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
|
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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