Hit People with Stuff, The Game
Fighters are generally the simplest class - a lot of HP, attack bonuses, that's about it. Recently, more complex martial classes have come out of the GLOGosphere - deus ex parabola's Zouave and Sword-Shepherd, The Princess in Yellow's set of 7, and Basic Red's veterans, for instance.
This Fighter is built specifically for Let There Be Blood, my weird homebrew combat system. However, it should be pretty easy to convert.
Their Techniques are built to let you make most common flavors of Fighter - raging berserker (Careless Blow + Brutal + Siege Engine + Rage), exhausted infantryman (Long March + Foraging + Tall Tales + Field Medicine), and aspiring noble (Respectable + Authoritative + Commissar + Beastmaster), for example.
B: Riposte, +1 Technique
C: Extra Weapon Specialization, +1 Technique
D: Extra Attack, +1 Technique
Weapon Specialization
Choose 1 weapon. All your Attack and Defense rolls with that weapon are increased by 1. This allows you to roll a 7.
Riposte
When an enemy's attack is fully absorbed by your Defense, you deal damage to them equal to your Defense.
Extra Attack
You can attack 2 targets per turn, using the same Attack value for both.
Techniques
- Careless Blow - With melee weapons, you may choose to roll both of your dice in Attack, adding the damage dealt. If you do this, you roll no dice in Defense.
- Heavy Guard - With melee weapons, you may choose to roll both of your dice in Defense, adding the protection gained. If you do this, you roll no dice in Attack.
- Commissar - Through a combination of roared orders and threats of violence, you can force your hirelings to reroll a failed morale check 1/day. Further use of this ability is possible, but requires you to assault one of your henchmen. Each of these later uses decreases every hireling's maximum morale by 1, permanently.
- Authoritative - People look to you in times of crisis. In the absence of actual authority, peasants, militiamen, and similar groups will listen to you unless you prove yourself incompetent. Gain a +2 to reaction rolls with these groups.
- Long March - You and your party can skip sleep for one night, and continue to travel overland with no penalty.
- Foraging - Through trial and (generally quite unpleasant) error, you've managed to figure out just about everything edible you can grab in the wild. During a long rest, you have a 4-in-6 chance to find 1 ration worth of food. This chance is decreased to 1-in-6 in less lively environments (deserts, cities, dungeons).
- Underhanded - You've heard about honor, and you want nothing to do with it. You can use Combat Maneuvers without requiring an action.
- Respectable - Your pompous bearing has gotten you some attention. You are not a member of the nobility, but you can get them (at least, the lower ranks of them) to pay attention to you. Gain a +2 to reaction rolls with these groups.
- Just Plain Rude - Using mocking jokes, loud swearing, and generally impolite behavior, you can goad anyone outside of the nobility into a fight. You must fail a Charisma check if this is during combat, or if anything much more important (the person's house is on fire) is currently happening.
- Brutal - You may be a bit too into this. When you kill an enemy, you may choose to do it in such a theatrically bloody way that the sudden fountain of blood, bits of skull, and flying limbs force every enemy to make a Morale check immediately.
- Monster Hunter - You've fought bigger. By grappling, you can climb onto any creature larger than a human. While grappling, all your attacks against that creature automatically roll a 6 (or a 7 if you are specialized in that weapon). As an action, you can make an opposed Strength check to forcefully steer the monster around.
- Tall Tales - Your time on campaign brought you around a lot of weird people, and a lot of weird stories. When presented with a monster or magic item of note, you have a 4-in-6 chance of knowing what it is.
- Assassination - You killed someone very important, though you won't admit who. Against unaware targets, your Attack die automatically rolls 6 (or 7, if you are specialized in that weapon).
- Pest Control - You can attack as many small creatures (rats, giant beetles, goblins) with a melee attack as you can reach.
- Field Medicine - Enough liquor and rags make everything better. You can attempt to heal someone for 1 HP with this method. They must pass a CON save to recieve healing. You can continue to do this to someone until they fail this check.
- Beastmaster - You can try to tame utterly unreasonable things (gryphons, snakes).
- Siege Engine - You can batter your way through wooden doors and walls in less than a minute.
- Rage - Once per day, succumb to a violent war-madness. For 3 rounds, you roll a 7 for Attack with your weapon, but a 1 for Defense. During the rage, if you would be knocked unconscious, gravely wounded, or killed, you ignore those effects until the end of the rage.
- Vigilant - You cannot be surprised. When you roll an Omen for a random encounter, you may choose to reroll.
- Spellbreaker - Wizards are a nightmare on the battlefield, but you've learned that a clear head can usually get you through them. You have a +2 to saves against magical effects.
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