Base Classes Part Two (Alpha 0.1)
Added 2021-09-22 00:56:00 +0000 UTCPugilist: (Close-ranged physical attackers. Can’t use weapons but gain one extra action)
Rather than utilizing weapons and armor, Purists are those who wish to engage in combat with their bare hands. Street fighters and martial artists, while a Pugilist may not wield conventional weapons, their bodies are veritable weapons in their own right, as these fighters are able to unleash several quick attacks at once.
HP: +12
Will: +8
MP: +0
Strength: +3
Mind: +0
Defense: +0
Resolve: +0
Finesse: +4
Speed: +3
Distribute 3 additional points to your choice from among Awareness, Physicality, and Subtlety
Starting Inventory:
Choose any two of the following:
Basic light armor, Band of Aggression, Band Of Calm, Tropical Clothes, Warm Clothes
At Level One you gain the following abilities:
Fisticuffs: As long as you are unarmed, you may choose one of your hands, gaining an additional action with that hand this turn as long as your other two actions were each used to make unarmed attacks. Additionally, your accuracy die and damage die for your unarmed attacks becomes 1d6.
Critical Strikes: Your unarmed strikes gain critical potential
Optional Traits: Upon gaining a level of Pugilist, you may gain one of the following abilities.
Forceful: When you push a target, you may assign damage to the target as though you made an unarmed strike. Additionally, regardless of if you choose to deal damage to a target when pushing a target, you may cause that target to be moved two spaces rather than one.
Defenseless Combatant: As long as you aren’t wearing armor, Add +2 to your Strength and Speed.
Natural Defenses: As long as you aren't wearing armor, add +2 to your Defense and your Finesse as long as it isn't your turn.
Unhindered Movement: (Available Twice: at level 3 and level 5) As long as you aren’t wielding any weapons, your movement increases by 1.
Fists Of Deflection: You may forgo any unarmed attacks on your turn. If you do, for each forgone attack, until your next turn, if you or an ally on an adjacent space would be hit by a non-psychic attack that deals damage, you can make an unarmed attack. If you do, rather than dealing damage, you reduce incoming attacks damage by the result of your unarmed strike.
Masterful Fisticuffs (Level 3 and Up): The accuracy die and damage die for your unarmed attacks are now treated as 1d10
Unleashed Assault: (Level 5 Only) At the start of your turn, you may declare you are activating Unleashed Assault. If you do, you take another turn immediately after this. This second turn can only be used to make unarmed attacks, and your strength and finesse each increase by +1 during this turn. At the end of that turn, your HP and Will both drop to 1 and you get -10 finesse until the end of combat. Activate this ability only once every 24 hours.
Thief: (Swift and skilled physical attackers with various skills and utility)
Rather than focusing on dealing severe damage, Thieves are a nimble and evasive class that prioritizes finesse and speed over their physical strength. Able to assist their allies and offer unique utility and specialties, thieves can steal items from foes or find exploitable weaknesses in one’s defenses.
HP: +10
Will: +10
MP: +0
Strength: +0
Mind: +0
Defense: +0
Resolve: +0
Finesse: +4
Speed: +6
Distribute 3 additional points to your choice from among Awareness, Diplomacy, and Subtlety
At level One: you become adept with bronze-tier weapons of the following types:
-Saber
-Dagger
-Whip
Starting Inventory
-Any two basic weapons you’re adept with. You may choose the same type twice.
-Your choice of basic light armor or thieves' gear
At Level One you gain the following abilities:
Robbery: When you successfully deal damage to a target with a melee attack, roll a d10. On a roll of 9 and up, you are able to steal one object off the target that it isn’t holding or wearing.
Assist: You can provide an ally with fighting insight and help them in combat. You can forgo the action of one hand. If you do, target one ally within two spaces and they add your base finesse to their next roll to hit a target.
Optional Traits: Upon gaining a level of Thief, you may gain one of the following abilities.
Backstabber: When you attack a foe from behind, add 2 to your finesse and strength.
Detect Weakness: One-Handed Action: You attempt to scour a foe’s form for an exploitable weakness. Roll 1d10. On a 9 or 10, until the end of combat, you treat their defense as being 1d4 lower. For every two levels of thief you have, the minimum required d10 result is lowered by 1.
Master Thief: When triggering Robbery, reduce the number needed to succeed by 2. (You may take this trait any number of times).
Prepared Dodge: When you forgo a turn to focus, you may declare that you are preparing a dodge, increasing your finesse by a number equal to half your total finesse until the beginning of your next turn. You may use this ability an amount of times per combat equal to half your character level rounded up.
Sprint: As a two-handed action, you may double your movement until the end of your turn.
Beast-Tamer: (Adventurers with useful animal companions)
Well rounded adventurers, Beast-Tamers travel with a loyal animal companion that assists them in combat. Beast-Tamers can empower and utilize these companions in a variety of ways in and out of combat. Beast Tamers come in a wide variety of forms whether they be outlanders and scouts, mercenaries, or royals.
HP: +10
Will: +10
MP: +10
Strength: +0
Mind: +4
Defense: +2
Resolve: +0
Finesse: +2
Speed: +2
At level One: you become adept with bronze-tier weapons of two of the following types:
Shortsword
Longsword
Saber
Dagger
Whip
Starting inventory:
One basic weapon of the chosen type.
A shield
Your choice of Apprentice's Robes, Light Armor, or Medium Armor
At Level One you gain the following abilities:
Bestial Companion: As a Beast-Tamer, you have a bestial companion. You choose the base animal shape your companion takes at level one from among cat, dog, lizard, rat, snake, weasel, wolf, or any equivalents to those listed. You may telepathically speak to your companion. It takes its turn in combat immediately after yours. It has the following stats at level one:
HP: 10
Will: 8
MP: 0
Strength: 4
Mind: 0
Defense: 4
Resolve: 0
Finesse: 4
Speed: 4
Movement: 4
Your bestial companion has access to a single one-handed action on each turn. It uses 1d6 for its accuracy and damage dice.
Additionally, you may distribute 4 stat points among any of your beast’s stats (not HP, Will, MP, or Move), though no more than 2 points may be allocated in a given stat.
Attack command: As a one-handed action, you can spend 3 MP to channel your connection with your beast, temporarily augmenting its offense. You can provide your beast with you choice of additional strength or finesse, providing your companion with an amount of the chosen stat equal to your Mind stat. This benefit lasts until the end of its turn. While this ability may be activated more than once per turn, you may only increase each given stat this way once per turn.
Optional Traits: Upon gaining a level of Beast-Tamer, you may gain one of the following abilities.
Charging Command: Whenever you activate attack command, you may spend an additional 2 MP. If you do, increase its movement by 5 until the end of turn. (Does not stack).
Evasive Command: If your companion would be targeted by an attack, you may spend 5 MP. If you do, add your Mind to your companion's finesse until the end of the active creature's turn.
Unnatural Companion: Your companion can now swim and climb at its normal movement speed, and it no longer requires food and oxygen to survive.
Flying Companion: Your companion gains a means of flight (whether growing wings or becoming an animal capable of flight), and its move increases by 2.
Loyal Companion: While your companion is on an adjacent space, both you and your companion's Strength, Mind, Defense, Resolve, and Finesse, are increased +1
Clamping Bite: When your companion attacks a target, it can bite down with great force. the target's movement is reduced by 2 until the end of its next turn.
Novice Caster: You gain +1 MP for each of your levels. You learn two total spells from the Priest and/or Naturalist spell lists that have a combined MP cost of 10 or less. You may not learn a Spell with an MP cost of 0 this way.