Sunday, 9 June 2013

Bouncer Class

so jason has been working on the blue rabbit bar book (kinda like vornheim) for a bit and has asked me to do up the bouncer class for him. i have decided to take my own run ins with bouncers into account and then made the following class: 

Bouncer class

HD - 1D8 + con mod
AC - 10 +/- dex mod
THAC0/BAB – same as fighter
Saves – same as rogue (also add level when saving against anything with booze)
XP – 2000 for level 2, doubled for each subsequent level. Once that number hits 128k (for lvl8), just keep adding 128k for each subsequent level (256k lvl9, 384k lvl10 etc.)



Bouncers cant wear any armour other than leather

Bouncers gain a +level to any grapple rolls that they need to make

Bouncers get a +1 to hit and damage for every other bouncer attacking the same target (to a maximum of +3)

Can use improvised weapons without penalty the minimum damage that can be done with them is 1D6+STR bonus
Can learn different moves from this table, roll 1D20 once on this table at character creation and every level after that (re-roll any doubles). These moves are used instead of attacking, you still need to attack as normal (roll to hit) but you do no damage, the moves description takes place instead. Any armour that would stop the attack from working (eg helmet, cup, etc) doesn’t if it is within AC 10 +/- level (eg armour of 13 with a helmet can still be headbutted by a level 3 character)
  1.  Eye gouge – cause temp blindness (lasts half level (round up)+1 number of rounds), if done while opponent is blinded roll 1D6 (1-3 left, 4-6 right) they lose that eye.
  2. Groin kick – stunned for half level (round up)+1 number of rounds
  3. Throat punch – stunned (for 1 round), -2 to attacks for 1D4 rounds (save vs death negates)
  4.  Chokehold – knock out, (save vs death negates) (in grapple only)
  5.  Fish hook – stun for 1 round (save vs paralyse negates stun), can reposition them to anywhere within 5ft
  6. Throw – knock down, (save vs breath weapon to change to stunned for 1 round)
  7. Weapon strip – take the weapon off them, you now have control of it
  8. Weapon reversal – damage them with their weapon (in grapple only)
  9. Headbut – stun for 1 round'
  10.  Break arm – loss of an arm temporally (roll 1D6, 1-3 left, 4-6 right) for half level (round up)+1 number of rounds, this causes -2 to attacks, if done again while they cant use that arm, its broken and needs to be healed or cant be used, if done again irreversible damage has been done to the arm and its no longer able to function
  11.  Break leg – temporally disabled leg (roll 1D6 1-3 left, 4-6 right) for half level (round up)+1 number of rounds, this causes half movement and -2 to all actions, if done again while they cant use that leg, its broken and needs to be healed or cant be used, if done again irreversible damage has been done to the leg and its no longer able to function 
  12. Break ribs – causes half movement and -2 to attack actions, this lasts for half level (round up)+1 rounds, if done again while within the original time frame it causes knock down and half movement until they are fixed (save vs petrification negates (the movement penalty))
  13. Discombobulate – causes loss of hearing and -2 to everything (except saves) for half level (round up)+1 rounds (save vs paralysation negates) if done again while within the time frame they loose their hearing in their (1D6 1-3 left, 4-6 right) ear and are at -2 to any checks that involve listening (listening, perception, etc)
  14.  Pile drive – 3D4 damage, unconscious (save vs petrification negates unconsciousness)
  15. Takedown – 1D6 damage, knock down (save vs breath weapon to change to stunned for 1 round), you are now in a grapple
  16.  Drag – move yourself and an opponent anywhere up to half your movement (can only be done in grapple)
  17. Bum rush – 1D8 damage, throw target up to a quarter of your movement+level in feet (counts as charge), can be done in a grapple (target gets a save vs breath weapon to negate, in grapple only). If in grapple you can move half your movement before you throw them, if not in grapple you can be half your movement+level before you throw them (if you have movement left)
  18.  Australian Fast Bowler – 2D6 damage, knock down (save vs breath weapon – half level (min 1) to change to stunned for 1 round), counts as charge
  19. Sorry mate not with those shoes – intimidate, -2 to everything for half level (min 1) in rounds, (roll under half CHA to negate)
  20. Keep an eye on him – with a successful attack, you do nothing but you gain a +2 bonus on your next attack and damage roll or you can ask the GM 1 question about the person you are checking out


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