South House Games


Campaign Setting Index => Gameplay Index => Characters

Freeblade Path

Freeblade (Unaligned): Freeblades are Fighters not trained in any particular style. Each has a set of skills as unique as the stories of how they got them. These individuals are usually not tied to any group or cause for very long, though their wide experience and unpredictable skill set make them valuable allies. Many of them are caravan guards or soldiers of fortune, but others just like to wander.

Ronin (Earth Focus)

Starting Skills: Armor Proficiency, Armor Focus, Weapon Proficiency (Choice), Weapon Proficiency (Choice), Weapon Proficiency (Choice).

Starting Equipment: Choice of any 4 weapons or armor pieces (must be proficient with and able to use them).

Path Level Ability Gained
1 War is Work
5 Extra Attack
10 Steadying Presence
15 Extra Attack
20 Survivor

War is Work: Each time an attack from the Ronin Incapacitates or kills an enemy, they may spend 1 EP. If they do, increase the AP of the Ronin's weapon by 1. This benefit has a maximum value equal to the Ronin's Earth modifier and the effect lasts until a Recovery or Rest is taken.

Steadying Presence: As a Special Action, spend 2 EP to activate a 20 foot aura affecting allies: ADV on any saves vs Fear, +1 Defense, Incapacitated characters add 1d4 rounds to their Death Roll. This aura lasts for a number of rounds equal to the Ronin's Earth modifier.

Survivor: If the Ronin has at least 1 EP remaining, add the Earth modifier to every Miraculous Recovery roll made by the Ronin. If the roll is 20 or greater, get back up with a number of hit points equal to your Earth Modifier (or max HP, whichever is lower).

Archer (Air Focus)

Archers are bow specialists plying their trade to the highest bidder or for some personal quest. Master Archers are able to down multiple targets at once and suppress armored foes in ways unbelievable to the average Fighter.

Starting Skills: Weapon Proficiency (Long Bow) or Weapon Proficiency (Short Bow), Armor Proficiency, Weapon Proficiency (One-Handed Weapon).

Starting Equipment: Bow and weapon they are proficient with, Gambeson or Buff Coat, and Mid-Layer armor of choice or Boiled Leather breastplate or Brigandine breastplate.

Path Level Ability Gained
1 Pinning Shot
5 Double Nock
10 Called Shot, Double Target
15 Triple Nock
20 Fish in a Barrel, Triple Target

Pinning Shot: Archer may spend 1 EP when they declare an attack against the target of an Overwhelm. If they are within 30 ft of the target and wielding a ranged weapon they are proficient with, they count as part of that Overwhelm.

Double (Triple) Nock: Archer may spend 2 EP to nock two (three) arrows instead of one and fire at a single target. Roll to hit for each arrow separately. AP and damage from these projectiles stack and are considered one attack for the purpose of penetrating armor. When firing two arrows, halve the range of the bow. If firing three arrows, halve the range of the bow again, rounding down.

Double (Triple) Target: When using the Double (Triple) Nock skill, the Archer may choose to fire at multiple targets, spending 1 EP per additional target. All the targets must be visible and in front of the Archer and arrows can be distributed at will amongst the targets. Roll to hit and damage for each arrow separately.

Called Shot: When attacking, the Archer may spend 2 EP and declare a Called Shot. The arrow is fired at a particular part of the body (arm, leg, torso, head) that the Archer can see and the shot has DISADV, however, modifiers are added as normal and the Air modifier is added to AP, stacking with any other benefits. If the arrow hits and at least 1 point of damage gets through any armor being worn, the target immediately makes a d20 roll on the Injury table for the targeted body part. Archer may spend an additional 2 EP per target using the Double or Triple Target skills.

Fish in a Barrel: Attacks against enemies during a Surprise round that hit are automatically critical hits.

Duelist (Water Focus)

A Duelist specializes in single combat rather than fighting in a line.

Starting Skills: Choice of 4 skills from the Fighter Archetype.

Starting Equipment: Choice of any 4 weapons or armor pieces (must be proficient with and able to use them).

Path Level Ability Gained
1 Drawing the Curtain
5 Extra Attack
10 Baiting the Bull
15 Extra Attack
20 Parting the Silk

Drawing the Curtain: The Duelist may use Defend as a Special Action, but it is effective only against melee attacks. In addition, when a Duelist is engaged with a single opponent (i.e. there are no other allied or hostile characters within melee range of the Duelist or their target), the Duelist may spend 2 EP to add their Water modifier to the AP of their weapon until the start of their next turn. If they are using a weapon imbued with Water, this effect stacks.

Baiting the Bull: When declaring an attack, the Duelist may spend 2 EP. The Duelist then makes an attack at DISADV and with no Water modifier against an enemy, resolving it as normal. If that enemy attempts a melee attack against the Duelist during their next turn, roll a d20 and add your Water Modifier. If your roll is higher than or equal to the enemy's attack roll, their attack is nullified and you score a critical hit against them.

Parting the Silk: When you Incapacitate or kill an enemy with a melee attack, that attack does not count against the number of attacks you can make that turn.