In a bit of an aside from what I've been posting lately, here are a few more multi-class roles for FH&W (Curiously, I just noticed that its one day short of a year since I posted the first of these):
The Investigator
The Investigator is a variant on the Versatile Combatant. These rough-and-ready sleuths generally concentrate on the
skills necessary to aid in their inquiries, whilst they favour the ability to
fight unarmed.
Classes
Combined: Professional + Fighting-Man
Requirements:
Strength 9+ and Dexterity 9+
BtH
Progression: as per Fighting-Man
Hit Points:
half the sum of 1d6 + 1d8 (rounded up)
Saving
Throws: +4 to Strength and Constitution saves.
Weapons/Armors:
All armors and shields, and six weapon proficiencies
of the player's choice. The penalty for non-proficiency is -2.
Abilities:
Fighting-Man specialty - Brawler: add level to Athletics checks; Unarmed attacks do 1d4 +
STR modifier of bludgeoning damage (non-subdual). They gain a +2 to AC when
fighting unarmed, unarmored and unencumbered. Eight skills (level +2 to
checks): Deception, Detection, Gaining Information, Knowledge- Local,
Persuasion, Poisons, Stealth, Traps.
The Skald
The Skald,
a variant on the Versatile Combatant, is a repository of cultural lore and
furious combatant charged with singing warriors into battle.
Classes
Combined: Professional + Fighting-Man
Requirements:
Strength 9+ and Dexterity 9+
BtH
Progression: as per Fighting-Man
Hit
Points: half the sum of 1d6 + 1d8 (rounded up)
Saving
Throws: +4 to Strength and Constitution saves.
Weapons/Armors:
All armors and shields, and six weapon proficiencies
of the player's choice. The penalty for non-proficiency is -2.
Abilities:
Fighting-Man specialty - Barbarian: add level to Survival checks; +1 bonus to all damage
rolls with two-handed melee weapons. Skills – (add level +2): Artistic
Capacity, Astronomy/Astrology, Athletics, Climb, Knowledge – history, Knowledge
– local, Knowledge – military, Persuasion.
The Shaman
The Shaman,
a variant on the Religious Combatant, is a hunter, oracle, healer and spiritual advisor
to the leaders of the tribe.
Classes
Combined: Clergyman + Fighting-Man
Requirements:
Strength 9+ and Wisdom 9+. Allegiance to a non-Chaotic
deity, or the ancestors.
BtH
Progression: as per Fighting-Man
Hit
Points: half the sum of 1d6 + 1d8 (rounded up)
Saving
Throws: +2 to Strength and Constitution saves, +4 to
Wisdom saves.
Weapons/Armors:
All armors and shields, and six weapon proficiencies
of the player's choice. The penalty for non-proficiency is -2.
Abilities:
Fighting-Man specialty - Hunter: add level to Tracking checks; +2 bonus to all damage rolls vs.
one kind of enemy, peculiar to their tribe. Skills – (add level): Knowledge
(nature), Persuasion. Replace the Turn Undead, Sanctuary and Dispel
Charm prayers with the following prayers (these function as per the spell
of the same name) Speak with the Dead, Locate an Animal or Plant and Merciful/Merciless
Presence.
The Ignoble
The Ignoble,
a variant on the Profane Combatant, is a maddened recluse, a noble withdrawn
from polite society – perhaps spurned for higher honors, or scorned by a lover,
or ruined by scandal. Regardless of the source of their disaffection, they have
turned to dark powers in order to enact their foul vengeance.
Classes
Combined: Cultist + Fighting-Man
Requirements:
Strength 9+ and Intelligence 11+. Aristocratic
background and allegiance to Chaos.
BtH
Progression: as per Fighting-Man
Hit
Points: half the sum of 1d6 + 1d8 (rounded up)
Saving
Throws: +2 to Strength and Constitution saves, +4 to
saves against both magical and non-magical forms of persuasion that would cause
them to abandon their perverse follies.
Weapons/Armors:
All armors and shields, dagger, deity’s favoured
weapon and four weapon proficiencies of the player's choice. The penalty for
non-proficiency is -2. Usual hindrances for armor when casting spells applies.
Abilities:
Fighting-Man specialty - Duelist: add level to Acrobatics checks; +1 to hit and +2 to damage
rolls with one appropriate weapon (e.g., rapier). +2 to hit obvious/declared
enemies of their chosen cult. At second level, Ignobles gain the ability to
cast Black Magic spells.
The Footpad and Rakehell
The Footpad
and the Rakehell are variants on the Felonious Combatant. Both
are happy to engage in all manner of violent and larcenous activity, merely
differing a little in method: Footpads are aggressive and indiscriminate
brutes, whilst Rakehells place more import on finesse and flair.
Classes
Combined: Thug + Fighting-Man
Requirements:
Strength 9+ and Dexterity 9+.
BtH
Progression: as per Fighting-Man
Hit
Points: half the sum of 1d6 + 1d8 (rounded up)
Saving
Throws: +2 to Strength, Dexterity and Constitution
saves.
Weapons/Armors:
All armors and shields, and six weapon proficiencies
of the player's choice. The penalty for non-proficiency is -2.
Abilities:
Fighting-Man specialty (Footpad) - Brawler: add level to Athletics checks;
Unarmed attacks do 1d4 + STR modifier of bludgeoning damage (non-subdual). They
gain a +2 to AC when fighting unarmed, unarmored and unencumbered. (Rakehell) -
Duelist: add level to Acrobatics
checks; +1 to hit and +2 to damage rolls with one appropriate weapon (e.g.,
rapier). Backstab as per Thug. Skills – Climb and Stealth at level +2.
The Tinker
The Tinker
is a variation on the Versatile Thug. The
Tinker travels from place to place, supporting themselves by repairing damaged
items, selling gewgaws and gimcracks and spreading gossip. Many Tinkers -
although fundamentally decent folk – can, on occasion, lack a sense of
scruples, and will therefore supplement their meagre income with petty larceny
and laboring work. Their comparative ubiquity often helps them in both areas,
and a clever Tinker often finds ways of combining the two.
Classes
Combined: Thug + Professional
Requirements:
Intelligence 9+ and Dexterity 9+.
BtH
Progression: as per Fighting-Man
Hit
Points: 1d6
Saving
Throws: +2 to Strength saves and +4 to Dexterity
saves.
Weapons/Armors:
Leather or studded leather
armors, and shields, and four weapon proficiencies of the character’s choice.
Non-proficiency penalty: –2 to hit.
Abilities:
Thug special abilities (i.e.,
Climb and Stealth at level +2, and Backstab: x2 at 1st level, up to x5 at 13th
level), plus the following eight skills: Deception, Gaining Information,
Knowledge (local), Legerdemain, Open Locks, Persuasion, Practical Abilities,
Riding.
The Fortune-Teller
Fortune-Tellers
are a type of Versatile Mage. They
are well-versed in social skills and use a combination of magic and skill to
assess their customers and divine their fortune – although they are not afraid
to embellish to give the client what they want.
Classes
Combined: Magic-User + Professional
Requirements:
Intelligence 11+ and Dexterity 9+.
BtH
Progression: as per Professional
Hit
Points: half the sum
of 1d4 + 1d6 (rounded up)
Saving
Throws: +4 to Intelligence saves, plus all saves
against magic (this can never stack to get a +8 bonus though).
Weapons/Armors:
Dagger, staff and leather
armor. Non-proficiency penalty: –4 to hit. Wearing any kind of armor precludes
spellcasting.
Abilities:
Arcane-lore skill and
spellcasting ability (usually Gray Magic, but may be of any kind), plus the
following eight skills (adding level +2 to relevant skill checks):
Astronomy/Astrology, Deception, Detection, Gaining Information, Knowledge –
Local, Knowledge – Occult, Knowledge – Religion, Persuasion.