Saturday, October 17, 2009
Friday, October 16, 2009
Class: Rogue
Trappings:
1 dagger
1 chosen Finesse Weapon
Thieve's Tools
1 grappling hook
20m of rope
Class Skills:
Acrobatics
Climb
Devices
Finesse Weapons (choose one)
Notice
Search
Sleight
Stealth
Thrown Weapons (grappling hook, throwing daggers)
Skill Points:
6 each level
Progression:
Level Skills increased
2 stealth, devices, search
3 stealth, notice
4 stealth, devices, search
5 stealth
6 stealth, devices, search, notice
7 stealth
8 stealth, devices, search
9 stealth, notice
10 stealth, devices, search
Enhancements:
Trap Sense
cost: 6 XP
requirements: AWA 7
You have a chance of noticing a trap just by passing within 5m of it (the GM should roll a secret Search check as if you were actively looking for it).
Class: Assassin
Trappings:
1 dagger
1 hand crossbow and 40 bolts
1 chosen Finesse Weapon
1 vial of poison
Class Skills:
Bluff
Climb
Crossbows
Devices
Disguise
Finesse Weapons (dagger, kukri, or shortsword)
Intimidate
Notice
Stealth
Toxicology
Thrown Weapons (grappling hook, throwing daggers, shuriken)
Skill Points:
6 each level
Progression:
Level Skills increased
2 stealth, chosen Finesse Weapon
3 stealth, toxicology, crossbows
4 stealth, chosen Finesse Weapon
5 stealth, crossbows
6 stealth, chosen Finesse Weapon, toxicology
7 stealth, crossbows
8 stealth, chosen Finesse Weapon
9 stealth, toxicology, crossbows
10 stealth, chosen Finesse Weapon
Enhancements:
Sneak Attack
Whenever you catch an enemy by surprise, you may make a Sneak Attack. Make a normal attack roll. The enemy loses any Dodge or DEX bonuses to their Defense Score, as they are unaware of the attack.
Sneak Attack Damage I, II, III
cost: 4 XP, 8 XP, 12 XP
If you strike an enemy with a Sneak Attack, you deal more damage to them. At level I subtract 1 from the weapon's Damage Class. At level II subtract 2 from the DC. At level III subtract 3 from the DC. This extra damage may only be used on creatures with identifiable anatomies; undead, outsiders, slimes and things with alien anatomies are immune.
Surprise Attack
cost: 3 XP requirements: Quick Draw feat
If your opponent is aware of you and you are wielding a small concealable weapon (hand crossbow, dagger, throwing dagger, shuriken, or kukri) you may still make a sneak attack. The opponent must make a DL 20 Notice check to see that you have a concealed weapon, if they fail to spot it you can make a sneak attack against them. Note that you must be wearing appropriate clothes (heavy robes, coats etc.) to use Surprise Attack.
Toxin Knowledge
cost: 8 XP requirements: 7 INT
When gathering venoms from a slain creature or other natural source using the Toxicology skill, you are able to harvest twice the normal amount of doses. Roll twice to see how much poison is acquired.
Wednesday, October 14, 2009
Polearm Style
Half-haft
Use: swift action
Effect: reach weapon may be used against adjacent opponents
Works with: longspear
You grip your weapon further up the shaft so that you may use it against adjacent foes. Changing between the standard method of wielding a reach weapon and Half-Haft style uses a Swift Action.
Haft Strike
Use: Attack
Requires: reach weapons must be wielded with Half-haft
Effect: gain a second attack
Works with: quarterstaff, longspear, shortspear
You strike out with both ends of your weapon. You may make one extra attack each round using the blunt end of your weapon. If you do not have the Dual Wield feat, this extra attack is made as if you had Dual Wield at level I. The attack deals DC 5 blunt.
Pole Vault
Use: DEX + Acrobatics vs. Defense
Effect: +5 damage, free Knockdown attempt
Works with: quarterstaff, longspear, shortspear
You make a running jump, planting your weapon into the ground and vaulting over it to gain more distance. Add 2m distance to a jump. If your opponent is 3m to 5m away, you may make a kick attack using your Acrobatics skill with a +4 to damage. If you choose, this can also allow a free Knockdown attack.
Guardian Stave
Use: Attack vs. Attack
Effect: interrupt enemy's attack on an ally
Works with: quarterstaff, longspear, shortspear
You snap your weapon in front of the enemy as they strike out at an ally. You must sacrifice a Dodge maneuver and make an attack roll. If you roll higher than the attacker, you successfully deflect the blow away from your ally. You can use this maneuver once for each Dodge you sacrifice during the round. Your ally must be within range of your weapon.
Spinning Defense
Use: Attack vs. Attack
Requires: reach weapons must be wielded with Half-haft
Effect: roll attack to decide Defense
Works with: quarterstaff, longspear, shortspear
You spin your weapon around, deflecting any attacks made on you during the round. When using Total Defense, you may make an attack roll with your weapon. If the result of your attack roll is higher than your Defense score, use it as your new Defense score for the round. You may not Dodge this round.
Class: Archer
Trappings:
Light armor (padded, leather, or studded leather)
2 daggers or 1 shortsword and 1 dagger
Light crossbow or shortbow
Quiver with 40 arrows or bolts
Class Skills:
Armor
Athletics
Bows
Climb
Crossbows
Finesse Weapons (daggers, shortswords)
Notice
Skill Points:
3 each level
Progression:
Level Skills increased
2 bows or crossbows, notice
3 bows or crossbows, armor
4 bows or crossbows, notice
5 bows or crossbows
6 bows or crossbows, armor, notice
7 bows or crossbows
8 bows or crossbows, notice
9 bows or crossbows, armor
10 bows or crossbows, notice
Enhancements:
Bow Strength
cost: 3 XP
You may add your STR to damage rolls made using bows.
Precise Shot
cost: 3 XP
All range penalties are decreased by 2 when using bows or crossbows.
Deadly Eyes
cost: 6 XP
You may choose to add your AWA to attack rolls with all ranged weapons instead of your DEX.
Penetrating Shot
cost: 6 XP requirements: Bow Strength, 6 STR
If you deal more Wounds to a creature than are needed to kill it, you may make a free attack against 1 enemy who is standing within 3m behind the slain creature using the same arrow. In addition, arrows you fire have a good chance of being stuck in objects, and can be used as handholds when climbing.
Sniper's Shot
cost: 9 XP requirements: Notice 9
If you do nothing else during a round, you may make a Notice check vs. your opponent's Defense. If you succeed, your next ranged attack ignores their Armor Value.
About Classes
All Class skills start out at 2 at first level. When you gain a new level in a class, add 1 to each skill listed. To train a non-class skill costs 2 points for each +1. Skill Points gained are considered “free” and can be put into any skills the character desires. You may not put free skill points into a skill to raise it higher than your character level. (ie. A level 3 character may not raise a skill above 3 unless it's a class skill that increases with each new class level). Class skills can go no higher than your character level +5.
Characters gain Experience Points (XP) throughout their adventures. A GM should hand out 1 or 2 per game session, and 3 to 6 upon completion of a quest or adventure. XP can be spent on enhancements.
Trappings are the things a first level character owns before the game starts. In addition to the trappings of their class, everybody starts out with an Adventurer's Pack containing the basics for survival (1 weeks worth of food, torches, bedroll etc).
The classes: