Thursday, September 18, 2025

Fighting-Men (GLOG class - fighters)



You can fit so many fighters in one class! Remember, dude is a gender-neutral word.



Class: Several Fighters

Skills: five normal medieval professions, one for each fighter.

Starting equipment: a personalized flag with a symbol of your group, five sets of chainmail, five swords, five spears, five shields, fifteen hardtack rations, five waterskins, five bottles of cheap wine, one set of playing cards (they share)

A - Five Dudes, Council, Connections
B - Group Pressure, Coordination
C - One Scout
D - Omni-Coordination

A - Five Dudes - You are five fighters, with all that entails. Be sure to give each a name. You lot are supremely coordinated and practically inseparable, always fighting, drinking, keeping your loot and going to jail together. Each fighter is proficient in all weapons and armor, has [templates] HD, +1 HP per HD, deals +1 damage per hit and has a [templates+1] bonus toHit. Do not roll stats for the fighters, instead choose one for each: Strong (STR +1, tall and wide), Swift (DEX +1, short and slim), Tough (CON +1, fat), Smart (INT +1, nerdy, extra academic skill), Wise (WIS +1, older than the rest, offers okay rather than bad advice) or Charismatic (CHA +1, good looking, the one who talks). You can replace a lost fighter with d6*10*[templates]gp and a week of frequenting taverns, advertising and generally seeking one out in any decent-sized civilization center.

A - Council - The fighters grab each other by the shoulders and lean in in a circle to discuss their next course of action. This way you may get a piece of bad advice from each of them according to their personality.

A - Connections - Since there is five of you, at least one is bound to know someone, for good or ill, in any town that you enter.

B - Group Pressure - When targeted by a mind-influencing effect, the state the majority of the fighters are in prevails. For example, if three are charmed at once all of them are, and if just one is charmed the fighter instantly gets bullied into that not being the case.

B - Coordination - You may now perform badass Combination Attacks. They have a required amount of fighters who need to contribute to pull it off, and each fighter can only contribute to one between Councils. Roll one from the table at the bottom of the post when you get this template, and roll again or make one up for each level thereafter. Improvising a move then developing it as a proper technique or learning Combination Attacks from other groups of fighters is also possible.

C - One Scout - It is now possible for one of your fighters to go out on one-off missions, separated from the rest of his team. The fighter still retains the nigh supernatural connection to the rest of the group, so all that he sees will be osmotically known by the rest of the group as well.

D - Omni-Coordination - All of your party members, friends or willing creatures of any sort count as a part of the group, with all that entails. Non-core members may of course quit at any point.

Δ Ship of Theseus lose the last one of your original fighters
From now on the time cost of replacing a fighter is just one day.

Δ Many Dudes 
Your five fighters become ten fighters.

Δ Army of Dudes 
Your ten fighters become twenty fighters

 d6 example Combination Attacks

  1. Steel Tornado - 3 fighters - The fighters join hands and the one in the middle spins them around violently. Move up to half their speed ignoring foes and low obstacles and perform an attack against anyone who was within 1" of their path.
  2. Log Throw - 3 fighters - One fighter is grabbed by the two others and forcefully rolled forward. All enemies in a line 4" long and wide as the fighter is tall must save or get knocked prone, success meaning they jumped over. The fighter then gets up at the end of this move.
  3. Gang Up - 5 fighters - One prone foe gets surrounded and viciously kicked from all sides taking 5d4+5 damage, without the bonus if heavily armored. This can be nonlethal.
  4. Final Retribution - 1 fighter, all others dead or incapacitated - The last man standing makes 3 attacks and cannot be damaged or impeded for 1 round.
  5. Death from Above - 3 fighters - Two fighters give the third one a boost upwards allowing him to soar through the sky before coming down on the head of the enemy with at attack at advantage that deals double damage on a hit.
  6. Club Swing - 2 fighters - One fighter grabs the other by the ankles and delivers a great slam into an enemy, dealing doubled damage to the target and halved to the weaponized fighter on a hit. If the club is spiked it will stick to the foe (as grapple

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Fighting-Men (GLOG class - fighters)

You can fit so many fighters in one class! Remember, dude is a gender-neutral word. Class: Several Fighters Skills: five normal medieval pr...