Friday, April 24, 2009

Draft: more classes for Athanor

Some preliminary notes on some character class options for S&W to fit into Athanor. No fluff yet, and certainly no playtesting to see how they work in real life.

The Rogue is stolen from Philotomy's thoughts on more brown-box style OD&D thieves, while the others are just me noodling around with customizing classes. Add these to the Mountebank idea I posted a while back, and those are my current thoughts for character options in Athanor.

THE RANGER

Level XP HD BHB ST
1 0 1 +0 16
2 2000 2 +1 15
3 4000 3 +2 14
4 8000 4 +2 13
5 16000 5 +3 12
6 32000 6 +4 11
7 64000 7 +4 10
8 128000 8 +5 9
9 256000 9 +6 8
10 512000 10 +6 7

Class Abilities
Weapon/Armor Restrictions: Rangers may use any weapons and any armor or shields, but they gain no bonus to surprise when wearing armor heavier than leather.

Saving Throw: Rangers get +1 on saving throws vs. death and poisons.

XP Bonus for Constitution: This class bonus is due to a high constitution attribute.

Stealth: When actively hiding and moving with equally stealthy companions, a Ranger gets a +1 to surprise (3 in 6 chance). At level 9, this increases to +2 (4 in 6 chance).

Danger Sense: Rangers are only surprised on a 1 in 6.

Tracker: Able to track prey in the wild on a 3-6; this increases to a 4 in 6 at 5th level and 5 in 6 at 9th.


THE ROGUE

Level XP HD BHB ST
1 0 1 +0 16
2 1500 2 +0 15
3 3000 3 +0 14
4 6000 3+1 +1 13
5 12000 4 +1 12
6 24000 5 +2 11
7 48000 6 +2 10
8 96000 6+1 +3 9
9 192000 7 +4 8
10 384000 8 +5 7

Class Abilities

Weapon/Armor Restrictions: Rogues may use any one-handed weapons, pistols, slings or crossbows and may wear leather armor, but cannot use shields.

Saving Throw: Rogues gain a +1 to saving throws vs. breath weapons and other effects they can dodge.

XP Bonus for Dexterity: This class bonus is due to a high dexterity attribute.

Stealth: When actively hiding and moving with equally stealthy companions, a rogue gets a +1 to surprise (3 in 6 chance). At level 9, this increases to +2 (4 in 6 chance).

Danger Sense: Rogues are only surprised on a 1 in 6.

Perceptive: Detect secret doors: 3 in 6. Listen at doors 2 in 6.

Mechanical Aptitude: Open locks of disarm traps on 2in 6. This increases to 3 in 6 at fifth level, and to 4 in 6 at 9th level.

THE SCHOLAR

Level XP HD BHB ST
1 0 1 +0 15
2 1500 1+1 +0 14
3 3000 2 +0 13
4 6000 2+1 +0 12
5 12000 3 +0 11
6 24000 3+1 +1 10
7 48000 4 +1 9
8 96000 4+1 +2 8
9 192000 5 +2 7
10 384000 5+1 +3 6

Class Abilities

Weapon/Armor Restrictions: scholars tend to spend their waking hours in study of arcane lore, and as such tend to not have much training in weapons. Scholars may only use daggers or staves and are only allowed the use of leather armor, but cannot use shields.

Saving Throw: Scholars get +1 on saving throws vs. magic.

XP Bonus for Intelligence: This class bonus is due to a high intelligence attribute.

Read Languages: 3 in 6 chance of deciphering any unknown or magical language.

Mechanical Aptitude: Set or disarm mechanical traps on 1 in 6. This increases to 2 in 6 at fifth level, and to 3 in 6 at 9th level.

Activate magical or technological item: 2 in 6 chance. This increases to 3 in 6 at fifth level, and 4 in 6 at 9th level.

Lore: 3 in 6 chance of knowing useful information. Increases to 4 in 6 at 5th level.