Tuesday, 7 April 2020

How to: Fighter Abilities

How to: Fighter Abilities

Yes, you read the title correctly. Obviously, I will be talking about the abilities of the Pathfinder fighter, because the D&D one does not have any. Most of the unrepresented abilities are either basic things that everyone can do, or are combat perks.

Bravery: This is just Fearlessness (p. B55).

Armor Mastery: This already exists in GURPS as the Armor Mastery power-up (GURPS Dungeon Fantasy 11: Power-Ups, p. 29).

Weapon Training: Just buy up the skill, come on.

Weapon Mastery: This is just Weapon Master.

Armored Confidence: I suggest making this a perk that grants +1 to Intimidate when the character is wearing DR 2+ armor.

Armored Sacrifice [6/level]
Each level of this ability (maximum 3) grants the character a +1 bonus to their Dodge score, but only for the purpose of sacrificial dodges (p. B375). This only works if the character is wearing armor with DR 2 or more.
Statistics: Enhanced Dodge (Accessibility, Only for sacrificial dodges, -40%; Accessibility, Only when wearing DR 2+ armor, -20%) [6/level].

Quick Donning [4]
The fighter becomes adept at donning armor quickly. Treat the don times as if the fighter was receiving assistance (see GURPS Low-Tech, p. 102).
Statistics: Telekinesis 4 (Independent, +40%; Melee Attack, Reach C, -30%; One Task, Assisting donning your own armor, -90%) [4].

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