Showing posts with label Fighter. Show all posts
Showing posts with label Fighter. Show all posts

Monday, April 20, 2020

[Class] Thanturion

You are a Legionnaire with a very special skill. You are among the rank of the Immunes, a soldier with specialist skills, making you exempt from guard duty and some of the most grunt work in the legion, but still expected to fight. Your special talent, especially, is not particularly desirable.

There are some people close to death. Like those with a special connection to their Lares, or family's house spirit, except yours is for the dead. Your voice and face calms them, and you can lead them. The Thanturions are a special group of individuals in the Roman Legion, meant to lead the spirits of the dead away from the camp or fortress, so they do not seek revenge or haunt the men. You bang raise a black standard and bang on a tin drum which makes a horrible noise, and lead these spirits of Rome's fallen foes away from the Empire's expanding border. Sometimes, you're called to do this in battle, among enemy fire or appearing as though you are deserting simply to divert the forces of the dead and undead away from your men. Maybe you deserted for good, got separated in a strange land, or maybe you are a veteran and discharged after a long degree of military service. You still have your talent, and the dead still follow you.

Thanturion
HD- d8
Maximum AC- 16 / Minimum Starting Hit-Points- 5

The Thanturion is a legionnaire with a very specific duty. You can sense the spirits of the dead nearby better then most, and are likewise more visible to them. You're a mix of a soldier and a cleric. You are well trained in the use of all standard legion weapons, carry heavy armor, and can march all day. Set your Constitution to 12 if it is lower.

At 2nd, 5th, 8th, and 10th level, add +1 to hit with all weapons.

At 4th and 7th level, add +1 to damage with all attacks.

You cannot turn undead, even with magic items. Even in a game where everyone can turn undead, you can't do it. Instead, you only bring attention to the dead on yourself by moving, speaking, and especially by playing instruments or waving a black standard. By getting the attention of the dead, they follow you. Undead will not attack you unless you are leading them to a place they cannot follow (such as a church) or unless if you mock or spite them. Even though you may be a member of the army that conquered their people, they don't see you as a foe by default.

You can successful enrapture spiritual undead, such as noncorporeal beings like ghosts, revenants, or anything that has risen from its grave on its own power, equal to your level in HD. If your level is twice that of the undead's HD, they will be put to rest if led to a peaceful or spiritual place.

You can successful enrapture physical undead, such as ghouls, Frakenstien-esque medical monsters, or flesh golems as equal to half your level in HD, rounding down. If your level is thrice that of the undead you are leading, they will be disabled for 1d6 exploration turns if lead to a peaceful or spiritual place.

At 10th level, you become a Morturion. By wearing a special silver mask, you can hide your presence from the undead, becoming invisible to them. By waving a black standard, you can also rally any undead following you to attack your foes as though they were a spiritual legion. Their morale for the attack is equal to a 10 + your Charisma modifier.

Additionally, if you are still with the legion, you become the leader of the Thanturion Immunes and receive double pay.

Friday, July 12, 2019

8 Supernatural things only Fighters can do

Now “balance” isn't a big deal in most oldschool games, or doesn't need to be a big deal in tabletop games in general. But I do talk about the issues of balance between magic users and fighter/nonmagic using classes from time to time. However, I am firmly in the camp of believing that classes like Fighter and Rogue are just as magical as everyone else, just in different ways!

Of course, if you don't like the over the top supernatural kung fu moves or high level magic item crafting, then pick some of these instead. You won't even need to change any rules.

8 Supernatural Things only Fighters can do
[1] Attempted Blindfighting
When in absolute darkness, totally blinded, or otherwise fighting invisible foes, players don't necessarily get a roll to hit. Especially with thrown or ranged weapons, regardless of how high your to-hit modifier is, you can't see them and therefore cannot even attempt to strike them. Another example in pitch black water- how could anyone even attempt an attack like that? Melee attacks might get a pass for this with the usual disadvantage on the roll or a -4 to the roll, but for the most part invisible = unhittable. Obviously if the enemy is leaving footprints in the snow, or you're using a rapid fire crossbow, then the situation changes a bit. Your DM might have the players throw a hail Mary 1 in 20 chance to even fire in the right direction then have to roll attack to actually hit!

Fighters are the exception. Using their senses, they may be able to figure out where the enemy is based on the sounds they make, or by the clues learned from many battles that tells the Fighting Man where his foe is likely to strike next. Fighters can attempt to make these attacks with the normal modifiers, it just isn't impossible anymore. You could also give this ability to Rogues since it represents their finely tuned senses as well, it's just that Wizards and the like would be unable to fight this way.

[2] Surviving Harsh Conditions
While more tied to a Con score, hit points, or saves; it is theoretically possible for humans to only survive so long in harsh conditions. Three days without water, three weeks without food, and so on. Fighters may be able to do this for longer periods of time then actually possible, if because of a simple high level of physical fitness, a sort of control over their metabolism and bodily energy, or simply superhuman levels of willpower and endurance. Similar things can be resisted such as extremely cold weather; the Fighter's body capable of steaming up from their powerful muscles.

[3] Seal Magic Weapons for a Worthy Successor
In most games; long term of permanent magic effects are solely in the realm of sorcerers. These require specific spells with abilities- but fantasy is chalk full of Fighters setting down challenges and tasks for low born knights to rise to greatness.

Excalibur was a sword in the stone. In a similar manner, Fighters could seal magic weapons and equipment in ways that nobody except a worthy successor (another warrior) could retrieve. It could also be set so it can only be returned by a chosen one, or the Fighter placing the weapon away may determine only one of pure heart or a certain background could claim their weapon. This can be done without a spell or roll; just cleave the magic axe into the log and it cannot be pulled out except by those who the Fighter has chosen to take the weapon. Similar thematic places could be used to store other weapons and items; magic armor is stored on mannequins that fist fight anyone who tries to take them off, the magical lightning spear could be thrown into the sky and only rain down on someone who can take a lightning bolt from that endless storm and survive, and so on.

[4] Directed Rage
When characters lose their minds do to a spell or evil monster pheromones that drives them into a battle rage; they may either attack allies or the nearest living creature in their uncontrollable rage. Fighters are an exception to this, as they may have already felt battle rage or have an advantage at controlling this mental state better then most. When enraged, Fighters may be able to better use their newfound strength towards foes instead of friends, and lose less of their evasion and protection from their one sided battle fury.

[5] Reflecting Magic Spells or Dragonfire
This ability may be restricted only to magical shields or weapons only Fighters can use, or could be a supernatural ability Fighters can attempt or learn, or not added in at all depending on the feel for magic in your game. However, the concept of a Fighter holding up their shield or sword and splitting or deflecting dragon breath or magical beams or bolts of energy is a strong aesthetic that could be put into a game. It's also highly likely this is restricted to only the Fighter type characters, allowing them this defense from these otherwise lethal attacks.

[6] Retain Fighting Abilities while Polymorphed
For most characters, getting transformed into another creature or especially a harmless animal is considered a terrible fate. Even if temporary, the transformed character probably can't talk or cast spells, they can't use items, and they probably lose most if not all of their ability to fight or be useful to the party. Plus there may also be checks or saves to retain mental competence while in animal form, and there may also be a rough learning period of how to use this new quadrupedal body to move and fight.

Fighters once transformed, even if their mind or magic has no special defense against this move, could still retain their skill in combat. They can leap, attack, defend, and otherwise gain all their bonuses in fighting even when transformed to the best of that animal's ability- a Fighter turning into a tiger or bear would be a fearsome thing to behold. Fighters may also retain the use of their magic equipment depending on if the equipment melds with their new body until reversed. Regardless of the type of polymorphing; transformed into an animal and all their gear drops around them in a heap OR transform and their immediate gear meld with their body until it is reversed- the Fighter could still also gain benefits from magical equipment- their magic sword is transferred into their claws, for example, perhaps requiring a saving throw to gain the benefit of this effect.

[7] Injure Things that are “Invincible”
This is mostly a game mechanics abstraction, but certain monsters or opponents may be immune to normal weapons and attacks- such as things with an AC of 21 / -1 for descending. Fighters with high level magic items or simply with a large amount of experience or great strength can actually harm beings that are otherwise immune to damage from a lesser combatant. Though this is done through rules, In context of a fantasy world this is an incredibly supernatural feat of destructive force.

When taken to logical extremes; this could influence other parts of the setting or cosmology. Could a truly formidable fighter strike at a statue and injure the memory of the person it immortalizes? Could a Fighter smash an alter of a God and the God feels an injury erupt on their very body from the strike? If immaterial creatures can be harmed by a driven and focused attack, why not a concept?

[8] Final Blow
When the Fighting-Man is taken down with a final hit, they should have the best saves and physical resilience to perform any kind of final act before perspiring. While this may force you to add in a story game rule; the Fighter is capable of doing one more attack, pulling a lever, or dragging themselves half way across a room to whisper a cryptic message before dying. Other classes are much more sensible to die immediately, but perhaps Fighters can make any saves or abilities necessary to perform this final act of heroism, or spite that traps everyone else too.

Saturday, November 3, 2018

The Spear of Secrets

The Spear of Secrets – Greater Magic Spear
Ego- 8
Damage- 1d8 + 3

The Spear of Secrets is a magical spear. It is much more powerful then most weapons; giving it a +3 to both to hit and damage. The long face of its tip is painted with purple runes, its shaft made of a lightweight silver-ish metal.

Every round you do not make a direct attack with the Spear, you begin to fade. If you get multiple attacks, giving up an attack lets you fade one stage. You also get to begin fading or continue to fade by doing a “fighting retreat” or a defensive fighting option, or when you bark orders to others or reposition yourself as it doesn't count for an attack. If you get a surprise round this combat, you can use it to fade all the way.

The first time you fade, you are considered 50% faded. Fade is similar to invisibility, but having some elements of become quieter, less physically present, lightweight, and even more forgettable. At 50% fade, enemies get -2 to hit against you as though you were in dim light against people without darkvision, and this is further compounded if you are actually in a hard to see environment. You also get +2 to saves against Area of Effect spells and attacks. The second time you fade, you are 90% faded, and almost impossible to see. Attacking now would count as attacking from stealth. Nobody can attack you directly unless they guess where you are, or you are covered in something like snow or blood that marks your location- also, methods to see the invisible work on you here, despite you still seeming a bit incomplete or transparent. You are ethereal enough to only take 1 damage from regular weapons and attacks; only magic weapons can harm you worse then this. You are also considered to automatically succeed on saving throws vs area of effect spells or attacks, walking right through walls of flames and ignoring inclement manifestations.

If you fade for three rounds in a row; you are considered 100% faded. When this happens; you are essentially intangible to attacks and creatures and can move through them- you could step directly into a sword swing or the path of an arrow- there is a 1 in 20 chance for it to hit you if you are truly overwhelmed in your position, such as standing in front of a barrage of arrow fire. You are also so lightweight that you can walk on branches and water freely, and with giving no indication you are there, and make great leaps to higher places or on flying mounts to reach their warriors, though you cannot truly fly in this form. Things like snow or dust or paint don't stick to you anymore either, you lack the physical form, so there is no way to spot you. You are considered 90% invisible against those with true sight or forms of extrasensory abilities. You can essentially get anywhere on the battlefield once you are fully faded, and can reappear when you choose where you choose- people will also lose all track of your movements and be unable to predict where you are headed, somewhat due to forgetting you were there and faded away. This grants you a free, automatic hitting attack when you decide to reappear. You could also just to reappear in a dramatic place or pose anyway, such as with your knife against the enemy's throat, to threaten them.

This weapon has an extremely strong ego; it can only be wielded by high level fighters. Level 8 fighters can wield this weapon without Charisma modifiers. Rogues of 10th level (count as being able to use 5 Ego weapons and below) could only wield this weapon if they had a positive Charisma modifier along with other bonuses; such as secret destinies or special items that reduced the Ego of other items. Anyone who tries to use this weapon without being able to match the Ego will find themselves fully fading in three rounds, with the weapon dropping to the ground. The person will reappear confused and disoriented up to 1d4 hours later, some distance away from where they tried to use the spear. People with a lesser Ego could still hold or carry the spear, but will find it fading away over the years as it attempts to find a more powerful master.

This weapon has another power; the whispering. While it works better with those who can beat the Ego, the weapon always does this in quiet places and at night. The weapon whispers softly to whoever it holding it; hinting at secrets. You have a 1 in 6 chance to hear something useful related to whatever you're meditating on.

Finally; even those who beat the impressive Ego of this weapon it still has side effects. The longer one holds, fights with, and uses this weapon, the more they fade permanently. For the first 5 years, there is no negative effects. Each year after, the holder of the weapon fades by 1d4%. This kind of fading makes them slightly less physically substantial, and while not being noticeable for a while, they will eventually become specter like and mildly intangible, only able to be fully physically present after eating a large meal or with some concentrated effort. The shade will also become less memorable to people, their name passing more and more into legend, even if they were famous. Eventually; the person ceases to be on this realm, instead working in some sort of abstract space, becoming a full shade that only appears rarely on the physical world to some inscrutable end. They will fully appear to perform one action or to alter the course of history, and then fade into nothing before your eyes.

Friday, June 22, 2018

20 Things that Quell the Barbarian's Rage

[1] Beautiful, one of a kind potted flower.
[2] Giving a piggy-back ride to a young child.
[3] The smell of freshly baked bread.
[4] Shearing sheep.
[5] Fractal crystal catching the light.
[6] Music from a harp.
[7] The sound of a flowing river.
[8] Puppet & shadow puppet shows.
[9] Listening to the ocean in a seashell.
[10] Resting head against a fluffy pillow.
[11] The spell Sleep. Just calms them down.
[12] Cup of wine.
[13] Braiding a horse's mane.
[14] Origami.
[15] Sharpening & repairing his weapons and equipment.
[16] Epic warrior ballads.
[17] Tiny piglets or other cute animal that isn't a puppy or kitten.
[18] Knitting.
[19] Rosary beads they knead in their hands.
[20] Back-breaking physical labor.