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<blockquote data-quote="ren1999" data-source="post: 5902207" data-attributes="member: 85179"><p>Fighters should only be allowed to drink potions, not read scrolls or use wands. </p><p></p><p>As far as fighter type & martial powers, I'm working on a list. </p><p>If a Wizard is rewarded each level with spells, a fighter should be rewarded with martial feat powers.</p><p></p><p>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.</p><p></p><p>I'm thinking of the possibility of a fighter spending an extra learning point to advance in their particular feat before 11th level. </p><p></p><p>Weapon Proficiency (Weapon Name)</p><p>martial power</p><p>class level 1 or higher</p><p>Each Weapon Proficiency counts as a separate learned power</p><p>attack roll +1 with the weapon you are proficient with</p><p>attack roll +1 at 11th and 21st level</p><p></p><p>Feint Attack</p><p>martial power</p><p>class level 2 or higher</p><p>standard encounter action</p><p>The fighter tries to outwit, fake out and throw off the balance of the foe.</p><p>wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's </p><p></p><p>wisdom or charisma modifier+1/2 the foe's level)</p><p></p><p>Disarm Weapon</p><p>martial power</p><p>class level 3 or higher</p><p>standard encounter action</p><p>On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.</p><p>the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex</p><p></p><p>Off-Hand Weapon</p><p>martial power</p><p>class level 4 or higher</p><p>minor at-will action</p><p>You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn.</p><p>You can use a small shield or cape with this off-hand weapon but not a heavy or tower shield.</p><p></p><p>Windmill Attack</p><p>martial power</p><p>class level 5 or higher</p><p>standard encounter action</p><p>The fighter can attack one foe twice or 2 adjacent foes once.</p><p></p><p>Fumble Foe</p><p>martial power</p><p>class level 6 or higher</p><p>standard encounter action</p><p>The fighter causes a foe to damage the self or another foe. Roll the foe's damage dice instead of yours.</p><p>wisdom versus will</p><p></p><p>Armor Proficiency (Armor Name)</p><p>martial power</p><p>class level 1 or higher</p><p>Each Armor Proficiency counts as a separate learned power.</p><p>You reduce the dexterity penalty of this armor by -1.</p><p>You reduce the dexterity penalty of this armor by -1 at 11th and 21st level.</p><p></p><p>Parry Defense</p><p>martial power</p><p>class level 2 or higher</p><p>trigger at-will action</p><p>You use your weapon to knock away your foe's attacks.</p><p>You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1.</p><p>The foe melee attacks you at -2 at 11th and -3 at 21st level.</p><p></p><p>Dodge Defense</p><p>martial power</p><p>class level 3 or higher</p><p>trigger encounter action</p><p>If you are hit, you shift 1 square and the foe must reroll the attack.</p><p></p><p>Close Quarters</p><p>martial power</p><p>class level 4 or higher</p><p>minor daily action</p><p>You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's </p><p></p><p>weaknesses.</p><p>The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you </p><p></p><p>attack.</p><p>-2 and +2 at 11th level. -3 and +3 at 21st level.</p><p></p><p>Keep Distance</p><p>martial power</p><p>class level 5 or higher</p><p>minor daily action</p><p>You shift away from your foe just out of striking range.</p><p>The foe suffers a -2 combat modifier when attacking you.</p><p>-3 at 11th level. -4 at 21st level.</p><p></p><p>Cape Shield</p><p>martial power</p><p>class level 6 or higher</p><p>trigger at-will action</p><p>You use your cape to shield yourself from incoming attacks.</p><p>You are unable to use this power with a shield.</p><p>Your cape alots you a +1 bonus to your armor class.</p><p>+2 at 11th level. +3 at 21st level.</p><p></p><p>Precise Attack</p><p>martial power</p><p>class level 1 or higher</p><p>standard at-will action</p><p>You attack your foe's chinks in the armor to find exposed flesh.</p><p>You use your dexterity versus reflex instead of strength versus armor class during your melee attack.</p><p></p><p>Shield Bash</p><p>martial power</p><p>class level 2 or higher</p><p>minor encounter action</p><p>After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage.</p><p>+1 square, +1d4 bludgeoning damage at 11th and 21st level</p><p>strength versus armor class</p><p></p><p>Pommel Pound</p><p>martial power</p><p>class level 3 or higher</p><p>minor encounter action</p><p>After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning </p><p></p><p>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, </p><p></p><p>the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.</p><p>+1 square, +1d4 bludgeoning damage at 11th and 21st level</p><p>strength versus armor class</p><p></p><p>Punch Foe</p><p>martial power</p><p>class level 1 or higher</p><p>minor encounter action</p><p>After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe </p><p></p><p>becomes weakened and attacks at -1.</p><p>-2 at 11th and -3 at 21st level</p><p>strength versus armor class</p><p></p><p>Kick Foe</p><p>martial power</p><p>class level 2 or higher</p><p>minor encounter action</p><p>After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage. Your foe is </p><p></p><p>slowed and moves at speed 2</p><p>speed 1 at 11th and your foe becomes immobile at 21st level</p><p>strength versus armor class</p><p></p><p>Grab Foe</p><p>martial power</p><p>class level 3 or higher</p><p>standard at-will action</p><p>You attempt to grap, net, or entangle your foe restraining movement. The foe attacks at -1 and defends at -1</p><p>attacks and defends at -2 at 11th level, and -3 at 21st level</p><p>dexterity versus reflex</p><p>re-roll this power every round to maintain the restraint</p><p></p><p>Trip Foe</p><p>martial power</p><p>class level 4 or higher</p><p>standard at-will action</p><p>You attempt to trip your foe prone. The prone foe defends against melee attacks at -1 and reflex attacks at +1. </p><p></p><p>The foe spends 1 standard action standing up.</p><p>dexterity versus reflex</p><p></p><p>Blind Foe</p><p>martial power</p><p>class level 5 or higher</p><p>standard at-will action</p><p>You attempt to blind your foe with a cut above the eye, or powder in the face. The foe attacks at -5 and defends </p><p></p><p>at -5.</p><p>The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness </p><p></p><p>condition.</p><p>dexterity versus reflex</p><p></p><p>Foot Work</p><p>martial power</p><p>class level 1 or higher</p><p>minor move action</p><p>You move 1 square after a successful attack.</p><p>+1 square at 11th and 21st level</p><p></p><p>Fleet Speed</p><p>martial power</p><p>class level 2 or higher</p><p>minor move action</p><p>You increase your speed by +1.</p><p>+1 square at 11th and 21st level</p><p></p><p>Shift Foe</p><p>martial power</p><p>class level 3 or higher</p><p>minor encounter action</p><p>After a successful attack, you shift your foe 1 square.</p><p>+1 square at 11th and 21st level</p><p></p><p>Toughness Training</p><p>martial power</p><p>class level 1 or higher</p><p>Add +1 to either your strength or constitution.</p><p>+1 at 11th and 21st level</p><p></p><p>Lightning Reflexes</p><p>martial power</p><p>class level 2 or higher</p><p>Add +1 to either your dexterity or intelligence.</p><p>+1 at 11th and 21st level</p><p></p><p>Iron Will</p><p>martial power</p><p>class level 3 or higher</p><p>Add +1 to either your wisdom or charisma.</p><p>+1 at 11th and 21st level</p><p></p><p>Improved Initiative</p><p>martial power</p><p>class level 4 or higher</p><p>You increase your initiative by +1.</p><p>+1 initiative at 11th and 21st level</p><p></p><p>Precise Shot</p><p>martial power</p><p>class level 1 or higher</p><p>You shoot your target at +1</p><p>+2 to ranged attacks at 11th and +3 at 21st level</p><p></p><p>Quick Draw</p><p>martial power</p><p>class level 2 or higher</p><p>You can switch between ranged to melee ready attacks each round.</p><p></p><p>Rapid Reload</p><p>martial power</p><p>class level 3 or higher</p><p>You shoot your target twice or shoot 2 different targets during your turn.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5902207, member: 85179"] 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. [/QUOTE]
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