Saturday, September 3, 2022

Jester (New Class) & Wild Elf Revised


  The Jester is a bard alternative that is more of a trickster matching thief type abilities with cunning illusions. 

Jester



Requirements: Minimum DEX 9, minimum INT 9

Prime requisite: CHA

Hit Dice: 1d6

Maximum level: 14

Armour: Leather, chainmail, no shields

Weapons: Missile weapons, one-handed melee weapons.

Languages: Alignment, Common


Alignment: Jesters are irreverent beings with little respect for the order of society thus they can not be of lawful alignment.


Arcane Magic

Spell casting: Jesters carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the Jester’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level Jester has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to Jesters is found in the illusionist spell list.


Using magic items: As spell casters, Jesters are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that cause direct damage (e.g. a wand that shoots fireballs).


Initiative Bonus (Optional Rule)

If using the optional rule for individual initiative, Jesters get a bonus of +1 to initiative rolls.


Jester Skills

 Jesters can use the following skills with the chance of success shown below.

▶ Catch Object (CO): Any time a Jester is aware of a small object such as a dagger or dart being thrown within 10’ of them they may attempt to catch it. The Object must weight less than one pound.

▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the Jester falls at the halfway point, suffering falling damage.

▶ Falling (FA): When able to roll into it, Jesters suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).

▶ Pick pockets (PP): If the victim is above 5th level, the thief ’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.


After Reaching 11th Level

A bard can establish a troupe of entertainers. 2d6 entertainers of 1st level will come to study under the character. 


Optional: Roll once for each entertainer on the Jester’s Troupe table to determine the class of each entertainer that joins the Jester’s troupe.



Bard Level Progression

                Saving Throws      Spells

Level XP           HD     THAC0 D   W  P   B   S 1 2 3 4


1        0           1d6     19 [0]                 13 14 13 16 15 – – – –


2         2,000   2d6     19 [0]                 13 14 13 16 15 1– – –


3         4,000   3d6     19 [0]                 13 14 13 16 15 2 – – –


4        8,000   4d6     19 [0]                 13 14 13 16 15 3 – – –


5         16,000   5d6     17 [+2]         12 13 11 14 13 3 1 – –


6         32,000   6d6     17 [+2]         12 13 11 14 13 3 2 – –


7         64,000   7d6     17 [+2]         12 13 11 14 13 3 3 – –


8         120,000     8d6     17 [+2]         12 13 11 14 13 3 3 1 –


9         240,000     9d6     14 [+5]         10 11   9 12 10 3 3 2 –


10         360,000     9d6+2*       14 [+5]         10 11   9 12 10 3 3 3 –


11         480,000     9d6+4*       14 [+5]         10 11   9 12 10 3 3 3 1


12         600,000     9d6+6*       14 [+5]         10 11   9 12 10 3 3 3 2


13         720,000     9d6+8*       12 [+7]         8    9   7 10   8 3 3 3 3


14         840,000     9d6+10*     12 [+7]         8    9   7 10   8 4 4 3 3


* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

          P: Paralysis / petrify; B: Breath attacks;

          S: Spells / rods / staves.


Jester Skills Chance of Success Jester’s Troupe Table

Level CO CS FA PP                 D20 Class

  1         81   87  25 20                  1 Acrobat

  2         82   88  25 25                  2 Acrobat

  3         83   89  25 30                3 Thief

  4         84   90  33 35                4 Thief

  5         85   91  33 40                  5 Assassin

  6         86   92  33 45                  6 Bard

  7         87   93  33 55                7 Bard

  8         88   94  50 65                  8 Jester

  9         87   95  50 75                  9 Jester

 10         88   96  50 85          10 Jester

 11         89   97  50 95                 11 Jester

 12           90   98  66 105         12 Jester

 13         91   99  66 115         13 Jester

 14         92   99  75 125         14 Jester

                                15 Jester

                                16 Strongman*

                                17 Strongman*

                                18 Elf

                                19 Illusionist

                                20 Magic User

                                * 1-2 Barbarian, 3-5 Fighter, 6 Dwarf


And below is the updated version of the Wild Elf which I have tweaked a bit.

Wild Elf


Requirements: Minimum WIS 9

Prime requisite: CON and STR

Hit Dice: 1d6

Maximum level: 10

Armour: Leather, shields

Weapons: Club, Spear, Long Bow and Short Bow

Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish


Prime requisites: A Wild Elf with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the Wild Elf gets a +10% bonus.


Alignment: Wild Elves regard the ways of

the natural world as the ideal state of

things. They see the concepts of Law and

Chaos as extremes that are both equally

against nature. Thus, Wild Elves must be

neutral in alignment.


Charm Immunity

Wild Elves are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).


Divine Magic

Holy symbol: A Wild must carry a holy symbol: a sprig of mistletoe which the character must harvest.


Spell casting: From 1st level, due to a deep connection with nature, a Wild Elf gains the ability to cast spells.


The power and number of spells available to a Wild Elf are determined by the character’s experience level. The list of spells available to Wild Elves is found in druid spell list.


Using magic items: As spell casters, Wild Elves can use magic scrolls of spells on theirs pell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Wild Elves may not use magical books or tomes.


Foraging and Hunting

A party with a wild elf succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance .

Hiding

Wild Elves have an uncanny ability to disappear from sight. In woods or undergrowth, a Wood Elf can hide with a 90% chance of success.


Identification

Wild Elves can identify all plants and animals and can discern pure water.


Infravision

Wild Elves have infravision to 60’.


Path-Finding

A party with a Wild Elf has only a 1-in-6 chance of getting lost in woodlands. 


Tracking

Wild Elves can identify and follow tracks. This skill improves as the character gains levels (see the table to the Ranger tracking table). Success may be modified by the following factors:


▶ Soft/hard ground: +20% to –50%.


▶ Size of group being tracked: +2% per creature beyond the first.


▶ Passing through an area where other tracks mingle: –50%.


▶ Age of tracks: –5% per 12 hours.


▶ Rainfall: –25% per hour.


▶ Efforts made to hide tracks: –25%


Wild Elf Level Progression


                                                            Saving Throws             Spells


Level     XP             HD      THAC0       D  W  P   B   S           1 2 3 4 5


1             0               1d6         19 [0]     12 13 13 15 15           1 – – – –


2             2,250        2d6         19 [0]     12 13 13 15 15           2 – – – –


3             4,500        3d6         19 [0]     12 13 13 15 15           2 1 – – –


4             9,000        4d6         17 [+2]   10 11 11 13 12           2 2 – – –


5             18,000      5d6         17 [+2]   10 11 11 13 12           2 2 1 – –


6             36,000      6d6         17 [+2]   10 11 11 13 12           2 2 2 – –


7             72,000      7d6         14 [+5]   8   9   9  10  10           3 2 2 1 –


8             135,000    8d6         14 [+5]   8   9   9  10  10           3 3 2 2 –


9             250,000    9d6         14 [+5]   8   9   9  10  10           3 3 3 2 1


10           500,000    9d6+2*  12 [+7]    6   7   8   8   8             3 3 3 3 2


* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                              P: Paralysis / petrify; B: Breath attacks;

                                                              S: Spells / rods / staves.



After Reaching 9th Level 


A Wild Elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.


 Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the  Wild Elf must protect the animals from harm.


 A Wild Elf ruler may only hire Wild Elf mercenaries. Specialists and retainers of any race may be hired.

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