Fighter
Live Dangerously
Live Dangerously
The Fighter’s 4 character skills are:
Acrobatics (Dex)
Climb (Str)
Escape Artist (Dex)
Weapon Arts (Str)
1: Improved Unarmed Strike
2: Fighter's Flurry
3: Core: Fighter Aura
4: Mag Bauble
5: Tavern Brawler
6: Limit Break
7: Adrenaline
8: Mag Bauble
9: Halfline Slayer
10: Fighter's Flurry II
11: Crazy Heart
12: Mag Bauble
13: Limit Break Energy Charge
14: Control Slayer
15: Fighter's Flurry III
16: Mag Bauble
17: W/S/A Proficiency
18: Crazy Beat
19: Deadline Slayer
20: Limit Break Lifeline
Unarmed Strike:
Fighters are highly trained in unarmed fighting, giving them a considerable advantage when doing so.
At 1st level, a Fighter gains Improved Unarmed Strike as a bonus feat.
A Fighter’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a fighter may even make unarmed strikes with his hands full. Off-hand attacks do not exist for a fighter when striking unarmed. A fighter may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a fighter’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.A fighter’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and ghost touch spells).A fighter also deals more damage with his unarmed strikes than a normal person would, as shown on the table below.
Level Small Medium Large
1st-3rd 1d4 1d6 1d8
4th-7th 1d6 1d8 2d6
8th-11th 1d8 1d10 2d8
12th-15th 1d10 2d6 3d6
16th-19th 2d6 2d8 3d8
20th 2d8 2d10 4d8
Fighters may switch between their Aura stances at the beginning of the combat round at the cost of 5 Control.
Brave Aura [Default]
Yourself and all allies within 30 feet gain +1 Defense per 10 character levels when attacking an enemy head on.
Wise Aura
Yourself and all allies within 30 feet gain +1 dice of damage per 10 character levels when attacking an enemy from the rear.
Starting at 2nd level, a Fighter can make a Fighter's flurry as a full-attack action. When doing so, a Fighter has the Two-Weapon Fighting Talent when attacking with any combination of unarmed strikes, weapons from the Fighter class starting list, or weapons with the "Kundala" special feature. She does not need to use two different weapons to use this ability.
A Fighter applies her full Strength modifier to her damage rolls for all attacks made with Fighter's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A Fighter can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of Fighter's flurry. A Fighter with natural weapons can't use such weapons as part of Fighter's flurry, nor can she make natural weapon attacks in addition to her Fighter's flurry attacks.
At 8th level, the Fighter gains use of the Improved Two-Weapon Fighting Talent when using Fighter's flurry.
At 15th level, she gains use of the Greater Two-Weapon Fighting Talent when using Fighter's flurry.
Tavern Brawler [EX]:
A Fighter may use Fighter's flurry with improvised weapons.
Limit Break Increases it's potential per every two Fighter levels. Level I at Fighter lv 6 and Maxing out at Level VIII at Fighter 20
Active skill. Temporarily reduces your maximum HP by % amount and increases Striking damage. This skill counts as a status effect for Crazy Heart and Crazy Beat, and cannot be cured by any means other than death or timing out. Because your maximum HP is reduced, all other effects that rely on maximum HP are also affected.
Sacrifice HP amount Duration Cooldown Damage bonus on Melee attacks
I 10% 3 Rounds 10 Rounds +1 Damage
II 20% 4 Rounds 11 Rounds +2 Damage
III 30% 5 Rounds 12 Rounds +3 Damage
IV 40% 6 Rounds 13 Rounds +4 Damage
V 50% 7 Rounds 14 Rounds +5 Damage
VI 60% 8 Rounds 15 Rounds +6 Damage
VII 70% 9 Rounds 15 Rounds +7 Damage
VIII 80% 10 Rounds 15 Rounds +8 Damage
Unlike "Limit Break", "Control Converter" does not count as a abnormal Status.
Recover Control after Limit Break wears off.
Does not activate if you die during Limit Break it also doesn't activate it Limit Break Lifeline is triggered.
Amount recovered is equal to the amount sacrificed in hitpoints during Limit Break's activation.
You cannot exceed your Maximum Control limit with this 'heal' The remaining energy is lost.
If you take an attack that would incapacitate you while Limit Break is active, automatically cancel Limit Break and withstand the attack with 1 HP. Usage of this skill increases the Recast Time of Limit Break by 5 Rounds.
Fighters gain an Initiative bonus equal to the number of Positive buffs x2 that have been applied to them.
A fighter under the effect of Shift and Deban would have +4 added to their Initiative
Gain +1 dice to all attacks when under 50% health.
Gain Fast healing 1 when afflicted by a status effect.
Limit Break is considered a status effect for this skill.
Control Converter is not considered a status effect for this skill.
Crazy Beat
Gain Fast healing X when afflicted by a status effect.
Where X is the Fighter's Con modifier
Gain +1 dice to all attacks when under 50% Control.
This bonus stacks with Halfline Slayer.
Gain +1 dice to all attacks when under 25% health.
This bonus stacks with Halfline Slayer and Control Slayer.