Tradesman Classes
Burglar
Clergy (includes Laymen)
Entertainer
Physician
Rogue
Burglar
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
The traditional Thief Class
Thief Abilities
⦁ Back Stab
⦁ Climb Walls
⦁ Find/Remove Traps: +20%
⦁ Hear Noise
⦁ Hide in Shadows: +20%
⦁ Move Silently: +20%
⦁ Pick Locks: +20%
⦁ Pick Pockets
⦁ Level 4: Read Language as Thief
⦁ Level 10: Cast scrolls as Thief
Clergy (Friar, Monk, Priest, etc)
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+
Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Clergyman may heal 1d4 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.
Hear Noise
A Clergyman can hear noise as a thief of equal level. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.
Languages
Clergymen receive Latin as a bonus language at first level (or the official religious language if a fantasy setting). With travel and study he learns to speak and write extra languages. He gains one new language at every fourth level. In addition, due to his studies, he has a 50 percent chance to read and understand the basics of any writing (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.
Lore
A Clergyman learns much from their studies and transcriptions of ancient writings and information learned from those seeking their guidance. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.
Persuasion
With a bit of conversation and the power of his personality or faith the Clergyman can to attempt to sway a target to a particular way of thinking about an idea, subject, or belief. This may sway the target away from a course of action he was about to follow. The attempt takes 1d4+2 rounds. The attempt involves two Saving throws from the target; one after the first round to see if they target is willing to listen and one after the persuasion attempt to see if it worked.
⦁ After the first round of persuasion by the Clergyman the target must make a Saving throw. If he fails he will go ahead and listen to the Clergyman for the duration of the attempt. If the target makes his Saving throw he will not be influenced at all. If the target was hostile he receives a +5 bonus to the Saving throw. If he makes the Saving throw he may become violent.
⦁ If the target failed the first Saving throw and has listened to the Clergyman's words he must roll a second Saving throw to see if he was indeed persuaded by the attempt.
Both Saving throws by the target are penalized by the Clergyman's level. At level one the Save penalty is -1. At every 3rd Brother level (3, 6, 9, 12 ) the Saving throw is penalized by a cumulative -1 penalty.
Protection from Evil
Through the power of faith,and his will the Clergyman can pray and cast Prayer once per day at 1st level and an extra time at every third level. The spells function as written in the base rule books.
Turn
With faith and prayer the Clergyman 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 Clergyman can attempt to turn them. The DM has final say on whom or what can be affected.
Entertainer
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+
Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.
The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been gained.
Influence Reactions
A powerful tool of the Entertainer is to manipulate a crowd.
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever can get the audience's attention: a song, a dance, jokes, stage magic, Shakespeare, etc.
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 penalty for every three experience levels of the Entertainer (round fractions down). 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.
Languages
The Entertainer receives an extra language slot at first level and every fourth level thereafter.
Thief Abilities
Singing and dancing doesn't always pay the bills. Entertainer's are pro's at getting information to gossip or trade.
⦁ Hear Noise
⦁ Pick Locks
⦁ Pick Pockets: +20%
⦁ Level 4: Read Language as Thief
⦁ Level 10: Cast scrolls as Thief
Physician
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
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. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent.)
The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for a successful check are: +1 hp on a successful Healing check 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 1d3 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day with the proper ingredients. 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
With a successful Intelligence check +1 at levels 1, 3, 9, 12,etc the Physician may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.
In addition a patient under a Physician's care 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 points, and would otherwise be dead or dying. The Physician must make a successful Intelligence check with a +1 at levels 1, 3, 9, 12,etc. with a -1 penalty for every hit point below 0.
If the DM is using the dead at 0 hp or less rule: the Physican can save the patient if he reaches him within a number of rounds equal to 10 - 1 for each hp below zero. For example: -6 hp equals 4 rounds to reach the patient and begin Stabilization. If successful the character is in no immediate danger of dying.
If the DM is using the lose one hit point per round below zero common houserule the Physician has until the patient is down to -10 hp to save him. If successful the character is in no immediate danger of dying and does not lose further hit points.
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.
Rogue
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
Thief Abilities
⦁ Back Stab
⦁ Climb Walls: -20%
⦁ Find/Remove Traps
⦁ Hear Noise
⦁ Hide in Shadows
⦁ Move Silently: +20%
⦁ Pick Locks
⦁ Pick Pockets: +20%
⦁ Level 4: Read Language as Thief
⦁ Level 10: Cast scrolls as Thief
Fast Talk
With a bit of conversation, the Rogue 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 for the Rogue level at 1st and every third level after at 3, 6, 9, and 12.
Gambling
The Rogue is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and every third level after at 3, 6, 9, and 12.the Rogue gains a cumulative +1 bonus to his gambling checks.
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