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Fantastic Adventures: First Draft of The Fighter Class

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A few days ago I listed the six major classes I am thinking of for Fantastic Adventures in a post (Fantastic Adventures: Initial Thoughts on Classes). I have the non-caster classes written up now -- at least as early drafts. Here's the Fighter. The Hunter and the Scout should follow later in the week.

The Fighter is the best warrior in the game. A Fighter starts with a +3 Combat Bonus and advances at +1 per level until his Combat Bonus is +15. This is double the rate of advancement for fighters in Microlite74. Like Fighters in LotFP, Fighters in Fantastic Adventures are very good at what they do -- even at first level. While they can use any weapon, if they use a weapon they have mastered, they have a better chance of critical hits and add their Combat Bonus to their damage.

One surprise is that fighters can use magical scrolls (or rather they can try to use them), provided they can read the language the scroll is written in. I'm trying something different here. All classes will have a chance to use magic scrolls, but only the two classes (the Magician and the Wizard) will be able to successfully use them automatically. I'm not sure how this will work out in practice, but my players all like the idea.

The material that follows is Open Game Content under the OGL. Note that this is a very early draft and will likely change (perhaps completely if it does not work out in playtest). It has not been proofread and as usual Blogger converted the table from its Word source in an odd-looking way but the info in the table is accurate.

Comments are welcome, of course.

The Fighter

Fighters are warriors, trained in battle and in the use of armor and weapons. Perhaps you are a ferocious Viking raider, a roaming samurai, a dashing swashbuckler, a deadly swordswoman, or a chivalrous knight. Whatever type of Fighter you choose to play, you will probably end up on the front lines of your adventuring party—going toe-to-toe with dragons, goblins, and evil cultists, hacking your way through them and taking the brunt of their attacks. The Fighter character is best-equipped of all the character classes to dish out damage and absorb it, too. You are going to serve as the party’s sword and shield, protecting the weaker party members and taking down the enemies before you. Perhaps one day they will tell legends of your battle prowess, and followers will flock to your castle stronghold where you revel in your fame, riches, and newly earned nobility. But it’s a dangerous world out there.


Fighter Advancement Table

Level
Exp. Points
Hit Dice
Combat Bonus
Use Magic
Saving Throw
1
0
1d8
+3
18+
14
2
2,000
2d8
+4
18+
13
3
4,000
3d8
+5
17+
12
4
8,000
4d8
+6
17+
11
5
16,000
5d8
+7
16+
10
6
32,000
6d8
+8
16+
9
7
64,000
7d8
+9
15+
8
8
128,000
8d8
+10
15+
7
9
256,000
9d8
+11
14+
6
10
512,000
9d8+3
+12
14+
5
11
1,024,000
9d8+6
+13
13+
5
12
1,536,000
9d8+9
+14
13+
5
13
2,048,000
9d8+12
+15
12+
4
14
2,560,000
9d8+15
+15
12+
4

Fighter Class Abilities

Weapon and Armor Restrictions: Fighters are trained in warfare and, as such, have no restrictions on the kind of weapons or armor they can use.

Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round. At 6th level, this applies to foes of two hit dice or less. At 12th level, this applies to foes of three hit dice or less.

Cleave: After a fighter kills an opponent in melee combat, he may immediately make another attack against any still-standing foe in range. The maximum number of attacks he can make in one round is equal to his level. Cleave only applies to foes too powerful for the Combat Machine effect.

Weapon Mastery: At first level a fighter selects one specific type of weapon (daggers, short swords, maces, spears, etc.) that he has mastered and selects another every odd level (level 3, 5, 7, etc.). When using a mastered weapon, the fighter adds his Combat Bonus to weapon damage, may hit monsters requiring silver weapons with a normal weapon, and scores a critical hit on a natural roll of 19 or 20 (which would otherwise hit). A fighter may select a specific weapon twice. When using a twice mastered weapon, the fighter adds his Combat Bonus to weapon damage, may hit monsters that require a silver weapon or a +1 magic weapon with a normal weapon, and scores a critical hit on a natural roll of 18, 19, or 20 (which would otherwise hit).

Saving Throw: Fighters receive a +2 bonus on saving throws vs. death and poison (unless the alternative “Saving Throw Matrix” is used).

Magic Use: Fighters may attempt to cast spells from scrolls. To successfully cast a spell from a scroll the fighter must be able to read the language the scroll is written in and roll against his Use Magic score on a D20, adjusting the roll by both his INT bonus and the level of the spell being attempted (- spell level). If successful, the spell functions normally and fades from the scroll. If unsuccessful, the spell fades from the scroll and the fighter loses 1d6+2 hit points.

Battlefield Prowess: At 4th level, a fighter inspires those under his command. Any hirelings or mercenaries hired by the fighter have a +1 bonus to their morale when personally led by the fighter. At 8th level, any hirelings or mercenaries hired by the fighter never need to check morale when personally led by the fighter and foes must make a morale check to attack the fighter.

Establish Stronghold: At ninth level, a Fighter who chooses to build (or otherwise obtains) a castle or fortified manor is considered to have reached the rank of “Baron” or “Baroness,” bestowed by the local ruler or monarch. The character may choose to attract a body of men-at-arms, who will swear their fealty as loyal followers.

Experience Bonus for Strength: Strength is the Prime Attribute for Fighters, which means that a Strength score of 15+ grants an additional 5% experience.



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