The first group is the one that most concerns me at the moment. There are a number of culture-specific classes in my world, all variants of the three main classes: the fighter, specialist (thief), and magic-user. I use these divisions (with one exception) to determine class hit dice and saving throws and to determine what sage abilities are available to them. Ultimately, I want each class to have their own set of sage abilities, but right now I have a list for fighters and a list for magic-users. This topic is worthy of its own posts, so I'll leave it aside for now.
This first post will talk about the different fighter classes.
Fighter
This class functions exactly as per the class in the LotFP rulebook. They start with a +2 attack bonus and it increases by 1 at each level. Fighters can use all weapons without penalty.
Custos
Some Ferocia devote themselves to targeting and eliminating specific threats to the Wildlands and the Ten Tribes. These Ferocia are known as Custos. Some act as spies and assassins in the human lands while others patrol the Wildlands and rid it of a single type of predator.
Custos have a +1 attack bonus at first level, and it increases by 1 at every odd level.
At level two, they select one type of creature to study. Against this kind of creature (animal family or monster grouping), they gain a bonus to both attack rolls and damage equal to half their level, and they also receive this bonus when trying to track such a creature.
At 4th, 7th, and 10th levels, Custos can study another group, gaining the same bonuses against them.
Custos, being from the Wildlands, are trained in the cudgel, dart, knife, tomahawk, sap, bolas, ball club, atlatl, and sling.
Hinterlander
The Hinterlander is an explorer, a hunter, a survival expert who spends most of their time beyond the fringes of civilization.
Hinterlanders have a +1 attack bonus at first level, and it increases by 1 at every odd level.
Hinterlanders begin play with 2 pips in Bushcraft and Stealth. They gain another pip in each at levels 4, 7, and 10.
Hinterlanders are trained in the cudgel, dart, knife, recurved bow, bolas, sibat, hatchet, blowgun, and sling.
Wildshaper
Some Bairnedred become fascinated with the animal world and long to shuck their humanoid forms and become an animal. While most settle into their skins eventually, a few learn the magic required to actually take animal shape.
Wildshapers have a +1 attack bonus at first level, and it increases by 1 at every odd level.
They also begin play with 3 pips in Bushcraft, gaining one pip at 4th, 7th, and 10th level.
Each wildshaper will choose a family of animals (currently limited to felines, avians, canines, ursines, cervidae, lagomorphs, chiroptera, insectoids, arachnids, and mustelids). Each family will determine into what forms the wildshaper may shift.
Wildshapers are proficient in the cudgel, dart, knife, and nekode.
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