(EDIT AS OF JANUARY 30TH 2021: I've changed and updated the Class after some play-testing HERE. The version below is the older one.)
As mentioned in a previous post, I chose White Star's Alien Brute class to represent the Crimson Hound stats-wise. It seemed like a good enough fit as I didn't exactly have time to create and playtest a whole new Class before starting off the show.
It just so happened that since then I've noticed a book come up in the blogosphere; BX Options: Class Builder. Using its system both directly and as a guideline, I grabbed everything the Alien Brute had and added a few things to create the Dhampire Vigilante Class for BX games.
If the Crimson Hound survives Serial One, that's the Class he'll take up starting Serial Two!
Hope you all like it, consider the text an informal version for now and feel free to leave feedback in the comments.
DHAMPIR VIGILANTE
Requirements: Minimum Str 13, Minimum Dex 13
Prime requisite: STR
Hit Dice: 1d8
Combat Progression: As Fighter
Saving Throws: As Dwarf
Maximum Level: 14 (Or no limit if your game doesn't stop at Level 14 for Humans.)
Armour/Shields: Any
Weapons: Any
Languages: Common, Shadows
Abilities, Skills & Weaknesses
- Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
- Infravision 30 ft.
- Unarmed Combat: Fists or fangs, 1d8
- +2 on Saving Throws v.s Death/Poison
- Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
- Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
- Climb Sheer Surfaces: Same progression as a Thief
- Hear Noise: Same progression as a Thief
- Hide in Shadows: Same progression as a Thief
- Move Silently: Same progression as a Thief
- Supernatural Healing: The Dhampir Vigilante can cast Cure Light Wounds once per day but only on himself/herself.
- Stronghold: At Level 10
- Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
- Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
- One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
XP CHART
- Level 1: 0 xp
- Level 2: 3400 xp
- Level 3: 6800 xp
- Level 4: 13 600 xp
- Level 5: 27 200 xp
- Level 6: 54 400 xp
- Level 7: 108 800 xp
- Level 8: 204 000 xp
- Level 9: 324 000 xp
- Level 10: 444 000 xp
- Level 11: 564 000 xp
- Level 12: 684 000 xp
- Level 13: 804 000 xp
- Level 14: 924 000 xp
- +120 000 xp per Level if your game goes beyond Level 14
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