Character Classes
Here is a character class I developed over the years as a gamer - it
worked fairly well as I became level 8 in this class...let me know what
you think! Jemidex
Watchman or Thief-Taker
Ablity Requirement: Dexterity 10, Wisdom 10
Prime Requisite: Dexterity
Races Allowed: All
General Information
The Watchman class is really a subclass of the
Thief class, with a few twists. The purpose of a Watchman is to detect
the activity of thieves and take the fight to the thief on his/her
own ground.
The Watchman's primary requisite is Dexterity,
like a thief, but they also require a measure of wisdom (one can assume
that is one of the reasons they are not thieves!)to notice things and add
up clues. Thief catchers can be any alignment, but tend to be Lawful.
Of course, a chaotic Watchman can be in it just for the money or personal
reasons.
A Watchman with Dexterity and Wisdom scores
above 15 gains a 10% bonus on earned experience.
Weapons and Armor
Since Watchmen are not up to many of the
nefarious schemes thieves tend to do, they have a little more liberty as
far as weapons are concerned. Their weapon restrictions are the same as
theives because they usually have to go where thieves go to catch them.
The same applies to armor restrictions, except that abilities special to
the Watchman (detect thief activity, set traps, and foil backstab) are for
the most part unaffected. The use of a helmet will cancel out the
perceptive abilities of the Watchman.
Special Abilities
Watchmen get skills by and large similar to
thief skills, with a couple of notable exceptions. The following
abilities, Watchmen keep:
Move Silent
Hide in Shadows
Find/Remove Traps
Detect Noise
Climb Walls
Watchmen lose the ability to backstab, they do
not open locks, read languages, or pick pockets. They do receive a few
abilities that take their places...
set traps
The ability to set traps is based upon the set snares proficiency. The
watchman, with the proper time and materials, can set up a mantrap in an
urban setting. The percentage roll is done blind, so unless the Watchman
has the means to test the trap, he/she will never know if it will work at
the critical time. The DM can require a certain gold expenditure on
materials based on what the PC wants the trap to do, and variable time
expenditure (figure d4+4 hours for a nonlethal trap, d6+4 hours for a
lethal trap).
detect thief activity
A good watchman has all his/her senses on alert for activity in the shadows.
The watchman must declare that he is on the lookout for thief activity.
This could be overt signs like faces disappearing at upper story windows
or noticing the sneaking thief on the ledge above you, or subtle things,
like recognizing the use of thieve's cant or the presence of a guildhouse.
Consider the percentage of the Watchman's detect thief activity to
be a penalty to the percentage of the skill the thief is using to sneak
around. Ex: Tamarin the Watchman is guarding a caravan wagon. He has a 45%
chance to detect thief activity. Scarlet the thief wants to make off with
a small box of jewels she knows is on the wagon. She has a 70% hide in
shadows and 50% move silently. She makes for the wagon while Tamarin's
back is turned. She rolls a 30% to hide in shadows and 15% for move
silently. Most standard guards would not notice a thing. However, because
a Watchman is about, her adjusted percentages are 15% for move silent and
5% for hide in shadows (5% being the minimum chance). Neither roll makes
that! As a result, Tamarin smiles and draws his longsword on the suddenly
flat-footed thief...
foil backstab
This is an automatic ability - Watchmen are trained to always be aware of
their surroundings. As such, the rush of a backstab is something that is
almost felt, and if they make their check, the backstab only has the effect
of a normal attack done by suprise.
Determining Initial Percentages and Advancement of Special Abilities
To determine the initial value of each skill,
start with the base scores listed below...
| Skill | Base % |
| Move Silent | 10% |
| Hide in Shadows | 5% |
| Detect Noise | 15% |
| Climb Walls | 60% |
| Set Traps | 0% |
| Detect Thief Activity | 15% |
| Foil Backstab | 10% |
Obviously, the scores above do not reflect any of the training the Watchman
has received. To simulate the training the Watchman has had, all Watchmen
at 1st level receive 50 discretional points to add to their base scores.
No more than 30 points may be added to a sngle skill. Other than that
restriction, the player can distribute the points however he/she wants.
Each time the character rises a level in experience, the player receives
another 25 points to distribute. No more than 15 points may be added to a
single skill, and no skill can be raised above 95%, including all
adjustments for Dexterity, Wisdom, race, and armor.
For Move Silent, Hide in Shadows, Detect Noise, and Climb Walls, see the
modifiers for Dexterity, Armor, and Race on p. 39 of the 2nd Edition
Players Handbook. For Set Traps, Detect Thief Activity, and Foil Backstab,
see below...(Note: also use the Dex table in the players handbook for
Set Traps - just use the modifiers for Find/Remove Traps to apply to the Set
Traps Skill)
WATCHMAN SKILL RACIAL ADJUSTMENTS
| Skill |
Dwarf |
Elf |
Gnome |
Half-Elf |
Halfling |
| Set Traps | +15% | -- | -5% | -- | -5% |
| Detect Thief Activity | -- | +10% | +10% | +5% | +5% |
| Foil Backstab | -- | +5% | +5% | -- | +5% |
WATCHMAN SKILL WISDOM ADJUSTMENTS
| Wisdom | Detect Thief Activity | Foil Backstab |
| 14-15 | +5% | -- |
| 16-17 | +10% | +5% |
| 18 | +15% | +10% |
| 19 | +20% | +15% |
The only armor modifiers for Foil Backstab and Detect Thief Activity is that
they are negated if a helmet is used.
Other special abilities
Watchmen know Thieve's Cant as described in the 2nd Edition Players Handbook.
Also, Watchmen are trained to fight more than thieves are.
A Watchman gains a bonus weapon proficiency at 1st level, and advances in
fighting ability using the Priest THAC0 chart in the 2nd Edition Players
Handbook.
Proficiencies
Watchman weapon and nonweapon proficiencies are gained at the same rate that
thieves acquire them (1 every 4 levels for both).
Recommended nonweapon proficiencies:
intimidation
alertness
observation
read lips
read/write
jumping
running
Experience Points
As rogue xp progression +10% (1325 for 1st, 2750 for 2nd, etc.)
Well, that's all there is to this one. Hope you have fun with it!
This class was developed and submitted to me by Alex Lentz. Looks like a
cool concept...he will sure know how to make an entrance!
The Explosive Master
Description
This kit is designed for a thief/mage and
that's about the only way it will work (I've tried fighter/mage/thief and
they have the tendency to explode in combat due to the volitileness of
explosives). The character must have a Dex of at least 13 and and Int of
at least 13. Charisma cannot be higher than 12 (playing with explosives
tends to make people a little jumpy).
Role
The Explosive Master is the fantasy version
of "Q" from James Bond, the old guy who made all those nifty explosives.
The Explosive Master is the person everybody in the party hates at one
time for blowing stuff up. The rest of the time he's the guy that the
party finds useful to get through those solid doors in the dungeon.
People in the campaign world should look at this type of person with a
certain amount of fear and/or respect. This kit should also be VERY rare.
Not many people have the will power to hold explosives for a long amount
of time.
Weapon Proficiencies
The Explosive Master has a very limited weapon
choice. He can only take weapons such as the sling (useful for chucking
bombs) and the dagger. Optional weapons are things small and that would
have some relevance to the kit. Like guns.
Nonweapon Profciencies
Those normally allowed to the classes. Bonus
proficiencies: Explosive Building, Engineering, and Pottery.
Pottery: Because this is the container
that the materials are to be kept in like grenades.
Explosive building: # of slots: 1,
intelligence -1. Description: Explosive building is the Explosive Masters
life. Without it, he would be a lowly mage/thief. With it, he is a deadly
combination. Explosive Building works like this: The character can create
and recognize all the materials needed for bomb building - along with this
he can create bombs (magnitude of which depends on his level). It takes
about 1 hour to prepare an explosive. If the character chooses, he/she can
place more slots into this proficiency and cut down the time by 10 min.
Special Bonuses
The Explosive Master's greatest benefit is to
create bombs. The amount of damage and magnitude increases as the level
of the Explosive Master goes up. The following table represents this...
| Level | Damage | Radius of Explosion |
Amount of time needed to explode/weapon speed> |
| 1-3 | 1d2+X* | 2' radius | 2 |
| 4-6 | 1d6+X* | 6' radius | 3 |
| 7-9 | 1d8+X* | 8' radius | 4 |
| 10-13 | 1d10+X* | 10' radius | 5 |
| 14-17 | 1d12+X* | 12' radius | 6 |
*X = level of explosive master's thief side. Example - Bleys Burnside is
level 15/10. He throws his bomb at a dragon and it explodes doing 1d12+15.
Special Hindrances
The explosive master can only memorize
Alteration spells and Fire Elemental spells. Furthermore, he must have the
spell "Create Explosive Components" memorized each day.
New spell - Create Explosive Components
Level: 1
Ct.: 1
Range: 0
Area of effect: 1 prepared item
Components: V, S, M
Dur.: Perm
School: Alteration
This spell goes hand in hand with the proficiency named Explosive Building.
This spell infuses the specially prepared components with the explosive
energies. It allows the caster to finish the bomb making process. The
component is the specially prepared bomb stuff - it must be fresh.
Equipment
There is really no special equipment that the
Explosive Master needs except for oil and some sulfur. Most of the
Explosive Masters around are greatly enamored with such things as Greek
fire. The Explosive Master always finds it useful to have a ready supply
of small pottery jars with caps for grenades. He starts off with 1d6x10 GP.
JEMIDEX, Webmaster,Content,Graphics.
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