The Amazing Fighting-Person - GLOG Fighter
This is a condensed fighter class for a tiny GLOG hack thing I'm cobbling together. Ideas from Salty Goo's Fighter
Fighting-Person
A: Superior, Parry
B: Peak Physique
C: Fighting Style
D: Intimidation
Superior: You are trained extensively in the art of war, such that you become proficient with any weapon after scoring a single successful hit with it in combat. In addition, when you make an attack roll, you can surge to add +1d6 to the roll. You may only surge once per round.
Parry: When you are hit by an attack, you can surge if able: roll 1d6 and contest the attacker's damage roll - if your roll is higher, you parry the attack and take no damage from it. Only while wielding a shield may you attempt to parry ranged attacks.
Peak Physique: Once per round, when you make a saving throw for running, swimming, jumping, climbing, or any other strenuous physical activity, you can surge if able: roll an additional d20 and add it to your save result. If your total is 30 (instead of 20) or higher, you achieve a supernatural feat of physique (e.g., bending iron bars or lifting a portcullis).
Fighting Styles (1d6):
- Barbarian: Once per round, when you are hit by any attack, you may immediately attack back in retaliation. When you hit with a mêlée attack, you can surge if able, adding +1d6 to your damage roll;
- Defender: Once per round, when an enemy enters your reach, you can immediately make one opportunity attack against them. You are proficient in the use of heavy armor in a way that does not encumber you;
- Duelist: Once per round, when you have advantage on an attack roll, you can forgo it to make two attacks instead. You have advantage on saving throws against any combat gambit attempted against you;
- Brawler: Once per round, you may make an additional attack as long as it's unarmed or with an improvised weapon. When you strike with an improvised weapon, you can sunder it in a mighty blow that deals damage as either a dagger or a cudgel instead;
- Destroyer: Once per round, if you roll maximum damage or kill a target with a two-handed weapon attack, you can immediately make one additional attack with the same weapon. Even if you miss with a two-handed weapon attack, it still deals the minimum possible damage for that weapon (as if you had rolled a 1 on its damage die).
- Sharpshooter: You automatically hit ranged attacks against immobile targets in range, and your ranged attack rolls are not penalized by unconventional or improvised ammunition;
Intimidation: You project an aura of dread, and at any point may decide how lesser foes - those with less maximum HP than you - react to your presence:they either avoid attacking you (unless you attack them first) or prioritize you over your allies as much as possible.
Clarification on Obscure Mechanics
This is fitted to my non-standard GLOG rules and might require some adjustments. My attribute checks/saves are d20 + attribute score vs. a DC of 20 (pretty much a roll-under, but high results are better). All my damage rolls are 1d6 with a damage table similar to Troika's (reproduced below for reference). This means that:
- Parry is always a d6/d6 comparison. On a straight damage-dice system, maybe Parry could be a contested damage roll where the lowest number wins (so daggers and such are better)
- The barbarian's extra damage is proportional to your weapon (and makes it possible for you to get the 7+ damage number on your weapon's chart). Maybe you could let the barbarian roll damage with advantage instead.
- The defender's minimum damage on a miss means you deal damage as if you rolled a 1 instead of one point of damage. This might be too good.
Armor is either normal or heavy, and heavy armor encumbers you, just as carrying more stuff than you are able to or carrying something heavy and unwieldy does. Being encumbered once makes your movement saves be rolled with disadvantage, and being encumbered twice means you can't do much other than drag yourself around. Defender's bonus means he can pretty run and jump around in platemail
Damage Tables
Mêlée | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|---|---|---|---|---|---|---|
Bare Fists | 1 | 1 | 2 | 2 | 3 | 3 | 6 |
Cudgel | 1 | 2 | 3 | 4 | 5 | 6 | 8 |
Dagger | 2 | 4 | 4 | 4 | 4 | 6 | 10 |
Battle Axe | 2 | 2 | 2 | 8 | 8 | 8 | 12 |
Spiked Flail | 2 | 2 | 4 | 4 | 8 | 10 | 12 |
Short Spear | 4 | 4 | 4 | 6 | 6 | 6 | 12 |
Shortsword | 4 | 6 | 6 | 6 | 6 | 8 | 12 |
Polearm | 2 | 4 | 6 | 8 | 10 | 12 | 16 |
Greatsword | 4 | 8 | 8 | 8 | 8 | 12 | 16 |
Ranged | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
Sling / Thrown | 2 | 2 | 4 | 4 | 6 | 6 | 8 |
Bow n' Arrow | 4 | 4 | 6 | 6 | 8 | 8 | 12 |
Crossbow | 6 | 6 | 6 | 8 | 8 | 8 | 12 |
Pistol | 4 | 6 | 8 | 8 | 10 | 12 | 18 |
Musket | 4 | 6 | 8 | 10 | 12 | 14 | 16 |