Thursday, April 9, 2020

Updates Are Here...

Hey all,

With the quarantine in place and my job being work-from-home now, I am moving all the updates to my Facebook group for Bastard Sword!

Sorry but I can't be updating two places at once right now, but later will return here.

Stay safe and come join us!

Cheers!

Friday, March 6, 2020

The Fighter Revisited... Revisited.

So after having a lovely chat with Dale, who is working on the classes for this madness we are currently calling Bastard Sword (but might be B/X Revised still), it was necessary for me to take a second look at the Fighter Class, as presented below;

FIGHTER
Martial Class
Requirements: None
Prime Requisite: STR
Allowed Races: All
Hit Die: d10
Ability Bonus: +1 to either STR or CON
Bonus Non-Weapon Proficiencies:Athletics or Carousing
Saves: +2 vs. Death
Armour: Any
Weapons: Any

Fighters are champions, swordsmen (and women), soldiers, and brawlers. They live and die by their knowledge of weaponry and combat. Fighters can be found on the front lines of any battle, clashing with monster and villains. Good fighters are strong and healthy if they hope to survive.

Fighter Level Progression
Level
XP
HD
BCB
WPs
NWPs
Abilities
1
0
1d8
+1
4
2
Combat Stance, Weapon Specialization, Weapon Groups, Fighting Style
2
2,000
2d8
+1
4
2
Heroic Surge
3
4,000
3d8
+1
5
2
Martial Prowess
4
8,000
4d8
+2
5
3
Combat Training
5
16,000
5d8
+2
6
3
Heroic Surge II
6
32,000
6d8
+2
6
3
Shake It Off
7
64,000
7d8
+3
7
4
Combat Training II
8
120,000
8d8
+3
7
4
Indomitable
9
240,000
9d8
+3
8
4
Shake It Off II
10
360,000
10d8
+4
8
5
Old Soldier

Fighter Abilities

Combat Stance - Fighters now have a new Combat Ability called a Combat Stance. Normal Stance is default unless the player declares they are changing Combat Stance. This may be done at the beginning of the round, and last until their next actions comes up in the following round.

Stance
Effect
Normal
No changes, attack and defend as usual.
Aggressive
The fighter is attacking wildly and trying to take down his opponent as quickly as possible, though probably leaving themselves open to their attacks. The character gets a +2 bonus to hit but a -4 penalty to AC.
Defensive
The opposite of aggressive stance, this represents a fighter being more cautious and on his guard. The character gets a +2 bonus to AC, but a -4 penalty to his own attack rolls.
Protective
Using this stance, the character attempts to guard a friend or companion who is near to them. The character in protective stance gets a +2 bonus to AC but may not attack at all. If the protected companion is hit by an attack this turn, the character using protective stance may choose to take the hit instead.
Commanding
The character makes themselves conspicuous to the enemy but exhorts his companions to greatness. The character gets a -6 to AC and may not attack but may make a CHA check to give his companions and followers +2 to hit for the round.

Weapon Specialization - Fighters may Specialize in a weapon, costing 1 Weapon Proficiency slot to do so, on top of the original Weapon Proficiency spent to be proficient in the weapon. This gives them a +1 to hit and a +2 to damage with said weapon, and also opens up the multiple attack options for them.

Multiple Attacks
Level
Melee Attacks per Round
Ranged Attacks per Round
1-7
3/2
5/2
8-14
2/1
3/1

A Fighter specialized in long sword for example would get 1 attack on the first round, and 2 on the second, rinserepeat, until they hit 8th level, when they would get 2 attacks per round.

The same fighter specialized in longbow would get 2 attacks on the first round, and 3 on the second, rinse repeat, untilthey hit 8th level, when they would get 3 attacks per round.

At 4th level, when the Fighter gains another WP and can choose to Double Specialize. This means they double-downand focus on their primary Specialization gaining an additional +1 to hit and +1 to damage, raising it to +2/+3 in total.

Weapon Group Proficiency - Another benefit of being a Martial Class allows Fighters to spend a single WeaponProficiency to take a Weapon Group Proficiency. These groups are mostly open and are as follows;

Weapon Groups
Group
Includes
Axes
Battle Axe, Great Axe, Hand Axe, Throwing Axe
Bows
Long Bow, Short Bow, Composite Long Bow, Composite Short bow
Clubs
Club, Mace, Morning Star, Tetsubo, Warhammer
Crossbows
Heavy Crossbow, Light Crossbow, Hand Crossbow
Long Blades
Bastard Sword, Longsword, Rapier, Scimitar, Two-Handed Sword
Medium Blades
Cutlass, Sabre
Polearms
Bardiche, Fauchard, Glaive, Halberd, Lucerne Hammer, Ranseur, Voulge
Short Blades
Dagger, Dirk, Knife, Short Sword, Stiletto
Spears
Harpoon, Javelin, Long Spear, Pike, Short Spear, Trident

By spending a single WP on a group, the Fighter is considered to be proficient with all the weapons listed in that group.

Fighting Styles - The Fighter can take is Fighting Style specialization for the cost of 1 WP. Choose from the following;

Fighting Style
Style
Description
Benefit
Ranged Weapon Style
Archers, marksmen and snipers use ranged weapons as if they were an extension of their body making uncanny shots.
Increase all ranges by 25% and eliminate point blank penalties.
Single-Weapon Style
The character wields a single weapon in one hand and nothing in their free hand.
Gain a +1 to AC when wielding a   single weapon only.
Two-Hander Style
The character wields a weapon that requires or accommodates two-hands such as polearms or bastard swords.
Add +1 to damage when wielding a two-handed weapon.
Two-Weapon Style
The character wields a weapon in each hand, making two attacks per round. The weapons may be the same size.
Reduce the penalties for Two Weapon Attacks by 1.
Weapon and Shield Style
The character wields a weapon in their primary hand and a shield on their off-hand.
Gain the Shield Punch maneuver, allowing you to make a 2nd attack with the shield at -2, doing 1d4 damage.

A Fighter may only ever be Specialized in 1 style, again as this is their specialty, and there are no Double Specializations for Fighting styles. That said, a creative DM could make those rules if they wanted to, they are just outside the purview of these rules in specific.

Heroic Surge - Starting at 2nd level a Fighter can push themselves beyond their normal limits for a moment. On their  turn, they take one additional action. They may use this ability once per day. They gain an additional use of this ability at 5th level.

Martial Prowess - The 3rd level fighter, when scoring a Critical Hit (natural 20) may immediately take a second attack against the same target, in addition to normal Critical Hit rules. If the target is down, an adjacent foe may be targeted instead. There must be an available target to use this ability.

Combat Training - At 4th level the Fighters chooses a Combat Ability from the following list;

Combat Abilities
Ability
Description
Blind-Fighting
Not only does the Fighter not suffer Disadvantage on attacks against invisible or concealed opponents, they no longer have Advantage against them.
Combat Expertise
Gain +2 AC by taking a -2 to hit until the start of their next turn.
Far Shot
Do not suffer Disadvantage on Long Range ranged attacks.
Point-Blank Shot
No Disadvantage for making ranged attacks within 15’ of their target.
Power Attack
Gain a +2 bonus on melee damage rolls, in exchange for a -2 penalty on melee attack rolls until the start of their next turn.
Precise Shot
If shooting or throwing into melee combat they do not get Disadvantage as per normal.
Shield Focus
Increase the AC bonus of their shield by +1. If the Fighter is specialized in Weapon and Shield style, their Shield Punch damage is now 1d6.

At 7th level the Fighter may choose another Combat Ability from the list, but it cannot be one previously taken.

Shake It Off - A 6th level Fighter can recover damage while still fighting. Once per day they can choose to heal 1 hit die during combat as their action instead of attacking. Fighters gain a second use of this ability at level 9.

Indomitable - Once per day a Fighter can choose to succeed on a failed Saving Throw.

Old Soldier - At 10th level the Fighter is so adept at combat once per day he can do each of the following;

• Seize the Initiative, allowing his side to go first in a round.
• Take Advantage on an Attack or confer it to an adjacent ally.
• Take Advantage on a Defense or confer it to an adjacent ally.

And that's all she wrote for the Fighter as it stands, minor updates, only 10 levels (which is our limit for games) and the loss of fixed Saves as we are using the Ability Score Save system (more on that in a later post) and of course no empty levels.

Next up is the Magic-User Revised and Spellcasting Revised!

Until next time...

Andrew Collas
a.k.a. Celtic Viking, Grumpy Old Gamer, Bear
YouTube: https://www.youtube.com/user/acelticviking/
Facebook: https://www.facebook.com/fantasyheartbreakergames/

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