Monday, March 7, 2016

Rangers

Continuing on with the Warriors group of classes, we come to the Rangers. Biggest difference between this ranger and normal D&D rangers: no spells. This is something I like AND something that was in Fantastic Heroes & Witchery as written, so...that was pretty great.

Requirements: Str 9+, Per 11+, Agi 9+
Races Allowed: Elf, Elfmarked, Halfling, and Human
Weapons: Any four melee weapon proficiencies of the character's choice and shields. Non-proficiency penalty: -2.
Saving Throws: +2 bonus to all Str and End based saving throws.
HD: 1d10 (+4 at 10th level and above)
CS: +1 at level 1 and +1 every level beyond that.
Saves: 16 at level 1, and gets better by 1 every level until the maximum of 6 at level 11.
Class Features: Animal Empathy, Combat Marauders, Hunting Skills, Swift Tracker (9th level).

Animal Empathy: Rangers can calm and befriend domesticated animals instantly. Wild animals must roll a saving throw to resist a ranger's effect. The ranger imposes a -1 penalty to this save and an additional -1 for ever 3 levels (ie, -2 at 3rd, -3 at 6th, -4 at 9th, etc). If they save failes, the ranger can either calm or anger the animal. This ability cannot be used to more easily kill an animal, but can be used to capture and tame it.
Combat Marauders: Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy's fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres, trolls, and the like), rangers inflict an extra amount of damage equal to their level.
Hunting Skills: Rangers add their level to skill checks to the following in wilderness settings, but only half their level (rounded down) when using the skills in urban environments:
          --Climbing (Str or Agi), Herbalism (Int), Stealth (Agi), Survival (Int), Tracking (Per)
Swift Tracker: At 9th level, rangers can move at their normal speed while following tracks without taking the normal -4 penalty.

Not much different than Fantastic Heroes & Witchery as written. I added the Herbalism skill because I wanted it separate from the Survival skill (which I view as finding food and shelter and knowing about weather and such). Herbalism (once I create/steal the list of things that can be found/turned into medicines) will cover the "this plant can be turned into a paste and speed up recovery time" and poison antidotes and such. Gives the ranger a bit more oomph.

Seems like a fun version of the class and I'm surprised that the player who made a Mul made a fighter rather than a Berserker based on his personality.

Thursday, March 3, 2016

Brutes

Little longer of a break than I meant to have between posts...but here it is:

Continuing on with the Warriors group of classes, we come to the Brutes. I didn't need to do too much description of what a Fighter or Berserker were, as they've been in most versions of D&D (or were added later by TSR or fan material). The Brute on the other hand, is "new" as far as I know. It's based of the Thick Brute class in Fantastic Heroes & Witchery (go buy it), which is an extra class later in the book. It is just a fighter type who excels at dealing damage and having a lot of hit points. The Mountain that Rides from Game of Thrones is a good example. The raw version just gave a bonus to damage and increased effectiveness with fists. I thought it was a little boring and not super useful or fun to play so I made it more about fighting with two handed weapons. Not as defensive minded or battle leader as the fighter, but more HP and deals a bit more damage.

Requirements: Str 13+, End 16+
Races Allowed: Dwarf, Human, and Mul
Weapons: Any six weapon proficiencies of the character's choice. Non-proficiency penalty: -2.
Saving Throws: +2 bonus to all Str and End based saving throws.
HD: 1d12 (+5 at 10th level and above)
CS: +1 at level 1 and +1 every level beyond that.
Saves: 16 at level 1, and gets better by 1 every level until the maximum of 6 at level 11.
Class Features: Athletic Skills, Power Attack, Brute Force (3rd level), Cleave (5th level).

Athletic Skill: Brutes add their level to all skill checks that mostly rely on Strength or Endurance, such as breaking things, moving heavy objects, running, jumping, swimming, climbing ropes, etc.
Power Attacks: When wielding a 2-handed weapon they are proficient in, roll damage dice twice and take the better result.
Brute Force: At 3rd level, Brutes gain a +1 bonus to all melee damage rolls with weapons they are proficient with and unarmed strikes. This bonus increases to +2 at 6th level, +3 at 9th level, +4 at 11th level, and +5 at 13th level.
Cleave: At 5th level, when you make a successful melee attack with a 2-handed weapon you are proficient with, you can deal half the damage you dealt to the original target to an opponent adjacent to the original target.

Should be a fun and offensively powerful class to play. I don't think it'll be too overpowered since it doesn't have the defensiveness of the other warriors (Only gets a +1 DEF bonus when using a shield, rather than the +3 for being proficient in it) and Cleave is pretty restrictive since you have to make sure your opponents are "lined up" right to take advantage of it...and if they're wearing good armor, you may not be dealing very much damage to that adjacent opponent.

Monday, February 22, 2016

Berserkers

Continuing on with the Warriors group of classes, we come to the Berserker next.

Requirements: Str 13+, End 13+
Races Allowed: Dwarf, Human, and Mul
Weapons: Any three melee weapon proficiencies of the character's choice and shields. Non-proficiency penalty: -3.
Saving Throws: +2 bonus to all Str and End based saving throws.
HD: 1d10 (+4 at 10th level and above)
CS: +1 at level 1 and +1 every level beyond that.
Saves: 16 at level 1, and gets better by 1 every level until the maximum of 6 at level 11.
Class Features: Battle-rage, Fast Movement, Bully, Bear totem (9th level), Greater Rage (13th level).

Battle-rage: Berserkers can enter in a furious state during combat, unable to tell friend from foe. They gain a +1 bonus to hit, +3 to damage, and 2 temporary bonus hit points per level (only the hit points are level based). The rage ends with the combat or after a number of rounds equal to the berserker's Endurance score. When it ends, the remaining temporary hit points disappear, and the character is fatigued (suffering a -2 penalty to all rolls) until having rested for at least 30 minutes. During a rage, berserkers can only fight the closest, immediate targets in melee combat, get a +3 bonus to any check made to break things, and are immune to mind-affecting magic and fear effects.
Fast Movement: Berserker's move 10ft faster than normal members of their race.
Bully: Berserkers add their level to any check made to intimidate others through the force of arms, or with threatening behavior.
Bear Totem: At level 9, berserkers can, once per day, shape-change into a bear. They get a natural defense bonus of +1 (for size), Armor of 3, three attacks per round for 1d6/1d6 (claws) and 1d8 (bite), the bears movement, but retain their own hit-points, ability scores, saves, etc. Once returning to normal shape, they regain 1d8 hit points.
Greater Rage: At level 13, berserkers get a +2 bonus to hit and +5 to damage (instead of +1/+3) during a rage, and are no longer fatigued when it ends. All other effects remain the same.

Not much different than Fantastic Heroes & Witchery as written. I removed the number of times that a berserker can rage in a day, figuring that being fatigued afterward and not being able to tell friend from foe were penalty enough. I also added Fast Movement to allow them to get to their opponents that much faster and increased the damage bonus on Greater Rage by 1 to make it a little nicer since it's a level 13 bonus (my current maximum level.

Seems like a fun version of the class and I'm surprised that the player who made a Mul made a fighter rather than a Berserker based on his personality.