|Portrait of a human fighter.|
42 (+14 per level)
Description[edit | edit source]
|“||Fighters form the front line of disciplined armies across the Eastern Reach. Though they are most commonly found in cultures with an organized martial structure, fighters can also be encountered as wandering mercenaries, bodyguards, and other types of sell-swords. The common element that unifies fighters is their heavy focus on endurance and melee defense.||”|
Background[edit | edit source]
Fighters are men and women trained to use a wide variety of traditional weapons in brutal combat. They are often put in—or put themselves in—harm's way and are built to take an extraordinary amount of punishment. They are known for their discipline, skill, and durability. In the Eastern Reach, they are often employed as caravan guards, soldiers, and personal bodyguards. Accustomed as they are to long marches, strange places, and life on the road, all fighters gain a minor skill bonus to Athletics, Lore, and Survival.
In combat, fighters are steadfast and stalwart. Even novice fighters enjoy the highest base Deflection defense of any class and the ability to passively recover a small amount of Endurance every second. Though not traditionally as mobile as the monk nor as likely to dish out individually withering attacks as a rogue, fighters are dependable and flexible, able to shift between a variety of attack modes that alternate between high damage, maintaining a strong defense, weakening opponents, and dealing harsh retribution to those who attack his or her allies. Some fighters build up arsenals of feints, knockdowns, and special attacks rather than rely on the “slow and steady” approach.
And while fighters are often thought of as being primarily melee-based, they can specialize in a variety of weapons, including bows, crossbows, and even firearms. They're unlikely to outclass rangers at their own game, but fighters can be almost as dangerous at a distance as they are up close. Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds, to protect nearby allies from incoming attacks, to knock down groups of enemies, and even to yank enemy passersby into the fray.
Suggestions[edit | edit source]
Fighters very much encompass what holds your front line together, when your five character group enters battle. If you want a tanky character, you start with the Fighter class. They provide excellent damage to opponents and mitigation against incoming threats. You should highly avoid ranged Weapons with this class. The ability named Fighter Stances provides too much of a good benefit to pass up, and you will lose this huge boost if you choose ranged Weapons in most cases. On top of that, a Fighter self heals automatically at the same amount a Paladin can heal every one else, but the Paladin must use actions to do so some times. Athletics makes a good Skill choice to specialize in, since it provides a single free self heal once per battle. It would not be good though to have every party member focus in that.
If you want a character dedicated to purely tanking, then Multi Class becomes your best option. While a solo class Fighter provides sufficient abilities and resources to handle them selves for a while, a time will come when their abilities just fall off and the character runs out of Class Resources. This can prove deadly in extended fights that last longer than half a minute, unless you have an option from an item or Spell buff to give you more. The best starter subclass for a tanky Fighter includes Unbroken. A Fighter (Unbroken) pairs best with Rogue (Trickster). This Multi Class offers the best potential Deflection in the entire game. If you do not have a Race in mind, then Mountain Dwarf offers a solid option for you with this pairing of classes. You would want to eventually top it off with a Spear and Large Shield, although a decent magical Spear will not come available until some what later in your game experience. If you fear too much damage may visit upon your tanky Fighter (Unbroken) / Rogue (Trickster), then you can use the Modal Ability of your Large Shield called The Wall to reduce much of it. Mirrored Image on the Rogue (Trickster) side should be some thing to pick up as quickly as possible, coming available at Level 3 or 4.
Chanter (Beckoner) and Paladin provide excellent choices for tanky types if you want to differently Multi Class. Paladins mostly tend towards good or strongly ethical alignments in how they value society and others if that causes a problem for you. Your defensive bonuses may significantly if you find it fitting your style of gaming. While not necessarily evil, Bleak Walkers are the closest to the "dark side" of Paladins, but they still remain highly ethical in game play standards in how you choose your conversations. Chanters generally boost the damage significance of your front line if you already have a melee intensive five character group. Chanter (Beckoner) allows you a better way to delay incoming damage mid-battle for when you need it.
Attributes[edit | edit source]
Abilities[edit | edit source]
Select one ability on each odd level. Constant Recovery is learnt automatically by all fighters at level 1.
||45.0 seconds||Charged by the rush of battle, the fighter will continually regenerate Endurance at a modest rate.|
||Instant||15.0 seconds||The fighter intensely focuses on his or her training, significantly raising Accuracy for a short amount of time.|
|Knock Down||1||Active||Average||5.0 seconds||Shoves an enemy with enormous force, knocking them Prone and causing additional damage.|
|Confident Aim||3||Passive||Steadies the fighter's arm, causing a percentage of their Grazes to be converted to Hits and increasing the minimum damage for melee weapons.|
|Defender||3||Modal||Instant||The fighter adopts a more conservative combat strategy, concentrating on locking down enemies that stray too close. The fighter increases his or her number of Engagement targets to three, but at the expense of Deflection.|
|Guardian Stance||3||Modal||The fighter devotes all his or her energy to defending allies. Lowers Accuracy but increases the Deflection of nearby allies.|
|Into The Fray||5||Active||
||Average||12.0 seconds||The fighter lunges through the battle, pulling an enemy into immediate melee range, causing Pierce damage, and leaving them Dazed.|
|Vigorous Defense||5||Active||Instant||15.0 seconds||The fighter becomes fiercely determined to deflect all incoming blows, dramatically increasing all Defenses for a short time.|
|Weapon Specialization: Adventurer||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Adventurer weapons include the Estoc, Flail, Pollaxe, Wand, and War Bow types.|
|Weapon Specialization: Knight||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Knight weapons include the Battle Axe, Crossbow, Morning Star, and Sword types.|
|Weapon Specialization: Noble||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Noble weapons include the Dagger, Mace, Rapier, Rod, and Scepter types.|
|Weapon Specialization: Peasant||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Peasant weapons include the Hatchet, Hunting Bow, Quarterstaff, Spear and Unarmed types.|
|Weapon Specialization: Ruffian||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Ruffian weapons include the Blunderbuss, Club, Pistol, Sabre, and Stiletto types.|
|Weapon Specialization: Soldier||5||Passive||Weapon Specialization grants a damage bonus with all weapon types covered by the chosen specialization. Soldier weapons include the Arbalest, Arquebus, Great Sword, Pike, and War Hammer types.|
||The fighter is perfectly suited to wear even bulky and restrictive suits of armor, lowering their Recovery Penalty significantly.|
||Average||5.0 seconds||Sweeps the fighter's melee weapon in a large arc, knocking enemies Prone and causing Crush damage.|
|Fearless [WM2]||7||Passive||The fighter is immune to the Frightened and Terrified afflictions.|
||Average||5.0 seconds||The fighter's Disengagement Attacks have increased Accuracy, Damage, and will knock enemies Prone.|
|Unbending||7||Active||Instant||15.0 seconds||The fighter draws strength from his or her own indomitable spirit, causing them to regenerate 50% of Endurance lost from an attack.|
|Critical Defense||9||Passive||The fighter expends extra effort to repel the most savage blows, causing a percentage of all incoming Critical Hits to be converted to Hits and Hits converted to Grazes.|
|Take the Hit [WM1]||11||Modal||Instant||The fighter interposes himself or herself between incoming attacks at nearby allies. The final damage total of any attack against a nearby ally is cut in half, with the fighter taking the other half as Raw damage.|
|Unbroken (ability)||11||Passive||30.0 seconds||The fighter refuses to be vanquished. After being knocked out, the fighter stands back up with a portion of his or her Endurance healed and temporary bonuses to all defenses and Damage Reductions.|
||Average||The fighter dashes across the battlefield in a flash, inflicting Crush damage on anyone caught in his or her path.|
|Sundering Blow [WM1]||13||Active||Average||8.0 seconds||The fighter makes a Primary attack that does additional damage and lowers the target's base Damage Reduction.|
|Triggered Immunity [WM2]||15||Active||
||Instant||15.0 seconds||If the fighter is hit by damage that does at least 10% of his or her total Endurance, he or she will gain immunity to that damage type for a short duration.|
Deprecated abilities[edit | edit source]
- Surge – regenerates endurance rapidly for a short amount of time
- Melee Accuracy – small accuracy bonus for all melee weapons.
- Crippling Guard – When a fighter Hits or Crits with a Disengagement Attack, the target is automatically Hobbled for a brief duration.
Talents[edit | edit source]
- Bonus Knock Down – Grants the fighter an additional use of Knock Down per encounter.
- Wary Defender – Increases the fighter's awareness while in Defender mode, granting a bonus to all Defenses.
- Rapid Recovery – Boosts the fighter's hardiness, increasing the rate of his or her Constant Recovery.
- Weapon Mastery Adventurer –Add +10% bonus damage with weapon set.
- Weapon Mastery Knight –Add +10% bonus damage with weapon set.
- Weapon Mastery Noble –Add +10% bonus damage with weapon set.
- Weapon Mastery Peasant –Add +10% bonus damage with weapon set.
- Weapon Mastery Ruffian –Add +10% bonus damage with weapon set.
- Weapon Mastery Soldier –Add +10% bonus damage with weapon set.
Related items[edit | edit source]
|Cloak of the Tireless Defender||Cloak|
|Cloak of the Tireless Defender||Cloak|
|Dragon's Maw Shield [WM2]
|St. Ydwen's Redeemer [WM1]
|War Club of the Mataru [DP]
Notable characters[edit | edit source]
1 Minute Guide[edit | edit source]
Gallery[edit | edit source]
a male death godlike fighter