Writing this quickly for the pseudo-real system that exists in my head—apologies if my next few class posts are incomprehensible for your preferred elf-game. Generic setting dress (for now) to get a handle on what my design philosophies are.
Thanks again to Numbers Aren't Real (and some of Arnold's OG fighter) for making such excellent content to steal borrow from. I'll slowly start weaning off of your teet, I promise.
Chassis Shenanigans
You are a Fighter, with all that entails:
- you can parry like a sword-shepherd.
- You gain an extra attack at 1st level (displayed below).
- you can never fumble with conventional weapons.
The Class Itself
The first time you take a respite (short rest) each day, you regain additional hit points equal to your character level. (note: that means you heal 2x your CL, or 2x+1d6 if you eat!)
Whenever you get a kill with a specific weapon type (such as a dagger), mark it down somewhere on your character sheet. Whenever you attain a total of 10, 30, and 50 kills, you gain one of the following bonuses:
- +1 Damage
- Expanded Critical Range (19-20)
- +4 Combat Maneuver (1/combat)
One of your Psyche dice becomes a D6. You may space out for one round, at any time, to receive -1 Strain (stress damage) from any source, but you take a -d6 penalty to Tests (checks & saves) and Attack Rolls.
Mighty unhelpful in conversations, or when there's a boulder barreling towards you.
Whenever you win a fight against challenging foes, people who don't like you make a new reaction roll with a +4 bonus. This even works on people you just defeated in combat, unless you caused them undeserved or disproportionate harm.
March on a villain’s enclave/stronghold/dungeon with at least a half-dozen loyal hirelings. Take control while half of them are still standing.
Hirelings under your employ will follow you into certain danger: they gain a +1 to Morale checks, and will willingly put themselves in harm's way if they believe it’ll benefit the entire warband (fend off those ghouls!).
Attain 100 notches with a singular weapon type, then challenge a master of the same weapon to a duel to the death. You must objectively win the fight—no deaths.
Whenever you deal damage with your mastered weapon, you can roll twice and select the higher number. Your critical hits deal triple damage. Your first combat maneuver each turn automatically succeeds with this weapon.
If you ever use a weapon that isn’t your mastered weapon, you must spend a week atoning at the nearest training ground.
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