Last post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.
My ruleset is a hack of Trent B’s Old School-style rules, which is where my heart lies.
I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.” All of these abilities are gained or chosen at level one.
Info– HD- d8, Base Attack Bonus +1 per level, weapon damage d8
Thrill of the Kill– Kill an enemy and get a second attack with melee or bow against a new target (5ft range for melee, 50 ft for bow) This can happen only once per round.
Martial Prowess: Choose Two–
Rapid Attack– Get a second attack, even with movement, at a -5 to roll, with bow or melee.
Unarmed Fighting– Treat hands as a deadly weapon and do Class damage instead of pansy slapping of everyone else.
Blind Fighting– Don’t suffer the embarrassing -4 to swinging when you can’t see.
Adept Fighter– Increase Class damage to d10.
Improved Critical- Score criticals on 19-20 instead of just natural 20.
Shielded Knight- Use shield as weapon. Do ½ Fighter weapon dmg and enemy must make Con SV or -1 rolls next rnd.
Also Choose One-
Fleet Footed- Increase movement by 10ft.
Armor Training– Reduce Dex skill roll penalties by 1.
Bravery- +2 to Saves VS fear effects.
Imp Shield Use– Increase bonus AC from shield by +1
Pit Fighter– No longer suffer -2 to attack with Improvised Weapons.
Advancement Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.