Showing posts with label courtesan. Show all posts
Showing posts with label courtesan. Show all posts

Saturday, November 25, 2017

ASU- Bonus Classes

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.

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.

Monday, November 20, 2017

Language Point System

I think for most games, simple languages known rules work well. But if you want a bit more granularity or investment to learn a language, here's an alternate system for using points.

Every character begins with one 3 point language, which is their native language, +1 point per intelligence modifier. Keep track of each language you know and are learning. Whenever you make significant progress in either politically or in your own life with members of another race or speaking a separate language, you can give that language +1 point. For example, signing a treaty with a Gnoll tribe will grant you +1, and getting married to one of them will grant another +1 for a total of +2. You'd be fluent by the next harvest you return to your hometown, probably dressed up in their tribal paint too.

To learn anything beyond 2 requires paying to receive a formal education in that language, or you have to be a Courtesan. Treat the written portion of the language as proficiency -1, unless your primary means of learning or using that language is in writing, in that case treat the spoken as = proficiency -1. If the language is totally oral or totally written, then just ignore the other section.

Language Proficiency Scale
[1 Point] Sparse and broken. You can speak just enough to get the basics out, and can now perform trade and speak to members of that race, but receive -1 to reaction checks.

[2 Points] Fluent. You can speak about most topics related to the language, but you may not understand or know the more obscure words or the meanings of some phrases or common sayings.

[3 Points] Well Spoken. Your large vocabulary and understanding of the language allow you to be very eloquent or even poetic when you need to. Your words can give you an air of intelligence or sophistication when dealing with low born and illiterate members of that race, granting +1 to reaction checks with them, but you wouldn't fool a noble.

[4 Points] Eloquent. You're good enough now to impress the nobility with your knowledge of literature, wordplay, rhyme schemes, and the origins of your words mean you have a great ability to use them. You gain +2 reaction checks to commoners and +1 to nobles, who find your politeness a nice change of pace from most riff raff.

[5 Points] Poetic. Beyond even well spoken, you can string together words and phrases brimming with secondary layers of meaning and can acknowledge all kinds of verbal tricks and traps in debates. You get +2 reaction checks with commoners and +2 with nobles. Minor works of literature as well as song and play writing are all possible at this level.

[6+ Points] Bard. Your understanding and grasp of the language is so good that you are capable of creating and disseminating the meanings and origins of popular turn of phrases, and can string together new ones at will. You do not gain more reaction check bonuses, but for each point at 6 and above you put into this language you can create ONE extremely catchy song, inspiring or demoralizing phrase, or semi-magical rhyme. These can grant +1 or -1 morale checks to soldiers the first time they hear it, it can be repeated by children to drive away small bad spirits, etc.