Monday, 17 December 2018

Petty-classes: The Farmer and The Torchbearer


FARMER

Farmers – not the miserable serf or bondsman, but the small-scale landowner or tenant farmer – are the backbone of most human societies. Although they are hardly remarkable combatants, they do possess some useful talents, have a knack for the outdoors and a fund of stubbornness and common sense that helps them to navigate difficult or perplexing situations.

Attack Matrix: 0-level Fighter
Saving Throws: Levels 1-4 (20 all, except Death 19); Levels 5-6 (19 all, except Death 18)
Hit Dice: d6
Armour/Shield Permitted: padded, no shield
Weapons Permitted: club, dagger, dart, pick, scythe, short bow, sling, spear, and staff.
Weapon Proficiencies: 2 +1 every 5 levels
Non-Proficiency Penalty: -4 
Base Skills: Animal Husbandry 2, Common Knowledge 1, Folk Lore 2, Horticulture 2, Local Knowledge 2, Weather Sense 1.
Free Elective Skills (choose 2 skills, between which you may allocate 4 levels, but note the figure in bold that limits the amount that may be allocated to certain skills): Animal Training, Carpentry, Climb, Cook, Craft, Dowsing 2, Follow Trail 2, Fish, Gossip, Heal 1, Herb Lore, Midwifery, Ride, Row, Set Trap 1, Silent Move Rural 1, Spinning & Weaving, Swim, and Woodcutting. 

Farmer Level Advancement

Base Experience
Hit Dice



Level
Points Required
(d6)
Abilities
1

0

1
Homesteader
2

500

2
Local Yokel
3

1250

3
Salt of the Earth
4

2250

4
Hard to Fool
5

3500

5
Steadfast
6

5000

6
Green Thumb/Beast-Friend


Homesteader: Farmers are notably prickly in defence of their own lands, gaining a +1 to all Saving Throws, rolls to hit, surprise and skill rolls whilst within a 1 mile per level radius of their own farm. They also produce 2% per level (plus their Wisdom score) extra value of crops or animal products on their own lands.

Local Yokel: The Farmer is a well-known figure in their local area (no larger than 6 square miles), gaining a bonus (or penalty) to all Reaction rolls with others who dwell in or are regular visitors to the Farmer’s locality. The Farmer’s alignment determines the modifier, as their past behaviour has a strong effect on how well they are perceived. Lawful Good Farmers receive a +3 bonus, whilst Neutral Good and Lawful Neutral Farmers receive a +2 bonus. Chaotic Good and Lawful Evil Farmers receive a +1 bonus. Neutral Farmers have no modifier to reaction rolls. Chaotic Neutral Farmers receive a -1 penalty; Neutral Evil Farmers receive a -2 penalty whilst Chaotic Evil Farmers receive a -3 penalty.

Salt of the Earth: Hard-nosed survivors and blunt dealers in pithy aphorisms, Farmers gain a +2 bonus to Encourage and Endurance, although they also take a -1 penalty to Diplomacy and Etiquette.

Hard to Fool: The combination of suspicion towards outsiders and a pragmatic fund of common sense grants the Farmer a +1 bonus to Sense Motive skill rolls and Saving Throws vs. Spells and Aimed Magic Items that are enchantment- or illusion-based.

Steadfast: Farmers become increasingly resilient, both mentally and physically. At 5th level the Farmer may choose one of six defensive enhancements, dependent upon their highest ability score, as follows:
Strength – gain a +2 to Armour Class versus the Barge skill.
Dexterity – gain a +1 bonus to Saving Throws vs. Aimed Magic Items and Dragon Breath
Constitution – gain a +1 bonus to Saving Throws vs. Death
Intelligence – the required Competency level to succeed on Blather, Bluff and Persuade skill rolls against the Farmer is increased by 2.
Wisdom – reroll a failed Saving Throw vs. Enchantment Spells and take the better result.
Charisma – the dour mien and imperturbable presence of the Farmer disturbs those who would strike at them, granting a +1 bonus to Armour Class until they are successfully struck by that foe. This ability only works against sentient foes that have two or less hit dice.

Green Thumb/Beast-Friend: At 6th level, Farmers have reached the apex of agronomy, achieving a level of skill that touches on the mystical or transcendent. The Farmer chooses either the Green Thumb or Beast-Friend ability, as described below:

            Green Thumb: The Farmer gains two free Competency Level in Horticulture and Speak with Plants, and gains one of the following randomly selected Druid spells (roll 1d4): Detect Pits & Snares, Entangle, Pass Without Trace or Predict Weather. The Farmer may cast this spell once per day, with the following proviso: the casting time is increased in size by one step (thus a spell with a casting time of 3 segments now has a casting time of 3 rounds).

            Beast-Friend: The Farmer gains two free Competency Level in Animal Husbandry and Speak with Animals, and gains one of the following randomly selected Druid spells (roll 1d4): Animal Friendship, Invisibility to Animals, Locate Animals or Predict Weather. The Farmer may cast this spell once per day, with the following proviso: the casting time is increased in size by one step (thus a spell with a casting time of 3 segments now has a casting time of 3 rounds).



TORCHBEARER

The humble Torchbearer – often hired by self-absorbed murderhobos with no respect for the vital role he or she plays – is an ideal fit for an ‘adventuring’ Petty-class. Assuming they live long enough, they become rather proficient at surviving subterranean excursions, developing a nose for danger and a raft of useful skills.

Attack Table: Illusionist
Hit Dice: d6
Saving Throw: Level 1-3 (all 20, except Breath Attack, Aimed Magic Items 19); Level 4-6 (all 19, except Poison 18, Breath Attack, Aimed Magic Items 17)
Armour/Shield Permitted: padded, leather, small shield only
Weapons Permitted: club, dagger, dart, hand axe, short sword, spear, sling
Weapon Proficiencies: 2 + 1 per 4 levels
Non-Proficiency Penalty: -3
Base Skills: Climb 1, Common Knowledge 1, Flee! 1, Folk Lore 1, Hide 1, Local Knowledge 1, Story Telling 1.
Free Elective Skills (choose 3 skills amongst which you may distribute 4 Competency Levels): Blather, Evade, Endurance, Gossip, Haggle, Heal, Keen Senses, Mining, Silent Move Rural, Silent Move Urban, Stoneworking, and Swim. 

Torchbearer Level Advancement
Base Experience
Hit Dice
Level
Points Required
(d6)
Abilities
1
0
1
Stubborn Refusal, Packhorse
2
500
2
Minor Dungeoneer
3
1250
3
Gleaned Knowledge, Adroit Bearer
4
2250
4
Practiced Dungeoneer, Good Grip
5
3500
5
Gleaned Skills
6
5000
6
Experienced Dungeoneer

Stubborn Refusal: Those who hire a Torchbearer – and others – will always work to involve them in tasks that they didn’t sign up for. Whenever someone attempts to Command, Intimidate or Persuade a Torchbearer to enter into combat, taste something dangerous, look for traps (and similar tasks), the required level of Competency is increased by half the Torchbearer’s level (minimum 1, round up). Torchbearers also gain a +1 bonus to save vs. enchantment spells.

Packhorse: Torchbearers are practiced at lugging others’ gear. Treat the Torchbearer’s Strength ability as if it is 1 higher for the purpose of calculating their Encumbrance adjustment.

Minor Dungeoneer: After a few trips down the dungeon, Torchbearers begin to develop an awareness suited to such subterranean missions. They gain a +2 to all Keen Senses skill rolls, but only while in a dungeon (+1 in cellars and sewers).

Gleaned Knowledge: The Torchbearer, having seen a thing or two, now has a % chance equivalent to their INT score + their Torchbearer level of identifying monsters and humanoids encountered in a dungeon. However, these creatures must have less Hit Dice than the Torchbearer.  

Adroit Bearer: Torchbearers now become adept at using their torch as either a shield (treat as a small shield) or a weapon (1d3 damage + 1 point of Fire damage). In addition, if the Torchbearer should drop their torch, they can pick it up in half the time usually required and there is only a 1 in 20 chance of the torch being extinguished (unless it drops into some unhelpful medium). In addition, the Torchbearer can use tinder and flint to light a torch, lantern or fire in all but the least congenial conditions.

Practiced Dungeoneer: At 4th level, the Torchbearer gains +2 to all Engineering, Mining and Stoneworking rolls to determine the existence of slopes, grades, stone traps, new construction, false doors/walls and determining depth and direction underground. 

Good Grip: A true Torchbearer never willingly relinquishes their torch. Attempts to part bearer and torch (i.e. the Barge or Disarm skill) increase in difficulty by half the Torchbearer’s level (minimum 2, round up). The Torchbearer is also hard to disarm in a general sense, increasing the difficulty of relieving them of their weapons (not their torch) by 1.

Gleaned Skills: The Torchbearer continues to pick up useful knowledge and knacks: they may choose two of the following skills and allocate three Competency levels between them (the chosen skills must be ones the Torchbearer has not yet selected): Demon Lore, Dodge Blow, Legend Lore, Magic Sense, Potion Lore, Rune Lore, Scroll Lore, Sixth Sense, Stone Lore, Strike to Stun or Trap Sense.

Experienced Dungeoneer: The Torchbearer is now surprised only on a roll of 1 on a 1d8 whilst underground, and gains a +1 to all Climb, Endurance, Flee!, and Silent Move rolls (if underground).

Sunday, 16 December 2018

Petty-class: The Beggar


BEGGAR

Beggars are a common presence in towns and cities and on major roads. Their very ubiquity is an asset in itself, as they seldom command a second look from most passers-by. Although they are generally rather sickly, starving and attract a good deal of disgust, they actually learn some useful skills that can prove handy in an adventuring setting. Although they are not very accomplished in combat, they develop a certain knack for subterfuge, street-wise intrigues and survival.

Attack Table: 0-level Human
Hit Dice: d4
Saving Throw: Level 1-4 (all 20, except Breath Attack 19, Poison 18); Level 5-6 (all 19, except Breath Attack 18, Poison 16)
Armour/Shield Permitted: none
Weapons Permitted: club, dagger, dart, hand axe, sling
Weapon Proficiencies: 2 + 1 per 4 levels
Non-Proficiency Penalty: -3
Base Skills: Blather 2, Common Knowledge 1, Consume Alcohol 2, Folk Lore 1, Local Knowledge 2, Persuade 1.
Free Elective Skills (choose 2 skills amongst which you may distribute 2 Competency Levels): Bluff, Brawl, Evaluate, Fence, Flee!, Gamble, Gossip, Hide, Resist Disease, Resist Poison, Sixth Sense, Sleight of Hand, Story Telling. 

Beggar Level Advancement
Base Experience
Hit Dice
Level
Points Required
(d4)
Abilities
1
0
1
Beg, Territory, Word on the Street 5%
2
500
2
Assess Mark, Flinch, Street-smarts
3
1250
3
Pass Unnoticed, Word on the Street 10%
4
2250
4
Hard Luck Story, Greater Territory
5
3500
5
Hardy, Word on the Street 15%
6
5000
6
Mobile Territory, Street-smarts

Beg: The core of what a Beggar does best: the Beggar gains a +1 per level bonus to Persuade and Blather rolls to elicit alms from passers-by whilst working their Territory (see below). This bonus is halved (round down, minimum 0) outside the Beggar’s Territory.

Territory: All Beggars have an area in which they work. The Beggar may nominate an area not larger than 1 square mile in which they may add 5% multiplied by their Beggar level to their daily earnings. Some special Beggar abilities do not function – or do not function as effectively – outside their Territory.

Word on the Street: Beggars soon develop an ear for rumours and gossip – even if they themselves are not invited to join a conversation. Beggars have a 5% chance of intercepting a random rumour per day whilst not actively seeking information but working their Territory. They also have the same chance of implanting a rumour into the daily gossip of their Territory. This ability increases the chance of success at higher levels.

Assess Mark: The Beggar may use the Evaluate skill to gauge the potential wealth of a target.

Flinch: Beggars often have to get out of the way. Fast. They become adept at avoiding surprise blows, gaining a -2 to their AC during a Surprise round.

Street-smarts: Beggars pick up a number of skills based on their experience of life on the streets. At 2nd level and 6th level Beggar may choose a skill from the following list and develop it henceforward at a rate of 1 per 2 levels (prerequisites in parentheses): Disguise (INT 6), Endurance (CON 6), Heal (WIS 7), Herb Lore (INT 7), Legend Lore (INT 11), Lip Reading (WIS 9) or the School of Hard Knocks Martial Arts Style (STR 8, DEX 10, CON 10). Note that this last is granted as a free Weapon Proficiency for the Beggar. If the Beggar selects this option at 2nd level, they may freely select one of the associated Martial Arts Maneuvers at 6th level (instead of one of the optional skills noted above).

Pass Unnoticed: Beggars are part of the visual furniture in most lands. They have a percentage chance (equal to 10% + 5% per Beggar level) of going completely unnoticed by those they do not attempt to beg from.

Hard-Luck Story: At this point, the Beggar becomes proficient with the use of false prosthetics and props in order to aid them in their daily work. They may make a Competency 3 Disguise skill roll in order to gain a +2 bonus to Persuade or Story Telling rolls whilst begging (or, in order to avoid unnecessary rolls, the GM may rule that the Beggar – if they possess Disguise to level 3 Competency – may add a blanket 10% to their daily earnings).

Greater Territory: The Beggar may increase the size of their Territory to 1 square mile per Beggar level halved (round down; minimum of 1 square mile).

Hardy: To have made it so far, the Beggar must be made of stern stuff indeed: they may now treat their CON score as being 4 higher for the purpose of both Major and Minor Constitution tests.

Mobile Territory: If the Beggar spends not less than 1 week in an area no larger than 1 square mile, they may treat it as if it were their Territory for the purpose of using special abilities.

The School of Hard Knocks Martial Arts Style can be sourced in OSRIC Unearthed by Charles Rice.

Thursday, 13 December 2018

Petty-Class: The Pilgrim


Wandering adherents of a particular faith, Pilgrims journey from one sacred site to the next in the name of their beliefs, accumulating merit and blessings as they go. They tend to eschew the material, embracing the hardships of life on the road as a spiritual path to greater piety and, hopefully, sanctity. Although their primary concern is with demonstrating the rightness of their beliefs through their own devotion, they also seek to actively proselytise and oppose those whose goals conflict with those of their faith.

Their piety and experience of roughing it makes them rather more useful as adventurers than some other Petty-classes, granting them a wide range of useful skills, some minor but handy faith-related abilities and a slightly better capacity for combat than most.

Attack Matrix: Thief
Saving Throws: Levels 1-3 (20 all, except Petrification/Polymorph 18); Levels 4-6 (19 all, except Spells 18, Petrification/Polymorph 17)
Hit Dice: d4 (2 at 1st level)
Armour/Shield Permitted: lather, padded, studded, small shield only
Weapons Permitted: club, dagger, dart, light mace, light war hammer, pick (any), sling, spear, staff.
Weapon Proficiencies: 2 +1 every 4 levels
Non-Proficiency Penalty: -3 
Base Skills: Common Knowledge 2, Endurance 1, Folk Lore 1, Heal 1, Persuade 1.
Free Elective Skills (choose 3 skills, between which you may allocate 4 levels): Climb, Concentration, Encourage, Fish, Herb Lore, Indomitable Will, Linguistics, Local Knowledge, Numeracy, Public Speaking, Read/Write, Sense Motive, Story Telling, and Swim. 

Pilgrim Level Advancement

Base Experience
Hit Dice



Level
Points Required
(d4)
Abilities
1
0
2
Piety
2
500
3
Faith's Gift
3
1250
4
Aura of the Faith
4
2250
5
Preach The Word
5
3500
6
Blessed Endurance
6
5000
7
Faith's Gift


Piety: Those who share the Pilgrim’s beliefs are deeply moved by their demonstration of faith, and offer them normal items, lodgings and food at a discount of 25% plus 5% per level in the Pilgrim class.

Faith’s Gift: The Pilgrim randomly selects one first level Cleric spell. They may cast this spell once per day as if they were a Cleric of half their own level (round down, minimum of 1st level). When receiving this boon at 6th level, the Pilgrim may select another random first level Cleric spell, or gain a second use per day of the spell they already know.

Aura of the Faith: Once per day the Pilgrim may manifest their faith as a visible aura. This casts light in a 10’ radius and gives all allies within the radius +1 to Saving Throws and damage rolls. If any allies share the Pilgrim’s faith, the bonus increases to +2. Any enemies within the radius forced to make a Morale check do so at -2. This effect lasts 1 round only.

Preach The Word: The Pilgrim becomes increasingly accomplished in spreading the basic doctrines of their faith, gaining 2 Competency levels in both Persuade and Public Speaking, but only for the purposes of preaching.

Blessed Endurance: Once per day you may reroll a Saving Throw, although you must take the second value, even if it is worse.    

Petty-classes: The Farmer and The Torchbearer

FARMER Farmers – not the miserable serf or bondsman, but the small-scale landowner or tenant farmer – are the backbone of most huma...