Saturday, January 14, 2023

FIGHTER (priest of telseph)

CLASS: FIGHTER

Telseph is the goddess of strife, war, marriage, and domination. When a mortal takes another’s life for the first time, they see her name-rune flash in her vision. Every blade swung is a prayer to her. Even a soldier who worships another god will still propitiate Telseph; no other god holds any sway over her domain. To fight in a war, no matter how small, is to put your trust in yourself, your fellow warrior, and in Telseph.


Starting equipment: choice of medium or light weapon, choice of heavy weapon or shield, choice of leather or chain armor, a distinctive and easily recognizable token visible over your armor. (Telseph shuns the faceless, the anonymous, the shameful.)

Starting skills: hard labor (tell the DM what manual labor you did before you took up the blade and they'll trust your expertise with it), visible callouses (other fighters and workers who aren't immediately hostile to you tend to trust you).


A: Press the advantage, +1 Maneuvers, +1 HP

B: +1 Maneuvers, +1 attack per round, +1 AC

C: +1 Maneuvers, don't call it a comeback, +1 HP

D: +1 Maneuvers, +1 HP, +1 AC


Press the advantage: Every half-competent warrior has a sense of the flow of battle and can use it to their advantage. You gain an advantage over an enemy when you:

- flank them,

- catch them flat footed,

- reduce them to half of your current HP,

- successfully demoralize them,

- manage to convince your DM you are in a tactically advantageous position over them.

You have advantage over this specific enemy until you use a Maneuver, which spends it, or until they gain an advantage over you by fulfilling one of the five previously mentioned conditions, whichever happens first.

You cannot possess multiple advantages at once (even when fighting multiple foes), and, more importantly, you can’t gain advantage over a single enemy the same way more than once.

You cannot gain advantage if your token is not worn visibly on your person.


Don't call it a comeback: You've mastered the ancient and powerful art of "pretending to win  when you're definitely not". Three times per day, when an enemy nullifies your advantage, you can say that they didn't and regain it as a reaction. Any advantage regained this way must be spent during your next turn. As usual, you must be wearing your token visibly on your person for this feature to work.


FIGHTER MANEUVERS FROM TELSEPH'S PRAYER MANUAL, 306TH EDITION


1. Cleave: You silently beg that the mother of all sharp steel does not waste your efforts. Make an attack with a medium or heavy weapon. If it would deal more damage than your target's remaining health, you can deal that damage to another enemy adjacent to you

2. Parry: Telseph's angels are shields. As a reaction, when an enemy makes an attack against you, roll an attack against them. If you hit them, instead of dealing damage, subtract the damage you would deal from their attack against you.

3. Opportunity: The queen of swords blesses the ever-ready. As a reaction, make an attack against an enemy attempting to move through a square adjacent to you. If you can make more than one attack per round, you can do so here as well. 

4. Hamstring: She bids you to clip their wings. Make an attack against an enemy that deals half damage. If it hits, they cannot move during their next turn.

5. Backstab: The oldest prayer. Make an attack against an enemy facing away from you. Double the damage dealt by it.

6. Stun: This is her mercy. Make an attack against an enemy. If it hits, it deals no damage, but they cannot act and lose any armor bonus to AC until the end of their next turn.

7. Challenge: Telseph transcends language between her devotees. As an action, call out to an enemy you have advantage over, and they will ignore any other target until the next time one of you damages the other.

8. Steel: She embraces you as a friend. As a free action, gain a pool of temporary hit points equal to twice the number of fighter templates you possess.

9. Power: Give yourself to her. As a free action, lose your armor bonus to AC for five turns. Your attacks deal extra damage equal to the AC lost for five turns.

10. Trade: The lady's last prayer. Make an attack against an enemy. If it hits, you both die immediately. Neither of you can be revived by any means.

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