K20 Simple Classes

The first appendix to K20 are the simple classes.

What are these

4 classes that do not go past heroic tier. Perfect for quick games, new players who do not know how to play, or players who do not want anything complicated.

Fighter

Defender

The fighter is a defensive warrior specialized around defensive abilities. Their goal in a fight is to outlast their opponent and allow their allies an opportunity to strike.

  • HP: 10 at first level, Plus 5+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Fort and Reflex. Bad will.
  • Level 1 – Defensive Stance – If a fighter begins their turn in the same 5ft section they ended their last turn in, they gain a bonus to AC, and saving throws equal to their wisdom modifier.
  • Level 2 – Off Balance – With a melee touch attack, a fighter can force an opponent to make an opposed strength check. If the fighter wins, the opponent is “off balance” and considered flat footed until the start of their next turn.
  • Level 3 – Extra Reach – A fighter is considered to have an additional 5ft of melee reach with all weapons.
  • Level 4 – Second Wind – A fighter can spend a full round action to heal for a number of hit points equal to their level X Wisdom modifier. This can be done once per encounter.
  • Level 5 – Reposition – As an immediate action, once each round, a fighter can take a 5ft step. This does not count against normal movement or 5ft steps, and it does not end their Defensive Stance.

Rogue

Striker

The rogue is an offensive warrior specialized around quick, precise hits for massive damage in combat. Their goal in a fight is to make a few, high damaging attacks against their opponent and end a fight quickly.

  • HP: 8 at first level, Plus 3+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 1 – Sneak Attack – A rogue adds 1d6 damage per 2 rogue levels to all damage rolls when any 1 of the following conditions apply. 1 – The target is flat footed. 2 – The target is prone, or 3 – the rogue is flanking the target.
  • Level 2 – Evasion – When a rogue makes a reflex save for half damage, they instead take no damage from the effect.
  • Level 3 – Sneak attack 2d6
  • Level 4 – Slip Past – The rogue and an adjacent ally can switch places as a swift action.
  • Level 5 – Sneak attack 3d6

Magic-User

Utilitarian

The magic-user is basic caster who does not generally specialize. They bring a variety of advantages to the table and are generally “useful”.

  • HP: 6 at first level, Plus 1d6 at each level afterwards.
  • BAB: Bad
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 1 – Magic Blast – The magic user can blast a force of energy at an opponent within 400ft dealing 1d4 damage per level with a ranged touch attack.
  • Level 2 – Spell – The magic-user can select an arcane spell from the arcane spell list to be usable at will. They can choose a casting stat from int, wis, or charisma. This must be a level 1 spell.
  • Level 3 – Spell – as above.
  • Level 4 – Spell – As above but may be a level 2 spell.
  • Level 5 – Spell – As above but may be a level 3 spell.

Healer

Support

The Healer does what you would expect. They spend their time in combat healing their allies and keeping the team running at full capacity.

  • HP: 6 at first level, Plus 1d6 at each level afterwards.
  • BAB: Bad
  • Saves: Good Will and Fortitude. Bad Will.
  • Level 1 – Healing Touch – The Healer gains a pool of hit points that can be restored equal to Level X charisma or wisdom (chosen at 1st level) modifier per day. These points can be spent to restore hit points to their party as a melee touch attack. Hit points are restored on a 1-1 basis and spent at the healer’s discretion.
  • Level 2 – Remove Poison – A Healer can spend 5 points from their healing touch pool to allow a creature to roll another saving throw vs a poison afflicting them. This ability can be used as often as the healer has points.
  • Level 3 – Aura of Health – Allies within 30ft of you, that you can see, automatically stabilize when below 0 hit points.
  • Level 4 – Cure Disease – A Healer can spend 5 points from their healing touch pool to allow a willing creature to roll another saving throw vs a disease afflicting them. This ability can be used as often as the healer has points.
  • Level 5 – Ranged Healing – The Healer can use their abilities at a 30ft range.

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