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The Quartermaster


This week we introduce another new class from the Tome of Whispers. The Quartermaster is a very different take on a martial class. Whereas most combat-focused classes specialize with a narrow focus of combat, the Quartermaster specializes in equipment itself, both in its use and procurement. This class is not tied to any one type of equipment, instead being able to flexibly utilize whatever tools are best suited to a certain circumstance. Each day a Quartermaster can be a specialist in a different area, taking a generalist approach to specialization itself. There are few challenges for which a Quartermaster and their party will be ill equipped to handle. Even the trickiest of foes have their answers, and a Quartermaster is there to ensure that those answers are on hand.


Flexible Proficiency


Unlike other characters, which lock in their proficiencies when they choose them, a Quartermaster has flexible proficiency slots. These flexible slots can be applied to any weapon or armor category, and this choice can be changed on a daily basis. A Quartermaster starts with three of these flexible slots. They are otherwise trained in all weapon and armor categories, including shields, but a flexible proficiency makes them an expert with that choice. One day a Quartermaster might be an expert with light armor, bombs, and slings while the next day they might instead be an expert in heavy armor, shields, and swords.


As characters gain esoteric proficiency boosts from leveling up, most characters put those boosts into specific categories and that's it. A Quartermaster can put those esoteric boosts into their flexible proficiency slots. They can either gain a new flexible slot, or else increase the proficiency tier of one of their existing slots. They can also apply those boosts elsewhere, like saving throws or perception, if they choose.


Equipment Synergy


A Quartermaster is particularly adept with weapons and armor, gaining access to new ways of using their equipment that is not available to other characters, even other martially focused characters. These additional effects are based on a Quartermaster's proficiency with a weapon group or armor category. Each possibility has its own, unique suite of effects that can be unlocked for a Quartermaster. Let's take a look at an armor category and a weapon group as examples.


Light Armor

Expert: You know how to get the most out of a few key protective areas. Add your Intelligence bonus to your light armor's DR.

Master: Your enhanced flexibility helps you keep away from dangerous magic. Your light armor's DR applies to damage dealt by spells that attack your or which allow a Reflex save.

Legendary: Your apparent lack of defense leads your foes into underestimating it. If an enemy with more than animal intelligence attacks you in light armor, it must re-roll any damage dice which roll the maximum value.


Knives

Expert: If a target is unarmored, your knife deals 1d6 additional precision damage to that target.

Master: If a target wears light armor, your knife deals 1d6 additional precision damage to that target. If a target is unarmored, your knife deals 2d6 additional precision damage instead.

Legendary: If a target wears medium armor, your knife deals 1d6 additional precision damage to that target. If a target wears light armor, your knife deals 2d6 additional precision damage instead. If a target is unarmored, your knife deals 3d6 additional precision damage instead.


Armory Points


Flexible proficiency and equipment synergy are important, but perhaps the biggest tool in a Quartermaster's arsenal is Armory Points. These points are used to produce equipment on the fly. This represents a Quartermaster using their contacts and logistical expertise to procure that equipment retroactively. Quick Distribution allows a Quartermaster to gain equipment in the middle of a combat when it might be needed the most, while Advance Distribution provides equipment during your daily preparation with a reduced cost in Armory Points.


Armory Points are not limited to weapons and armor. Any type of equipment can be acquired this way if you have the points for it, including magic items. As long as an item isn't unique, your Armory Points can be used to get that item into your party's hands. The cost of an item produced this way is only paid by Armory Points and does not require crafting materials or currency. The number of Armory Points an item requires is based on its effective item level for availability, but its actual availability does not matter to a Quartermaster. They either know how to find it themselves or know who to ask.


Your pool of Armory Points refreshes every day, but it may not refresh fully. Points you spend on equipment are "invested" in that equipment. If that equipment is consumable, like a batch of potions, the points are no longer invested when the last item in that batch is used and can refresh as normal. If points are invested in more permanent items, like a flying broom, those points remain invested as long as the item remains. You can freely repurpose items when you make your daily preparations. This causes the item to be lost but gives you its points back into your pool to be used for something else.


Because Armory Points are invested, this makes them a great tool for providing items which might be helpful in a specific circumstance when it arises but might not be more generally helpful. Items which you or your party want to have forever might not be a great expenditure of Armory Points, as they effectively cause a permanent reduction in your Armory Point pool. You're probably better off finding a permanent way to acquire items you want forever, but Armory Points can keep you covered if you keep finding they're not available, or if your party can't otherwise afford them if your game uses money.


Class Perks


Quartermaster class perks help you focus your character around its primary class features, improving their functionality or providing new ways of using them that were otherwise not available. Some instead provide direct combat utility, giving a Quartermaster enhancements to their action economy in combat, or unlocking stances which offer passive benefits that persist throughout an entire battle. Let's take a look at a few examples.


Coaching

This line of perks helps your allies get the most out of equipment as well. You can donate your flexible proficiency slots to your allies. With more investment, your coached allies gain access to your armor and weapon synergies if they have one of your flexible slots. These perks can turn characters which don't otherwise focus on combat into more effective fighters or can help already martial characters cover for situations in which their normal tools might not be the most effective.


Cantrip Items

These perks allow you to invest extra Armory Points into a category of weapon up front to eliminate the cost of those items with Quick Distribution. This can help you provide a ton of items over the course of the day and is particularly helpful with consumable items. Not only can you keep feeding your party ammunition, but bombs, potions, and scrolls can really stretch your Armory Point investment over the course of a day. It can also be used to provide a whole party with more permanent items for a much lesser cost. This can be useful for outfitting your party with those magic runes they want but can't seem to find!


Supply Chains

These perks allow you to invest your Armory Points in settlements instead of items directly, adding those settlements to your supply chain. You permanently acquire items from settlements in your supply chain as if you are there. Each settlement added to your supply chain not only gives you access to more equipment, but adding settlements to your chain also increases your prestige in those settlements. As you pass prestige thresholds, this can give you access to items that would otherwise not be available in those settlements.


Outposts

These perks let you invest Armory Points into a small area to create an outpost. An outpost functions as a defensible base of operations, offering a safe place to rest and recover. Resting in your outpost is more effective and, depending on how you set it up, crafting and medical treatment can also be more effective there. You can attract mercenaries to defend your outpost, which might turn into a fully-fledged settlement of its own over time.



The Quartermaster offers a very different play experience from most other martial classes. It really shines in more exploration-focused games where equipment can be hard to come by and settlements are few and far between. Its ability to partially circumvent the normal availability rules is why this class is in the Tome of Whispers. Next week we'll return to the card game to take a look at Epic Effects, so stay tuned!

 
 
 

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