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.
No comments:
Post a Comment