While mounted the fighter gains a +1 bonus to attack rolls vs unmounted opponents. Mounted Warrior: The fighter has been trained to fight effectively from the back of a mount. The fighter is limited to the magic-user list of weapons and is not proficient in the use of any type of armor or shields. In addition the fighter is capable of striking opponents with his feet and fists that are normally only capable of being hit with magic weapons. The fighter may also add his Wisdom bonus + 1 as a bonus to his AC when unarmored. The fighter can deal 1d6 points of lethal damage with only his fists and feet. Martial Artist: The fighter has mastered one of the many martial arts fighting styles and has honed his body into a deadly weapon. The fighter takes no penalties when fighting with improvised weapons and gains a +2 bonus to attack rolls against an enemy who has at least two of the fighters allies adjacent to it. One hour of complete rest eliminates the exhaustion.īrawler: The fighter is no trained soldier, he learned his combat techniques in the back alleys and slums of the world. Afterwards, the Fighter is exhausted, taking a -2 penalty to all actions. A berserk frenzy lasts a number of rounds equal to five + the fighters Constitution bonus. He gains a +2 bonus to melee attack and damage rolls but suffers a -2 penalty to his AC while berserk. Once per combat the fighter can fly into a berserk frenzy. He may target one enemy with both shots or may target two separate enemies who are no more than 20' apart.īerserker: The fighter is no civilized warrior, and can fly into a terrible frenzy to defeat his enemies. These attacks occur simultaneously, he takes a -2 penalty to both attack rolls. When the fighter is wielding a bow (short or long) he may attack twice in one round. Once this choice is made it cannot be changed.Īrcher: The fighter is a master archer able to fire multiple arrows at a time with ease. Using these optional rules a Fighter at first level chooses one of the fighting styles from the list below. Of course role playing is the most important distinction between characters and no ability can ever substitute good role playing. My thanks friend.Īnyway these are supposed to simply help fighters differentiate themselves from one another and are supposed to be simpelr than say, using a quasi-class. Big shout out to Joe who helped me every step along the way from the very beginning. Note that denying a creature’s Dexterity bonus can be non-trivial, and there is no way to take advantage of flanking with a ranged weapon, so assassin’s stance is definitely better in melee than it is at range.So here is the better version I have been working on. So yes, with assassin’s stance you can add damage to your ranged attacks, provided that the target is within 30 feet and denied its Dexterity bonus to AC. Ranged attacks can count as sneak attacks only if the target is within 30 feet. See the rogue class feature ( PH 50) for a complete description of sneak attack. You gain the sneak attack ability, which deals an extra 2d6 points of damage your existing sneak attack ability deals an extra 2d6 points of damage. On the other hand, assassin’s stance only says that You deal an extra 1d6 points of damage with all melee attacks. Stances may be used with any weapon unless they specify melee-only-which many stances do.įor example, punishing stance says, in part, Most things in Tome of Battle are specific to melee weapons, but nothing about maneuvers or stances in general is.
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