Post by Malcadon on Jun 9, 2014 15:15:26 GMT -6
This class came form watching an anime called Shadow Skill and some familiarity with the Brazilian martial art style called Capoeira — a means to learn fighting (which was punishable by death) while masked as dancing. This class is a way to bring in a Monk-like class, but without all the eastern mysticism, and to give it a more African feel (akin to the Griot class). Instead of going with Capoeira ("it was jungle", the low-brush area the style was developed in), I opt to use the Bantu (Angolan) word it might have originated from: kapwera ("to fight"). Note that this class can be of any gender, but I opt to not the rules in the feminine (if only for the sake of a "Slave Leia" class ). Pardon any spelling errors and the like.
Se what do you guys think?
Kapwera
Kapwera dance-fighters learned to fight through the art of dance. Their moves are highly acrobatic and stylized. To casual observers, it is quite entertaining, and seductive when the dancer is a woman. What they likely don't know is that the slender, near-naked dancing girl who's wrist are in chains could kill a large, stocky armed man with her chains and agility. As slaves are not allowed to use weapons or armor, they have to use their agility and reflexes to avoid attacks, and to use their hands and feet as weapons. Since chains can restrain their arms, they found that kicks and leg attacks are most effective, as well as using their chains as an extension of their own arm. As slaves, they have the benefit of obscurity. As underground fighters, they have the benefit of a tight-knit brother/sisterhood.
They are not as strong as Fighters, but if striped naked of all weapons and gear, they still capable fighters. As characters, they are expected to be freemen, owned by another player character or escaped slaves. As such, they might be wanted.
Prime Attribute: Dexterity. If DEX is 13+, you gain +5% to XP earned.
Primary Save: Ref
Hit Dice: 1D6+1 at 1st level, then as the Kapwera Advancement table
Armour/Shield Permitted: Makeshift armor only (see below)
Weapons Permitted: Makeshift weapons only (see below)
Kapwera Class Abilities
Improvised: As slaves, they are not burdened down by material goods. Anything they own is what they can carry. As such, money comes in the form of portable wealth (jewelery). Their starting funds is only 3d6 gp with no multiplier.
Kapwera Stunt: If you want your character to attempt a special manoeuver in combat that isn’t a direct attack, like disarming an opponent with a kick, knock an opponent off her feet with a lag sweep or some other similar trick, you need to make this roll or higher. The roll is modified by the HD of your opponent over your own; so a 2nd level Kapwera (HD1) attempting to disarm a 2nd level fighter (2HD) receives -1 to her roll. Other modifiers are at the GMs discretion. In most cases, if music is playing is playing, the Kapwera is grated a +1 bonus do to the rhythm.
Unarmed Strikes: An unarmed strike by a Kapwera is more then just a punch or kick: it is a series of rapid kicks/punches, knees/elbows, and strong follow-ups (although, they favor kicks). As such, the unarmed strike of a Kapwera counts as a club (1d6-1) with Dodge bonuses applied to damage (1d6+2 at 10th level). Save for greater damage, all normal normal rules for unarmed damage applies. The use of a makeshift club or quarterstaff only gives a +1 to damage.
Dodge Bonus: At 2nd level, the Kapwera has learned to avoid attacks better. As slaves are not allowed to use armor, they have to rely on their agility. This bonus works like the DEX to AC, and stack with high (or low) Dexterity.
At 1st level, a Kapwera chooses which of the following skills will be her primary (best), which will be secondary and which will be tertiary (least good). She chooses two skills for each category. Most of these skills assume the Kapwera is carrying out the task at some speed or under a degree of pressure. If the Kapwera has time, the GM could give a small bonus, say +1 to the roll. Some skills benefit from good equipment. Some skills can be performed by any character on a roll of 6+ at the GMs discretion.
Acrobatics: Their ability to pull physical stuns gives them a degree of agility similar to a modern Parkour (Free-running) artist. They can traverse obstacle by climbing, swinging, vaulting, jumping, rolling, crawling and so on. A quarterstaff or an anchored grappling hook grants a +1 to acrobatic stunts.
Blend: In cultures where slavery is normal, people usually ignore the comings and goings of slaves. Unless someone is mindful of potential threats by slaves (a slave boss or rumors of a slave revolt), a slave can do a lot of spying and plotting. As such, a Kapwera can hind in the background, overhear private conversation and steal things with impunity.
Contacts: Since the Kapwera are underground fighters, they maintain a loose and informal secret society with tight bonds. As such, they can rely on each other for minor assistance with most things. A roll is only needed if the contact has to stick their necks out, or it would consume a lot of time (for her normal duties) or valuable resources to achieve the desired goals.
Flanking: In combat, their moves are so wild and they can move around an opponent so quickly, they can get below an opponent's defenses. A roll is made to see if if the maneuvering worked, and the opponent is granted a Ref save to counter. If the save failed, the Kapwera strikes first with a +1 to hit. Flanking is a free action, and can only be done once a turn.
Performance: A Kapwera dancer can dance and sing to attract and hold an audience. Creatures do not need understand the singing to be affected. Affected creatures take a -1 penalty to Notice checks (as they are so distracted), or a -2 if the dance is an alluring/seductive one. This is useful as a distraction for various purposes.
Rumors: Even though slaves are conditioned (with brutal forms of punishment) to be silent about the personal matters of their masters, a charismatic Kapwera could get secrets out of slaves, or even spread rumors of their own making. This includes secrets, like the location of valuables, layout of buildings, security, blackmail fodder and so on.
Makeshift Weapons and Armor: Even with their superb martial arts skills, they still have need of weapons, and sometimes even armor protection. Such gear are far from conventional, as they have to make do with what is at hand, and they have to look as if they are not armed or not not skilled in combat. Here some types of weapons and armor they use:
Makeshift club (candlestick, pistillum, etc.) adds +1 to unarmed damage.
Makeshift quarterstaff (candelabra, pole, etc.) adds +1 to unarmed damage and most stunts.
Manacles with long chain allows for a long reaching strike (counts as a unarmed attack) or can can be used to ensnare the limbs (including neck) of opponents.
Makeshift shield (book, serving tray, etc.) can be used as a one-off shield (destroyed by blow).
Corded skirt and mantel (made with grass, horse tail etc.) adds +1 to Flanking actions and defensive fighting (loose materials obscures the Kapwera's form while spinning around).
The player and DM are encouraged to makeup other uses for makeshift gear.
Se what do you guys think?
Kapwera
Kapwera dance-fighters learned to fight through the art of dance. Their moves are highly acrobatic and stylized. To casual observers, it is quite entertaining, and seductive when the dancer is a woman. What they likely don't know is that the slender, near-naked dancing girl who's wrist are in chains could kill a large, stocky armed man with her chains and agility. As slaves are not allowed to use weapons or armor, they have to use their agility and reflexes to avoid attacks, and to use their hands and feet as weapons. Since chains can restrain their arms, they found that kicks and leg attacks are most effective, as well as using their chains as an extension of their own arm. As slaves, they have the benefit of obscurity. As underground fighters, they have the benefit of a tight-knit brother/sisterhood.
They are not as strong as Fighters, but if striped naked of all weapons and gear, they still capable fighters. As characters, they are expected to be freemen, owned by another player character or escaped slaves. As such, they might be wanted.
Prime Attribute: Dexterity. If DEX is 13+, you gain +5% to XP earned.
Primary Save: Ref
Hit Dice: 1D6+1 at 1st level, then as the Kapwera Advancement table
Armour/Shield Permitted: Makeshift armor only (see below)
Weapons Permitted: Makeshift weapons only (see below)
Level | Hit Dice | Dodge | Damage | Primary | Secondary | Tertiary |
1 | 1(+1) | 0 | 1d6-1 | 3+ | 4+ | 5+ |
2 | 1(+2) | +1 | 1d6 | 3+ | 4+ | 4+ |
3 | 2(+1) | +1 | 1d6 | 2+ | 3+ | 4+ |
4 | 2(+2) | +1 | 1d6 | 2+ | 3+ | 3+ |
5 | 3(+1) | +1 | 1d6 | 2+ | 3+ | 3+ |
6 | 3(+2) | +2 | 1d6+1 | 1+ | 2+ | 3+ |
7 | 4(+1) | +2 | 1d6+1 | 1+ | 2+ | 3+ |
8 | 4(+2) | +2 | 1d6+1 | 1+ | 2+ | 2+ |
9 | 5(+1) | +2 | 1d6+1 | 1+ | 2+ | 2+ |
10 | 5(+2) | +3 | 1d6+2 | 1+ | 1+ | 2+ |
Kapwera Class Abilities
Improvised: As slaves, they are not burdened down by material goods. Anything they own is what they can carry. As such, money comes in the form of portable wealth (jewelery). Their starting funds is only 3d6 gp with no multiplier.
Kapwera Stunt: If you want your character to attempt a special manoeuver in combat that isn’t a direct attack, like disarming an opponent with a kick, knock an opponent off her feet with a lag sweep or some other similar trick, you need to make this roll or higher. The roll is modified by the HD of your opponent over your own; so a 2nd level Kapwera (HD1) attempting to disarm a 2nd level fighter (2HD) receives -1 to her roll. Other modifiers are at the GMs discretion. In most cases, if music is playing is playing, the Kapwera is grated a +1 bonus do to the rhythm.
Unarmed Strikes: An unarmed strike by a Kapwera is more then just a punch or kick: it is a series of rapid kicks/punches, knees/elbows, and strong follow-ups (although, they favor kicks). As such, the unarmed strike of a Kapwera counts as a club (1d6-1) with Dodge bonuses applied to damage (1d6+2 at 10th level). Save for greater damage, all normal normal rules for unarmed damage applies. The use of a makeshift club or quarterstaff only gives a +1 to damage.
Dodge Bonus: At 2nd level, the Kapwera has learned to avoid attacks better. As slaves are not allowed to use armor, they have to rely on their agility. This bonus works like the DEX to AC, and stack with high (or low) Dexterity.
At 1st level, a Kapwera chooses which of the following skills will be her primary (best), which will be secondary and which will be tertiary (least good). She chooses two skills for each category. Most of these skills assume the Kapwera is carrying out the task at some speed or under a degree of pressure. If the Kapwera has time, the GM could give a small bonus, say +1 to the roll. Some skills benefit from good equipment. Some skills can be performed by any character on a roll of 6+ at the GMs discretion.
Acrobatics: Their ability to pull physical stuns gives them a degree of agility similar to a modern Parkour (Free-running) artist. They can traverse obstacle by climbing, swinging, vaulting, jumping, rolling, crawling and so on. A quarterstaff or an anchored grappling hook grants a +1 to acrobatic stunts.
Blend: In cultures where slavery is normal, people usually ignore the comings and goings of slaves. Unless someone is mindful of potential threats by slaves (a slave boss or rumors of a slave revolt), a slave can do a lot of spying and plotting. As such, a Kapwera can hind in the background, overhear private conversation and steal things with impunity.
Contacts: Since the Kapwera are underground fighters, they maintain a loose and informal secret society with tight bonds. As such, they can rely on each other for minor assistance with most things. A roll is only needed if the contact has to stick their necks out, or it would consume a lot of time (for her normal duties) or valuable resources to achieve the desired goals.
Flanking: In combat, their moves are so wild and they can move around an opponent so quickly, they can get below an opponent's defenses. A roll is made to see if if the maneuvering worked, and the opponent is granted a Ref save to counter. If the save failed, the Kapwera strikes first with a +1 to hit. Flanking is a free action, and can only be done once a turn.
Performance: A Kapwera dancer can dance and sing to attract and hold an audience. Creatures do not need understand the singing to be affected. Affected creatures take a -1 penalty to Notice checks (as they are so distracted), or a -2 if the dance is an alluring/seductive one. This is useful as a distraction for various purposes.
Rumors: Even though slaves are conditioned (with brutal forms of punishment) to be silent about the personal matters of their masters, a charismatic Kapwera could get secrets out of slaves, or even spread rumors of their own making. This includes secrets, like the location of valuables, layout of buildings, security, blackmail fodder and so on.
Makeshift Weapons and Armor: Even with their superb martial arts skills, they still have need of weapons, and sometimes even armor protection. Such gear are far from conventional, as they have to make do with what is at hand, and they have to look as if they are not armed or not not skilled in combat. Here some types of weapons and armor they use:
Makeshift club (candlestick, pistillum, etc.) adds +1 to unarmed damage.
Makeshift quarterstaff (candelabra, pole, etc.) adds +1 to unarmed damage and most stunts.
Manacles with long chain allows for a long reaching strike (counts as a unarmed attack) or can can be used to ensnare the limbs (including neck) of opponents.
Makeshift shield (book, serving tray, etc.) can be used as a one-off shield (destroyed by blow).
Corded skirt and mantel (made with grass, horse tail etc.) adds +1 to Flanking actions and defensive fighting (loose materials obscures the Kapwera's form while spinning around).
The player and DM are encouraged to makeup other uses for makeshift gear.