SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

'Swords and Wizardry': The Foot-soldier

Started by Narf the Mouse, June 12, 2009, 03:26:34 AM

Previous topic - Next topic

Narf the Mouse

Foot-man (Foot-soldier) - .pdf is avaliable here

You are a foot-soldier, a grunt. Yours is not the glamour of magical weapons, blazing spells and a reputation across a kingdom – Or an empire. Yours is the 'humbler' fight of strength against strength, weapon against weapon, guts against guts. You have no grand abilities to help you in this, only your own grit, brains and wits.
However, should you survive long enough on your limited training, you will find yourself swiftly rising in ability, power, fame and wealth.

Prime Attribute: As per Fighter or Strength 13+ (+5% experience)
Hite Dice: As per Fighter or 1d6+2/level (Gains +3 hp/level after 9th)
To-Hit: As per Fighter.
Armour/Shield Trained: Light armour and shield (Incapable of using others or one-half benefit)
Weapon Trained: 3 weapons only (Incapable of using others or -3 To-Hit)
Magical Item Use: Weapons, armour and potions only. Gains no ability to use magical weapons and armour at first level.

Become wealthy and famous enough and you may be able to establish your own keep or modest castle and lands. Fail and only your comrades will remember your name, when they lift a toast.
Foot-soldier class abilities
Followers: Foot-soldiers may be substituted for Fighters as both followers and stronghold guards. If as followers, they demand only two-thirds payment, rounded up. If as stronghold guards, the same general principle applies – You may hire +50% more of them for the same price and/or requirement.
For example, if you would gain +1d6 * 10 Fighters as guards, you may instead gain +1d6 * 15 Foot-soldiers as guards.
Establish Fief (5th): At fifth level, a foot-soldier may gain and swear knighthood and service to a lord. In return, the lord will grant lands and either a small village or modest upkeep, as well as some level of protection. With these, the Knighted foot-soldier will be expected to protect his lord's lands, including building a keep.
The Knight will also be expected to fight at his lords bidding, with a retinue of guards, for up to thirty days per year. This service will be at the Knight's expense.
Establish Castle (9th): At ninth level, a foot-soldier may establish a modest castle and hire guards and servants. Perhaps the protection provided will attract settlers and the foot-soldier may become a minor noble or lord.
Multiple Attacks: Against creatures with one full hit die, the foot-soldier makes one attack per round, per level.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Akrasia

I'm afraid that I don't really see the point of this class.  It's essentially a slightly modified fighter.  Does it really add anything to the game?
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Narf the Mouse

The concept is a fighter who's just not as good. He didn't get the fancy training, or the years of army experience, or going through numourous bloody fights. He's basically an 'Ascended Goon'. He only knows a few weapons; he can't rely on finding magic items to boost himself, since, for the most part, he doesn't know what to do with them.
If he ever 'makes it rich', it's not going to be 'As good as it gets', it's going to be 'As good as I could manage'.

In return for all that, he gets very tough and dangerous, very fast.

Yes, it is an alternate Fighter, but I do think it would provide a substantially different play experience. :)
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.