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New and Revised Fighter Class and Kits #62
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Wizard SlayerWill not install if KR installed Advantages:
Very Similar, but more powerful than the KR version. This replaces the Inner Focus KR ability, so applies to NPC WSs as well. Note that this will also be the Chaotic Mind(?) ability of the Jester.
Not activated, so much more powerful than the SR version. At the same time, other SR abilities are not added, and it can be used against PC's. I want NPC WSs to be very dangerous to player character mages Disadvantages:
With Proficiecies Installed: Limited to weapon specialization (++) only with weapons (obviously), miscellaneous and armor. Limited weapon training rather than stances. Should still be effective against non-casters
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BerserkerExtend duration whenever they down an opponent |
SavageSavage: Fighter Kit. No armor prof, weapon prof as animal master. Natural Medicine (heal/herbalism like-boni with these if proficiencies installed), rage, detect traps (especially if EEEx, because it's difficult otherwise). |
MarksmanFighter Kit: with or without Proficiencies |
WarmainWarmain: fighter kit. Armor and endurance. Stance to defend self. Limited weapon skill especially ranged. (option replace the dwarven defender) Stance name: Bulwark Bonus to AC, resistances and HP boost. |
Marksman: Disadvantage: Stance bonuses only apply to ranged weapons (or against ranged attacks). |
KI FOCUS: The Kensai can take a few moments to focus <PRO_HISHER> ki. As<PRO_HESHE> concentrates, <PRO_HESHE> focus <PRO_HISHER>ki into a special ability from the list below. <PRO_HESHE> can must use the ability within the next 8 hours, or <PRO_HESHE> loses it. <PRO_HESHE> cannot activate Ki Focus in the presence of enemies, as they will interrupt <PRO_HISHER> concentration. Abilities available at 5th level:
Level 11: Purity of body: the Kensai focuses <PRO_HISHER> ki inwards, cleansing <PRO_HISHER> body of diseases and poisons, and healing <PRO_HIMHER>self of 10 points of damage. |
Barbarian
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FIGHTING STYLE: In addition to the basic offensive/defensive division, there are a few different kinds of Fighting Styles, denoted with parentheses--e.g. Power Attack (Stance) signifies that power attack is a Stance. Each kind of style works differently.
OFFENSIVE FIGHTING STYLES:
DEFENSIVE FIGHTING STYLES:
Aggressive Stance: Nearby Opponents take damage, Move 1/2 |
Warder drag_mag annual v3 p36 |
501-???: The Fighter
Will not install most changes if KR installed. Only changes to the dwarven Defender will be installed if KR is installed
Revision Notes
The fighter revisions are strongly inspired by the Kit Revisions version, and this component is not available if Kit Revisions is installed.
I like the KR philosophy of making base classes competent with all aspects of the class while the kits are specialists, and so I have generally stuck to that strategy.
The Kensai is a melee specialist. My hope is that they will be better than a standard fighter in melee, but vulnerable against ranged attacks. As such, I have kept their armor prohibition, and their stances do not help them defend against ranged attacks, but they gain double the bonuses in melee. This might be a bit too much, so I'm thinking of letting them wear leather armor, and they might get some bonus against ranged attacks (e.g. Deflect arrows).
The Wizard Slayer is based on the version in the Complete Barbarian version (man, what a good book!) They are more powerful than the KR version, especially with their disruptive strike, which does not require activation. I'll try to make sure that enemy warriors have the kit (or at least the abilities) so players can deal with them, as well. Their main disadvantage is that they don't get the second wind class feature. I consider that a pretty major disadvantage, so I may even remove the reduced specialization (core fighters can have 6 pips in any weapon, while WS can only get 5--which is still pretty good).
The Barbarian is also inspired by the Complete Barbarian supplement, especially the Ravager kit (again, also by KR). The plan is to give barbarians a number of useful skills, a lesser version of rage, and keep reduced weapon and armor prof. They will be able to do things like treat wounds, and, hide and set traps in natural settings, so I'm hoping that should make up for the losses. I like KR's plan of giving them 'frenzy' like abilities to contrast with the Berserker's rage. The berserker's rage should, in my opinion, be overall better than the Barbarian's rage, but the berserker does not get access to all of those skills, so they should overall balance out.. I love love love Feral Senses, but it works a bit differently. Basically, when the barbarian is raging, they can also detect illusions. Barbarian rage will last 10 rounds as pnp, while a berserkers can last indefinitely.
For the Berserker, I really like the KR version. But, I also wanted a way for the berserker to extend their rage. So, enter carnage of battle, an ability that extends a berserkers rage (for an extra five rounds) whenever they down an opponent in melee. They may end their rage prematurely if they are not near an enemy for more than x rounds.
As an optional component, fear effects will prematurely end rage effects if the barbarian/berserker fails their save.
501: The Fighter: Conservative Version
This component will install the 'conservative' fighter revision. The overall changes to the Fighter class are as follows (see the revised descriptions below for more detail):
Add stances, which allow the fighter to adapt their fighting style to their opponent. These stances are similar to the KR version, but each stance is (potentially) permanent and mutually exclusive. Many enemies will have stances applied to them. Fighters select fighting styles as they level and can tailor their fighting style to their liking via stance selection (see description for more details).
Fighters automatically gain proficiency with all weapons, making them a true master of arms. This is similar to KR, but the bonuses actually add a proficiency point to all weapon proficiencies.
Fighters can gain as many as six (6!) pips in any weapon proficiency. Only the Kensai can be more skilled with weapons, and only with the weapon they focus on.
Expanded Weapon Proficiency Table
Base Fighters can gain up to supreme grandmastery (six slots), while Kensai can gain legendary grandmastery (seven slots) in their favored weapon. See below for the expanded table:
This expansion will not install if any other mod has modified these values. This may lead to issues if any of those mods have not expanded the table to 7 pips. Let me know if you encounter any issues and I'll do what I can.
Fighter (Revised Base Class)
FIGHTER: The Fighter is a champion, swords<PRO_MANWOMAN>, soldier, and brawler who lives or dies by <PRO_HISHER> knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good Fighter needs to be strong and healthy if <PRO_HESHE> hopes to survive.
Class Features:
OFFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to attack, but suffers a -2 penalty to AC. The bonus to attack improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:
Requirement: 4th level
Requirement: 4th level
Requirement: 8th level
Requirement: 12th level
DEFENSIVE STANCE: When the fighter is in this stance, <PRO_HESHE> gains a +2 bonus to AC, but suffers a -2 penalty to attack rolls. The bonus to AC improves by 1 at levels 7, 14 and 21. Additionally, at various levels, <PRO_HESHE> can improve <PRO_HISHER> stance in the following ways:
Requirement: 4th level
Requirement: 4th level
Requirement: 8th level
Requirement: 12th level
SECOND WIND: Upon using this ability, the character takes a moment to catch <PRO_HISHER> breath. When <PRO_HESHE> does this, <PRO_HESHE> recovers a number of hit points equal to 25% of <PRO_HISHER> hit point total. Additionally, <PRO_HESHE> recovers fatigue.
The warrior cannot use Second Wind if there are enemies present.
Kensai (Revised Kit)
KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is particularly deadly with a single weapon type, though , fast, and trained to fight without the protection of armor.
Advantages:
KAI: All successful attacks within the next 10 seconds deal maximum damage.
Disadvantages:
Restrictions:
Wizard Slayer (Revised Kit)
WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds.
Advantages:
Disadvantages:
Restrictions:
Barbarian (Revised Kit)
BARBARIAN: The barbarian’s extraordinary stamina and physical skills let <PRO_HIMHER> survive in the most punishing environments. <PRO_HESHE> relies on muscle and wits, overcoming hardships with brute force, sheer determination, and practical know-how.
Advantages:
Disadvantages:
Restrictions:
TREAT INJURY: Heals 1d3 points of damage to any target. The damage healed increases by 1d3 at 5th level, and every five levels thereafter.
RAGE: The enraged status lasts for 8 rounds and provides a +2 bonus to attack, damage, AC, and saves vs. Spell, and <PRO_HISHER> movement is increased by 2 points for the duration.
Rage lasts for an additional round at levels 8 and 16.
The bonuses increase by 1 at levels 11 and 21
SET NATURAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief's level and can only be triggered by enemies.
1st level: Deals 2d8+5 missile damage.
11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds.
16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.
This ability does not work in non-natural settings.
CONTINUE
Berserker (Revised Kit)
BERSERKER: This is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager.
Advantages:
Disadvantages:
Restrictions:
RAGE: The enraged state lasts for 5 rounds. While enraged, a Berserker gains a bonus of +4 to <PRO_HISHER> attack and damage rolls, and becomes immune to all mind affecting affects, such as charm, confusion, fear, feeblemind, hold, imprisonment, maze, stun, and sleep. The Berserker also gains 10 temporary Hit Points. <PRO_HESHE> does suffer a -2 penalty to <PRO_HISHER> Armor Class and ranged weapons while raging, however.
The bonus to attack and damage increase by +2 at levels 8 and 16.
OFFENSIVE STANCE: The Berserker can select from the following to improve <PRO_HISHER> offensive stance:
Requirement: 4th level
CONTINUE
Dwarven Defender (Revised Kit)
DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable.
Advantages:
Disadvantages:
Restrictions:
BULWARK: For 1 turn the Dwarven Defender gains +30% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and gains an additional 15 temporary hit points.
At levels 8, and 16, the bonus to resistance increase by 10%, <PRO_HESHE> gains an additional +1 bonus to all saves, and an additional 5 temporary hit points when using Bulwark.
CONTINUE
Class 'Extras'
????: Dwarven Defender --> Defender
This component changes the dwarven Defender kit to the Defender kit and allows any race to take the kit. The kit is otherwise unchanged.
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