Wednesday, March 30, 2016

Dark Continent Redux: The Native Warrior (NPC Class)

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Native Warrior (NPC Class)
Level
Bonus Attack Base
Fort Save
Ref Save
Will Save
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
5th
+5
+4
+4
+1
6th
+6
+5
+5
+2
7th
+7
+5
+5
+2
8th
+8
+6
+6
+2
Description: From the jungles and the Savannah, Native Warriors are barbarians from warm climates.  Lacking mounts, they specialize in long-distance running.  Warriors sharpen their combat skills hunting large game, such as lions.  They are very adept at teamwork and setting ambushes.  As slavery in endemic in these areas, Warriors are also skilled at taking captives.  8th level example: Shaka Zulu.
Hit Die: d8.
Prime Abilities: Str, Con, Wis, and Dex.
Weapon and Armor Proficiency: The Native Warrior is proficient with only clubs, daggers, javelins, short spears (equivalent to Short Swords, but will break when max damage is scored), blowguns (1 damage + poison DC 12 Fort Sv or out 1 hr), and short bows. They may use light leather shields (+1 to AC), but will not use any armor.

Knockout
A Warrior using a blunt melee weapon may opt to try to KO unaware human-ish foes of equal of less HD instead of inflicting damage with a Surprise Attack. With a successful attack, the victim must make a DC 12 Fort save to remain conscious, otherwise they are out for 1 turn. The KO attack can be tried on an opponent once per encounter (Cf. Thief). 

In combat against an opponent who is at or below 5 hp, a Warrior with a blunt melee weapon may also attempt to KO them instead of causing damage.  The same conditions apply as against an unaware opponent.

Poison
All Native Warriors are skilled in the safe use of poison.  Generally poison is used to weaken enemies or large game, sniping at them.  It takes 1 rd to apply a poison and must be used within a turn/encounter. 
Sleep Poison: DC 12 Fort Sv or Knocked Out 1 hr when used.  Other effects, such as hallucinations, can be created. 

Detection: A Native Warrior may detect ambushes and traps adding (Int + Wis bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.
Stealth: A Native Warrior may sneak and hide adding (Dex + Int + Wis bonuses)/3 + ½ level to attempts.
Track: A Native Warrior adds (Int + Wis bonuses)/2 + ½ level to the attempt. Assume DC 12 for a fresh trail by someone not trying to hide, DC 18 on an old trail or by someone covering their tracks.
First Aid: A Native Warrior knows how to apply first aid to heal the wounded.
Running: Native Warriors are skilled at long distance running.  They may run for 3 hours before needing to make a Fort Sv


[This class is if you want fully formed NPC’s joining or fighting the Characters.    Players might also want to try out this class, though more likely as a temporary replacement Character.  7th level Native Warriors would be kings of their tribe, while 8th level Warriors would be High-Kings and suzerains of several tribes in the area, taking tribute from them.  Currently, there are no High-Kings in Africannes.  Kurtz had them all killed as none would take orders from him.  He is now their defacto High-King.  If the Players are interested in the native side of things, restoring a High-King to leadership would be a very political side-quest and could produce a valuable ally (or a more dangerous foe).] 

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