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Ruins of Ebidoria character classes (2)

June 19, 2012

Continued from here.

Scout

Scouts are outdoorsmen (and women) trained in bushcraft and the lore of the wilderness. Typical occupations for scouts include hunter, trapper, poacher, guide, explorer, saboteur and spy. They never settle down, own land (the very idea is anathema) or build strongholds. They may advance no farther than 8th level.

Bushcraft and Stealth: Scouts are experts at hunting and surviving in the wild. At 1st level, a scout gets 3 pips [i.e., 3 in 6] in Bushcraft and 3 pips in Stealth. Both skills improve by one more pip at 3rd level and one more at 7th level.

When using any missile weapon, a scout gains a bonus of +1 on “to hit” rolls.

Resourceful, self-reliant, and tough as old boots, scouts have the best saving throws of any characters except dwarfs.

Thief

Thieves seek wealth, by fair means or foul. The lawlessness of Ebidoria, and the rumoured treasure buried in its ruins, attracts thieves like flies to the proverbial.

Climbing, Sleight of Hand, Stealth and Tinkering: These are the methods of the thief. A 1st-level thief gets 2 pips [i.e., 2 in 6] in each of these four adventuring abilities, and each ability improves by one pip at 3rd level, one at 7th level, and one at 11th.

Wizard

Wizards (and their female counterparts, witches) are practitioners of the arcane arts. Since the Witches’ War, sorcerers of any stripe have been regarded with suspicion – and, at worst, violently persecuted. Most wizards, then, are loath to advertise their talents publicly.

Wizards can cast a number of spells per day, as shown on table Z. The wizard chooses his daily spells from those in his spellbook. A 1st-level wizard’s spellbook contains detect magic, read magic, and two other 1st-level spells, selected randomly. [Or one chosen by the player.] To prepare spells, the wizard must read from the book, forcing the arcane formulae into his or her mind. Once cast, the prepared spell vanishes from the wizard’s memory until re-prepared.

The wizard can try to copy spells found while adventuring (in scrolls or grimoires) into his own spellbook. This takes a number of days of study equal to the level of the spell. At the end of this period of study, a roll against the wizard’s “chance to learn spell” [based on Intelligence] is made to determine whether or not the spell has been successfully understood and copied. If not, the wizard must start studying again from scratch.

Wizards get a bonus of +2 on saving throws vs. spells and magical effects.

Notes

Characters can wear any armour they can afford and wield any weapon they want. (Dwarfs, though, cannot use large weapons.)

Damage is class-based. My house rules will resemble those posted by Akrasia, here.

A handful of common adventuring abilities (Bushcraft, Legendry, Stealth, possibly Healing, etc.) use a simple d6 system similar to that in LotFP: WFRP.

Players of human characters can opt to roll on on a birth gifts table similar to those found in the AD&D 2e Celts and Vikings sourcebooks. Not all “gifts” are good news.

Jeff’s carousing rules will be in full effect.

Elves are monsters. There are no halflings.

Finally, here’s a photo I took a few weeks ago while walking in the hills above Glen Lyon, Perthshire. This is how I imagine the northern marches of Ebidoria to look:

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