Saturday, January 18, 2025

Nine rivers of blood: Warrior:

 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 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. Gain +[template] to hit. 


Paths: 

AP, or action points, often written as attack forgoed sometimes shows up. You may replace forgoed attacks with foregoing your movement, or your ability to take reactions next round. 

Techniques: Active abilities consumed on successful use. 

You may use 1 technique per round at level 1, two at level 2, and 3 at level 4. 


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/Battle, you may add advantage to any attack roll you see.

1/turn When your or an ally within 3m is hit by an attack roll, you may strike back at the assailant. 

-You gain +[round number] to hit.  

OR

Protection: 

-1/Battle, you may impose disadvantage on any attack roll you see. 

-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]. 


Saint: 

For each completed path you have:

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:https://docs.google.com/document/d/1s05FBMYxQV8B9quqs9OsRVmMHN_iX7lA4fBdjamK54Y/edit?usp=sharing 

22 original styles for this class.


By: Ariel Perez



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