Here’s where we currently stand on the new skill system, and a few other changes that would go with it. Please let us know what you think.
[Changes since the last proposal are: Piercing Shot instead of Rapid Fire; no non-magical (elf) leaping in tunnels, but reduce slime density; Flaming Arrows as an unlock would work differently than Flame Shot in that you just have to be next to a flame, not shoot over it.]
SWORDSMAN
Abilities:
Bull Rush - Shove and attack
Lunge - If you hit with sword, 50% chance to also hit monster directly behind it
Punt - 50% chance to punt small monsters after they attack you (hit or miss)
Skills:
Full Swing I: If target is only adjacent monster, +1 sword
Full Swing II: 30% to cleave
Full Swing III: 60% to cleave
Parry I: 20% chance to parry and riposte the first melee attack each round
Parry II I: 40%
Parry III: 60%
Rage I: Each time you roll a 1, 2 or 3 and are hit, gain +2 to next sword attack
Rage II: Each time you roll a 1, 2 or 3 and miss with sword, gain +2 to next sword attack
Rage III: Above bonuses are +3 instead of +2
Press I: +1 to sword attack if target cannot move away
Press II: +2
Press III: +3
During Feats: Swordsman can bull rush any size monster (but not >1 hp into pits)
HUNTRESS:
Abilities:
Leap: Leap 2 spaces
Dodge: Dodge any attack with defense roll of 6+
Move Silently: 50% less likely to be spotted sneaking (not pilfering)
Skills:
Leap Attack I: Attack what you leap over, with 20% chance of disorientation
Leap Attack II: 40%
Leap Attack III: 60%
Evade I: If guarding, roll 5+ to dodge, counter with bow or sword
Evade II: Counterattacks are +1
Evade III: Counterattacks are +2
Long Shot I: Bow distance penalty is -2
Long Shot II: Bow distance penalty is -1
Long Shot III: No bow distance penalty
Piercing Shot I: If your target is 2 away, and there is no monster directly between you and target, and there’s a monster directly behind your target, 40% chance to also attack the monster behind your target.
Piercing Shot II: 70%
Piercing Shot III: 100%
During Feats: Huntress can leap 3.
BRAWLER:
Abilities:
Charge: Advance and +3 sword attack
Resilience: 25% resistance to fireballs, breath, or slime
Uppercut: 30% to hit with uppercut if sword misses
Skills:
Hunker I: When Guarding: +1 defense
Hunker II: Resilience doubled
Hunker III: Resilience tripled
Frenzy I: If 3+ adjacent monsters: uppercut doubled (60%)
Frenzy II: +1 defense
Frenzy III: +1 sword
Bellow I - Call the worm
Bellow II - Call grumpy worm (+2 attack)
Bellow III - Call enraged worm (+4 attack)
Fortify I: If not attacked when hunkering, next round gain +2 attack
Fortify II: +2 defense
Fortify II: +3 attack and +3 defense
During feats: Brawler has 50% of cleaving when charging
OTHER CHANGES:
-
Killing Dragons triggers a feat (rolling 11 does not). Killing ruins bosses triggers a feat.
-
Revert to prior stealth system, removing the facing rules.
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Give the swordsman a d10 on the bow instead of d8.
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Flame Shot elf skill replaced by Flaming Arrows unlock that anyone can use. (+1 to bow if next to an adjacent flame - you don’t have to shoot over it because you are lighting the arrow before shooting.)
-
Non-magical (elf) leaping not allowed in tunnels. (and reduce slime density slightly)