D&D Online Module 2 Enhancements, Part Four
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The wise fighter knows that the deadliest blow is not necessarily the one that does the most damage, but rather the one that hinders your opponent the most. The new Strategy line of enhancements makes it more difficult for foes to resist feats which have saving throws: Trip/Improved Trip, Sunder/Improved Sunder, Hamstring, Stunning Blow, and Slicing Blow. The enhancements run from Fighter's Strategy I at second level, giving a +1 to the DC check, up to Fighter's Strategy V at tenth level, giving a +5 bonus to the DC check.
After you've tripped or stunned your opponent, you need to concentrate on pure damage. This is where the Critical Accuracy line of enhancements comes in, giving you a bonus to confirm critical hits. These enhancements range from Critical Accuracy I at second level, granting you a +2, up to Critical Accuracy V at tenth level, granting you a +10.
The more defensive-minded fighters learn how to take advantage of their dexterity to dodge blows even while wearing the heaviest of armors or shields; Armor Mastery I grants a third level fighter +1 to the max dex bonus on his armor, and by level 9 the fighter can get Armor Mastery 3, increasing the max dex bonus by +3; Tower Shield Mastery is the same benefits, but restricted to tower shields.