Here are my version of the old classes.
FIGHTER
The
brave and strong Fighter is the backbone of any adventuring group. He
is the first line of defense against any and all threats. Fighters
can be of any background and come from anywhere. Most Fighters depend
on their Strength to do great damage on their opponents in combat.
The Fighter answers most conflict with weapons drawn. They are
trained at all weapons and armor. They are the simplest class to
play.
The
Fighter may use his Strength to perform a feat of Strength such as
moving heavy objects that no other characters can use.
The
Fighter may also use his Intelligence to see the quality of weapons
and armor.
A
Fighter may also use his Wisdom to keep control of his horse or other
steed. The Fighter may also keep his undivided attention on opponents
that if they try and get past him or attack anyone else, he will get
a free attack against as many enemies as his Wisdom Bonus even if he
has already taken an action this round.
A
Fighter can cleave one extra victim every two levels. You are
proficient in all weapons and armor.
Armor:
Any
Weapons:
Any
Hit
Points: 10 + 1d10 per level.
To
Hit: +1
Natural
20: Fighters get the Melee
Critical Hit ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only. This damage
continues to cleave to the next monster if the first one dies from
the massive damage. Critical hits improve to x4 at 4th level x 5 at
8th level improving every 4 levels.
BARBARIAN
Barbarians
are warriors from primitive civilizations that exist far from the
gleaming decadent walled cities of mankind. Barbarians are very much
feared in the borderlands of civilizations! They fight to exist in
the plains, swamps, forest, highlands, and badlands against the
hordes of vile humanoids and undead that lurks in great numbers in
the ancient wildernesses. Barbarians are the warrior of the Primal
Wildernesses that separate the small bastions of mankind. These daily
challenges to life itself forge the powerful and strong Barbarians.
Barbarians tend to distrust magic unless it is from ones that also
lurk in the wildernesses such as Druids. Barbarians are quick to
answer any challenge with huge blades and have very little problem
killing those who cross them in the slightest offense. Barbarians use
the primal rage that comes from having to survive in wild and monster
filled wildernesses.
Barbarians
use their Strength to perform Feats of Strength, Jumping long
distances, and climbing sheer cliffs but not as good as a thief.
They
use their Dexterity to perform stealth as good as a thief as long as
they are in leather armor or less.
They
use their Constitution to drink large amounts of alcohol, ignore
pain, and resist poisons and drugs.
They
use their Wisdom to sense the weather and wilderness survival.
They
use their Charisma to intimidate and push around lesser people.
With
two handed weapons may cleave +1 creature per level. Their Critical
hits go up every four levels like Fighting Men every four levels but
start out at only x2 damage. This means that when you kill one
creature your blade passes through it to the next creature. You
continue this as long as the victim dies and until you run out of
cleaves or movement. Rage which gives +2 to hit and damage for
Constitution in Rounds plus 1 a level. Barbarians must roll Wisdom or
Higher to come out of Rage. All barbarians gain +5 to Movement every
2 levels if wearing light armor. Barbarians gain 1 point of damage
reduction every five levels.
Hit
Points: 12 HP+ 1d12 a level.
Armor:
Any but prefer to wear lighter armor as heavy armor is a sign of
weakness in their society.
Weapons:
Any but prefer large two-handed weapons
Hit
Points: 12 + 1d12 per level.
To
Hit: +1
Natural
20: On a natural “20” you hit all adjacent friend or foe
sending them flying 10 feet and stunning them for one round doing
normal damage. The distance increases by 10ft every 5 levels. The
flying opponents take 1d6 per 10 ft thrown.
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