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Sunday 29 September 2019

Dungeons & Dummies: Man Takes Up The Sword (4 Martial Subclasses + 1 Occult Profession)

Here are a few Warrior subclasses. They are good at punching, avoiding being punched and punch-related stuff in general. Their abilities tie in combat, and aren't usually too helpful outside of it. And never forget that the threat of violence can be as effective as violence itself.

The following stuff (design rule and format) is the same for the Specialists, so when I take the time to write down a few I won't repeat those.

Subclasses design rules:

  1. 2 abilities: one is the basic one earned at lvl 1, the other is a Capstone ability earned at lvl 3.
  2. The abilities should be at the very least related, if the Capstone ability isn't a straight upgrade of the basic one. 
  3. Abilities should strongly define the playstyle and role of the character. A Stormtrooper should be very different from a Barbarian, despite both being Warriors.


Format for Subclasses:
Name:
Basic ability description .
Capstone: capstone description.

Digression: the usual lovely textblurb of suicidal thoughts and design analysis.

Let's get started, shall we?

Here they are.
Frame from The Warriors.


Brute:
Brutes can sustain an extra Injury. They don't get any malus from their first Injury.
Capstone: Brutes don't get any malus from Injuries.

Digression: big bouncers guys who can take more than an hit. Won't stop until they're bleeding their brains out from their noses. Always handy, especially considering how frail characters are in this ruleset.

Barbarian:
Barbarians can enter a Rage freely. During their Rage, they reduce the Difficulty of their attacks by 1 and increase the Difficulty of any incoming attack by 1. During the Rage, they must get close and attack the nearest creature, friend or foe. Ending the Rage requires an Intelligence Saving Throw. At the end of the Rage, a Barbarian gets a +1 Difficulty to every check and can't Rage for 1 hour.
Capstone: Barbarians don't get tired at the end of the Rage anymore, can control themselves during it and can end it freely.

Digression: a little bit on the complex end of the spectrum for Subclasses. Could probably be worded much more simply. Primal rage, utterly emotive and psychologically frail kind of guy, not exactly a Conan-esque übermensch.

Boxeur:
A Boxeur unarmed attack counts as a normal weapon attack. With an action, he can switch his attacks between a Small and a Standard weapon. Boxeurs can take an Affliction and make any attack against them a failure.
Capstone: switching attack type is free. They can make their unarmed attack work like a Big weapon by taking an Affliction.

Digression: probably a little bit on the weak side, I know. But they can't be disarmed at all, and due to not needing weapons they have a few free extra items in their pockets (also boosted by having a built-in Shield). That should be a good enough boost to justify its existence I hope.  Their main gimmick is being versatile at the cost of health, since that's what boxing is about according to my sensei. 

Deadshot:
Deadshots ignore Armor when using ranged weapons against unaware opponents.
Capstone: Deadshots consider any enemy they attacked in the previous round with ranged weapons unaware.

Digression: lethal sniper assassins. A mix of Agent 47 and Martin Riggs minus the martial arts stuff.

That's too little for a blog post. Here is an Occult Profession to make up for that.

Soulinker:
Soulinkers are men who channel their will into lesser creatures, subjugating them and raising them above others of their kind. They trade the freedom of animals for power and kinship.
A Soulinker can undergo a bonding ritual, which creates a relationship between him and a single, non-sentient creature, making it his Bond. He cannot have more a Bond at a time. The ritual takes 6 hours, during which the creature must be at the very least not actively hostile.
After the ritual is complete, the creature is now Bonded. It gets +1 Fighting and +1 to a chosen Skill. The Bonded Creature actions are chosen by the Soulinker.

Digression: as Oprah would say, "YOU GET AN ANIMAL COMPANION, AND YOU GET AN ANIMAL COMPANION, AND YOU GET AN ANIMAL COMPANION". Since Classes are much more succinct, some things that in other games would be part of a few classes should be separated and independent, especially when they could easily fit many archetypes. That means that it's probably a good spot to fill with an Occult Profession. Just add weird, evil-sounding extra elements and it's ready to use.

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