Difference between revisions of "User:Balmz/fighter4"

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<div>{{Anchor|Table: The Fighter}}</div>
 
<div>{{Anchor|Table: The Fighter}}</div>
Hit Die: d12
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Hit Die: d10
 
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All of the following are class features of the fighter.
 
All of the following are class features of the fighter.
  
'''Weapon and Armor Proficiency:''' A fighter is proficient with their unarmed strikes and natural weapons, all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]). At character creation, the fighter can choose 3 exotic weapons or shields or armors to be proficient in. If multiclassing as a fighter later on, the character can become proficient in 3 weapons by spending 12 hours each training with the chosen equipment of their choice.
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'''Weapon and Armor Proficiency:''' A fighter is proficient with their unarmed strikes and natural weapons, all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]). At character creation, the fighter can choose up to 3 additional exotic equipment to be proficient in(weapons, shields, armor). If multiclassing as a fighter later on, the character can become proficient in their chosen 3 equipment by spending 12 hours each training with the chosen equipment of their choice.
  
 
'''{{Anchor|Bonus Feats}}:''' At 1st level, a fighter gets 1 bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as [[SRD:Fighter Bonus Feats|fighter bonus feats]]. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.  
 
'''{{Anchor|Bonus Feats}}:''' At 1st level, a fighter gets 1 bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as [[SRD:Fighter Bonus Feats|fighter bonus feats]]. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.  
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The fighter can choose which ability score to use when using their fighter class features.
 
The fighter can choose which ability score to use when using their fighter class features.
  
'''{{Anchor|Marked for Death}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can with this ability choose a single foe they can see or hear. For the duration of the encounter as long as the fighter is engaged with only the marked foe, the marked foe if it attacks anyone other then the fighter takes a penalty equal to 1/2 the fighter's level (minimum 1) to all rolls, checks, armor class and relex/will saves and now suffers a 10% per 5 fighter levels (You start with 10% and can reach a max of 50%) spell/psionics failure chance (this applies to divine magic and any form of spells or spell like abilities or psionics or psi like abilities as well).The fighter can also when fighting a magic/psionics using foe that is casting defensively make either a reflex save or dexterity check against the caster/manifester's concentration check or casting/manifester ability score, if the fighter wins, they can attack the caster/manifester and disrupt the magic/psionics as normal even if the marked foe is casting defensively for that round.   
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'''{{Anchor|Marked for Death}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The fighter can with this ability choose a single foe they can see or hear. For the duration of the encounter as long as the fighter is engaged with only the marked foe, the marked foe if it attacks anyone other then the fighter takes a penalty equal to 1/2 the fighter's level (minimum 1) to all rolls, checks, armor class and relex/will saves and now suffers a 10% per 5 fighter levels (You start with 10% and can reach a max of 50%) spell/psionics failure chance (this applies to divine magic and any form of spells or spell like abilities or psionics or psi like abilities as well).The fighter can also when fighting a magic/psionics using foe that is casting defensively make either a reflex save, spot check or dexterity check against the caster/manifester's concentration check or casting/manifester ability score, if the fighter passes the save/check for that round they can attack the caster/manifester and disrupt the magic/psionics as normal even if the marked foe is casting defensively. Failure means the fighter must try again next round if the target is still casting defensively.   
  
Additionally the fighter as long as they are engaged with only the marked foe gains a circumstance bonus equal to 1/2 the fighter's level (minimum 1) to ac/ dr- /sr against the foe's attacks and saves against the targeted foe abilities and magic/psionics. The fighter gains damage reduction/- and spell resistance even if they don't have it normally.
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Additionally the fighter as long as they are engaged with only the marked foe gains a circumstance bonus equal to 1 + 1/2 the fighter's level (minimum 1) to ac/ dr- /sr against the foe's attacks and saves/checks against the targeted foe abilities and magic/psionics. The fighter gains damage reduction/- and spell resistance even if they don't have it normally but only against the marked foe.
  
Engaged can mean a variety of things such as the fighter only attacking the marked foe, trying to block only the marked foe's movement or actions or the fighter trying in someway to either impede, harm or hamper the marked foe and only the marked foe.
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Engaged can mean a variety of things such as the fighter only attacking the marked foe, trying to block only the marked foe's movement or actions or the fighter trying in someway to either impede, harm, distract, annoy, blockade, harry, disrupt or hamper the marked foe and only the marked foe.
  
 
At level 3 the marked foe additionally can now only move at half speed if not attacking or engaging only the fighter unless it passes a reflex save each round it is being engaged. Additionally if it wishes to make an attack of opportunity against an ally, it must make a reflex save to attempt it. Failure means their attack of opportunity is wasted.   
 
At level 3 the marked foe additionally can now only move at half speed if not attacking or engaging only the fighter unless it passes a reflex save each round it is being engaged. Additionally if it wishes to make an attack of opportunity against an ally, it must make a reflex save to attempt it. Failure means their attack of opportunity is wasted.   
  
At level 6 the marked foe as long as the fighter is engaged with the foe can be flanked by allies that are adjacent to the fighter or the marked foe or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would normally be unable to be flanked or sneak attacked or similar effects, the allies can each make a dexterity check against the marked foe, if the allies win the check, the marked foe can be flanked for that round by the allies who passed the check. The marked foe must also if it wishes to use an immediate action or swift action make a reflex save or be unable to use it for that round.   
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At level 6 the marked foe as long as the fighter is engaged with the foe can be flanked by allies that are adjacent to the fighter or the marked foe or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would normally be unable to be flanked, sneak attacked or similar effects, the allies can each make a dexterity check against the marked foe, if the allies win the check, the marked foe can be flanked for that round by the allies who passed the check. The marked foe must also if it wishes to use an immediate action or swift action make a reflex save or be unable to use it for that round.   
  
At level 9 if the fighter has engaged the marked foe for 3 or more consecutive rounds, the fighter can now make either a dexterity or intelligence check or a spot check against that foe, if the fighter wins the fighter can now treat their attacks against the engaged foe as touch attacks.  
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At level 9 if the fighter has engaged the marked foe for 3 or more consecutive rounds, the fighter can now make either a dexterity or intelligence check or a spot check against that foe, if the fighter wins the fighter can now treat their attacks against the engaged foe as touch attacks as long as they are engaged with the foe. If the fighter fails they can try again after 3 or more consecutive rounds of being engaged with the foe.
  
At level 12 The fighter if engaged with a marked foe for 3 or more consecutive rounds against can now also if the marked foe is using magic/psionics that is either illusion, gives the marked foe either concealment/total concealment, soft cover, a bonus to ac or damage reduction or energy resistance make either a will save as if it was a hostile effect targeted on them, a dexterity check or intelligence check or a spot check , if they pass, the fighter can as long as they are engaged with the marked foe ignore the effects and bonuses the marked foe would get that the fighter passed the save or check against.
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At level 12 The fighter if engaged with a marked foe for 3 or more consecutive rounds against can now also if the marked foe is using magic/psionics that is either illusion, gives the marked foe either concealment/total concealment, soft cover, a bonus to ac or damage reduction or energy resistance make either a will save as if it was a hostile effect targeted on them, a dexterity check or intelligence check or a spot check as if it was a hostile effect targeted on them, if they pass, the fighter can as long as they are engaged with the marked foe ignore the effects and bonuses the marked foe would get that the fighter passed the save or check against.  If the fighter fails they can try again after 3 or more consecutive rounds of being engaged with the foe. The fighter can keep trying to pass the check.  
  
At Level 15 the fighter only needs to be engaged for 1 round with the marked foe to gain the effects listed at level 9. Additionally if the marked foe wishes to use a move action, it must make a reflex save or be unable to use it for that round. The fighter can now also if the foe is using illusion magic/psionics on themselves make either a will save as if it was a hostile effect targeted on them or a dexterity check or intelligence check or a spot check. If they pass, the fighter ignores the effects as long as they are engaged with the foe.
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At Level 15 the fighter only needs to be engaged for 1 round with the marked foe to gain the effects listed at level 9, if they fail they can try again next round. Additionally if the marked foe wishes to use a move action, it must make a reflex save or be unable to use it for that round. The fighter can now also if the foe is using illusion magic/psionics on themselves make either a will save as if it was a hostile effect targeted on them or a dexterity check or intelligence check or a spot check. If they pass, the fighter ignores the effects as long as they are engaged with the foe.
  
At level 18 the fighter only needs to be engaged for 1 round with the marked foe to gain the effects listed at level 12. Additionally if the marked foe wishes to use a Standard action, it must make a reflex save or be unable to use it for that round.  
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At level 18 the fighter only needs to be engaged for 1 round with the marked foe to possibly gain the effects listed at level 12, if they fail they can try again next round. Additionally if the marked foe wishes to use a standard action, it must make a reflex save or be unable to use it for that round.
  
 
'''{{Anchor|Martial Points}}:''' At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so.
 
'''{{Anchor|Martial Points}}:''' At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so.
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The martial points used are regained after each encounter after 5 minutes of rest or noncombat.
 
The martial points used are regained after each encounter after 5 minutes of rest or noncombat.
  
A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without the required martial points or take 1d10 non lethal damage from overexertion. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it.
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A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without the required martial points or take 1d6 non lethal damage from overexertion. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it.
  
 
Note some abilities have use limits regardless of the fighter having the required points or running out of the martial points.
 
Note some abilities have use limits regardless of the fighter having the required points or running out of the martial points.
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Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels (minimum 1 to a max of 5 at level 20) + their constitution bonus if any each round unless the fighter is dying, helpless or disabled. If the fighter uses the delay option, the point rate is doubled.
 
Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels (minimum 1 to a max of 5 at level 20) + their constitution bonus if any each round unless the fighter is dying, helpless or disabled. If the fighter uses the delay option, the point rate is doubled.
  
Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max point total. Foes with an cr of less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give points. Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat.
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Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max point total. Foes with an cr of less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give points(7 or more if the foe is primarily magic/psionic using). Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat.
  
The martial abilities of a fighter represent their ability to adapt to and foil enemy tactics and defenses, ready themselves, adapt to enemy tactics, actions and change in battle, take advantage in battle of openings or weak spots and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight and focus being used.
+
The martial abilities of a fighter represent their ability to adapt to and foil enemy tactics, enemy defenses, ready themselves, adapt to enemy tactics, actions, change in battle, take advantage in battle of openings or weak spots and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight and focus being used.
  
 
The fighter can at higher levels improve the abilities by spending more points to boost them and unlock more powerful versions. However the fighter must meet the point requirements by having naturally the points required at their base. An an example is a fighter's regular martial points is 30, they use an improved ability that requires 25 points that normally only needs 10 points, they can use it even if they have less then 25 points as they normally have at least 25 points max, but if a boosted ability required 50 points, they could not use it as it would require to fighter to have a base of at least 50 points normally to use them.
 
The fighter can at higher levels improve the abilities by spending more points to boost them and unlock more powerful versions. However the fighter must meet the point requirements by having naturally the points required at their base. An an example is a fighter's regular martial points is 30, they use an improved ability that requires 25 points that normally only needs 10 points, they can use it even if they have less then 25 points as they normally have at least 25 points max, but if a boosted ability required 50 points, they could not use it as it would require to fighter to have a base of at least 50 points normally to use them.
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[[User:Balmz/fighter4/Stratagem|List of Inculcation]]
 
[[User:Balmz/fighter4/Stratagem|List of Inculcation]]
 
  
 
'''{{Anchor|Martial Adept}}:''' At level 6 the fighter becomes adept in martial training. All martial abilities now cost 1/2 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 2x as fast(this stacks with the delay option) and slain foes give 2x the amount of martial points.
 
'''{{Anchor|Martial Adept}}:''' At level 6 the fighter becomes adept in martial training. All martial abilities now cost 1/2 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 2x as fast(this stacks with the delay option) and slain foes give 2x the amount of martial points.

Revision as of 00:30, 21 November 2020

Fighter

Making a Fighter

Alignment: Any.

Starting Age: Moderate.

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Bonus Feat, Marked For Death, 10 Martial Points
2nd +2 +3 +3 +3 Bonus Feat, inculcation
3rd +3 +3 +3 +3 20 Martial Points,
4th +4 +4 +4 +4 Bonus Feat, inculcation
5th +5 +4 +4 +4 30 Martial Points
6th +6/+1 +5 +5 +5 Bonus Feat, inculcation, Martial Adept
7th +7/+2 +5 +5 +5 40 Martial Points
8th +8/+3 +6 +6 +6 Bonus Feat, inculcation
9th +9/+4 +6 +6 +6 50 Martial Points
10th +10/+5 +7 +7 +7 Bonus Feat, inculcation
11th +11/+6/+1 +7 +7 +7 60 Martial Points
12th +12/+7/+2 +8 +8 +8 Bonus Feat, inculcation, Martial Expert
13th +13/+8/+3 +8 +8 +8 70 Martial Points
14th +14/+9/+4 +9 +9 +9 Bonus Feat, inculcation
15th +15/+10/+5 +9 +9 +9 80 Martial Points
16th +16/+11/+6/+1 +10 +10 +19 Bonus Feat, inculcation
17th +17/+12/+7/+2 +10 +10 +10 90 Martial Points
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat, inculcation
19th +19/+14/+9/+4 +11 +11 +11 100 Martial Points
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Martial Master, inculcation

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha),Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int) (Dungeoneering), Knowledge (Int) (Architecture and engineering), Listen (Wis),Perform (Cha) (Battle Drills), Profession (Wis), Ride (Dex),Search (Int),Sense Motive (Wis),Spot (Wis),Survival (Wis), Swim (Str),Tumble (Dex),Use Rope (Dex).

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with their unarmed strikes and natural weapons, all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). At character creation, the fighter can choose up to 3 additional exotic equipment to be proficient in(weapons, shields, armor). If multiclassing as a fighter later on, the character can become proficient in their chosen 3 equipment by spending 12 hours each training with the chosen equipment of their choice.

Bonus Feats: At 1st level, a fighter gets 1 bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

The save against a fighter's class features is DC 10 + 1/2 BAB + strength or dexterity modifier unless otherwise stated. The fighter can choose which ability score to use when using their fighter class features.

Marked for Death (Ex): The fighter can with this ability choose a single foe they can see or hear. For the duration of the encounter as long as the fighter is engaged with only the marked foe, the marked foe if it attacks anyone other then the fighter takes a penalty equal to 1/2 the fighter's level (minimum 1) to all rolls, checks, armor class and relex/will saves and now suffers a 10% per 5 fighter levels (You start with 10% and can reach a max of 50%) spell/psionics failure chance (this applies to divine magic and any form of spells or spell like abilities or psionics or psi like abilities as well).The fighter can also when fighting a magic/psionics using foe that is casting defensively make either a reflex save, spot check or dexterity check against the caster/manifester's concentration check or casting/manifester ability score, if the fighter passes the save/check for that round they can attack the caster/manifester and disrupt the magic/psionics as normal even if the marked foe is casting defensively. Failure means the fighter must try again next round if the target is still casting defensively.

Additionally the fighter as long as they are engaged with only the marked foe gains a circumstance bonus equal to 1 + 1/2 the fighter's level (minimum 1) to ac/ dr- /sr against the foe's attacks and saves/checks against the targeted foe abilities and magic/psionics. The fighter gains damage reduction/- and spell resistance even if they don't have it normally but only against the marked foe.

Engaged can mean a variety of things such as the fighter only attacking the marked foe, trying to block only the marked foe's movement or actions or the fighter trying in someway to either impede, harm, distract, annoy, blockade, harry, disrupt or hamper the marked foe and only the marked foe.

At level 3 the marked foe additionally can now only move at half speed if not attacking or engaging only the fighter unless it passes a reflex save each round it is being engaged. Additionally if it wishes to make an attack of opportunity against an ally, it must make a reflex save to attempt it. Failure means their attack of opportunity is wasted.

At level 6 the marked foe as long as the fighter is engaged with the foe can be flanked by allies that are adjacent to the fighter or the marked foe or are in the marked foe's threatened area or are no more then 5 feet away from the marked foe. If the marked foe would normally be unable to be flanked, sneak attacked or similar effects, the allies can each make a dexterity check against the marked foe, if the allies win the check, the marked foe can be flanked for that round by the allies who passed the check. The marked foe must also if it wishes to use an immediate action or swift action make a reflex save or be unable to use it for that round.

At level 9 if the fighter has engaged the marked foe for 3 or more consecutive rounds, the fighter can now make either a dexterity or intelligence check or a spot check against that foe, if the fighter wins the fighter can now treat their attacks against the engaged foe as touch attacks as long as they are engaged with the foe. If the fighter fails they can try again after 3 or more consecutive rounds of being engaged with the foe.

At level 12 The fighter if engaged with a marked foe for 3 or more consecutive rounds against can now also if the marked foe is using magic/psionics that is either illusion, gives the marked foe either concealment/total concealment, soft cover, a bonus to ac or damage reduction or energy resistance make either a will save as if it was a hostile effect targeted on them, a dexterity check or intelligence check or a spot check as if it was a hostile effect targeted on them, if they pass, the fighter can as long as they are engaged with the marked foe ignore the effects and bonuses the marked foe would get that the fighter passed the save or check against. If the fighter fails they can try again after 3 or more consecutive rounds of being engaged with the foe. The fighter can keep trying to pass the check.

At Level 15 the fighter only needs to be engaged for 1 round with the marked foe to gain the effects listed at level 9, if they fail they can try again next round. Additionally if the marked foe wishes to use a move action, it must make a reflex save or be unable to use it for that round. The fighter can now also if the foe is using illusion magic/psionics on themselves make either a will save as if it was a hostile effect targeted on them or a dexterity check or intelligence check or a spot check. If they pass, the fighter ignores the effects as long as they are engaged with the foe.

At level 18 the fighter only needs to be engaged for 1 round with the marked foe to possibly gain the effects listed at level 12, if they fail they can try again next round. Additionally if the marked foe wishes to use a standard action, it must make a reflex save or be unable to use it for that round.

Martial Points: At level 1 and even odd level after, the fighter gains martial points which can be used during an encounter. The fighter can use a variety of martial abilities listed by spending the martial points required to do so.

The save against a fighter's martial abilities is DC 10 + 1/2 BAB + strength or dexterity modifier

The fighter can choose which ability score to use when using a martial ability

The martial points used are regained after each encounter after 5 minutes of rest or noncombat.

A fighter who runs out of martial points in an encounter can force themselves to use the abilities but must each time make a DC 10 Fortitude save that increases by 3 for each additional ability used without the required martial points or take 1d6 non lethal damage from overexertion. This nonlethal damage bypasses any resistances or immunity or anything that that would prevent them from taking it.

Note some abilities have use limits regardless of the fighter having the required points or running out of the martial points.

The martial abilities can not be used with magic or psionics, the fighter can use magic/psionic weapons and armor with the abilities but casting or manifesting does not work with the abilities.

Fighters slowly regain spent martial points at the rate of 1 point per 5 fighter levels (minimum 1 to a max of 5 at level 20) + their constitution bonus if any each round unless the fighter is dying, helpless or disabled. If the fighter uses the delay option, the point rate is doubled.

Fighter can also regain martial points if the fighter kills a foe or reduces it to less then 1 hp, this gives the fighter martial points equal to the creatures CR/HD (minimum one), this can not give more points the the fighter's max point total. Foes with an cr of less then 1/2 or that are 4 or more cr lower then the fighter's hd do not give points(7 or more if the foe is primarily magic/psionic using). Using magic or psionics do not count for killing the foes and regaining points, it must be done with martial combat.

The martial abilities of a fighter represent their ability to adapt to and foil enemy tactics, enemy defenses, ready themselves, adapt to enemy tactics, actions, change in battle, take advantage in battle of openings or weak spots and focus on a combat situation. The points represent the fighter's stamina, willpower, senses, insight and focus being used.

The fighter can at higher levels improve the abilities by spending more points to boost them and unlock more powerful versions. However the fighter must meet the point requirements by having naturally the points required at their base. An an example is a fighter's regular martial points is 30, they use an improved ability that requires 25 points that normally only needs 10 points, they can use it even if they have less then 25 points as they normally have at least 25 points max, but if a boosted ability required 50 points, they could not use it as it would require to fighter to have a base of at least 50 points normally to use them.

List of Martial Abilities

Inculcation: At level 2 and each even number level after afterwards, the fighter can choose 1 new Inculcation to learn. These are abilities or things to help the fighter on or off the battlefield.

List of Inculcation

Martial Adept: At level 6 the fighter becomes adept in martial training. All martial abilities now cost 1/2 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 2x as fast(this stacks with the delay option) and slain foes give 2x the amount of martial points.

Martial Expert: At level 12 the fighter becomes a true expert in martial training. All martial abilities now cost 1/3 their normal cost rounded down whether they are normal or boosted with points (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 3x as fast(this stacks with the delay option) and slain foes give 3x the amount of martial points.

Martial GrandMastery: At level 20 the fighter reaches the peak of martial training. All martial abilities now cost 1/4 their normal cost rounded down (but all abilities always cost at least 1 martial point). Additionally the fighter now regenerates martial points 4x as fast (this stacks with the delay option) and slain foes give 4x the amount of martial points.