A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Native Forces
These are the standard natives. (There are non-standard natives, as we’ll see
later.) “Friendly” or hostile natives
would have the same stats. In combat
against foes they outnumber, they will try to work together to encircle and
flank enemies, using stealth and poison dart sniping. They’ll want to take captives. Against equal numbers or obviously dangerous
foes (like the Characters), they would want to wear them down if possible and
look for a weak point. Unfortunately for
the natives, if lead by a King or Witch Doctor, tactics often degenerate into a
frontal assault. Witch Doctors generally
stick close to their Kings and act as they direct them. Generally, only Veteran Warriors and the
Chief Witch Doctor will engage in field operations.
Veteran Native
Warrior
+1 Str, Con, Dex, Wis
HD 3 (d8), Hp 15, AC 12 (Leather Shield)
Fort +4, Ref +4, Will +2
Melee: Short
Spear +4 to hit 1d8+1 or Club 1d6+1 or KO
Ranged: Short Bow
+4 to hit 1d6, M, (20 arrows) or Blowgun 1+Poison DC 12
Fort Sv or KO 1 hr, S (5 darts and Poison dosages)
Track, Stealth, Detection
+3 (DC 15 to Detect)
First Aid Skill
Elder Native Warrior
(or a Chief of a minor tribe)
+2 Str, Con, +1 Dex, Wis
HD 5 (d8), Hp 30, AC 12 (Leather Shield)
Fort +6, Ref +5, Will +2
Melee: Short
Spear +7 to hit 1d8+2 or Club 1d6+2 or KO
Ranged: Short Bow
+6 to hit 1d6, M, (20 arrows) or Blowgun 1+Poison DC 12
Fort Sv or KO 1 hr, S (5 darts and Poison dosages)
Track, Stealth, Detection
+4 (DC 16 to Detect)
First Aid Skill
Native Warrior King
+3 Str, Con, +2 Dex, Wis , +1 Int
HD 7 (d8), Hp 49, AC 14 (Leather Shield and +1 Protection
Talisman)
Fort +8, Ref +7, Will +4
Melee: +1 Magic
Short Spear +10 to hit 1d8+3 (not subject to breakage)
Ranged: Short Bow
+9 to hit 1d6, M (20 arrows)
Track +6, Stealth +7 (DC 19 to Detect), Detection +6
First Aid Skill
(Kings will usually have heirloom magical items passed down
for generations. A tribe would make
every effort to recover these items if lost.)
Native Chief Witch
Doctor
(See the Witch
Doctor NPC class)
+3 Int, Wis , +1 Dex
HD 5 (d6), Hp 20, AC 12 (+1 Protection Talisman)
Fort +1, Ref +2, Will +7
Melee: None
Ranged: Cursing
Wand DC 12 Will Sv or lose all ability and class bonuses for encounter, S, 3 x
Charges, can be recharged with 1 turn ceremony.
(Witch Doctors will usually have heirloom magical items,
passed down for generations. A tribe
would make every effort to recover these items if lost.)
First Aid Skill
Magical Healing: They may fully heal all hp damage 3
x a day, including themselves and those below 0 hp, but not yet dead.
Identify Poison
(DC 12) and treat poisoning (DC 18), Int
Bonus + ½ level.
Other Witch Doctor
Abilities are listed with the Class
description.
Poison
● Native Witch
Doctors can brew 4 doses of sleeping poison (DC 12 Skill Check) in one hr
with an Int Bonus + ½ level check
and proper materials (50 gp stun at least).
Roll for the actual effectiveness when used.
● Sleep Poison:
DC 12 Fort Sv or Knocked Out 1 hr when used.
Other effects, such as hallucinations, can be created. Witch Doctors can also identify poison (DC
12) and treat poisoning (DC 18), Int
Bonus + ½ level.
Spell Check +6, Save Against DC 15, up to 3 failed Spellchecks/encounter
1ST-LEVEL WIZARD SPELLS (DC 11 to cast)* Note lower
DC.
Burning Hands: 10 fire damage + 1d4 continuing
damage until extinguished. (Ref Sv all damage) Close
Range .
Cause Fear: One creature of 5 HD or less flees for
1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 5 turns.
(Will Sv)
Expeditious Retreat: Your speed increases by 30 ft. 5
turns.
Magic Missile: 10 impact damage + Knocked
down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic
missiles. Encounter.
2ND-LEVEL WIZARD SPELLS (DC 12 to cast)* Note lower
DC.
Blindness/Deafness: Makes subject magically blinded
or deafened. Encounter. (Will Sv)
Darkness: 20-ft. radius of supernatural shadow. 5
turns.
Invisibility: Subject is invisible for 1 rd/level or
until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs
spells. Disrupted by any hit.
Rope Trick: As many as eight creatures hide in
extradimensional space. 5 turns.
3RD-LEVEL WIZARD SPELLS (DC 13 to cast)* Note lower
DC.
Daylight: 60-ft. radius of bright light. 5 turns.
Fireball: 12 fire damage + 1d6 continuing
damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note
that this spell does have the capacity to set off flammable objects in the
area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns.
Disrupted by any hit.
Heroism: Gives +2 bonus on
attack rolls, saves, skill checks. Encounter.
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