Sunday, September 3, 2017

OSR Oriental Adventures: Tradesmen Classes

Tradesman Classes
Assassin
Entertainer
Healer
Investigator
Ninja
Thief

Assassin
Skilled killers, experts in poison and subtle murder. They can be professionals for hire, Imperial assassins, Yakuza hit-men, members of a ninja clan, etc. Assassins belong to the lowest social class.
Prime Requ: Dex
Ability Requirements: Dex 9, Int 12
Exp: As Fighter
HD:  1d6
Save:  As Thief.
Attack:  As Thief
Armor:  Leather and shield.
Weapons:  Any.
Death Attack: Usable once per day per 2 levels. If an assassin studies a victim for 3 consecutive rounds and makes a sneak attack (as a Thief) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other minor actions but must stay focused on the target. If the target knows the assassin is present, a Death Attack is not possible. The victim of such an attack must make a Saving Throw. If the Save fails, the victim dies instantly. If the Save succeeds, the attack is treated as a normal Thief Backstab attack for purposes of damage. After completing 3 rounds of study, the assassin must attack within the next 3 rounds to use this ability. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before another Death Attack attempt can be made. If a Death Attack is attempted and the victim succeeds at the Saving Throw (taking Backstab damage instead of dying) the assassin cannot make another attempt in this circumstance because the victim will almost certainly be aware of the assassin’s status as an enemy.
Poisons: Given an hour of brew time, and the proper ingredients  the Assassin can create a virulent poisons. The poison can be ingested, contact, or injected as the Assassin desires. At first level the Assassin's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.
The Assassin can also make an antidote for the poison. When given it stops all damage.
Both poison and antidote have a shelf life of a number of days equal to the Assassin's level.
Thief Abilities: Pick Locks, Move Silently, Climb Walls, Hide in Shadow.

Entertainer
Trained dancers, singers, musicians, actors, etc.  They can be found anywhere giving performances for money in the market to entertaining the nobility. Entertainers are adept at manipulating those around them and make excellent spies. They belong to the lower social class but they are valued for their skill and can elevate a patron's status.
Prime Requ: Cha
Ability Requirements: Cha 12
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Leather and shield.
Influence Reactions: 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 is most suitable to the situation at the moment -- a fiery speech, a poem, a haunting lute melody, or a heroic song of heroes long gone. 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.
Inspire: The music, poetry, and stories of the Entertainer can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Entertainer can heroically inspire his companions (immortalizing them in legend), 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 Entertainer must spend at least three full rounds singing or speaking before the battle begins.
  • This affects those within a range of 10 feet per experience level of the Entertainer.
  • The effect lasts 1d6 plus one round per level. Once the effect wears off it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be inspired again by the Entertainer's words.
Languages; The Entertainer receives twice the number of beginning langages, both beginning and bonus. At third level the Entertainer has picked up a few tricks along the way and has a 50 percent chance to read and understand the basics of any normal writing or language (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. This is an important ability since the Entertainer has no ready access to Read Language spells.
Lore: Entertainers learn a little bit of everything in their studies and travels. They have a 50 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent to know local legends, sites, famous or notorious individuals, local gossip, etc. They also use the same chance to identify the general purpose and function of any magical item. The Entertainer need not handle the item but must examine it closely taking 1d10 rounds. Even if successful, the exact function of the item is not revealed, only its general nature.
Thief Abilities: Hear Noise, Open Locks, and  Pick Pockets as a thief of equivalent level.

Healer
Those with a talent and knowledge for caring for the sick and making medicines, using acupuncture, etc. They are often trained physicians or priests, but this class could also represent wise men or women in the wild. They are usually of the common social class.
Prime Requ: Wis
Ability Requirements: Wis 9
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.
Diagnose: The Healer can make a Diagnose check with a chance for success of 60 percent at first level plus five percent at every even level. Success allows the Healer to diagnose the illness of a patient giving him information on proper treatment of the illness and on any further checks with that patient during the adventure. The DM can modify this with a penalty based on insidious or obscure conditions. Bonuses for a successful diagnosis are: +1 hp per Healing dice on the patient and a + 10 percent on Stabilization checks.
Healing: A Healer may heal 1d6 (one healing dice) of hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter once per day per level. Only one healing dice can be used on a single character's lost hit points in these encounters; you cannot use Healing dice on a the same set of lost hit points twice. You cannot attempt heal them again the next day; natural or magical healing must be used.  For example, a first level Healer could heal one characters set of wounds from one combat encounter for once per day, recovering 1d6 hit points. At third level he would have three 1d6 healing dice per day. He could use them on three different people or the same person damaged in three different combat or damage encounters within the same 24 hours. Healing dice will work in combination with Poultices (see below),  magical healing, and various Binding Wounds rules to heal a set of wounds from a combat or damage encounter.
Poultices: With a bit of preperation the Healer can prepare a few poultices or medicine to be appied to wounds to alleviate pain and help the wounded. Each applicaton to a set of wounds after a combat or other damage encounter will  return 1d3 hit points to the patient. Only one poultice can be applied for effect on one person's set of wounds incurred in an encounter. He can make a number of poultices equal to half his level per day (round up.) Each poultice lasts for two days per Healer level. After that they are spoiled and useless. These work in addition to a Healer's Healing ability, magical healing, and various Binding Wounds rules.
Rapid Healing: A patient under a Healer's care heals twice the number of HP per day with natural healing. The Healer must help his patient with his needs and attend to the patient's wounds at least four times per day with bandage changes, cleaning the wound, applying medicine, etc. If he goes more than six hours without tending to his patient the patient only receives the normal amount of hit points gained that day via natural healing. This number of hit points is modified by the normal rules of complete rest vs strenuous movement, combat, etc. A patient under a Healer's care always recovers at least one hit point per day, strenuous activity or not.
Stabilization: A Healer can try to control bleeding, rub life into limbs, apply wine, 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 Healer must reach the victim within a number of rounds equal to the Healer's level beginning on the round after the patient drops to 0 or below. Once the Healer has reached the patient he must then make a Stabilization check with the same percentage as a Diagnosis check with a -5 percent penalty for every hit point below 0. If he succeeds in this the character is stabilized and does not continue to lose hit points or die. If the victim is wounded again, another Stabilization can be made but with a -20 percent penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Investigator
Officials appointed by magistrates or other officials to investigate crimes. This class could also represent a spy or other unofficial snoop such as a bored yet curious noble. They tend to be of the higher social class if appointed.
Prime Requ: Int
Ability Requirements: Int 12, Wis 12
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.
Deduction: After reviewing clues, interviewing witnesses, visiting crime scenes, consulting official documents, etc the Investigator can make a Deduction check with a chance of 40 percent at first level plus five percent at every even level.  If successful the Investigator may ask the DM a single yes or no question which the DM must answer honestly. The Investigator can do this once per adventure at 1st level and every fourth level after at 4, 8, 12 ,16, and 20. Therefore an 8th level Investigator may as the DM three questions per adventure.
Contacts: With a successful Charisma check the Investigator may ask one favor of a contact such as a coroner to view a body, a clerk to view official documents, a Magistrate to talk to a special prisoner, a Yakuza to set up a meeting with a crime lord, etc. The favor will be things not generaly available to the average citizen for a simple bribe. It is for more obscure and difficult to get information. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Investigator is difficult or unpleasant. The Investigator receives a bonus to the Charisma check at higher levels: 3, 6, 9, 12, 16, and 20.
Langages: The Investigator is a studious man who encounters many people from different places. To effectively do his job he must commnicate with them and thus tends to be a natural at picking up new language skills. While not as skilled at languages as the Entertainer he begins with one extra language plus any bonus languages. He can learn a new language at levels 4, 8, 12, 16, and 20. A learned man the Investigator has a natural affinity with patterns and clues which gives him a 50 percent chance to read and understand the basics of any normal writing or language (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. This is an important ability since the Investigator has no ready access to Read Language spells.
Observation: The Investigator 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 hard to find clues such as hidden bloodstains, faint footprints, hidden doors, etc. The DM can modify this for difficulty. The Investigator will always have an advantage in this over other classes or creatures that do not have this ability.
Thief Skills: Hear Noise, Open Locks

Ninja/Shinobi
Trained as spies, assassins, and saboteurs. They most often belong to a clan which works for a daiymo or powerful noble. A ninja without a clan is often an outcast marked for death.
Prime Requ: Dex
Ability Requirements: Dex 13, Con 13
Exp:  As Fighter
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: Any.
Armor: Can wear up to chainmail but must be in leather or equivalent to use Thief abiities.
Thief Skills: Find/Remove Traps, Move Silently, Hide in Shadows, Climb Walls, Hear Noise, and Backstab. Gains the Escape ability with a chance equal to a Thief's Pick Pockets roll.
Acrobat: +1 to Dex rolls for acrobatic feats such as tightrope walking, tumbling, pole-vaulting, etc. This bonus increased by +1 at levels 3, 5, 8 12, 15, and 20.
Controlled Fall: No damage for falls of 10 feet or less. He can make a Saving to reduce the fall damage from greater heights, varying by level. If he makes the Save he takes no damage, if he fails the Save he takes half damage, if he fails by more than five he takes full damage. The distance fallen is 15' at second level plus 5 ' per level after to a maximum of 100.
Instant Stand: If prone the Ninja, on his turn in iniative, can stand up with no penalty or loss of action.
Unarmed Damage: The Ninja has some training in unarmed combat. At level 1 unarmed damage is 1d3. At level 5 it increases to 1d4, at level 12 it increases to 1d6.
Shuriken/spike Throw: Trained in the art of throwing these small weapons. Their rate of fire increase by one at levels 1, 6, and 12.

The Ninja class comes with a few penalties as well.
Slower Advancement: Ninjas need more experience than other Thief and Thief-types. The advance as Fighters
Pawn of the Clan: Ninjas belong to a clan and are subject to the commands of the clan leaders. IF the ninja does not belong to a clan he is likely  a hunted renegade and must be on his guard for assassins. A ninja without a clan does not have as many resources: monetarily, personnel, or equipment.
Mistrusted: If a ninja is discovered or is suspected to be a ninja by non-clan members or allies he suffers a -4 to his charisma score and associated rolls.

Thief
Members of a Tong, the Yakuza, gamblers, an independent collector or other people's things, etc. They are of the lowest social class.
Prime Requ: Dex
Ability Requirements: Dex 9
Exp: As Thief
HD: 1d6
Save: as Thief
Attack: as Thief
Weapons: As Thief.
Armor: Leather and shield.
Thief Skills: Open Lock, Find/Remove Traps, Pick Pocket, Move Silently, Hide in Shadows, Climb Walls, Hear Noise, and Backstab.
Fast Talk: With a bit of conversation, and a good bit of lying and trickery, the Thief is often capable of befriending, bribing, or conning 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. The victim's Saving Throw has a cumulative -1 penalty roll for the Thief's level at 1st and every fourth level after at 4, 8, 12 ,16, and 20. If the Save is failed the individual will give up some bit of information, do a small favor, or otherwise not hinder the Thief as long as the Thief appears to be friendly. This is not a magical effect: if the individual finds out the Thief is lying to him or some other situation arises to change his view of the Thief he may act normally.
Gambling: A Thief often haunts shady establishments and is not adverse to supplementing his living with cards, dice, his wits and nimble fingers. At 1st level and at 3rd, 6th, 9th, and 12th the Thief gains a cumulative +1 bonus to his gambling checks.

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