Tuesday, September 6, 2016

Fighters like it Rough

This is a rough draft of some stuff I'm considering. Hence the title. My previous post about fighters is here, and I just want to give a shout out to Zak, since his posts on Barbarians and Fighters inspired much of this.

I'm still messing around with formatting posts. I like to add pics to give a visual presentation of the ideas I'm trying to convey. Sometimes I think I overdo it, though.

This is essentially an idea to combine Fighters and Barbarians and Monks and Knights and Paladins into a single, all encompassing, class.

Fighter
Prime Attribute: Strength
Hit Die:
  • d8: Roll or pick 4 abilities from the list
  • d10: Roll or pick 3 abilities from the list
  • d12: Roll or pick 2 abilities from the list
  • All: Roll or pick twice from the list when you level up.
Special: Trade 1 ability to learn 1 spell of any level below your own. If this is chosen at character creation, the spell is a level 0 or 1. If chosen after level one, the spell must be one known by someone willing to teach you. This grants the ability to cast a spell, it does not automatically give you a spell. The cost to cast such a spell is 3 HP per level of the spell.

Abilities:
  1. Weather/Element Resistance: Wearing a chain mail bikini in shin deep snow doesn't bother you.
  2. Animal Domination: Big, scary, wild animals take a liking to you and do what you want them to do.
  3. Primal Attraction: have you seen those Frazetta paintings? Or in the following case, Brom? Through charisma, pheromones, or whatever, other people are attracted to you. No matter how ugly you are or how much gore you're splattered with.
  4. Defensive Stance: +1 AC, -2 to hit. This can be taken multiple times
  5. Armor costs 1 less encumbrance
  6. Unarmored AC bonus: for the barbarian types
  7. Tactics: Intelligence check to give allies +1 to all combat rolls for first round of combat.
  8. Two weapon fighting: penalty for off-hand attacks is reduced
  9. Extra attack
  10. Improved unarmed combat: +1 damage with bare fists
  11. Giant-killer: +1 hit and damage against creatures at least 1 size level bigger than you
  12. Intimidation: Charisma +1 vs opponent's Wisdom or Fear
  13. Strength bonus: +1 to strength up to racial max
  14. Pain tolerance: +1 vs pain saves
  15. Saving throw bonus: + to all saves
  16. No Fear: +1 vs fear saves
  17. Skill point
  18. Taunt: Charisma check +1 vs opponents Wisdom
  19. Ranged weapon bonus: Faster reloads, trick shooting, etc
  20. Use two handed weapon one-handed (like Guts in Berserk!)
  21. Mounted fighting bonus (Knights, Lancers, Mongols, etc)
  22. Berserker rage
  23. Offensive stance: +1 to hit, -2 AC. This can be taken multiple times
  24. Improvised Weapon

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