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====FIGHTER==== [[File:SR.D5.Fighter2.jpg | 300px | right]] The fighter is a general term for anyone who fights for a living. They include mercenaries, security guards, cops, soldiers, martial artists, and brawlers. '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 16 + your Constitution mod. :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light, Medium :'''Weapons''': Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons :'''Saving Throw''': Strength and Constitution :'''Skills''': Choose three from among Acrobatics, Athletics, Boating, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival. '''EQUIPMENT'''</br> You start with the following equipment, in addition to the equipment grants by your background: * (a) Armored Jacket or (b) Flak Vest with Insert Plates * (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads. * (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips. * Two simple weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added) * (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bike) or (c) FN HAR assault rifle or (d) Ranger Arms SM-4 sniper rifle or (e) Mossberg AM-CMDT shotgun or (f) Arms-Tech MGL-12 grenade launcher. Plus 100 regular rounds of ammo and 2 extra clips or for Arms-Tech any 20 grenades except White Phosphorous. * One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10) * An extra 200¥ '''THREE CORE TALENTS'''</br> You may choice any three Fighter Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.</br> BRAWLER TALENT TREE</br> These Talents includes armed and unarmed talents.</br> :'''Expert Brawler''': You are an expert in dirty fighting. You gain a +2 insight bonus to all melee attack and damage rolls using an improvised weapon or with unarmed strikes. Prerequisite: Brawler feat. </br> :'''Expert Grappler''': You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the '''''Grabbed''''' condition you have Advantage on your attack rolls.</br> :'''Gun Club''': When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a light firearm acts as a club while a heavy firearm and heavy weapon as greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).</br> :'''Melee Smash''': You deal +2 points of damage with all melee attacks (unarmed or with weapons).</br> :'''Stunning Strike''': If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. The target an oppose roll with a Constitution save vs. your Melee attack result. If you win, the target is '''''Stunned''''' until the end of your next turn. Prerequisite: Melee Smash.</br> :'''Too Close''': If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your firearm as a club. If you have a rifle mounted bayonet you could use that attack instead. Prerequisite: Gun Club.</br> :'''Unbalance Opponent''': As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you until the start of your next turn. The opponent’s modifiers still apply to damage. You can use this talent against an adjacent foes each round you spend a Bonus action. Prerequisite: Expert Grappler.</br> COMMANDO TALENT TREE</br> These Talents tend to come to those with military training (such as police SWAT or Corporate High Threat Response Teams, etc.)</br> :'''Battle Analysis''': As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls against all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round. </br> :'''Between the Eyes''': Before making a ranged attack roll you can spend a Bonus action and gain Advantage with your next attack roll (but only the next one). Success deals the damage or effect as normal. If both attack rolls would succeed, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.</br> :'''Cover Fire''': When you make a weapon ranged attack with Autofire, you can use a Bonus action that grants all allies within 30 feet of you that you can see, a ½ Cover bonus until the start of your next turn. Allies must remain with this 30 foot area of you retain the bonus. Prerequisite: Battle Analysis. </br> :'''Demolitionist''': You have Advantage with Mechanic checks to disarm or when placing explosive devices. Explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).</br> :'''Slow is Smooth''': When you move, you can and pull one ally within 5ft with you that same distance. Moving in this way costs you 2 feet of speed for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free.</br> GUNSLINGER TALENT TREE</br> All of these Talents require using a light firearm and having the Point Blank Shot feat.</br> :'''Debilitating Shot''': If you aim before making a range attack, if your attack hits you can spend a Karma Point to automatically impose the '''''Reeling''''' condition onto the target (recovers normally) in addition to normal damage. If the damage would already impose Reeling condition you can instead impose the Stunned condition (recovers as normal) on the target. Prerequisite: Fighter level 5+.</br> :'''Knockdown Shot''': If you aim before making a ranged attack, if your attack hits, you can use your Reaction to knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not any larger. </br> :'''Trigger Work''': You take no penalty on weapon ranged attack with a light firearm when using the Double-Tap or Burst Fire weapon features. You can also use a light firearms to make Opportunity attacks when an enemy leaves your threatened area.</br> WEAPON SPECIALIST TALENT TREE</br> These Talents grant the Fighter specialize and enhanced training with weapons.</br> :'''Devastating Attack''': You treat targets of your attacks as if their Wound Damage Threshold was 5 lower to impose the '''''Reeling''''' conditions. Prerequisite: Proficiency with the weapon you are using.</br> :'''Greater Weapon Expertise''': Choose one specific weapon you are proficient with. You gain a +1 bonus on attack rolls with this weapon. This bonus stacks with the bonus granted by the Weapon Expert feat. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Weapon Expertise feat with chosen weapon group, Fighter level 5+. </br> [[File:SR.D5.Rifle.jpg | 300px | left]] :'''Greater Weapon Specialization''': Choose one specific weapon that you are proficient with. You gain a +3 bonus on damage rolls with this choose weapon. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Greater Weapon Expertise talent and Weapon Expertise feat with weapon, Weapon Specialization talent with chosen weapon, Fighter level 7+.</br> :'''Shootist''': You are a firearm expert. You add +1 to your attack rolls and +2 to damage with firearms. You also reduce any reload times or switching mods of fire with a firearm down to 5ft of Speed.</br> :'''Weapon Specialization''': Chose a single weapon, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different weapon. Prerequisite: Weapon Expertise in chosen weapon group.</br> '''HEROIC BONUS FEATS''': Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy Melee-Weapon Experts, Improved Critical, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Reckless Attack, Shake it Off, Shield Proficiency, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack
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