Okay so…

Okay so…

Okay so…

my #FighterWeek  contribution.

https://docs.google.com/document/d/1WP2IgGl7f12etnEMA_XKE2KTE1-_wU_eCWnbTIIlFlM/edit

I’m putting it in the Compendium Classes section because, well, it has compendium classes in it. It is, however, a campaign supplement with more than just CCs.

It’s not complete, but I figured I might as well put up something to show and say I participated.

There’s a write-up of a main city and its steading tags (as best as I could grok the rules), and three of the six CCs I have ready to go. There will be a brief writeup for the town and keep that are mentioned with their steading tags, as well as (potentially) a new Agenda and Principles (which it was suggested I put in).

Anyhow, here it goes.

Working on a compendium class and was hoping to get some feedback.

Working on a compendium class and was hoping to get some feedback.

Working on a compendium class and was hoping to get some feedback.

Monkey Friend

When you befriend a monkey, you may take this move when you level up:

Monkey Friends are the Best Friends

You and your monkey have a special bond.  You can’t talk to it per se, but it will always act as you wish it to.  When you and your monkey work together, take +1 on any move where a distraction or an extra set of hands would be useful.

Once you’ve taken the Monkey Friends are the Best Friends move, you may take the following moves whenever you level up as if they were class moves:

Oooh, Shinies!

When you let your monkey roam for a while in a civilized area, roll.  On a 10+ he returns with an interesting or valuable item.  On a 7-9, the item is also dangerous or draws unwelcome attention to you.  Take +2 on this roll if you also have the ‘Dial M for Monkey’ move.

Alarm Call

Your monkey is always looking out for you.  It will scream at the first sign of danger, ensuring that you are never surprised.  When an enemy would get the drop on you, you get to act first instead.

Dial M for Monkey

Your monkey is exceptionally smart.  It can follow complex orders and understand speech, though you are the only one who can understand what it says.  If you consult your monkey while attempting to discern reality, take +1.

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What do you folks think?  Any advice or suggestions?  Thanks!

Hey guys, so I wanted to get a bit of feedback on a compendium class I’m working on for my Eberron supplement, the…

Hey guys, so I wanted to get a bit of feedback on a compendium class I’m working on for my Eberron supplement, the…

Hey guys, so I wanted to get a bit of feedback on a compendium class I’m working on for my Eberron supplement, the Master Inquisitive.

When you successfully solve a difficult mystery, you may take this move when you level up:

Zone of Truth

When you augment your interrogation skills with a bit of magic, roll+CHA. On a 10+, they’ll answer any question you ask truthfully. On a 7-9, they’ll talk, but you need to promise them something first, the GM will tell you what.

Once you’ve taken the Zone of Truth move, you may take the following moves whenever you level up as if they were part of your class’s move list:

I Know a Guy

When you put the word out that you’re looking for someone, something, or some information, tell the GM what, and then roll+CHA. On a 10+, one of your contacts has just what you need or knows right where to find it. On a 7-9, they have a clue of where you might be able to find it.

Only Wizard in the Yellow Pages

Choose a number of divination spells equal to your INT. You can cast those spells as a wizard.

Hard-Boiled Inquisitive

More than a few people have tried to stop your investigations, and you’ve toughened up because of it. You gain +1 armor while on a case.

A couple of questions: should the entry requirement be different? I mean, they are a detective, so I think that solving a mystery is alright.

So I decided to slay the beast of time by making a compendium class.

So I decided to slay the beast of time by making a compendium class.

So I decided to slay the beast of time by making a compendium class. It is a “mystical warrior” style CC, based loosely around the “Athame Warrior” from Arcana Evolved.

Link: http://partialsuccess.wordpress.com/2013/06/06/a-mystical-warrior-approaches/

#FighterWeek Slayer compendium class

#FighterWeek Slayer compendium class

#FighterWeek Slayer compendium class

Murder at your every footstep. Blood’s cheap, it’s everywhere.

 

You start with this move:

 

Spill the Blood

When you deal damage to an enemy, gain 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4+blood damage. If you go a day without dealing damage, lose all the blood you have gained.

 

When you gain a level from 2-5, you may choose from these moves:

 

Blood Red

Requires: Spill the Blood or Reign in Blood

In combat, you can spend your blood, 1-for-1 to:

·        Block a blow meant for someone else. You take the damage instead.

·        Disarm a foe.

·        Free yourself from constraints or bonds.

·        Increase the damage of one attack by +1.

 

Die by the Sword

When you either take your last breath and miss or refuse Death’s bargain, you can still come back to life, but Death will take you during the next combat you participate in, somehow, some way, no matter what.

 

South of Heaven

When you have less than half your maximum hit points left, your attacks gain the forceful and messy tags and you deal +1d6 damage.

 

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

 

Angel of Death

Requires: Spill the Blood or Reign in Blood

When you hack and slash or volley you may spend blood before rolling. For each blood you spend choose an extra target. Roll once and apply damage to all targets, but gain no blood for this attack.

 

Reign in Blood

Replaces: Spill the Blood

When you deal damage to an enemy, take 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4 damage per blood. If you go a day without dealing damage, lose all the blood you have gained.

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

It could use a “mental duel” Move

How does this rework of the Warden look like?

How does this rework of the Warden look like?

How does this rework of the Warden look like? 

I reworked the Take Guardian Form move. You now have to “forget” the Form on a 7-9 and only regain it when you do the stuff the Spirits tasked you with. Therefore the Warden Duty list, inspired by the Divine Guidance Move. Therefore the Warden is forced to do wardeny stuff. He can be a grim protector of nature, a (nearly Doctor like) teacher or a great hunter. I hope this makes the player more interested in doing his Duty then just raiding dungeons. 

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod.

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod.

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod. 

When you discover your Divine Heritage, you can take Nigh Immortal. 

Nigh Immortal: you are almost impossible to kill. If there is a way, even you’re not sure what it is. You can still be hurt, though. When you would roll Last Breath, instead roll +CON. *on a 10+, mark a debility of your choice. *On a 7-9, mark a debility of your choice, and a debility of the GM’s choice. *On a miss, gain a debility for ALL your stats. You will also want to lie down for a while. Ow.