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Post by DeWitt on Sept 15, 2016 19:28:38 GMT -5
Dungeoneer Class. Dungeoneers live by their grit, outside professional life. Their gangs stand as one of the four foundation stones of the Chivalric Wolfs-Head Society. The informal society that thrives under the surface of polite society. Bored lesser sons and daughters of noble families, aimless farmhands, women escaped from brothers, and vagabonds make up their ranks. They concern themselves with easy monies, tattoos and iconoclastic fashions, and a good fist fight at the end of a drunken night. Find Traps and Pick Locks as per Thief. Can only use bladed weapons appropriated to their station. Limited to light armour as per fashion trends. To-Hit, Saves, & HP progression as per Cleric. At lvl 4 they attain spell slots equal to 1st level Cleric. The Dungoneer can choose spells only from their list. At 8th level they can start their own inn or item shop. Gains 5% to EXP with a CON > 14 and 10% with CON 18. +1 on all Deception actions in accordance with their practiced gambling skill. Inspirations: Japanese Strange Ones and machi yakko, Girl Gang movies of the 60s, 70s, and 90s, Kikuchiyo from Seven Samurai, Magic-User/Thief.
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Post by DeWitt on Sept 15, 2016 20:32:06 GMT -5
Chivalric Wolf-Head’s Society.
An loose federation of groups based around an informal economy fueled by dungeon treasure, gambling, protection, and red-light businesses. Lawful characters follow a code which guides their conduct. Chaotic characters are grudgingly tolerated but are not protected by either official or informal law.
1. Loyalty to one’s boss and their business. 2. Protect townspeople from wandering toughs and quarrelsome city guard. 3. Split all earnings evenly between the gang. 4. Never leave a wolf’s head behind. 5. Never cheat a wolf’s head, keep one’s word in deals. 6. Ask the bosses permission before settling feud’s with other wolf’s head. 7. Do not cause trouble for one’s parents. 8. Pay a fair price when wandering. 9. Never reveal the code to outsiders. 10. Never gamble beyond one’s means. 11. Never loose one’s head while drunk. 12. Never serve a warlord or accept payment for mercenary services, including assassinations. 13. Keep the torches burning when looting.
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Post by DeWitt on Sept 16, 2016 16:53:28 GMT -5
Swamp Nymph Class
Swamp Nymphs are protectors of the river corridors. Born out of the poisonous hatred the wilderness has for man. They are adept at elemental magic, and poison beats through their hearts. Naturally ranging from ice blue, purple, to indigo hues. Any person enchanted by their beauty best prepare for the Deep Lands. Few have succeeded in capturing such a creature. Befriending a Swamp Nymph is a sign of a reverence for nature spirits. Always Neutral alignment. Poison as per Assassin. Weapons and Armour per Druid. Can throw poisoned darts once a day (1D6-2+effect), three times a day at 8th level. Suffer no penalties when traveling through difficult terrain. To-Hit, Saves, & HP progression as per Assassin. Immune to poison. Hide & Move Silently as per Thief, teleportation as per spell effect. At 8th level, a swamp nymph may choose a piece of wilderness as her domain or open an apothecary. Inspirations: Swamp Thing, Bowie Yaramund, Eco-terrorists, Druid/Assassin class.
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Post by DeWitt on Sept 16, 2016 16:55:49 GMT -5
Poisoned Idea.
A creature poisoned by a swamp nymph must make a saving roll. If successful, they are paralyzed. If unsuccessful, they must save vs death. Their poison effects the target for 3 rounds.
Other poisons attack the creature’s system the same way. However, the effects are based on the poisons strength.
Weak – Does nothing on a successful saving throw. An unsuccessful saving throw results in the effects of the slow spell.
Strong – Does slow effect on a successful saving throw. An unsuccessful saving throw results in death.
A strong poison costs 200gp and takes 2 days to prepare. A weak poison can be made on the spot for 85gp.
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