FIGHTER
Gain 2 HP for each Fighter Template
A: Prowess, Pick Archetype, Roll 1 Trait.
B: Split Attack, Choose 1 Trait.
C: Extra Attack, Roll 1 Trait.
D: Cleave, Choose 1 Trait.
Archetypes & Traits:
You are a competent combatant, but that’s not all. Your Archetype and its traits defines what or who you are outside the short bursts of violence.
Prowess:
You have a knack for estimating danger, reveal the Hit Dice of creatures under your focused gaze. When maneuvering or attacking a creature you may roll one of their Hit Dice as bonus damage, regardless of the check’s result.
Split Attack:
Once per round, you may attack an additional, separate target or perform a maneuver against them.
Extra Attack:
You may target the same creature with Split Attack.
Cleave:
Whenever you reduce an opponent to 0 HP, make another attack or maneuver.
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Possum Knight
Belonging to one the many chivalrous orders embodying the virtues of animals.
Your order is considered quite peculiar by your peers...
- Waste not, want not -
- A battle avoided, a battle won -
- AN END TO PLAGUE -
Traits (D10)
- Play Possum: You can assume a state of false death that lasts for an hour, in which you appear perfectly dead, even under extensive scrutiny. Any physical damage sustained under this state cannot harm you, as long as it can be explained as clever use of props, theatrics and fake blood.
- Radiant Metabolism: Your holy body warmth makes you immune to disease and cold. You may embrace others for an hour to share in your warmth and cure them of their diseases.
- Possumkin: Can eat anything edible, no matter how old and may speak to possums if you’re chewing on refuse.
- Chivalrous Pouch: On worn armor there appears a pouch which may hold five items without loose parts. Anything inside the pouch becomes weightless and takes up no space.
- Virtuous Tail: With your new tail you climb just as well without climbing gear as with it. If a climb would be trivial using gear, you don’t need to roll, even if you’re free-climbing. If a climb would be impossible using gear, you can roll anyway.
- Comforting Aura: 7 young possums are now clutching your back, lost ones re-appearing every time you sleep in an abandoned place. In combat, they’re busy being paralyzed in fear while hissing at threats but can be bribed with foodstuff into simple tasks when calm. They benefit from the Play Possum ability rather than dying.
- Dire Possum mount: This giant possum is paralyzed in fear during combat, hissing at your opponents until told to run away. The steed benefits from the Play Possum ability instead of dying. AC: 12, HD2, Move 40’.
- Possesum: You have two helmets, a big one for you and a possum-sized one, the knight and a chosen possum’s consciousnesses are swapped as long as both wear their helmets and remain alive.
- Frightening Facade: You gain the appearance of a human possum, the skull elongates, you grow fur and a set of indestructible canines capable of biting through anything that can fit inside your mouth, but requires a minute of biting.
- Resourceful Scavenger: When encountering a trash pile, you can scavenge it for 1 random item in addition to what it would otherwise yield. Large piles may yield 1d4 items and gigantic ones may yield 1d8.
Fleshwrought
Humanoid fleshcraft is the greatest humiliation suffered amongst the sun's chosen people. For a heinous crime, you’ve been altered into something less than humanoid, living cancer, a Fleshwrought.
Traits (D10)
- Fractal physiology: Severed body parts are able to act, move and survive on their own and may be reattached with no hassle. They follow your orders for one minute before starting to develop their own personalities and goals, which all are subsumed once reattached to a nervous system.
- Guthive: Within your honeycombed gut thrive a colony of buzzing woodpecker-bees. They’re able to digest any organic matter the size of a horse in a minute. They share their nutrients with the host’s metabolism, but shy away from any danger.
- Babel tongue: Your frilled throat may utter the Ur-language of Babel, a universal language. Interfacing directly with the nervous system, the Ur-language instills fear and caution.
- Spinerider spider: A disemboweled giant spider grows from your spine, its 8 thin limbs hard-wired to your nervous system. It is able to attempt climbing upside down without climbing tools and will carry you to safety should you become unconscious.
- Scattermind: Your hair merges into 12 separate slick strands. Each strand is a telepathic receiver as long as they are attached to the back of someone’s skull, you can send a message to each individual strand by stuffing a finger in the empty hair sack.
- Predation Hemisphere: Your brain elongates and your pupils narrow. Spliced with portia spider genes, for each minute you observe a creature, you may ask one question of how they’d react to one action given this context. As your spider brain assumes control during observation, your twitching motorics and slouched posture cause primal fear in onlookers.
- Variable Carapace: Your body tears itself inside out, visible bone branching out and extending into an exoskeleton. The carapace is able to shift into any armor type of your choosing and assume any texture, pattern or color at a moment’s notice.
- Bio-replicator Tiny hands line your guts, allowing you to craft bone and sinew copies of a mundane item you’re holding and regurgitate them. 1HD of consumed creatures is worth 1GP for replication purposes.
- Haeomonculi Arms: You sprout two additional arms with the shape of any biological tools or weapons containing no loose parts. Shaping your arms into new tools requires ten minute of kneading and licking.
- Cephalopod: Your bones pop and melt into cartilage, except for a powerful 6 inch indestructible beak replacing your jaw. You’re able to squeeze through any crevice larger than the beak.
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Veteran
It’s all coming back to you, a skillset you had laid to rest.
- Preparation: Whenever at civilization, mark any amount of your unoccupied item slots. At any point you can replace one or more of these marks with either: Rations, Medical Supplies, tarpaulin sheets, rope, caltrops, or oil.
- Respect: When there’s no established hierarchy in a group of characters you belong to, they’ll assume you’re there to lead them. (This does of course not affect PCs)
- Indoctrination: Given a week of grueling drills, you can convince anyone to give up their lives for a cause they don’t believe in.
- Sixth sense: You always know when something unseen is studying you.
- Old contacts: In the country you served, there’s a 50% chance you know someone with power and responsibilities in any given public service or body of governance.
- Strategist: Present a theory on what a group of sentient creatures is trying to accomplish or what their next maneuver is, the DM will answer if you’re right or not. You may continue to ask questions until you’re incorrect. You may only ask more questions about that group after you’ve seen the correct answers act themselves out or after you’ve gained significantly more information about the group.
- Overdue rewards: It took some time, but you finally received what was promised. You now own a patch of land somewhere worth 2000 GP and a right to claim any available job in the public sector or government, there may be competition.
- Multi-disciplinary: You have a badge indicating a role you had in your company beyond rank and file soldier, such as medic, engineer, chaplain, cook, logistics, executioner, you can practice it to a professional level.
- Right to bear arms: You are never unarmed, there’s always another shiv hidden in your boots, colon or any other place of your choosing.
- Tall tales: You can retell stories from the war that are always able to entrance someone for at least a minute if given the chance.
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Sentionaut
The void, nor the deep seas are as mysterious as the depths of the psychosphere,
you’re an expert at navigating its perils.
Traits (D10)you’re an expert at navigating its perils.
- Tangential Psychosphere: Your head is bigger on the inside, You can swallow things in the opposite direction to store up to 5 item slots. But you can only access them by vomiting, requiring another ration to be eaten.
- Harvest: Your open palm can reach into a calm, previously untouched consciousness and permanently rip out the capacity for one emotion. Your harvest yields a colorful fruit, its ingested juices instills an overwhelming sensation of what was taken.
- Dream Projection: When the border between imagination and reality seems thin, you and your travellers may slip through your altered state of mind inside that of dreamer you can see. present a scenario for a dream and they’ll navigate it in their dreamlike haze, acting as they would have had in a normal dream. They wake up drowsily after the end of the scenario.
- Psychic Retreat: You may fold yourself inwards and neatly compact yourself inside your own cranium.
- Psychosurgery: Given access to someone’s exposed brain and surgical instruments, you can add mild compulsions they’ll act on as long as it’s not harmful or to their own detriment. You may also remove all the memories of a given individual. For each procedure, there’s a 1 in 4 chance they forget how to breathe.
- Mare: You can take shelter inside the mind of another by embracing them, merging with them until releasing. You remain inside, experiencing what they experience whilst heavily weighing them down with your body weight.
- Echo Disorder: You cannot stop chattering your teeth, but may echolocate up to 100 feet as you do so.
- Hydian Split: when you are unconscious, a second, caricature personality of yourself takes control. You recover from sleeping as normal, assuming you did not suffer additional harm. The same player controls the exaggerated personality.
- Insight through Trepanation: Expose your grey matter and by extension mind. Whoever gazes into your glowing hole or scar reveals the last of the seven sins you are guilty of, and you theirs.
- Premonition: When waking up, remember a strange dream of one unforseen event that is likely to happen today.
Design Notes
There's four requirements you need to fulfill with every single fighter Template to fully meet player expectations.
- You can deal more damage.
- You can deal damage more often.
- You can take more damage.
- You are simple to play and build.
With this fighter there's also four more things I'm adding
- More rewarding to use maneuvers.
- More opportunities for maneuvers.
- Know which fight to pick through Prowess.
- A means to inject worldbuilding and flavor into your fighter.
The one point I'm unsure about and will require more playtesting is the Prowess ability, it's supposed to replace level 1 Extra Attack and the potential munchkin nightmares it offers.
In addition I'm also interested going forward how players will take to the archetypes, maybe people just want combat abilities rather gain the narrative control and diversity of Wizards?
Also, let me know if you're interested in more archetypes, I have a few I left out to keep it concise.
Feedback is much appreciated!
Inspiration:
- https://sameissharkinjapanese.blogspot.com/2020/02/gwag-2-gun-harder.html
- http://twogoblinsinatrenchcoat.blogspot.com/2019/04/anything-not-nailed-down-is-legally.html
- https://archons-court.blogspot.com/2020/04/glog-class-fighter-let-there-be-blood.html
- https://as-they-must.blogspot.com/2019/10/gun-on-your-shoulder-class-fighter.html
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