Search This Blog

Saturday, January 8, 2011

The Fighter so far for my homebrew

Heavily based off of S&W WhiteBox

The Fighter
The Fighter is a warrior, trained in battle and in the use of armor and weapons. Your character can be a knight, a mercenary, or a wild barbarian. Whatever his title, his main job is killing stuff.

Table 4: Fighter Advancement

Level
Exp. Points
Hit Dice (d6+1)
Saving Throw
1
0
1+1
14
2
2.000
2
13
3
4,000
3
12
4
8,000
4
11
5
16,000
5
10
6
32,000
6
9
7
64,000
7
8
8
128,000
8
7
9
256,000
9
6
10
512,000
10
5

Fighter Class Abilities
Weapon and Armor Restrictions: Fighters are trained in warfare and, as such, have no weapon or armor restrictions.

High Strength: Fighters can use their Strength Bonus to modify their “to-hit” and damage results when using melee weapons.

Critical Strike: Fighters make critical hits on a natural 20 on an attack roll, unless they needed a 20 to hit. Critical hits automatically do maximum weapon damage.

Saving Throw: Fighters receive a +1 bonus on saving throws vs. death and poison.

Establish Stronghold: At ninth level, a Fighter who chooses to build a castle is considered to have the rank of “Baron” bestowed upon him by the local ruler or monarch. He may choose to attract a body of loyal men-at-arms who will swear fealty to him.



Fighter Profession: A fighter chooses one of the following professions during character creation and gains the associated ability:

Archer/Slinger: The Archer (or Slinger) gains +1 to hit with ranged weapons.
Assassin: The Assassin does 2d6 points of damage with a weapon when he attacks a surprised foe.
Berserker: During a fight, Berserkers can choose to gain +1 to hit and +2 to damage, at the cost of a -3 armor class penalty.
Blade Dancer: Blade Dancers gain a +2 AC bonus when fighting unarmored.
Crusader: Crusaders do an extra 2 points of damage on any melee attack against undead or demons.
Duelist: Duelists are skilled with the blade and gain +1 AC while fighting with a sword.
Harrier: Harriers gain a +1 to initiative rolls. They also gain a +1 bonus to hit an opponent who missed them in the preceding or same round of combat. They may not wear armor heavier than mail.
Hoplite: Hoplites may attack with their shield. If they hit, they do 1d3 points of damage and their opponent must make a saving throw or fall down. Creatures larger than the hoplite automatically pass their saving throw.
Noble: Nobles gain a +1 bonus to henchmen loyalty and may have 1d3 additional followers.
Paladin: Paladins are holy warriors that can heal a number of hit points equal to two times their level once per day.
Pugilist: Pugilists cause 1d6 damage with unarmed strikes. They must wear hand protection to fight armored foes.
Rogue: Rogues gain a +1 bonus to find traps, secret doors, or other hidden items.
Scout: Scouts gain a +1 bonus to avoid surprise. They detect ambushes on a 1-3 on 1d6.
Slayer: Slayers can make an attack with a -2 to hit penalty. If successful, they hamstring their opponent, who then suffers a -1 to all attack rolls.
Sniper: Snipers make critical hits on a natural 19 or 20 with ranged weapons.
Soldier: Soldiers gain a +2 AC bonus from shields, instead of the normal +1.


Attack Bonuses: Level 1 Fighters are +1 to hit, Level 10 Fighters are +10 to hit (it's +1 per level). 

I'm doing this because I want fighters to be bad-ass. The way I'm setting this up, 9 out of 10 players will be Fighters. The only other option is Mage, and Mages are usually evil, demon-worshiping bastards unsuitable for most campaigns. 

Some priests are mages, and actually good people, though most priests are normal men. There are no separate Cleric or Thief classes.

With regard to Professions, they should fit into any OSR game. OSR games that go to 20 levels should allow a second profession to be chosen at 10th level. 

No comments: