OSE House Rules - Fighters
Changes and extensions to the OSE Fighter Class
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Basic Information
Requirements: None
Alignment: Neutral
Hit Points at First Level: 8
Hit Dice: d8
Armour: Any, including shields
Weapons: Any
Starting Languages: Common
Bonus Language Choices: Dwarvish, Giant, Low Common
Starting Funds: 3d6 x 10sp
Starting Equipment: A single weapon
Skilled with Armor: When a Fighter wears any kind of armor, their armor class is increased by 1. This does not apply to Shields
Combat Talent: See below for more information
Martial Superiority: See below for more information
Conditioning: The Fighter gets +5ft on their Tactical Move Rate after the effects of encumbrance have been applied
Deadly Skill: The Fighter can re-roll damage dice of 1
Fighters are soldiers, guards or simply brave individuals dedicated to mastering the arts of combat and war. Common folk and even their wiser rulers are leery of Fighters, seeing them as either bandits to be feared or fierce mercenaries whose loyalties are always suspect. Despite this stereotype, Fighters that demonstrate loyalty and respect for the law are seen as local heroes and valuable members of the community.
Martial Superiority
The many hours of weapons training and overall physical conditioning grant Fighters advantages when in battle or when performing feats related to Physique or Dexterity:
- Once per combat, the Fighter may roll a single d8 and add this value to an Attack Roll. The determination to do this can be made after the attack roll is rolled but before a hit is determined
- Once per day, the Fighter may roll a d8 and subtract this from a Physique or Dexterity Ability Check. This ability can be used twice per day at 5th level and three times each day at 10th level and above
Combat Talent
Long hours of practice grant Fighters special capabilities as they advance in level. At levels 1, 5 and 10, a Fighter may choose a Combat Talent from the following:
- Cleave: When in melee with multiple foes, if the Fighter strikes a killing blow, they may immediately make a second attack against a second foe that is also in reach of the Fighter's weapon
- Defender: When the Fighter is in melee with a foe, any attacks that foe makes at a target other than the Fighter are at -2 to hit. A foe cannot be subject to more than one of these effects at a time
- Leader: Mercenaries or retainers under the Fighter's command and within 60ft gain +1 Morale or Loyalty. All the Fighter's allies within 60ft gain +1 to saving throws versus Fear effects
- Main Gauche: When Fighting with a dagger in the offhand, the Fighter may choose each round of combat to gain either a +1 bonus to AC or a +1 bonus to hit
- Tricky: Gain +2 when performing a Combat Stunt
Advancement
When you have gained enough experience to increase your level, do the following:
- Roll the number of Hit Dice per the table below, apply your PHYS modifier (if any) to each die rolled and compare the total to your current hit points. If your current hit points are less than the total, set your hit points to this new total. If your current hit points are equal to or more than the total you rolled, add 1 to your existing hit points.
- The Referee will also roll one die matching your hit die. You may use this roll in place of one of your rolls if desired.
- Roll to determine if any of your Ability Scores increase
Stronghold
- A stronghold may be built or purchased any time sufficient funds are available
- At 9th level and once a stronghold is established, the fighter will attract followers (5d6 × 10 fighters of level 1–2). The Referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.
Experience and Level Table
Level | Experience | Hit Points | To-Hit | Death | Paralysis | Breath | Law | Chaos |
---|---|---|---|---|---|---|---|---|
0* | - | 1d6 | +0 | 14 | 16 | 17 | 15 | 18 |
1 | 1 | 8 | +1 | 12 | 14 | 15 | 13 | 16 |
2 | 2,000 | 2d8 | +1 | 12 | 14 | 15 | 13 | 16 |
3 | 4,000 | 3d8 | +1 | 12 | 14 | 15 | 13 | 16 |
4 | 8,000 | 4d8 | +2 | 10 | 12 | 13 | 11 | 14 |
5 | 16,000 | 5d8 | +2 | 10 | 12 | 13 | 11 | 14 |
6 | 32,000 | 6d8 | +2 | 10 | 12 | 13 | 11 | 14 |
7 | 64,000 | 7d8 | +5 | 8 | 10 | 10 | 9 | 12 |
8 | 120,000 | 8d8 | +5 | 8 | 10 | 10 | 9 | 12 |
9 | 240,000 | 9d8 | +5 | 8 | 10 | 10 | 9 | 12 |
10 | 360,000 | 9d8+2 | +7 | 6 | 8 | 8 | 7 | 10 |
11 | 480,000 | 9d8+4 | +7 | 6 | 8 | 8 | 7 | 10 |
12 | 600,000 | 9d8+6 | +7 | 6 | 8 | 8 | 7 | 10 |
* A Level 0 Fighter on this table is a Normal Human per OSE rules. Putting the data here aligns with other "Level 0" racial classes and keeps me from having a separate table for "Normal Human"