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weird-wizard:paths:novice_paths:fighter [2026/01/21 04:31] – ↷ Page moved from weird-wizard:fighter to weird-wizard:paths:novice_paths:fighter lwelykweird-wizard:paths:novice_paths:fighter [2026/01/21 14:44] (current) lwelyk
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 //**Combat Training:**// You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. When you get a critical success on a roll to attack, you can roll the damage an additional time and use the highest total.  //**Combat Training:**// You ignore the requirements for wearing armor and using weapons. You roll to attack with 1 boon. When you get a critical success on a roll to attack, you can roll the damage an additional time and use the highest total. 
  
-//**Combat Recovery:**// You can use an action, or a reaction when you are harmed, to heal half your damage total and impose 1 [[bane]] on rolls to attack you until the start of your next turn. +//**Combat Recovery:**// You can use an action, or a reaction when you are harmed, to heal half your damage total and impose 1 [[..:..:bane]] on rolls to attack you until the start of your next turn. 
 You can use this talent once. At level 5, you can use it twice.  You can use this talent once. At level 5, you can use it twice. 
 You regain the uses of this talent after you rest.  You regain the uses of this talent after you rest. 
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 //**Battle Savant:**// When you use an attack option, you roll to attack with 1 boon. At level 5, the number of boons increases to 2.  //**Battle Savant:**// When you use an attack option, you roll to attack with 1 boon. At level 5, the number of boons increases to 2. 
  
-//**Brawler:**// You roll with 1 boon when you make an unarmed attack. You ignore the bane imposed from making unarmed strikes. Your unarmed strikes count as natural off-hand weapons with the [[Nimble]] trait that deal 1d6 damage. At level 5, your unarmed strikes deal an extra 1d6 damage when you wield no other weapon. +//**Brawler:**// You roll with 1 boon when you make an unarmed attack. You ignore the bane imposed from making unarmed strikes. Your unarmed strikes count as natural off-hand weapons with the [[..:..:nimble]] trait that deal 1d6 damage. At level 5, your unarmed strikes deal an extra 1d6 damage when you wield no other weapon. 
  
 //**Brute:**// Increase your Natural Defense by 2 and your Health score by 10. At level 5, your Health score increases again by 10. //**Brute:**// Increase your Natural Defense by 2 and your Health score by 10. At level 5, your Health score increases again by 10.
 +
 +//**Bulwark:**// You treat the shield as an off-hand weapon. When you attack with it, you retain the increase it grants your Defense. When you use the Driving Attack or Pressing Attack options, the result need only equal or exceed the target’s attribute score by 3. 
 +
 +At level 5, the result instead need only equal or exceed the target’s attribute score. Finally, when you use the Guarded Attack option, you retain its benefits if you become confused or held. 
  
 //**Close-Combat Fighter:**// You ignore the Light trait of melee weapons you wield. At level 5, you roll to attack with 1 boon when you use a weapon that has the Light trait. //**Close-Combat Fighter:**// You ignore the Light trait of melee weapons you wield. At level 5, you roll to attack with 1 boon when you use a weapon that has the Light trait.
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 //**Crack Shot:**// You roll to attack with 1 boon when you attack with a ranged weapon. Also, you can use ranged weapons to make free attacks. At level 5, the number of boons increases to 2. //**Crack Shot:**// You roll to attack with 1 boon when you attack with a ranged weapon. Also, you can use ranged weapons to make free attacks. At level 5, the number of boons increases to 2.
 +
 +//**Cutter:**// You roll with 1 boon when you attack with an axe, battle axe, great axe, or hatchet. When your melee attack with one of these weapons causes a target to die or become incapacitated, one creature you choose within 1 yard of the target takes 1d6 damage. 
 +
 +At level 5, up to two creatures within 1 yard of the target take 1d6 damage.
  
 //**Dual Wielder:**// You can use a reaction to attack with a weapon you wield in your off-hand when you attack. At level 5, you impose 1 bane on rolls to attack you while you wield two weapons, one in each hand.  //**Dual Wielder:**// You can use a reaction to attack with a weapon you wield in your off-hand when you attack. At level 5, you impose 1 bane on rolls to attack you while you wield two weapons, one in each hand. 
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 //**Engager:**// You can use a reaction when an enemy moves to within 5 yards of you to move up to your Speed. If you can reach the enemy that enabled the use of this talent, you can attack it. If the enemy takes damage from this attack, its Speed drops to 0 until the start of its next turn. At level 5, you roll to attack with 1 boon whenever you attack by using a reaction. //**Engager:**// You can use a reaction when an enemy moves to within 5 yards of you to move up to your Speed. If you can reach the enemy that enabled the use of this talent, you can attack it. If the enemy takes damage from this attack, its Speed drops to 0 until the start of its next turn. At level 5, you roll to attack with 1 boon whenever you attack by using a reaction.
  
-//**Great Weapon Specialist:**// When you get a success on a roll to attack, you can add twice your Strength modifier (minimum 0) as extra damage for that attack. Once you use this talent, you lose access to it for 1 minute. At level 5, you ignore the effects of the [[Slow]] weapon trait. +//**Formation Fighter:**// When you wield a shield, increase the Defense of all allies within 1 yard of you by 1. At level 5, this Defense increase improves to 2.  
 + 
 +//**Great Weapon Specialist:**// When you get a success on a roll to attack, you can add twice your Strength modifier (minimum 0) as extra damage for that attack. Once you use this talent, you lose access to it for 1 minute. At level 5, you ignore the effects of the [[..:..:slow]] weapon trait. 
  
 //**Impalement Arts Specialist:**// Increase the range of thrown weapons you wield by 5. You roll to attack with thrown weapons with 1 boon. At level 5, when you get a critical success with a thrown weapon, you can use a reaction to make a ranged attack using another thrown weapon.  //**Impalement Arts Specialist:**// Increase the range of thrown weapons you wield by 5. You roll to attack with thrown weapons with 1 boon. At level 5, when you get a critical success with a thrown weapon, you can use a reaction to make a ranged attack using another thrown weapon. 
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 //**Shield Basher:**// You treat shields as off-hand melee weapons that deal 1d6 damage instead of as improvised weapons. In addition, when you attack with a shield, you retain the shield’s increase to your Defense score. At level 5, when you get a critical success with an attack using your shield, you roll to attack the target with 1 boon until the end of your next turn.  //**Shield Basher:**// You treat shields as off-hand melee weapons that deal 1d6 damage instead of as improvised weapons. In addition, when you attack with a shield, you retain the shield’s increase to your Defense score. At level 5, when you get a critical success with an attack using your shield, you roll to attack the target with 1 boon until the end of your next turn. 
  
-==== Level 5 Fighter ====+//**Smasher:**// You roll with 1 boon when attacking with a hammer, maul, or war hammer. When your melee attack with one of these weapons causes the target to become injured (or take damage while injured), the target makes a Will roll; on a failure, it becomes confused until the end of your next turn.  
 + 
 +At level 5, you impose 1 bane on the target’s Will roll. 
 + 
 +//**Tunnel Warrior (Must be smaller than Size 1 to take):**// You can move through spaces occupied by other creatures regardless of their Size, though you must end your move in an empty space. You count as Size 1/4 for the purpose of moving. Finally, you make rolls to attack with spears, bidents, and tridents with 1 boon.  
 + 
 +At level 5, you make rolls to attack using these weapons with 2 boons instead. 
 + 
 +=== Fae Fighting Styles === 
 +These fighting styles are typically associated with the fae, but any can learn them with Sage approval. 
 + 
 +//**Bewitcher (Magical):**// If at the start of your turn you lack the confused, controlled, stunned, and unconscious afflictions, you immediately can target one creature within 5 yards. The target makes a Will roll; on a failure, you pull it 1d6 yards toward you, and it becomes vulnerable until the end of your turn. After you use this talent, you can use it again after the end of your next turn.  
 + 
 +At level 5, if you get a critical success on a roll to attack the target of this talent, the target also becomes confused until the end of your next turn.  
 + 
 +//**Dabbler:**// Add Arcane to your list of languages. You discover one tradition.  
 + 
 +At level 5, you learn two novice spells. 
 + 
 +//**Evader (Magical):**// When you are harmed, you can use a reaction to teleport to an empty space within 5 yards. After you use this talent, you can access it again after the end of your next turn.  
 + 
 +At level 5, when you use Evader, you also become Slippery and impose 1 bane on rolls to attack you until the end of your next turn. 
 + 
 +//**Mindwracker (Magical):**// You can use an action to target one creature within 5 yards that can see you and hear you. Make either an Intellect roll or a Will roll against the target’s Will. On a success, the target becomes vulnerable (luck ends).  
 + 
 +At level 5, your attacks against vulnerable targets deal an extra 1d6 damage. 
 + 
 + 
 +===== Level 5 Fighter =====
 **Armored and Natural Defense:** +1 **Armored and Natural Defense:** +1