New classes, archetypes, origins, systems, and options to breathe new life into martial characters and provide options for Mass Combat and Social Structures.
Martial Artistry began shortly after the bulk of the writing work for Paranormal Power was finalized. I found myself tinkering with a new class, the Warcaster, and the boundaries between Martial Maneuvers and Magical Spells.
What began as a simple exercise in game design to try and create a class that used cantrips in place of martial weapons sprawled out into mass combat, new weapon traits, new archetypes, and a ton more.
With the help of my beloved husband, we're now ready to show you exactly what I've been working on for the past two years!
As a d10 hit dice front line character, you'll use your Rise to the Challenge class feature to select targets for your offensive and defensive class options, allowing you to hinder enemies and protect your allies.
Your Questing ability will also allow you to ignore exhaustion mechanics, gain bonuses to resist anything that would sway you from your quest, and provide you with the strength to overcome any challenge to see your quest fulfilled!
More than anything, the Champion is the quintessential chivalric knight, though the archetypes certainly let you explore some interesting themes. Like the Mystic Champion acting as a mage-hunter, or the Revolutionary seeking to change the world for the better!
Acting much like an adept (or monk) with ranged attacks, the Gunslinger uses unique firearms based fighting styles and their Grit mechanic to perform special defensive maneuvers, not unlike a monk's ki. With options like Bite the Bullet, Hit the Deck, and the Hognose Flop they're tricky combatants to pin down and prefer to stay at range.
With archetypes like Bushwhacker and Pistolero, you'll find a distinctly Western vibe to the class which plays into a lot of wild west tropes in naming conventions that provide easy to understand underlying mechanics that make them excellent combatants, even if you slap crossbows into their hands to maintain your late Middle Ages fantasy vibe!
The Sentinel is, without a doubt, the most design intensive class I've ever had the pleasure of making. Rather than use an animal companion like some ranger or druid designs, the sentinel has a humanoid companion to fulfill a lot of narrative tropes from movies, novels, and videogames. And that companion has a whopping 10 classes to choose from!
This is a great class for players who enjoy playing around with action economy and battlefield control, but it's also just a fun class on its face! And it has an extra special perk tied to it as well. If anyone's niblings or someone brings their significant other to sit in on the game, you can hand them direct control over your companion character to play for a session or just a combat as an introduction to the game!
The first character class I designed for this book was originally meant to represent those big mass combat scenes where the human archers fire a volley of arrows at a passing dragon before a contingent of elf mages fling various magical effects. The Warcaster is a militarized mage, trained to act as artillery against various magical threats when buying massive quantities of +1 arrows just really isn't an option!
Mechanically similar to an archer throwing around lightning and fire, they also manipulate the environment through their Legerdemains and the ability to Redirect Power to try and swap the targets of hostile spells off their friends and onto their enemies!
(This class has access to additional cantrips from the Spells from the Forgotten Vault by Purple Martin Games. These cantrips are reprinted at the end of the Warcaster class entry, with permission, for your convenience!)
Once the crowdfunding period ends, we'll begin gathering shipping information, print the pdfs, and email them out immediately. You will get your PDF copy of Martial Artistry the day it completes.
Over the following 4 months, Vin Werneck will complete the five commissioned art pieces for the lucky backers.
Once that is complete, the PDF will be updated with the art, and a final print-package will be set up and sent to the printers. Within 3-5 weeks or so, we'll get the proof! Once that's done, we'll be able to ship all the hardcover copies out.
Based on that timeline, you'll be getting your physical copies, including any stretch goals we reach, around late December or early January.
Shipping will be to the US, Mexico, Canada, UK, and the EU only, due to shipping issues to different nations from the US. With shipping costs ranging from $6-16.
So what are you waiting for? Come on and enjoy the following features!
4 new Heritages, 3 new Cultures, and 2 new Backgrounds for Fantasy and Sci-Fantasy adventures
4 new Classes, each with four Archetypes, providing new mechanics and combat styles for your table! (With 2 stretch goal Classes that also have four Archetypes each!)
10 new Archetypes for existing A5e and 5e compatible character classes
12 new Martial Traditions for your characters
A full Firearms revamp to bring them in line with other weapons
3 new Weapon traits
Mass Combat System
Social Combat System
Fealty Reward System
New Injury options, magic Banners, Martial Knacks, and more!