Fighters

"Over my dead body."

CLASS TRAITS

Role: Defender. You are very tough and have the exception ability to contain enemies in melee.
Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom, Constitution


Armor Proficiencies: Light, Medium, Heavy, Shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained:** 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below,
choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha), & globe skills.

Build Options: Great weapon fighter, guardian fighter
Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent

Fighters are determined combat adepts trained to protect the other members of their adventuring groups. Fighters define the front line by pummeling foes into submission while reflecting enemy attacks through the use of heavy armor. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.
Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for sum of credits than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.
Your future is yours. When you draw your weapon, what battle cry flies from your lips?

Creating a Fighter

You can choose any fighter powers you like for your character, but fighters naturally fall into two basic groups: the great weapon fighter and the guardian fighter. All fighters rely on Strength. Fighters also need Constitution, Dexterity, or Wisdom, depending on which weapon they favor. See "Fighters and Melee Weapons" for more information.

Great Weapon Fighter

You're interested in dealing out the most damage you can. You prefer big two-handed weapons such as the greatsword or heavy bolter. You're more interested in fighting hard than fighting smart. Your best ability score is definitely Strength. A good Constituion improves your ability to use high damage weapons, such as axes and hammers. Plus, extra hit points always help. Select powers that work well with two-handed weapons to make the most of this build.
Suggested Feat: Power Attack (Human feat: Action surge)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: cleave, reaping strike
Suggested Encounter Power: spinning sweep
Suggested Daily Power: brute strike

Guardian Fighter

To fight better, you fight smarter. You're willing to trade offense for superior defenses and better ability to control the battlefield around you. You fight with a heavy shield and a good one-handed weapon, such as a longsword, or semi-automatic rifle. Like the great weapon figher, you make Strength your best your best ability score. After that, prioritize your Dexterity to take advantage of weapons that can be improved by Dexterity-based feats and ranged weapons, or your Wisdom to make the most of the combat superiority class feature. You're hard to hurt and hard to move away from. Select powers that make use of your one-handed weapon and shield, as well as take advantage of your higher Dexterity score.
Suggested Feat: Weapon Focus (Human feat: Human Perseverance)
Suggested Skills: Heal, Intimidate, Streetwise
Suggested At-WIll Powers: sure strike, tide of iron
Suggested Encounter Power: covering assault
Suggested Daily Power: comeback strike

Fighter Class Features

Some of your most important characteristics are the ability to wear very good armor, your exceptional hit point total, and your mastery of all military weapons. In addition, you have three unique class features.

Combat Challenge

In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority

You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent

Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.

Fighters and Melee Weapons

Fighters master intricacies of melee weapon skill that other characters can't match. In this day and age, nothing has prevented the ancient art of hand-to-hand combat, and other's ignorance of this can decide the fate of a battle. Unlike other classes, fighters have many encounter powers that work better when used with specific groups of melee, and sometimes ranged, weapons (see the table below). Powers associated with a weapon group favor a particular ability score mix, so that ifghters with high Constitution are likely to want to use axes, hammers, or picks; while fighters with high Dexterity are more likely to favor heavy blades, light blades, flails, or spears. The weapon feats described in the feat section that provide optimized abilities for specific groups of weapons favor the same ability score mixes, so the list below notes the melee weapon groups and the ability score that is most likely to help you optimize your fighter abilities with that weapon group.

Melee Weapon Groups and Associated Statistics

Axe: Constitution and higher than normal Strength (battleaxe, handaxe, greataxe, halberd)
Flail: Dexterity (flail, heavy flail, spiked chain)
Hammer: Constitution (maul, throwing hammer, warhammer)
Heavy Blade: Dexterity (bastard sword, falchion, glaive, greatsword, longsword, scimitar, scythe)
Light Blade: Dexterity alone is sometimes enough (dagger, katar, rapier, short sword, shuriken, sickle)
Mace: Constitution (club, great club, mace, morningstar)
Pick: Constitution [and rarely Dexterity] (war pick)
Polearm: Wisdom [and rarely Dexterity] (glaive, halberd, longspear)
Spear: Dexterity (javelin, longspear, spear)
Staff: Constitution (quarterstaff)

Most melee weapon groups, with the exception of light blades, require some element of Strength to access the weapon feats that improve their importance. (Light blades have some feats that require only Dexterity, though other light blade feats also require a modicum of Strength.) The list of weapon groups above mentions the ability score \\other than Strength\\ that helps access the feats that improve a specific group of weapons, as well as fighter powers that are tied to specific groups of weapons.
Strength is mentioned in the list only if a weapon group has unusually high requirements for Strength
A few weapons, including most polearms, are part of multiple groups and can therefore be approached from different optimal ability score builds.

Fighters and Ranged Weapons

Guns and other ranged weapons are prolific in the Stellar Winds universe, and all fighters are automatically proficient with the most common of them, through the military ranged weapon feat. Much of the focus of the fighter class, however, is on melee combat; there are many powers that can be used with either a ranged or a melee weapon, and a couple that are specifically for ranged weapons.
Any power that can be used with either a Melee or Ranged weapon will also show something like "Attack: Strength or Dexterity vs AC." If you are using a ranged weapon or a melee weapon that uses Dexterity as its primary ability score, then you use Dexterity for the attack and in all other circumstances where you could choose Dexterity or Strength. Most melee weapons will use Strength for attack and damage, unless otherwise specified.

Fighter Powers

Your powers are called exploits. Some work better for great weapon fighters and some work better for guardian fighters, but you can choose any power you like when you reach a level that allows you to choose a new power. The choise of weapon you make also provides benefits to certain fighter powers.


Fighter's Heroic Tier Exploits


This here is a list of the Fighter's Heroic Tier Exploits.

Radiant Delirium Fighter Attack 1
You engulf your enemy in searing ribbons of radiance.
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.

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Fighter's Paragon Tier Exploits


This is a list of the Fighter's Paragon tiered Exploits.


Fighter's Epic Tier Prayers


This here is a list of the Fighter's Epic Tier Prayers.


Paragon Paths


This here is a list of the Fighter's Paragon Paths

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