Saturday, May 20, 2017

Class and Race Updates for back to the Dungeon RPG!

Here is the new format for Classes and Races for back to the Dungeon RPG.

Still a bit of meat bit very streamlined.

I present the cleaned up Rogue and Dwarf.

ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level




Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.


Here was the OLD format...


ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
The Rogue uses his Strength to climb sheer surfaces that
no other class can climb.
The Rogue uses his Dexterity to pick locks, pick pockets,
Stealth, and other criminal activities better than any
other class. If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage every
two levels. The Rogue is a flinger of darts and daggers
and may fling equal to his Dexterity bonus per round.
They use their Constitution to hang out for a very long
time in cramp hidden places to stalk their prey.
The Rogue uses his Intelligence to decipher maps and
magic scrolls as well as ancient text if he is literate.
They have knowledge of various poisons and their effects.
They also speak a Thieves Cant which varies from area to
area.
The Rogue uses his Wisdom to spot hidden things and to
notice traps and tricks. He can also use his Wisdom to
shadow someone in a crowd.
Many Rogues have glib tongues and use their Charisma to
charm and convince others.



Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
Height: 4 feet, 5 inches to 5 feet, 6 inches
Weight: 160 pounds to 290 pounds
Lifespan: 350 years
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. The dwarven men all sport long hair
and beards while the women stand slightly shorter and are
very shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are quite agile and very dangerous
opponents in war. Dwarves are a rough and tough race that
likes the strong drink. They also enjoy the crafting of
fine weapons and armor. Most of the dwarves live in great
and ancient underground halls carved out of the mountains
or in cities deep in ancient giant caverns mining for
precious gold and gems for which they love so dearly.
Dwarves can see in the dark with their dark vision of 60
feet.
Dwarves are better at spotting traps, sloping passages,
and new construction while underground.
Dwarves receive a +1 to hit when fighting orcs and
goblins for which they hate; if the whole party of adventurers
is comprised of dwarves then the bonus is +2
to hit.
Dwarves can push a victim back five feet on a critical.
Dwarves can also try to sense precious metals and gems if
they concentrate in a large area just not exactly where!
Dwarves receive a +3 AC bonus when in combat with
creatures larger than man-sized.
Dwarves move 20 foot a round until the get 1.5 times
their load.
Dwarves can tell by the smell what kind of humanoid is in
the area. It's not a special power it's just that
goblinoids stink and dwarves have been around them enough
to tell what type by a successful Wis roll.
Dwarves do double damage against creatures made of stone.



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