I’m chipping away at the AFD ruleset now, and I can’t help but feel like I want to add in those missing classes: Barbarian, Monk and Psionicist.
Our template for classes is looking like this, on Version 0.14 of Advanced Fantasy Dungeons, this is the Fighter class:
Gain proficiency in a weapon of your choice and proficiency in an armour of your choice at first level. Take two advancements from the following list at first level and an additional two at each level. You have advantage on saving throws against steel.
• Add a new proficiency slot
• Increase Strength by 1 to a maximum of 20
• Increase a saving throw by 1
• Increase the size of your hit dice before 9th level
• Increase your number of hit dice before 9th level
• Add a second attack per round once from 7th level
• Add 3 HP to your HP total from 9th level
• Can take elite followers from 9th level
• Add a third attack per round once from 13th level
At first level, gain the armour and weapon you have proficiency in, and two other items, randomly.
Second Edition Barbarians can do these things:
- Higher HD than anyone
- Move faster while carrying load
- Two-weapon fighting
- Multiple attacks, as fighter
- Can’t use fancy weapons or fancy armour
- Better at jumping and climbing
- Harder to surprise
- When in their favoured terrain, they are better at survival, hiding, surprise, tracking and animal lore.
- They can’t use normal magic items
- Civilised people don’t get along with them
- They can mimic the physical actions of animals from their homeland
- THey’re restless; they don’t need sleep
- They are great at weaponless fighting (as club)
Honestly it’s fascinating how far they’ve changed in concept through 3, 4 and 5 editions. Here, they’re a combination of Ranger and Monk. When you delve into the Kits for Barbarian, though, you see traces of the Barbarian that is to come in the ravager:
- Natural armour according to level
- Can fail a save vs. death to go into a rage, gaining +2 attack and damage, +2 AC, -1 to attackers damage rolls, +2 to all saves vs. mental attacks. They also can’t change targets until the first target is slain, and must save again or become exhausted until they rest.
- They can become involuntarily enraged in exceptional circumstances.
I feel like I should name this class the Ravager for faithfulness, because the 2e barbarian clean is not very interesting.
- Gain proficiency in a melee weapons of your choice and proficiency in unarmed fighting at first level. Take two advancements from the following list at first level and an additional two at each level. You have advantage on saving throws against steel.
- Add a new proficiency slot
- Increase Strength by 2 to a maximum of 18
- Gain 1d6 of natural armour, that can only be used if not wearing additional armour
- Gain 1 rage per day. If you have a rage remaining in your day, you can go into an involuntary rage if you fail a Domination saving throw.
- Increase a saving throw by 1
- You cannot be surprised
- Gain magic resistance against 1 type of magic
- Animal spirit. Choose a specific aspect of an animal, for example, leap like an eagle; bite like a wolf; strong as a bear, flexible as a snake; slippery as a salmon. You can take on this quality once per day. Negotiate with your referee what this means contextually.
- You only need to sleep every other day.
- Increase the size of your hit dice before 9th level
- Increase your number of hit dice before 9th level
- Add a second attack per round once from 7th level
- Add 6 HP to your HP total from 9th level
- Can take followers from 9th level
- Add a third attack per round once from 13th level
- At first level, gain the armour and weapon you have proficiency in, and two other items, randomly.
Rage Rules:
You can choose to go into a rage, or involuntarily go into a rage. You may continue to rage until someone is incapacitated or slain, but may not cease unless you just incapacitated or slew someone. While raging, you gain advantage on all attacks, roll an additional damage dice, gain 1d6 HP, and have advantage on domination saves. You cannot choose to change targets. When you come out of a rage, you take 1d6 damage.
The Advanced Fantasy Dungeon Index is here!
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