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Fighter Class

The document outlines the Fighter/Warrrior class in a role-playing game, detailing their combat abilities, skills, and mechanics for various actions such as parrying, dodging, and executing specialty moves. It includes specific statistics for hit points, damage, and unique abilities like 'Contest of Wills' and 'Exertion/Speed Swing'. Additionally, it describes various maneuvers and defensive actions that enhance the Fighter's effectiveness in battle.

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Brody Hawkins
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0% found this document useful (0 votes)
10 views4 pages

Fighter Class

The document outlines the Fighter/Warrrior class in a role-playing game, detailing their combat abilities, skills, and mechanics for various actions such as parrying, dodging, and executing specialty moves. It includes specific statistics for hit points, damage, and unique abilities like 'Contest of Wills' and 'Exertion/Speed Swing'. Additionally, it describes various maneuvers and defensive actions that enhance the Fighter's effectiveness in battle.

Uploaded by

Brody Hawkins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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wins the roll, the attack is parried.

However, if the
The Fighter/ defender loses the roll (to any attack), they may
be hit but they lose their offensive round. Losing
Warrior Class parry results in losing offensive action in next
round.

The Fighter class is based on Warriors stylized for Regain Stance: This number (expressed as a
different cultures. 8d Hit points; 8d damage base. fraction) indicates the character’s ability to
The heart of the class is the higher hit points and recover from the prone position and get to their
damage, combat skills that other classes must use feet while being attacked. If a character has a
focus days to gain, as well as the following skills regain stance of 1/3, and they are hit by a blow of
and abilities: 12 hp, they will remain down on a regain roll
(d10) of 1-4.
Basic Combat Skills:
Stance: This number (expressed as a fraction)
Anchor Stance: This ability is declared in the indicates the character’s ability to take a blow and
defensive round and allows the character to roll remain standing. If a character has a stance of ½,
percentage in an attempt to increase stance, and they are hit by a blow of 12 hp, they are down
making it more difficult to be knocked prone. on a stance roll (d10) of 1-6.

Cushion Blow: This ability is declared in the Specialty Moves: These are a “special” form of
defensive round and allows the character to roll attack. Rather than simply declaring that you wish
percentage in an attempt to absorb the blow to swing, you indicate that you are doing a
thereby increasing protection and damage particular move. These moves are more difficult
adjustment. to hit (need to roll higher) but they also have more
of an effect (See Specialty Moves Charts). When
Dodge: This ability is declared in the defensive attempting a specialty move, all pluses to hit are
round and allows a character to roll percentage in divided by 2. This is called a “modified” roll. For
an attempt to increase evasion level and be more example, a character can do a double damage
difficult to hit. specialty move on a modified roll of 15-20. If the
character is overall +4 to hit, they get a modified
Evasion Level: This is an instinctive defensive roll of +2 on the specialty moves. Therefore, the
ability to evade attacks based on dexterity and move will be made on a roll of 13-20. Any other
level and does not have to be declared. The roll will miss.
evasion level determines what it takes to be hit on
a d20. Level zer0 takes a 10 to be hit, level one Surprise: Represents the character’s skill at
takes an 11 to be hit, level two takes a 12, level gaining surprise. The modifier is added to d10.
three takes a 13 and so on.
Weapon Skills: A list of proficient weapons and
Initiative: Indicates the character’s skill at gaining damages with pluses To Hit, To Parry, and To
initiative. The modifier is added to d6. Damage.

Parry: This ability is declared in the defensive Fighter Skills:


round (before attacking rolls are made) and allows
a character to roll d20 (with modifiers) in an Weapon Bonus: Warriors gain a +1 bonus to hit
attempt to beat the roll(s) to hit thereby parrying/ with all proficient weapons.
blocking all melee attacks in that round. Ideally,
the parry is rolled at the same time as the attack.
The modified total is called out. If the defender

Published on Patreon - Robert Wardhaugh, Ph.D. Page 1 of 4


Damage Bonus: Warriors gain a +1 damage bonus movement and can only attack if movement still
on all weapons (except indirect weapons such as a allows.
crossbow, etc.).
Hit & Run: The ability to deliver attacks
Contest of Wills: This unique fighter ability allows anywhere along the line of a player’s movement.
a warrior to use sheer will to “push through” a The attacker can hit and then move or hit, move,
supernatural barrier (such as a shield). It forces a and then hit (if they have multiple attacks). It
level vs level contest roll on a d20. If the warrior allows a warrior to distribute damage and be
wins the contest, they push through the barrier versatile on the field.
and can attack as normal. They are forced out of
the barrier after the attack and must reroll in the Parry for Other: This move is situational. If the
following round. If the warrior loses the contest, defender is able, they can apply their parry for
they spend the round trying to get in and can do others in the immediate vicinity.
nothing else.
Prone Fighting: This is the ability to attack in the
Exertion/Speed Swing: This powerful ability same round as being knocked down (cannot
allows a warrior to temporarily “exert” sweep), unless stunned.
themselves (thereby causing double damage) or
put themselves temporarily into speed (thereby Spread Attack: If the attacker has more than one
doubling attacks) for a certain number of rounds swing/attack, they can split them among
(based on strength or dexterity respectively) defenders to hit different targets.
before having to rest (can take no actions other
than healing and parrying) for a certain number of Light Sleep: Allows the character to sleep lightly
rounds (based on constitution). It is like an and act more quickly when aroused at night.
adrenalin rush followed by having to rest.
Two-Handed Fighting: This ability is mainly used
Exertion/Speed Swing Chart: for warriors from levels 1-9, prior to gaining a
second swing. It allows warriors to fight two-
Dexterity/ Rounds of Constitution Rounds of handed (thereby gaining two attacks) but both
Strength Action Rest attacks are a penalty of -4. The ability can
18-17 5 18-17 3 continue to be used after 10th level (when the
player has additional attacks) but at a penalty of
16-15 4 16-15 4 -6 on both attacks.
14-13 3 14-13 5
Instant Stand: The ability to take a blow, get
12-11 2 12-11 6 knocked down, but roll percentage to use the
momentum to get up again.
10-9 1 10-9 7
Thickskull: The ability (roll percentage) to shake
8-1 0 8-1 8 off the effects of a stun.

Blindfighting: The ability (roll percentage) to


Strategic Maneuver: The ability to maneuver in fight while unable to see opponent(s) at no
melee (roll percentage) when fighting multiple penalty.
opponents thereby reducing the number able to
attack. The lower the roll, the more enemies Closing/Widening: The ability (roll percentage) to
cannot attack. One will always attack. close in on an opponent (to gain advantage of
short weapons against an opponent with a longer
Skirmish Withdrawal: This is a move declared in weapon) or widen out from an opponent (to gain
the defensive round. Upon being charged advantage of long weapons against an opponent
(minimum 15’) from the front, it allows the with a shorter weapon). The advantage is based
defender to withdraw (move backwards) up to on weapon type, ranging from +1 to +6 (length of
half their full movement. Attacker continues weapon: dagger, shortsword, longsword, two-
handed sword, spear, long spear).

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Intimidation: Percentage rolled while rolling to hit Cloak intentions: This percentage ability allows a
(replaces war cry), success results in opponent warrior to cloak their intentions, thereby
being intimidated for round (parry at -4). preventing the battle perception skill.

Feint: The ability (50%) to feint and draw the Make Do: This ability allows a fighter to pick up
defender’s parry away, thereby eliminating the any normal item and immediately use it as a
parry roll. If successful, the defender cannot parry weapon with +2 skill and +2 damage.
(or take any other defensive action), but if
unsuccessful, the attacker loses their round and Two-Handed Swing: This ability allows a fighter
cannot attack. to swing two-handed, gaining a damage bonus of
+2 on each attack.
Missile Deflection: This defensive action provides
a percentage chance of blocking/deflecting Hunting/Fishing: This general percentage skill is
normal (and normal-sized) missiles. Modifiers are used while a fighter is travelling (hunting) or at
important for this skill. the end of the day (fishing). See Hunting/Fishing
charts.
Missile Deflection for Others: Percentage chance
of blocking/deflecting normal (and normal-sized) Mount Skills:
missiles for others in immediate vicinity.
Mount Skill: Percentage ability to ride a particular
Supernatural Missile Deflection: Percentage mount (See Mounts).
chance of blocking/deflecting supernatural
missiles (such as magic missiles, rays from Parry for Mount: Ability to parry for mount.
wands, negation rays, etc.).
Missile Deflection for Mount: Ability to missile
All Around Sight: The defensive percentage deflect for mount.
ability to detect an opponent about to do a sneak
attack (assassination or backstab) thereby foiling Rearing: Ability (set at 25%) to rear up horse to
the attempt and forcing them to attack normally. gain an advantage. Percentage rolled while rolling
to hit (replaces war cry). Rally choices (must
Fatal Block: The percentage ability used in the declare) include: Rally (+4 to hit for group for
defensive round (after attack has been made) to round), Attack (allows double damage against
block/deflect an otherwise successful large creatures), Defense (opponents -4 to hit), or
assassination/backstab strike. Knockdown (knocks opponent prone).

War Cry: This percentage ability is used at the Charge: Allows the rider to charge (minimum 50'
same time as an attacker makes their roll to hit. It movement) thereby gaining +2 damage per swing.
is a bonus move. The war cry should be called out
simultaneously while rolling the attack. If Ride Down: Allows the rider to knock down a
successful, the attacker gains +1 to damage on fleeing opponent. Roll Riding %.
each swing/attack.
Mounted Decapitation: Allows a rider with an
Bypass Armour: Percentage rolled while rolling to edged blade to use the mount advantage to behead
hit (replaces war cry). If successful, the attacker an opponent on a specified roll of natural 19-20
finds a way through the opponent’s armour rather than a natural 20.
thereby avoiding damage adjustment.
Spur/Kick: Horses can be kicked to move an
Battle Perception: This skill is used prior to additional 50%. The action can be done only
combat. It allows the character to study an every three rounds.
opponent. Depending on the percentage rolled, if
successful it provides a bonus to attack or defend Spur Escape: This defensive ability provides a
in the first round of combat only (first contact) percentage chance that allows the rider to spur the
with this particular enemy.

Published on Patreon - Robert Wardhaugh, Ph.D. Page 3 of 4


horse half its movement away upon being
charged.

Trample: Allows the mount to trample a prone


opponent. Riding % causing 4d6 damage.

Kick: Allows the mount to kick an opponent from


the rear. Riding % causing 3d6 damage.

Lance Bonus: +2 to hit/+1 initiative with Spear/


Lance from mount.

Published on Patreon - Robert Wardhaugh, Ph.D. Page 4 of 4

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