Nine rivers of blood: Warrior:
A: Warrior, paths.
B: Life alchemy
C: Protection OR Retaliation.
D: Saint
Skills: Fortification and 1-Survival, 2-Police work and espionage, 3-Etiquette and academia, 4-Religion and craftsmanship.
Starting equipment: A Livegun (3d6, touch ac, takes an hour, a ration and a handful of scrap metal to reload), a melee weapon of your choice, a suit of armour, three cans of fish, and a bag of caltrops.
Warrior: You have [template]+1 times the agility and strength of a peasant.
You may attack as a free action once per turn.
Add +[templates] to hit rolls, grapples, manoeuvres and physical ability checks.
Paths:
AP: Attack/action points, often written as attack forgoed. You may replace forgoed attacks with foregoing your movement, or your ability to take reactions next round. Abilities which have an ap value consume that much ap.
Techniques: Active abilities consumed on successful use. They recharge at the start of combat, you may only use one per action.
Stances: Passive abilities which can be swapped out once your turn. You may only have one stance active at once.
Lessons and soul anchors are permanent passives which can be unlocked upon completing a path. You may only have one soul anchor, and they usually require rituals.
Getting new paths:
You may choose any path from the list at the bottom of this post.
You start with 2 paths and 1 technique or stance from each at level 1. And you gain a new technique whenever you level up. You also gain a technique whenever you defeat a legendary or superior (superior to your group) foe.
You may learn a path by learning it from a suitable master for a month. Haruspicy on great beasts is another well known method of learning a path (if the beast counts and what path you get is decided by dm). If you level up and have completed all your paths, choose one or ask two to be chosen or rolled by your dm.
Life alchemy: If you have unlocked a soul anchor, retroactively replace all your previous HD rolls with 6s. 1/day, or by consuming a MD, you may take 1 exhaustion to heal 2d6 hp.
Retaliation:
1/turn When you or an ally within 3m is hit by an attack roll, you may strike back at the assailant.
You gain +[round number] to hit rolls, grapples, manoeuvres and physical ability checks.
OR
Protection:
1/turn, whenever you or an ally within reach of a melee weapon you are holding takes damage, you may decrease damage by d6+[template]+[round number].
You gain +[templates] to saves.
Saint:
For each completed path, you:
Learn a new, thematically linked skill.
And
Invent a new technique. Dm approval of the skills and techniques is required.
1: Lochs OG https://nothicseye.blogspot.com/2023/08/flirting-with-death-class-duelist.html , also includes a secondary list.
2: 22 original styles for this class https://carrion-gods.blogspot.com/2025/01/paths-of-nine-rivers.html
By: Ariel Perez
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