* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Self made kit, second ed. Be gentle! Started at 03-12-07 05:24 PM by CTHUHLU_THE_GROOVY Visit at http://forums.gleemax.com/showthread.php?t=807943 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : CTHUHLU_THE_GROOVY Date : 03-12-07 05:24 PM Thread Title : Self made kit, second ed. Be gentle! I am a fairly long term gamer (used to play second ed, but forgot circa 03'), and I am thinking of trying to run a second ed game. It would be low magic, renaissance game (think Princess Bride), no magic (save for rare, unusable effects and one or two creatures), with rogues (thief&bard) and warriors (fighter and ranger) being the only legal classes. After some thinking, I have included the demihuman races. This makes full use of everything in the Complete Fighter's Handbook. That being said, I've decided to try a couple of kits to broaden the player choices. Why a duelist? No real reason, I just want to try a simple yet cool archetype, and this seemed like the way to go. Pardon any spelling or grammat/formatting mistakes. About balance: Most kits seem fairly bland to me. Consequentially, I have tried to make many significant features that will affect play. Before the "back in the day" crowd gets their pitchforks out ( Damage 7 to 15? what do ya roll fer' that!? Kids these days with your EASY formats.... 1d10 plus 3 my rear end!) note that many of these features exist only in roleplay/ dm discretion. Duelist Kit By ctg Description: In many cities, apart from the heavy armor and crude weapons of the world at large, schools of courtly fencers hone their art to an extreme. These duelists practice a unique style of one-on-one combat which makes them especially effective as adventurers. Role: The duelist can be taken only by fighters, but is not a conventional fighter. The duelist is a lightly armored melee combatant, more than competent with his chosen blade, he truly shines in a duel with a humanoid creature. Until then, he is a skilled but frail warrior. Secondary skills: None for bonus, but acrobatics, rope walking, and court knowledge become a part of the duelist's skill list. Weapon proficiencies: Two bonus proficiencies are provided, but they must be spent on a one handed sword ( a single type) as specialization. The rest MUST be spent on styles, save for one free proficiency. Until all available styles ( one hand, and two hand, with two weapon at dm's discretion) are expended, he will be proficient only in these two weapons. All other weapons considered nonproficient, no groups, and are used at a minus one even after proficiency is bought. Equipment: A longsword, rapier, or saber is provided free. If the game begins above fourth level, a free plus one blade is provided, which must be returned if not used. (to the blade school the pc belongs to.) Special benefits: Increased specialization: One more weapon slot can be spent to further increase the characters weapon specialization, bringing it up to plus 2 to hit, plus 3 to damage. This is a one-time bonus. Note that weapon specialization still costs 2 slots, contrary to the above. STYLE EXPERTIESE: all weapon styles (including blade song!) that cost weapon proficiency slots have the price reduced by one. This cannot go below one. DODGING: Armor is not permitted in a courtly duel. A minus 2 ac bonus is provided ONLY when the duelist wears no armor. Blade School: The duelist has the backing and support of their fencing college. This is largely dm discretion. DUEL: Once per day, the duelist may enter a duel with a (generally) human shaped creature within one size category of the duelist, which must be wielding a melee weapon. When in this state, the duelist is considered to have this creature selected as a species enemy. The duelist gains either a plus one to strength or dexterity in this state, and at twentieth level may add his dexterity dodge modifier to hit (in a duel). If a duelist ever loses a duel to a creature two or more levels lower than them, then all class features are revoked until the duelist defeats another humanoid at least two levels higher than him. The duel lasts 3 rounds per character level, or until combat ends. Special hindrances: No armor: If anything heavier than studded leather is worn, all class features are revoked until it is removed. RENOWN: At third level, the duelist will become known as a capable swordsman. Thereafter, npc duelists within two levels of the character's own will attempt to defeat him. They will use their duel ability, and can be rolled as a random encounter (dm's addition) or placed by the dm. More than once every three sessions (or more than once a level in fast- paced games) is NOT recommended. DEMANDS: The duelist is expected to donate one tenth of all their money to their college. Half of what remains must be always put towards a better weapon. (In low to no magic games, the dm is encouraged to create rules concerning sharpness, and blade strength that replace the magic weapon system.) The college will frequently demand that the dm perform favors on their behalf, which the duelist may not refuse, though they can post pone for a month in- game. If they do not wish to, they may change colleges. The duelist must train to learn new maneuvers, and consequentially must study with a respected master for at least a month to learn new abilities. (without this, only thaco and hit points progress, no proficiencies or followers.) When a duelist would normally attract followers, he may instead create a college. WEALTH OPTIONS: Duelists start off with one half wealth, but will always have a blade. RACES: Human, elf and half-elf are the most frequent practitioners. Halflings lack the discipline to become such dedicated warriors. Half orcs may enter only with dm's approval. Dwarves have their own combat techniques, which, while courtly have a focus on heavy armor and weapons. Gnomes sometimes have the foppish qualities necessary, and can appreciate beautiful swordplay, and may advance in this class, though this is unlikely. Whatcha think? Be honest, I am open to suggestions and would love to hear opinions from more experienced 2e-ers than I. Sorry if this is somewhat forum inappropriates. Thanks in advance! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Agathokles Date : 03-15-07 07:37 AM Thread Title : Re: Self made kit, second ed. Be gentle! This kit gives an offensive bonus, but at the expense of heavy AC restrictions, which may make for a hardly playable character. This is a problem that generally affects swashbuckler/duelist kits. An AC bonus could be a better choice (like the Fighting Monk kit, for example). BTW, you could have a look at the Swashbuckler Kit here: http://pandius.com/sc_kits.html and the related panache rules and fencing schools: http://pandius.com/sc_prof.html Hope it helps, G. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : CTHUHLU_THE_GROOVY Date : 03-15-07 02:43 PM Thread Title : Re: Self made kit, second ed. Be gentle! Thanks for the help! The links were very useful! One thing that isn't immediatly obvious is that the defense isn't all that bad when you consider parrying, and more importantly, two ranks in single weapon style will give you a minus 2 ac, and bladesong can give you another two (for instance). Dexterity will also be high for a warrior, for several reasons (bonuses in a duel). This doesn't mean that defense isn't low, only that it isn't completely doomed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.