Nine rivers of blood: Warrior:
A: Warrior, Paths.
B: Life alchemy, +1MD.
C: Parry
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, hits 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 gain an additional action.
-You have [level]+1 times the agility and strength of a commoner.
-Add +[templates] to hit rolls, grapples, manoeuvres, stunts and physical ability checks.
Paths
-You may choose any path from the list here, using those rules.
-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 significantly superior foe.
-You may learn a path by learning it from a suitable master for a month, from wielding a magic weapon with a connection to the path, or by performing haruspicy on a great beast. If you level up and have completed all your paths, then your dm is either being too lax with what a superior foe is or is not giving you enough paths.
Life alchemy
-If you have unlocked a soul anchor, retroactively replace all your previous HD rolls with 5s. More information on soul anchors can be found within this link mentioned above.
-You may use an MD at any time to heal yourself by [sum]+[sum], at the cost of one exhaustion. .
Parry
Saint
For each completed path, you:
-Learn a new, thematically linked skill or language.
-Invent a new technique. Dm approval of the skills and techniques is required.
-Gain another +1 to hit rolls, grapples, manoeuvres, stunts and physical ability checks.
Note: This class is also intended to be used with the original duelist techniques linked at the bottom of the post here.
By: Ariel Perez
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