Class: Unfettered

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

 

Unfettered 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

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 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
Basic 5 --- --- --- ---
Lesser 4 6 --- --- ---
Expert 3 5 6 --- ---
Greater 2 4 5 6 ---
Master 2 3 4 5 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.

Maneuvers

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

First School

First School Basic Maneuvers
Maneuver Name Action Type Effect
Acrobatic Slash Standard Strike Make an attack that allows you to escape a grab, and also shift.
Clever Strike Standard Strike Your attack gains combat advantage if an adjacent ally threatens the target.
Deft Strike Standard Strike You can move a short distance before you attack.
Fox's Gambit Standard Strike Make an attack; end any marks the target has, and you can shift.
King's Castle Standard Strike Make an attack, then switch places with a nearby ally.
Probing Strike Standard Strike Attack grants you a power bonus to your next attack roll.
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.

 

Non-Attack 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.
Agile Footwork Reaction Rush You can shift a short distance when a creature approaches you.
Cunning Step Stance --- You gain a power bonus to your movement speed.
Deadly Knowledge Reaction Boost When your attack bloodies a creature, or you score a critical hit, that attack deals extra damage.
Kip Up Reaction Boost When you are knocked prone, you can freely stand up and shift.
Sudden Leap Swift Boost You can jump a number of squares up to half your movement speed.
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.
Switcheroo Move Boost You and one ally within short range can swap places.
Tumble Move Boost You can shift up to your movement speed.
Use the Scenery Swift Boost Gain a power bonus to Defenses while you have cover until the end of your next turn.

 

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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