These
are some extra classes I have been brainstorming to be added to the
ASU ruleset. I am not planning on using these classes anytime soon,
they are just advanced or extra content that one could use. I would
only use these classes if I had a larger group who want more
character differentiation, long time players who are bored of the
basic three, or a campaign with a larger scope then going into
dungeons since these classes could approach more topics.
To
keep with the original quality of the first three classes, these
classes need to be unique and equally special, resulting in some much
needed changes. For starters, Fighter attack bonus should only count
for melee combat and the Sage saving throw bonus should be changed to
Save vs Death. The Occultist being resistant to magic spells fits
better, since the Sage is the one more about exorcism and protection
vs level drain and undead and all that.
I
think these classes are pretty close in keeping with the spirit of
the original three; each is a bit unique and brings something new to
the table, and none of them step on each others toes.
The
Marksman being highly skilled with ranged weapons and the inclusion
of some magic arrows means that they are the best at dealing large
amounts of ranged damage. It gives a sort of Legend of Zelda vibe
with the elemental and special arrows, and it also sort of makes the
'blaster' class not a Wizard but instead the Marksman.
The
Courtesan and new language rules make them practically the only class
that can actually trade or barter with intelligent creatures.
Finally,
the Occultist is more like a traditional Wizard then the support
magic of the Sage with a more restrictive resource management and freeform magic.
[Marksman]
d8 – Add level to Bombardment saves
Whenever
you make an attack roll with a ranged weapon, add your level to that
roll.
Start
with 2 equipment, one special arrow, and 2 supply items.
[Courtesan]
d6 – Add level to Mind saves
You
gain 1 language point per level. If your level + language bonus +
reaction check bonus is at least double the highest HD creature of a
group you roll an Encounter check with, then your result will always
be least Unfriendly, never Hostile. If your total is triple the HD,
the result will always be at least Neutral, never Unfriendly or
Hostile. If quadruple or better, at least Friendly.
Start
with 1 equipment and 3 supply items.
[Occultist]
d6 – Add level to Spell and
Magic Item saves
You
add your level to rolls to identify items. You may cast spells by
expending reagents and making a magic roll. You can cast a number of
spells per adventure equal to your level. If the spell roll fails,
the reagents are lost but your use is not expended.
Start with 1 equipment and 2 supply items.
Start with 1 equipment and 2 supply items.
When
you reach max level 10:
[Marksman]
Create a killing arrow meant for one specific creature or person.
[Courtesan]
Appointed to political position. Granted legion of flunkies and writ
of travel.
[Occultist]
Gain a tower, attract apprentices.
No comments:
Post a Comment