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Fantasy Heroes

Since the 1970s, fantasy games have been the most popular RPGs in the world. d20 Advanced won't leave you fantasy fans hanging. Below are three archetypes for the iconic faces of fantasy: the spell-slinging mage, the crafty rogue, and the mighty warrior. Each of these characters is built to represent years of fantasy gaming experience, and be easily customizable for players who want to tweak and add things to these starting archetypes to perfect them. The warrior, for instance, can easily add a few ranks in Rage and become a pretty solid Barbarian, or you can trade a few of the mage's spells out for healing spells and make a cleric. Also note that each of these archetypes is 55 cp, which is 5 cp short of the recommended 60 cp for a PL 4 character, leaving room for a few racial traits for classic fantasy races like elves or dwarves or some of the suggested customization above.

Fantasy Heroes will be an ongoing feature with additional suggestions, templates, and new rules for fantasy-themed games.

  • Mage- A master of magic and mysticism with potent spells.
  • Rogue- A highly-skilled expert who relies on wits and cunning to succeed.
  • Warrior- A martial champion who relies on iron and strength to see him through.
MAGEPL 4 / 55 cp
STRDEXCONINTWISCHACOM
+0+0+0+2+2+1--
Reflex 1 (+1)Fortitude 1 (+1)Academics 2 (+4)Expertise
  (Magic) 4 (+6)

Perception 2 (+4)
Will 3 (+4)Defense 0 (+5
  FX)

Toughness 0 (+3
  FX)

Weapon Group
  (Spells) 4
FEATSTrance, Ritualist
FXArcane Blast (Damage) 4 (Extras: Magical (+1), Ranged (+1); Drawbacks: FX Loss (Unable to speak or gesture
  (-1))
- Dynamic Alternate FX: Arcane Armor (Enhnaced Trait (Toughness)) (1 cp/rank)
- Dynamic Alternate FX: Arcane Shield (Enhnaced Trait (Defense)) (Extras: Total Fade (+1)) (2 cp/rank)

- Dynamic Alternate FX: Arcane Cloud (Obscure (Visual)) (Extras: Selective Attack (+1), Total Fade (+1)) (3
  cp/rank)

Enhanced Senses (Magical Awareness) 1
GEARStaff of Soul's Demise (Device 3 (Easy to Lose))
- Damage 2 (FX Feats: Mighty)
- Soul's Demise (Damage) 4 (Extras: Alternate Resistance (Will) (+1), Cone Area (+1))
TRADE-
OFFS
+1 Defense / -1 Toughness
COST23 (Abilities & Skills) + 2 (Feats) + 18 (FX) + 12 (Gear)



Mages are masters of all things arcane, eschewing the trappings favored by lesser mortals for things more potent. For most mages, this means coming with a small, dynamic array of arcane spells. With a successful Expertise (Magic) check, the mage can channel sufficient magical energy to access multiple spells at once. Most times, the mage will want to try to maintain his Arcane Armor during battle, alongside his attack spell of choice (usually Arcane Blast, though Arcane Cloud can provide excellent cover and allow his allies to gain combat advantage over their enemies. Before a battle, if a mage is prepared, he'll usually cast an Arcane Shield to protect himself, since those magics will fade much more slowly than his Arcane Armor will, and should last through a battle (thanks to the added Independent extra from his array's Magical extra). During a fight, the mage can use Arcane Blast as his primary source of damage, with Soul's Demise from his staff batting clean-up against weak-willed foes.


ROGUEPL 4 / 55 cp
STRDEXCONINTWISCHACOM
+0+2+1+2+1+2--
Athletics 2 (+2)Acrobatics 3 (+5)

Infiltration 4 (+6)

Reflex
4 (+6)
Fortitude 1 (+2)
Perception 4 (+5)Persuasion 2
  (+4, +6 feint)

Will
1 (+3)
Defense 4 (+1
  Gear)

Toughness 0 (+1
  Gear, +2 Feat)

Weapon Group
  (Light Blades)
  2
FEATSAttack Specialization (Shortsword) 1, Capable (Dexterity) 1, Combat Expert (Persuasion to Feint (Gain Combat Advantage)), Defensive Roll 2, Master Plan, Move-By Action, Sneak Attack, Talented (Expertise (Tactics: Identify FX)), Uncanny Dodge (Hearing) 2
FXN/A
GEARShortsword
- Damage 2 (FX Feats: Mighty)

Leather Buckler
- Enhanced Trait (Defense) 1

Leather Armor
- Enhanced Trait (Toughness) 1
TRADE-
OFFS
+1 Defense / -1 Toughness
COST41 (Abilities & Skills) + 13 (Feats) + 0 (FX) + 1 (Gear)

Rogues depend on much more finesse than either mages or warriors. While both of those other archetypes are capable of just hitting for damage day in and day out, rogues need to be smarter. They need to hit from unexpected angles, using their high Acrobatics and Persuasion bonuses to gain Combat Advantage so that they can use their sneak attack feat to reach their damage cap. Being able to react quickly at the start of battle with a high Initiative from Reflex is also essential, since enemies are flat-footed at the start of a fight before they act, and Infiltration gives rogues a chance to get an extra surprise round against their foes. Outside of battle, rogues really shine with their diverse skills, which let them help out the party in numerous ways. Infiltration is critical for sneaking places unnoticed and for picking locks. Persuasion lets them act as the group's "face" while in town, and a rank in Talented with Expertise makes them excellent Master Planners. Between Master Plan and Sneak Attack, a rogue's ambush is one you never want to fall victim to.


WARRIORPL 4 / 55 cp
STRDEXCONINTWISCHACOM
+2+1+2+0+1+0--
Athletics 4 (+6)Reflex 2 (+3)

Vehicles 0 (+6
  Ride)
Fortitude 4 (+6)
Perception 4 (+5)Will 1 (+1)Defense 1 (+2
  Gear)

Toughness 0 (+2
  Feat, +3 Gear)

Weapon Group
  (Heavy Blades)
  3
FEATSAccurate Attack, All-Out Attack 2, Ally (Horse) 6, Assessment, Capable (Strength) 2, Interpose, Power Attack 2, Stunning Blow, Takedown Attack, Talented (Vehicles: Ride), Tough 2
FXMounted Combat (Enhanced Trait) 1 (Move-By Action, Take-Down Attack; Flaws: Limited (Only While Mounted))
GEARKeen Longsword
- Damage 3 (FX Feats: Improved Critical 2, Mighty)

Medium Steel Shield
- Enhanced Trait (Defense) 2

Steel Breastplate
- Enhanced Trait (Toughness) 3 (Extras: Impervious)
TRADE-
OFFS
+1 Effect Modifier / -1 Attack
+1 Toughness / -1 Defense
ALLYHorse
STR
+0 (+8), DEX +2, CON +3, INT -4, WIS +1, CHA -2
Endurance 4 (+7), Perception 4 (+5), Defense 3, Weapon Group (Unarmed) 2
Tough 3
Growth 4 (Flaws: Permanent; FX Feats: Innate); Speed 1
COST31 (Abilities & Skills) + 20 (Feats) + 1 (FX) + 3 (Gear)

Warriors stand proudly on the front lines, heavily armored with chain thick enough to turn the blades of lesser creatures relatively harmlessly. Where the other two archetypes rely on dodging attacks, the warrior benefits from a higher toughness to simply absorb blows. He also has the highest damage potential of any archetype, though he's able to trade off between attack, damage, and defense with his trade-off feats to switch stances to maximize 
what the warrior needs then and there. The warrior also brings his horse into the fray, which gives him the extra edge of mounted combat, which lets him beat anyone else in terms of mobility as well as letting him simply mow down lesser enemies (like most minions) with ease. The warrior is able to take hits which no other character can survive, and to be able to mow through minions easily from horseback.


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