Sunday, 31 March 2013
The Fighter
The Fighter:
The name "Fighter" is really godsdamned unspecific. The iron truth is that few fighters would simply call themselves such, they are sellswords, knights, killers, heroes and brutes. A Fighter is one who trusts in cold steel over faith, over primal instinct, over stealth, over anything else. Fighters have no magical or mystical abilities and they don't need them. They may wield magical weapons, but the real metal is in their hearts and it is their skill that marks them as deadly. Even a fighter beginning their heroic journey is already probably a veteran of at least one brutal, bloody campaign, who has killed at least one other in combat.
Whether they embrace their destiny as killers or resist it, whether they restrict their deadly skill to the wicked or slaughter as their twisted hearts desire, Fighters are killers. Killing is their business, and business is booming.
Hit Dice: d10
Attack Bonus: As Fighter (+1 per round)
Experience: As Fighter
Skills: Fighters possess a diverse set of skills depending on their individual backgrounds, but should always be assumed to be able to swim, maintain any armaments or gear they use, basic riding skills.
Armour: Fighters can use any armour they damn well like. They trust in iron, not magic.
Weapons: Fighters can use any weapons they please. The whole thing about a Fighter is their ability to fight and arbitrary weapons restrictions are stupid. If a bow is what they need to kill yon barbarian, they'll shoot an arrow in that motherfucker's eye.
First Kill: All Fighters have killed at least one foe in a combat situation. This is an official rules requirement. The player should come up with a relatively specific story of how it happened, and if a situation should ever closely match that first kill, a Fighter's instincts grant them a +1 bonus to attack, damage and saving throws in that specific situation, ie, a drunken brawl with a chair leg. GMs should make this happen occasionally.
Weapon Specialization: At 1st level, Fighters choose a particular weapon type (ie, bows, heavy blades, polearms) with which they are especially skilled with, gaining a +1 bonus to attack and damage with these weapons. At 6th, 11th and 16th levels, this bonus increases by +1.
Combat Dominance: At 2nd level, Fighters gain a second melee attack against opponents of 1 HD or less. At 5th level, this increases to foes of 2 HD, 3 HD at 8th level, 4 HD at 11th level and so on. This ability stacks with the Fighter's extra attack they gain at 8th level.
Extra Attack: At 8th level, Fighters can make a second attack (either melee or ranged) against any opponent, because sometimes there's just a pesky bastard that need to die.
Stronghold: At 9th level, a Fighter will automatically attract warriors as followers, including 1d6 1st level fighter underlings and d6 non-combat underlings (sexy lover, helpful servants) as they or their GM determine.
Labels:
fighter,
metal and monsters,
player classes,
rules
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