Friday, February 16, 2018

The Stalwart: A WHITEHACK Character Class


The Stalwart
Level
XP
HD
AV
ST
Slots
Groups
Raises
1
0
1
10
9
1
2
-
2
2,000
2
11
10
1
2
1
3
4,000
3
11
11
1
2
1
4
8,000
4
12
12
2
3
2
5
16,000
5
12
13
2
3
2
6
32,000
6
13
14
2
3
3
7
64,000
7
13
15
3
4
3
8
128,000
8
14
16
3
4
4
9
256,000
9
14
17
3
4
4
10
512,000
10
15
18
4
5
5

T
here is a saying that only The Strong survive, but The Stalwart is a specialist at enduring challenges. Although some problems can be solved more handily by other methods and Classes, The Stalwart is more focused on simply surviving adversity. There will always be more obstacles and challenges to face, and it is better to live to fight another day.

                Stalwart Characters prefer heavier armor types and are adept at donning it efficiently. All Armor types and Shields weights are halved. Some of The Stalwart’s abilities (see below) are less effective when wearing light (less than Chain), no armor, or when not employing a Shield.

This Class receives the same benefits to HP based on high Constitution as The Strong (+1 HP per HD for a Constitution above 13, +2 above 16). Excelling at sustaining and surviving damage, should a Stalwart exercise the Special Combat Option of attempting a Constitution or ST to reduce damage by d6 on a success the damage is completely negated. On a failure, they are still reduced by d6, and instead of being knocked out for two rounds, The Stalwart is only stunned and may take no offensive action on their next turn. Whenever an attack would reduce a Stalwart Character’s HP to 0 or below, the Stalwart may instead opt to destroy their Shield or Armor and remain at 1 HP. This option may be exercised only once per combat.

To populate their Slots, Stalwart Characters have access to the following Defensive Abilities. Each ability is mutually exclusive during a round of combat and can be selected as the character advances:
  1. None Shall Pass – By forgoing any movement on their turn, The Stalwart becomes largely immovable. They receive double-positive rolls on all task rolls/ST associated with avoiding being tripped, shoved, or knocked down. While in this state, they may choose to receive either a +1 AV and +1 Damage or +1 AC.
  2. Hewn from Stone – The Stalwart picks a type of damaging effect (fire, acid, cold, etcetera), all damage from this damage type is halved with a successful ST. Changing the damage type is possible, but only after the character succeeds a ST against the new type of damage and receives a good night’s rest.
  3. Pack Mule – For the purposes of determining the impact encumbrance and carried weight has on The Stalwart’s Movement Rate (cf: pg 16) is always treated as one category better. The character also receives double-positive rolls on Strength rolls to strain.
  4. Shrug it off – Once per combat, The Stalwart may immediately heal double-positive 1d6 HP on their turn with a surge of adrenaline or second-wind. Their natural healing rate also doubles.
  5. Armor Bonded – The Stalwart may sleep and rest in full armor with no penalties. They receive a +1 bonus to AC if wearing armor heavier than Leather. Always on the look out for new and better protection, The Stalwart receives double-positive rolls in identifying, repairing, or haggling for Armor.
  6. Still Kicking – If reduced to negative HP, The Stalwart can opt to continue to remain active and mobile for up to 2 rounds per HD before collapsing and succumbing to the normal rules. Further damage necessitates a ST to remain conscious. When this ability is used, if The Stalwart survives, they must write the Disadvantage “Marked by Death” next to one of their attributes, and this can be evoked for negative-double rolls by the Referee. This disadvantage persists until the character gains a level, and a Stalwart may not be “Marked by Death” more than thrice.
  7. Sticks and Stones – If missed by a Melee attack from a normal weapon, once per battle a Stalwart can choose instead to take 1d6 damage and the weapon will be broken and unusable. If The Stalwart is wearing less than Chain or does not possess a Shield this damage is double-positive.
  8. Shield Master – Any shield used by The Stalwart is doubled in effectiveness (+2 AC), even without a shield, The Stalwart can use improvised objects (tables, chairs, even a secondary adjacent foe) to block attacks and receive a +1 AC). If they forsake their movement, this ability also grants a free attack in the form of a Shield Bash doing d6 damage. Should the bash do maximum damage (6), the shield is damaged or dented and loses effectiveness (-1 AC).
Characters with The Stalwart Class can use any weapon suitable to their Vocation and are also trained to know how to retreat when the tide of battle turns. They do not solicit free attacks when disengaging from combat, even if they turn and move at full speed.

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