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Saturday, July 21, 2018

OSR Pirate/Renaissance and Colonial Classes. Fighting Men

For my players in the upcoming Ravenloft Renaissance Game


The Fighting Men
Archer
Brute
Calvaryman
Musketeer
Pirate (Sailor)
Scout
Swashbuckler
Thug
Warrior

Archer
Ability Requirements: Str 13, Dex 13
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer bows and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Bow Expertise
+1 to hit with a bow.
If you are only allowing one shot per round the Archer can attack twice per round with a -2 penalty per shot if he takes both.

Long Shot
Range increment's for bows increases by 50 percent.

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Dead Shot
Level 3: After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. This bonus only applies to the first shot of a round.

Rapid Shot
Level 9: An third bow attack is gained.

Trick Shot
Level 12: Called shot penalties reduced by half.

Brute 
Ability Requirements: Str 15, Con 13
Hit Dice: 1d10 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer big damage melee weapons.
Prime Attribute (5% xp bonus) Str 15+

Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to his normal Strength bonus). He knows where to hurt people and hits like a freight train.

Crusher
Once per day per level 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 using Follow Through, he can take each attack as a Crusher attack as long as all penalties are applied and he hasn't used all of his daily Crusher attacks. This does not stack with attacks such as Backstab or other damage increasing maneuvers.

Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.

Follow Through
At level 3 the Brute 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 Brute. 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.

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.

Cavalryman
Hit Dice 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Follow Through
At level 3 the Cavalryman 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 Cavalryman . 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. The Cavalryman must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.

Horse Fighter
Calvarymen are familiar with combat on horseback. They receive no penalty for attacks made on horseback and gain a +2 bonus to hit with melee weapons vs infantry troops.
(-2 to a non-cavalryman class rider's attack unless he makes a Ride check at -4 penalty.)
Reloading a muzzle-loading weapon on horse moving faster than a walk normally requires a Dex check with a -4 penalty. Failure results in the powder and shot being spilled. The Cavalryman can do it with a straight Dex check.

Riding
At levels 1, 3, 6, 9, 12, 15, and 18 the Calvaryman gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot, etc. In addition, the Cavalryman can do the following:
On Horseback the Calvaryman gains a +1 to AC and can use his Dex bonus increase his mount's AC.
With a successful check, the Cavalryman can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
With a successful check the Cavalryman can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)
With a successful check the Cavalryman can coax the horse to leap obstacles and the Cavalryman can hang on while the animal is performing the maneuver.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Cavalryman may choose a melee weapon type (sword, lance, heavy lance, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a heavy lance does 1d12, a sword does 1d10, etc. Many will choose lance as a focus weapon,

The Musketeer
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms.
Prime Attribute (5% experience bonus): Dexterity 13+.

Firearms Expert
The Musketeer receives a +1 bonus to hit with any firearm. This stacks with aiming and point blank shooting.

Fast Reload
The Musketeer cuts their reload time down by one round. Thus a musket or pistol can be reloaded in one round instead of two.

Firearm Repair
Anyone can attempt to fix malfunctioning or broken firearms and cannon. The Musketeer is better at it due to his familiarity with the weapons. Normally this is an Int check, the Musketeer receives a cumulative +1 bonus to this check at every third level. The repair time is left up to the DM based on how badly the weapon is damaged and available tools and materials to fix.

Sure Shot
No penalty for unstable platform such as a running horse, carriage, rolling ship deck, etc.

Fast Draw
Level 3: The Musketeer can draw, ready, and fire a firearm faster. The receive 0 penalty to their shooting attacks when drawing and shooting a firearm(s) in the same round instead of a -2 penalty.

The Musketeer gains a cumulative +1 bonus initiative when drawing a firearm( a -3 penalty) at 3rd level and at 6th, 9th, 12th, etc.

If group initiative is used the Musketeer still rolls separately.

Deadshot
Level 6: After aiming for one full round the Musketeer receives a +4 bonus to his firearm the next round. This bonus only applies to the first shot of a round.

Double Shot
Level 9: The Musketeer can fire one firearm in each hand for two attacks. If pistol size the weapon has no penalty. If larger than a pistol the penalty is -2 for that weapon.

Trick Shot
Level 12: Called shot penalties reduced by half.

Pirate (Sailor)
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter, shield. Their abilites can only be used in Leather or lighter.
Weapons Permitted: Any but prefer medium and short weapons for ship fighting.
Prime Attribute (5% experience bonus): Constitution 13+.

Brawler
They receive a +1 to hit on melee and unarmed attacks.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. One of 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.

Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additonal +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's 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
As 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.

Swashbuckler
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but prefer one-handed melee. Their usually high Dexterity makes them capable two weapon fighters.
Prime Attribute (5% experience bonus): Dexterity 13+.

Fencer
+1 to hit with medium and light melee blade weapons.

Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Florentine
Can attack with a melee weapon in each hand for two attacks with -2 to hit with each. In addition the Swashbuckler can choose to not take the off-hand attack and defend witih the weapon, gaining him a +1 AC bonus that round as if he had a shield.

Light on the Feet
When wearing leather or lighter armors the Swashbuckler recieves a +2 bonus to their AC.

Quick with a Blade
The Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks. Damage bonus is still Strength based.

Scout 
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Chain and shield. May wear heavier but lose special abilities while in the heavier armor. See Climber and Stalker below.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Agile Fighter
+1 to AC. This applies in chain armor or lighter.

Alertness
The ability to detect danger. -1 to be surprised on a 1d6.

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.

Climber
As a Thief of equal level. If in chain armor  the chance is at -20 percent.

Runner
The Scout's base movement is 135'/45'.

Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 40 percent plus five percent at every even level. If in chain armor the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)

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.

Thug
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Constitution 13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels: 3, 6, 9, and 12.
He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Gambling
The Thug often supplements his income with a bit of cards and dice.  At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets: +20%
Move Silently: +20%

Warrior
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Strength 13+

+1 to attack with melee weapons.

+1 to AC. The Warrior is skilled at defending himself from attack.

Follow Through
At level 3 the 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 Warrior. 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.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Warrior may choose one 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.



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