Unorthodox Fighters

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Unorthodox Fighters

UNORTHODOX FIGHTERS • Weaken or strengthen the Progression


Charts (Base Attack Bonuses,
• Written By: Doug Kilmer Fort/Ref/Reflex saves, etc)
• Edited By: The Le
• Covert Art: Brad McDevitt This purchased product also contains a rich-text-
• Interior Art: Character Portraits: document version. This will allow you to easily
Fantasy Heroes (Mongoose edit, copy, cut, paste, and printout with minimal
Publishing) and Clipart.com fuss.

TABLE OF CONTENTS OTHER INFORMATION


• The Bastion The author, Doug Kilmer, is available for
commission work. He can be contacted at
• The Bully
[email protected]
• The Dogfighter
• The Legend Seeker Our cover artist, Brad McDevitt, is available
• The Second Son for commission work. He can be contacted
at [email protected]
INTRODUCTION and his portfolio may be seen at
Thank you purchasing Unorthodox Fighters, a www.bradleykmcdevitt.com
mini sourcebook for your D20 Fantasy system.
This Pocket Book contains 5 variations of We highly recommend them. Really. They’re
Clerics for you to use in your D20 fantasy game. great.

Please consider posting reviews or leaving For more products from The Le Games, visit
feedback for this product. We love hearing from our online store, exclusively at Rpgnow.com:
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ADDITIONAL MATERIAL:
Included in this product is an
APPENDIX.pdf file. This file gives you
definitions to different feats and spells that
is used in this book.

BALANCING NOTES
It is important to remember that not all d20
fantasy campaign worlds are made equally. As
such it is important to tweak these classes to best
fit your world. Some worlds are high in magic
while others are low.

The Unorthodox Series tries it best to present


unique and interesting classes for you to use, and
we try to balance them to be as plug’n’play as
possible.

Recommendations for balancing classes:


• Change Hit Dice
• Change Skill Points per level

The Le Games 2
Unorthodox Fighters

Bastion
The Bastion is the anchor to which stay with tried and true methods, and
others cling in battle. He is the rock and only change their tactics when it is
the hard place. The Bastion is a heavy proven a better way exists. The Bastion
fighter, a shock trooper whose job is to is not a glory seeker, and he cares little
hold the line against any and all for the opinion of others as long as they
comers. He knows his place is at the recognize his place in the world. He has
forefront of a battle, and he is prepared a job to do, and he plans to do it
to take the brunt of any attack. A regardless of what is happening about
Bastion believes his heavy armor and him.
weapons make him an immobile object.
He prides himself on his steadfastness Alignment: Bastions may be of any
and durability, giving as good or better alignment, but tend to be either lawful
than he gets. It is a personal challenge or neutral. Bastions understand that
to the Bastion to hold the line, to let no properly conducted combat requires
opponent past him or to harm his order and precision. Each participant
companions. has his own role to play, and the role
must be played correctly for any plan to
Adventures: Bastions thrive on succeed. Persons of a chaotic nature
combat, particularly personal melee. A find it difficult to adhere to the strict
Bastion lives to test himself in battle discipline needed to fill the role of a
time after time. He relishes rising each Bastion, and they usually lack the
day to take his place at the front of the steadfastness characteristic of a true
line. Though a Bastion does expect to Bastion.
find wealth when adventuring, it is the
promise of finding yet another foe to Religion: Bastions are no more and no
challenge that drives him. A Bastion less religious than any other fighter.
almost always chooses a frontal Their belief systems are often formed by
confrontation over subterfuge, believing their upbringing. Bastions that are
that sound tactics and brute force will religious tend to follow the tenets of
always win the day. This no-nonsense deities of duty, lawfulness, warfare, and
attitude can be problematic for a personal achievement. Bastions do not
Bastion’s companions, but when the believe in luck, predestination, fate, or
clash of steel sounds there is no one similar ideals, as they prefer to believe
else they would rather have by their their own abilities and actions control
side. their destiny.

Characteristics: The Bastion depends Background: A Bastion tends to be


only on his own strength and fighting raised in a strong family environment,
prowess. He prides himself on being an where the concept of duty and honor
indomitable force in battle and are instilled. A Bastion’s sire is often a
considers his place in combat a strict person, ruling his house with an
question of honor. A Bastion is a direct iron hand. A Bastion is taught from an
person and tackles problems head on. early age that he has a responsibility to
His solutions often involve the use of those around him in all aspects of his
force: diplomacy is for those who where life. However, his nurturing can take
dresses and mumble to themselves. A the form of enforcing rigorous
Bastion is not a creative thinker, nor is conditions so that those about him
he open to new ideas. Bastions prefer to

The Le Games 3
Unorthodox Fighters

achieve personal growth, both (Cha), Intimidate (Cha), Jump (Str),


physically and mentally. Ride (Dex), and Swim (Str).

Races: A Bastion is typically a dwarf or Skill Points at 1st Level: (2 + Int


a human, and less commonly a half- modifier) x 4.
orc, due to the strength and durabi lity Skill Points at Each Additional Level:
required to fulfill this role. Elven or 2 + Int modifier.
half-elven Bastions are rare, but they
are possible within their own racial Class Features
context. Gnome and halfling Bastions All of the following are class features of
are almost non-existent. They have only the Bastion.
been known to exist among groups
comprised entirely of one or other of Weapon and Armor Proficiency: A
these two races. Bastion is proficient with all simple and
martial weapons and with all armor
Other Classes: Bastions view other (heavy, medium, and light) and shields
classes as necessary components of a (including tower shields). A Bastion
successful unit, but they believe the always uses the heaviest armor and
other classes are secondary to the shield available. Typically, a Bastion
Bastion’s own role. The Bastion believes carries only one primary and one
that he is the pillar upon which all else secondary weapon, believing anymore
is built, and therefore all other classes would go unused and be unneeded
in the group, as well as the group’s excess weight. Though a Bastion can
success, are dependent on his use two-handed weapons, he prefers to
presence. use a single-handed weapon and a
shield. Bastions prefer melee weapons,
Game Rule Information often not even carrying a ranged
weapon. A Bastion does carry weapons
Abilities: The primary abilities of a that may be used for both melee and
Bastion are Strength and Constitution. ranged attacks (such as spears).
These traits are necessary due to the
near constant state of combat in which Bastion Bash: A Bastion may perform a
a Bastion finds himself. Dexterity, while shield bash and still apply the shield’s
an important trait to other fighters, is bonus to his armor class. In addition, a
less vital to the Bastion. Since the Bastion may use a tower shield to bash,
Bastion prefers to use the heaviest and he does not take the –2 attack
armor and shields, he often cannot take penalty when using a tower shield.
advantage of a high Dexterity.
Intelligence and Wisdom are of a lesser Steadfast Stance: At 2nd level the
importance, and a Charismatic Bastion Bastion is able to position himself as a
is unheard of. defensive barrier that is difficult to
pass. The Bastion receives a +2 AC
Alignment: Any, though Bastions tend bonus when engaged in melee combat
towards lawful and neutral alignments. (not applicable to ranged attacks). Any
opponent entering or exiting the five -
Hit die: d10 foot zone controlled by the Bastion
becomes an attack of opportunity,
Class Skills: The Bastion’s class skills regardless of whether they perform a
(and the key ability for each skill) are fighting withdrawal, a five -foot move, or
Climb (Str), Craft (Int), Handle Animal other standard action (unless attacking

The Le Games 4
Unorthodox Fighters

the Bastion). The Bastion also receives attack. At 16th level, and every four
a +2 Strength roll bonus when bull Bastion levels thereafter, this damage
rushed by an opponent. The strength reduction rises by 1 point. Damage
bonus does not apply if the Bastion reduction can reduce damage to 0 but
attempts to perform a bull rush. not below 0.

Bastion Bonus Feat: At 3rd level the Defensive Fighting: At 10th level, a
Bastion gains a bonus feat. The Bastion Bastion may take a –2 penalty to attack
may use this anytime he would gain a rolls to receive a +2 dodge AC bonus.
level (he does not need to use this now). The Bastion may also pass through the
A Bastion must still meet all five -foot zone controlled by an opponent
prerequisites for a bonus feat, including or withdraw from melee combat at his
ability score and base attack bonus choosing without provoking an attack
minimums. The Bastion Bonus Feat of opportunity. This applies even if he
may only be used on the following: does not make a fighting withdrawal.
Cleave, Combat Reflexes, Deflect The Bastion must choose Defensive
Arrows, Mobility, Mounted Combat, Fighting at the beginning of any combat
Point Blank Shot, Power Attack, Quick round, and it lasts for the entire round.
Draw, Spirited Charge, Stunning Fist,
Trample, Two-Weapon Fighting, Improved Steadfast Stance: At 12th
Weapon Finesse, Weapon Focus, level the Bastion’s Steadfast Stance
Weapon Specialization. ability now grants him a +4 AC bonus
when engaged in melee combat and a
Resolute Stare: At 4th level the Bastion +4 bonus to his Strength roll against a
develops a determined visage devoid of bull rush attack. The strength bonus
emotion that is intimidating to foes. does not apply if the Bastion attempts
Opponents must make a successful to perform a bull rush. Also, the
Will saving throw (DC 10 +Bastion level) Bastion’s zone of control increases to a
or suffer a –2 To Hit and –2 Damage 10-foot radius area. Any opponent
penalty when attacking the Bastion entering or exiting the 10-foot zone
(ranged attacks do not apply). controlled by the Bastion becomes an
attack of opportunity, regardless of
Stalwart Fellow: At 6th level the whether they perform a fighting
Bastion may raise either his Strength or withdrawal, a five -foot move, or other
Constitution score by 1. At 14th level standard action (unless attacking the
the Bastion raises by 1 whichever Bastion).
ability was not increased at 6th level.
Improved Defensive Fighting: At 18th
Damage Reduction: At 8th level, a level a Bastion’s Defensive Fighting now
Bastion gains the damage reduction grants him a +4 dodge bonus (the –2
ability. Subtract 1 from the damage the penalty to attack rolls still apply).
Bastion takes each time he is dealt
damage from a weapon or a natural

The Le Games 5
Unorthodox Fighters

Table: Bastion Progression Chart

Base Fort Ref Will


Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +1 Bastion Bash
2nd +2 +3 +0 +1 Steadfast Stance
3rd +3 +3 +1 +2 Bastion Bonus Feat
4th +4 +4 +1 +2 Resolute Stare
5th +5 +4 +1 +2
6th +6/+1 +5 +2 +3 Stalwart Fellow
7th +7/+2 +5 +2 +3
8th +8/+3 +6 +2 +3 Damage Reduction 1/-
9th +9/+4 +6 +3 +4
10th +10/+5 +7 +3 +4 Defensive Fighting
11th +11/+6/+1 +7 +3 +4
12th +12/+7/+2 +8 +4 +5 Improved Steadfast Stance
13th +13/+8/+3 +8 +4 +5
14th +14/+9/+4 +9 +4 +5 Stalwart Fellow
15th +15/+10/+5 +9 +5 +6
16th +16/+11/+6/+1 +10 +5 +6 Damage Reduction 2/-
17th +17/+12/+7/+2 +10 +5 +6
18th +18/+13/+8/+3 +11 +6 +7 Improved Defensive Fighting
19th +19/+14/+9/+4 +11 +6 +7
20th +20/+15/+10/+5 +12 +6 +7 Damage Reduction 3/-

The Le Games 6
Unorthodox Fighters

Bully
The snapping of bones and the smell of and effort to continually conform with a
hatred heralds the arrival of the Bully. standard, most of which they consider
The Bully is the ultimate two-fisted arbitrary.
fighter - he makes his way through life
using his fists and body as a weapon. Religion: Bullies on the whole are not
The Bully is usually the biggest guy religious individuals, preferring not to
around, and he is the stereotypical have to constrain or modify their
bully. Think before you act? Not him. natures to accord with religious tenet.
He just wades in with both fists Some are even disrespectful of the gods,
slamming, hammering his opponent making them a difficult companion for
into submission. character classes based upon religion.
However, there is a small fraction of
Adventures: A Bully adventures for two Bullies - those that are disciplined -
reasons: it’s the simplest method of which are devout followers of one or
supporting himself (and his drinking more deities. The typical chaotic and
habit); and, it is usually only a matter neutral alignment Bullies follow higher
of time before he has to move on from a beings of war, wine, and women (not
town anyway. The Bully is not necessarily in that order). The devout
necessarily seeking out the next Bully chooses a deity that represents
challenge – he actually is not fond of self-discipline, deprivation, and
working that hard. However, traveling personal achievement.
about from dungeon to castle to forest
is easier than holding down a day job, Background: Bullies grow up in a
and better yet, it does not require variety of settings, with no one locale
bathing. being typical. As children, they suffer
the disdain typically targeted at over-
Characteristics: Bullies range in sized, mixed race individuals, and may
character from boisterous to aloof. They have even suffered a horrible trauma at
can be highly disciplined or highly an age before they learned to defend
uncontrollable, though the latter is themselves (or maybe they were just
more common. Bullies share the born as jerks). Often considered an oaf,
common trait of ego – they do not like the Bully quickly learned that any
to be challenged and they want to be respect for him would have to be
recognized as the toughest guy in the enforced through fear of a good beating.
room, wherever that room may be. To a The Bully never learned a trade or skill
Bully, being despised is the equivalent that was not self taught. Being one of
of being respected. Bullies are neither the bigger guys on the block, the Bully
well trained nor educated. In fact, they soon learned that what he needed could
disdain anything that requires a be taken, and better yet, it did not
significant input of effort, especially require much work.
mental, to complete. A Bully even
accepts a lesser reward if achieving it Races: Half-orcs may be Bullies, as well
requires less effort. as other medium and large-sized
humanoid and humanoid half-breed
Alignment: Bullies may be of any races.
alignment, but they tend to be neutral
and/or chaotic. Lawful Bullies are rare, Other Classes: Bullies are perceived by
since it requires too much discipline others as rowdy, good-for-naughts

The Le Games 7
Unorthodox Fighters

whom at the same time one must be Wisdom is of moderate use, since even
very wary. Many find their presence a Bully should know how to pick his
odious, and typically, only a self- fights. The direct confrontational style
disciplined Bully has a long-term of the Bully makes Intelligence and
relationship with other adventurers. Charisma of little use.
Bullies themselves most enjoy the
company of bards. They like the songs Alignment: Any, though Bullies tend
and stories, but their constant towards chaotic and neutral
demands for more can be wearing on alignments. “Good… Bad… I’m the guy
even a high-level bard’s repertoire. with the spiked gloves.”
Bullies are also drawn to the rough
nature of barbarians, seeing them as Hit die: d10
kindred warriors. Bullies are wary of
other fighters and rangers until they Class Skills: The Bully’s class skills
have the measure of their fighting (and the key ability for each skill) are
abilities. Those they can best in feats of Climb (Str), Craft (Int), Handle Animal
strength and toe -to-toe fighting they (Cha), Intimidate (Cha), Jump (Str),
ignore. Fighters and rangers of superior Ride (Dex), and Swim (Str).
prowess gain the respect of the Bully,
until such a time as the Bully can best Skill Points at 1st Level: (2 + Int
them (if ever). Bullies distrust rogues, modifier) x 4.
sorcerers, and wizards. Rogues are Skill Points at Each Additional Level:
tricky devils who take your belongings 2 + Int modifier.
when you are not looking, in addition to
the fact they are of little use in a stand- Class Features
up fight. Sorcerers and wizards are also All of the following are class features of
puny, conniving individuals, always the Bully.
mumbling and waving their arms about
(Bullies tend to be suspicious of men Weapon and Armor Proficiency: A
who wear dresses). However, the Bully Bully is proficient with the simple
gives them a wider berth than he does weapons: dagger, punching dagger,
rogues, because you can never be quite spiked gauntlets, club, light mace, and
sure what a magic wielder can do to throwing rocks. The Bully is also
you. Bullies view clerics, and to a lesser proficient with all light, medium, and
extent druids, as poor miserable fellows heavy armor and light and heavy
who usually are too busy praying on shields (but not tower shields). Bullies
their knees to have much fun. However, are fond of armor and shields with
they do come in handy after a good spikes and other deadly protrusions
knockdown, drag-out fight. they can use to advantage with their
fighting style.
Game Rule Information
Throwing Rocks: Bullies collect rocks
Abilities: The primary abilities of a the size of their fists to use as ranged
Bully are Strength and Constitution. weapons. Why waste your time on those
Given a Bully’s tendency to wade into a pesky arrows and bolts? A good solid
fight, he takes a lot of punishment and rock gives a much more satisfying
needs to be able to give better than he thump when it hits. They are also good
receives. Dexterity is also important to for bashing, just in case his fists gets
the Bully, but is less vital since stealth sore. Best of all, they don’t cost
is not a characteristic of the class. anything!

The Le Games 8
Unorthodox Fighters

Improved Bull Rush: At 3rd level the


Simple Weapon: Throwing Rock Bully gains the improved bull rush
Damage: 1d2 small*, 1d3medium*, x2 ability. The Bully does not need the
(critical) Power Attack fe at to receive the
Range Increment: 20 ft. improved bull rush ability.
Weight: 1 lb.
Type: Bludgeoning Overrun: At 4th level the Bully gains the
* the user’s STR bonus is added to damage for overrun ability. The Bully does not
this weapon. provoke an attack of opportunity from
the opponent when making an overrun
Iron Fists: The Bully is considered to attack. In addition, the Bully receives a
be armed and is not an attack of +2 STR bonus on strength checks if the
opportunity when attacking with his opponent attempts to block the
fists. The Bully may also strike with overrun. If the Bully’s overrun attack
both of his fists (barehanded or with fails, he receives a +2 bonus to his
the weapons spiked gauntlet or strength check to avoid being knocked
punching dagger) for each attack per prone.
round his experience level grants him,
as long as he is not carrying a shield Improved Movement: At 6th level a
(he may not attack twice with one fist). Bully has learned to move more
Each fist strike is rolled separately; and efficiently in armor. The Bully may
both carry a –2 to Hit penalty (if only apply his entire DEX bonus to AC,
one punch is attempted there is no regardless of the type of armor worn
penalty). If the Bully is using a weapon, (unless caught flat-footed). In addition,
normal attack bonuses and penalties the AC penalties are not applied to the
are applied. A Bully does 1d4 damage skills Run, Jump, and Swim. Armor
plus STR bonus per fist when fighting DEX penalties are applied normally for
barehanded or when using either purposes of all other skill checks. In
spiked gauntlets or punching daggers. addition, the Bully gains a +10 feet
All damage is lethal, unless the Bully movement bonus when wearing
specifies it is non-lethal. To make a medium or heavy armor.
non-lethal attack, the Bully takes a –4
to Hit penalty per attack. A normal Ignore Blow: At 8th level a Bully’s body
dagger may not be used with this has become hardened to the constant
ability. physical abuse it receives. The Bully
gains Damage Reduction 2/-.
Mauler: At 2nd level the Bully receives a Furthermore, all non-lethal damage the
+4 bonus on all grapple attacks. The Bully receives is halved.
Bully does not provoke an attack of
opportunity from the opponent when Iron Head: At 10th level a Bully gains
initiating a grapple attack. In addition, the iron head ability. When making a
the Bully can inflict 1d6 of damage melee attack, the Bully may also make
during a successful grapple. If the Bully a simultaneous head butt attack on the
is wearing spiked armor, a +2 damage same target without becoming an
bonus is applied. All damage is lethal. If attack of opportunity. The head butt
the Bully chooses the damage to be attack is rolled separate from the melee
non-lethal, a –4 penalty is applied to attack, and a –4 penalty is applied. A
the grapple check. successful head butt attack does 1d4
bludgeoning damage. No strength
modifier is applied to the head butt

The Le Games 9
Unorthodox Fighters

attack, unless this is the only melee


attack performed in the round by the Improved Overrun: At 16th level the
Bully. If the Bully is wearing a spiked Bully gains the improved overrun
helm, a +1 damage bonus is applied. ability. This is the same as the overrun
ability, except the Bully receives a +4
Moment of Clarity: At 11th level the STR bonus when making an overrun
Bully may add a +4 bonus to any INT attack, as well as a +4 bonus to his
based roll or skill roll. This may be strength check to avoid being knocked
done once per day and must be prone after a failed overrun. Opponents
declared before attempting the roll. may not avoid the Bully’s overrun
attack. In addition, the Bully may make
Improved Iron Fists: At 12th level a a melee attack with his primary fist or a
Bully gains the improved iron fists light weapon in his primary hand. No
ability. This ability is the same as the strike penalty is applied to this attack
iron fists ability, except the –2 penalty roll.
is no longer applied to either fist attack.
This ability also grants the Bully the Bull Over Attack: At 18th level a Bully
same advantages as the Stunning Fist gains bull over attack ability. This
feat. In addition, the Bully receives an ability is the same as the improved bull
additional +4 damage bonus to his fist rush ability, except the Bully may also
attacks (barehanded, spiked gauntlets, make a concurrent melee attack with
and punching daggers). his primary hand at no penalty (an
attack may not be made with the
Improved Mauler: At 14th level a Bully offhand, regardless of whether or not
gains the improved mauler ability. This the Bully is using a shield). In addition,
is the same as the mauler ability, the Bully may bull rush an opponent
except the Bully does not take the –4 two category sizes larger. His +4
penalty on attack rolls during a improved bull rush bonus stacks with
grapple, nor does he take the –4 penalty the +2 charge bonus.
when using his opponent’s weapon to
attack him. All grapple attack damage Improved Ignore Blow: At 20th level a
is lethal per the improved iron fists Bully’s Ignore Blow ability grants him
ability. If the Bully chooses the damage Damage Reduction 4/-. Furthermore,
to be non-lethal, a –4 penalty is applied the Bully is no longer affected by non-
to the grapple check. The Bully’s lethal damage.
opponent does not receive the +4 bonus
to resist a disarm attack. In addition,
the Bully only takes a –2 AC penalty
against other opponents when pinned.

The Le Games 10
Unorthodox Fighters

Table: Bully Progression Chart

Base Fort Ref Will


Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Throwing Rocks, Iron Fists
2nd +2 +3 +0 +0 Mauler
3rd +3 +3 +1 +1 Improved Bull Rush
4th +4 +4 +1 +1 Overrun
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Improved Armor Movement
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Ignore Blow
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Iron Head
11th +11/+6/+1 +7 +3 +3 Moment of Clarity
12th +12/+7/+2 +8 +4 +4 Improved Iron Fists
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Improved Mauler
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Improved Overrun
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bull Over Attack
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Improved Ignore Blow

The Le Games 11
Unorthodox Fighters

Dogfighter
Growing up alone was tough. Polite those that he works with, but more
society pretended you did not exist, often then not, he views his
turning their eyes away when they relationships with people as temporary
passed you on the street. Impolite necessities. Dogfighters are less than
society used you for worse. Thankfully dependable over the time, as they live
you had a dependable companion, one for the day and cannot conceive of a
who never let you down. He ate when long term plan. A Dogfighter and his
you ate; he starved when you starved. dogs move on as they please, staying
Soon, you were more comfortable only as long as a better option does not
spending time with him then you were present itself.
with the other urchins. He was always
by your side when things got tough, A Dogfighter may not think twice about
even that time when a gang of betraying a member of his party, but he
cutthroats thought you had been never betrays the trust of his dogs. Nor
pilfering on their turf. does a Dogfighter abandon his canine
friends. Dogfighters are known to fight
Dogfighters are fighters who grew up as to the death against insurmountable
orphans, most times in a town or city. odds to save a dog, even if it is not one
They are usually half-breeds who are of his own companions. Conversely, a
shunned by the local community. A Dogfighter takes very few risks for
Dogfighter knows only one way of people unless it also helps himself.
living, and that is the hard way. What Working with a Dogfighter can be
little he has, he has taken by his own difficult, as he demands the same level
hand with the help of his dog of respect for his dogs as he does for
companions. The Dogfighter’s dogs are himself. He insists that all members of
not his possessions or inferiors - they his party treat his dogs as equals and
are his partners and equals. Because of has words with those who treat them as
the deprived conditions in which the beasts.
Dogfighter grew up, he is an individual
of few possessions and fewer needs. Characteristics: Dogfighters tend to be
Wealth, while alluring in the short term solitary individuals, except they are
to buy a good meal or some bauble, is always in the company of at least one
not a primary concern. Instead, his day canine companion. They are
to day activities are driven by the uncomfortable around humanoids and
eternal search for a place of peace distrust them. Dogfighters usually have
where he and his companions are not a chip on their shoulder because of the
pariahs. childhood they were forced to endure. A
Dogfighter’s priority first and foremost
Adventures: A Dogfighter and his is himself and his dog companions.
companions adventure because deep at Because of the Dogfighter’s austere
heart, they are seeking a better way of lifestyle, he has little room for ethics
life. Anywhere has to be better than and morals. A Dogfighter and his dogs
from where they came. A Dogfighter know only two rules: take what you
works with an adventuring group if it need; and, kill or be killed. While he
leads him to what he seeks, or in the does have respect for other individuals
short term, at least provides him and of strength and prowess, he has no
his companions with regular concept of caring for another individual
sustenance. He may even be grateful to

The Le Games 12
Unorthodox Fighters

as he does his dogs and expects no one those most often shunned by their
to care for him. pure-blood brethren. Humans also
commonly become Dogfighters because
Alignment: Dogfighters may be of any their overabundance results in a
alignment, but they tend to be neutral greater number of castoffs. Dwarven,
and/or chaotic. Laws are a method for elven, gnome, and halfling Dogfighters
others to control and take advantage of are almost unheard of, either because
them. Good and evil are two sides of the they do not have the necessary affinity
same coin, and either can be used to for dogs or because communities of
achieve one’s goals. A Dogfighter’s these races are more likely to care for
alignment is usually the direct result of their orphaned younglings. The same
some significant past event that as the Dogfighter, his dog companions
occurred during his childhood. are always mix breeds.

Religion: Dogfighters are not religious Other Classes: Dogfighters’ views of


individuals, unless they become so later other classes are not shaped by the
in life. A Dogfighter is often ignorant of abilities of the classes themselves, but
religion due to the environment he grew by the abilities of the individuals. They
up in, or he scorns it because he feels typically feel no more or no less respect
that if the gods really existed they for any particular class. A Dogfighter
wouldn’t have put a child in the views a skillful fighter with the same
hellhole he survived. Then again, respect he would a disciplined wizard.
someone did give him his dogs. If a Dogfighters do tend to avoid clerics and
Dogfighter does turn toward religious other religious types because of the
ways, he tends to follow deities who Dogfighter’s natural disdain of higher
proscribe to self reliance, and to a beings. However, they do have some
lesser extent animals. affinity with monks because of their
shared solitary natures, preferring to
Background: A Dogfighter always believe monks are strong individuals
comes from a solitary childhood as an misguided by their religious delusions.
orphan. He was abandoned in some
village, town, or city for reasons he Game Rule Information
knows not. This question often haunts
a Dogfighter his entire life. Living on Abilities: The primary abilities of a
the streets alone, the Dogfighter soon Dogfighter are Strength and Dexterity.
learned he had a shared affinity with These are the traits most utilized in the
the stray dogs that also roamed the day to day struggle that is the
urban reaches at night. The Dogfighter Dogfighter’s life. Charisma is also
and his dog companions developed an important, since it plays a roll in his
exceptional bond, allowing them to ability to work with his dog
communicate in ways that the fighter companions. However, because of his
cannot do with people. Ill-equipped and solitary nature, a Dogfighter does not
poorly trained, the Dogfighter and his develop much of a personality due to
dogs are still a formidable fighting force the lack of significant interaction with
when acting as a unit. other humanoids. Constitution,
Intelligence, and Wisdom, while
Races: A Dogfighter is typically of important traits to this self dependent
mixed racial origins, such as half-elves fighter, are less vital.
and half-orcs, since the Dogfighter
grows up an orphan. These races are

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Unorthodox Fighters

Alignment: Any, though Dogfighters check bonus is +2 when applied to


tend towards chaotic and/or neutral wolves of all types.
alignments.
Companion Messenger: At 2nd level the
Hit die: d10 Dogfighter gains the companion
messenger ability. The Dogfighter is
Class Skills: The Dogfighter’s class able to use his dog companion or
skills (and the key ability for each skill) another dog as a messenger the same
are Climb (Str), Craft (Int), Handle as the spell animal messenger. Luring
Animal (Cha), Intimidate (Cha), Jump the dog is unnecessary, since dogs are
(Str), Ride (Dex), and Swim (Str). naturally drawn to the Dogfighter, or
because the messenger is the
Skill Points at 1st Level: (2 + Int Dogfighter’s companion. The connection
modifier) x 4. between the Dogfighter and dogs is
Skill Points at Each Additional Level: such that the Dogfighter is able to
2 + Int modifier. ‘communicate’ to the dog the
designated location to which he wants
Class Features him to go. However, if the messenger is
All of the following are class features of not the dog companion, the designated
the Dogfighter. location must be within the dog
messenger’s normal area of residence
Weapon and Armor Proficiency: A and hunting. The ability may only be
Dogfighter is proficient with all simple used on a dog or the Dogfighter’s dog
weapons and with all light armor and companion. This ability may not be
light shields. Due to the lack of formal used on wolves or other animals.
training, the Dogfighter does not know
how to use heavier armor and weapons, Bolt Bouncer: At 4th level the
and he is usually uncomfortable when Dogfighter’s dog companion gains the
burdened with such heavy equipment. bolt bouncer ability. Once per round,
the dog companion may deflect a
Dog Companion: At 1st level the ranged weapon attack aimed at either
Dogfighter always has a single dog as a the dog companion or the Dogfighter,
steadfast companion. The dog but not both, the same as the deflect
companion is either a dog or dog, arrow feat. The dog companion must be
riding. aware of the attack and not caught flat-
footed. Deflecting a ranged weapon does
Handle Dog: At 1st level the Dogfighter not count as an action. Unusually
gains a +4 bonus on all Handle Dog massive ranged weapons, black powder
skill checks. The skill check bonus is weapons, and ranged attacks generated
+2 for wolves of all types. The bonus by spell effects cannot be deflected.
does not apply to handle animal checks
for other types of animals. Got Your Back: At 6th level the
Dogfighter and his dog companion gain
Sense Motive (Dog): At 2nd level the the got your back ability. When fighting
Dogfighter gains the sense motive (dog) together, neither the Dogfighter or his
ability. The Dogfighter receives a +4 dog companion can become an attack
bonus to all sense motive skill checks of opportunity when moving through a
when applied to dogs. The Dogfighter is zone controlled by an opponent,
able to determine whether a dog is withdrawing, loading a weapon, or
hostile, cautious, friendly, etc. The skill performing some other action that

The Le Games 14
Unorthodox Fighters

would normally draw such an attack. companion communicate with other


The Dogfighter and the dog companion humanoids.
must be within 10 feet of each other for
this special ability to be in effect. Second Companion: At 14th level and
every six levels thereafter (20th, 26th,
Team Fighting: At 8th level a etc.), the Dogfighter gains the second
Dogfighter and his dog companion gain companion ability. The Dogfighter gains
the team fighting ability. When a second (third, fourth, etc.) dog
attacking the same target, both the companion. The new dog companion
Dogfighter and his dog companion gain must be either a dog or dog, riding. The
a +2 to attack rolls due to their new dog companion has all of the
combined efforts. In addition, the dog special abilities of the lower experience
companion may still perform the bolt levels that the original dog companion
bouncer on his master and got your possesses.
back with his master if they are both 10
feet of each other. Dog Pack: At 16th level the Dogfighter
and his dog companions gain the dog
Catch and Snatch: At 10th level a pack ability. The Dogfighter is able to
Dogfighter’s dog companion is able to direct all of his dog companions to
catch ranged attack weapons per the conduct multiple tasks without his
snatch arrow feat, once per round. The presence. These tasks could include
dog companion must be aware of the such activities as tracking a foe and
attack and not caught flat-footed. having one companion report the foe’s
Snatching and catching a ranged location while the other companion
weapon does not count as an action. continues to watch, chasing multiple
Unusually massive ranged weapons, opponents in different directions
black powder weapons, and ranged (maximum number equal to the
attacks generated by spell effects number of dog companions), retrieving
cannot be caught. In addition, if within designated items from different
five -feet of an opponent, the dog locations, or attacking multiple targets.
companion can attempt to snatch a The dog companions may be asked to
hand held weapon from a foe’s work together or individually to
possession on a successful touch complete the requested task(s).
attack. (foe makes a Reflex Save DC 8 +
Dogfighter’s level to avoid this snatch). Improved Team Fighting: At 18th level
a Dogfighter and his dog companions
Communicate with Companion: At gain the improved team fighting ability.
12th level the Dogfighter and his dog The ability is the same as the team
companion gain the communicate with fighting ability, except the Dogfighter
companion ability. The Dogfighter and and all of his dog companions gain a +4
dog companion are able to to attack rolls. The Dogfighter and all of
communicate with each other similar to his dog companions also gain a +2 AC
the spell speak with animals. This bonus. In addition, the dog companions
ability is automatic and is constantly in may still perform the bolt bouncer on
effect. This ability may be used on other their master and got your back with
dogs and wolves of all types per the their master if they are both 10 feet of
same spell as if cast at the same each other, as well as Catch and Snatch
experience level as the Dogfighter. The abilities.
Dogfighter may not communicate with
other animal types, nor may the dog

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Unorthodox Fighters

Table: Dogfighter Progression

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Dog Companion, Handle Dog
2nd +2 +3 +0 +0 Sense Motive (Dog), Companion Messenger
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bolt Bouncer
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Got Your Back
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Team Fighting
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Catch and Snatch
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Communicate with Companion
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Second Companion
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Dog Pack
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Improved Team Fighting
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Third Companion

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Legend Seeker
All of his life, the Legend Seeker has spotlight. If he is not receiving the
heard the bards’ tales of the daring adoration of the common folk, then he
deeds of heroic warriors. That was the is performing some deed guaranteed to
life - slay the monster, find the be talked about for some time to come.
treasure, and rescue the princess (or A Legend Seeker does not form long
prince). Now, the Legend Seeker is all term attachments, unless it is with a
grown up and has only one thing on his particularly useful sponsor or lackey,
mind - what the story tellers will say and then only as long as that person
about him. proves useful to the Legend Seeker’s
cause. He is a selfish individual and
Life is about the Legend Seeker and the does not consider the thoughts or
Legend Seeker only. He does realize feelings of others. Outside of the fight,
that he needs the adoration of the Legend Seekers also tend to be lazy and
crowds, and nothing makes his day petty.
more than to hear whispers as he walks
into a crowded tavern or inn (after all, Alignment: Legend Seekers are of any
surely they must be whispering about non-lawful alignment. They do not have
him); but to the Legend Seeker, other tendencies toward either good or evil,
people fall into three categories: a fan; a but instead follow the path that best
patron; or, someone to be used to serves their hunt for glory.
impress a member of the other two
groups. Religion: Legend Seekers are not
religious individuals. To recognize a
Adventures: The Legend Seeker higher being would be to admit that
adventures as much as possible. He they are not in control of their own
rushes from the lost treasure hunt to destiny, that someone other than
the slaying of an incredible beast, themselves decides their place in
taking time only to work the crowds. history. In addition, the tenets of most
The greater the challenge, the greater religions are too restrictive, and may
the opportunity to make a name for prevent the Legend Seeker from
himself. Adventuring is how he stacks completing that one impossible feat
one amazing story on another, building that carves his name into stone for all
his reputation. The more stories, the eternity.
better. The Legend Seeker takes
unwarranted risks if he believes the Background: Legend Seekers grow up
outcome will result in a good tale, in small villages and hamlets. Typically,
especially if there is an audience. He they are from an agrarian societies that
does not give a second thought to see little excitement and little change.
exposing his followers and fellow The Legend Seeker is usually the
adventurers to these risks. Adventuring offspring of a farmer, laborer,
with a Legend Seeker is a double-edged tradesman, or other mundane and
sword - benefit from his fighting boring profession. Legend Seekers leave
prowess and fame, but always beware home as soon as they are able to take
of the Legend Seeker himself. care of themselves - usually by running
away. It is not uncommon for the
Characteristics: The Legend Seeker is Legend Seeker to be the middle child of
an adrenaline junky and an attention a family – desperately seeking
seeker. He lives his life to be in the attention. Legend Seekers often do not

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Unorthodox Fighters

take any valuable knowledge from their win the day and receive his just
upbringing with them, since it was this rewards.
very existence they loathed and tried to
ignore. Alignment: Any non-lawful alignment.

Races: Legend Seekers tend to be Hit die: d10


human, but to a lesser extent may be
half-eleven or halfling. Dwarves, elves, Class Skills: The Legend Seeker’s class
gnomes and half-orcs are almost never skills (and the key ability for each skill)
Legend Seekers. These races do not are Climb (Str), Craft (Int), Handle
have either the desire or characteristics Animal (Cha), Intimidate (Cha), Jump
necessary for a full time pursuit of (Str), Perform (Cha), Ride (Dex), and
fame. Swim (Str).

Other Classes: Legend Seeker’s Skill Points at 1st Level: (2 + Int


adventure with any other class of modifier) x 4.
character. They have no biases against Skill Points at Each Additional Level:
other classes, as long as everyone 2 + Int modifier.
understands who the show is all about.
At lower levels, Legend Seekers seek Class Features
out other famous adventures of any All of the following are class features of
class, looking to start their own careers the Legend Seeker.
by association. Legend Seekers have
the greatest affinity with bards, since it Weapon and Armor Proficiency: A
is these fine fellows who can Legend Seeker is proficient with all
immortalize their deeds. They also simple and martial weapons and with
identify with rogues because of their all light, medium, and heavy armor and
tendency to avoid the spotlight – which shields (including tower shields). The
means more focus and fame for the Legend Seeker is also automatically
Legend Seeker. The admonishments of proficient with any one exotic weapon,
clerics and monks are a constant if that is the Legend Seeker’s selected
source of annoyance. Fighters and signature weapon.
rangers, and to a lesser extent
barbarians, are accepted, as long as Signature Weapon: At 1st level the
they are of lower experience level and Legend Seeker may select a signature
their actions do not draw attention from weapon. The signature weapon may be
the Legend Seeker. Sorcerers and either a melee or ranged weapon, and it
wizards are somewhat respected by may be an exotic weapon. If the
Legend Seekers, but only as useful selected weapon is an exotic weapon,
tools. the Legend Seeker automatically
receives the exotic weapon feat for this
Game Rule Information weapon. The Legend Seeker fights only
with this weapon, unless it is not at
Abilities: The primary abilities of a hand, or if the occasion requires the
Legend Seeker are Strength and use of a ranged weapon when the
Charisma. Dexterity and Constitution signature weapon is a melee weapon, or
are also important traits to his fighting vice versa. The Legend Seeker gains a
and adventuring abi lities. Intelligence +2 attack and damage bonus when
and Wisdom are less vital to the Legend fighting with his signature weapon. The
Seeker, since his primary purpose is to bonuses may not be applied to any

The Le Games 18
Unorthodox Fighters

other weapon. In addition, the Legend


Seeker must give the weapon a special Dazzle: At 6th level a Legend Seeker
name, by which he always refers to it. can charm and intimidate his
opponents right before battle, whether
Align Signature Weapon: At 2nd level by speech, flurry of movement, or just
the Legend Seeker gains the align plain showing off. If the opponent fails
signature weapon ability. The Legend his Will saving throw (DC 13 + Legend
Seeker is able to align his signature Seeker’s Charisma Bonus + Legend
weapon the same as the spell align Seeker’s Level), the opponent is
weapon. The weapon must be aligned attacked in the first round the same as
the opposite of the Legend Seeker’s if they were caught flat-footed. The foe
alignment, either good or evil. The align also receives a -2 attack and damage
signature weapon effects are penalty for two rounds after the round
permanent. ( Align signature weapon in which they are caught flat-footed.
makes a weapon good or evil. A weapon These penalties apply to all opponents
that is aligned can bypass the damage that view the Legend Seeker’s dazzle,
reduction of creatures that are of the same
whether being attacked by the Legend
alignment.)
Seeker himself or his allies. Dazzle may
only be used on the same opponent
Groupies: At 3rd level the Legend
once each day, and does not work if the
Seeker gains the groupies ability. The
Legend Seeker or his allies attack
Legend Seeker has a small reputation,
before the dazzle speech or move is
and locals recognize that there is complete. Each opponent that makes a
something special about him. People
successful saving throw does not suffer
want to bask in his limelight, and to do
the dazzle penalties. In addition, a
so are willing to buy him a meal,
successful saving throw grants the
perform a minor task, or provide him
opponent an attack of opportunity
with valuable information (+2 bonus on against the Legend Seeker if it is within
gather information checks). The Legend
attack range. This move works on all
Seeker also receives a 20% discount on
creatures with an Intelligence of 3 or
all equipment, supplies, weapons,
higher.
armor, etc., that he purchases.
Entourage: At 8th level the Legend
Signature Style: At 4th level the Legend
Seeker gains the entourage ability. The
Seeker gains the signature style ability.
Legend Seeker gains a group of
The Legend Seeker may select one of
followers, which at a minimum,
the following spell-like abilities: Bear’s includes a bard of 3rd level, a right-
Endurance; Bull’s Strength; Cat’s
hand-man (who is a 2nd level fighter)
Grace; Eagle’s Splendor; Fox’s Cunning;
and two to six other 1st level followers of
or, Owl’s Wisdom. The signature style
any character core class. Members of a
works the same as if the spell of the
Legend Seeker’s entourage perform
same name had been cast on the services and tasks at his direction.
Legend Seeker (Caster level equaling
They only disobey his orders when their
the Legend Seeker level). The selected
own lives are in great peril, and then
ability may be used up to four times a
must make a Will save (DC 10 + Legend
day for a number of minutes each time Seeker’s level) to do so – this includes
equal to the Legend Seekers level. The
being commanded to enter combat.
Legend Seeker is known for this
particular characteristic, as he is
Improved Signature Weapon: At 10th
known for his signature weapon.
level a Legend Seeker gains the

The Le Games 19
Unorthodox Fighters

improved signature weapon ability. The Seeker level - opponent level).


Legend Seeker now gains a total of +3 Furthermore, all allies gain a +2 bonus
to attack and damage bonus when to all attack rolls when fighting with the
fighting with his signature weapon. Legend Seeker in their group (the
When the Legend Seeker uses this Legend seeker himself does not gain
signature weapon, it will now bypass this bonus – he already knows how
any damage reduction a creature may great he is).
have. Furthermore, when the Legend
Seeker uses this signature weapon on a Improved Signature Move: At 16th
creature with the same alignment as level the Legend Seeker gains the
the weapon, this weapon’s critical improved signature style ability. This is
threat range is increased by 1. the same as the signature style ability,
except the Legend Seeker may select a
Sponsor: At 12th level the Legend second of the spell-like abilities.
Seeker gains the sponsor special ability.
The Legend Seeker has attracted the Enthrall: At 18th level the Legend
attention of a wealthy patron who Seeker gains the enthrall ability. The
supports his activities. The Legend Legend Seeker may create the same
Seeker receives 5,000 gp annually for effect as the spell enthrall by his words.
equipment and materials, as well as to
support his entourage. In exchange, the Improved Sponsor: At 20th level a
Legend Seeker carries the sponsor’s Legend Seeker may choose a new
crest on his tabard and shield. In sponsor (and therefore loses his
addition, the sponsor receives 50% of previous sponsor). This ability is the
the treasure taken by the Legend same as the sponsor ability, except the
Seeker. The sponsor also provides the Legend Seeker receives 8,000 gp
Legend Seeker with information annually. In addition, the Legend
regarding the whereabouts of the next Seeker can call upon his sponsor or use
good adventure, or some other his sponsor’s name to extricate himself
opportunity to achieve fame. Accepting from a delicate situation. When using
a sponsor is optional for the Legend his sponsor’s name, the Legend Seeker
Seeker and may be done anytime after gains a +4 bonus on all bluff,
achieving 12th level, but declining to diplomacy, and intimidate checks. The
take a sponsor will not stop them from Legend Seeker may only use his
constantly making offers. sponsor’s name once per situation. The
moment the Legend Seeker selects an
Heard of Me: At 14th level the Legend improved sponsor, the Legend Seeker
Seeker’s name has become well known gains the permanent hostility and
across the lands. Its mere utterance hatred of his previous sponsor.
brings fear to his enemies and courage
to his allies. All foes of the Legend
Seeker and his pa rty receive a -2
penalty on all melee attack rolls, unless
they make a Will save (DC 15 + Legend

The Le Games 20
Unorthodox Fighters

Legend Seeker Progression Table

Base Fort Ref Will


Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Signature Weapon
2nd +2 +3 +0 +0 Align Signature Weapon
3rd +3 +3 +1 +1 Groupies
4th +4 +4 +1 +1 Signature Move
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Dazzle
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Entourage
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Improved Signature
Weapon
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Sponsor
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Heard of Me
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Improved Signature Move
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Enthrall
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Improved Sponsor

The Le Games 21
Unorthodox Fighters

Second Son
The crowds part before him like water Second Sons. Their role in life is one
before the prow of a ship. His retainers obtaine d by birth and not by their own
are his wake. His birthright is obvious hand or choosing. They can be
to all who see him. He has the good independent thrill seekers who live to
fortune to have been born into a noble travel the lands or sniveling weaklings
family. Power and wealth are at his afraid of their own shadow. The only
fingertips, a gift of his family name. defining characteristic shared by most
However, he is unfortunate enough to Second Sons is their sense of innate
have been born the second, third, or superiority, which is both a boon and a
fourth son, or even a daughter. Now, he bane. A Second Son does not stand for
has to make his own place in the world his word being questioned or his
and prove his own worth. commands not being followed.
Questioning a Second Son’s right to
A Second Son fights using both his lead may be the most offensive act in
name and his sword. With his abilities, his eyes. Attempting to enforce their
both are equally deadly weapons. He will on others, whether they have the
understands that battles can be won right to command them or not, is what
before the first clash of arms, that force most often lands a Second Son in
of will is stronger than any steel. The trouble.
Second Son can also field a fighting
force of his cohorts and retainers that Alignment: Second Sons’ may be of
believe in his cause and follow him as any alignment, but they tend to be
their leader. lawful due to their upbringing in more
civilized environments. Second Sons
Adventures: Second Sons venture forth that carry a grudge and do not accept
in the world seeking to make a name what has become of them often tend
for themselves. They also adventure to toward evil alignments. Some Second
increase their wealth and position in Sons become chaotic, once they have
the world. The fact that their elder escaped the shackles of responsibility
brother has control of the family’s of the family. Those who are chaotic in
wealth and power because of a mere alignment are frowned upon by other
matter of birth order is galling but persons of noble birth. Their
accepted. Having grown fond of the displeasure at the chaotic Second Son’s
easy lifestyle of grandeur that he behavior ranges from annoyance at
became accustomed to as a child, the what they perceive to be social faux pas
Second Son longs to achieve a position to belief that the chaotic is a traitor to
of his own where he can again lead a his own kind.
lavish lifestyle. The determination to
have something of his own that no Religion: The religious beliefs of
other can take from him also drives Second Sons vary widely. They are
some Second Sons. A few even attracted to religions of both power and
adventure for the greater glory of their carousing. A Second Son’s religious
families, striving to prove their worth to upbringing is dictated by his sire and
their family, even though they may dam. The parents also teach the child
have been cast off as a useless cog. that sometimes religious beliefs needs
to set aside to carry out deeds for the
Characteristics: There is no one set greater good of the family and to ensure
group of characteristics that define the continuance of the family position.

The Le Games 22
Unorthodox Fighters

The Second Son is able to set aside his them at a distance. Second Sons accept
personal religious philosophies when and respect wizards, and to a lesser
necessary, as well as accept the degree sorcerers, as learned
consequences of doing so. individuals, but they do not feel a
particular affinity toward them as a
Background: Second Sons are the sons group.
and daughters of noble families.
Because they are not the eldest son (or Game Rule Information
daughter in some kingdoms), they are
not destined to rules their families’ Abilities: The primary abilities of a
lands. Though pampered by their Second Son are Strength and
parents and sheltered from the physical Constitution. These traits are necessary
rigors life, they benefit from the best to obtain power and wealth by their
education and training available. When fighting prowess. Charisma is an
they came of age, many were turned equally important trait, because a
from their homes to pursue a course Second Son fights with words and must
acceptable for lesser children of noble also attract cohorts and followers to his
lineage, whether that be the military, cause. Dexterity, while an important
the clergy, or marriage to another noble trait to a fighter, is less vital.
line. Second Sons are those that chose Intelligence and Wisdom are of a lesser
another path – to forge their own place importance, since these traits can be
in the world through the might of their found in advisors and hirelings.
own arm and sharpness of their own
mind. Alignment: Any, though Second Sons
tend towards lawful alignments.
Races: The Second Son may be of any
race that is present in structured, Hit die: d10
hierarchical societies that recognize
nobility and noble lineage. The typical Class Skills: The Second Son’s class
race of a Second Son varies from skills (and the key ability for each skill)
kingdom to kingdom, depending on the are Climb (Str), Craft (Int), Decipher
predominant race at each location. Script (Int), Diplomacy (Cha), Gather
Given the plethora of humans present Information (Cha), Handle Animal
in most kingdoms, the majority of (Cha), Intimidate (Cha), Jump (Str),
Second Sons encountered are human. Ride (Dex), and Swim (Str).

Other Classes: Second Sons are drawn Skill Points at 1st Level: (2 + Int
more to others of high social standing modifier) x 4.
than to particular classes. However, Skill Points at Each Additional Level: 2
they are also drawn to strong, fighting + Int modifier.
individuals. Barbarians, druids, and
rogues are viewed with a certain Class Features
amount of distaste, since they tend to All of the following are class features of
be ‘coarser’ in character, but they are the Second Son.
accepted when their skills are needed.
Clerics and monks are regarded on a Weapon and Armor Proficiency: A
case-by-case basis, depending on the Second Son is proficient with all simple
Second Son’s own religious beliefs, and martial weapons and with all
though generally they treat clergy with armor (heavy, medium, and light) and
some degree of respect while keeping shields, except tower shields. However,

The Le Games 23
Unorthodox Fighters

because of his family’s martial training bidding by the force of his will or by
methods, the Second Son has a -2 guile. A Second Son gains a +3 bonus
attack penalty when using any non- on all Diplomacy and Intimidate
sword weapon. checks.

Increased Wealth: A Second Son starts Family Recognition: At 6th level the
with 8x the normal starting wealth of a Second Son gains the family recognition
fighter. ability. The Second Son’s family name
is known, and it is either respected or
Horseman: A Second Son gains a +4 feared. He can use his family’s
bonus to all Ride checks when mounted reputation to obtain information or a
on a horse (riding or warhorse), due to small favor. The Second Son gains a +2
the riding training and experience bonus on all gather information checks,
granted most nobles. He gains a +2 as well as a 10% reduction in the costs
bonus on all Ride checks when for goods and services.
mounted on any other type of creature.
In areas where the horse is not the Leadership: At 7th level the Second Son
predominate type of mount, the GM gains the leadership feat.
may allow the Second Son to apply the
+4 bonus to another type of mount Two Blade Fighting: At 8th level a
instead of horses. Second Son gains the two blade fighting
ability. The Second Son foregoes the
Superior Swordsman: At 2nd level the use of a shield as a defensive measure
Second Son gains the superior in favor of an offhand weapon, which is
swordsman ability. The Second Son is more fitting of his noble persona. When
trained almost from birth to use a using two blade fighting, the Second
nobleman’s weapon – a sword. The Son makes attacks with his primary
Second Son may select any one type of hand at a 0 bonus and a –2 penalty for
sword as his preferred sword. The his offhand attacks. All other feats,
Second Son gains a +2 bonus on all magical effects, etc. apply normally to
attack and damage rolls when using the the attacks. The Second Son may only
preferred sword. He also gains a +1 fight two handed using his preferred
attack and damage bonus when using sword in his primary hand and a light
any other type of sword. At 5th level and sword-like weapon, such as a dagger,
every three levels thereafter, the attack sword breaker, or short sword, in his
and damage bonus for the preferred off hand. He may not use the two blade
sword increases by +1. The preferred fighting ability with any other weapons.
sword may only be one -handed. If the
Second Son chooses an exotic weapon, Voice of Command: At 10th level a
he must have the exotic weapon feat for Second Son gains the voice of command
it, otherwise the Superior Swordsman ability. In combat, the Second Son may
bonuses are ignored. make a statement (or battle cry) that
rallies his comrades and followers in a
Diplomatic Upbringing: At 4th level the time of peril. All friendly persons within
Second Son gains the diplomatic 50 feet of the Second Son that can hear
upbringing ability. A Second Son is his voice are granted a +2 save bonus
raised in a world where political against charm, compulsion, fear, gaze,
maneuverings are conducted as much paralysis, and similar attacks from
by spoken word as by force of arms. He monsters or natural conditions that
has learned how to bend others to his results in the same effects. To counter

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Unorthodox Fighters

such an attack, the Second Son must Specialization, Whirlwind Attack. A Second
be aware of the attack and must Son must have all necessary
successfully make his own saving throw requirements when choosing one of
against the attack before attempting these feats.
voice of command.
Improved Two Blade Fighting: At 18th
Synchronized Fighting Force: At 12th level a Second Son gains this ability,
level a Second Son gains the which is the same as the two blade
synchronized fighting force ability. fighting ability, except the Second Son
When in combat with his cohorts and now has a +2 attack and damage bonus
followers, the Second Son and his for attacks made with his primary hand
retainers act as a well-trained, unified and a +0 bonus for his offhand attacks.
fighting force. The Second Son, his In addition, the Second Son gains a +2
cohorts, and his retainers gain a +2 AC bonus when fighting with two
attack and damage bonus and +2 AC blades. As with the two blade fighting
bonus when within 10 feet of the ability, this ability only applies when
Second Son or at least one other cohort the Second Son is using his preferred
or retainer. They may not become an sword in his primary hand and a light
attack of opportunity when moving sword-type weapon in his offhand.
through a zone controlled by an
opponent, withdrawing, loading a Family Favor: At 18th level the Second
weapon, or performing some other Son gains the family favor ability. The
action that would normally draw such Second Son may use his family’s name
an attack. This bonus does not apply to to call in a favor or acquire a service of
other party members that are not part his choosing. The Second Son may use
of the Second Son’s retinue. this ability once per each different
locale, such as a different town, barony,
Bonus Feat: At 14th level and every six duchy, or country, per year. The
levels thereafter, the Second Son gains Second Son must make a successful
a bonus feat. These bonus feats must Diplomacy check if the favor is being
be drawn from the following: Cleave, asked of a higher level individual or one
Combat Expertise, Combat Reflexes, Deflect of superior social rank (DC 15 –1 per
Arrows, Dodge, Exotic Weapon Proficiency, Second Son’s level +1 per opponent’s
Far Shot, Great Cleave, Greater Two- level). If the favor is being requested of
Weapon Fighting, Greater Weapon Focus, a person of lower experience level or
Greater Weapon Specialization, Improved
Bull Rush, Improved Critical, Improved
social rank, the Second Son must make
Disarm, Improved Feint, Improved Grapple, a successful Intimidate check (DC 15 –
Improved Initiative, Improved Overrun, 1 per Second Son’s level +1 per
Improved Precise Shot, Improved Shield opponent’s level). The GM may grant
Bash, Improved Sunder, Improved Trip, situational modifiers, such as bonuses
Improved Two-Weapon Fighting, Improved for persons who are predisposed to be
Unarmed Strike, Manyshot, Mobility, friendly or penalties for being far from
Mounted Archery, Mounted Combat, Point home, where the Second Son’s family
Blank Shot, Power Attack, Precise Shot, name is of minimal importance.
Quick Draw, Rapid Reload, Rapid Shot,
Penalties should also be assessed for
Ride -By Attack, Shot on the Run, Snatch
Arrows, Spirited Charge, Spring Attack,
favors or services that are directly
Stunning Fist, Trample, Two-Weapon opposed to the opponent’s alignment
Defense, Two-Weapon Fighting, Weapon and philosophies.
Finesse, Weapon Focus, Weapon

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Unorthodox Fighters

Second Son Progression Table

Base Fort Ref Will


Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Increased Wealth, Horseman
2nd +2 +3 +0 +0 Superior Swordsman
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Diplomatic Upbringing
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Family Recognition
7th +7/+2 +5 +2 +2 Leadership
8th +8/+3 +6 +2 +2 Two Blade Fighting
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Voice of Command
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Synchronized Fighting Force
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Improved Two Blade Fighting
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Family Favor
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat

The Le Games 26
Unorthodox Fighters

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Unorthodox Fighters

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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
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Pocket Sourcebooks, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com

Unorthodox Fighters, Copyright 2004 The Le. Published by The Le Games, www.TheLeGames.com

Brad McDevitt owns the cover image.

'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to
the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20.

Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing


Some images © 2003-2004 www.clipart.com

The Le Games 28

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