Traits:
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Balance: A character possessing a high Balance score may be an acrobat or a tightrope walker. A new rule for the Player’s Option system is that all unarmored warrior and rogue characters gain an additional +2 bonus to armor class while unencumbered. This bonus is in addition to any the characters might receive for high Balance scores.
Allure: This trait allows a character to attract romantic attention from NPC’s, at the player’s option. The character can conceal the trait any time, but when it is in effect it can modify the reaction rolls of NPCs who might be affected perhaps by as much as +3. The trait is only effective if there is a reasonable chance of the PC drawing romantic attention from the NPC’s the very least the NPC must be of the opposite sex and of at least young adult age. A character with the allure trait can receive one henchman above the normal maximum of at least one of the henchmen has a romantic interest, however unrequited and hopeless, with the player character. Elves can purchase this trait for 1 less character point than the listed amount. |
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Elf
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Companion (10): The elf gains the companionship of a cooshee or an elven cat.
See http://www.purpleworm.org/rules/SP/DD02973.htm the Animal Master kit for more specifics on companion animals.
Infravision (10): 60' infravision range.
Resistance (10): 90 percent resistant to sleep and charm-related spells.
Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level.
When the character reaches 4th level, he can add, levitate,detect magic, and know alignment.
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Thief
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Bribe* (5): A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe.
Climb walls* (5): This skill lets thieves climb smooth or vertical surfaces.
Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.
Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic妖im, faint, moderate, strong, and overwhelming.
Detect noise* (5): This is the ability to hear sounds others usually can’t.
Escaping bonds* (10): There comes a time in every thief’s career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a (5) penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.
Find/remove traps* (10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.
Hide in shadows* (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.
Move silently* (5): This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate.
Open locks* (10): A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.
Pick pockets* (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed and the thief’s roll was 85 or higher the thief is noticed. (5x3 = 15. 100・5 = 85.)
Read languages* (5): A thief needs every edge he can get, and the ability to read languages can help.
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Swashbuckler
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Swashbuckler:
A swashbuckler is the lightly armed and armored hero with a flashing blade and rapier wit.
Most at home in a city-based campaign (dungeons tend to ruin their expensive, foppish attire), At night they don their fanciest clothes, gird on their blades, and venture out into the darkening city for an evening of raucous revelry, flippant conversation, and a helping of derring-do.
Despite a generally flippant attitude, most swashbucklers have a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member of the opposite sex may well find a blade at his throat.
Social ranks: Swashbucklers are more affluent than common fighters. Upper Middle Class, or Upper Class.
Swashbucklers should be witty, and light on their feet for those occasions when their wit goes unappreciated.
Equipment: A swashbuckler wears armor and weapons at are flashy & of good quality.
Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.)
Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.
Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, conspires to make reality interesting for the character.
Wealth: Standard for the character class, plus 20 to reflect his affluent background.
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Thieving Abilities Percentages:
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PP: 40
OL: 95
FRT: 55
MS: 40
HS: 35
DN: 20
CW: 95
RL: 0
DM: 15
DI: 10
B: 20
T: (n/a)
ES:30 |
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Fighting Style:
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(2 CP) One weapon fighting style, A.C. (-2) |
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Non-Weapons:
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Tumbling (2 CP), Rating: 7 (Dex/balance) +5 = (12)
Appraising, (1 CP), Rating 8 (Wis/intuition +5 = (13)
Jumping, (1 CP), Rating 8 (Dex/balance) +5 = (13)
Etiquette (1 CP), Rating 8 (Wis/intuition +5 = (13)
Dancing (1 CP), Rating: 6 (Dex/balance) +5 = (11)
Riding (land), (1CP), Rating 8 (Dex/balance) +5 = (13)
Musical Instrument (1 CP), Rating 7 (Cha/leader) +3 = (10)
Gaming (1CP)(2 slots), Rating 5 (Wis/intuition) +5+1 = (11)
Language, elf (free), Rating 9 (Int/knowledge) +3 = (12)
Language, Common (2 CP), Rating 9 (Int/know) +3 = (12)
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