New character Class Ideas

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phantomdoodler
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Location: Gravesend, Kent

New character Class Ideas

Postby phantomdoodler » Thu Aug 09, 2012 10:57 am

So to widen the choice of characters, I am planning to work on the following:

Patar Redeemer (Pacifist,silent healers...)
Noodnic Scavenger (pilferers, hoarders and tinkerers)
Monk of the Sword (warrior monks)
Vassagonian Gladiator (weapon specialists)
Kundi Mystic
Priest of Ishir
Eruan Pathfinder (Supreme trackers)
Agent Of Naar (Spy with diplomatic skills)
Toranese Archer
Magnamund Adventurer (A very versatile character that can come from any walk of life or race)
Szallish Bandit (rural rogue)

Its going to take a little while....

Noodnic Scavenger

Noodnics are a race of large intelligent rodents, about 2 feet in height, who inhabit the tunnels driven through the mountains surrounding Hammerdal, the capital of Durenor. Clad in multi-coloured scraps and patches, their numerous colonies survive by stealing anything they can lay their paws on, however large or unwieldy. Their fur fur varies from fawn and brown, to light shades of grey, while their clothing is made from whatever bits and pieces they have been able to filch from passing travellers, with complete disregard for colour or pattern.

Combat Skill and Endurance:
To find out a Noodnic Scavenger`s Combat Skill, pick a number from the random number table and add 5.
Noodnic characters, owing to their size, may use no weapon larger than a dagger. Noodnics may use a Buckler as a regular shield, but may only wear patchwork armour. Owing to their small size, Noodnics may always choose to escape from combat against larger foes.

To find a Noodnic Scavenger`s Endurance, pick a number from the random number table and add 10.

Noodnic Scavenger`s Disciplines:
Each Noodnic should choose their path. They may choose to be Pilferers, Tinkerers or Ratspeakers.

Pilferers excel at stealing items, and are truly masters of picking pockets and burglary
Tinkerers create complicated traps and devices to protect their burrows or to steal large items.
Ratspeakers possess magical abilities, able to communicate with and control rats.

When choosing a discipline, you may either choose a general Scavenger Discipline, or one related to your path (Tinkerer, Ratspeaker or Pilferer):

Scavenger Disciplines

Deadly Swarm
On their own, Noodnics are are no real threat, but as a swarm, they can swiftly overwhelm much larger foes. When attacking a human sized foe or larger, a Noodnic with this discipline may inflict +1 damage in combat, for each additional Noodnic fighting against the same foe, in addition to any bonuses from multiple targets, up to the Noodnics rank. The usual limit on targets attacking a foe still apply:

For example, Gnishnash, a 5th rank Noodnic Scavenger attacks is attacking a "Blackscreamer" with 6 other Noodnics. Only 4 Noodnics may actually attack, each gaining +6 CS. However, when Gnishnash attacks, he may add +6CS and +5 Damage.

Nose For Trouble
A Noodnic with this Discipline, using the ability to sense vibrations in the air, and cannot be ambushed, so long as they are underground, or in an enclosed space. In addition, a Noodnic with this discipline may operate perfectly in complete darkness, without the need of a lantern or torch, in such conditions

Survival Instinct
Noodnics are adept at scavenging for scraps of food. Those with this discipline will not need to erase a meal when instructed to do so, so long as they are in a settlement, or near a trade route, such as the tunnels in which they live.

Rodent Immunity
Noodnics with this discipline are incredibly resilient to diseases and poisons, and are completely immune to either poisons or diseases. You may select this Discipline a second time, to gain complete immunity.

Tunnelborn
Noodnics have grown up in their tunnel homes and have adapted perfectly to it. Those with this discipline can navigate through winding passages without getting lost. Even when they leave the tunnels, they are still adept at moving through any underground caves, without getting or lost.

Pilferer Disciplines

Clambering
Noodnics with this Discipline are masters of climbing up buildings or tunnel walls, and may scale all such structures effortlessly, without fear of falling .

Lockmastery
Noodnics with this discipline are expert at picking locks, and may add half their rank, rounding down, to all such tests.

Pilfering
Pilferering comes second nature to most Noodnics, but only Noodnics with this discipline are truly gifted. After being in close contact with someone for at least a minute, the Noodnic is able to steal a small item, such as a ring or brooch. Although the Noodnics have no real sense of monatary value, such items are worth 0-9 GCs. Such is their mastery, that the theft will not be discovered for a number of minutes equal to the Noodnic`s rank, giving them plenty of time to leg it.

Sneak Unseen
Noodnics, being rather small and unobtrusive, are hard to spot by larger a foes, and with this discipline, they may add their rank to all stealth and hiding type rolls. In a crowded environment, a Noodnic may make the most of cover and larger folk, and will be completely unobserved by larger foes, unless they possess some unnatural sense.

Street Lore
When Noodnics head out into the cities of Durenor, those with this discipline become familiar with getting around. They know any shortcuts, where to find the best scraps and suitable places to hide. If a Noodnic has spent at least 1 month in a new area, they apply this knowledge they have gained

Tinkerer Disciplines
Improvise Weapon
Noodnic Horde
Patchworking
Devise Contraption
Trapmastery

Ratspeaker Disciplines
Rat Speaking
Eyes of the Rat
Vermin Touch
Summon Swarm
Rodent Guise

Starting Equipment
Noodnic Scavengers start with a patchwork set of clothing, a slingbag (holds 2 backpack items) and a small sack (holds up to 50 crowns, or another 2 backpack items). To find out how many Gold crowns they have managed to purloin, pick a number from the random number table. They also start with any 5 of the following scavenged items:

Sling (Weapon)
Dagger (Weapon)
Spear (Weapon)
Shortsword (Weapon)
Patchwork armour (Special Item, adds 2 to your ENDURANCE)
Meal (Backpack Item)
Potion of Laumspur (Backpack, one dose, restores 4 ENDURANCE)
Trinket (Special Item, worth 3 GCs)
Buckler (Special Item, grants a +1 Bonus to your COMBAT SKILL)

Noodnic Scavenger Rank
As a young Noodnic rises in experience and rank, they will be given titles and privileges within their community- those that proves themselves may even become a Chief Hoarder, in control of their own community
Zager Krahl
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Location: Hammerlands

Re: New character Class Ideas

Postby Zager Krahl » Sun Oct 28, 2012 10:23 am

What do you have in mind for the Eruan Pathfinder? I was looking at something similar a while ago, but the Border Ranger already covers most abilities you would expect a ranger to have (in my opinion).
taz
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Posts: 2
Joined: Thu Nov 08, 2012 9:15 pm

Re: New character Class Ideas

Postby taz » Fri Nov 09, 2012 1:21 pm

Based on the Euran Pathfinder in s&P 34 and the heros in the books, here is a LWMPGB idea for the Eruan Pathfinder.

combat skill roll a D10 add 10
Endurance roll a d10 add 20

1. Ambush Attack
One of the first skills developed by the Pathfinders is to effectively
ambush their enemies. While attacking from concealment by a foe, a Pathfinder launch a devastating attack upon them at precisely the right time. Gains a +2 bonus to combat skill in the resultant combat
2. Natural Resistance
Due to constant exposure to the hazards of the Hellswamp and its denizens, a Pathfinder soon builds up a resistance to natural diseases and poisons This Discipline gain a bonus when testing against diseases and poisons.
3. Swift passage:
will never be lost & will never suffer penalties for poor visibility or moving through difficult terrain
4. Camouflage
A Pathfinder quickly learns to use all that nature provides to conceal himself from his quarry. Bonus to hiding
5. Calm the Beast:
empathy with natural animals
6. Follow the trail
tracking
7. Survivalist:
A Pathfinder is an expert at living off the land A pathfinder will always be able to hunt for food for himself, except in areas of wasteland and desert. No need to erase meal
8. Marksman:
add rank to combat skill weapon using a bow.
9. Rapid shot:
fires two arrows in single attack, separate CS roll for each arrow
10. Pledge of Comradeship
pathfinders who possesses this skill will establish a special rapport with
fellow pathfinders. For every pathfinder involved in the same combat gain a +1 bonus to combat skill (up to a maximum of +4)
Zager Krahl
Banded Mongoose
Posts: 252
Joined: Tue May 04, 2010 12:12 pm
Location: Hammerlands

Re: New character Class Ideas

Postby Zager Krahl » Fri Nov 09, 2012 6:30 pm

taz wrote:Based on the Euran Pathfinder in s&P 34 and the heros in the books, here is a LWMPGB idea for the Eruan Pathfinder.

combat skill roll a D10 add 10
Endurance roll a d10 add 20

1. Ambush Attack
One of the first skills developed by the Pathfinders is to effectively
ambush their enemies. While attacking from concealment by a foe, a Pathfinder launch a devastating attack upon them at precisely the right time. Gains a +2 bonus to combat skill in the resultant combat
2. Natural Resistance
Due to constant exposure to the hazards of the Hellswamp and its denizens, a Pathfinder soon builds up a resistance to natural diseases and poisons This Discipline gain a bonus when testing against diseases and poisons.
3. Swift passage:
will never be lost & will never suffer penalties for poor visibility or moving through difficult terrain
Hunting
4. Camouflage
A Pathfinder quickly learns to use all that nature provides to conceal himself from his quarry. Bonus to hiding
Hunting
5. Calm the Beast:
empathy with natural animals
Animal Kinship
6. Follow the trail
tracking
Tracking
7. Survivalist:
A Pathfinder is an expert at living off the land A pathfinder will always be able to hunt for food for himself, except in areas of wasteland and desert. No need to erase meal
Hunting
8. Marksman:
add rank to combat skill weapon using a bow.
9. Rapid shot:
fires two arrows in single attack, separate CS roll for each arrow
10. Pledge of Comradeship
pathfinders who possesses this skill will establish a special rapport with
fellow pathfinders. For every pathfinder involved in the same combat gain a +1 bonus to combat skill (up to a maximum of +4)
I like it - but half the abilities are basically from the Kai Lord class... Remember that the Eruan Pathfinders, as per Lone Wolf's adventures in book 10, seem to be equal parts spy and ranger. How about toning down on the Kai skills, and adding more appropriate spycraft abilities instead?

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