Difference between revisions of "Class: Unfettered"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#475F6E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Unfettered</font></div>
+
! colspan="15;" style="background:#475F6E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Unfettered</font></div>
 
|-
 
|-
 
| colspan="2"|&nbsp;
 
| colspan="2"|&nbsp;
| colspan="3" style="background:#8C9BA5;"|'''Maneuvers'''
+
| colspan="4" style="background:#8C9BA5;"|'''Maneuvers'''
 
|-
 
|-
 
|width="10%"|'''Level'''
 
|width="10%"|'''Level'''
 
|width="36%" align="left"|'''Special'''
 
|width="36%" align="left"|'''Special'''
|width="18%"|''Max Maneuver Grade''
+
|width="12%"|''Maneuvers Readied''
|width="18%"|''Schools''
+
|width="12%"|''Combos''
|width="18%"|''Maneuvers Known''
+
|width="12%"|''Max Maneuver Grade''
 +
|width="12%"|''Schools''
 +
|width="12%"|''Maneuvers Known''
 
|-
 
|-
|1 || align="left"|Feint || Basic || 1 || 4
+
|1 || align="left"|Feint || 2 || 1 || Basic || 1 || 4
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|2 || align="left"|Swashbuckling || Basic || 1 || 6
+
|2 || align="left"|Swashbuckling || 2 || 1 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|&nbsp; || Lesser || 1 || 7
+
|3 || align="left"|&nbsp; || 3 || 1 || Lesser || 1 || 7
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|4 || align="left"|Swashbuckling || Lesser || 1 || 8
+
|4 || align="left"|Swashbuckling || 3 || 2 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|&nbsp; || Lesser || 2 || 10
+
|5 || align="left"|&nbsp; || 4 || 2 || Lesser || 2 || 10
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|6 || align="left"|Swashbuckling || Lesser || 2 || 11
+
|6 || align="left"|Swashbuckling || 4 || 2 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|&nbsp; || Lesser || 2 || 12
+
|7 || align="left"|&nbsp; || 5 || 3 || Lesser || 2 || 12
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|8 || align="left"|Swashbuckling || Expert || 2 || 14
+
|8 || align="left"|Swashbuckling || 5 || 3 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|&nbsp; || Expert || 2 || 15
+
|9 || align="left"|&nbsp; || 6 || 3 || Expert || 2 || 15
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|10 || align="left"|Unfettered Talent || Expert || 2 || 16
+
|10 || align="left"|Unfettered Talent || 6 || 4 || Expert || 2 || 16
 
|-
 
|-
|11 || align="left"|&nbsp; || Expert || 3 || 18
+
|11 || align="left"|&nbsp; || 7 || 4 || Expert || 3 || 18
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|12 || align="left"|Unfettered Talent || Expert || 3 || 19
+
|12 || align="left"|Unfettered Talent || 7 || 4 || Expert || 3 || 19
 
|-
 
|-
|13 || align="left"|&nbsp; || Greater || 3 || 20
+
|13 || align="left"|&nbsp; || 8 || 5 || Greater || 3 || 20
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|14 || align="left"|Unfettered Talent || Greater || 3 || 22
+
|14 || align="left"|Unfettered Talent || 8 || 5 || Greater || 3 || 22
 
|-
 
|-
|15 || align="left"|&nbsp; || Greater || 3 || 23
+
|15 || align="left"|&nbsp; || 9 || 5 || Greater || 3 || 23
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|16 || align="left"|Unfettered Talent || Greater || 3 || 24
+
|16 || align="left"|Unfettered Talent || 9 || 6 || Greater || 3 || 24
 
|-
 
|-
|17 || align="left"|&nbsp; || Greater || 3 || 26
+
|17 || align="left"|&nbsp; || 10 || 6 || Greater || 3 || 26
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|18 || align="left"|Unfettered Talent || Master || 3 || 27
+
|18 || align="left"|Unfettered Talent || 10 || 6 || Master || 3 || 27
 
|-
 
|-
|19 || align="left"|&nbsp; || Master || 3 || 28
+
|19 || align="left"|&nbsp; || 11 || 7 || Master || 3 || 28
 
|-style="background:#D1D7DB;"
 
|-style="background:#D1D7DB;"
|20 || align="left"|Unfettered Talent || Master || 3 || 30
+
|20 || align="left"|Unfettered Talent || 11 || 7 || Master || 3 || 30
 
|}
 
|}
  
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'''Healing Surges:''' 10 + Con modifier.
 
'''Healing Surges:''' 10 + Con modifier.
 +
 +
'''Defenses:''' Fort +0; Ref +4; Will +0; Det +4.
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
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All of the following are class features of the unfettered.
 
All of the following are class features of the unfettered.
  
'''Weapon and Armor Proficiency:''' An unfettered is proficient with all simple and martial melee weapons, simple ranged weapons, and light armor. She is proficient with bucklers, but no other shields.
+
<div id="Proficiencies">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#475F6E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any four melee, any one.
  
'''AC Bonus:''' The unfettered gains the listed bonus as a dodge bonus to AC. The unfettered only benefits from this dodge bonus while unarmored or wearing light armor, and using no heavier shield than a buckler.
+
'''Armor:''' Light.
  
'''Speed Bonus:''' The unfettered gains the listed bonus as a bonus to her movement speed. An unfettered in armor heavier than light or carrying a medium or heavy load loses this extra speed.  
+
'''Implements:''' None.
  
'''Sneak Attack:''' The unfettered has the sneak attack ability, with the listed dice as bonus damage. While an unfettered does not have any bonus damage dice prior to fourth level, she benefits from abilities that key off of making a sneak attack, even if she adds no dice to her damage for doing so.
+
<div id="Maneuvers_Feature">
 
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
'''Style Choice:''' At first level, the unfettered selects her choice of styles with which to approach the general unfettered theory of combat. Choose from one of the abilities below.
+
! style="background:#475F6E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuvers</font></div>
 
+
* ''Speed:'' You focus on movement and mobility, never letting yourself get tied down. You can add your Dexterity modifier to attack and damage rolls when wielding a one-handed melee weapon, and your access to maneuvers is keyed off of your Dexterity. You add your Dexterity modifier to the maximum size of your ''speed token pool''. Whenever you take movement on someone else's turn, you gain a ''speed token'' if one such token was not spent on the action.
+
* ''Grace:'' You focus on gracefulness and cunning, knowing just where to put yourself each moment. You can add your Intelligence modifier to attack and damage rolls when wielding a one-handed melee weapon, and your access to maneuvers is keyed off of your Intelligence. You can add your Intelligence modifier to your AC, in place of your Dexterity modifier (which is still lost in situations where you would have lost your Dex mod). You add your Intelligence modifier to the maximum size of your ''grace token pool''. Whenever you take an action that causes an attack or spell effect to miss you (be it a maneuver, your ''parry'' ability, or some other ability), you gain a ''grace token'' if one such token was not spent on the action.
+
* ''Panache:'' You focus on "buckling your swash" and playfulness, keeping your enemies on their toes with taunts and bravado. You can add your Charisma modifier to attack and damage rolls when wielding a one-handed melee weapon, and your access to maneuvers is keyed off of your Charisma. You can add your Charisma modifier to your AC, in place of your Dexterity modifier (which is still lost in situations where you would have lost your Dex mod). You add your Charisma modifier to the maximum size of your ''panache token pool''. Whenever you use a special combat option (such as trip, disarm, or the like) and are successful, make an attack for which you can apply your sneak attack damage, or inflict a status ailment on a creature, you gain a ''panache token'' if one such token was not spent on the action.
+
 
+
'''Speed Token Pool:''' One aspect - and for some, the most important - of your combat style is being fleet of foot. Whenever you move at least ten feet, you gain a ''speed token'' at the end of that action. If you move more than ten feet, you gain an additional token for each ten feet moved, to a maximum of your Dexterity modifier or one-half your initiator level, whichever is lower (min 1).
+
 
+
'''Grace Token Pool:''' Agility is one thing, but maintaining fluid motion on the battlefield is entirely another. Grace is a measurement of your ability to put yourself in the right place at the right time. Whenever a creature attacks you and misses, if the result of the attack roll was higher than your flat-footed AC, you gain a number of ''grace tokens'' after that action equal to the amount by which you were missed, to a maximum of your Intelligence modifier or one-half your initiator level, whichever is lower (min 1).
+
 
+
'''Panache Token Pool:''' Causing on-lookers to say "wow!" as you perform acrobatics in combat is one way to put your opponent off their guard, or use your presence of personality to confound your foes, is one way to win the day. Whenever you use a Strength-, Dexterity-, or Charisma-based skill in combat, with a DC of at least 10 + your initiator level (if the check is opposed, your opponent must have HD at least equal to your level), you gain a ''panache token'' for every point by which you exceed the check's DC, to a maximum of your Charisma modifier or one-half your initiator level, whichever is lower (min 1).
+
 
+
'''Unfettered Talent:''' At 10th level, every two levels thereafter, the unfettered's ability to manipulate combat to her advantage improves. Choose one of the abilities below.
+
 
+
* ''Agile:'' Whenever you gain at least one ''grace token'', you gain an additional one, to the normal maximum possible. You can take this talent multiple times; its effect stacks.
+
** ''Fly Like A Butterfly:'' Increase your dodge bonus to AC by +1. You can take this talent multiple times; its effect stacks. (''Prerequisites:'' Agile)
+
*** ''Sting Like A Bee:'' On your turn, as a free action, you may convert a number of ''grace tokens'' up to your Intelligence modifier into any combination of ''speed tokens'' and ''panache tokens''. This effect does not trigger abilities that grant extra tokens for gaining tokens. (''Prerequisites:'' Agile, Fly Like A Butterfly)
+
** ''Grace Specialization:'' The maximum ''grace tokens'' you can gain at once is now limited by your Intelligence modifier or your initiator level, whichever is lower. (''Prerequisites:'' Agile)
+
** ''Improved Uncanny Dodge:'' You gain improved uncanny dodge. (''Prerequisite:'' Agile)
+
* ''Expanded Style:'' Choose a style you do not have. You gain the benefits of that style; as a swift action on your turn, you may select which of your ability scores you use for attack and damage rolls and AC, of the styles you have access to (that is, you cannot stack your ability scores to attack, damage, and AC). You can take this talent twice; each time you do, it applies to a different style.
+
** ''Switch Hitter:'' When you change the ability score you use to determine your bonuses to attack rolls, damage rolls, and AC, you gain a token related to the ability score from which you switched (so if you were using Dexterity and switch to Intelligence, you gain a ''speed token'', and an extra one if you have ''mobile''). If you have multiple swift actions, you can only benefit from this ability once per round. (''Prerequisites:'' Expanded Style twice)
+
* ''Mobile:'' Whenever you gain at least one ''speed token'', you gain an additional one, to the normal maximum possible. You can take this talent multiple times; its effect stacks.
+
** ''Fleet of Foot:'' Increase your speed bonus by +5 feet. You can take this talent multiple times; its effect stacks. (''Prerequisites:'' Mobile)
+
*** ''Can't Touch This:'' On your turn, as a free action, you may convert a number of ''speed tokens'' up to your Dexterity modifier into any combination of ''grace tokens'' and ''panache tokens''. This effect does not trigger abilities that grant extra tokens for gaining tokens.  (''Prerequisites:'' Mobile, Fleet of Foot)
+
** ''Improved Evasion:'' You gain improved evasion. (''Prerequisite:'' Mobile)
+
** ''Speed Specialization:'' The maximum ''speed tokens'' you can gain at once is now limited by your Dexterity modifier or your initiator level, whichever is lower. (''Prerequisites:'' Mobile)
+
* ''Parry Ranged:'' You can use your ''parry'' ability to parry ranged and firearm attacks (this also allows you to ''parry'' ranged attacks used for Force effects).
+
** ''Parry Forces:'' You can use your ''parry'' ability to parry Force effects that target you that allow a saving throw. You make a normal ''parry'' roll, while the Force-user makes a Force-user check. If you succeed, you gain a dodge bonus to the save equal to one-half your initiator level. (''Prerequisites:'' Parry Ranged)
+
* ''Presence:'' Whenever you gain at least one ''panache token'', you gain an additional one, to the normal maximum possible. You can take this talent multiple times; its effect stacks.
+
** ''Dirty Fighting:'' Increase your sneak attack damage by +1d6. You can take this talent multiple times; its effect stacks. (''Prerequisite:'' Presence)
+
*** ''Dirty Dancing:'' On your turn, as a free action, you may convert a number of ''panache tokens'' up to your Charisma modifier into any combination of ''grace tokens'' and ''speed tokens''. This effect does not trigger abilities that grant extra tokens for gaining tokens.  (''Prerequisites:'' Presence, Dirty Fighting)
+
** ''I Know That Trick:'' Choose one special combat option, such as trip, disarm, or similar. You gain a dodge bonus to your AC against such attacks equal to your initiator level. (''Prerequisites:'' Presence)
+
** ''Panache Specialization:'' The maximum ''panache tokens'' you can gain at once is now limited by your Dexterity modifier or your initiator level, whichever is lower. (''Prerequisites:'' Presence)
+
* ''Tricks Up My Sleeve:'' Choose one of your token pools. The maximum size of that token pool increases by +2. You can take this talent multiple times; each time you do, you can choose to either improve an already-improved token pool, or a different one.
+
* ''Feat:'' An unfettered may take a bonus feat in place of a talent.
+
 
+
=Maneuvers=
+
Like all initiator classes, the unfettered uses maneuvers.
+
 
+
All maneuvers cost their level in at least one token type. Some maneuvers, however, require multiple token types: some require two, while others require all three. In general, the more powerful a maneuver is, the more token types it requires: maneuvers that require more token types are reflective of the synergies found in the methods of the unfettered, thus revealing the true strengths of this approach to combat. In the maneuver list that follows, the required token type(s) will be indicated in some fashion.
+
 
+
...at some point, the basic rules for how these things function should probably be typed down somewhere. I'll get to it one day, honest.
+
 
+
==Maneuver List==
+
The following is the unfettered maneuver list.
+
 
+
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Unfettered Maneuvers</font></div>
+
|-
+
! width="14%" align="left"|Maneuver Name
+
! width="8%" align="center"|Action
+
! width="16%" align="center"|Tokens
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Bounding Somersault || align="center"|Full || align="center"|Grace / Speed || Move up to half your speed and attack one target, if hit, move up to half your speed and target is ''prone''.
+
|-style="background:white;" align="left"
+
|Confounding Strike || align="center"|Standard || align="center"|Grace / Panache / Speed || Attack opponent; if succeed, apply sneak attack damage, and target ''confused'' for one round.
+
|-style="background:white;" align="left"
+
|Deft Dodge || align="center"|Reaction || align="center"|Grace || Gain +1 dodge bonus to your AC against one attack.
+
|-style="background:white;" align="left"
+
|Flourish || align="center"|Move || align="center"|Panache || Gain +1d6 sneak attack damage on your next attack.
+
|-style="background:white;" align="left"
+
|Quickstep || align="center"|Swift || align="center"|Speed || Gain +10 ft. bonus to movement speed on your next move action.
+
|-style="background:white;" align="left"
+
|Suddenly, Cartwheel || align="center"|Reaction || align="center"|Panache / Speed || Make a tumble check against attack roll; if succeed, move 10 feet and gain +4 dodge bonus to AC against attack.
+
|-style="background:white;" align="left"
+
|Twirling Blow || align="center"|Standard || align="center"|Grace / Panache || Attack opponent; if succeed, ''daze'' target for one round, move to a square adjacent to target.
+
 
|}
 
|}
 +
Unfettered are warriors, and as such make use of ''maneuvers'', specific attacks or other abilities attained through rigorous training.
  
&nbsp;
+
To use their maneuvers, unfettered must ''ready'' them into her ''readied maneuvers'' slots; with a ''short rest'', she can change out what maneuvers she has readied. In combat, she must check for ''openings'': as a move action on her turn, she can assess a creature's stance and determine which of her maneuvers, if any, will be effective against that creature.
 
+
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">2nd-Level Unfettered Maneuvers</font></div>
+
|-
+
! width="14%" align="left"|Maneuver Name
+
! width="8%" align="center"|Action
+
! width="16%" align="center"|Tokens
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Confounding Dodge || align="center"|Reaction || align="center"|Grace / Panache || Gain a +4 dodge bonus to AC against one melee attack; if miss, move to any open square adjacent to the attacker.
+
|-style="background:white;" align="left"
+
|Corkscrew Dive || align="center"|Move || align="center"|Grace / Speed || Move half speed, cause adjacent enemy at either beginning or end of move to take -4 on attack rolls until your next turn.
+
|-style="background:white;" align="left"
+
|Defensive Roll || align="center"|Reaction || align="center"|Grace || When attacked, make a Reflex save against damage dealt to reduce damage taken.
+
|-style="background:white;" align="left"
+
|Featherblow || align="center"|Swift || align="center"|Panache || Your next attack is resolved against target's touch AC.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">3rd-Level Unfettered Maneuvers</font></div>
+
! colspan="57;" style="background:#475F6E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Einhander Schools</font></div>
 
|-
 
|-
! width="14%" align="left"|Maneuver Name
+
|width="10%"|'''School'''
! width="8%" align="center"|Action
+
|width="10%"|'''Primary Ability'''
! width="16%" align="center"|Tokens
+
|width="80%" align="left"|'''Description'''
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Scurry || align="center"|Immediate || align="center"|Speed || Move up to your base speed.
+
|-style="background:white;" align="left"
+
|With A Smile || align="center"|Standard || align="center"|Grace / Panache / Speed || Attack target; if succeed, target considers you an ally for one round (counts as a ''confusion'' effect).
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">4th-Level Unfettered Maneuvers</font></div>
+
 
|-
 
|-
! width="14%" align="left"|Maneuver Name
+
|Grace || Cha || align="left"|You focus on graceful movements that flow into one another.
! width="8%" align="center"|Action
+
|-style="background:#D1D7DB;"
! width="16%" align="center"|Tokens
+
|Panache || Brv || align="left"|You focus on brazen attacks that surprise your targets.
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"  
+
|Sudden Pounce || align="center"|Full || align="center"|Speed / Grace / Panache || Make a charge attack, followed by a full attack. Your sneak attack damage applies to each attack.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">5th-Level Unfettered Maneuvers</font></div>
+
 
|-
 
|-
! width="14%" align="left"|Maneuver Name
+
|Speed || Dex || align="left"|You emphasize lightning-fast movements.
! width="8%" align="center"|Action
+
! width="16%" align="center"|Tokens
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"  
+
|Foo || align="center"|Bar || align="center"|Speed / Grace / Panache || Foobar.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into ''schools'', which represent particular thoughts and approaches to combat, training, and martial abilities. The minimum primary ability needed to use a maneuver is indicated on the table to the right.  
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">6th-Level Unfettered Maneuvers</font></div>
+
|-
+
! width="14%" align="left"|Maneuver Name
+
! width="8%" align="center"|Action
+
! width="16%" align="center"|Tokens
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Sudden Sidestep || align="center"|Reaction || align="center"|Speed / Grace || Move out of the way of an incoming offensive action.
+
|}
+
  
&nbsp;
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! colspan="3;" style="background:#475F6E; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">7th-Level Unfettered Maneuvers</font></div>
+
 
|-
 
|-
! width="14%" align="left"|Maneuver Name
+
! width="33%"|Grade
! width="8%" align="center"|Action
+
! width="40%"|Minimum Primary Ability
! width="16%" align="center"|Tokens
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Foo || align="center"|Bar || align="center"|Speed / Grace / Panache || Foobar.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">8th-Level Unfettered Maneuvers</font></div>
+
 
|-
 
|-
! width="14%" align="left"|Maneuver Name
+
| Basic || 10
! width="8%" align="center"|Action
+
|-style="background:#D1D7DB;"
! width="16%" align="center"|Tokens
+
| Lesser || 12
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"  
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|Foo || align="center"|Bar || align="center"|Speed / Grace / Panache || Foobar.
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|}
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&nbsp;
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{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="4;" style="background:#CBCBCB;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">9th-Level Unfettered Maneuvers</font></div>
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! width="14%" align="left"|Maneuver Name
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| Expert || 14
! width="8%" align="center"|Action
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|-style="background:#D1D7DB;"
! width="16%" align="center"|Tokens
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| Greater || 16
! width="62%" align="left"|Effect
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|-
|-style="background:white;" align="left"  
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| Master || 18
|Checkmate || align="center"|Standard || align="center"|Speed / Grace / Panache || Automatically hit a flat-footed target, target gains ''doom'', ''stunned'', and ''confusion'' statuses.
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|}
 
|}
  
&nbsp;
 
  
=Design Notes=
 
This, uh... this is the last class in the triad that began with the development of the melee class theory, a few years back. The unfettered has never been written in the style intended/implied by the system, and since the standardization of melee class mechanics, unfettered have - more than ever - required an update.
 
  
And by update, I mean a write-up.
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The einhander begins with four "maneuvers known" slots. A maneuver known has two possible uses: he can gain knowledge of a new maneuver of any school he can access, as a basic maneuver; or, he can improve his understanding of a maneuver he already knows, and improve its grade by one (from basic, to lesser, to expert, to greater, to master); however, he cannot improve his knowledge of a maneuver beyond the max grade, per the class table. He gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two basic maneuvers he knows (or reduce the grade of a maneuver he knows) for either new maneuvers, or to improve the grade of maneuvers he already knows.
  
First, though, we have to figure out what this thing ''does''. That's always the fun part. Since this class is a fundamental building block of other classes, as well as being a cornerstone of how melee combat is balanced, the unfettered's balance is very, ''very'' crucially important. Without it, there will never actually be any balance in the melee classes (defender v. einhander, defender wins).
+
If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.
  
So... how do we accomplish this.
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The einhander's key ability for his ''physical attacks'' is dependent upon the weapon he wields; when using a maneuver, if his primary ability score for the maneuver's school is greater than the ability score he would use for his weapon, he can use that instead.
  
I like the idea of tokens. But that's too similar to the defender. Slots are cool, but that's the einhander's bag. Honestly, we're out of options here: it's got to be one or the other, or an entirely new resource (AoOs, anybody? Karateka design is ''still'' awesome).
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=Design Notes=
 
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Yeah, just... complete do-over.
How do you win a fight without focusing on weapons ''or'' armor? This is a lot more complicated than it sounds, and responding to that question with "speed" is, I think, missing the point. The unfettered needs more - a ''lot'' more - to even begin having a chance to survive, much less thrive and actually serve its purpose (beating the defender).
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At the moment... I am envisioning a multiple-resource system. That is, there are multiple things that the unfettered does, and thus has different resources associated with them. Think of this kinda... kinda like the akashic, which has the three different categories of things to deal with. Unfettered would have three different token types, and their maneuvers would require certain ones. More awesome maneuvers would require combinations of tokens.
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After all, the purpose of tokens and token gain is intended to enforce a particular playstyle. By giving unfettered multiple token types they need to worry about, so long as the token gain methods are synergistic in some fashion, we can enforce the idea that they move all over the place.
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...yes. The more I write this idea, the more I think I really, really like it.
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The token types...
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* '''Speed:''' These tokens represent movement, getting around the field quickly and also reacting quickly. You gain these through movement. These are the IH harrier-inspired abilities.
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* '''Grace:''' These tokens represent avoidance, either through parrying or dodging attacks, and generally being a PITA for people to deal with. You gain these through defense. These are the original unfettered parry abilities.
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* '''Panache:''' These tokens represent style, either screwing with your opponent through taunts, or doing things like swinging from chandeliers. The hardest and riskiest tokens to gain, you generally gain them through skill use in combat. These are... abilities that fill out their maneuver list, I guess.
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This is interesting, because the unfettered is starting to reflect the third token pool type: the "many cups" model. I think this was subconscious. Also, I like threes. Yay.
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'''PRESENT PRIMARY CONCERN:''' Seriously, token gain off of defense? Might as well call this class "defender light," FFS.
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==New Design Concept==
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The three token system right now is very messy and difficult to take seriously. It's a logistical nightmare, honestly.
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Looking at what's written up, maneuver-wise, it seems that this system could be vastly simplified. Instead of using tokens, we use the combo concept from some MMOs - one ability "sets up" another, with increasing power and such as each part of a combo is performed.
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t20 v4.
  
I really like the pyramidal scheme the unfettered has so far, building up to an ability that takes tokens from each of the three subsets to do something massive and nifty. We'd need to retain that.
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[[category:Mechanics]]
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[[category:Base Classes]]
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[[category:Martial]]

Revision as of 16:43, 26 February 2017

The Unfettered
  Maneuvers
Level Special Maneuvers Readied Combos Max Maneuver Grade Schools Maneuvers Known
1 Feint 2 1 Basic 1 4
2 Swashbuckling 2 1 Basic 1 6
3   3 1 Lesser 1 7
4 Swashbuckling 3 2 Lesser 1 8
5   4 2 Lesser 2 10
6 Swashbuckling 4 2 Lesser 2 11
7   5 3 Lesser 2 12
8 Swashbuckling 5 3 Expert 2 14
9   6 3 Expert 2 15
10 Unfettered Talent 6 4 Expert 2 16
11   7 4 Expert 3 18
12 Unfettered Talent 7 4 Expert 3 19
13   8 5 Greater 3 20
14 Unfettered Talent 8 5 Greater 3 22
15   9 5 Greater 3 23
16 Unfettered Talent 9 6 Greater 3 24
17   10 6 Greater 3 26
18 Unfettered Talent 10 6 Master 3 27
19   11 7 Master 3 28
20 Unfettered Talent 11 7 Master 3 30

 

Unfettered

Aeowyn, iconic unfettered
"Your kidney seems to be unholy. Let me fix that for you real quick."

Speed, mobility, and the willingness to take risks define the unfettered. Often garbed in light armor and wielding smaller armaments, she emphasizes quickness over brute strength, striking when the moment is right and bounding away from danger when appropriate. Unfettered are constantly vigilant in combat, seeking out every opportunity, looking for every moment of weakness, which they can then utilize to gain the upper hand over opponents who seemingly outmatch them at first glance.

Game Rule Information

Unfettered have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Unfettered require different ability scores, dependent upon their focus. Speed unfettered rely upon Dexterity; grace unfettered rely upon Intelligence; and panache unfettered rely on Charisma. Ultimately, all three of these abilities are important to an unfettered.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Defenses: Fort +0; Ref +4; Will +0; Det +4.

Starting Age: Simple.

Class Features

All of the following are class features of the unfettered.

Proficiencies

Weapons: Any four melee, any one.

Armor: Light.

Implements: None.

Maneuvers

Unfettered are warriors, and as such make use of maneuvers, specific attacks or other abilities attained through rigorous training.

To use their maneuvers, unfettered must ready them into her readied maneuvers slots; with a short rest, she can change out what maneuvers she has readied. In combat, she must check for openings: as a move action on her turn, she can assess a creature's stance and determine which of her maneuvers, if any, will be effective against that creature.

 

Einhander Schools
School Primary Ability Description
Grace Cha You focus on graceful movements that flow into one another.
Panache Brv You focus on brazen attacks that surprise your targets.
Speed Dex You emphasize lightning-fast movements.

 

Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into schools, which represent particular thoughts and approaches to combat, training, and martial abilities. The minimum primary ability needed to use a maneuver is indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability
Basic 10
Lesser 12
Expert 14
Greater 16
Master 18


The einhander begins with four "maneuvers known" slots. A maneuver known has two possible uses: he can gain knowledge of a new maneuver of any school he can access, as a basic maneuver; or, he can improve his understanding of a maneuver he already knows, and improve its grade by one (from basic, to lesser, to expert, to greater, to master); however, he cannot improve his knowledge of a maneuver beyond the max grade, per the class table. He gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two basic maneuvers he knows (or reduce the grade of a maneuver he knows) for either new maneuvers, or to improve the grade of maneuvers he already knows.

If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.

The einhander's key ability for his physical attacks is dependent upon the weapon he wields; when using a maneuver, if his primary ability score for the maneuver's school is greater than the ability score he would use for his weapon, he can use that instead.

Design Notes

Yeah, just... complete do-over.

t20 v4.