How Do Classes Work In This System Anyways?
I don't think I've ever actually put this into writing anywhere, so here goes.Classes are definitely very derivative of the GLOG. You get 5 templates at most, one per level. You can still level up beyond that, but you only get the "+1" benefits from the class you have the most templates from. Classes do not have different XP requirements. Skills are a d8 system that I'll make a post about at some point. 1 p. (1 pence/denier) is 1 XP.
What is a Fighter?
A Fighter is not your normal run-of-the-mill person waving around a weapon and hitting things while wearing tons of armor. A Fighter is a leader of men, a beacon of hope and glory, a standard of blood and steel. Importantly, Fighters fight on foot. They may ride horses to get to their destinations, but they do not do battle from the backs of other creatures (this isn't a moral prescription, it's just how they fight). The Fighter's damage die is a d10.The Fighter
Template | XP | HP | Abilities | Skill Points |
---|---|---|---|---|
1 | 0 | 1d8 | Weapon Specialization, +1 AB* | +2 |
2 | 600 | +1d8 | Inspiring Leader | +1 |
3 | 1800 | +1d8 | Weapon Specialization, +1 AB | +1 |
4 | 3500 | +1d8 | Intimidating Foe | +1 |
5 | 7500 | +1d8 | Extra Attack, +1 AB | +1 |
+1 | +5000 | +2** | +1/2 AB (round down, max +6) | +1/2 (round down) |
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: Mail shirt; any two weapons and a shield or small shield, or any three weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); an adventurer's pack; 20p.
Weapon Specialization
You get Weapon Specialization once at Fighter 1 and once at Fighter 3. You can either specialize in two weapon types, or specialize doubly in one.Javelin 1: You get +1 to hit versus enemies with at least 15 AC when throwing this weapon.
Javelin 2: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them when throwing this weapon.
Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.
Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg, 9 head, 10 reroll.
Spear 1: You can attack an enemy entering your range once per round.
Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.
Axe 1: You get +2 to hit versus enemies using shields.
Axe 2: You deal x3 instead of x2 damage on a critical hit.
Club 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Club 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (No, I haven't decided how I'm doing saves yet. This might be a Con save.) or be stunned until the end of your next turn.
Hewing Spear 1: Once per round, when you attack, you can make an additional attack with the butt of your spear, dealing 1d4 damage on a hit.
Hewing Spear 2: Once per round, if you miss an attack, you can instead attack another target within range.
Sling 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Sling 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (or a Con save.) or be stunned until the end of your next turn.
Bow 1: If an enemy has approached you by at least 20 feet this round, you deal an additional 1d4 damage on a hit.
Bow 2: You deal x3 instead of x2 damage on a critical hit.
Inspiring Leader
Your hirelings get +1 + your Charisma modifier to morale checks and your allies get +2 to Saves vs Fear (or Wis saves vs being frightened) when within 20 feet of you. You can add your level to your hireling limit.Intimidating Foe
Any enemy within 5 feet of you has disadvantage on Saves vs Fear (or Wis saves vs being frightened). When you attack an enemy, you can force them to make a Morale check. You cannot use this ability twice against the same enemy.Extra Attack
When you make a weapon attack, you can instead attack twice with the same weapon.What is a Cavalier?
Cavaliers, like Fighters, are leaders as well as warriors. They survey the battlefield from their commanding position atop their mount, then deliver a resounding charge, the thunder of hooves echoing into the histories and myths. Cavaliers aren't incompetent on foot - in fact, they're still better than anyone who isn't a Fighter - but they still aren't necessarily the best for a campaign focused on dungeon delving. Cavaliers are also not horse archers. Horse archers are from Far Away in the areas I'm focusing on currently, but I'll make a separate class for them at some point. The Cavalier's damage die is a d10.The Cavalier
Template | XP | HP | Abilities | Skill Points |
---|---|---|---|---|
1 | 0 | 1d8 | Charge 1d4, +1 AB* | +2, Horsemanship 4 |
2 | 500 | +1d8 | Inspiring Leader | +1 |
3 | 1500 | +1d8 | Charge 1d8, +1 AB | +1 |
4 | 3500 | +1d8 | Terrifying Onslaught | +1 |
5 | 7500 | +1d8 | Charge 1d12 +1 AB | +1 |
+1 | +5000 | +2** | +1/2 AB (round down, max +6) | +1/2 (round down) |
*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.
Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse); a mail shirt; any weapon and a shield or buckler, or any two weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); 2 lances; an adventurer's pack; 10p.
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