sabato 3 settembre 2011

Development #3: Class' Peek, Stray Man

Stray Man (Thief)

Prime Attribute:
Hit Die:
1d6 at 1st level, +1d6 every Milestone Level
Life Points:
3 + Muscle Modifier, +1 additional LP every 4 levels (starting from 4th level)
Good THER0:
Talent, Readiness
Standard THER0:
Curse TS, Combat
Poor THER0:
Everything Else
Starting Title:
Race Allowed:
Thievery (T), Stealth (R)

Streets have no name, but a Stray Man knows them very well: grown up in narrow and unhealthy alleys he learned very soon how to survive in the real world, becoming a master of many skills. Stray Men move like cats on the city roofs, sneak unseen in the dark and know how and where to find the things they need; and they’re ready to steal them if they really want to.
Although not a talented fighter as a Brave Man is, a Stray Man can be very deadly in close range; living long enough to enlarge his experience, he can also try to use magic items usually crafted for Erudite Men like staves, scrolls or wands.
All the following are class features of the Stray Man.

Weapons and Armors: because a Stray Man needs to be agile, he can use no shield and wear no armor heavier than leather; he has a pretty wide selection of melee and ranged weapons, as long as they can be wielded with a single hand.
Thievery (Talent): a Stray Man owns an extraordinary manual ability and is very streetwise, thus a player can call a Talent Test whenever he wants his character to perform particular actions (like gathering gossips, deciphering secret codes, handling locks and mechanisms, acting in disguise, picking someone’s pockets and so on).
Stealth (Readiness): thanks to years spent as an outcast a Stray Man displays an incredible agility and awareness, so he can perform exclusive actions (like climbing sheer surfaces, slinking in the crowd, hiding in shadows while followed, sliding behind an enemy) others cannot do with a successful Readiness Test.
Play Judas: a Stray Man has a deep knowledge of anatomy, so whenever he stands behind an enemy he adds his Talent Modifier on his Combat roll, dealing the standard weapon damage and decreasing directly enemy’s Life Points by a specific amount (equal to 1 plus Stray Man’s HD).
Rascal (1st level Title): as Rascal a Stray Man can target with a Play Judas only creatures having a humanoid anatomy (humans, goblins, orcs, elves, dwarves and so on).
Knave (2nd level Title): as Knave anytime a Stray Man reaches a new populated place he becomes automatically richer by 5 gold pieces (plus 5 times the place’s Entity Rating in gold pieces).
Snatcher (4th level Title): as Snatcher a Stray Man can choose another creature type to be affected by his Play Judas.
Outlaw (8th level Title): as Outlaw a Stray Man can choose another creature type to be affected by his Play Judas; he can also understand magical scripts and use magic devices or scrolls (fixing the Entity Rating) with a successful Talent Test.
Master Thief (12th level Title): as Master Thief a Stray Man can choose another creature type to be affected by his Play Judas, and Life Points damage increases by an additional 1; in addition, he can found a Rogue Guild and attract a group of thugs and thieves working for him from now on.

P.S.: the artwork is a courtesy of the dwarvish friend Daryoon X.