Fighters get 1d8 hit points per level.
Fighters have a +1 to weapon damage each level.

If a Fighter does more damage than it takes to kill a monster (does 14 damage, but the orc had 8 HP left) you can make an attack against another nearby target. Can either use the original attack roll or make a new one, if the attack hits the second target takes the remaining damage from the first attack. This damage can roll over to any number of enemies. So a 10th level fighter that does 1d8+15 damage, that rolls 20 damage total, has the possibility of killing five 4HP monsters in a single turn.

This should allow a fighter to do massive damage to large single targets (such as Dragons) while at the same time not wasting the huge damage bonuses at higher levels. At lower levels it should allow the Fighter to attack multiple easy monsters in a single round when they roll high damage.

Weapon mastery is a thing that only Fighters can do. With a each type of weapon, you must begin keeping track of your kills. Once you achieve a certain number of killing blows against challenging opponents. You get a degree of mastery with the weapon.

Weapon mastery is for a type of weapon (sword, axe, long bow, etc):

  • 5 kills gives you +1 to attack with that weapon
  • 10 kills lets you use the weapon’s fightmaster ability (see below)
  • 25 kills gives you another +1 to attack, repeating. (75, 100, 125, etc)

A kill counts only if the Fighter gets the killing blow. Also, kills only count when it is a specific weapon  the fighter is comfortable with. If a fighter loses a weapon and gets a new one it takes 10 kills to become comfortable with it.

This incentivization means that fighters will be aggressively practicing with weapons that they want to master, and fishing for killing blows. Also, tracking kills is fun!

Fightmaster Abilities:

Fighters get additional bonuses from using weapons. The following stuff applies to fighters only, and only once they’ve gotten 30 kills with that unique weapon.

  • Swords get +1 to hit humanoids.
  • Axes do x3 damage rolled on a critical (instead of just doing max damage)
  • Bludgeons do x2 damage to prone creatures, and little flat creatures, like snakes and small turtles.
  • Flails ignore shields and has a chance breaks a piece of armor when they do 6 or more damage. Chance as per critical, shields first, then arms, then attacker choice.
  • Staffs give you +2 to AC, and can use either STR or DEX for both attack and damage.
  • Stabby Polearms (spears, lances) let you deal 2x damage on a charge or when readied against a charge. (Other polearms function as swords or axes with reach. Glaives are like swords and halberds are like axes, for example.)
  • Shields can be used to counter-attack a melee enemy that misses an attack on the fighter.
  • Pistols can be used as a second attack each round. Paired with either a melee attack, firing on a different target than the melee attack, or two pistol attacks on the same ranged target.
  • Shasqua Swords are special light weapons made for quick darting attacks. Instead of the normal sword bonus, a fighter that misses with an attack gets a +1 bonus on their next attack against the same opponent, the miss was actually just a feint.

Notes from original source of idea:

Weapons are designed to tempt a fighter into carrying one of each kind. Swords are good against orcs or in duels. Daggers are pretty essential. Axes are a good multipurpose weapon, but are unreliable. Big bludgeons are good if teamwork is employed and possible, and are balanced by the fact that it usually takes an ally an action to trip an opponent. Flails are good for bad guys (as they should be!) because they will absolutely shred your PC’s armor. Sneaky types might want a small club to knock people out. Staffs are versatile, and can be good for fighter-caster types. Polearms have their niche, as always, and shields have their place, as well.

So while the other dudes are content with a sword and a dagger, the fighter has an incentive to hang a few more weapons on his belt. Also remember that some monsters are vulnerable/resistant to other damage types (bludgeoning/slashing/piercing).

Chance for immortality:

Fighters that become legendary through some great deed of arms can attract the attention of powerful beings that offer to make the fighter their champion. A fighter would have to be instrumental in defeating an entire army, or kill some great monster, then have their reputation spread far and wide.

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