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C00002 00002 Let me know what you think of this new class. Is it too tough too mediocre?
C00008 00003 CHARACTER CLASS: MINSTREL
C00017 00004 Augmenting D&D with some RuneQuest features
C00019 ENDMK
Cā;
Let me know what you think of this new class. Is it too tough; too mediocre?
Are there additional abilities or strictures you can think of?
This supersedes the last description, which you may discard.
Doug
CHARACTER CLASS: ARCHER
Subclass of Fighter. Minimum Dexterity of 16, Strength of 13.
10% experience bonus if Dexterity is at least 17 and Strength is at least 16.
Maximum levels for each nonhuman race are:
Dwarf 10*, Gnome 7*, Halfling 11*, Half-Orc 8, Half-Elf 11*, Elf 15*.
*: DEX=17 limited to one level lower; DEX=16 limited to 2 levels lower.
For some unknown reason, no male has ever exceeded 15th level.
One human woman is rumored to have risen to above 25th level, and lesser male
archers admire her from afar (typically from medium bow range).
All details are the same as for fighters (e.g., which split classes are
allowed, 10-sided hit dice, armor allowed, saving throws, etc.) except:
DISADVANTAGES ON HAND-TO-HAND COMBAT
No archer may ever carry a shield.
In hand-to-hand combat, archers suffer a -2 to-hit and a -2 on damage.
Strength bonuses for damage are ignored completely.
Only one hand-to-hand weapon may be carried.
In addition, 1 missle weapon may be used hand-to-hand (daggar, spear, hammer)
The non-proficiency penalty for any other weapon is -5 on to-hit
and -2 on damage (in addition to the -2's on each already).
Archers never get more than one blow per round, regardless of level or opponent.
Archers may never parry in hand-to-hand combat.
ADVANTAGES TO MISSLE COMBAT
Archers gain an extra +1/level to-hit with missle weapons.
They gain a +0.5/level on damage with missile weapons (rounded down).
They are allowed full strength mods on attack and damage with missile weapons.
The above damage pluses are limited to the following absolute maximums:
Arrows and quarrels: no limit. Hammers and spears: +5.
Daggars: +3. Darts: +2. Clubs and Slings: +4.
These are in addition to any magical pluses the weapons may have.
Archers gain a rate-of-fire bonus of 10%/level.
E.g., at first level, they get 3 long bow shots every 5th round.
Archers gain a range bonus of 5%/level.
If unarmored (or in magic leather or chain), they may attempt to dodge missles.
Can dodge 1 visible, nonmagical missle/level: 1/2 damage if save vs. spell
At 4th level, can similarly dodge magical missles, lighteningbolts, etc.
At 7th level, a save indicates that no damage was sustained.
At 11th level, even a failure to save indicates just half damage.
Archers have a 5%/level chance of determining the type, origin, & function of a
missle weapon which is known to be magical. This requires one hour.
At 3rd level, archers gain an extra +1 on initiative to attack with missile fire.
At 9th level, and at 15th level, they gain an additional +1 on initiative.
Critical hits: upon rolling a natural 20 on attack die, the archer then rolls
a 20-sided die again; if she rolls less than her level, double damage occurs.
Thus, a 1st level archer has no chance, a 2nd level has 5%x5% = 0.25%,
When building a stronghold, 50% of all fighters that are attracted will be archers.
For non-archers who attract fighters, 10% of such followers will be archers.
Rationale: a professional bowman can bring down a large beast with one
well-placed shot. The extra damage allowances with training reflect his/her
growing skill at aiming for vital places on the opponent.
CHARACTER CLASS: MINSTREL
Subclass of Thief
Minimum Dexterity of 16, Int of 14, Wisdom of 12, MAXIMUM Strength of 9 (no minimum)
10% experience bonus if Dex, Int, Wis minimums are all exceeded.
The Minstrel is a jack of all trades. Unlike Bards, he is master of none.
He gets the widest possible access to spells, but acquires them slowly.
He has thieving abilities as well, but these never improve.
Limits for nonhuman races are:
Dwarf: no; Gnome: 9; Elf: U; Half-Elf: U; Halfling: 11; Half-Orc: 7.
The only split classes allowed are Gnome illusionist,
Half-Orc cleric or assassin or both.
Elves and HalfElves are unlimited in level, for they may not split this class.
Minstrels attack as Thieves, save as Clerics, have hit dice as Clerics.
Weapon choice, nonproficiency penalty, points/level, etc. is as Thieves.
The Minstrel starts at first level as a thief. He is not distinguished in
any way from normal thief at this stage. In fact, he may decide to go on
as a thief, and conversely a thief may decide (upon reaching second level)
to become a minstrel. The minstrel takes up spell-casting at this stage;
no minstrel improves in any thiefly abilities (after attaining 2nd level
of expertise in them).
At second level, the minstrel learns to play his instrument, act, dance,
sing, and, in a word, entertain. He gains one first-level illusionist
spell. He will never gain any other illusionist spells [this does not
apply to gnome illusionist/minstrels, of course].
At third level, the minstrel improves his fighting abilities. He wears
heavier armor [elves and halfelves may cast spells in plate; other races
must be in leather. If he wishes to use his thiefly skills, he can wear
at most magical chainmail.] From this point on, he attacks on the
Fighters chart, not the thieves, and his weapon choice, number, and
nonproficiency penalty are those of a fighter.
At fourth level, the minstrel learns the healing arts. He gains one
first-level clerical spell. If his wisdom is above 14, he gains a second
1st-level clerical spell.
At fifth level, the minstrel improves his instrument playing. He has a
five per cent chance of charming any listening monsters (as Bards do).
This increases another 5% per level henceforth. He also studies arcane
lore, and has a similar chance of identifying relics, magic items, maps,
castles, and other items of historic import. Note that this is not magic,
like the Identify spell, but rather due to recognizing various markings
and runes on the items. A roll of 95% or above always signifies that the
minstrel believes he knows what the item is -- but is incorrect. Any
lower "miss" is merely the minstrel not recognizing what the item is.
During his sixth, seventh, and eigth levels, the minstrel studies magic.
He gets spells as a 1st, 2nd, and 3rd level MU, respectively. He will
never gain any additional magic-user spells (thus, at 8th level, he has
one illusionist spell, one clerical spell, two magic user spells, and one
2nd level magic user spell).
At ninth level, the minstrel again turns to his combat abilities. He can
attack 3/2 times per meelee round. Also, at this level, he gains a point
of charisma and a point of constitution. He gains the ability to cure one
disease per week.
At 10th level, the minstrel studies Nature and the great outdoors. He
gains a first-level druid spell (two such spells if his charisma is 15 or
more). He gains a limited form of tracking (same as Ranger's, but the
first roll is halved). He gains the ability to speak with animals once
per day.
At 11th level, the minstrel will form his own troupe. This means
attracting 2d20 followers, 50% of whom will be minstrels of lower level.
Minstrels have no permanent fortress, but rather wander the countryside in
troupes, entertaining and turning a profit (or an adventure) as they can.
From this point on, he is a minstrel alone, and gains 2hp/level. He gains
a point of charisma and a 2nd level druid spell. At 12th level, he gains a
third level druid spell, at 13th a fourth level druid spell, and at 14th a
5th level druid spell. These are the final spells he gains. At 15th
level he swings twice per round. At 16th level, minstrels can sense
Neutrality (60') when concentrating.
Notes: As he advances to a new level, the minstrel selects a new spell to
add to his spellbook (assuming he has one), just like a magic user.
Reading magical tomes which single out particular classes will have 1/4 of
their good effects, and none of their bad. Those which effect everyone,
or characters of one particular alignment, will of course have their full
impact. The points required for each level are the same as those for
thieves. No shield may ever be used. The minstrel's instrument is 80%
likely to be two-handed. In the case of a one-handed instrument, he may
use his free hand to parry, but the range of his music and the chance of
charm will be halved. The Minstrel is allowed a Constitution bonus of up
to +3/hit die (for 17 CON). His strength cannot exceed 17, even using a
Strength or Wish spell.
Augmenting D&D with some RuneQuest features
Each character has a new attribute called Power (POW). New characters
will determine power just as any other attribute; existing characters
will have their power set to