New Dwarf Classes - Dwarven Slayer and Dwarf Craftsman

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jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05
New Dwarf Classes - Dwarven Slayer and Dwarf Craftsman

New PC class in my campaign:

Dwarven Slayer (Dwarf 0, Fighter 2, Thief 2, HD 1) – d6 HD – STR,DEX

 

(5 thief proficiencies, 1 custom power from trade off (fighting w/shield))

 

Some dwarves serve their clan by taking out their political foes through guile and ambush.  Although generally looked down upon by most dwarven society, clan leaders will often turn to a Slayer to do the jobs no one else will.  Others take the skills they have learned and use them for hire in the world of men.

Dwarven Slayers are expert combatants, though lacking somewhat in toughness (hit points). At first level, assassins hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. Assassins increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.

Dwarven Slayers may use any weapon without limitation. Although assassins generally prefer fast, concealable, or quiet weapons, killing can occur under many circumstances. They may fight using a weapon two-handed or a weapon in each hand.  As they often make quick escapes through narrow passages in their underground vaults, they shun the use of shields.

 

Dwarven Slayers can open locks and remove traps as their targets are often behind locked doors and protected by elaborate traps in their vaults.  Working their way through the underground requires them to be able become skilled at climbing walls as well.  Although they are not as stealthy as their human and elven counterparts, they are naturally stealthy and when wearing chainmail armor or lighter their opponents receive a -1 to surprise rolls. 

 

Dwarven Slayers are known for their perseverance, patiently hiding in shadows (if wearing leather or lighter armor) and waiting for their target.  Their patience pays off when they backstab from surprise.     

 

Sensitivity to Rock: All dwarves gain a +1 bonus to surprise rolls when underground. Dwarf Tongues: All dwarves speak four bonus languages: Dwarf, Gnome, Goblin, and Eldritch. Detect Traps: Because of their experience underground, all dwarves may detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 14+ on 1d20. Hardy People: All dwarves gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws.

 

Upon reaching 9th level (Slayer), an assassin may construct a hideout. When a slayer builds a hideout, he will gain 2d6 1st level apprentices, come to learn under a master. If hired, they must be paid standard rates for ruffians. These thugs will serve the character with some loyalty, though at least one will be an infiltrator working for a rival clan, sent to keep an eye on the character.

Dwarven Slayers save and gain proficiencies as Dwarven Vaultguards. 

 

Class Proficiencies: Acrobatics, Alchemy, Alertness, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Caving, Contortionism, Disguise, Dwarven Brewing, Eavesdropping, Engineering, Fighting Style, Gambling, Goblin Slaying, Illusion Resistance, Intimidation, Mimicry, Precise Shooting, Skirmishing, Skulking, Sniping, Swashbuckling, Tracking, Trap Finding, Weapon Finesse, Weapon Focus

 

Experience

Title

Lvl

Hit Dice

BTH

+ dam

0

Ruffian

1

1d6 (6)

+0

+1

2250

Thug

2

2d6 (9)

+1

+1

4500

Tough

3

3d6 (12)

+1

+2

9000

Enforcer

4

4d6 (15)

+2

+2

18000

Killer

5

5d6 (18)

+3

+2

36000

Butcher

6

6d6 (21)

+3

+3

70000

Executioner

7

7d6 (24)

+4

+3

140000

Exterminator

8

8d6 (27)

+5

+3

270000

Slayer

9

9d6 (30)

+5

+4

400000

Guildmaster Slayer

10

9d6+2 (32)

+6

+4

530000

Guildmaster Slayer 11th level

11

9d6+4 (34)

+7

+4

660000

Guildmaster Slayer 12th level

12

9d6+6

+7

+5

790000

Chosen

13

9d6+8

+8

+5

 

 

 

jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05

New NPC class (although if a PC REALLY wanted to be one, wouldn't stop them)

Dwarf Craftsman (Dwarf 4, Fighter 1a, HD 1) – d6 HD – INT

 

(4 bonus proficiencies from dwarf 4)

 

Craftsmanship and skill are revered in dwarven society.  Craftsmen spend their lives in search of mastery to learn, and preserve these traits. 

Dwarf craftsmen, like all dwarves, are trained combatants, though not as skilled as vaultguards. At first level, assassins hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws as clerics, by one point every two levels of experience.   

Dwarf craftsmen may use any type of axe, flails, hammers, and standard crossbows. They may fight using a weapon two-handed or with a weapon and shield.  They may wear any type of armor. 

 

Dwarf craftsmen are known for their skill.  They receive +4 to all proficiency rolls (which can result in reducing the minimum results).  At first level Dwarf craftsmen choose one of three paths; Engineer, Loremaster, or Artificer. Engineers are masters of engineering (4 levels in engineering). Loremasters are masters of an art, alchemy, craft, knowledge skill, performance, or profession and the loremastery proficiency.  Artificers are masters of an art, alchemy, craft, knowledge, performance, or profession, and the artifact dabbling proficiency (see below).

 

Sensitivity to Rock: All dwarves gain a +1 bonus to surprise rolls when underground. Dwarf Tongues: All dwarves speak four bonus languages: Dwarf, Gnome, Goblin, and Eldritch. Detect Traps: Because of their experience underground, all dwarves may detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 14+ on 1d20. Hardy People: All dwarves gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws.

 

Upon reaching 9th level (Authority), a craftsman can construct a vault that will attract dwarves from far and wide. Dwarves of the character’s clan will be the first to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. An Authority is expected to employ only soldiers of dwarven descent, but may hire members of other races for other tasks. Additional rules for dwarven vaults are detailed in the Campaign chapter.

 

Dwarf craftsmen save and gain proficiencies as Dwarven Vaultguards.  They also have access to unique class proficiencies.

 

Class Proficiencies: Alchemy, Art, Artifact Dabbling*, Caving, Collegiate Wizardry, Craft, Diplomacy, Dwarven Brewing, Engineering, Fighting Style, Goblin-Slaying, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Armor Creation*, Magical Weapon Creation*, Manual at Arms, Magical Engineering, Mapping, Martial Training, Mountaineering, Military Strategy, Naturalism, Navigation, Performance, Prestidigitation, Profession, Siege Engineering

 

*new proficiencies

 

New Proficiencies:

 

Artifact Dabbling - The dwarf craftsmen can use any miscellaneous magic item, wand, or staff usable by any class.  At level 1 the craftsmen must make a proficiency roll of 14+ to use the item, or it will backfire for a negative effect.  The proficiency roll is reduced by 2 every level until they may automatically use the item without risk at 8th level and above (note that the proficiency roll includes the +4 to proficiency rolls for the class). 

 

Magical Armor Creation – A dwarf craftsman must be a master armorer or leatherworker and at least 9th level to take this proficiency.  It allows the craftsman to make magical armor matching their craft as a cleric or mage of the same level (note that if a craftsmen is both a master leatherworker and a master armorer, they can make any type of magical armor). 

 

Magical Weapon Creation – A dwarf craftsmen must be a master weaponsmith or bowyer and at least 9th level to take this proficiency.  It allows the craftsman to make magical weapons matching their craft as a cleric or mage of the same level (note that if a craftsman is both a master bowyer and a master weaponsmith they can make any type of magical weapon). 

 

Experience

Title

Lvl

Hit Dice

BTH

0

Master

1

1d6 (6)

+0

2400

Adept

2

2d6 (9)

+0

4800

Specialist

3

3d6 (12)

+1

9600

Expert

4

4d6 (15)

+1

19200

Artificer/Engineer/Loremaster

5

5d6 (18)

+2

38400

Maker

6

6d6 (21)

+2

76800

Pundit

7

7d6 (24)

+3

150000

Doyen

8

8d6 (27)

+3

280000

Authority

9

9d6 (30)

+4

410000

Authority 10th level

10

9d6+2 (32)

+4

540000

Authority 11th level

11

9d6+4 (34)

+5

670000

Authority 12th level

12

9d6+6 (36)

+5

 

 

 

Alex
The Autarch
Joined: 2011-06-30 18:10

I haven't traditionally limited proficiencies by level. I might allow characters to take the proficiency at any level as a class proficiency but in order to use it at below 9th level they have to have access to a mentor, e.g. they can work as assistants.