Saturday, December 30, 2023

Engineer (new class)

 Another new dwarf subclass this time the engineer who fits some of the roll a thief might in dwarf culture.


Engineer


Requirements: Minimum CON 9 and DEX 9

Prime requisite: STR and INT

Hit Dice: 1d6

Maximum level: 8

Armour: Any, no shields

Weapons: Small or normal sized blunt weapons

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold


Prime requisites: An engineer with at least 13 STR and INT gains a 5% bonus to experience. An engineer with at least 13 STR and at least 16 INT gains a 10% bonus.


Alignment: An engineer must be of the same alignment as their guild..


Guild oath: An engineer swears loyalty to their guild, any engineer who shares the secrets of their guild or fails to follow their guildmaster’s instructions is cast out.


Combat

Engineers can use all types of armour but may not use shields. Due to their short height and focus on working with tools, engineers can only use small or normal sized blunt weapons.


Detect Construction Tricks

As experts in construction, engineers have a 3-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching. This rises to 4-in-6 at level 4 and 5-in-6 at level 8.


Detect Room Traps

Due to their expertise with construction, engineers have a 2-in-6 chance of detecting non-magical room traps when searching.


Infravision

Engineers have infravision out to 60’.


Tinkering

 An engineer’s familiarity with machinery allows him to attempt the following:

Open non-magical locks or disarm non-magical traps with a 2-in-6 chance rising to 3-in-6 at 4th level and 4-in-6 at 8th level.

Fix mechanical devices at a 1-in-6 chance in a time period decided by the referee. This rises to 2-in-6 chance at 2nd level, 3-in-6 chance at 4th level, 4-in-6 chance at 6th level and 5-in-6 chance at 8th level.


Tools

 An engineer must possess and maintain a set of engineers tools.


Reaching 8th level

 A guild may only have one guildmaster so to reach 8th level an engineer must defeat the current guildmaster in a contest in alignment with their guilds laws.


 Once successful an engineer becomes master of their guild with all the resources and responsibilities that come with the role.



Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d6

19 [0]

8

9

10

13

12

2

2,200

2d6

19 [0]

8

9

10

13

12

3

4,400

3d6

19 [0]

8

9

10

13

12

4

8,800

4d6

19 [0]

6

7

8

10

10

5

17,000

5d6

17 [+2]

6

7

8

10

10

6

35,000

6d6

17 [+2]

6

7

8

10

10

7

70,000

7d6

17 [+2]

4

5

6

7

8

8

140,000

8d6

17 [+2]

4

5

6

7

8

Saturday, December 23, 2023

Shield warrior (new class)

 Another dwarf subclass this week, this time the fabled unbreakable dwarf shield warriors.


Shield Warrior


Requirements: Minimum CON 9, minimum WIS 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 12

Armour: Any armour and shields

Weapons: None

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold.


Dwarf shield warriors are masters of defence who make up the front line of dwarf armies.


Alignment: A shield warrior must be of lawful alignment, a character whose alignment changes loses all class levels and abilities.


Combat

 Shield warriors may use all types of armour and shields, they are not allowed to use any weapons.


Defensive Expert

 When using a shield a shield warrior may give themselves or an adjacent ally an additional +1 AC.


Detect Construction Tricks

As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Infravision

Dwarves have infravision to 60’


Listening at Doors

Dwarves have a 2-in-6 chance of hearing noises


Shield Attack

 A shield warrior may make attacks using their shield doing d4 points of damage, upon reaching 4th level this becomes 1D6, at 8th level 1D8 and at 12th level 1D10.

 When attacking with a magic shield a shield warrior may damage creatures who can only be harmed by magic.


Vow of Defence

 A shield warrior believes in the defence of others above all else, should a dwarf break their vow they must break their shield losing all class levels and abilities, their only option of redemption being the path of the Slayer.


After Reaching 9th Level

 Upon reaching 9th level a shield warrior may found their own military company attracting an initial 8d6 shield warriors of first level and 1d6 shield warriors of second level.


Shield Warrior Progression

 Shield warriors use the same progression table as regular dwarfs.


Saturday, December 16, 2023

Wayfinder (new class)

 The dwarves who spend their lives ranging out from their holds exploring the world below are known as wayfinders, here is a class for them!


Wayfinder


Requirements: Minimum CON 9, minimum WIS 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 8

Armour: Leather, chainmail, shields

Weapons: Any of appropriate size

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold


 Wayfinders are dwarves who roam the world below marking the way for their compatriots.


Awareness

 While underground a wayfinder is only surprised on a 1-in-6.


Combat

 Wayfinders rely on stealth so are unable to use plate armour. Their stature means they can only use small or normal sized weapons. They cannot use longbows or two-handed swords.


Detect Traps

Wayfinders have a 2-in-6 chance of detecting non magical traps when searching in the wilds of the underworld.


Foraging and Hunting

When below ground wayfinders have a 2-in-6 chance when foraging and a 5-in-6 chance of finding prey while hunting.


Infravision

Wayfinders have infravision to 90’


Limited Possessions

 A wayfinder has the same possession limits as a Ranger.


Listening at Doors

Wayfinders have a 2-in-6 chance of hearing noises


Pursuit

When a party containing a wayfinder pursues a group underground there is a 10% lower chance of evasion.


Surprise Attack

When below ground a wayfinder has a 3-in-6 chance of sneaking up on a target, if successful the target is surprised.


Tracking

When below ground a wayfinder may track as a ranger of the same level.


After Reaching 8th Level

 Upon reaching 8th level the wayfinder gains 2d12 followers who may be other wayfinders or other demihumans of the deep as the referee sees fit.



Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d8

19 [0]

8

9

10

13

12

2

2,200

2d8

19 [0]

8

9

10

13

12

3

4,400

3d8

19 [0]

8

9

10

13

12

4

8,800

4d8

17 [+2]

6

7

8

10

10

5

17,000

5d8

17 [+2]

6

7

8

10

10

6

35,000

6d8

17 [+2]

6

7

8

10

10

7

70,000

7d8

14 [+5]

4

5

6

7

8

8

140,000

8d8

14 [+5]

4

5

6

7

8


D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Paladin of Murder (new class)

 To go along with my previous cleric of murder how about a paladin of murder? Paladin of Murder Add *Mininum DEX 9 *Poison: As per the assa...