Thursday, January 12, 2012

C:ADD Warriors

I've tweaked the warrior slightly and added level-specific abilities. Here's the latest:




Warrior
Level
Title
XP
HD(d6+2)
Combat
Damage Dice (d6)
1
Sellsword
0
1
2
1
2
Hero
12,000
2
4
3
3
Champion
60,000
3
6
5
4
Lord
240,000
4
8
7

Most of it is self explanatory, except the last two. Combat is a total bonus that can be used to modify the character's chance to hit or modify his opponent's chance to hit. It can be split any way the player desires and applies to all opponents equally. This bonus may also be applied to damage, as a single bonus, not a bonus per damage die. If used in this way, it can only be applied to a single opponent. Damage Dice is the number of dice of damage the character deals on a successful hit.

Level-specific Abilities

Sellswords
Can not engage fantastic opponents without magic weaponry.
Intimidating Presence: A trained and seasoned warrior can be an intimidating sight. When facing opponents with fewer HD than the warrior has levels, he imposes a penalty on their rolls to-hit. This penalty is equal to (warrior's level) – (opponent's HD). This penalty applies to all opponents judged to be engaged in hand-to-hand combat with the warrior. It should be obvious that this ability does not function on opponents with HD equal to or greater than the warrior. At first level it only functions against opponents with 1HD-x. Furthermore, if the warrior's opponents are forced to make a morale check, this modifier applies to that roll, as well.
Battle Reflexes: Warriors may apply their level as a bonus to Initiative rolls.

Hero
May engage fantastic opponents without the aid of magic weaponry.
Furious Assault: When fighting opponents with fewer HD than himself, the warrior may divide his damage dice into individual attacks. These need not be divided equally. Thus, a Hero ( 3 Damage Dice) is squared off against 4 goblins. He can elect to make 3 attack rolls, each doing d6 damage; 2 attack rolls, one doing 1 die and one doing two; or make one attack with 3 dice damage.

Champion
Receives an additional +1 to-hit and damage when fighting fantastic opponents.
Slayer: The Champion selects one particular type of fantastic creature. He enjoys a further +1 to-hit, on top of any other bonuses when fighting opponents of the selected type. Additionally, once per battle with the selected opponent he may double his damage dice.

Lord
Receives an additional +1 to-hit and damage when fighting fantastic opponents.
Inspiring Leader: The warrior is immune to fear. All allies with 15' of the warrior are likewise immune to fear, and never check morale. Allies beyond 15', but still within sight of the warrior, receive a +4 bonus to fear and/or morale checks.

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