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6/22/2014 1:28 am  #81


Re: Crimson Blades Sword & Sorcery RPG

geordie racer wrote:

Simon W wrote:

geordie racer wrote:

I'm wondering about houseruling this so all wayfarers get AC bonus/Unarmed damage/Move bonus, but then Acrobatics, Wayfarer Stunt and another Non-Combat skill (minor Self-healing through meditation ?)  are primary/secondary/tertiary choices.

 

Sounds okay - that will make it nto the final draft (to make it similar in style to the other classes). Thanks.

I've not nailed the Non-Combat/Non-movement skill yet - trying to figure out a travelling skill or something tied to setting/dark fantasy rather than make them generic mystics/monks.

WAYFARER
Wayfarers are mysterious rovers and vagabonds that travel the highways and byways of the Crimson Lands, rarely stopping in one place for too long. Sometimes they are seeking something or somewhere in particular; a lost friend, thing, ideal or someplace to call home. Others are not looking for anything; perhaps circumstances mean they had to leave wherever they came from or they are just afflicted by wanderlust. Some Wayfarers are on the road for spiritual reasons but this isn’t necessarily the case. Wayfarers don’t use weapons or armour but they are masters of unarmed combat and can improvise with almost anything as required. Wayfarers are pacifists and never initiate a combat and try not to kill wherever possible. Wayfarers don’t have much need for money; therefore they start with only 3D6 gp.
 
It is rumoured that Wayfarers have some sort of mystical ability to find paths that lead to alternative planes of existence or that perhaps Wayfarers are actually from some other plane. They never speak of this though. 
 
Prime Attribute: Constitution. If CON is 13+, you gain +5% to XP earned.
Primary Save: Ref
Hit Dice: 1D6 (+1) at 1st level, then as the Wayfarer Advancement table
Armour/Shield Permitted: None
Weapons Permitted: Staff
Wayfarer Class Abilities
Awareness: Wayfarers are always alert to danger and are never surprised (even if the rest of the party is). They can also detect paths, gates, portals or other ways to alternate planes in the Multiverse, as if a tertiary ability.
 
AC Bonus: Wayfarers don’t wear armour but are skilled at avoiding harm by speed, reactions and general alertness. Because of this, as they advance levels, their natural armour class improves. This is in addition to their DEX bonus, if they have one. Also, if WIS is 16 or more, the Wayfarer receives another +1 AC bonus.
 
Move Bonus: Wayfarers are fast on their feet. Provided the Wayfarer is unhampered (“things” carried 5 or less) he or she can move extra distance of +1 yard per level attained.  So, at 10th level, a Wayfarer can move at 22 yards in a round. Carrying any weight over 5 things completely negates the bonus.
 
Flurry of Blows: Using unarmed combat techniques, Wayfarers are able to attack with great speed, adding 1HD to attacks for one round per level per day if fighting unarmed. So, at 10th level, they can do a flurry that lasts 10 combat rounds or several flurries adding up to 10 rounds during the course of a day.
 
Unarmed Damage: Wayfarers don’t carry weapons (except maybe a walking staff). However, they are quite capable of bringing down any attackers with their unarmed prowess and their unarmed damage increases as they go up in level.
 
At 1st level, the Wayfarer chooses which one of the following skills will be his or her primary (best), which one will be secondary and the remaining two, which will be their tertiary (least good). Most of these skills assume the Wayfarer is carrying out the task at some speed or under a degree of pressure. If the Wayfarer has time, the GM could give a small bonus; say +1 to the roll. Some skills benefit from good quality equipment. GMs may allow characters of other classes to attempt these skills on a roll of 6+.

Acrobatics: Their ability to pull physical stunts gives them a degree of agility similar to a modern Parkour (free-running) artist. Wayfarers can traverse obstacle by climbing, swinging, vaulting, jumping, rolling, crawling and so on. A quarterstaff or an anchored grappling hook might grant +1 to acrobatic stunts at the GMs discretion.

Lingo: Having travelled widely and dealt with a variety of different peoples and customs, even if a Wayfarer doesn’t know a particular language he or she can get by with common phrases, sign language, gestures and so forth – sufficiently to understand and to make him or herself understood and accepted.

Meditative Healing: Wayfarers have supreme control over their own bodies. If they are allowed to meditate in a quiet and relaxing place, they can enter an altered state where their bodies can repair injuries much more quickly. Provided they have at least a full hours’ meditation, they can restore 1 HP per level and can purge themselves of any poisons in their bodies.
 
Wayfarer Stunt: If you want your character to attempt a special manoeuvre in combat that isn’t a direct attack, like disarming an opponent with a kick, knock an opponent off her feet with a leg sweep or catch arrows out of the air, you need to make this roll or higher. The roll is modified by the HD of your opponent over your own; so a 2nd level Wayfarer (1HD) attempting to disarm a 2nd level fighter (2HD) receives -1 to his or her roll. Other modifiers are at the GMs discretion.
 
Wayfarers Rest: At 10th level, a Wayfarer is able to settle down and is called a Host or Hostess. He or she may build a Wayfarers Rest (an inn, hostel, tea house or similar, often fortified) along a busy route for other travellers to stay and refresh themselves. It attracts merchants, pilgrims, wanderers and hobos from all over and they will always be welcome. Those that accept the Host’s hospitality will often be very loyal, returning whenever their wanderings bring them to the vicinity and leaping to the defence of their host and his guests if danger threatens.
 

Last edited by Simon W (6/22/2014 1:29 am)

 

6/22/2014 9:17 am  #82


Re: Crimson Blades Sword & Sorcery RPG

Looks good, I really like the changes.

 

6/23/2014 9:12 pm  #83


Re: Crimson Blades Sword & Sorcery RPG

Need to pick your brains !

I'm writing up three NPC classes for my Hawkmoon-inspired (in terms of weird science) post-apoc setting.

Savages - degenerate Dendrelyssi horselords, restricted summoning powers, techno-phobic.

Sages (adapted Sorcerer class) can fix tech items (using Spellcasting, where manuals replace spellbooks, schematics replace scrolls, tech complexity replaces spell level) and as they progress in level, can experiment to create items harnessing weird science (adapting the Summoning and binding rules). Establish a Sanctuary at 10th Level.

Scavengers (adapted mountebank class) have the ability to fix/jury-rig items using schematics (as spellcasting) and get these skills (besides Climb, Sixth Sense, Survival) to make primary/secondary/tertiary:

Intrusion: Scavengers often have to enter areas where passage is barred by mechanical traps and hidden mechanisms. A roll needs to be made to determine the nature of the device and disable or bypass it safely.
Salvage: A scavenger has a great interest in technology. The scavenger can immediately work out the trading value of items produced by scientifically-advanced cultures.
Scrounging: Sometimes scavengers require uncommon tools and materials for their work. Make this roll to know someone who may be able to supply them with what the scavenger requires – they might still need to be persuaded, especially if what is required is scarce or dangerous.

So, what would a scrounging pack-rat scavenger establish at 10th Level ?

Does basing fixing high tech on spell slots seem too restrictive to you, should I allow characters to fix beyond their daily amount but at a cost ?

 

Last edited by geordie racer (6/23/2014 9:16 pm)

 

6/23/2014 10:02 pm  #84


Re: Crimson Blades Sword & Sorcery RPG

geordie racer wrote:

So, what would a scrounging pack-rat scavenger establish at 10th Level ? 

How about some sort of salvage yard/trading post. There was a character in "In Viriconium" by M John Harrison, called  Tomb the Dawrf who was a tech scavenger/salvager along these lines.

geordie racer wrote:

Does basing fixing high tech on spell slots seem too restrictive to you, should I allow characters to fix beyond their daily amount but at a cost ? 

It seems ok to me (there's gotta be a limit on what you do) but would need to see it in play.
 

     Thread Starter
 

6/24/2014 10:40 am  #85


Re: Crimson Blades Sword & Sorcery RPG

Character Sheet Here

     Thread Starter
 

6/24/2014 10:58 am  #86


Re: Crimson Blades Sword & Sorcery RPG

Simon you are my favorite game designer. CB and BoL are two games right up my alley "Classic" S&S and rules lite. Love the inclusion of the 'Stormbringer' sorcercy style rules.

I just want to add that Cure Disease is in the spell section as a 3rd level spell (pg 47), but doesn't seem to be in the actuall spell list( pg 45)

I am a little confused on the the two weapon fighting style.  I have a 1HD character I would roll the one die, then a second die but subtract -1 from the second roll?  If I had a 3HD character I would roll the dice, then an addition 3 dice but subtract -3 from the them all.

Finally for your Wayfarer, what is their unarmed damage and at what levels does AC improve?


Again outstanding work!
 

 

6/24/2014 11:25 am  #87


Re: Crimson Blades Sword & Sorcery RPG

hoplitenomad wrote:

Simon you are my favorite game designer. CB and BoL are two games right up my alley "Classic" S&S and rules lite. Love the inclusion of the 'Stormbringer' sorcercy style rules.

I just want to add that Cure Disease is in the spell section as a 3rd level spell (pg 47), but doesn't seem to be in the actuall spell list( pg 45)

I am a little confused on the the two weapon fighting style.  I have a 1HD character I would roll the one die, then a second die but subtract -1 from the second roll?  If I had a 3HD character I would roll the dice, then an addition 3 dice but subtract -3 from the them all.

Finally for your Wayfarer, what is their unarmed damage and at what levels does AC improve?


Again outstanding work!
 

Praise indeed, thank you!

I'll have to deal with ther spell issue - thanks for the heads up.

Two weapon fighting - you just add 1HD. So, if you have 2 HD normally,you'd get 3HD, If you have 4HD normally, you'd get 5HD.

You then get a -1 modifier on all your HD. So, if you are rolling 4HD (because you have 3HD normally, but you get an extra one, making it 4HD) and you get 6, 6, 4 and 2 the results would actually be 5, 5, 3 and 1.

Hope this helps.

Wayfarers are in Crimson Lords - so you'll have to wait for that to come out or make something up in the meantime! Maybe I'll put a free pdf on RPGNow!

In the meantime, don't forget to leave a rating or a review on RPGNow.

Cheers

     Thread Starter
 

6/24/2014 1:38 pm  #88


Re: Crimson Blades Sword & Sorcery RPG

Simon W wrote:

Character Sheet Here

Nice looking sheet !

Wrote up a draft for the Scavenger class here although I think the intro is a bit lacklustre
 

Last edited by geordie racer (6/24/2014 2:13 pm)

 

6/24/2014 10:19 pm  #89


Re: Crimson Blades Sword & Sorcery RPG

geordie racer wrote:

Simon W wrote:

Character Sheet Here

Nice looking sheet !

Wrote up a draft for the Scavenger class here although I think the intro is a bit lacklustre
 

Cool - I like it

     Thread Starter
 

6/24/2014 11:46 pm  #90


Re: Crimson Blades Sword & Sorcery RPG

Simon W wrote:

In the meantime, don't forget to leave a rating or a review on RPGNow.
Cheers

Gave it 5 Stars on Drivethrurpg.

 

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