Comments (10)
Wizard Slayer
Will not install if KR installed
Advantages:
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Magical Defense: At first level, the Wizard Slayer gains a +2 bonus to save vs. Spells. At 10th level, if <PRO_HESHE> fails a save against a spell that affects <PRO_HISHER> mind, <PRO_HESHE> can make a second save against magic one round later to escape the effects.
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Sense Illusions: Similar to thief ability (x2 at 1st lev--as in barb handbook)
Very Similar, but more powerful than the KR version. This replaces the Inner Focus KR ability, so applies to NPC WSs as well. Note that this will also be the Chaotic Mind(?) ability of the Jester.
- Disruptive Strike: Starting at third level, all ranged and melee attacks made by the Wizard Slayer impose a 20% non-cumulative spell failure effect against any arcane caster struck. At 11th level, the Wizard Slayer removes one spell protection from the target, and at 19th level, the Wizard Slayer removes two protections from the target.
Not activated, so much more powerful than the SR version. At the same time, other SR abilities are not added, and it can be used against PC's. I want NPC WSs to be very dangerous to player character mages
Disadvantages:
- Can only attain Specialization (++) in any weapon.
- Cannot use Heavy Armor nor Large Shields.
- Does not gain the Weapon Versatility Class Feature.
With Proficiecies Installed:
Limited to weapon specialization (++) only with weapons (obviously), miscellaneous and armor.
Limited weapon training rather than stances. Should still be effective against non-casters
Notes:
Skills & Proficiencies: The wizard slayers Sense Illusions ability is governed by the sense evil presence skill if the relevant components are installed. Wizard slayers will have unlimited use of this ability, though it will have a chance to fail.
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Berserker
Extend duration whenever they down an opponent
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Savage
Savage: Fighter Kit. No armor prof, weapon prof as animal master. Natural Medicine (heal/herbalism like-boni with these if proficiencies installed), rage, detect traps (especially if EEEx, because it's difficult otherwise).
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Marksman
Fighter Kit: with or without Proficiencies
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Warmain
Warmain: fighter kit. Armor and endurance. Stance to defend self. Limited weapon skill especially ranged. (option replace the dwarven defender)
Stance name: Bulwark
Bonus to AC, resistances and HP boost.
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Marksman: Disadvantage: Stance bonuses only apply to ranged weapons (or against ranged attacks).
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- Ki Focus: At 3rd level, once per day, the Kensai can focus <PRO_HISHER> ki to gain access to a number of quasi-magical abilities. <PRO_HESHE> can use this ability an additional time at level 6, and again every five levels after that (i.e. lvl 11, 15, etc.) to a maximum of 5 times at level 19.
KI FOCUS: The Kensai can take a few moments to focus <PRO_HISHER> ki. As<PRO_HESHE> concentrates, <PRO_HESHE> focus <PRO_HISHER>ki into a special ability from the list below. <PRO_HESHE> can must use the ability within the next 8 hours, or <PRO_HESHE> loses it.
<PRO_HESHE> cannot activate Ki Focus in the presence of enemies, as they will interrupt <PRO_HISHER> concentration.
Abilities available at 5th level:
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Kai: All successful attacks within the next 10 seconds deal maximum damage.
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Kiai: The Kensai can increase <PRO_HISHER> strength score for 1 full round. For the duration, <PRO_HISHER> strength is increased to 18/00. If <PRO_HISHER> strength score is already 18 or higher, <PRO_HISHER> strength score is instead increased by 1.
Level 11:
Stone Ox: with this ability, the Kensai focuses <PRO_HISHER> ki into <PRO_HISHER> body, hardening it against attack. For one round, <PRO_HESHE> gains 40% resistance to all physical attacks.
Purity of body: the Kensai focuses <PRO_HISHER> ki inwards, cleansing <PRO_HISHER> body of diseases and poisons, and healing <PRO_HIMHER>self of 10 points of damage.
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Barbarian
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Hide in Natural Surroundings
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Detect Illusions
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Treat Wounds
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Tracking
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Set Natural Snare
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Rage: +2 attack, damage, +2 bonus to AC, +2 to all saves. No immunities
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limited armor (as normal), specialization only, and no access to defensive stance.
from b_kits.
- Fighting Style: Starting at first level, the fighter the basic offensive and defensive Fighting Styles: Power Attack and Defensive Fighting. The fighter gains an additional advanced offensive or defensive Fighting Style ( <PRO_HISHER> choice) at levels 4, and each additional 4 levels after that (i.e. 8, 12, etc.) to a maximum of five advanced Fighting Styles at level 20. Some Fighting Styles, Activated Styles, can be selected more than once. In that case, selecting the same style gives an additional use of that style per day.
FIGHTING STYLE: In addition to the basic offensive/defensive division, there are a few different kinds of Fighting Styles, denoted with parentheses--e.g. Power Attack (Stance) signifies that power attack is a Stance. Each kind of style works differently.
- Passive: Passive Styles are always in effect, though they might only apply under certain circumstances. For example, Shield Block only applies when the Fighter uses a shield.
- Stance: A Stance can usually be used as often as the character likes, but a character can typically only use a single Stance at a time. So, for example, a first level fighter can use Power Attack or Defensive Fighting as often as <PRO_HESHE> likes, but <PRO_HESHE> cannot use them both simultaneously. A few Stances are also activated and as such can only be used a limited number of times in a day for a limited duration, and cannot be used in combination with other Stances.
- Activated: Activated Styles work like most other class abilities. They must be activated, and they give their bonus for a limited time. Activated Styles can typically be selected multiple times, and in such a case, the character can use that ability an additional time per day.
- Replacement: These abilities are advanced forms that replace 'lesser' versions. The ability they replace will be noted in the description. For example, Advanced Defensive Fighting (Stance, Replacement) replaces the Defensive Fighting Stance.
OFFENSIVE FIGHTING STYLES:
- Power Attack (Stance): When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to damage, but suffers a -2 penalty to AC. The bonus to attack improves by 1 at levels 7, 14 and 21.
- Reckless Attack: This aggressive stance focuses on offense, but leaves the warrior open to attack. All melee attacks gain a bonus of +4 to damage, but the warrior suffers an additional -2 penalty to AC (for a total of -4 to AC).
Requirement: 4th level - Surging Assault: When in this stance, the warrior's moment rate increases by 50%.
Requirement: 4th level - Killer Instinct: When in this stance, the warrior has an increased chance to inflict critical strikes. <PRO_HESHE> inflicts a critical strike on a roll of a 19 rather than a 20.
Requirement: 8th level - Thicket of Blades: Enemies find it dangerous just to be near a warrior in this stance. When in this stance, once each round, <PRO_HESHE> automatically inflicts damage equal to <PRO_HISHER> melee attack against any enemy within 5 feet.
Requirement: 12th level
DEFENSIVE FIGHTING STYLES:
- Defensive Fighting (Stance): When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to AC, but suffers a -2 penalty to attack rolls. The bonus to AC improves by 1 at levels 7, 14 and 21.
- Iron Guard: While in this stance, the warrior constantly threatens all adjacent opponents within melee range (about 5 feet radius). All opponents within melee range thus suffer a -2 penalty to their attack rolls.
Requirement: 4th level - Beacon of Defiance: When in this stance, you receive a +2 bonus to save against spells. Any ally within 10' of you also receives this bonus.
Requirement: 4th level - Diamond Defense: When in this stance, the warrior goes all out in <PRO_HISHER> defense, making it virtually impossible for an enemy to get through, whether by sword or magic. <PRO_HESHE> gains an additional +1 bonus to AC and saves.
Requirement: 8th level - Defensive Rebuke: When in this stance, the warrior turns direct hits into glancing blows, reducing the damage that might have killed <PRO_HIMHER> into a scar and a story. <PRO_HESHE> gains 10% resistance to all physical attacks while in this stance.
Requirement: 12th level
Aggressive Stance: Nearby Opponents take damage, Move 1/2
Block Spell: +x% Energy dam resist when using Shield
Bravery: Immunity to Fear
Bruiser: +x% Blunt Damage
Improved Critical: +1 Crit Range
Intimidating Strike: Crit Cause Fear within x ft.
Knockdown: Critical Knocks opponents down
Piercer: +x% Piercing Damage
Power Attack: -2 to Hit/+2 Damage
Quick Hands: +x Weapon Speed
Shield Block: +x% Physical dam resist when using Shield
Slasher: +x% Slash Damage
Sniper: +x% Missile Damage
Spring Attacks: Move gives bonus to attack/damage
Strength of Will: When affected by certain spells, save vs. spell to remove the effect after 2 rounds
from b_kits.
Warder drag_mag annual v3 p36
Immune to fear, Adjacent allies gain -2 AC bonus,
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Related Issues (20)
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