Explorers of tombs and dabblers in the black arts of necromancy the grave robber is out to make a fortune and they don't care what they disturb to do it!
Grave robber
Requirements: none
Prime requisite: DEX, INT
Hit Dice: 1d4
Maximum level: 14
Armour: Leather, shields
Weapons: Any
Languages: Alignment, Common
Prime requisites: A grave robber with at least 13 DEX and INT gains a 5% bonus to experience. A grave robber with at least 16 DEX and at least 16 INT gains a 10% bonus.
Arcane Magic
Spell casting: Grave robbers carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the grave robber’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level grave robber has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to grave robbers is found in the necromancer spell list.
Grave robber Skills
Grave robbers can use the following skills, with the chance of success shown below:
▶ Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
▶ Hear noise (HN): In a quiet environment (e.g. not in combat), a grave robber may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
▶ Hide in shadows (HS): Requires the grave robber to be motionless—attacking or moving while hiding is not possible.
▶ Move silently (MS): A grave robber may attempt to sneak past enemies unnoticed.
▶ Open locks (OL): Requires thieves’ tools. A grave robber can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
Read Languages
A grave robber of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the grave robber may not try to read that particular text again until they reach a higher level of experience.
After Reaching 9th Level
A grave robber can establish an antiquities trading house, attracting 2d6 apprentices of 1st level. These grave robbers will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them.
Grave robber Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3
1 0 1d4 19 [0] 13 14 13 16 15 – – –
2 2,000 2d4 19 [0] 13 14 13 16 15 1 – –
3 4,000 3d4 19 [0] 13 14 13 16 15 2 – –
4 8,000 4d4 19 [0] 13 14 13 16 15 2 – –
5 16,000 5d4 17 [+2] 12 13 11 14 13 2 1 –
6 32,000 6d4 17 [+2] 12 13 11 14 13 2 2 –
7 64,000 7d4 17 [+2] 12 13 11 14 13 2 2 –
8 120,000 8d4 17 [+2] 12 13 11 14 13 2 2 1
9 240,000 9d4 14 [+5] 10 11 9 12 10 3 2 1
10 360,000 9d4+2* 14 [+5] 10 11 9 12 10 3 2 2
11 480,000 9d4+4* 14 [+5] 10 11 9 12 10 3 3 2
12 600,000 9d4+6* 14 [+5] 10 11 9 12 10 3 3 3
13 720,000 9d4+8* 12 [+7] 8 9 7 10 8 4 3 3
14 840,000 9d4+10* 12 [+7] 8 9 7 10 8 4 4 3
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Grave robber Chance of Success
Level TR HN HS MS OL
1 10 1–2 10 20 15
2 15 1–2 15 25 20
3 20 1–3 20 30 25
4 25 1–3 25 35 30
5 30 1–3 30 40 35
6 40 1–3 36 45 45
7 50 1–4 45 55 55
8 60 1–4 55 65 65
9 70 1–4 65 75 75
10 80 1–4 75 85 85
11 90 1–5 85 95 95
12 95 1–5 90 96 96
13 97 1–5 95 98 97
14 99 1–5 99 99 99
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