Unorthodox Fighters
Unorthodox Fighters
Unorthodox Fighters
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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.
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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.
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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
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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
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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!
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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
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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.
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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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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.
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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.
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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,
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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
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Unorthodox Fighters
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open
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The Le Games 27
Unorthodox Fighters
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
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
'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.
The Le Games 28