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.

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