The Classis:
A - Combat Expertise, two class abilities, one usually defensive
B - Athletics, extra ability
C - pseudo-magical ability
D - Heroic Stature, powerful capstone
Combat Expertise - Gain +1 toHit and HP per level and +1 attack per round on templates B and D. Never fumble on attacks. Know basic things against the foes you face: AC, HD, toHit, number and damage of attacks.
Athletics - Many physical tasks such as lifting, running, climbing, jumping, swimming or holding your breath are done with [level] times the efficiency of a person with your ability scores. It can translate to output, speed, endurance or something else, but only one at a time ie. you can either run [level] times faster at a normal distance or [level] times longer with normal speed. This only affects combat speed if all you do in a round is sprint.
Heroic Stature - If you made it this far you must be destined for great things. If that somehow wasn't the case already, people start speaking of your exploits and you will definitely be remembered for generations after your death. Also, you can hurt creatures that require magic even if you don't have such means of attack.
High level fighters are generally unbothered by very weak enemies, doubly so if with a powerful party.
Many fighter powers are just skills. If you find someone willing and able to teach you and have a month spare, you could learn abilities above and beyond those granted by your class.
[level] is a variable so read it as a number, level is just a word.
The Classes:
you put their templates on top of the classis
Rogue
Skill: 1. Burglar 2. Bard 3. Ranger 4. Locksmith
Equipment: Light armor, shortbow, quiver with arrows, lockpicks, rope, shortsword, two daggers, chosen object that's magical in a very subtle way
A - Avoidance, Opportunist
B - Skill
C - Suppress/Magnify
D - Supreme Ability
Avoidance - If you succeed on a save you avoid all damage, and take half even if you fail. You have advantage against things that would restrain, slow or immobilize you.
Opportunist - You have 50% odds to ignore being surprised. When not surprised you can choose for yourself an advantageous position to begin combat in. It must be a spot that you could have reached with 1 round of movement, ignoring other creatures.
Skill - Athletics also applies to tasks like sneaking, hiding, lock picking, trap removal, tinkering, legerdemain, pick pocketing, contortionism, improvising use of magic, understanding old languages, entertainment and whatever else you can get your DM to allow.
Suppress/Magnify - At will you manipulate your social presence. Suppressing it makes you indistinct, easy to ignore, overlook and forget. Magnifying it makes you the most important person in the room, drawing everyone's attention and probably making them shut up and listen as you talk.
Supreme Ability - Thrice per day you can declare that you did something retroactively. If this causes continuity issues, explain them away or ignore them. It must have been non-impossible for you to have done that or the ability fails. The DM is expected to be very lenient with what is considered “non-impossible”.
Examples: You brought just the right item for the situation or hid it nearby and just remembered it, the monster can't grab you as you were covered in grease the whole time, your are not found as you actually hid in a different place, you took the key off of the guard and nobody noticed, oh and also you replaced the guard with your own guy beforehand.
I don't subscribe to the idea that thieves are a separate thing from a light armor fighter. Kinda funny because this Rogue doesn't even need to be lightly equipped. The class is a little unusual because it's the least combat focused out of all the fighters. Progression is also odd because the most important ability comes at template B.
Ironclad
Skill: 1. Knight 2. Blacksmith 3. Broken Hearted Romantic 4. Veteran
Equipment: Rough plate armor, two shields, warhammer, locket with the image of a loved one, iron endoprosthetics, spiked boots
A - Defense, Cursed
B - Ironflesh
C - Pressure
D - Freedom OR Adamantine
Defense - You are a wall for the purposes of line of sight, cover and forced movement.
Cursed - Your skin is cold and hard, your sense of touch and pain are numb, you can Feign Death at will and gain +1 AC on odd levels.
Ironflesh - The density of your body is roughly 10g/cm³. You can still move somewhat normally but Athletics requires momentum to use. You still take the usual amount of damage from falls and blows. What this feature means for you: many floors crack under you, you literally can't be pushed around, running into something is like a car crash, you sink worse than a stone and probably much more.
Pressure - At will, over the course of one round you can start emitting an aura of horrible cursed energy and crushing pressure on everyone nearby. Weakest beings drop onto the ground and can't get up, fliers must land or take doubled falling damage falling to the ground, all movement speed is halved and projectiles have -2 toHit.
Freedom - You can turn on and off the effects of Ironflesh and all curses affecting you at will. Keep in mind conservation of energy.
Adamantine - Your body weighs [level] tons, your flesh has a dark sheen to it and is as durable as adamantine. Your unarmored AC is as heavy armor +3, +10 maximum HP, non-magic attacks of any kind can't hurt you, base speed divided by four, always lose initiative, you can't really relate to normal people anymore and others think of you more as a lifelike construct than a person.
WarriorSkill: 1. Farm Boy 2. Soldier 3. Apprentice 4. Monster Hunter
Equipment: Chainmail, Shield or bow and arrows, 3 chosen weapons
A - Parry, Notches
B - Versatile Fighting
C - Killing Intent
D - Lordly Might
Parry - Once per round reduce damage from a melee attack against you by your
toHit bonus, or half if it's ranged. Riposte with your own melee or ranged attack if it reduces the damage to 0.
Notches - Negative ability modifiers do not affect your combat performance. Record your kills with each weapon. At 10, 20, 30 and 50 pick one:
+1
damage per hit
+1
critical range
Special ability negotiated with the DM
Versatile Fighting - You understand all properties of a weapon given a minute of examination or a few test swings. In place of movement you can make one free unarmed attack or maneuver attempt. Gain a +2 bonus to all maneuvers.
Killing Intent - You automatically hit enemies half your power or weaker, rolling only to see if you crit. You also get an extra gaze attack which lets you run a mini duel within your mindscape. The loser is shaken, covered in sweat and falls down defeated after the “duel” is over.
Lordly Might - Parry applies to everything at full power, including spells, and can be used twice per round. You are permanently
Magnified, as per the Rogue ability. 2d4 level 1 apprentices who want to train under you arrive, do what you want with them. You can rally an army very easily and quickly and lead up to
[level]*100 men without breaking a sweat. The moment you establish a few safe hexes and a cool stronghold settlers will begin moving in.
BarbarianSkill: 1. Viking 2. Conan 3. Mercenary
Equipment:
massive greataxe, loincloth or girdle
A - Tough, Destroyer
B - Keen
C - Bloodlust
D - Conqueror
Tough - Once per round before the damage of an attack that hit you is rolled, take
d6 damage in place of however much it would be otherwise. Your bare abs count as
12+[level] AC and you gain +1
HP per level. Permanently under the effects of non-magic Protection from Weather.
Destroyer - Score
criticals on a roll of
18+. If you miss an attack you can reroll it, but enemies will have
advantage on their next attack against you during their next round. In place of making several attacks you can make just one, multiplying the damage by the amount used.
Keen - You have advantage on saves against effects that you can see. You ignore surprise
50% of the time. Apply
Athletics to survival and tracking type activities. If you swear to never use a spell or something similar to it you become
magic resistant.
Bloodlust - At will you can unleash your primal ferocity and rush to battle. This is extremely horrifying to all reasonable folk. During a rage you can not do anything except run at the closest enemy and attack screaming incoherently and you do not know your
HP total, but in return you become immune to all mind-based effects, Tough can trigger any number of times per round and your
STR modifier increases by
1. A rage only ends if all enemies have been defeated. An ally that accidentally friendly-fire'd you counts as an enemy.
Conqueror - During a rage you always win initiative and if you would be incapacitated keep going for
d4+1 (rolled in secret) extra rounds. Given a few weeks and lots of promises of treasure, plunder and glory you can summon an army of
[level]d40 barbarians that will follow you as their warlord. Barbarians are usually the independent kind and if the promises are not kept they will run amok.
Glyph KiddieSkill: 1. magic school dropout 2. Failed Super Soldier 3. Vat Grown
Equipment: Chainmail, lead-lined helmet, “Spellbook”, 3 chosen non-armor battle items, self-made unidentifiable scroll
A - Arcane Binding, Dabbler
B - Blast
C - Discharge
D - Magical Might
Arcane Binding - Each of your arms is etched with tattoos of arcane sigils. You can bind an object to each, which will be summoned to your hand if you snap your fingers and sent to a pocket dimension when you snap again. Weapons bound like this count as magical. Binding an object takes a minute, unbinding one several hours. You must be able to lift (not necessarily wield) the object with one hand to bind it.
Dabbler - You have a very, very basic understanding of magic and can activate rituals and magic items meant for wizards. 1-in-10 chance to mess it up horribly, or up to 3-in-10 at DMs discretion.
Blast - Make a gesture with your hand to shoot out an elemental blast which hits unerringly for d8+
[level] damage at up to 12” range. 1 charge on each arm. A 3 turn long ritual is required to recharge each arm, and your tattoos glow slightly based on the element inside. Choose the element each time you recharge.
Discharge - You gain 1
MD and only one real way to use it: an unfiltered discharge into your own body. Free action, for
[sum] rounds you are surrounded by a bright magic aura, your eyes glow, lightning crackles around you and you gain two of the following spell effects:
Feather Fall,
Protection from Normal Missiles,
Spider Climb,
Jump,
Mage Armor,
Enhance Ability. You can't end this prematurely and each round that this is active you take
[dice] damage. People tend to be freaked the fuck out when you do that.
Magical Might - You get a second
MD. You figured out magic well enough to prevent mishaps. Detect magic by licking it. You can inscribe your legs with arcane tattoos which give movement abilities, like big jumps for fire, blinks for lightning, multi-jumps for ice or gliding for air. One charge for both legs, recharged the classic way. Using Discharge with 2
MD lets you activate all the spell effects at once.
PaladinSkill: 1. Noble 2. Fated Hero 3. Monk 4. Altar Boy
Equipment: (prefix all items with holy) Plate armor, shield, sword, crotch flap, silver symbol, oath scroll, bottle that will give you light and show the way out when all hope is lost
A - Defense, Blessed
B - Lay on Hands
C - Radiance
D - Eminence
Defense - You are a wall for the purposes of line of sight, cover and forced movement.
Blessed - You are bound by an honor code and must be aligned with Good, so you must uphold your promises, never make deals with hellspawn and always help those in need. Gain +1 to
saves on odd levels. +2 to
saves or
AC when something unholy would target you. If you do nothing but pray you are
Protected from and
detect Evil.
Lay on Hands - You inscribe your body with holy scriptures. This renders you immune to disease and by placing your palms on a creature you can cure its wounds restoring d6
HP. You can do this up to
[level] times per day. If the creature is afflicted by a disease you can enter one on one combat with it. Diseases are usually at least as tough as an ogre.
If someone dies slowly in your hands, their death is painless and peaceful.
Radiance - You can release your inner radiance at will. This holy light blinds and turns away all that is unholy and evil. If you are much weaker than the evil force it gets a save. You can only store around a Turn of such light in you at a time and it takes around an hour for it to build up again.
Eminence - Your presence is inspiring, comforting, reassuring and perhaps almost regal. You attract a mighty 5+5
HD warhorse that can fly, but only when lit by the sun and for a worthy cause. Non-evil people instinctively trust you, you gain an extra save against curses even if you normally wouldn't get one and if you lead your allies to battle their
toHit becomes half of yours if that helps them.
DeltasSavagery -
kill something that can bleed and put up a fight with nothing but your own bodyYour teeth and nails count as
light weapons.
Pass it on -
Peacefully retire.You become a friendly NPC and never adventure again. All future fighters made by this group begin at 10% of your total
XP.
Magic Resistance - Fake delta. Acquire this power by other means.
You gain an extra save against any magical effect, even if it doesn't normally allow one. Succeeding on both negates the effect if it would normally be halved. The effect of success on an effect that doesnt normally allow saves is up to DM discretion.