Tuesday, June 2, 2020

GLOG: The Fighter and the Cavalier

This post is just a simple adaptation of my earlier Fighter and Cavalier classes to GLOG because I've decided to make Carolingia into a GLOG hack.

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).

Starting Equipment: A leather helmet, a mail shirt, any two weapons (3 javelins count as one weapon, ranged weapons come with 20 ammunition), and either a shield or a small shield.

Skills: Wrestling and 1d3: 1. Sailing, 2. Poetry, 3. Farming

Damage: 1d10

Fighters get +1 HP and +1 Attack per template

A: Weapon Specialization
B: Inspiring Leader
C: Weapon Specialization
D: Intimidating Foe, Extra Attack

Weapon Specialization 

You get Weapon Specialization once at Fighter A and once at Fighter C. 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 (if your Charisma is at least +0) to morale checks and your allies get +2 to Saves vs Fear when within 20 feet of you. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders than, say, a wizard.

Intimidating Foe

When you attack an enemy, they must make a Save vs Fear or become frightened of you for 1 minute. Whether they saved or not you cannot use this ability on them again during this combat.

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.

Starting Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse), a leather helmet, a mail shirt, any weapon (three javelins count as 1 weapon, ranged weapons come with 20 ammunition), a shield or small shield, and 2 lances.

Skills: Horsemanship and 1d3: 1. Herding, 2. Wrestling, 3. Scouting

Damage: 1d10

Cavaliers get +1 HP and +1 Attack per template.

A: Charge 1d4
B: Charge 1d6, Inspiring Leader
C: Charge 1d8
D: Charge 1d12, Terrifying Onslaught

Charge

When you are mounted on a horse or similar mount and have moved at least 20 feet this round, you deal an additional 1d4 damage to your target with a melee weapon attack (instead of the +1 damage a mounted charge already gives for all characters). This damage increases to 1d6 at Cavalier B, 1d8 at Cavalier C, and a whopping 1d12 at Cavalier D.

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. There aren't hireling limits, but you can definitely manage an unruly band of mercenaries or raiders better than, say, a wizard.

Terrifying Onslaught

When you use your Charge on an enemy, you can force them to check Morale. You cannot use this ability against the same opponent twice in the same combat.

No comments:

Post a Comment