Sunday, September 3, 2017

OSR Oriental Adventures: Fighting Classes

101st post. How about that.

Despite my love over the decades for BECMI D&D and the more recent love of Swords & Wizardry and Labyrinth Lord I like more complicated or 'meatier' classes. I've posted enough on here to show that. Usually derivatives of my own classes adjusted for genre, setting, etc with more regard for fun over 'balance.' Here we go with my iteration of Oriental Classes for OSR games.

Note:
The names given to the character classes are based on what popular cultural mold they fit into (Samurai) and as a means to describe in a package what they focus on in combat (Archer.) The bushi or military social class (samurai) were talented with horse, bow, and melee weapons, thus a samurai of the bushi social class may actually be of the Archer, Duelist, or Raider character classes, not just the Samurai character class. This defines the character's individual skills and is not an indicator of social class although some character classes such as Barbarian or Sumo do not fit well into the higher social classes.

Fighting Classes
Archer
Barbarian
Brute
Common Warrior
Duelist
Martial Artist
Pirate
Raider
Samurai
Scout
Sumo

Archer/Kyudoka
Warriors unusually skilled with bows. They can be of any class: samurai, bandits, heroic farmers, etc.
Prime Requ: Dex
Ability Requirements: Dex 13
Exp: As Fighter
HD: 1d6
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any
Bow Expertise: +1 to hit with a bow.
Sure Shot: No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.
Long Shot: Range increment's for bows increases by 50 percent.
Level Three: Dead Shot: After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. If he has Rapid Shot the second attack does not receive this bonus.
Level 9: Rapid Shot: An extra bow attack is gained.
Level 12: : Trick Shot: Called shot penalties reduced by half.
https://www.elgrecominiatures.co.uk/products/samurai-archer

Barbarian 
Warriors from the southern jungle kingdoms, isolated mountain warriors, and other strong and fierce fighters outside the normal social order.
Prime Requ: Con
Ability Requirements: Str 13, Con 13
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Chain and shield. May wear heavier but lose special abilities while in the heavier armor.
Weapons: Any
Alert: Only surprised on a 1 on a 1d6.
Battle Fury: Once per day per two levels (round up) the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. The attack is at a -2 to the attack roll but does  x2 damage if successful, x3 if a natural 20 is rolled.
Climb: As a Thief of equal level.
Survival: The ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.
https://saraforlenza.deviantart.com/art/barbarian-287466978

Brute 
Fierce and dangerous warriors which rely on brute strength and strong armor to inflict horrific wounds and death on their enemies. Infantrymen, muscle for hire, etc.
Prime Requ: Str
Ability Requirements: Str 15, Con 13
Exp: As Fighter
HD: 1d10
Save: As Fighter
Attack: As Fighter
Armor: Any.
Weapons: Any but greatly prefer melee weapons.
Brawn: A Brute character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). They know where to hurt people and hit like a freight train.
Crusher: Once per day per two levels (round up) the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If he takes more than one attack per round, for example wielding two weapons, he can take both as a Crusher attack as long as all penalties are applied and he hasn't used all his daily Crusher attacks.
Intimidation: Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.
Iron Constitution: Brutes make saving throws against disease and poison with a +4 bonus.
capprotti.deviantart.com

Common Warrior/Ashigaru
The backbone of armies who are not of the nobility/officer social class. They are peasant foot-soldiers skilled at fighting with infantry weapon and armor.
Prime Requ: Str
Ability Requiremenets: Str 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any.
Weapons: Any
Weapon Focus: At levels 1, 5, 10, 15, and 20 the Common Warrior may choose a melee weapon type (sword, two-handed sword, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.
+1 to attack with focus weapons.
Follow Through: At level 3 the Common Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Common Warrior. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses follow through ends, any remaining attacks are lost.
Pick Pockets: The Common Warrior is of the lower class and often has to supplement his meager income by pilfering money or objects of use. He can Pick Pockets as a Thief of equal level.
https://www.pinterest.com/pin/322077810832943110/

Duelist/Swordmaster
Those devoted completely to mastery of a fighting style and travelling on the path of mastery of their chosen weapon's art. Duelists run the gamut of social classes; many famous samurai are Duelists.
Prime Requ: Dex
Ability Requirements: Dex 15, Wis 13
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but usually focused on the sword
Armor: None
Favored Weapon: The Duelist chooses one weapon type (usually sword) and receives a +1 to hit with that weapon type. In addition the damage from the weapon type is one damage dice higher in his hands. (Example: a sword normally does 1d8. The Duelist would do 1d10 with it.)
AC Bonus: +1 at levels 1, 4, 8, 12, 16, and 20. This bonus only applies if his focused weapon type is in hand or in easy reach to Fast Draw.
Follow Through: At level 3 the Duelist can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Duelist. He can attempt a third attack at level 12 and a fourth at level 20. If an attack misses the follow through ends, any remaining attacks are lost.
Quick with a Blade: The Duelist is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks.
Fast Draw: +1 to Fast Draw Initiative (see end of post) at levels 1, 6, and 12.
Spirit Strike: The Duelist can strike creatures that would only be normally hit with silver or magical weapons. At level one he can hit those that require silver. At level three +1 weapons. At level five +2 weapons, at level eight +3 weapons, at level twelve +4 weapons, at level sixteen +5 weapons.
https://jungshan.deviantart.com/art/Jubei-Yagyu-354606494

Martial Artist/Fighting Monk
Warriors, monks, peasants, etc devoted to the development of unarmed fighting styles. Martial Artists can be of any social class.
Prime Requ: Dex
Ability Requirements: Dex 15, Con 13, Wis 13
Exp: As Magic User
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but usually martial arts weapons (bo, jitte, nunchaku, sai, etc)
Armor: Leather or lighter
Martial Arts: The Martial Artist is trained in the art of melee/unarmed combat. He receives a +1 to attack rolls for unarmed attack. His damage and AC also increases at higher levels.
Level 1: 1d3/ +1 AC
Level 4: 1d4/ +2 AC
Level 8: 1d6/ +3 AC
Level 12: 1d8/ +4 AC
Level 16: 1d10/ +5 AC
Level 20: 1d12/ +6 AC
Mutiple Attacks: The Martial Artist can attack twice per round unarmed. He gains an extra attack at levels 5, 12, and 20.
Power Attack Once per day per level the Martial Artist can summon his inner reserves of power to deliver a brutal strike such as a devestating uppercut, a mighty chop, round house kick etc. This attack is rolled with a -2 to the attack roll but does x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If the Martial Artist is of sufficient level to gain multiple attacks this attack can be used with other melee/unarmed attacks in the round. It does not have to be the only attack in the round.
Acrobat: +1 to Dex rolls for acrobatic feats such as tightrope walking, tumbling, pole-vaulting, etc. This bonus increased by +1 at levels 3, 5, 8 12, 15, and 20.
Controlled Fall: No damage for falls of 10 feet or less. He can make a Saving to reduce the fall damage from greater heights, varying by level. If he makes the Save he takes no damage, if he fails the Save he takes half damage, if he fails by more than five he takes full damage. The distance fallen is 15' at second level plus 5 ' per level after to a maximum of 100.
Instant Stand: If prone the Martial Artist, on his turn in iniative, can stand up with no penalty or loss of action.
Second Wind: If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself. His AC is 10 + leather armor if worn; he recieves no Dex or MA AC bonus. He can use this ability once per day and gains an extra daily usage at levels 5, 10, 15, and 20.
Third Level: Deflect Missiles: To use this ability the character must be level 3 and aware of the incoming missile attack (and they must be physical missiles not magical force, fire breath, etc.) The Martial Artist can sacrifice one attack to make a Saving Throw to deflect the missile. If the Save is successful by five or more on the roll the missile is caught. This ability will only work on melee size weapons (daggers, knives, shuriken, spears, arrows, bolts, etc.) If the Save is attempted on a large missile it must be made by five or more on the roll to deflect and cannot catch the large missile.
Death Touch: The ultimate techniques of the Martial Artist. The use of the ability requires a successful attack by the Martial Artist. There are three levels of the Death Touch. Each can only be used once per day. At level 6 the character learns how to stun with his attack, treat as a Power Word Stun. At level 9 he learns to blind as a Power Word Blind spell. Finally at level 12 he learns to kill as a Power Word Kill spell.
https://www.pinterest.com/pin/183099541073594901/

Pirate/Wako
Sailors, sea-wolves, and smugglers. They run the entire scale of social classes.
Prime Requ: Con
Ability Requirements: Str 9, Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but prefer short and stabbing weapons for ship fighting.
Armor: Leather or equivalent to use thief abilites and shield .
Close Quarters Fighting: No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)
Sailing (includes navigating and ship repair): Intelligence check. The Pirate receives a +1 to this check and an additonal +1 bonus at every fourth level. This includes the art of steering and keeping the ship running as well as navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.
Swimmer: +2 to Swimming (Strength) checks
Thief Abilities: A pillager the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Thief of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.
Gambling: Life aboard ship can be boring and the Pirates find ways to pass the time. Oneof their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.

https://www.pinterest.com/pin/518265869608553870/

Raider/Horse Fighter
Those who are extremely skilled in the saddle. Excellent riders and horse-fighters. Includes bandits, samurai, etc.
Prime Requ: Con
Ability Requirements: Con 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Weapons: Any but greatly prefer one-handed melee for riding.
Armor: Any but must be in chain or lighter to use surprise bonus.
Mounted Fighter: Raiders are masters of mounted combat, receiving no penaty for a mount moving faster than a walk (normal penalty of -2 to hit.) When fighting in melee against unmounted foes Raiders gain a +2 bonus to hit as well as a +2 bonus to AC (normal bonus of +1 to each.)
Riding: At levels 1, 4, 8, 12, 16, and 20 the Raider gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as staying mounted while the mount is bucking or upset, calming and controlling the mount, etc. In addition, the Raider can do the following:
While mounted the Raider gains a +1 to AC and can use his Dex bonus increase his mount's AC.
With a successful check, the Raider can drop along the side of his mount for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
With a successful check the Raider can fall from a mount and take half damage (see Riding in Rules Clarifications: Miscellaneous.) This does not apply to flying mounts.
With a successful check the Raider can coax the mount to leap obstacles it would normally balk at jumping.
Stealthy: The Raider is adept at sneaking up on enemy camps. He gains a +1 to surprise foes.
Survival: Just like the Scout the Raider is adept as living in the harsh wilderness. This check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Less skilled than the Scout, the chance for success is 40 percent at first level plus five percent at every even level.

Samurai/Noble Fighter
Upper class warriors trained in the art of combat. Samurai, Chinese knights, etc. They generally are better equipped and trained at personal combat than common soldiers.
Prime Requ: Str
Ability Requirements: Str 12, Con 12
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Any samurai armor. A Samurai will go without armor rather than wear equipment he believes is below his status.
Weapons: Preference for samurai weapons. See below.
Favored Weapons: At levels 1, 5, 10, 15, and 20 the Samurai may choose a melee weapon type but it is limited to katana (sword), naginata (polearm), tetsubo (two-handed club), yari (spear), and wakizashi (shortsword) in no particular order.
+1 to attack with Favored weapons.
AC Bonus: +1. The Samurai receives superior training in the art of dueling.  This bonus only applies if one of his favored weapon types is in hand or in easy reach to Fast Draw.
Follow Through: At level 3 the Samurai can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Samurai . He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses follow through ends, any remaining attacks are lost.
Fast Draw:  +1 to Fast Draw Initiative (see end of post) at levels 1, 6, and 12.
https://www.pinterest.com/explore/samurai/

Scout 
This class represents those with great skill in hunting, tracking, and wilderness reconnaissance. Most often peasant hunters or guides and lower social class soldiers. They will often serve as messengers.
Prime Requ: Dex
Ability Requiremenets: Dex 9, Con 12, Wis 9
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As Fighter
Armor: Chain or lighter to gain surprise bonus and shield.
Weapons: Any
Alert: Always vigilant he is difficult to get the drop on and gains a -1 to be surprised.
Backstab: Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.  +4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level. This also includes ranged attacks until the target(s) are aware they are being fired upon.
Runner: The Scout adds 30' to his base movement per round.
Soft Tread: Light on his feet the Scout gains a +1 to surprise foes.
Survival: The Scout’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.
https://www.pinterest.com/pin/429953095659847610/

Sumo 
Sumo wrestlers (rikishi) are trained athletes who are professionals at using their bulk and strength to man-handle opponents. Sumo can be professional athletes competing for money and favor, out of luck and working as a Yakuza thug, or any other place requiring someone big and good at moving people.
Prime Requ: Str
Ability Requiremenets: Str 13, Con 12
Exp: As Fighter
HD: 1d8
Save: As Fighter
Attack: As As Fighter
Armor: Leather (none if in sumo challenge or contest)
Weapons: Any except bows. Greatly prefer two-handed weapns such as tetsubo.
Wrestling: (see end of post) The Sumo's life revolves around shoving, pushing, and throwing enemies in professional matches and in personal combat. He gains a bonus to wrestling rolls/shoving/pulling attacks, increased hold/lock damage, increase in throwing damage, and bonuses to his AC.
Level 1: +1, 1d3 hold/1d4 throw, +1 AC
Level 3: +2, 1d4/1d6, +1 AC
Level 6: +3, 1d4/1d6, +2 AC
Level 9: +3, 1d6/1d8, +2 AC
Level 12: +4, 1d6/1d8, +3 AC
Level 15: +4, 1d8/1d10, +3 AC
Level 20: +5, 1d10/1d12, +4 AC
The wrestling bonus is added onto the distance an opponent is thrown on throws.
Power Slam: Once per day per two levels the Sumo can turn a successful Wrestling attack into a brutal slam into the ground at his feet. The attack is at a -2 to the Wrestling roll but does  x2 throwing damage if successful, x3 if a natural 20 is rolled. The victim is prone after the successful attack.
Stunning Slap: An open handed slap which can stagger an opponent. It is the only attack allowed in the round. The slap does the same damage as a hold and the opponent must make a Saving Throw with a penalty equal to the Sumo's wrestling bonus, or be stunned for 1d4 rounds. While affected the opponent has a four penalty to all wrestling rolls, attacks, Saving Throws, etc.
+4 to Saving Throws vs poison and stunning attacks (such as Stunning Slap.)
Fast Draw (Iaijutsu) Rules:
Drawing a Weapon
Any combatant can draw and use a weapon in the same round, but doing so incurs a -4 penalty to all available attacks and their initiative is divided by two (round up.)

Those with the Fast Draw ability (Duelist and Samurai) can draw with no penalty to the attack but must divide their initiative by two as well, although they get to add their Fast Draw bonus in before dividing.

For example: A 3rd level Samurai with a FD bonus of +1 faces down two ninja. Ninja One has his ninja-to drawn, Ninja Two does not.

The Samurai rolls a 1d6 for a 4 and adds his FD bonus for a total FD initiative of 5 divided by 2 equals, round up to 3. The DM rolls a 4 for the  ninjas. Ninja One has a normal initiative of 4 because his weapon was drawn and ready, but Ninja Two must use Fast Draw initiative and divide by 2 for a total of 2 (and he's going to take a -4 to his attacks for pulling and using the weapon in the same round without the Fast Draw ability.)

The order is attacks is as follows:
Ninja One with 4, Samurai with 3, and Ninja Two with 2.

Eventually the bonus to FD for the Duelist and Samurai will rise high enough to let them outdraw even ready foes as their mastery of this technique increases.

Wrestling Rules:
There are two types of wrestling attacks: voluntary and involuntary.

If voluntary both sides want to grapple and the combatants close together, each rolling 2d6 plus their attack bonus plus either their strength or dexterity bonus. The highest total wins and can hold the victim or throw him. If there is a tie no one has the advantage this round and it carries to the next round.

Holding

  • Damage is 1d2+ strength bonus or the winner can choose to do no damage and just place the loser in a restraining hold. 
  • The winner of the first round places his foe in a hold and can do damage if he wishes.
  • The next round has a +4 bonus to his wrestling roll and can force the victim to the ground while maintaining the hold and doing damage if he wishes. 
  • The winner continues to receive the +4 bonus until the one being held wins a round and breaks free. If he does break free wrestling continues with normal wrestling rolls if the wrestler's wish to continue. 

A held wrestler can attempt to punch or attack the other wrestler with a small melee weapon such as a dagger but receives a -4 to his attack roll. This also detracts from his wrestling and gives his foe an additonal +4 bonus on the wrestling roll for a total of +8.

Up to four combatants can wrestle a single opponent of the same size in a given round. Each extra opponent adds a +1 bonus to their side's wrestling roll (use that side's best character for the wrestling roll) for a maximum bonus of +3.

 A held opponent can be attacked by a third party not involved in the grappling. The attacker or attackers gain a +4 bonus to hit against the held foe as long as he is grappeld.The wrestler holding cannot do any other attack except try to maintain the hold with wrestling rolls.

Throw

  • 1d3 +strength bonus into the ground or object.
  • The thrown foe lands 1d6 plus the thrower's strength bonus in feet away from the winning wrestler in any direction he chooses. 
  • If it is a monster without a Strength bonus listed the DM can wing it (using half or a third of HD, etc.) 
  • If thrown far enough to go over a cliff or other drop a Saving Throw with a dexerity bonus is allowed to grab the edge and stop the fall.   
  • The thrown victim is prone unless he has an ability such as instand stand (Martial Artist, Ninja)


Involuntary
When one side aims to wrestle and the other does not the grappler must make a normal attack roll with all normal bonuses and penalties. If successful he has grabbed onto the foe and can either hold or throw his victim as above. The victim of the grapple can attempt a melee or unarmed attack with penalties or try to mutually wrestle with the attacker in the next round.

Wrestling with Monsters:
In general, the rules above can be used not only when character races wrestle but also when humanoid monsters are involved. The Referee will decide whether or not to allow wrestling involving non-humanoid creatures on a case-by-case basis; if this is allowed, the following adjustments apply:

  • Much larger than foe: +4 bonus to wrestling roll (oni, etc) Only two of these creatures can grapple with a human sized foe together (for a total size bonus of +8.)
  • Smaller than foe:  -4 (goblins, etc.) Up to eight of these sized creatures can grapple with a human sized foe together and each smaller creature gives a +1 bonus (negating the -4 with four or more smaller creatures.)
  • Creatures with extra grasping appendages (more than the usual humanoid two arms) gain a   +1 bonus on attack rolls for each two extra appendages (round up.) This includes creatures with feet capable of grasping (such as +1 for apes, +4 for giant spiders, etc.)
  • Creatures able to fly may attempt to carry off their opponents (even if the flying creature is the defender) unless the attacker has stated that they are grappling the creatures wing. If no wings are used in flight the creature may fly as usual if it is strong enough to lift the attacker. 

Unintelligent Monsters:
Unintelligent monsters will always choose to use their normal attacks instead of wrestling, unless under control.

Monster Immunities:
Several types of creatures are immune to some or all of the effects of wrestling: Noncorporeal undead (ghosts, spectre, etc.), oozes, jellies, slimes, and similar creatures cannot be wrestled. Ethereal or elemental creatures can be wrestled only by opponents in the same form.

Contact Abilities:
Special abilities (energy drain, turn to stone, etc.) function normally during wrestling if the monster wishes them to.

For example, a character wrestling a cockatrice must make a saving throw vs. turn to stone every round while in contact with the monster.




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