Tag Archives: fighter

Untitled soldier

I can’t think of a decent title at all today. Can you?

“Oh crap my cape is on fire”, perhaps.

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Character du Jour: Grubash Moonrunner, Orc Fighter

“Finally I have you!” The scarred orc warrior held the Paladin effortlessly over the parapet ledge, his platemail’d feet dangling helplessly above the 200′ drop. “You killed my son!” the orc yelled, the pain and grief written deep into his yellow eyes.

“No!” replied the Paladin. With great effort he lifted his arms to his head and removed his covered helm.

“I AM your son!”

They came hard, and fast. The Five From Above, sundwellers who invaded their torchlit home and laid waste to the orc tribe. A full quarter of the warriors were slain with the shaman and clan chief’s bodies left where they fell without rite or ritual. Of Grubash’s only son there was no sign, and he himself was left seriously wounded by the attack. It took many moons for him to recover, and each hour he swore an oath of vengeance for his fallen son.

When he could finally walk without the help of a couple of whelps, Grubash left the clan and the darkness he called home. Armed only with his well-worn axe and what few clues he had gained by forcing the rest of his clan to tell and re-tell the attack, Grubash left all he knew behind. Only one word was on his lips: revenge!

Dirty little secret: Grubash’s son did not fall in the battle but instead saw the attack as his chance to escape the harsh life of the dungeon. He hid and followed the adventurers to the surface where he pledged an oath of service to the Paladin leader of the party. When he was slain in battle, Grubash’s son took up his mantle and armour in his stead and is now a recognised hero in his own name.

Notes: If you’re stuck for a character concept there’s nothing funner than taking a tried-and-tested trope from a different genre and giving it a sharp twist. Try it and see!

Grubash Moonrunner, level 6
Orc, Fighter
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor
Background: Out for Revenge (+2 to Endurance)

FINAL ABILITY SCORES
Str 19, Con 17, Dex 12, Int 11, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 12, Int 11, Wis 13, Cha 10.

AC: 21 Fort: 20 Reflex: 15 Will: 15
HP: 62 Surges: 12 Surge Value: 15

TRAINED SKILLS
Intimidate +8, Athletics +11, Endurance +12

UNTRAINED SKILLS
Acrobatics +3, Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +3, Insight +4, Nature +4, Perception +4, Religion +3, Stealth +3, Streetwise +3, Thievery +3

FEATS
Level 1: Victor’s Confidence
Level 2: Deep Gash
Level 4: Mobile Challenge
Level 6: Potent Challenge

POWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Bell Ringer
Fighter daily 1: Brute Strike
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Blinding Smash
Fighter daily 5: Brutal Advance
Fighter utility 6: Battle Awareness

ITEMS
Flesh Seeker Battleaxe +2, Summoned Chainmail +2, Cape of the Mountebank +1, Adventurer’s Kit

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Character du Jour: BrandThea Little Bones

She stood in the doorway, a little lost waif caught between the bitter cold outside and the glow of the hearth. Her sword hung loose in her hands as she fidgeted with the hilt, looking for all the world like she lacked the courage to enter.

One of the mercenaries gave a rough laugh as he grabbed hold of BrandThea under her arms, swinging her effortlessly into the room. She twisted, her blade spinning and slicing across his neck before arcing into another’s chest. She held the sword with both hands, dropping easily the short distance to the floor.

“Don’t,” she whispered, her voice carrying across the instant silence, “underestimate me.”

Of all the so-called Goodly Races, it’s hardest to understand why halflings turn to a life of adventure. Humans have their ambition, Dwarves their oaths and Elves their lost lands, but for a Halfling to leave their hearth and home takes something remarkable indeed. In the case of BrandThea Little Bones, that something was a boy called Jome.

Jome was a trainee Bard who passed through BrandThea’s village en route to further adventure with his master. He filled the impressionable BrandThea’s mind with tales of daring deeds, and it was only a matter of time before she decided to join him. She quickly found that the adventuring life was cold, hungry, dirty and far from heroic. By then though, it was too late. She was hooked.

Dirty little secret: With each kill, her conscience and sense of right and wrong erodes. The girl who left seeking adventure is long gone; what remains is only a step away from the evil she claims to oppose.

Notes: Battle hardened halfling who uses her quaint innocence to lure foes into a false sense of security; she’s like a well armed kitten. Her Combat Challenge is a bat of the eyelashes, a fumbled sword and a sigh. Seriously, the bad guys don’t stand a chance.

DAZ Studio, no postwork

BrandThea Little Bones
Good Female Halfling Fighter-1

STR 10, CON 16, DEX 16, INT 12, WIS 13, CHA 13
HP 31, bloodied 15, surges 7 x 12/day
AC 16 (chainmail), Fort 15, Ref 13, Will 11, Speed 5

Daggers (x2): +3 vs AC, 1d4, range 5/10; Thrown: +6 vs AC, 1d4+3
Longsword: +4 vs AC, 1d8; must use two-handed
Shortbow: +6 vs AC, 1d8+3, range 15/20; Load free, small
Cleave/at-will +4 vs AC, Sure Strike/at-will +6 vs AC
Second Chance/enc, Steel Serpent Strike/enc +4 vs AC
Comeback Strike/day +4 vs AC

Acrobatics +4, Athletics +4, Endurance +7, Streetwise +6, Thievery +4
Bold (+2 vs Fear), Nimble Reaction, Combat Challenge, Combat Superiority, 2-handed style, Lost in the Crowd

Fantasy Archetypes for M&M: Part two, The Fighter

Last time we looked at how to build a Rogue Archetype for Mutants & Masterminds. This time, it’s the turn of the Fighter. Or, more accurately, The Dwarven Fighter. After all, what’s more archetypally D&D than the short beardy guy with an axe?  Also, we’ll take a look at a few possible customization options and look at how, with a little points juggling, we can turn the archetypal Dwarf-with-axe into an Elf-with-Longbow, Halfling-with-cudgel, or any other race-and-weapon combo that takes your fancy.

Again, I’m going to work with a more old-school/Third Edition view of what the Classes represent rather than 4e’s slightly shifted perspective, but just to mix things up I’ll use my Racial Templates converted from 4e, just because in Mutants & Masterminds, I can. That’s a part of the fun of using an Open Design system like M&M – you can shape the rules around your world-view, rather than have the Game Designers force their world-view onto you.

To my mind, the Fighter is defined by the very name of his class; he fights, and that’s what he does. Whather he’s a shortsword-wielding Gladiator, a spear-chucking cannibal or axe hefting Norse warrior, the Fighter’s job is to hurt the other guy as much as possible. Unlike in 4th Edition D&D, a Fighter is just as much a Fighter whether he’s wielding a sword or drawing a Longbow – it’s Fighter, not Melee’er fer gawsakes!- and the Archetype should be as adept with ranged weapons as he is with close combat. As before, adjust and customize to taste.

DAZ Studio, no postwork. Click to enlarge

Dwarven Fighter Archetype, PL4, 60pp

STR 15, DEX 14, CON 15, INT 10, WIS 16, CHA 12
Tough +2/+5, Fort +6, Ref +2, Will +4
Attack +3, Grapple +5/+6, Defense +3, Init +2

Climb +6, Craft:Structural +4, Handle Animal +5, Intimidate +5, KS:Dungeoneering +4, Notice +7, Survival +7
All-Out Attack, Benefit 1 (Member of Fighter’s Guild), Distract (Intimidate), Improved Block 1, Power Attack, Teamwork 1, Ultimate Effort 1 (Resist Knockback), Equipment 3
Super-Strength 1, Dwarven Weapon Proficiency (+2 Attack w/Throwing Hammer & Warhammer)

Standard Adventurer’s Kit, Chainmail Armour (Tough +3)
Battleaxe (+3, DC 20)
Crossbow & 20 quarrels (40′, +3, 19-20, DC 20)

Here we’ve got a Dwarven Fighter who’s job is clearly to do a lot of damage with each swing. DC 20 is right at the allowable edge of the Power Level limits meaning if he connects, it’s going to hurt. Rather than specialize in just one weapon, this is a Fighter who is comfortable with any, and the combination of All-Out Attack and Power Attack means he can juggle between attack, defense and damage dealt as the situation requires. Add in Distract (Intimidate) to cause a foe to lose an action, and Teamwork to assist his allies, and this is a good, solid combatant with plenty of tactical choices. Much like 4e, but without the shoe-horning, in other words. Unlike your average Third Edition Fighter this is a Dwarf who retains his usefulness with contacts in the Fighter’s Guild, and serious Survival, Dungeoneering and perception skills. There. I’ve insulted both Editions of D&D. Happy now? :D

Customization: As with any Archetype, this is purely a boilerplate that’s ready to play as-is, or open for customization. Perhaps this is a dour, surly Dwarf who smokes pipeweed or an outgoing ale-swilling story-teller. Or something else entirely – the choice is yours. Here’s a few customization suggestions:

  • Want a Fighter but not a Dwarf? Take out the Dwarven traits (listed here) and you get 10 points back to spend on other things. Find another 2 points (drop Benefit and Teamwork, for example) and you’ve enough points to be a Dragonborn Fighter; just add those traits, and you’re done.
  • Drop All-Out Attack too and you’ve the 13 points needed to be a halfling. Swap the equipment for something more suitable (a fishing rod and a cudgel, perhaps) and juggle the skill points to suit
  • Alternatively, be a Human and spend those 10 points saved to make your character something special. Swap the equipment out for a Rapier and Leather Armour, boost CHA and add Perform and Knowledge:History skills and you’ve got a Troubadour.
  • Want a Dwarven Monk? Trade out all of the equipment, drop STR by 2 and take 4 points from each of Intimidate, KS:Dungeoneering and Handle Animal and you’ve got enough for the Kung Fu Fighting Style. And let’s face it – who wouldn’t want to play a Kung Fu Dwarf?
  • Or anything else you want, and the GM permits………

As ever, the Archetype is just the beginning. It’s where you take it that counts.

Next: The (Elven) Wizard