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105 lines
5.0 KiB
Plaintext
105 lines
5.0 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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By: John Givler
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Re: THE ARSONIST KIT
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----------------------------------------------------------------------
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The Arsonist
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Description: The Arsonist makes his living by setting fire, for
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pure enjoyment or for the money. They are modeled after the
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modern arsonist, and pyromaniacs, but have been slightly modified
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to fit most campaigns.
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Their main attributes are memory and speed, so high wisdom
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and dexterity are prefered. Since memory and speed are of the
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essence he needs at least a 14 in both. A high constitution is
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also important.
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Role: The Arsonist is a person that enjoys setting anything on
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fire. If they are offered a considerable ammount of money they
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will burn just about anything. The Arsonist can find jobs as
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arsonists, demolition experts, fire-fighters, and fire-safety
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experts.
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Legal Issues: The Arsonist is very secretive about there work, and
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few are ever caught. Those that are caught are burned at the
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stake, a penalty befitting their crime.
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Some Arsonist set fire for the gonvernment. For instance:
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They may want and old structure taken down so they hire an arsonist
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to do the job.
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Those that work for the government fighting fire or tearing
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down (burning) old building have a place in society, but those that
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burn just for money and the fun of it are sought after and killed.
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Secondary Skills: If your DM is using secondary skills the
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character can select any of the following secondary skills:
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Forester, Limner/Painter, Mason, Scribe, and Woodworker. The
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character can have any two of the five.
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Weapon Proficiencies: Required: Bow (long or short), dagger, flight
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arrows (burning), javelin, sling, spear, and the longsword. The
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Arsonist must become proficient in these weapons before gaining
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proficiencies in any other weapon.
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Nonweapon Proficiencies: Bonus nonweapon proficiencies: Fire-
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building, Weather Sense. Recommended (General): Carpentry,
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direction sense, riding land-based, rope use, stonemasonary;
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(Rogue): Blind-fighting, disguise.
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Equipment: The Arsonist will have the equipment he deems necessary
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for his survival. Most will have a 100' rope, grapling hook, and
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a kit of various disquises, 2 flasks oil, tinder box. They will
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have a dagger, bow and 6-10 arrows or spears.
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Some Arsonist will have a riding horse near buy as a means of
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escape. Other supplies can be kept in saddles.
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Skill Progression: The Arsonist tend to have fairly balanced thief
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skills. The only skills of little interest are Pick Pockets, and
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Read Languages, they will distribute their abilties in other skills
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are they deem necessary.
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Special Benefits: The Arsonist has the a skill known as Pyrology:
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This is the science of starting fires, and it consists of two
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parts. * Part One: The Arsonist has developed a Burning Hands
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ability,, like the first level Wizard spell of the same name.
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This allow the Arsonist to cause 1d6 +1 hit points of fire
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damage. * Part Two: The Arsonist increase in the ability of
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setting fires, and recieves a bonus of +1 to setting this them.
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This increase every four level to a maximum of +3.
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The Arsonist recieves the ability of Pyrostrife: This is a
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bonus of +1 to hit and damage when firing a flaming arrow, or
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throwing a flaming spear.
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Special Hindrances: The Arsonist can not wear armor heavier than
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studded leather, because the Arsonist has to be able to escape from
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a fire quickly and safely.
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The Arsonist only recieve his Pyrology ability if he has the
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nonweapon proficiencies of carpentry, and stonemasonary. The
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Arsonist must recieve these proficiencies at first level. The
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Arsonist needs these skills too find the main support structure of
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a building so that the whole building would collapse.
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The Arsonist only recieves his Pyrostrife ability when
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firing flaming arrows or throwing flaming spears, and must
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proficient with these weapons at first level.
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The Arsonist prefer to be Neutral Evil, but can be any
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evil. They do not recieve the 10 percent bonus to earned
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experience. While the Arsonist can have any monetary amount of
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treasure, they cannot have more treasure than they can carry. So
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in this case a Bag of Holding is very useful.
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Races: Any race that enjoys setting things on fire can be a
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Arsonist, but it is only recommended for humans, and half-elves.
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Nonhuman characters are limited to their racial restrictions of
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their choosen class.
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Notes: This kit is only recommended for thiefs. The DM may wish to
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use the Arsonist kit as a type of fire fighter instead of starting
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them, he will put them out. In this case the character will be
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good, and designed to stop fires.
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* Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)
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