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Saturday, October 1, 2016

Mythos and Mayhem Redux..Classic Lovecraftian Mythos gaming for Basic and OSR Games



I've made a few changes to the classes I had come up with for Mythos and Mayhem.
These are the revised versions of those classes. The big changes are the max level from 10 to 12, renamed Burglar to Crook and Scoundrel to Con-Man, cleaned up and altered a few class abilities (especially for the Detective, Explorer, and Soldier), as well as added the classes of Gunman, Pugilist, and Sailor for more flavor.

The original post (found here) still contains info on weapons and vehicles.
The optional investigator classes of Spiritualist/Medium, Mentalist/Psionicist, The Witch, and Magician as well as magical options are up to the DM/Keeper for availability.
If they are allowed they are considered non-combat classes (+1 to hit per two levels.)

As always they are identical or almost identical to my other period game classes: Colonial, Pirate, Victorian, Western, etc. Classes not represented here can be easily swapped in or out by the DM.

On to the revised classes.....


Investigator Creation
Experience:
As Fighting-man, Fighter, etc.
Note: I don't bother to track experience in these games. They can be quite deadly. If the Investigators survive two adventures I level them up. Nice, easy, and less bookwork for the DM. Do as you will.

This also allows for multiclassing. You can limit the number of classes or allow them to keep mulitclassing as they go up in level.

When a new class is gained add attack bonuses together. For class ability checks, backstabs, and saving throws choose the best of the classes; they do not stack.

Attributes: 
Roll your favorite method.

Attribute Bonuses/Penalties:
Swords & Wizardry +1 at attribute score 13 and higher.

Class Ability Checks:
Base chance for success is 10 + level + attribute bonus or less on a 1d20.
Untrained, if allowed by the DM, is a 5 + attribute bonus or less on a 1d20.

Level Limit:
PC's and Human/oid NPC's are limited to 12th level maximum.

Hit Points: 
Maximum HP at first level. HP limit of 5 levels.
You still gain better ability checks, better Saves, better bonus to hit, etc but not Hit Points.

Armor Class: 
Normal Armor class, and modifiers are used.
Firearms  reduce the effectiveness of armor and shields. See my firearms rules here.

Starting Money: 
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 dollars as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

Character Classes
Con-Man
Crook
Detective
Explorer
Gunman
Minister
Physician
Pilot
Pugilist/Martial Artist
Sailor
Scholar
Soldier
Thug

Con-Man
Hit Die Type 1d6.
Save As Thief
Hit +1 per 2 levels
Prime Attribute (5% experience bonus): Dexterity 13+

Backstab
When attacking with surprise, from behind, the Con-Man gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Scoundrel above level 8 such an attack inflicts quadruple damage.

Fast Talk
With a bit of conversation, the Con-Man­ is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll at levels 3, 6, 9 and 12.

Gambling
The Con-Man is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st level and at 3, 6, 9 and 12  the Con-Man gains a cumula­tive +1 bonus to his gambling checks.

Open Locks
Con-Men are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Con-Man is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket. The base chance for success is 10+level+ Dex bonus.
If the Con-Man fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex check will drop the chance to 1 in 6.

Crook
(Burglar, Thief, Hitman, etc.)
Hit Die Type 1d6
Save As Thief
Hit +1 per 2 levels
Prime Attribute (5% experience bonus): Dexterity 13+

Back Stab
If the Crook successfully sneaks up on an unaware target, he can add a +4 bonus to his attack, and inflict x2 dmg. At levels 5-8, damage is tripled, and from a Crook above level 8 such an attack inflicts quadruple damage. This applies to ranged and melee damage.

Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Crook is skilled in making difficult climbs. When a Climb check is reguired it is a Str check. The Crook adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Open Locks
Crook are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Sneak
Crooks are sneaky by necessity. Whether breaking in somewhere or sneaking past a sleeping security guard, stealth is sometimes the name of the game. Almost anyone can move quietly or hide when there is adequate cover but the Crook takes these skills to the professional level. The base chance for success is 10 + level + the Dex bonus. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Detective
Hit Dice 1d6
Save As Thief
Hit +1 per two levels
Prime Attribute (5% xp bonus) Int 13+
Assess
The Detective can use this ability to observe a person for a single round and then make a
conclusion as to that persons age, character level, nationality, recent activities, etc based on
the Detective's experience and training. The base chance for success is 10+level+Int bonus.

Contacts
Through both informants and official channels, the Detective is often in the know on important information. With a successful Charisma check the Detective may ask one favor of a contact such as a a a coroner to view a body, a hacker to break into files, etc. The favor will be things not generaly available to the average citizen or cop. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.

He may call upon these contacts twice per adventure at first level. He may add an extra time at 3rd, 6th, 9th, and 12th levels and recieves a cumulative 1 bonus to his Charisma check at these levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the  base chance for success of 10+level+Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and at 3rd, 6th, and 9th levels.. Therefore an 8th level Detective may as the DM three questions per adventure.

Open Locks
Detectives are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty. The Detective will always have an advantage in this over other classes or creatures that do not have this ability.

Explorer
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Explorer's are only surprised on a 1 on a 1d6.

Backstab
The Explorer, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
Adds +4 to climbing (Str) checks. If in armor heavier than leather the bonus is negated.

Shooter
Being proficient with arms is a necessity.
The Explorer receives a +1 to hit with firearms.

Stalker
In natural settings the Explorer can Move Silently and Conceal himself from detection. If in armor heavier than leather the chance is at -4.  In non-natural settings (cities, crypts, etc) the base chance is divided by two (rounded up.)
The base chance for success is 10 +1/2 level+Dex bonus.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain.
The base chance for success is 10+level+Int bonus.
This also includes the ability to track.

Gunman
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Fast Draw
The Gunman does not receive a -2 penalty to attack for drawing a weapon and attacking in the same round. He does receive the -3 penalty but it is reduced due to the Fast Draw bonuses.
See  Drawing a Weapon in my firearms rules.

The Gunman gains a cumulative +1 bonus to Fast Draw initiative at level one and at levels three, six, nine, and twelve.

The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat many foes who are already armed and ready, even at half the normal value.

If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex Bonus.)

Shooter
The bread and butter of the Gunman. He receives a +1 to hit with firearms.
He gains bonuses with firearms as he advances in level.

Level One:
Reduce penalties from multi-shot penalties (single action, double action, fanning hammer, etc - see rate of fire below) by one point.
One extra shot (a total of four) when fanning the hammer (see below.)

Level Four:
Two-Gun Mojo, only a -2 to primary hand /-2 to off-hand  instead of the usual (-2/-4)penalty when shooting with two firearms.

Level Eight:
Reduce penalties from multi-shot penalties by two points.

Level Twelve:
One extra shot with all handheld firearms/maneuvers.

Steely Gaze
At 1st level, the Gunman can intimidate a number of creatures with HD equal to his level.
The creatures must be able to see the Gunman ’s stare to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Gunman. Most will flee; only the most determined will stay and fight.
This ability can be used once per day per level.

Minister
Hit Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Wisdom 13+

Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it ugly. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). The crowd's Saving Throw has a cumulative -1 at the Minister levels 3, 6, 9, and 12.

If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational helping to rallying friends and allies before a conflict. If the exact nature of an impending threat is known the Minister can attempt to inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off it can't be renewed if the recipients are still in battle. Those who have withdrawn from combat can be inspired again by the words.

Example: A troop of Investigators, inspired by the Minister charges into battle with cultists. After fighting a fierce fight they retreat and the enemy does not pursue. The Minister, seeing them crestfallen and dispirited, can once again inspire them to fight.

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his own will the Minister can cast each of these spells once per day at first level and an additional time per day at levels 3, 6, 9, and 12.

The spells function as written in the base rule books.

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
Hit Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.
11+ 1/2 level+Int bonus.

The DM can modify this with a penalty based on insidious or obsucure conditions.

Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a combination of whiskey, drugs, and whatever else the Physician adds to stimulate the patient. It restores 1d4 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day in a proper laboratory. The brew time is 10 minutes for a daily dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per two levels of the Physician.

Healing
The Physician may attempt to  heal 1d6 hit points of damage to himself or another. The healing attempt must be rolled each time it is used and the target number is 11+ 1/2 level+Int bonus or less on a 1d20. He or another Physician can attempt the healng check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Physician the check has a 2 bonus.

No attempt at healing by The Physician or a collegue of his skill or lower will give more hit points to those sets of wounds. If another Physician of greater skill comes along he can attempt to heal the wound again. If he succeeds on the healing check he will roll the 1d6 and compare it to the original roll. If it is greater the extra hit points are gain   ed (not added, the new better 1d6 roll replaces the original 1d6 hit point roll.) If he rolls less it is ignored and the original Physician's healing stands as is. The only way the patient will lose hit points this way is if the New Physician rolls a natural 20 failure on the healng check.

If a character is wounded again The Physician can attempt to heal the new set of wounds, but no matter how good his healng roll, he will not heal the patient of more hit points than were lost in the new set of wounds.

For example: A Soldier has lost ten hit points in a fight. The Physician makes a successful healng check and rolls to heal five hit points. He nor another Physician can attempt to heal more of these lost hit points from this set of wounds unless it is attempted by a Physician of a higer skill. Later The Soldier is damaged again for three more points of damage. The Physician makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.

This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which takes away hit points.

If a successful Diagnosis check is made before the healing check a +1 bonus to hit points healed is gained.

A patient under a The Physician's direct care also heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits point, and would otherwise be dead or dying. The Physician must reach the victim within a number of rounds equal to the Physician's level beginning on the round after the patient drops to 0 or below. Once the Physician has reached the patient he must then make a check of 10+level+Int bonus with a -1 penalty for every hit point below 0. If he succeeds in this the character is stabilized and does not die.

If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Pilot
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Ace
Firing from a vehicle or with vehicle mounted weapons the Pilot takes no penalty for a rough terrain or severe vehicle movement (normally a -2 to -4 penalty.)
He also adds his Dexterity bonus to the vehicle's AC.

Daring
Steely nerves and fast reflexes. He receives a +2 bonus to Saving Throws involving fear and
fast reflexes (such as avoiding obstacles.)

Keen Eye
Receives a +1 to hit with firearms.

Piloting
A Pilot makes a Dexterity check to control his vehicle. This ability also includes the art of navigating or finding ones position using an Intelligence check with Pilot bonus included. Bonuses may be given for good charts, maps, etc.

The Pilot gets to add a +1 bonus to Driving/Piloting Dexterity or Intelligence checks at first level and at levels 3, 6, 9, and 12.

Mechanic
Pilots are often called upon to make field repairs on their damaged vehicle engines or other mechanical parts. To fix a vehicle they must have the parts, take the time set by the DM, and make a successful check of 10+ level+Int bonus.

Pugilist
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Fisticuffs (Unarmed Combat)
The Pugulist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characteres.

He gains a +1 to hit with Unarmed Attacks and recieves the following bonuses while in Melee/Unarmed Combat.

Combo
The Pugilist can attack with two unarmed attacks around at no penalty. This ability can  only be used if he is only doing two unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO
Once per day per 2 levels (round up) the Pugilist can fire off a haymaker/power kick/etc.
The attack is made at a -2 penalty to hit. If successful the damage is x2, x3 if a natural 20 is rolled.

Second Wind
If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no
other action in this round but rest. He cannot defend himself. His AC is 10 + light armor
modifier; he receives no Dex or Block bonus.
This ability can be used a once per day at level 1 and an extra time per day at levels 3, 6, 9, and 12.

Stick and Move
By sacrificing half of his normal encounter movement a Pugilist can stick and move with an opponent who tries a fighting withdrawal. As long as the Pugiist has so far only moved his half movement in the round he will stay withing 5' of  with his opponent.

Sailor
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Constitution 13+

Brawler
Sailors live a rough life and learn to protect themselves on ship and in port.
They receive a +1 to hit on melee and unarmed attacks.

Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Sailor is practiced at doing so. When a Climb check is reguired it is a Str check. The Sailor adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and Sailors find ways to pass the time. One of their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Sailor gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Sailor receives a +1 to this check and an additional +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level and at levels 3, 6, 9, and 12.

Swimmer
+2 to Swimming (Strength) checks.

Scholar
This class covers educated men such as alienists, professors, scientists, researchers, etc.
Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+
Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.

The fields of study include (but are not limited to):
Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribbling on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.

The base chance for success is 10+ level+Int bonus.
This roll can be modified by the DM for circumstances such as a bonus for common information or penalty for more obscure information in the field.

As he advances the Scholar acquires new fields of study at levels 3, 6, 9, and 12.
These additional fields are calculated as if the Scholar is at first level when he gains each new one. The new field chances advance normally from there.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc.
The base chance for success is 10+1/2 level+Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Soldier
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Strength  13+

Dodge
+1 to AC. The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.

Fighter
Gains a +1 to attack with all attacks.

Follow Through
At level 3 the Soldier can make an additional melee attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Soldier. He can attempt a third attack at level 12.  If an attack misses follow through ends, any remaining attacks are lost.

Thug
Professional criminals with a penchant for violence. They have a reputation and have made various contacts in the world of crime. This class could also be used for professional assassins, Thugee cultists, etc.
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Constitution  13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back.
When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underworld contact such as a pickpocket, burglar, fence, prostitute, etc. The favor will be things not generally available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again.
They receive a +1 to hit on melee and unarmed attacks.

Gambling
The Thug often supplements his income with a bit of cards and dice.
At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets, and Sneak
11+ 1/2 level +Dex bonus.



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