Daily Punch 9-11-26 Sword Sage class for DCC RPG

My favorite class is always the swordmage from DnD 4e( ya I know already). I want something like that back. So here it is for DCC RPG!

Sword Sage

Knights of spell and sword, sword sages walk a thin line between the martial and the magical.  They must dedicate their days to learning the crafts of war, and their nights to learning the arcane.

This class is a true sword and sorcery class.  The character will be excellent at directly combating enemies and dealing with warlocks encountered along the way.

Hit points: A sword sage gains 1d10 hit points each level.

Weapon and Armor training: A sword sage is trained in the use of these weapons: battleaxe, club, crossbow, dagger, dart, flail, handaxe, javelin, lance, longbow, long sword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Due to movement limitations of larger armor, a sword sage can not wear any armor that has more than a -5 check penalty.

Alignment: Sword sages can be any alignment, but they more often align with the lawful due to the decades of dedicated martial training they receive.  However, some complete their training among other chaotic races, which influences their alignments.

Attack Modifier and Shield Spell die: Unlike other classes, a spell sage do not use a static die for their attacks.  The sword sage rolls a deed die and adds this to their attack roll and damage roll.  This deed die is also applied exclusively to the spell shield.   When this character has multiple action dice, the deed die is applied to all attack and shield spells cast in the same combat round.

Caster Level: For all other spells, a sword sage caster level is equal to their level.

Magic: Magic is powerful and unpredictable.  The one constant is that a sword sage practices the shield spell daily until it is rote memorization.  All sword sages start with the shield spell at level 1.  For all other spells, a sword sage functions as a wizard for spells known, progression, and corruption.

Mighty Deed of Arms: Sword Sages have the mighty deed of arms ability as a warrior.  However, a sword sage can not use an ability higher than a five on any mighty deed or arms table.

Supernatural Patrons:  Sword Sages may choose to serve a master.  A sword sage can choose to take a patron if they find the spell invoke patron as a wizard of their level.  This will be one of the sword sage’s total spells, however.

Familiars: Sword sages can find friends along the way, and some of these can be animal familiars.  A sword sage can cast the spell find familiar to obtain such a partner. This will be one of the sword sage’s total spells, however.

Luck: A sword sage applies to rolls for corruption and mercurial magic. 

Languages: A sword sage knows one additional language for every point of Int modifier

LevelAttack (Deed Die/ Shield Spell die)Crit Die/TableAction DieNumber of Spells KnownMax LevelRefFortWill
1d2+11d6/III1d2031011
2d3+11d8/III1d2041011
3d4+11d10/III1d2051111
4d5+11d12/III1d2062122
5d6+11d16/III1d2072122
6d7+11d16/V1d20+1d1283222
7d8+11d20/V1d20+1d1493233
8d10+21d20/V1d20+1d16104233
9d10+31d24/V1d20+1d20114333
10d10+31d30/V1d20+1d20+1d12125344

THoughts?

Ring Side Report: RPG Review of PIRATE BORG Starter Set

Product–  PIRATE BORG Starter Set

System– PIRATE BORG

Producer– Free League

Price– $19.99 here https://www.drivethrurpg.com/product/555993/pirate-borg-starter-set?affiliate_id=658618  

Basics:  Welcome to the Dark Caribbean! This box set has a ton of stuff and enough to help you get playing quickly.  Check out our unboxing video here: https://youtu.be/FgXEPdMvink .  Let’s dig into this game and box set.

Mechanics or Crunch: How much crunch do you need?  This box set has a small rulebook and enough tokens, player sheets, and maps to get you playing in all of 10 minutes.  This ruleset is d20+ a number between -3 and +6 to hit a 12.  That’s most of the actions.  The rules explain that well and get you building characters in about 10 minutes.  I love the Borg mechanics and simplicity.  And this box set teaches that well and quickly.  5/5

Theme or Fluff–  I love all the stuff in the story here, but I the story has a small plot hole.  The basics of the story are: you are hired to find a thing, get marooned, find half the map, learn the rest is in a British anti-pirate port, and then go find the thing.  It’s fun and teaches the basic rules well, but I think the link to the British is a bit light.  That said, I love what’s here.  Sure, its a bit of a knockoff of Pirates of the Caribbean, but I DON’T CARE!  It’s just fun, especially when you mix in the fact that there is magic dead guy drugs that can make you a god running around. 4.9/5

Execution: I do love me some intro boxes, and honestly I think this might be my favorite.  Why?  Sure, this, like any other good intro box, has dice, maps, tokens, a small intro book, character sheets, and an adventure, but it’s also got DRY ERASE MARKERS!  You build a character in about 10 minutes, and they can die fast.  This gives you dry erase markers and laminated character sheets.  That right there in this kind of game is a godsend. 5/5

Summary: You want some crazy Pirate fun in the Caribbean?  Here you go.  The system is fast, fun, and low rules.  The story is good.  And the box itself is my ABSOLUTE favorite.  And the physical box is about 40 bucks.  The PDFs are a solid value at 20 bucks too.  This is something you need to get and have fun with.  99%