Thursday, March 31, 2016

Dark Continent Redux: Native Forces

Dark Continent Redux
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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