Saturday, November 26, 2022

Picks

Salvagers and tomb raiders with an uncanny knack for sniffing out Ruathain. Sharp senses, guile and stealth are their weapons of choice. Rarely noble, these pragmatic professionals seek to rapidly amass great wealth and perhaps rise to the heights of an established guild. Their unique skill set makes them highly sought after by dungeoneers and explorers. The Pick guilds are very wealthy and well connected having deep ties embedded in all manner of society. Due to their time hunting and handling ancient alien relics known as Ruathain they have developed a sixth sense for detecting them when in the general vicinity. They tend to favor mechanical arm bracers fitted with spring loaded blades or grappling hooks.



Prime Attribute: Dexterity 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d4/level (a Pickgains just 1 hp/level after 10th.)
Armor/Shield Permitted: Picks may only wear leather armor. They do not use shields.
Weapons Permitted: Picks may use any weapons, but magical weapons are limited to daggers and swords. They specialize in the use of arm braced, spring loaded grappling hooks.
**Bracers are spring loaded  grappling hooks, and shoot a 30ft length of thin cable able to hold up to 500lbs. 1d4+1 dmg.**
Race: Only Halflings and Humans may become a Pick.


Table: Pick 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

Requirements and Limitations
Picks must be either Neutral or Chaotic in alignment due to the nature of their chosen profession.


CLASS ABILITIES

Backstab
When attacking with surprise, from behind, A Pick gains +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
Picks gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.

Sense Ruathain (Detect Magic)
Due to repeated exposure to ensorcelled devices and relics, Picks have a developed sensitivity to magic and can sense Ruathain within the general vicinity. Whether a barely detectable change in atmospheric pressure or the tingling of gooseflesh, you feel it in your gut that once is near.

Read Normal Languages
Picks of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.

Read Magical Writings
At 9th level, a Pick has gained enough knowledge to decipher magical writings (although not the “divine” writings of Stitchers), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Picks can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.

Table: Pick Skills
LevelClimb Delicate 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. Climbing Walls or Cliffs The percentage chance is what the Pick needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a thief’s chances of success. In general, if a normal person has a chance to climb a wall, a thief can most likely do it automatically.
  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.

For the White Box version of this class click here:
                                 

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