The Improviser

The scene is a bloody mess, the Pride of Bahamut, soliders who represent the highest order of Paladins under the great Bahamut lay slaughtered. In the thin dim lit alley, in the city of King's Rest, Jimmy stood. Bloody from head to toe. Proud of his work.

One had his beautifully crafted steel helmet removed, and replaced with the handle of a broken broomstick stubbornly stuck dead central down the Paladin's head. The helmet in question had a huge dent in it, all bloodied and seemingly used as a make shift club, judging by its presence at the feet of another Paladin, who's head was so damaged it was impossible to decipher his race. The last Paladin put up a great fight. Jimmy could see the pool of blood escaping from his stomach. But the Paladin couldn't see anything? his eyes torn out and attached to two forks laying on the ground.

Jimmy heard the clanking of armour. He knew there were others on the way. He took careful note of his surroundings. 3 Heavily armoured corpses. A window leading to the insides of a run down inn. A loose brick, lazily lodged into the crack of a wall. The other Paladins arrived. Another 3, down the Northern side of the alley, their armour glistening in the moonlight. They are highly trained warriors fit to serve the Divines, and yet they knew this fight wouldn't be easy. They entire alley was filled with traps, and not the traditional kind...

The Paladins moved carefully forwards in a walles formation, keeping their defences up as the approached. Jimmy just sniggered. They were in his home turf. Every pebble, broken handle, brick. You name it. It was his weapon. And his Arsenal was ever expanding as combat followed...

Rainmakers and Brickshots

Improvisers never have plans for a situation. Neither do they have swords or bows or the sort. They prefer to do sort out their problems as they happen. After all, most plans are doomed to fail anyway. In social situations they rarely have a filter. They say what they think, there's no point in sugar coating things. In combat they are quite analytical, scoping out potential weapons and new ways to take their enemt out. Like putting them into a barrel, and kicking said barrel down a hill. Or smashing a window, and using the shards as daggers. And if all that fails, their fists are just as affective.

Improvisers thrive on battle. The more bloody the battle the better, the more innovative the weapon, the more enjoyable. While some don't agree with the following statement, most have great joy in battling in arena fights, pit fights etc. and entertaining the audience. But ultimately, an improviser's main goal is to beat their opponent into a bloody pile, and if they bleed too all the better.

Creating an Improviser

First of all, you need to decide on how you want your character to fight. The entire point of the class, is that they always to things spur of the moment, both outside combat and in it. They don't use swords or axes, instead anything that can be found on the battlefield (stones, dirt, fence posts etc). You should think why your character doesn't like making plans or following them, and would prefer to do things as they come. Improvisers tend to be quite gory in battle as well, while that is optional bare in mind you'll spend a lot of time in combat wacking your enemies with makeshift weapons. Outside combat, due to their intense nature they tend to be intimidating and poor at social interactions. Often saying whatever on their mind, no matter how offensive it may be. Furthermore they have a knack for finding things, due to their constant weapon flipping so bare that in mind.

Class Features

As an Improviser, you gain the following features:

Hit Points

Hit Dice: 1D10 per Improviser Level

1D10 per Improviser Level Hit Points at First Level: 1D10 + Constitution Modifier

1D10 + Constitution Modifier Hit Points at Higher Levels: 1D10 (or 6) + Constitution Modifier per level after 1st.

Proficiencies

Armour: Shields.

Shields. Weapons: Improvised Weapons, Unarmed strikes.

Improvised Weapons, Unarmed strikes. Tools : None.

: None. Saving Throws: Dexterity, Strength

Skills

Choose two from: Intimidation, Perception, Insight, Sleight of Hand, Survival, Medicine.

Equipment

You start with the following equiptment, alongside the equiptment gained from your background:

(a) An explorer's pack or (b) An Dungeoneer's pack.

(a) A buckler or (b) A 10ft Chain

(a) A hunter's trap or (b) A pouch of ball bearings

Thick Skin

Beginning at 1st level, as long as you aren't wearing armour, your AC becomes 10 + Dexterity Modifier + Constitution Modifier. Shields can be used with this feature.