Arcane Archer Compendium Class

Arcane Archer Compendium Class

Arcane Archer Compendium Class 

So i realised there wasn’t something like this…

The idea here was to give you additional abilities with a bow without needing access to Spells. 

The most powerful thing you could probably do with this is using Shocking or Splitting Arrows in combination with Bloot out the Sun. I decided to not really give you flat +damage moves. 

Overload and Counterspell-Shoot are based on Wizard moves. 

I just really the idea of this guy shooting magic missiles out of the air. Totally unrealistic but really cool. 

Maybe a maximum of 4 enchantements is to much but i think you would need 2 start options or you just become a one-trick pony. 

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

CAVER COMPENDIUM CLASS

 

When you have successfully mapped an underground cave complex, or been instructed in the techniques of caving by an expert, the next time you level up you can choose to take this move:

 

Dungeon Crawl

When you defy danger to get through a difficult or dangerous passageway, on a 10+, you may also bring one of your companions through with you safely. On a 7-9, you may sacrifice a piece of your gear to ignore the consequences—whichever piece is most readily at hand or makes the most sense. If this is adventuring gear that is still undefined, say what it is now.

 

Once you have dungeon crawl, these moves count as level 2-5 class moves and you can choose to take them when you level up:

 

Bug Eater

When you make camp in a cave, or undertake a perilous journey through a cave, you do not need to consume any rations. If you act as quartermaster, you automatically succeed as if you had rolled a 10+, and you may take on a second job.

 

Lynx-Eyed, Like Burning Coals

Your eyes cut through the night and you need bring neither lamp nor torch to see in even Stygian darkness. When you defy danger in the dark, take +1.

 

Mental Map

You have perfect recall of the places you have explored. You can always find your way back to an underground location you have been to, without considering it a perilous journey. If anything has changed since your last visit, you spot it right away.

 

Tremors

You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground, even in the dark.

 

Once you have dungeon crawl, these moves count as level 6-10 class moves and you can choose to take them when you level up:

 

Cavedancer

When you use the natural formations of a cave to your advantage, take +1 to defend and defy danger.

 

Cavespeaker

Requires: Tremors

When you ask a cave about someone or something else inside it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7-9, the cave tells you either where it is or what it’s doing.

 

Strange Medicine

Requires: Bug Eater

When you have time to gather supplies in a natural cave, you can prepare a poultice that will heal one debility next time you make camp.

 

Specialty Option

If you want to start as a caver at level 1, you can replace one of the following starting moves with dungeon crawl:

Cleric: Turn Undead, but you deity’s domain must be knowledge and hidden things or what lies beneath.

Fighter: Armored.

Paladin: Armored.

Ranger: Called Shot.

Thief: Backstab or Poisoner.

Wizard: Spell Defense.

 

If you start as a caver at level 1, you may choose one of the following race options instead of those offered by your class:

 

Elf

Only the darkest and most violent of elves would willingly seek their fortunes underground. Choose a weapon. In your hands, weapons of this type have the precise tag, just as if you were the fighter.

 

Halfling

You know how to take advantage of your small size underground, where you get +1 armour when you’re at all able to defend yourself.

 

Orc

Lynx-Eyed, Like Burning Coals is a starting move for you, not an advanced move.

what would you guys suggest for a compendium class called the Promethean?

what would you guys suggest for a compendium class called the Promethean?

what would you guys suggest for a compendium class called the Promethean? – you qualify by stealing something from a god. A later move would allow you to grow back a major organ once per day.

I’m always interested in moves that flesh out the campaign world.

I’m always interested in moves that flesh out the campaign world.

I’m always interested in moves that flesh out the campaign world. The Storysmith is a compendium class I put together in that spirit. It requires a fair amount of creativity, but in the hands of the right player, I think it could be a lot of fun. 

when you have come back from death and had glimpses into the realm of spirits or if you found a way to turn yourself…

when you have come back from death and had glimpses into the realm of spirits or if you found a way to turn yourself…

when you have come back from death and had glimpses into the realm of spirits or if you found a way to turn yourself from ghost to normal person again

This actually started out as a Ghost Pact Warlock and then turned into this. 

My Human Spider Compendium Class along with two custom moves that play into the class.

My Human Spider Compendium Class along with two custom moves that play into the class.

My Human Spider Compendium Class along with two custom moves that play into the class.

First time creating something like this, so let me know if there is something I am missing.

I have 3 move names in there too without a move associated and an incomplete move.

When you have managed to survive certain death by sheer luck and everyone agreed on what a lucky bastard you are

When you have managed to survive certain death by sheer luck and everyone agreed on what a lucky bastard you are

When you have managed to survive certain death by sheer luck and everyone agreed on what a lucky bastard you are

Runaskald/Runesmith Compendium Class

Runaskald/Runesmith Compendium Class

Runaskald/Runesmith Compendium Class 

This was inspired mostly by the Runesmiths in Kevin Hearnes Iron Druid Chronicles (who are inspired by Norse myths) and Warhammer Runesmiths. Toss in a bit of the BW Runecaster and DSA Runemagic and you get this. 

If a Runesmith knows what you will be up against he will be crazy effective in supporting his allies. A Dragonhunter decked out in a Rune of Fire Protection, with a Dragonbane Spear and a Rune of Caution will have good chances taking down a Dragon. This will of course take up all the Rune-control of the Skald and will cost 999 coins. 

He is a bit like Batman, great when prepared. 

The rune of Infiltration and of Hiding are based on the Invisibilty Cloak and shapechange girlde from the Nibelungenlied and make for great tools on a thief. 

The runes don’t have to be dwarfen in your DW – it’s just what i took for inspiration. 

I am still not sure about the entry requirement…

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

Compendium Class about using the powers of the land for fun and profit. Inspired by… a lot of stuff actually 

I am mostly interested in feedback for the spells. 

This class has a few more additional moves then normal but there is quite a lot in the concept. A Fortune Teller with this comp class could be really cool i reckon.