NIH Classes: Martials
Martial characters are those that don’t learn or cast spells as part of their normal class operations. Some may gain spell-casting from other features (such as skill tricks), but the class itself doesn’t grant spell-casting. This does not mean that they are mundane or non-magical. Every PC in NIH (at least at higher levels) has fantastic abilities most would call magic. Martials use weapons to deal damage; most of their abilities depend on having a weapon in hand (although in the brawler’s case, their body is their weapon).
Summary of Martial Classes
The four martial classes of NIH are the armsman, the brawler, the rogue, and the warden.
The Armsman
Master of weapons, the armsman wears heavy armor and learns to use any weapon to the fullest extent; at high levels they can move fast enough to be thought to teleport for short distances, act faster than others, and one-hit-kill weakened enemies. They can be made to excel at protecting others and dealing substantial damage to a few targets; they struggle at large groups and imposing negative conditions on enemies. Some archetypes can enhance the abilities of their comrades, while others are more focused on their own capabilities. Their primary ability score is Strength.
The Brawler
Master of martial arts, the brawler uses their fists, a quarterstaff, or other simple weapons. They channel their inner strength to perform supernatural-seeming feats. A skirmisher, they rarely stand on the front lines for long. They excel at hunting the ranged enemies from behind the line of melee brutes and imposing negative conditions; they struggle when focus-fired and when the enemies can’t be reached (their ranged options are limited). Their primary ability score is Dexterity, but Wisdom is also important.
The Rogue
A shadow in the night, the rogue is a stealthy character. They don’t make many attacks, but the ones they make are telling. They are the undisputed masters of skill tricks, learning more of them more quickly than any other class. This makes them versatile. They excel at hitting single targets that are in combat with their allies and protecting themselves from area attacks, but are weak when cornered or against multiple targets. Their primary ability score is Dexterity.
The Warden
The warden is a brute, drawing primal power from their emotions (most often sheer anger). Their rage gives them armor, hardening their skin and strengthening their blows. Most often they wield two-handed weapons, but some archetypes dual-wield or use a shield and a one-handed weapon. They excel at surviving against massive damage and fighting those that depend on magic (spell or otherwise); at high levels they gain the ability to stop any aether-using ability cold. They struggle most with targets they can’t reach. Their primary ability score is Strength.
Martial Class Summary
| Class | Primary Ability Score | Play Style |
|---|---|---|
| Armsman | STR | Ranged or melee, heavy armor |
| Brawler | DEX/WIS | Melee skirmisher |
| Rogue | DEX | Ranged or melee skirmisher with dirty tricks |
| Warden | STR | Durable heavy melee |