Post by aribjorn on Nov 1, 2012 20:17:48 GMT -5
Core Class – Fighter
27-Oct-12 by K-Slacker
Fighters – as their name implies – have extensive training in the arts of combat and war. They are specialists at dealing physical blows. They are also hardy, able to take more punishment than any other class. Fighters can use any weapons and armour.
Fighter Progression
Level XP Hit
Dice Attack
Bonus
1 0 1d10 +1
2 1,000 2d10 +2
3 3,000 3d10 +3
4 6,000 4d10 +4
5 10,000 5d10 +5
6 15,000 6d10 +6
7 21,000 7d10 +7
8 28,000 8d10 +8
9 36,000 9d10 +9
Fighter Level
1 2 3 4 5 6 7 8 9
Athletics +4 +5 +6 +7 +8 +9 +10 +11 +12
Subterfuge +0 +1 +1 +2 +2 +3 +3 +4 +4
Lore +0 +1 +1 +2 +2 +3 +3 +4 +4
Saving Throw +5 +6 +7 +8 +9 +10 +11 +12 +13
Game Rule Information
Advancement: Dwarves and elves can reach a maximum of 5th level as fighters, trollborn can reach 7th, while humans have unlimited advancement.
Hit Dice: Fighters have 1d10 hp per HD. PCs start with maximum hit points at 1st level (13 hp for a starting dwarf fighter).
Combat Ability: A fighter can use all types of armour and shields and is proficient in all weapons. They have no restriction on base damage (except for racial maximums). Fighters add their level to all attack rolls.
Adventuring Skills: Fighters add their full level +3 to Athletics checks, and ½ their level to Subterfuge and Lore checks.
Saving Throws: Fighters have a +4 bonus to saving throws, plus their level.
Special Abilities
Guarding: When the party is resting in the wilderness or a dungeon, a fighter may forfeit all other actions to ‘guard’ instead. This forces approaching opponents to roll two Subterfuge checks for surprise and take the worse result (the opponents are disadvantaged).
Similarly, a fighter can forfeit his attacks in a given combat round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the fighter must be able to engage the foes who would be allowed a parting shot.
Cleave: When a fighter of 3rd level or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
Weapon Specialization: At 5th level, the fighter gains a +1 bonus on attack rolls and +2 to damage with a selected weapon (such as long swords or battle axes, for example).
(Fighters can gain additional abilities at higher levels. These must be discovered through gameplay.)
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Like this:★LikeBe the first to like this. Posted in Game Rules, Minimalist | Tagged Classes, Fighter, RPG | 1 Comment
One Response
To even out the level benefits, I’ve bumped cleave up to 3rd level added weapon specialization at 5th. (I’ve also made similar changes to the thief class.)
I’ll think about these changes for a day or two before going through and updating all the other pages and posts.
27-Oct-12 by K-Slacker
Fighters – as their name implies – have extensive training in the arts of combat and war. They are specialists at dealing physical blows. They are also hardy, able to take more punishment than any other class. Fighters can use any weapons and armour.
Fighter Progression
Level XP Hit
Dice Attack
Bonus
1 0 1d10 +1
2 1,000 2d10 +2
3 3,000 3d10 +3
4 6,000 4d10 +4
5 10,000 5d10 +5
6 15,000 6d10 +6
7 21,000 7d10 +7
8 28,000 8d10 +8
9 36,000 9d10 +9
Fighter Level
1 2 3 4 5 6 7 8 9
Athletics +4 +5 +6 +7 +8 +9 +10 +11 +12
Subterfuge +0 +1 +1 +2 +2 +3 +3 +4 +4
Lore +0 +1 +1 +2 +2 +3 +3 +4 +4
Saving Throw +5 +6 +7 +8 +9 +10 +11 +12 +13
Game Rule Information
Advancement: Dwarves and elves can reach a maximum of 5th level as fighters, trollborn can reach 7th, while humans have unlimited advancement.
Hit Dice: Fighters have 1d10 hp per HD. PCs start with maximum hit points at 1st level (13 hp for a starting dwarf fighter).
Combat Ability: A fighter can use all types of armour and shields and is proficient in all weapons. They have no restriction on base damage (except for racial maximums). Fighters add their level to all attack rolls.
Adventuring Skills: Fighters add their full level +3 to Athletics checks, and ½ their level to Subterfuge and Lore checks.
Saving Throws: Fighters have a +4 bonus to saving throws, plus their level.
Special Abilities
Guarding: When the party is resting in the wilderness or a dungeon, a fighter may forfeit all other actions to ‘guard’ instead. This forces approaching opponents to roll two Subterfuge checks for surprise and take the worse result (the opponents are disadvantaged).
Similarly, a fighter can forfeit his attacks in a given combat round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the fighter must be able to engage the foes who would be allowed a parting shot.
Cleave: When a fighter of 3rd level or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
Weapon Specialization: At 5th level, the fighter gains a +1 bonus on attack rolls and +2 to damage with a selected weapon (such as long swords or battle axes, for example).
(Fighters can gain additional abilities at higher levels. These must be discovered through gameplay.)
Rate this: i
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Like this:★LikeBe the first to like this. Posted in Game Rules, Minimalist | Tagged Classes, Fighter, RPG | 1 Comment
One Response
To even out the level benefits, I’ve bumped cleave up to 3rd level added weapon specialization at 5th. (I’ve also made similar changes to the thief class.)
I’ll think about these changes for a day or two before going through and updating all the other pages and posts.