Now we're going to talk about Fighters. These are most like the ones presented in the Labyrinth Lord rulebook. They are Humans and can use any Armor and Weapon. They use their normal Saving Throws, but they use the Level Progression XP Chart from the Rules Cyclopedia.
Fighters in my game have two Special Abilities that are not in that book. They can Battle Charge and gain an advantage when they deliver a Killing Blow.
BATTLE CHARGE
At the beginning of any melee fight, a Fighter may emit a battle cry as they charge (at least 20 feet) at an enemy. The Fighter rolls a 1d3. A roll of 1 means a +1, a roll of 2 means a +2, and 3 means a +3 to attack and damage.
But that's not all!
KILLING BLOW
As the fight goes on, if the Fighter delivers the attack that kills an enemy, the Fighter then gains a +1 on his/her next Attack and Damage rolls...unless the fight is ended. This does NOT carry over from one encounter to the next.
So, if a Fighter finds three Goblins, he charges at the nearest one. He rolls a 2 for his Charge Bonus, so the Fighter attacks at +2. He kills the Goblin with one hit, so on his next turn he attacks the second Goblin with a +1. He hurts the Goblin, but fails to kill it. The next round he attacks the Goblin again, but without any bonus. He kills that Goblin and turns to the last Goblin. Now he has the +1 Bonus again, and kills the Goblin with one hit.
The fight is now done, and the Fighter loots the bodies. He proceeds deeper into the dungeon and finds a pair of orcs, but he does NOT have the Killing Blow from killing the last Goblin. But he CAN use his Battle Charge again...
FROM THE BOOK
LANCE CHARGE
If you are Mounted and armed with a Lance, your Steed can charge ahead (Running, Swimming, or Flying) at least 20 (Feet if indoors, Yards if outdoors). If you make a successful Attack Roll with your Lance then you automatically achieve a Critical Hit.
If your Steed's Charge is LESS than 20 feet/yards a successful Attack only achieves Normal Damage.
SET AGAINST CHARGE
If you are armed with a Spear, Trident or Pole Arm and you expect a Charge attack from some Mounted Enemy, Animal or Monster (or Fighter) you can Set your Weapon to receive their Charge. When this enemy charges you you make a normal Attack Roll. If they Charge 20 (Feet if Indoors, Yards if Outdoors) then your successful Hit is an automatic Critical Hit. However, if they charge LESS than 20 Feet/Yards your successful Hit only achieves Normal Damage.
IMPROVED ABILITIES
Starting at 4th Level (and at every Level where the Fighter's Saving Throws improve), the Fighter gains one ability from the list below, OR from the list of Improved Combat Options available to ALL Characters. The same ability can be taken (improved) up to 3 times.
1 Fighter permanently gains 2 HP to his/her Max HP
2 Fighter permanently improves his AC by 1
3 Fighter permanently gains +1 to all Melee attacks
4 Fighter permanently gains +1 to all Ranged attacks
5 Tactics-offense=all party members within 30feet gain +1 to Attack Rolls
6 Tactics-Defense=all party members within 30feet gain +1 to AC
7 Smash=once per day you may add your entire Strength Score to your Damage: roll Normal Damage+all bonuses+Strength Score= Total Damage. Besides the obvious use in Melee Combat (NOT missle Combat), this ability can be used to break down stuck/locked doors, or to break through thin walls into the next room. CanNOT break down a 10 foot thick stone perimeter wall or similar.
FIGHTER STARTER PACK
1 Two-Handed Weapon and
1 Ranged Weapon
Backpack
Wineskin
Tinderbox
Torches x10
Tools (oil, whetstone, hammer)
2d6 Gold



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