Half-Fighter

Half-Fighter Class Traits
Exp Rating: 1.5
Base Hitpoints: STR/3
Level Hitpoints: 3.5 per level
Primary Attributes: Strength, Constitution
Stamina: 2
Resolve: 0
Philosophies
Primary Class Philosophy: Martial Philosophy
Philosophy Training:
  • Gain Martial Rank 1, if you have no ranks in Martial.
  • Gain 1 rank to spend in Martial, Physical, or Mental
Disciplines:
Skills Training
Class Favored Skills:
Starting Skill Points:
  • 16 points to be spent in your chosen Class Skills. These points cannot be used to raise a skill above Rank 3.
Weapon & Armor Proficiencies
Weapon Proficiency: All Rank 1, Rank 2, and Rank 3 Weapons.
Armor Proficiency: All Rank 3 armors and less.
Shield Proficiency: All Rank 2 shields and less.
"Don't drop your guard! Strike from the elbow with a light weapon, not your damned shoulder! Maurice! Put that axe down! If you keep swinging that thing around the new recruits you're likely to......damn it, there goes another one! Who let that damned fool into the armory again?!"
——Bander Blackwater, Captain of the Guard of the Northern Greatwood Fort, hastily training aspiring fighters during wartime

Masters of Combat and Tactics

The Fighter is a person who trusts the grip of steel, the curve of a bow, and the heft of an axe over skulduggery or fanciful magical tricks. A fighter spends most of their time practicing their chosen combative disciplines so that they might better dispatch a foe or guard a charge, trusting in their own ability above all others. A healthy dose of aggressiveness, a cunning wit, and strong limbs are the warrior's best friends. A truly dangerous veteran of war knows that mastering all three of these aspects can take a lifetime. Unlike most classes, the requirements to be a fighter are very few. An individual can have no practical set of talents, motivation or physical traits, but they may still learn if they can find someone willing to teach. Of course, those who pursue this path without being keenly aware of what is expected of a true warrior may quickly find themselves missing an extremity or worse.

Adventurers

Perhaps the most common path for most adventurers, it is usually chosen for a simple reason: a great Fighter is a valued ally among comrades. They are generally tougher, stronger, more courageous in battle, and can be counted on to hold the front lines of a confrontation, chopping down foes while simultaneously keeping them at bay and allowing their allies to rain devastation from behind.

Fighter motivations for the adventuring life range widely from person to person. Some seek fame, others fortune; many seek both. Others simply lust for combat, always seeking stronger opponents on which to test their skills; on the darker side of the same coin, some enjoy inflicting pain and suffering on the weak, preferring to abuse their finely honed skills for no other reason than to listen to the screams of their victims. Being so widely varied in their methodologies and practices, warriors often cross paths on the open road. Either by happenstance or on purpose, they may throw themselves into combat against each other for no other reason then they see a challenge in each other that must be overcome.

History and Culture

Warriors are considered to be among the oldest professions in the world. When time began they started as hunters, and as the needs of the mortal races expanded, so did the role of the Fighter. Now fighters can be found in any society, serving as military, bodyguards, mercenaries, bounty hunters, warlords, bandits, pirates, and adventurers. The applications for a Fighter in a world steeped in turmoil and magic are nearly endless.

Fighters have little culture of their own, other than a loose code of honor that the majority tend to share with each other. Fighters tend to adapt their philosophies on life to whatever suits them best, or, in the case of being hired on to a particular area in some fashion, try to at least live peaceably with other people. There are of course many such warriors who could care less about fitting in or behaving honorably; they create their own society wherever they go, often by pillaging and taking what they want. Those who follow may adopt their views, and those who don't are free to find a blade through the heart.

Alignment

Fighters do not have a particular disposition towards behaving a certain way based on their profession. Alignment for a warrior is more of a personal choice and has little bearing on why they chose to master the art of combat. That being said, it is usually the alignment of a Fighter that fuels their desire to improve their skills, as mastery of the blade can allow one to accomplish great things.

Goodly warriors often seek to protect others or serve a noble cause, often becoming knights. Neutral warriors generally don't care what purpose they serve as long as it fuels their own goals, which can range anywhere from acquiring wealth or status, or to upholding the law. An evil Fighter usually wishes to conquer or take from others, seeing the world as a buffet of violence, avarice, or lust. Regardless of the path they choose, the only thing that really matters to a Fighter at the end of the day is their own strength and skill, for it is those attributes that brought them to that point, and it is those same qualities that will allow them to go even further.

Class Features

♦ Martial Combatant1st Level
When making a Melee Basic Attack or Ranged Basic Attack, you may substitute your Martial Rank for Physical Rank for the purposes of using augments. Additionally, gain access to the Martial Practice skill.
♦ Bonus Basic Powers1st Level
You master one bonus Basic Martial Techniques, one from the Martial Discipline that you choose. You must still meet all prerequisites of the chosen power.
♦ Basic Training5th Level
Decrease the Base Speed of any Weapon you wield by 1. This is a Class bonus. You must be proficient with the weapon to gain this benefit.
♦ Bonus Stance8th Level
You gain a bonus Martial Stance for which you qualify. If you gain this feature from another Half-Class, you gain a second bonus Martial Stance at 16th level (instead of gaining two at 8th level).
♦ Advanced Training13th Level
Decrease the Base Speed of any Weapon you wield by 1. This is a class bonus that stacks with Basic Weapon Training. You must be proficient with the weapon to gain this benefit. If you gain Advanced Training from another class in one or more Weapons, at 21st Level you gain Legendary Training in those weapons, granting an additional 1 reduction in Base Speed.

Combat Training

Combat Training by Level
Type1st2nd3rd5th6th7th9th10th11th
Ranged?'?'?''
Melee?'?'?''
Parry'??'?''
Fort'?'''?
Reflex''?''''?
Will''?''''?
  • 1st level, ½ point in Ranged, ½ point in Melee, and ½ point in Fortitude.
  • 2nd level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 3rd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
  • 5th level, ½ point Fortitude and ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 6th level, ½ point in Reflex and ½ point in Will.
  • 7th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 9th level, ½ point in Fortitude.
  • 10th level, ½ point in Melee Weapon Attacks and ½ point in Range Weapon Attacks.
  • 11th level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.

Half-Fighter Specialties

When your character earns a Class Specialty, you may choose one from the following list.

♦ Advanced Weapon Proficiency
You gain proficiency in all weapons.
♦ Battle Hardened
You must grant two Advantages before a glance is automatically upgraded to a hit. This makes you resistant to certain effects, such as Backstab.
♦ Consistent Strikes
When dealing weapon damage with a weapon you are proficient with, you may re-roll 1's on any damage dice until they do not show a 1.
♦ Endurance Fighting
You gain an extra pool of Stamina equal to your Physical Rank. When a power requires you to Burn Stamina to regain hitpoints, you may use this pool instead of your Standard energy pool. This extra pool replenishes after an extended rest.
♦ Equipment Specialist
Reduce both your Stamina and Resolve allocations for any magical Armor, Weapons, or Shields that you wield by half (min 1, round up). You may use this ability on a number of items up to your Martial Rank.
♦ Forceful Blows
When wielding a melee weapon (one-hand or off-hand) you are proficient with in your main hand, increase the damage you deal with the weapon by [1/3 Martial Rank].
♦ Great Defender
When wielding a light or heavy shield, all allies adjacent to you gain Partial Cover.
♦ Invigorating Stance
When you enter a stance, gain temporary hitpoints equal to [3 x Martial Rank] (limit once per round).
♦ Melee Harrier
When you use a power to make one or more melee weapon attacks and miss all targets of all attacks, you may make a Melee Basic Attack against one target as a Reactive Action.
♦ Mobile Defense
Once per round, when an adjacent creature misses you with a melee weapon attack, you may shift 5 ft as a free action. You must be wielding a shield to gain this benefit.
♦ Mobile Offense
Lunging with an attack does not increase your recovery time.
♦ Ranged Harrier
When you use a power to make one or more ranged weapon attacks and miss all targets of all attacks, you may make a Ranged Basic Attack against one target as a Reactive Action.
♦ Relentless Slaughter
When you kill an opponent with a Melee Attack, you may immediately make a Melee Basic Attack against another creature within reach as a Free Action.
♦ Survivor
Whenever you make a Resilience check to avoid an Injury, roll twice and take the better result.
♦ Shielded Opportunity
Once per round, when a creature misses you with a melee attack, you are granted an opportunity by that creature. You must be wielding a shield to gain this benefit.
♦ Tireless Warrior
When you complete a short rest, you automatically regain all of your hitpoints (without needing to burn a Stamina).
♦ Unphasable
Whenever you are Delayed, Dazed, or Stunned, reduce the duration by [½ Martial Rank] segments.