After a lot of insanity, I’ve finally got the first three professions, scholar, blacksmith, and thief stated up, and playtesting should begin shortly. In addition, I’ve also created several new feats for rangers and a completely new ranger build: the grappling ranger, which focuses on unarmed attacks. But, before I go into all the details, here’s a new piece of art:
Now, for all the new homebrew!
After a lot of fiddling around with the design, I’ve finally decided to make professions a feat system. Each profession has three feats associated with it. The first, the apprentice level, gives you a basic ability or skill bonus, and your character’s basic wages. The second feat, guildsman level, grants you increased pay and another special ability. The final feat, master level, grants the player a very powerful ability and even higher average wages.
I’ll probably post more updates in the future, as I playtest (and probably alter) some of the system, and create rules for the other professions (alchemist, assassin, and woodsman will probably be next).
I’ve always felt that the ranger should have more unarmed attacks. After all, the typical ranger spends half his or her time sitting mysteriously in the back of the tavern, and unarmed attacks can be very useful in a tavern . . .
Nevertheless, I was very eager to make the grappling ranger rather different from the brawling fighter and the rogues with such powers as garrote grip and the like. To do so, most of the grappling ranger powers focus on dirty fighting: silencing the enemy, stabbing foes with their own weapons, using foes as weapons, and using them as human (or, more likely, orcish) shields.
And finally, three new feats for the ranger and other martial classes:
- Deadly Companion – Increases your beast companion’s damage die.
- Stifling Grip – Allows you to hinder the vocalizations of creatures you are grabbing.
- Urban Tracker – Lets you use streetwise in place of perception and stealth while in an urban setting.