Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Saturday, February 23, 2013

Age of Man Class, The Blade

I hope to incorporate some more AoM mechanics as I show off this class. Inspired partly by the boxer class from Engines and Empires.



The Blade
Romantic figures who live fast and die young. These days, many blades fight the things that have reawakened along civilization's frontier with great panache. Their tactics are bold, and they rely on opportunity and wit more than expertise or training. 

Some so-called professional fighters grumble about these upstart gentry, dashing rogues and wronged nobility. They call the lot of them barely-trained attention seekers whose japes do nothing but endanger themselves and their companions. Blades don't care because even when they don't get the job done, they usually end up seducing their critics' frustrated spouses.

Class Modifiers
Hit Points: Body +3
Recovery Dice: Roll 1d6 for every odd level attained. You can recover once per day as a full-round action.
Fighting Ability: +2 to attacks with rapiers, daggers and 2 other weapons.
Starting Bonus: +1 to Deftness, Poise or Reflex

Class Features
Fencer: +1 to attacks when fighting a single opponent, but -1 to attacks for each additional opponent engaged in melee
Main Gauche: +1 to defense when wielding a dagger in offhand
Twin Strikes: When wielding both a rapier and dagger, can attempt to strike with both weapons in rapid succession once per battle. Make a Reflex check after a successful or unsuccessful attack roll. On a success, roll another attack at -2 to hit. On a partial success, roll another attack at -4 to hit. Failure indicates that you only succeed in opening yourself up for a riposte, and your opponent gets an immediate attack.
Swashbuckler's Shield: Can attempt to parry an arrow, crossbow bolt or similar projectile once per battle with an impressive flourish. The intended target must be either you or someone adjacent. Make a Deftness check. On a success, the projectile is sundered. On a partial success, the projectile stays intact and flies off in a random direction. On a failure, you're automatically hit by the projectile.
Verbal Sparring: Can deliver a stinging taunt once per battle against an opponent in melee range. Make a Poise check. On a success, the opponent is forced to make a tactical blunder and takes -1 to attack or defense per blade's level (maximum of 5) on the next round. On a partial success, the opponent takes advantage of your imperfectly-timed quip. The opponent gains an immediate attack but still suffers the attack or defense penalty during the following round. On a failure, your insult falls flat. Your ego is bruised and you cannot attempt to verbally spar again until you get a good night's sleep.

Thursday, March 15, 2012

DIY Democracy: The Fighter

Before coming to China, I played a modified Labyrinth Lord campaign with a few good friends. All of them started playing D&D in 3rd Edition and some had gone on to play 4th. Even though they loved the deadly, fast-paced, open-ended old school play, they missed a lot of the options and advancements from later editions.

We turned the campaign into kind of a collaborative project where we constantly modified the rules for classes and mechanics until we created a whole new monster. Yeah, yeah, I'm too democratic for my own good...

Here's what our fighter class looks like after a few months of democracy in action:

From Underworld Ink. All their stuff looks this bad ass.
Fighter
Requirements: None
Hit dice: d10
-All the races
-All the weapons
-All the armor

Cleave
A fighter who strikes down an enemy in melee can transfer excess damage dealt to another enemy in melee range. So if Tandoro swings his sword and deals 6 damage to an orc with only 4 hit points, he also deals 2 damage to the orc's buddy.

Weapon expertise
Fighters get the most out of their weapons. Depending on what kind of weapon they wield, they receive bonuses. These bonuses only work against monsters of equal or less hit dice than the fighter.
Axes: +1d6 base damage added to a critical hit
Bludgeons: On a maximum damage roll, the target is stunned an cannot act for a single round. If the target is helmeted or otherwise thick-headed, the target gets -2 penalty to attacks and AC for a single round.
Polearms: Fighter automatically wins initiative against enemies that do not have polearms, ranged weapons or reach.
Swords:  Inflict critical hits on a natural 19 or 20. But a roll of 19 is not an auto-hit like a roll of 20.