I've put in some yeoman's work on the Weird Fantasy Edition of Bloody Basic, and, in the process, had some inspiration for what I think I'm calling the Sinew & Steel Edition.
I need to get back to work on the next issue of NOD, and I need to set up my own little playtest of GRIT & VIGOR, but I think I might be able to complete Bloody Basic - Weird Fantasy Edition and Bloody Basic - Sinew & Steel Edition by sometime around mid-summer. And, of course, "midsummer" brings up the possibility of doing a Shakespeare edition of Bloody Basic. 'Zounds, that would be fun!
Now, the armsman ... or as the class is known in the Weird Fantasy Edition, the puissant.
The armsman uses the spell casting ability of the magic-user as a basis for using combat feats. I've brought this idea up before, and I'm certainly not the first person to think of it, but I thought I might post the class here for your enjoyment and use.
The armsman is a trained warrior, a master of fence, who is designed to dominate utterly the field of battle. While any sort of historical warrior can be portrayed using the armsman class, most wear heavy armor and carry the most potent weapons they can.
REQUIREMENTS & RESTRICTIONS – Armsmen must have a Strength score of 9 or higher. They can be of any religion, and they can use any weapon and wear any armor.
SPECIAL ABILITIES – Armsmen have the ability to perform feats of combat excellence while fighting. An armsman can perform a limited number of feats per day, based on their level and the level of difficulty of the feat. Armsmen know only a limited number of feats, beginning with three first level feats at first level. An armsman learns a new feat each time they advance in level. They might also learn additional feats from other armsmen.
At sixth level, an armsman gains a retainer. The retainer is a loyal companion under the control of the armsman’s player. The retainer is rolled randomly on the retainer table at the end of this section. The TK should roll ability scores for the retainer and assign them a name and religion. The armsman must pay for his retainer’s room and board. Arsmen receive 25% of the XP earned by the armsman.
1. ARTFUL DODGE – You avoid one enemy attack this round, provided you are capable of moving.
2. CLEAVE – If you slay an opponent this round, you get an extra attack against another opponent within reach.
3. CRITICAL HIT – One successful attack you strike this round does an extra 1d6 points of damage.
4. FAR SHOT – You double the range of a missile weapon attack.
5. FIGHT BLIND – You can make one attack while blind without suffering any penalty on the attack.
6. GUARDS & WARDS – You accept a penalty to hit, and gain a bonus equal to that penalty to your own Armor Class.
7. IRON FIST – You may deal 1d4 points of damage with an unarmed strike this round.
8. POWER ATTACK – You accept a penalty to hit, and if your attack is successful gain a bonus equal to the penalty to damage.
9. QUICK – You add +1 to your initiative roll next round.
10. SHIELD BASH – You may attack with a shield at no penalty, scoring 1d4 points of damage if successful.
11. SWORD & DAGGER – You may attack with two weapons you are holding this round. One weapon can be of medium weight, the other must be light. The light weapon attacks at a penalty of -4 to your attack roll.
12. WEAPON FOCUS – Choose one weapon. For the remainder of this combat, you gain a +1 bonus to hit with that weapon.
SECOND LEVEL ARMSMAN FEATS
1. BULL RUSH – Any opponent you successfully attack this round is also knocked out of your way (up to 5 feet).
2. DEFLECT ARROWS – For one minute you can negate hits on you from missile weapons with a successful Reflex saving throw.
3. DISARM – Any opponent you successful attack this round is also disarmed of their weapon or any other item they are holding.
4. FEINT – Any opponent you successful attack this round is fooled into moving into an awkward position, and is denied an attack on their next turn (whether this round or the next).
5. GRAPPLE – Any opponent you successfully attack with an unarmed strike this round is also held and pinned by you. This pin is maintained until they make a successful attack roll against you.
6. STUNNING FIST – Any opponent you successfully attack with your unarmed strike is dazed for 1d4 rounds. While dazed, they may not move or attack, but can defend themselves.
7. SUNDER – Any opponent you attack this round also has their weapon, shield or some other item they are holding sundered in twain. Fragile items are broken instantly. Wooden items have a 2 in 6 chance of surviving. Metal items have a 4 in 6 chance.
8. TRIP – Any opponent you successfully attack this round is also knocked prone to the ground.
THIRD LEVEL ARMSMAN FEATS
1. GREAT CLEAVE – As long as you keep slaying opponents, you keep gaining extra attacks against new opponents within reach.
2. SHOT ON THE RUN – You may make a full run and still shoot or throw missiles without any penalty to your attacks.
3. SNATCH ARROWS – As deflect arrows, but you actually catch the missiles and may immediately, out of turn, throw them back at your attackers (if they are within range).
4. SPRING ATTACK – You may make a move, attack, and then make a second move.
5. WHIRLWIND ATTACK – You make one attack against every opponent within reach of your weapon. A penalty equal to the total number of attacks you are making is applied to each and every one of these attacks. Attacking five people, therefore, results in a -5 penalty to each of those five attacks.
An armsman with a Constitution of 13 or higher can opt to be a barbarian. Barbarians are wild and woolly warriors from the wilderness. They eschew the civilized ways of normal armsmen. Barbarians do not gain the feats of an armsman and they cannot use armor heavier than maille. Barbarians can go berserk in one combat per day per level. While berserk, the barbarian deducts two from her Armor Class, but scores double damage with successful melee attacks. In addition, barbarians can climb sheer surfaces and move silently as thieves (see below).
THE CAVALIER SUBCLASS
An armsmen with a Dexterity score of 13 or higher can opt to be a cavalier. Cavaliers specialize in mounted combat. They suffer no penalty for fighting on horseback, and gain three special feats not available to other armsmen.
1. RIDE-BY ATTACK – While charging on a mount, the cavalier may attack at any point during the charge – in essence, making a move, attacking, and then moving again.
2. SPIRITED CHARGE – The cavalier deals double damage with his weapon attack while charging on a mount.
3. TRAMPLE – The cavalier can trample opponents with its mount by simply riding over them. The mount gets no attacks that round other than trampling, dealing double hoof damage to all in its path unless they pass a Reflex saving throw, in which case they cut the damage in half. The cavalier may still attack with his own weapon while trampling.
THE CLERIC SUBCLASS
An armsman with a wisdom of 13 or higher can opt to become a cleric. Clerics are religious knights or fighting priests. While clerics must have a religion, the extent of their faith is up to them. One can be a fighting bishop and give only cursory lip service to their faith. Clerics can bless, as theologians (see Scholar below).