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Aidyn Newman
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Oh, hi there.

Well, as per usual, I got burned out and it took me a really long time to churn this class out. Actually, I've been super busy with real-life stuff lately (bar exam, job search, etc). Forgive me!

This is my fourth and probably-not-final custom class. You can find my previous three classes, the Shadowdancer, the Illusionist, and the Reaver, by clicking on the links in my profile.

The Reaver is my Warrior class. I, like many, was dissatisfied with the way dual-wielding worked in 2E (probably my only gripe with the game). There is no inherent benefit for wielding two weapons other than having the choice between which one to use, so most people prefer to simply use a two-handed weapon or a shield. While the Beserker class has a couple skills which refer to dual-wielding, none of them grant any advantage for doing so. I decided to make my Warrior class a dual-wielding specialist, filling the niche that Beserker fails to fill.

When using the Reaver, please take note the following new keyword.

When you have two weapons equipped and make an attack, the weapon you choose not to attack with is called your off-hand weapon.

Reaver Imgur Album



The Reaver's starting ability is Ambidexterity. This simple ability allows the Reaver to deal extra damage anytime they attack by spending one fatigue and exhausting the weapon in their off-hand. Additionally, when they do so, they may spend surges on surge abilities from their off-hand weapon. This gives the Reaver a great deal of versatility by allowing them to use the dice of one weapon and the surge abilities of another. This ability also encourages you to alternate weapons when you attack twice in one turn, as you can use this ability twice if you do so.



(Artwork pending)

The Reaver's starting weapons are fairly simple, but can be quickly replaced with better weapons from the Shop as he or she gains gold. The Hand Axe is great for dealing extra damage, while the Saber is ideal for dealing with monsters with high defense.

One nice thing about the Reaver is that none of his or her abilities differentiate between Melee or Ranged weapons with the sole exception of the “Heave” skill. That means you can wield a crossbow in one hand and a longsword in the other, or even a crossbow and a sling, and be just as effective.





The Reaver's skills hedge them into an aggressive, all-out attacker style of gameplay. Ravager grants the Reaver some measure of defense and allows them to recover health when they go all-in. Heave lets the Reaver throw one of their equipped melee weapons, giving them an emergency ranged attack and allowing them to attack twice without necessarily forcing them to move. Executioner allows the Reaver to spend one surge on two different surge abilities, giving the Reaver more flexibility and power, and encouraging him or her to take different kinds of weapons.





As the Reaver gains experience, they become more of a beast. Cross Parry lets the Reaver roll the power dice of their weapons to determine their defense, ensuring a high defense when it is needed most. Dual Mastery, like most Mastery skills, grants an extra surge when exhausted, but can grant yet another surge if the Reaver sacrifices some health. Finally, the clutch Double Strike lets the Reaver simply attack twice, once with each weapon equipped.




The Reaver's final skills grant speed, mobility, and more offensive power. Kill Rush gives the Reaver movement points every time they attack or exhaust an equipped weapon. This lets the Reaver attack twice nearly every turn without having to spend tons of fatigue on movement points (be wary of Pit Traps, though). Savagery allows the Reaver to use Ambidexterity more often, or conversely, make a slew of attacks using only the blue die – great against swarms of goblins, kobolds, skeleton archers, or zombies.

As the Overlord, fighting the Reaver can be a pain, but fight with the knowledge that Reavers are very aggressive and self-serving, having no support abilities whatsoever. Cut them off from their party when they venture too far forward, and you'll find them easy to take down. Prevent a Reaver who uses Heave from recovering the weapon he throws, and use Pit Traps and Tripwires to shut them down when they attempt to charge your front line. This is a Warrior who cannot be ignored in the same way Knights and Beserkers can!

Let me know what you guys think. This class has been playtested at lower experience levels, but not at higher ones – if you playtest the class, please comment below and let me know if there are any changes I should make. I may eventually add some new items to the shop deck that are Reaver-oriented, like I did with the Shadowdancer.
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Darren Nakamura
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Feonix wrote:


I have a few questions about this one. Is "make a strength test" meant to be a Might attribute test? If so, you may want to tweak it to say that, since "Might" has a well-defined meaning in this game, "strength" does not.

Secondly, the way that it works, Heave has a greater potential for additional range with low-Might characters. Somebody with a Might of 1 could potentially throw a weapon up to six additional spaces away. Somebody with a Might of 5 could throw up to two additional spaces away. That doesn't really make sense.
 
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Aidyn Newman
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Hahahah, oh man, I really messed that up.

You're totally right. I forgot that Descent uses the term "Might" rather than "Strength". Secondly, it was supposed to be for every defense rolled BELOW your Might, not above.

I'm going to go fix that right now.
 
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Triu Greykith
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Dexter345 wrote:
Secondly, the way that it works, Heave has a greater potential for additional range with low-Might characters. Somebody with a Might of 1 could potentially throw a weapon up to six additional spaces away. Somebody with a Might of 5 could throw up to two additional spaces away. That doesn't really make sense.

I believe the intent is to decrease the effective range for a thrown melee weapon. You aren't increasing the rolled range on the dice, you are increasing the range number required for a hit.

If my Might is 1, the target is 3 squares away, and I roll 4 on the Might check, I need 6 range to hit. With a 3 Might I would only need 4 range to hit.
 
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Aidyn Newman
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Here, this should fix the issue.



Thanks for pointing those errors out! The intention is the higher your Might, the more potential range you can get out of the skill.
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Aidyn Newman
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Triu wrote:
Dexter345 wrote:
Secondly, the way that it works, Heave has a greater potential for additional range with low-Might characters. Somebody with a Might of 1 could potentially throw a weapon up to six additional spaces away. Somebody with a Might of 5 could throw up to two additional spaces away. That doesn't really make sense.

I believe the intent is to decrease the effective range for a thrown melee weapon. You aren't increasing the rolled range on the dice, you are increasing the range number required for a hit.

If my Might is 1, the target is 3 squares away, and I roll 4 on the Might check, I need 6 range to hit. With a 3 Might I would only need 4 range to hit.


Nah, he was right, I just had to switch the order in which the stuff is described on the card. I messed it up, simple fix though.
 
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Triu Greykith
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So a heaved battle axe is more effective than a longbow? Someone should tell the French they could have won Agincourt ... whistle
 
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Aidyn Newman
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To be fair, I've always thought the bows in Descent 2E had crappy range, even with +2 Range surge abilities. But that's just a byproduct of having much smaller maps, IMHO.

More importantly, the further you're throwing your weapon, the further you have to travel to pick it back up again, which can be a real problem.
 
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Darren Nakamura
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Just want to add that I really like the idea of a class that benefits from dual-wielding, since it's allowed in the core rules but there's no real reason to do it. This sounds pretty cool.
 
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Morthai Saichor
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I see a problem in dualwielding crossbows which would make this charakter extremely powerfull. You should limit it to melee weapons in my eyes.
 
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Aidyn Newman
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There doesn't seem to be anything that would make dual wielding crossbows any more powerful than dual wielding other one-handed weapons. Every weapon seems pretty balanced to me.

That being said, isn't there only one crossbow in the shop deck, anyway? How would one dual-wield them?
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Morthai Saichor
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sling
crossbow
dwarven firebomb

also a ranged 1 hand weapon with blast + dawnblade should be unfun...
dwarven firebomb:
Blue red yellow
surge: +1range+1dmg
surge: blast
surge: stun
surge: +3dmg
surge: This attack affects a second monster adjacted to you (and here we get really in a messy terrain, hit a monster in 5 tiles range with blast and attacking a monster adjacted to you in the same attack while stunning them or just kill them with raw damage!)
 
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Aidyn Newman
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I see your point, but it's no different really from having a Reaver with two one-handed melee weapons that are very powerful. And actually, using Dwarven Firebombs with any melee weapon limits your ability to use Blast, since you won't want to use it on enemies right next to you.

More importantly, dual wielding forces you to sacrifice a good measure of defense, since you can't use a shield, and you can only combine surge effects from both of your equipped weapons if you use an ability that costs Fatigue, like Executioner or Ambidexterity. Not to mention the Reaver cannot use two-handed weapons like the Biting Axe, which are usually extremely powerful.

Also, the sling sucks. =|
 
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Morthai Saichor
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you know that i ment using the firebomb as primary attack weapon while using the dawnblade as offhand bonus. Multiple attacks per turn on range with amazing surge abilities and blast! thats crazy x)
 
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J Sorken
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Just making sure I got this right: Ravager ONLY activates if you use both your actions for an attack, not when they use other Reaver class abilities (like Savagery or Double Strike)?
 
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Brad DeRan
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Seems to me that Double strike should have either 1 more fatigue cost(maybe more since you can attack twice), or exhaust the card when used, or be a 3 Xp choice, because being able to get 4 attacks in one round, with the combos wouldbe very powerful.
 
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Christopher Gnech
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I feel like I've misread Savagery, but I don't see where.

Why would I want to exhaust a weapon to make an attack with that weapon, that isn't likely to do any damage (if any)? If that special attack doesn't require an action, then that might be worth something (maybe not 3 xp, but something).

I definitely agree with Brad about the Double Strike being an activate to use. In the base game, the runemaster's quick casting skill is fairly limited (2 fatigue, exhausted, rune weapon only) and is still one of the best 3-xp skill purchases out there. 4 attacks per turn for Double Strike, even two of them with suboptimal weapons, will kill almost any monster.
 
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John Shields
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Hello. This thread finally convinced me to register an account of my own to post instead of simply lurk around for the past while. I have used your custom class(es) in some of my vassal adventures with friends and some of them are enjoyable. Reaver is my favorite of which you have designed. However, I will have to second that I too think that Reaver under some conditions, becomes broken beyond belief.

I’ll craft one scenario to which you can substitute X for Y and see the overall general problem.

Problem: Double strike is spam-able.
Now it is true that most warrior heroes have only 3 or 4 stamina so this usually isn’t a huge problem. However, lets pretend you have the following setup.

Nanok: (free surge if you wear no armor on each attack)
Double Strike: 1 action, 1 fatigue, for 2 attacks basically, no restriction on Melee Only
Ravager: +2 hp whenever you attack twice
Optional: Kill Rush: 1 movement per attack/exhaust card
Optional: Free Ambidextrous: both abilities for 1 fatigue, limit 2 a turn
So this is a 6 exp scenario (expert level) or after a few levels in the campaign, But to start cheesing just 2-3 exp is enough.

If I equip him with a range weapon for example, for half an action with dwarven firebomb
I get a red\blue\yellow, free surge means I can blast, damage, or recover the 1 fatigue I used.
2nd action, I use ambidextrous(optional), now my 2nd attack with the yellow blue crossbow and I can spend a surge on blast/fatigue/move displace/whatever.
Repeat for 2nd action but exhaust the other weapon.

So in summary. In one turn I can do(could probably make this more ridic):
2 X Red blue Yellow
2 X Blue yellow
4X Blast/4: Free surges/etc:::that’s 4 fatigue recovered a turn or guaranteed abilities.
4 health back in 1 turn from ravage
6 movement (optional), 1 per attack, I do 4 attacks + exhaust 2ce.

This gives me 2X move actions(of a 3 movement hero), 4X attack actions, 4 health in healing, and potentially 4X Blast/4 Fatigue, (disregarding any surges rolled in 10 dice) in one turn for just 2 actions. O.O

I will admit I have only started playing descent for about a week, but the balance designer in me is saying something isn’t right. But I will be fair and say I was looking at synergy in your kit with various heroes which other people might do.

Now if I want to just make people not enjoy playing with me, I could combine him with Elder Mok.

Every turn elder mok gets back 2 hp for free thanks to ravage which isn’t a lot. Unless I also use the class designed by Morthai (Inquisitor). Then this is just being excessive XD, since I know you didn’t plan for stuff like that, also this extended problem might lie with his class, I’ve only tested his once as opposed to your reaver which I have played a few times.

With his class, I can add the following combo:
1 action: give an allie 1 action + 1 fatigue, which results in another double strike and elder mok gets the fatigue he uses back at the end of the turn along with +1 hp from the ravage heal.
Passive ability: if you are adjacent to a hero and they recover 1+ hp you revover 1 surge. If they recover surges, you recover 1hp. So if in 4 separate attacks+2 bonus strikes from your ability, nanok recovers 5 surges back and 6 hp, then elder mok recovers 3hp +5 hp +3 fatigue + 5 fatigue.

So a total of 8 hp and 8 fatigue by standing next to reaver doublestrike ravage nanok(excluding any actual surges rolled on his dice and of course misses lowering it down).

Note:::This might depend a little bit on the wording on when you “recover” fatigue, wether it counts as rolled on the surge, or all at the end (my impression is when they perform the “recovery” but they get it all back at the end of the turn of course).

But anyway, I hope I have managed to detail the uber synergy, especially with some heroes’s passives such as Nanok (through the +2 damage when you are above 6hp per attack (so +8-+10 per turn) is close, and there are others >.>. I do really like what you have done with duel wielding, and it is possible that I am just overlooking the strength of 2 handed weapons but just looking at your class in isolation,
4 attacks, 4 free surges(8 extra damge /etc), 6 free movement, Potential Blast/movement displacement on your attacks all done from a distance away is just… XD

Perhaps just using wolves and other units with stam burning actions is the counterplay but still seems a bit off, perhaps range makes It all worse as was suggested but might need additional changes.

Apologies for this wall of text, I do not mean you any personal offense over your class . I enjoy it, I just wanted to know if I am wrong in thinking it is a tad bit overpowered.


 
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Jim Berserk
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What font do you use for the normal text on your cards?
 
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Is there a print and play PDF version? thanks!
 
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