Reaping What You Didn't Sow (GLOG class: Fighter)
For my setting Morning Stars, formerly Cold Silver Heavens. Merry Christmas.
This is, if I am to be very honest, a poor man's Sword-Shepherd- but it's mine.
Some people say that there is an art to war.
Those people are wrong. War is a trade, and you are its apprentice, journeyman, and one day, master.
WARRIOR
Starting skills: 1. Folklore. 2. Battlefield Surgery. 3. Mountaineering.
Starting items: Medium armor, an unimpressive but trusty steed, and your choice of: a medium melee weapon, a pistol (1d10 damage, one handed, range 20', takes a minute to reload), and 10 bullets with paper cartridges; a light melee weapon, a rifle (2d6 damage, two handed, range 40', takes a minute to reload), and 10 bullets with paper cartridges; or a medium melee weapon and a shield.
Gain +1 to hit per template.
A Cold Blood, Tradition
B Hot Steel, +1 damage
C Man-Eating Lion
D Lion-Eating Man, +1 damage
As a Warrior, you cannot fumble with any weapon, unless it's something impractical or extremely strange. You can wear any armor, use shields, and properly ride a horse in combat without getting bucked off.
Cold Blood
You always go first in initiative order. Only your fellow Warriors and very dangerous foes are immune to this; you and them get your own separate initiative before everybody else goes.
Tradition
There are a lot of ways to kill people, and no fewer reasons. Where, or who, did you learn from? Choose a Tradition:
1. Common Killer. A regular soldier, never promoted beyond your competence, and nothing less. You have +2 inventory slots and +2 HP.2. Born For War. A knight, or other caste of people trained from an early age to kill. Like it or not, you took up the family trade. Your allies gain advantage to attacks against targets you've already made an attack against this round. Also, you have the legal right to quarter yourself and your companions in people's houses for the night.
3. Unwilling. Maybe you were conscripted straight from the farm, maybe it was this or prison, but you had the choice of getting good or getting dead, and you chose. You can move an extra 10' per round while fleeing, and can identify the GP value of treasure (objects serving no purpose but to be valuable and pretty) down to the highest place (ones, tens, hundreds) with a minute of careful study.
4. The Grain-Flail. A militant arm of lay-priests, lacking in official Church sanction but making up for it in the adoration of common folk. They are the bane of undead and cattle rustlers alike. Start with 1 MD and the spell Heal:
- Heal. Touch a target and they regain [sum] HP.
6. The Legion in Glass. Inevitably, the talents of alchemists are turned towards making better soldiers for a new age of war. They still haven't made them yet, but they have made you. Once per round, you can take 1d6 damage to make an additional attack or to pass a failed save against a physical effect.
7. Katabasis Anabasis. Every once in a while, some madman will lead a crusade into the world under the world, determined to pick clean the carcasses of ages past. It's a long way down, by God, but it's an even longer way up. You suffer no penalties for dim light, and can treat any organic matter as rations if you boil it for an hour first, even if it's decaying or poisonous.
8. Wise One. The god Thunder Over the Mountain is the god of magic and of war; with steel in your hand and spells in your mind, you wield the truest expression of power. At least, that's what your master told you at the ceremony. Start with 1 MD and the spell Lightning Ward:
- Lightning Ward. For [sum] rounds, anybody who strikes you in melee must save or take 1d6 damage.
Hot Steel
Once per round, you can parry an incoming melee attack to reduce the damage by 1d4+[level].
Man-Eating Lion
Your attacks cleave- that is to say, if you reduce a target to 0 HP, the excess damage carries over to an adjacent target using the original roll to hit. You can even do this with firearms and other ranged weaponry, as long as the targets are standing in a line or something. There is no limit to this but plausibility.
Lion-Eating Man
You take an additional full turn in combat, rolling initiative for it as normal.
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