The Shade Isle Campaign
Fighters acquire the following class features at these levels:
|Lv||Fighter capabilities||Rank capabilities|
|1||Focused Strike 1/battle||—|
|2||Perfect Parry 1/battle||—|
|3||Split Focus 1/battle||—|
|4||Whirlwind Attack 1/battle||Rank: Knight|
|5||Focused Strike 2/battle||—|
|6||Two attacks per round||—|
|7||Split Focus 2/battle||—|
|8||Perfect Riposte 2/battle||—|
|9||Focused Strike 3/battle||Rank: Paladin, Turn Undead 2/day|
|10||Whirlwind Attack 2/battle||Memorize 1 Spell, Mana Points 1|
|11||Split Focus 3/battle||Memorize 2 Spells, Mana Points 2|
|12||Three attacks per round||Turn Undead 3/day, Mana Points 2/1|
|13||Focused Strike 4/battle||Memorize 3 Spells, Mana Points 2/2|
|14||Power Smash 1/battle||Mana points 2/2/1|
Fighter Maneuvers: The Focused Strike, Perfect Parry, Split Focus, Whirlwind Attack, and Power Smash are all special fighter maneuvers, and they share some features in common. Most fighter maneuvers replace one or more normal attacks, and the fighter must declare the use of the ability before rolling to hit, with a miss wasting the attempt and using up that power for the rest of the battle. (Perfect Parry/Riposte is an exception: this ability is a reaction to an attack that would otherwise hit and doesn’t use up an action.) Multiple maneuvers in a single round are permitted if the fighter is capable of multiple attacks, but separate maneuvers must replace or enhance separate attacks; they cannot be stacked together.
Once a fighter maneuver has been used during a battle, use of that ability is not refreshed until the fighter can spend one turn (ten minutes) resting. A single short rest like this refreshes all of a fighter’s used maneuvers.
Focused Strike: This power replaces a single melee or missile attack. The fighter declares the use of the ability before rolling to hit; if the attack hits, it deals maximum damage instead of randomly rolled damage. In the event of a critical hit, though, only the base damage is maximized; the extra critical damage is still rolled.
Perfect Parry: This defensive maneuver is a reaction, not an action. A fighter can declare the use of this ability whenever he or an adjacent ally (within 10’) would normally be hit with an attack. If the fighter decides to try and parry the attack, he rolls a saving throw. If the save fails, the attack hits, like normal; but if the save is made, the damage is lessened or negated. A fighter can always negate the damage caused by a melee attack with this ability, but a missile attack can only be negated if the fighter is using a shield; otherwise, the damage is only halved. After 8th level, this ability is replaced by the Perfect Riposte, which grants the fighter one free counter-attack against a successfully parried attacker.
Split Focus: This ability is similar to the Focused Strike, but instead of maximizing the damage of one attack, it allows the fighter to strike two adjacent targets with a single attack and cause normal damage to both. In melee combat, both targets must be within 10’ of the fighter; in missile combat, both targets must be within 10’ of each other. The fighter must make a single attack roll after declaring the use of this ability; this roll is compared to the AC of both targets, and the fighter might end up hitting both, hitting only one, or missing both.
Whirlwind Attack: A more powerful version of the Split Focus, this ability can only be used with melee weapons (or, possibly, pistols), and it replaces all of a fighter’s attacks that round (including any off-hand attack) rather than just one of a fighter’s attacks. A single to-hit roll is made, and any targets within 10’ of the fighter that would be hit by that attack take damage normally.
Power Smash: The final fighter maneuver replaces a single attack. If the fighter hits with this manuever, he adds his entire Strength or Dexterity score (instead of the usual Strength or Dexterity adjustment) to the damage dealt. (In missile combat, where Dexterity is the score involved, it might be more appropriate to call this ability “Precise Snipe”.) Furthermore, any creature that takes damage from a Power Smash/Precise Snipe is temporarily crippled and suffers a −2 penalty on its Armor Class and saving throws until it can receive some kind of healing. In melee combat only, if the fighter happens to have a Strength score of 18 or 19, the penalty inflicted by the crippling wound becomes −3; and if the fighter’s Strength is 20, the penalty is −4.
Heroic Ranks: A 4th level fighter (hero) is known as a knight. A 9th level fighter (super-hero) is known as a paladin if Lawful or Neutral, or an avenger if Chaotic; unless the fighter is an enfeoffed lord and ruler of a dominion, in which case he goes by his appropriate noble title (baronet, baron, viscount, earl, marquess, duke, etc.).
Multiple Attacks: A 6th level fighter is able to make two attacks per round. A 12th level fighter can make three attacks per round.
Paladinhood: From 9th level onward, fighters are paladins and acquire limited ability to cast white magic and turn away (or, if Chaotic, rebuke) the undead, as a druid of eight levels lower. A paladin of 9th level or higher is able to use druidic scrolls and wield wands, but no other druid-only magical items are permitted. A paladin never gains the ability to destroy or dominate the undead (at least, not before reaching epic levels); but, like a druid, he can spend mana points on extra uses of turning undead as if it were a 1st level spell. Like a druid, a paladin adds his Wisdom modifier, if positive, to the number of spells he is able to have memorized at any one time.