to drink potions, not read scrolls or use wands.

As far as fighter type & martial powers, I'm working on a list.
If a Wizard is rewarded each level with spells, a fighter should be rewarded with martial feat powers.

In the system I'm working on, the fighter gets 5 + intelligence modifier in power learning points per level-up. To be spent on anything except spells, prayers, or ranger, monk and rogue only skills.

I'm thinking of the possibility of a fighter spending an extra learning point to advance in their particular feat before 11th level.

Weapon Proficiency (Weapon Name)
martial power
class level 1 or higher
Each Weapon Proficiency counts as a separate learned power
attack roll +1 with the weapon you are proficient with
attack roll +1 at 11th and 21st level

Feint Attack
martial power
class level 2 or higher
standard encounter action
The fighter tries to outwit, fake out and throw off the balance of the foe.
wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's

wisdom or charisma modifier+1/2 the foe's level)

Disarm Weapon
martial power
class level 3 or higher
standard encounter action
On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.
the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex

Off-Hand Weapon
martial power
class level 4 or higher
minor at-will action
You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn.
You can use a small shield or cape with this off-hand weapon but not a heavy or tower shield.

Windmill Attack
martial power
class level 5 or higher
standard encounter action
The fighter can attack one foe twice or 2 adjacent foes once.

Fumble Foe
martial power
class level 6 or higher
standard encounter action
The fighter causes a foe to damage the self or another foe. Roll the foe's damage dice instead of yours.
wisdom versus will

Armor Proficiency (Armor Name)
martial power
class level 1 or higher
Each Armor Proficiency counts as a separate learned power.
You reduce the dexterity penalty of this armor by -1.
You reduce the dexterity penalty of this armor by -1 at 11th and 21st level.

Parry Defense
martial power
class level 2 or higher
trigger at-will action
You use your weapon to knock away your foe's attacks.
You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1.
The foe melee attacks you at -2 at 11th and -3 at 21st level.

Dodge Defense
martial power
class level 3 or higher
trigger encounter action
If you are hit, you shift 1 square and the foe must reroll the attack.

Close Quarters
martial power
class level 4 or higher
minor daily action
You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's

weaknesses.
The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you

attack.
-2 and +2 at 11th level. -3 and +3 at 21st level.

Keep Distance
martial power
class level 5 or higher
minor daily action
You shift away from your foe just out of striking range.
The foe suffers a -2 combat modifier when attacking you.
-3 at 11th level. -4 at 21st level.

Cape Shield
martial power
class level 6 or higher
trigger at-will action
You use your cape to shield yourself from incoming attacks.
You are unable to use this power with a shield.
Your cape alots you a +1 bonus to your armor class.
+2 at 11th level. +3 at 21st level.

Precise Attack
martial power
class level 1 or higher
standard at-will action
You attack your foe's chinks in the armor to find exposed flesh.
You use your dexterity versus reflex instead of strength versus armor class during your melee attack.

Shield Bash
martial power
class level 2 or higher
minor encounter action
After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
strength versus armor class

Pommel Pound
martial power
class level 3 or higher
minor encounter action
After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning

damage. If you do 5-7 points damage, the foe is dazed and loses a round of action. If you do 8+ points of damage,

the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.
+1 square, +1d4 bludgeoning damage at 11th and 21st level
strength versus armor class

Punch Foe
martial power
class level 1 or higher
minor encounter action
After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe

becomes weakened and attacks at -1.
-2 at 11th and -3 at 21st level
strength versus armor class

Kick Foe
martial power
class level 2 or higher
minor encounter action
After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage. Your foe is

slowed and moves at speed 2
speed 1 at 11th and your foe becomes immobile at 21st level
strength versus armor class

Grab Foe
martial power
class level 3 or higher
standard at-will action
You attempt to grap, net, or entangle your foe restraining movement. The foe attacks at -1 and defends at -1
attacks and defends at -2 at 11th level, and -3 at 21st level
dexterity versus reflex
re-roll this power every round to maintain the restraint

Trip Foe
martial power
class level 4 or higher
standard at-will action
You attempt to trip your foe prone. The prone foe defends against melee attacks at -1 and reflex attacks at +1.

The foe spends 1 standard action standing up.
dexterity versus reflex

Blind Foe
martial power
class level 5 or higher
standard at-will action
You attempt to blind your foe with a cut above the eye, or powder in the face. The foe attacks at -5 and defends

at -5.
The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness

condition.
dexterity versus reflex

Foot Work
martial power
class level 1 or higher
minor move action
You move 1 square after a successful attack.
+1 square at 11th and 21st level

Fleet Speed
martial power
class level 2 or higher
minor move action
You increase your speed by +1.
+1 square at 11th and 21st level

Shift Foe
martial power
class level 3 or higher
minor encounter action
After a successful attack, you shift your foe 1 square.
+1 square at 11th and 21st level

Toughness Training
martial power
class level 1 or higher
Add +1 to either your strength or constitution.
+1 at 11th and 21st level

Lightning Reflexes
martial power
class level 2 or higher
Add +1 to either your dexterity or intelligence.
+1 at 11th and 21st level

Iron Will
martial power
class level 3 or higher
Add +1 to either your wisdom or charisma.
+1 at 11th and 21st level

Improved Initiative
martial power
class level 4 or higher
You increase your initiative by +1.
+1 initiative at 11th and 21st level

Precise Shot
martial power
class level 1 or higher
You shoot your target at +1
+2 to ranged attacks at 11th and +3 at 21st level

Quick Draw
martial power
class level 2 or higher
You can switch between ranged to melee ready attacks each round.

Rapid Reload
martial power
class level 3 or higher
You shoot your target twice or shoot 2 different targets during your turn.
 

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