Friday, August 12, 2016

The Fighter: a little bit extra






This is my take on the Fighter, made specifically for C&C, and even more specifically for my home game.

It is inspired by this fighter, and because the standard C&C Fighter is so fucking boring that it hurts.

Bonus to hit remains the same: +1 every level.
Experience points remains the same.
Saving Throws are the same: in other words, they are based on ability checks. I list saves separately, though, because I think it is easier to keep track of and everyone is used to seeing saves listed.
Starting money: this will be on a future table because buying equipment takes forever and random tables are fun.

Roll a d20 twice every level, including first, and consult the table. If a result is rolled that isn't stackable, roll again.

  1. Reroll a to-hit roll and take the higher roll: 1x per game session, stackable
  2. Bonus to all saving throws: +1, stackable
  3. Once per battle the fighter can inspire an ally to receive a single, non-attack action.
  4. Extra attack against foes with 0 or 1 hit die
  5. Recognize weapon quality; approximate retail value and at least one fact about the weapon's history and/or powers, if any.
  6. Disarm +1, stackable. Need to roll above an 18 to disarm, must be called before roll to hit.
  7. Bonus of +1 (stackable) to hit from the following list
    1. From horseback
    2. with a melee weapon
    3. unarmed
    4. with a ranged weapon
  8. Bonus to damage (choose melee or ranged): +1
  9. Additional attack per round, to-hit bonus is divided between them.
  10. Intimidate: +1 stackable, this is an opposed check of Charisma +d20 vs wisdom +d20
  11. Loyal henchman or animal, stackable
  12. Strength bonus: +1 to one above racial max. If Strength is full, it goes to Constitution. If Constitution is full it goes to Dexterity up to racial maximum.
  13. Double damage instead of full damage on a critical hit. Yes, this is stackable.
  14. Critical range increased to 19, 20. Then 18, 19, 20. and so on.
  15. Decapitate enemy with a natural 20, if its HD is less than your level.
  16. Spell use: know one random spell, useable one time only, from spell levels 1-8 at a 15th level proficiency. May only know one spell at a time.
  17. Attack multiple enemies: your number of attacks equals 1/2 the number of enemies surrounding you in melee (rounding up). Each attack must be used on a separate enemy.
  18. Through practice, you've gotten a +1 bonus to hit while fighting blind. This is stackable.
  19. Get a bonus of +1 to any single Thief skill. Non-Thieves have to roll an 18 for a skill, regardless of Prime attribute, and level/HD does not apply.
  20. You hit the hardest. Knock opponent prone on a critical hit. Opposed roll of Strength +d20 vs Strength +d20. Works against same size or smaller. Larger opponents get a bonus of +5 per size level difference.

That's about it for fighters.







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