Friday, November 25, 2022

Armigers

Specializing in the use of blast powders and firearms. Armigers alone hold the secrets to the use and construction of firearms. All follow the code of upholding these secrets. To break the code is to be damned and hunted by the Armiger clans of Ridoom. Armigers never part with their firearms and should an Armiger fall- an apprentice earns their rank by retrieving the fallen Armigers lost firearm and returning it to the clan elders. Each Armiger specializes in the use and repair of flintlock pistol & musket. The techniques of which are handed down to each Armiger through their clan Elders.

Each Armigers firearm carries engravings on the barrel and ivory hilt. Ancient runic scripts that are believed to bind the spirits of their victims to the weapons themselves.

It is rumored that the eldest of the clan leaders know the secret of making enchanted ammunitions.



Prime Attribute: Dexterity 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (an Armiger gains just 1 hp/level after 10th.)
Armor/Shield Permitted: Armigers may only wear leather armor. They do not use shields.
Weapons Permitted: Armigers are able to use any ranged weapon & flintlock fires-arms effectively.
Race: Only humans may become Armigers.

Table: Armiger Advancement
LevelExperience Points Required for LevelHit Dice (d4)Saving Throw
10115
21,250214
32,500313
45,000412
510,000511
620,000610
740,00079
860,00088
990,00097
10120,000106
11240,00010+1 hp5
12++130,000+1 hp/levelRemains at 5

CLASS ABILITIES

Called Shot
If using a ranged weapon, an Armiger can decide to take a full round to aim. This means taking absolutely no action for an entire round except aiming. On the following round the Armiger receive a +4 to hit and inflicts double damage.

At levels 5-8, damage is tripled, and above level 8 such an attack inflicts quadruple (x4) damage.

Saving Throw Bonuses
Armigers gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.


Table: Armiger Skills
LevelGuncraftDelicate TasksHear Sounds (d6)Hide in ShadowsMove SilentlyOpen Locks
185%15%3 in 610%20%10%
286%20%3 in 615%25%15%
387%25%4 in 620%30%20%
488%30%4 in 625%35%25%
589%35%4 in 630%40%30%
690%40%4 in 635%45%35%
791%45%5 in 640%50%40%
892%50%5 in 655%60%55%
993%60%5 in 665%70%65%
1094%70%5 in 675%80%75%
1195%80%6 in 685%90%85%
1296%90%6 in 695%100%95%
1397%100%6 in 6100%100%100%
1498%100%6 in 6100%100%100%
1599%100%6 in 6100%100%100%
16+Remains at 99%Remains at 100%Remains at 6 in 6Remains at 100%Remains at 100%Remains at 100%
  1. Guncraft The percentage chance is what the Armiger needs to properly repair his firearm & craft shot. An Armiger must be carrying Guncraft Tools 25sp, to repair firearms. In the ALMOST Campaign, an Armiger must provide the mold and instruction in addition to the cost of the bullets as creating shot is not common knowledge.
  2. Delicate Tasks This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.
  3. Hearing Sounds A thief can hear well when concentrating; this mainly includes listening at doors.
  4. Hiding in Shadows Thieves can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but thieves are virtually invisible and can move around while hiding.
  5. Moving Silently Thieves can move quietly, without being heard.
  6. Opening Locks Thieves can pick locks; some locks might be unusually difficult, in which case the Referee might reduce the percentage chance as appropriate.


Clan Leader
At 14th level, an Armiger may establish (or take over) as a clan Elder. The existing Elders may not accept the leadership of a new Elder and an Armiger may have to claim that rank by challenging and killing the opposing clan elder/s.

For the White Box version of this class click here:

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