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Post by The Perilous Dreamer on Apr 23, 2020 15:55:11 GMT -5
Currently I am offering just the original three Classes: Fighting-Men, Magic-Users, and Clerics. I will be posting some information about each of these. I do use Alignment (but not to beat you over the head with it) Lawful, Neutral, and Chaotic. Fighting-Men and Magic-Users may be of any alignment and Clerics must choose Lawful or Chaotic at the start of play . Please note that Anti-Cleric's (regardless of alignment) are EVIL and you are advised to kill them on sight, but that is your decision. Please note that the following Sub-classes are not available at this time, but I will reconsider that at a later date: These Sub-classes will include Paladins (option at 4th level, having started as Lawful from the beginning of play, but must be consistently Good as well as a hatred of EVIL) who can start as Fighting-Men or Clerics; Rangers start as Rangers at first level and may be Lawful or Neutral, but are always consistently Good always demonstrating a concern for the weak and hatred for the forces of Chaos) and are a subclass of Fighting-Men; and Grey-Men who start as Grey-Men at 1st level and are considered a subclass of Fighting-Men, they can be any alignment and they include some abilities often associated with Thieves. I will be posting about each of these below. Player-Character Classes Race Fighting-Men Magic-Users Clerics Grey-Men Paladins Rangers ----------------------------------------------------------------------------------------------- Humans Yes Yes Yes Yes Yes Yes Elves Yes Yes No Yes No Yes Half-Elves Yes Yes No Yes No Yes Dwarves Yes Yes Yes Yes No No Hobbits Yes No No Yes No No Orcs Yes No No Yes No No Ogres Yes No No No No No Half-Orcs Yes No No Yes No No Half-Ogres Yes No No No No No Lizard Folk Yes Yes Yes Yes No No Insect Folk Yes Yes Yes Yes No No Aliens Yes No Yes Yes Yes(some) No (Some Aliens, not all Aliens)
You will note that the XP tables below have all been revised by me.
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Post by The Perilous Dreamer on Apr 23, 2020 15:58:39 GMT -5
Fighting-Men: All magical weaponry is usable by fighters, and this in itself is a big advantage. In addition, they gain the advantage of more “hit dice” (the score of which determines how many points of damage can be taken before a character is killed). They can use only a very limited number of magical items of the nonweaponry variety, however, and they can use no spells. Top-level fighters (Lords and above) who build castles are considered “Barons,” and as such they may invest in their holdings in order to increase their income. (Covered elsewhere) Base income for a Baron is a tax rate of 10 Silver Pieces/inhabitant of the barony/game year plus a share of the crops and labor. Experience Hit | Fighting-Men Level Dice | ---------------------------------------------------+ Veteran 1st 0 1+1 | Warrior 2nd 2,000 2+1 | Swordsman 3rd 4,000 3+1 | Hero* 4th 8,000 4+1 | Swashbuckler 5th 16,000 5+2 | Myrmidon** 6th 32,000 6+2 | Champion 7th 64,000 8 | Superhero 8th 128,000 9 | Knight 9th 256,000 10 | Baronet 10th 512,000 11 | Baron 11th 1,024,000 12 | Lord 12th 2,048,000 13 | Count 13th 4,096,000 13+3 | ---------------------------------------------------|
*highest level for elves
#highes level for hobbits
**highest level for dwarves
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Post by The Perilous Dreamer on Apr 23, 2020 15:59:08 GMT -5
Magic-Users - Top level magic-users are perhaps the most powerful characters in the game, but it is a long, hard road to the top, and to begin with they are weak, so survival is often the question, unless fighters protect the low-level magical types until they have worked up. The whole plethora of enchanted items lies at the magic-user’s beck and call, save the arms and armor of the fighters (see, however, Elves); Magic-Users may arm themselves with daggers and quarterstaves. Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Costs are commensurate with the value of the item, as is the amount of game time required to enchant it. Examples of costs are: Item Cost | -------------------------------------------------------------------------| Scroll of Spells* 100 Gold Pieces/Spell/Spell Level/Week | Potion of Healing 250 Gold Pieces + 1 week | Potion of Giant Strength 1,000 Gold Pieces + 4 weeks | Enchanting 20 Arrows 1,000 Gold Pieces + 4 weeks | Enchanting Armor to +1 2,000 Gold Pieces + 2 months | Wand of Cold 10,000 Gold Pieces + 6 months | X-Ray Vision Ring 50,000 Gold Pieces + 1 year | -------------------------------------------------------------------------| *a 5th-level spell would require 500 GP and 5 weeks Research by magical types can be done at any level of experience, but the level of magic involved dictates the possibility of success, as well as the amount of money necessary to invest. Assume that a Magic-User can use a 4th-level spell (explained later), therefore he could develop a new spell provided it was equal to or less than 4th level. All this will be explained fully in the section dealing with SPELLS. Experience Hit | Spells Per Level by Spell Level Magic-Users Level Dice | 1 2 3 4 5 6 7 8 9 ---------------------------------------------------+------------------------------------- Medium 1st 0 1 | 2 - - - - - - - - Seer 2nd 1,500 1+1 | 3 1 - - - - - - - Conjurer 3rd 3,000 2 | 4 2 - - - - - - - Theurgist 4th 10,000 2+1 | 4 2 1 - - - - - - Thaumaturgist 5th 20,000 3 | 4 3 2 - - - - - - Magician 6th 40,000 3+1 | 5 3 2 1 - - - - - Enchanter 7th 80,000 4 | 5 4 3 2 - - - - - Warlock* 8th 150,000 5 | 5 4 4 3 - - - - - Sorcerer 9th 300,000 6+1 | 5 4 4 4 1 - - - - Necromancer 10th 600,000 7 | 6 5 4 4 2 1 - - - Wizard 11th 1,200,000 8+1 | 6 5 4 4 3 2 1 - - Arch-Mage 12th 2,400,000 8+2 | 7 5 5 4 3 2 2 1 Grand-Mage 13th 4,800,000 8+3 | 8 6 5 4 4 3 3 2 1 ---------------------------------------------------|--------------------------------------
*highest level for elves
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Post by The Perilous Dreamer on Apr 23, 2020 16:00:02 GMT -5
Clerics - Clerics gain some of the advantages from both of the other two classes(Fighting-Men and Magic-Users) in that they have the use of magic armor and all non-edged magic weapons (no arrows!), plus they have numbers of their own spells. They are able to cast clerical spells while wearing both mundane and magical armor. In addition, they are able to use more of the magical items than are the Fighting-Men. When Clerics reach the top level (Patriarch) they may opt to build their own stronghold, and when doing so receive help from “above.” Thus, if they spend 100,000 Gold Pieces in castle construction, they may build a fortress of double that cost. Finally, “faithful” men will come to such a castle, being fanatically loyal, and they will serve at no cost. There will be from 10–60 heavy cavalry, 10–60 horsed crossbowmen (“Turcopole”-type), and 30–180 heavy foot. Note that Clerics are either “Law” or “Chaos,” and there is a sharp distinction between them. If a Patriarch receiving the above benefits changes sides, all the benefits will immediately be removed! Clerics with castles of their own will have control of a territory similar to the “Barony” Experience Hit | Spells Per Level by Spell Level Clerics Level Dice | 1 2 3 4 5 6 7 ---------------------------------------------------+--------------------------------- Acolyte 1st 0 1+1 | 1 - - - - - - Adept 2nd 2,000 2+1 | 2 1 - - - - - Village Priest 3rd 4,000 3+1 | 2 2 - - - - - Vicar 4th 8,000 4+1 | 2 2 1 - - - - Curate 5th 16,000 5+2 | 3 2 1 - - - - Bishop 6th 32,000 6+2 | 3 2 2 1 - - - Lama 7th 64,000 8 | 3 2 2 2 1 - - Patriarch 8th 128,000 9 | 3 2 2 2 2 - - Patriarch 9th 256,000 10 | 3 3 2 2 2 - - Patriarch 10th 512,000 11 | 3 3 3 3 2 1 - Patriarch 11th 1,024,000 12 | 4 4 4 3 3 2 - Patriarch 12th 2,048,000 13 | 4 4 4 4 3 2 1 Patriarch 13th 4,096,000 13+3 | 5 5 5 4 4 3 2 ---------------------------------------------------|---------------------------------
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Post by The Perilous Dreamer on Apr 23, 2020 16:03:42 GMT -5
NOTE:These are only available as a switch from a base class, but only if all qualifications are met and must be of Lawful Alignment and in addition must be morally Good on a consistent basis from the start of play for that character. Paladins are not permitted Neutral, Chaotic or Evil acts.
I am updating this document so there may some additional edits and changes after it has been thoroughly proofread. Feel free to post comments, since I my have missed something.
Paladins
Alignment is Lawful, Neutral and Chaotic. These are not necessarily Good nor Evil in and of of themselves. Good and Evil only applies to certain classes on a personal moral level as constants, most people vary all over the place from time to time, but tend towards one or the other. Paladins must be of Lawful Alignment and in addition must be morally Good on a consistent basis. Anti-Clerics are of Lawful, Neutral, or Chaotic Alignment and are by definition morally EVIL. Clerics on the other hand may be good small g or Good large G, I hope that is not too confusing. Only Clerics and Fighting-Men who are Good large G are eligible to become Paladins assuming that the meet the other requirements. This is my edit of the Greyhawk supplement text. This is for an OD&D game without using anything outside the original 3 books except for house ruled things like this from literally anywhere. Hit dice are all 1d6 and all weapons do a base 1d6 damage with five exceptions: Maces do a base damage of 1d4+2 (3-6), Swords and Axes do a base damage of 1d6+2 (3-8), and daggers (and such) and slings do 1d4. Any other exceptions have to do with specific magic items. The way that I run Paladins will be as follows: Human Fighting Men and Human Clerics who have a Charisma score of 17 or greater may become Paladins at fourth level IF THEY ARE LAWFUL Alignment from the beginning of play for that character and they must also be GOOD. This applies to both male and female characters. They must always do lawful deeds, since any chaotic (or evil) act will revoke the status of paladin-hood, and it can never be regained without extreme penance and a extremely dangerous quest depending on the magnitude of the act that cost them their status. Fighting Men become Paladins of the Sword and Clerics become Paladins of the Mace. Dwarves may also become Paladins with all of the named requirements and they are known as Paladins of the Axe. Certain Aliens may become Paladins and will usually be Paladins of the Sword. Paladins have a number of very powerful aids in their continual quest for good and these are a bit different for the three types of paladins. First of all - Paladins of the Mace: They can "lay on hands" to heal wounds or cure diseases but only in others, they cannot heal their own wounds this way; however, they are not subject to disease. They heal two points of damage for every level the paladin has attained, twice per day at 4th level, thrice per day at 6th level and four times per day at 8th level and so on. They can cure the common minor diseases in groups(2d6+2) of people twice per day at 4th level and so on as for healing damage increasing to 3d6+3 people thrice per day at 6th level and 46d+4 people four times per day at 8th level and so on. They can cure one serious disease per level attained twice per day and so on as for healing damage, increasing to thrice per day at 6th level and four times per day at 8th level and so on. As you may note from the table, Paladins of the Mace continue to accrue, albeit more slowly, and use cleric spells as they gain Paladin levels, but as a Paladins they only get access to certain spells. Paladins of the Mace that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They also gain the ability to see in the absence of light. Paladins with any type of Holy Mace are almost completely immune to all magic. Paladins of the Mace may choose to obtain a Mule, which is powerfully gifted, but not more than one per 10 years of game time, so if it is killed it is not automatically replaced. The paladin’s Mule is a Riding Mule, with Armor Class V, moves 21” has 6 Hit Dice and is highly intelligent. All paladin saving throws for Death Ray/Poison/All Wands including Polymorph or Paralization/Stone/Dragon Breath/Staves & Spells 25% better rounded up than the base class. Second of all we will look at Paladins of the Sword: They can "lay on hands" to heal wounds or cure diseases but only in others, they cannot heal their own wounds this way; however, they are not subject to disease. They heal two points of damage for every level the paladin has attained, twice per day at 4th level, thrice per day at 6th level and four times per day at 8th level and so on. They can cure the common minor diseases in groups(2d6+2) of people twice per day at 4th level and so on as for healing damage increasing to 3d6+3 people thrice per day at 6th level and 46d+4 people four times per day at 8th level and so on. They can cure one serious disease per level attained twice per day and so on as for healing damage, increasing to thrice per day at 6th level and four times per day at 8th level and so on. Paladins with any type of Holy Sword are almost completely immune to all magic. Paladins of the Sword do not get any clerical spells, as do Paladins of the Mace. Paladins of the Sword that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They also gain the ability to see in the absence of light as per infravision. Paladins of the Sword get a +1 to all rolls rolling high and a -1 to all rolls rolling low. All paladin saving throws for Death Ray/Poison/All Wands including Polymorph or Paralization/Stone/Dragon Breath/Staves & Spells 25% better rounded up than the base class. Paladins of the Sword may choose to obtain a Horse, which is powerfully gifted, but not more than one per 10 years of game time, so if it is killed it is not automatically replaced. The paladin’s Horse is a Heavy Horse, with Armor Class IV, moves 24” has 8 Hit Dice and is highly intelligent. Thirdly we will look at Paladins of the Axe (only Dwarves may become Paladins of the Axe and they gain the advantage of unlimited advancement as a Paladin. They can "lay on hands" to heal wounds or cure diseases but only in others, they cannot heal their own wounds this way; however, they are not subject to disease. They heal two points of damage for every level the paladin has attained, twice per day at 4th level, thrice per day at 6th level and four times per day at 8th level and so on. They can cure the common minor diseases in groups(2d6+2) of people twice per day at 4th level and so on as for healing damage increasing to 3d6+3 people thrice per day at 6th level and 46d+4 people four times per day at 8th level and so on. They can cure one serious disease per level attained twice per day and so on as for healing damage, increasing to thrice per day at 6th level and four times per day at 8th level and so on. Paladins with any type of Holy Axe are almost completely immune to all magic. Paladins of the Axe do not get any clerical spells, as do Paladins of the Mace. Paladins of the Axe that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They also gain the ability to see in the absence of light to double the distance as per infravision. All paladin saving throws for Death Ray/Poison/All Wands including Polymorph or Paralization/Stone/Dragon Breath/Staves & Spells 25% better rounded up than the base class, in addition to adding four levels higher when rolling saving throws. Paladins of the Axe may choose to obtain a Vorax as a mount, which is powerfully gifted, but not more than one per 10 years of game time, so if it is killed it is not automatically replaced. The paladin’s Vorax is a powerful wild beast that chooses to serve a Paladin, with Armor Class III, moves 18” has 8 Hit Dice and is highly intelligent. All Paladins will never be allowed to possess more than two magical items, this does not include armor, shield and up to 4 weapons that they normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Paladins may not obtain a castle until they reach 10th level. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin's stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will form strong alliances only with lawful characters. However, they may be found in parties with Neutral Characters since most adventurers are Neutral, they may choose to associate with Chaotic characters if it is vital to be able to complete a Lawful task or to save innocents. Paladins of 8th level and above are recognized wherever they go as constituting a legitimate authority of Judge, Jury and Executioner. Once they reach 10th level, even Kings are subject to their decisions. Yes, these are powerful, however, I am of the mind that they are balanced with powerful Magic-Users, in addition they are very limited in how much magic and cash they can have. As noted in the tables, the experience requirements for advancing are quite steep compared to the base classes, so that balances out the power somewhat and allows the base classes to advance much, much faster. This is my take on Paladins as it is currently. Note that Paladins of the Mace are better healers and can use Cleric spells, along with being powerful fighters, there is still value in being a straight Cleric since you are not limited in magic such as scrolls and in coin, you advance much faster and are likely to have a Paladin seek you out once you become a Patriarch. Likewise, Paladins of the Sword are powerful fighters but very limited in magic and coin, and straight fighters advance much faster and if Lawful may have a Paladin seek you out once you become a Lord. Although paladins can build small castles they are more likely to forgo that if there is a Lawful Lord or Patriarch they can ally with. Paladins of the Axe are the most powerful of characters in an Underground environment and at night, and if they have a mount it will be comfortable and capable Underground. Paladins of the Axe are held in high esteem by all clans of the Dwarves and are welcomed everywhere by Dwarves.
Experience Hit | Experience Hit Spells/Day by Spell Level Fighting-Men Level Points Dice | Cleric Level Points Dice 1 2 3 4 5 6 ----------------------------------------------------+--------------------------------------------------------------------------------------- Veteran, 1st 0 1+1 | Acolyte, 1st 0 1 1 - - - - - Warrior, 2nd 2,000 2+1 | Adept, 2nd 1500 2 2 1 - - - - Swordsman, 3rd 4,000 3+1 | Village Priest 3rd 3000 3 2 2 - - - - Hero, 4th 8,000 4+1 | Vicar 4th 6000 4 2 2 1 - - - Paladins of the Sword | Paladins of the Mace Questor Hero, 4th 12,000 6+1 | Gallant 4th 12,000 5 2 2 1 - - - Crusader Hero, 5th 24,000 7+2 | Keeper 5th 24,000 6 2 2 2 - - - Knight of Renown, 6th 48,000 8+2 | Protector 6th 48,000 7 2 2 2 - - - Priest Knight, 7th 96,000 9+2 | Defender 7th 96,000 8 3 2 2 - - - Pacifier Knight, 8th 192,000 10+2 | Warder 8th 192,000 9 3 2 2 - - - Avenger Knight, 9th 384,000 11+2 | Guardian 9th 384,000 9+1 3 2 2 - - - Justiciar Knight, 10th 768,000 12+4 | Templar 10th 768,000 9+2 3 2 2 1 - - Holy Knight, 11th 1,536,000 12+6 | Hospitaller 11th 1,536,000 9+3 3 2 2 1 - - Paladin Knight, 12th 3,072,000 12+8 | Paladin 12th 3,072,000 9+4 3 2 2 1 - - Paladin Lord, 13th 6,144,000 12+10 | Paladin Patriarch 13th 6,144,000 9+6 3 2 2 2 1 -
Experience Hit | Fighting-Men Level Points Dice | ---------------------------------------------------+ Veteran, 1st 0 1+1 | Warrior, 2nd 2,000 2+1 | Swordsman, 3rd 4,000 3+1 | Hero, 4th 8,000 4+1 | Paladins of the Axe | Questor Axe, 4th 12,000 6 | Crusader Axe, 5th 24,000 7 | Axe of Renown, 6th 48,000 8 | Priest Axe, 7th 96,000 9 | Pacifier Axe, 8th 192,000 10 | Avenger Axe, 9th 384,000 10+2 | Justiciar Axe, 10th 768,000 10+4 | Holy Axe, 11th 1,536,000 11+2 | Paladin Axe, 12th 3,072,000 11+3 | Paladin Axe Lord 13th 6,144,000 11+4 |
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Post by The Perilous Dreamer on Apr 23, 2020 16:06:38 GMT -5
I am updating this document so there may some additional edits and changes after it has been thoroughly proofread. Feel free to post comments, since I my have missed something. RangersAlignment is Lawful, Neutral and Chaotic. These are not necessarily Good nor Evil in and of of themselves. Good and Evil only applies to certain classes on a personal moral level as constants, most people vary all over the place from time to time, but tend towards one or the other. Rangers may be of Lawful or Neutral Alignment and they just must hate Chaos, in addition must be morally Good on a consistent basis. So we have the first draft of a revised Ranger description as follows:Alignment is Lawful, Neutral and Chaotic. These are not necessarily Good nor Evil in and of of themselves. Good and Evil only applies to certain classes on a personal moral level as constants, most people vary all over the place from time to time, but tend towards one or the other. Rangers may be of Lawful or Neutral Alignment and they just must hate Chaos, in addition must be morally Good on a consistent basis. Rangers:Rangers are a sub-class of Fighting-Men who must remain Lawful or lose all of the sub-class benefits and revert back to a Fighting-Man. Rangers must have Strength (PR) and Constitution Scores of at least 13 and Intelligence and Wisdom Scores of at least 12. They receive no regular bonuses for advancement due to ability. Rangers start with two hit dice at first level and go up from there. Experience Hit Spells Allowed | Spells/Day by Spell Level Ranger Level Points Dice Clerical M-U | 1st 2nd 3rd -------------------------------------------------------+-------------------------- Runner, 1st 0 2 - - | - - - Strider, 2nd 3,000 3 - - | - - - Scout, 3rd 6,000 4 - - | - - - Guide, 4th 12,000 5 - - | - - - Pathfinder, 5th 24,000 6 - - | - - - Warder, 6th 48,000 7 - - | - - - Guardian, 7th 96,000 8 - - | - - - Ranger Knight, 8th 192,000 9 1 - | 1 - - Ranger Lord, 9th 384,000 10 1 1 | 2 - - Ranger Lord, 10th 768,000 10+2 2 l | 2 1 - Ranger Lord, 11th 1,536,000 10+4 2 2 | 2 2 - Ranger Lord, 12th 3,072,000 10+6 3 2 | 3 2 1 Ranger Lord, 13th 6,144,000 10+8 3 3 | 3 2 2 Rangers under 8th level may only own what they can carry with them; everything else must be put to charitable uses. Rangers may not have any hirelings of any kind. Rangers, Paladins, Lawful Clerics, Lawful/Neutral Fighting-Men, Lawful/Neutral Magic-Users, Lawful/Neutral Grey-Men work well together.An advantage accruing to all Rangers is the ability to track the path of most creatures when outdoors, with a basic 9 in 10 chance of following a trail with a reduction of 1 in 10 for every day old the signs are. In dungeons they are often able to follow as detailed when no more than six turns has elasped:Monster's Action----------------Regular Needs to Trackgoes down a normal passage--------1-13 on a d20goes through a normal door--------1-11 on a d20goes through a trap door----------1-10 on a d20goes up/down a chimney------------1-8 on a d20goes through a secret door--------1-6 on a d20Rangers can only be surprised on a roll of 1 in 6. Rangers fight with ferocity against the enemies of mankind especially the Chaotic Humanoid Races and for each level they have gained they add a +1 to their damage against such creatures. (+1 - 1st level, +2 - 2nd level and so on) Upon reaching 8th level and higher Rangers begin to accrue a number of advantages: Spells as already mentioned, then at 9th level, they are able to employ magic items which heal or cure disease, including scrolls. In addition, at 9th level from 2-24 followers will join the character as detailed below. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Rangers may not obtain a castle until they reach 10th level. Followers that are killed may not be replaced until a new level is earned, although regular hirelings may be replaced.Special Followers: For each of the 2-24 followers the Ranger gains a dice roll must be made to determine what the follower is. Further dice rolls to determine type, class, and/or level will also be necessary and rolls should be made using a d20.Type1-10 ---Man11-13 --Elf or Half-Elf14-16 --Dwarf17-18 --2 Hobbits19-20 --Extraordinary (see below)Multi-Class (Elves Only)1-10 ---Fighter11-16 --Fighter/Magic-User17-20 --Magic-UserClass (Men Only)1-10 ---Fighter11-15 --Cleric16-20 --Magic-UserLevel of Ability (Roll for each)1-10 ---2nd Level11-13 --3rd Level14-16 --4th Level17-18 --5th Level19 -----6th Level20 -----7th LevelExtraordinary Followers1-5 ----Ranger, 3rd - 7th Level5-10 ---Lawful Werebear11-12 --2 Unicorns13-14 --Pegasus15-16 --Hill Giant17-18 --Stone Giant19 -----Dragon, 1st level (Roll type 1d24 on Dragon table)20 -----Take two rolls ignoring any 00's which might come upWhere not otherwise specified Rangers perform as Fighting Men.
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Post by The Perilous Dreamer on Apr 23, 2020 16:10:26 GMT -5
I am updating this document so there may some additional edits and changes after it has been thoroughly proofread. Feel free to post comments, since I my have missed something. Bear in mind that this is a play test item and details are always subject to change. I am inclined to, but have not worked it out yet, to give some minor spells to Grey-Men.
Grey-Men
Experience Hit | Grey-Men Level Dice | ----------------------------------------------------+ Explorer 1st 0 1 | Trailblazer 2nd 1,800 1+1 | Pioneer 3rd 3,600 2 | Forerunner 4th 7,200 2+1 | Guide 5th 14,400 3 | Prospector 6th 28,800 3+1 | Wanderer 7th 57,600 4 | Venturer 8th 115,200 5+1 | Traveler 9th 230,400 6+1 | Discoverer 10th 460,800 7 | Outrider 11th 921,600 8+1 | Far Rider 12th 1,843,200 8+2 | Adventurer Lord 13th 3,686,400 8+4 | Grey-Men may be of any alignment and require a minimum Intelligence of 12 and a minimum Dexterity of 13. Grey-Men do not wear armor or use shields (exception for the very rare elven magical armor which does not restrict movement or create noise) and only fight when they have to, but when they do fight they employ every advantage they can bring to bear.
They can use magic swords, magic daggers, bracers and belts and the like. They can also use magic bows, but no other magic weapons. At tenth Level they gain the ability to read and use some spells written on magical scrolls(not clerical). However, with spells of the 5th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even the greatest of the Grey-Men do not fully comprehend such great magic). This reverse effect can be known only after the spell is read.
Basic abilities include an enhanced ability to do the following compared to non-Grey-Men:
– open locks by picking or foiling magical closures – remove small trap devices (such as poisoned needles) – listen for noise behind closed doors – move with great stealth – filch items and pick pockets – hide in shadows – strike silently from behind – climb nearly sheer surfaces, upwards or downwards
All races may be Grey-Men and advance to the highest level possible (13th), Grey-Men starting at 3rd level gain an additional tongue per level of advancement. This aids them greatly in discipering and reading treasure maps and other non-magical documents, as each additional tongue increases their chance of gaining the gist of the document.Grey-Men by striking silently from behind gains two advantages he gains a +4 to hit and at 4th level he does double damage, at 8th level he does triple damage and at 12th level he does quadruple damage. A Grey-Man may specify whether he is striking to kill or to stun.
Please note that killing an opponent from behind during battle is a Neutral Act and killing an opponent from behind in a non-battle situation is an EVIL Act.
The ability of Grey-Men to climb is also a function of his level. There is a basic chance of 20% that a 1st-level Grey-Man will slip and fall in climbing a sheer wall. With each higher level attained by the Grey-Man this chance is reduced by 1%, so that a 13th-level Grey-Man has but an 8% chance of slipping. There is a basic chance of 13% of falling for a non-sheer wall subject to adjustments due to how non-sheer it is. With each higher level attained by the thief this chance is reduced by 1%.
For all other classes there is a basic chance of 60% they will slip and fall when climbing a sheer wall, adjusted by race, strength, dexterity and not wearing armor. Other adjustments are made by non-sheer walls. Some adjustment may also be made for level. (There are exceptions for Insect Folk and Lizard/Reptile Fok).
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Post by The Perilous Dreamer on Dec 5, 2020 0:52:56 GMT -5
Please note that I am not using level limits in this game.
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