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="12;" style="background:#717171;" 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="9"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="3" style="background:#b5b5b5;"|'''Maneuvers'''
+
| colspan="5" style="background:#8C9BA5;"|'''Maneuvers'''
 
|-
 
|-
|width="5%"|'''Level'''
+
|width="10%"|'''Level'''
|width="9%" align="left"|'''BAB'''
+
|width="30%" align="left"|'''Special'''
|width="5%"|'''Fort'''
+
|width="12%"|''Maneuvers Readied''
|width="5%"|'''Ref'''
+
|width="12%"|''Combos''
|width="5%"|'''Will'''
+
|width="12%"|''Max Maneuver Grade''
|width="14%" align="left"|'''Special'''
+
|width="12%"|''Schools''
|width="9%"|'''AC Bonus'''
+
|width="12%"|''Maneuvers Known''
|width="9%"|'''Speed Bonus'''
+
|width="9%"|'''Sneak Attack'''
+
|width="10%"|''Max Token Pool''
+
|width="10%"|''Maneuvers Known''
+
|width="10%"|''Max Maneuver Level''
+
 
|-
 
|-
|1 || align="left"|+0 || +0 || +2 || +1 || align="left"|Style Choice || +0 || +5 ft. || +0d6 || 1 || 2 || 1st
+
|1 || align="left"|Feint || 2 || 1 || Basic || 1 || 4
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|2 || align="left"|+1 || +0 || +3 || +2 || align="left"|Evasion || +1 || +10 ft. || +0d6 || 2 || 3 || 1st
+
|2 || align="left"|Swashbuckling || 2 || 1 || Basic || 1 || 6
 
|-
 
|-
|3 || align="left"|+2 || +1 || +3 || +2 || align="left"|Uncanny Dodge || +2 || +10 ft. || +0d6 || 3 || 5 || 2nd
+
|3 || align="left"|&nbsp; || 3 || 1 || Lesser || 1 || 7
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|4 || align="left"|+3 || +1 || +4 || +2 || align="left"|&nbsp; || +3 || +10 ft. || +1d6 || 3 || 6 || 2nd
+
|4 || align="left"|Swashbuckling || 3 || 2 || Lesser || 1 || 8
 
|-
 
|-
|5 || align="left"|+3 || +1 || +4 || +3 || align="left"|&nbsp; || +3 || +15 ft. || +1d6 || 4 || 8 || 3rd
+
|5 || align="left"|&nbsp; || 4 || 2 || Lesser || 2 || 10
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|6 || align="left"|+4 || +2 || +5 || +3 || align="left"|Parry || +4 || +15 ft. || +1d6 || 5 || 9 || 3rd
+
|6 || align="left"|Swashbuckling || 4 || 2 || Lesser || 2 || 11
 
|-
 
|-
|7 || align="left"|+5 || +2 || +5 || +4 || align="left"|&nbsp; || +5 || +15 ft. || +1d6 || 6 || 11 || 4th
+
|7 || align="left"|&nbsp; || 5 || 3 || Lesser || 2 || 12
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|8 || align="left"|+6/+1 || +2 || +6 || +4 || align="left"|&nbsp; || +6 || +20 ft. || +2d6 || 6 || 12 || 4th
+
|8 || align="left"|Swashbuckling || 5 || 3 || Expert || 2 || 14
 
|-
 
|-
|9 || align="left"|+6/+1 || +3 || +6 || +4 || align="left"|&nbsp; || +6 || +20 ft. || +2d6 || 7 || 14 || 5th
+
|9 || align="left"|&nbsp; || 6 || 3 || Expert || 2 || 15
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|10 || align="left"|+7/+2 || +3 || +7 || +5 || align="left"|Unfettered Talent || +7 || +20 ft. || +2d6 || 8 || 15 || 5th
+
|10 || align="left"|Unfettered Talent || 6 || 4 || Expert || 2 || 16
 
|-
 
|-
|11 || align="left"|+8/+3 || +3 || +7 || +5 || align="left"|&nbsp; || +8 || +25 ft. || +2d6 || 9 || 17 || 6th
+
|11 || align="left"|&nbsp; || 7 || 4 || Expert || 3 || 18
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|12 || align="left"|+9/+4 || +4 || +8 || +6 || align="left"|Unfettered Talent || +9 || +25 ft. || +3d6 || 9 || 18 || 6th
+
|12 || align="left"|Unfettered Talent || 7 || 4 || Expert || 3 || 19
 
|-
 
|-
|13 || align="left"|+9/+4 || +4 || +8 || +6 || align="left"|&nbsp; || +9 || +25 ft. || +3d6 || 10 || 20 || 7th
+
|13 || align="left"|&nbsp; || 8 || 5 || Greater || 3 || 20
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|14 || align="left"|+10/+5 || +4 || +9 || +6 || align="left"|Unfettered Talent || +10 || +30 ft. || +3d6 || 11 || 21 || 7th
+
|14 || align="left"|Unfettered Talent || 8 || 5 || Greater || 3 || 22
 
|-
 
|-
|15 || align="left"|+11/+6/+1 || +5 || +9 || +7 || align="left"|&nbsp; || +11 || +30 ft. || +3d6 || 12 || 23 || 8th
+
|15 || align="left"|&nbsp; || 9 || 5 || Greater || 3 || 23
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|16 || align="left"|+12/+7/+2 || +5 || +10 || +7 || align="left"|Unfettered Talent || +12 || +30 ft. || +4d6 || 12 || 24 || 8th
+
|16 || align="left"|Unfettered Talent || 9 || 6 || Greater || 3 || 24
 
|-
 
|-
|17 || align="left"|+12/+7/+2 || +5 || +10 || +8 || align="left"|&nbsp; || +12 || +35 ft. || +4d6 || 13 || 26 || 9th
+
|17 || align="left"|&nbsp; || 10 || 6 || Greater || 3 || 26
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|18 || align="left"|+13/+8/+3 || +6 || +11 || +8 || align="left"|Unfettered Talent || +13 || +35 ft. || +4d6 || 14 || 27 || 9th
+
|18 || align="left"|Unfettered Talent || 10 || 6 || Master || 3 || 27
 
|-
 
|-
|19 || align="left"|+14/+9/+4 || +6 || +11 || +8 || align="left"|&nbsp; || +14 || +35 ft. || +4d6 || 15 || 29 || 9th
+
|19 || align="left"|&nbsp; || 11 || 7 || Master || 3 || 28
|-style="background:#D7D7D7;"
+
|-style="background:#D1D7DB;"
|20 || align="left"|+15/+10/+5 || +6 || +12 || +9 || align="left"|Unfettered Talent || +15 || +40 ft. || +5d6 || 15 || 30 || 9th
+
|20 || align="left"|Unfettered Talent || 11 || 7 || Master || 3 || 30
 
|}
 
|}
  
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=Unfettered=
 
=Unfettered=
[[Image:Elven_swashbuckler.jpg|thumb|325px|right|Aeowyn, iconic unfettered]]
+
[[Image:unfettered.jpg|thumb|325px|right|Aeowyn, iconic unfettered]]
: ''"I'll take speed and grace over brute strength and toughness anyday."''
+
: ''"Your kidney seems to be unholy. Let me fix that for you real quick."''
  
The unfettered's approach to combat is, at first glance, unorthodox: lightly armored and lightly armed, she appears to be more at home amidst rogues or nobles than front-line fighters. Once the fray is joined, however, she demonstrates very quickly that her place is assured: through unmatched mobility, a willingness to take risks, and a generally infuriating playful attitude towards combat, she engages and disengages her foes with an almost distant feeling.
+
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.  
  
Unfettered are combatants focused on somewhat unusual methods that ultimately allow them to gain the upper hand on more "traditional" fighters.
+
Unfettered traditionally come from one of three schools of thought, but they are all related by their preference for smaller or lighter weaponry, reliance on hit-and-run tactics, and general avoidance of getting in the thick of things.
 
+
This class is the "paper" component in the ''RPS melee theory''. Thus, an unfettered should be able to defeat an equal-level and equal-geared defender, while be beaten by an equal einhander. This is accomplished through extreme mobility options, denying defenders the ability to attack them, while harrying them.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
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'''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.
 
'''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 Die:''' d8.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Class Skills:''' The unfettered's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Initiative (Dex), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Spot (Per), and Swim (Str).
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Alignment:''' Any.
+
'''Defenses:''' Fort +0; Ref +4; Will +0; Det +4.
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
 
'''Starting Gold:''' 4d4 x 10gp.
 
 
'''Favored By:''' None.
 
  
 
==Class Features==
 
==Class Features==
 
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="background:#475F6E;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuvers</font></div>
 +
|}
 +
Unfettered are warriors, and as such make use of ''maneuvers'', specific attacks or other abilities attained through rigorous training.
  
'''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.
+
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'' to assess creatures' stances and determine which of her maneuvers, if any, will be effective against her foes.
  
* ''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''.
+
&nbsp;
* ''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 add your Intelligence modifier to the maximum size of your ''grace token pool''.
+
* ''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 add your Charisma modifier to the maximum size of your ''panache token pool''.
+
  
=Design Notes=
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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.
+
! colspan="57;" style="background:#475F6E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Unfettered Schools</font></div>
 +
|-
 +
|width="10%"|'''School'''
 +
|width="10%"|'''Primary Ability'''
 +
|width="80%" align="left"|'''Description'''
 +
|-
 +
|Assassination || Int || align="left"|You strike swiftly and from surprise, taking your time to find the perfect opening.
 +
|-style="background:#D1D7DB;"
 +
|Duelist || Brv || align="left"|You fight openly and brashly, using bravado and tricks to overcome your opposition.
 +
|-
 +
|Mercurial || Dex || align="left"|You focus on moving quickly, getting to a target and dashing away before he can respond.
 +
|}
  
And by update, I mean a write-up.
+
&nbsp;
  
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).
+
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.  
  
So... how do we accomplish this.
+
{|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>
 +
|-
 +
! width="33%"|Grade
 +
! width="40%"|Minimum Primary Ability
 +
|-
 +
| Basic || 10
 +
|-style="background:#D1D7DB;"
 +
| Lesser || 12
 +
|-
 +
| Expert || 14
 +
|-style="background:#D1D7DB;"
 +
| Greater || 16
 +
|-
 +
| Master || 18
 +
|-style="background:#D1D7DB;"
 +
| Epic || 20
 +
|}
  
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).
+
When you ''ready'' your ''maneuvers'', you can also choose to set some as ''combos''; the maximum number of maneuvers you can set as ''combos'' are as per the class table, above. Maneuvers designated as ''combos'' have additional effects.
  
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).
+
At the beginning of a combat, all of your ''readied'' maneuvers are ''open'': part of the unfettered combat style is a reliance on surprise and enemies not knowing your tactics, which allows you to freely use your maneuvers, at least initially. Even enemies you have encountered before can be caught off-guard, as it's always possible you've changed up your tactics or have learned new tricks since you last saw them.
  
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.
+
At the beginning of each of your turns, you make an ''opening roll'', which is 1d6; all maneuvers you have ''readied'' with an ''opening value'' of the result or lower become ''open''. Maneuvers that are not ''open'' are ''closed'', and cannot be used. The ''opening value'' of maneuvers depends upon its grade and the highest grade you can access, per the table below.
  
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.
+
To use a maneuver, it must be ''open''. Once you use a maneuver, it becomes ''closed''.
 +
 
 +
The unfettered begins with four known maneuvers. She gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two maneuvers for new maneuvers from any school she can access, of any grade she can access.
 +
 
 +
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.
 +
 
 +
&nbsp;
 +
 
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="8;" style="background:#475F6E;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Maneuvers: Opening Values</font></div>
 +
|-
 +
| width="16%"|&nbsp;
 +
| width="84%" colspan="6" style="background:#8C9BA5;"|'''Maneuver Grade'''
 +
|-
 +
|'''Highest Maneuver Grade Accessible'''
 +
|width="14%"|''Basic''
 +
|width="14%"|''Lesser''
 +
|width="14%"|''Expert''
 +
|width="14%"|''Greater''
 +
|width="14%"|''Master''
 +
|width="14%"|''Epic''
 +
|-
 +
|Basic || 5 || --- || --- || --- || --- || ---
 +
|-style="background:#D1D7DB;"
 +
|Lesser || 4 || 6 || --- || --- || --- || ---
 +
|-
 +
|Expert || 3 || 5 || 6 || --- || --- || ---
 +
|-style="background:#D1D7DB;"
 +
|Greater || 2 || 4 || 5 || 6 || --- || ---
 +
|-
 +
|Master || 2 || 3 || 4 || 5 || 6 || ---
 +
|-style="background:#D1D7DB;"
 +
|Epic || 2 || 3 || 4 || 5 || 6 || 6
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
The unfettered's key ability for her ''physical attacks'' is dependent upon the weapon she wields; when using a maneuver, if her primary ability score for the maneuver's school is greater than the ability score she would use for her weapon, she can use that instead.
 +
 
 +
<div id="Feint">
 +
{| 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;">Feint</font></div>
 +
|}
 +
The unfettered combat style is one of ambushes, misdirection, and generally taking advantage of your opponent's mistakes.
 +
 
 +
You can spend a move action to gain ''combat advantage'' against one creature you can see within 30 feet until the end of your turn.
 +
 
 +
<div id="Swashbuckling">
 +
{| 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;">Swashbuckling</font></div>
 +
|}
 +
The unfettered approach to combat is a varied one, with a versatile skill set.
 +
 
 +
At each of the levels indicated on the class table, you can choose one of the following abilities. Unless otherwise specified, each ability can only be taken once.
 +
 
 +
<div id="Apothecary">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Apothecary</font></div>
 +
|}
 +
You know your way around poisons.
 +
 
 +
So long as you have your equipment, as a swift action, you can make a weapon you wield deal half its damage as poison damage for a Brief (5 round) duration.
 +
 
 +
You gain ''innate poison resist''. ''(A creature with resist takes half damage from the listed damage type.)''
 +
 
 +
<div id="Disarming Demeanor">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Disarming Demeanor</font></div>
 +
|}
 +
You have a knack for making yourself seem less dangerous than you are.
 +
 
 +
As a swift action, you can remove one ''malice'' or ''marked'' status from yourself.
 +
 
 +
<div id="Evasion">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Evasion</font></div>
 +
|}
 +
You know how to avoid oncoming fire.
 +
 
 +
You gain ''evasion''. ''(A creature with evasion ignores miss effects from attacks targeting Reflex.)''
 +
 
 +
<div id="Feign Death">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Feign Death</font></div>
 +
|}
 +
You can convincingly fake your death.
 +
 
 +
When you are ''critical'', you can choose to gain the ''feigning death'' descriptor. If you do, you fall ''prone'' and are effectively ''unconscious'', but retain awareness of your surroundings; all creatures within 30 feet of you grant you ''combat advantage'' unless they have the ''wary of $YOU'' descriptor. If you take an action while you have the ''feigning death'' descriptor, you lose that descriptor, and all creatures who can see you gain the ''wary of $YOU'' descriptor.
 +
 
 +
If you spend a ''healing surge'' to regain hit points, you can voluntarily lose the ''feigning death'' descriptor.
 +
 
 +
Creatures with the ''libra'' status automatically gain ''wary of $YOU'' when you use this ability; a creature with ''wary of $YOU'' can alert others, granting them the ''wary of $YOU'' descriptor.
 +
 
 +
Creatures gradually lose the ''wary of $YOU'' descriptor based on their mental ability scores.
 +
 
 +
<div id="Knife Flick">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Knife Flick</font></div>
 +
|}
 +
You might be more dangerous when seemingly unarmed.
 +
 
 +
As an interrupt, if you are unarmed and attacked by a ''physical attack'', you can spend a reaction to draw a light weapon and make a ''physical attack'' with it against your attacker.
 +
 
 +
<div id="Main Gauche">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Main Gauche</font></div>
 +
|}
 +
'''Prerequisites:''' [[d20 Mechanic: Feats#Dual Wield|Dual Wield]]
 +
 
 +
When you use your Dual Wield feat, you have an additional option: "Gain a +2 feat bonus to all Defenses against the target's ''physical attacks'' until the start of your next turn."
 +
 
 +
<div id="Sneak Attack">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Sneak Attack</font></div>
 +
|}
 +
You know just where to strike when your enemy's guard is down.
 +
 
 +
When you make a ''physical attack'' against a creature that grants you ''combat advantage'', you gain a +1 feat bonus to your ''damage potency''. You can take this ability multiple times; its effect stacks.
 +
 
 +
This ability cannot break the ''damage cap''.
 +
 
 +
<div id="Swift">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Swift</font></div>
 +
|}
 +
You're particularly light on your feet.
 +
 
 +
You gain a +10 feat bonus to your movement speed. You can take this ability multiple times; its effect stacks.
 +
 
 +
<div id="Theatrical Acrobatics">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#D1D7DB;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Theatrical Acrobatics</font></div>
 +
|}
 +
Things like tables and chairs don't hinder your movement, and you have a flair for the theatrical means of getting to where you want to go.
 +
 
 +
You gain ''urbanwalk''. ''(A creature with urbanwalk ignores difficult terrain if that terrain is caused by furnishings, stairs, roof tiles, narrow catwalks, or similar terrain found in urban environments.)''
 +
 
 +
You treat chandeliers, hanging ropes, and similar manufactured hanging materials and ornamentation as difficult terrain (you are not considered to be climbing while traversing such terrain).
 +
 
 +
=Maneuvers=
 +
The following is the unfettered maneuver list, ordered by school, then by grade.
 +
 
 +
==Assassination School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Assassination Basic Stance</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|??? || Free || Stance || ???
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Assassination Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Adaptable Flanker || Swift || Boost || You and an ally gain ''combat advantage'' against the target until the end of your next turn.
 +
|- style="background:#D1D7DB;"
 +
|Checking Jab || Standard || Strike || Your attack also ''slows'' the target.
 +
|-
 +
|Clever Strike || Standard || Strike || Your attack gains ''combat advantage'' if an adjacent ally threatens the target.
 +
|- style="background:#D1D7DB;"
 +
|Deadly Knowledge || Reaction || Boost || When your attack ''bloodies'' a creature, or you score a ''critical hit'', that attack deals extra damage.
 +
|-
 +
|Easy Target || Standard || Strike || The target grants ''combat advantage'' until the end of your next turn.
 +
|- style="background:#D1D7DB;"
 +
|Precise Incision || Standard || Strike || Your attack deals extra damage.
 +
|-
 +
|Probing Strike || Standard || Strike || Attack grants you a power bonus to your next attack roll.
 +
|- style="background:#D1D7DB;"
 +
|Sneak in the Attack || Swift || Boost || The next time an ally attacks the target and has ''combat advantage'' against it, you can make a ''basic attack'' against the target as a free action.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Duelist School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Duelist Basic Stance</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|??? || Free || Stance || ???
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Duelist Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Agile Footwork || Reaction || Rush || You can ''shift'' a short distance when a creature approaches you.
 +
|-style="background:#D1D7DB;"
 +
|Fox's Gambit || Standard || Strike || Make an attack; end any ''marks'' the target has, and you can shift.
 +
|-
 +
|Kip Up || Reaction || Boost || When you are knocked ''prone'', you can freely stand up and ''shift''.
 +
|- style="background:#D1D7DB;"
 +
|Riposte || Standard || Strike || Make an attack; if the target attacks you before the end of your next turn, you can counter.
 +
|-
 +
|Unbalancing Strike || Standard || Strike || Make an attack; slide the target after.
 +
|- style="background:#D1D7DB;"
 +
|Use the Scenery || Swift || Boost || Gain a power bonus to Defenses while you have cover until the end of your next turn.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Mercurial School==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mercurial Basic Stance</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Cunning Step || Free || Stance || You gain a power bonus to your movement speed.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="13;" style="background:#475F6E;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mercurial Basic Maneuvers</font></div>
 +
|-
 +
! width="10%"|Maneuver Name
 +
! width="8%"|Action
 +
! width="8%"|Type
 +
! width="74%"|Effect
 +
|-style="background:white;" align="left"
 +
|Acrobatic Slash || Standard || Strike || Make an attack that allows you to escape a ''grab'', and also ''shift''.
 +
|- style="background:#D1D7DB;"
 +
|Deft Strike || Standard || Strike || You can move a short distance before you attack.
 +
|-
 +
|King's Castle || Standard || Strike || Make an attack, then switch places with a nearby ally.
 +
|- style="background:#D1D7DB;"
 +
|Sudden Leap || Swift || Rush || You can jump a number of squares up to half your movement speed.
 +
|-
 +
|Switcheroo || Move || Boost || You and one ally within short range can swap places.
 +
|-style="background:#D1D7DB;"
 +
|Tumble || Move || Rush || You can ''shift'' up to your movement speed.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Design Notes=
 +
Yeah, just... complete do-over.
  
...yes. The more I write this idea, the more I think I really, really like it.
+
t20 v4.
  
The token types...
+
I'm unhappy with the unfettered schools. Not sure what to do about it right now - think I need to write up the first 24 maneuvers (8 per school, for basic tier), then distribute them according to whatever themes I see, then rename. No good way to go about this, unfortunately, other than to just... do it.
  
* '''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.
+
{{Class_Breadcrumb}}
* '''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.
+
* '''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.
+
  
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.
+
[[category:Mechanics]]
 +
[[category:Base Classes]]
 +
[[category:Martial]]

Latest revision as of 08:03, 6 June 2018

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.

Unfettered traditionally come from one of three schools of thought, but they are all related by their preference for smaller or lighter weaponry, reliance on hit-and-run tactics, and general avoidance of getting in the thick of things.

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 to assess creatures' stances and determine which of her maneuvers, if any, will be effective against her foes.

 

Unfettered Schools
School Primary Ability Description
Assassination Int You strike swiftly and from surprise, taking your time to find the perfect opening.
Duelist Brv You fight openly and brashly, using bravado and tricks to overcome your opposition.
Mercurial Dex You focus on moving quickly, getting to a target and dashing away before he can respond.

 

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
Epic 20

When you ready your maneuvers, you can also choose to set some as combos; the maximum number of maneuvers you can set as combos are as per the class table, above. Maneuvers designated as combos have additional effects.

At the beginning of a combat, all of your readied maneuvers are open: part of the unfettered combat style is a reliance on surprise and enemies not knowing your tactics, which allows you to freely use your maneuvers, at least initially. Even enemies you have encountered before can be caught off-guard, as it's always possible you've changed up your tactics or have learned new tricks since you last saw them.

At the beginning of each of your turns, you make an opening roll, which is 1d6; all maneuvers you have readied with an opening value of the result or lower become open. Maneuvers that are not open are closed, and cannot be used. The opening value of maneuvers depends upon its grade and the highest grade you can access, per the table below.

To use a maneuver, it must be open. Once you use a maneuver, it becomes closed.

The unfettered begins with four known maneuvers. She gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two maneuvers for new maneuvers from any school she can access, of any grade she can access.

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.

 

Maneuvers: Opening Values
  Maneuver Grade
Highest Maneuver Grade Accessible Basic Lesser Expert Greater Master Epic
Basic 5 --- --- --- --- ---
Lesser 4 6 --- --- --- ---
Expert 3 5 6 --- --- ---
Greater 2 4 5 6 --- ---
Master 2 3 4 5 6 ---
Epic 2 3 4 5 6 6

 

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

Feint

The unfettered combat style is one of ambushes, misdirection, and generally taking advantage of your opponent's mistakes.

You can spend a move action to gain combat advantage against one creature you can see within 30 feet until the end of your turn.

Swashbuckling

The unfettered approach to combat is a varied one, with a versatile skill set.

At each of the levels indicated on the class table, you can choose one of the following abilities. Unless otherwise specified, each ability can only be taken once.

▶ Apothecary

You know your way around poisons.

So long as you have your equipment, as a swift action, you can make a weapon you wield deal half its damage as poison damage for a Brief (5 round) duration.

You gain innate poison resist. (A creature with resist takes half damage from the listed damage type.)

▶ Disarming Demeanor

You have a knack for making yourself seem less dangerous than you are.

As a swift action, you can remove one malice or marked status from yourself.

▶ Evasion

You know how to avoid oncoming fire.

You gain evasion. (A creature with evasion ignores miss effects from attacks targeting Reflex.)

▶ Feign Death

You can convincingly fake your death.

When you are critical, you can choose to gain the feigning death descriptor. If you do, you fall prone and are effectively unconscious, but retain awareness of your surroundings; all creatures within 30 feet of you grant you combat advantage unless they have the wary of $YOU descriptor. If you take an action while you have the feigning death descriptor, you lose that descriptor, and all creatures who can see you gain the wary of $YOU descriptor.

If you spend a healing surge to regain hit points, you can voluntarily lose the feigning death descriptor.

Creatures with the libra status automatically gain wary of $YOU when you use this ability; a creature with wary of $YOU can alert others, granting them the wary of $YOU descriptor.

Creatures gradually lose the wary of $YOU descriptor based on their mental ability scores.

▶ Knife Flick

You might be more dangerous when seemingly unarmed.

As an interrupt, if you are unarmed and attacked by a physical attack, you can spend a reaction to draw a light weapon and make a physical attack with it against your attacker.

▶ Main Gauche

Prerequisites: Dual Wield

When you use your Dual Wield feat, you have an additional option: "Gain a +2 feat bonus to all Defenses against the target's physical attacks until the start of your next turn."

▶ Sneak Attack

You know just where to strike when your enemy's guard is down.

When you make a physical attack against a creature that grants you combat advantage, you gain a +1 feat bonus to your damage potency. You can take this ability multiple times; its effect stacks.

This ability cannot break the damage cap.

▶ Swift

You're particularly light on your feet.

You gain a +10 feat bonus to your movement speed. You can take this ability multiple times; its effect stacks.

▶ Theatrical Acrobatics

Things like tables and chairs don't hinder your movement, and you have a flair for the theatrical means of getting to where you want to go.

You gain urbanwalk. (A creature with urbanwalk ignores difficult terrain if that terrain is caused by furnishings, stairs, roof tiles, narrow catwalks, or similar terrain found in urban environments.)

You treat chandeliers, hanging ropes, and similar manufactured hanging materials and ornamentation as difficult terrain (you are not considered to be climbing while traversing such terrain).

Maneuvers

The following is the unfettered maneuver list, ordered by school, then by grade.

Assassination School

Assassination Basic Stance
Maneuver Name Action Type Effect
??? Free Stance  ???

 

Assassination Basic Maneuvers
Maneuver Name Action Type Effect
Adaptable Flanker Swift Boost You and an ally gain combat advantage against the target until the end of your next turn.
Checking Jab Standard Strike Your attack also slows the target.
Clever Strike Standard Strike Your attack gains combat advantage if an adjacent ally threatens the target.
Deadly Knowledge Reaction Boost When your attack bloodies a creature, or you score a critical hit, that attack deals extra damage.
Easy Target Standard Strike The target grants combat advantage until the end of your next turn.
Precise Incision Standard Strike Your attack deals extra damage.
Probing Strike Standard Strike Attack grants you a power bonus to your next attack roll.
Sneak in the Attack Swift Boost The next time an ally attacks the target and has combat advantage against it, you can make a basic attack against the target as a free action.

 

Duelist School

Duelist Basic Stance
Maneuver Name Action Type Effect
??? Free Stance  ???

 

Duelist Basic Maneuvers
Maneuver Name Action Type Effect
Agile Footwork Reaction Rush You can shift a short distance when a creature approaches you.
Fox's Gambit Standard Strike Make an attack; end any marks the target has, and you can shift.
Kip Up Reaction Boost When you are knocked prone, you can freely stand up and shift.
Riposte Standard Strike Make an attack; if the target attacks you before the end of your next turn, you can counter.
Unbalancing Strike Standard Strike Make an attack; slide the target after.
Use the Scenery Swift Boost Gain a power bonus to Defenses while you have cover until the end of your next turn.

 

Mercurial School

Mercurial Basic Stance
Maneuver Name Action Type Effect
Cunning Step Free Stance You gain a power bonus to your movement speed.

 

Mercurial Basic Maneuvers
Maneuver Name Action Type Effect
Acrobatic Slash Standard Strike Make an attack that allows you to escape a grab, and also shift.
Deft Strike Standard Strike You can move a short distance before you attack.
King's Castle Standard Strike Make an attack, then switch places with a nearby ally.
Sudden Leap Swift Rush You can jump a number of squares up to half your movement speed.
Switcheroo Move Boost You and one ally within short range can swap places.
Tumble Move Rush You can shift up to your movement speed.

 

Design Notes

Yeah, just... complete do-over.

t20 v4.

I'm unhappy with the unfettered schools. Not sure what to do about it right now - think I need to write up the first 24 maneuvers (8 per school, for basic tier), then distribute them according to whatever themes I see, then rename. No good way to go about this, unfortunately, other than to just... do it.


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