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Friday, December 14, 2012
Fantasy Core RPG--Variant Classes
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Variant Classes
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These classes are more possibilities for NPC classes. These aren't fully developed since they probably wouldn't be useful as player characters, perhaps only useful in a limited setting. As NPC's they could provide interesting interactions with the players. These are really only presented here to encourage experimentation.
Healer/Missionary
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- HD d6
- Fight as Wizard
- Save as Wizard
- Weapons: Simple only, perhaps only a staff, if that
- Armor: None
- High Cha, Wis, and Int
- Has the paladin's first aid skill, healing (+1/day), and other paladin spells (lower DC's to 10 and 16 on encounter and daily powers respectively). Also has an enhanced charm ability (Cha Bonus + 1/2 level +1).
- Immune to fear, charm, and disease effects.
- Up to 10th level (Saint)
Pirate/Sailor
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- HD d8
- Fight as Fighter
- Save as Thief
- Weapons: Simple only, usually rapiers and crossbows
- Armor: None to leather
- High Dex, officers will have high Cha and Int.
- Skills: Pick Pockets and Locks, Acrobatics, Climb, Haggle, and Intimidate (physical (Int bonus + Str bonus)/2). Officers have Charm and Intimidate (psychological (Int bonus + Cha bonus)/2). Sailing skill (Int bonus + Wis bonus)/2 + 1/2 level.
- Up to 10th level. Petty Officers start at 5th level, Officers at 7th, Captains at 8th, Admiralty at 10th. Pirate Captains are usually 7th level and are the only officer abroad a pirate ship.
Thug
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- HD d8
- Fight as Fighter
- Save as Ranger
- Weapons: Simple only, favor clubs and short swords
- Armor: None to leather
- High Dex and Str
- Stealth skill and Sneak Attack ability
- Up to 5th level
Cat Burglar/Spy/Courier
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- HD d6
- Fight as Wizard
- Save as Thief
- Weapons: Simple only, usually dagger and pistol crossbow
- Armor: None
- High Int, Dex, Wis, and Cha.
- Skills: Add 1/2 level + 1 to ability bonuses. Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items), Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Acrobatics (Balancing, jumping), Climb, Fast Talk, Disguise, Charm
- Obviously this character class favors theft by skill than force. They will typically spend much of their time planning a caper before attempting it. Their services are available for sale. It varies by task, but usually a base amount multiplied by their level. They are generally freelancers, taking referrals from a thieves guild.
- Spying involves intelligence gathering, rather than theft. Courier service is for transporting highly classified messages or valuable or dangerous items in a confidential manner.
- Up to 10th level
Highwayman
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- HD d8
- Fight as Fighter
- Save as Ranger
- Weapons: Any, favor longswords and longbows
- Armor: None to leather
- High Dex and Str.
- Skills: Detection (Traps, ambushes), Stealth (Hiding, sneaking), Intimidate
- Up to 5th level (Bandits who stay in the game too long tend to get hanged)
Gladiator
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- HD d10
- Fight as Fighter
- Save as Fighter
- Weapons: Any, usually has a preferred weapon
- Armor: None to leather
- High Str and Con.
- Scores x 2 max damage on a natural 18 and up.
- Up to 5th level (if they're lucky)
I'm off Monday through Thursday of next week, but I should be back Friday with more posts.
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