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127 lines
4.6 KiB
Plaintext
127 lines
4.6 KiB
Plaintext
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THE GRUNT CHARACTER CLASS UnCopyRight 1990 by Sunny G.
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========================= (Any mods - please send me a copy)
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Just as an experiment, I am designing a character class known as the GRUNT.
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This is mostly from the DMG's player character class generation, as
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follows:
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(Note that some of these were modified by my DM. )
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- Humans only (+0)
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- Fighter Combat table (+2)
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- Fighter Saving Throws (+0)
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- HDperLevel 1d10 (+2.5)
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- Limited AC (Chain or worse, No Shield) (-0.5)
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- +3 HP above 9th level (+2)
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- Fighter STR bonus (+1)
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- Fighter CON bonus (+1)
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- 2-Handed fighting, no penalty (+2)
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- Climb Walls (+1)
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- Backstab (+1)
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- Move silently (+1)
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- Must be Lawful (-1)
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- Proficiencies (+0.75)
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Thus, experience levels are at a factor of 12.75 giving:
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1 0
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2 2550
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3 5100
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4 10200
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5 25500
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6 51000
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7 102000
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8 191250
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9 357000
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10 739000
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11 1122000
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12 ... + 382500 / level.
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13
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14
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15
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16
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17
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18
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19
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20
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The grunts are a group of humans who used to live in the tropical
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wilderness of the world. A certain adventurer who journeyed there saved
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the tribe, and was thus set-up as king. Being a Fighter/Thief of
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exceptional intelligence, he started teaching the people of the tribe on
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becoming "sneak attack" type people. While he was training the
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warriors, he called them "grunts", and the name stuck.
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Occasionally, some of the youngsters leave to find adventure etc.
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Because of the type of training received, grunts turn out to be very
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dextrous and sound of body (DEX,CON,STR are main abilities).
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Grunts usually do not use Very large weapons - ex 2-Handed Swords,
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Polearms. However all others are fair game.
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Because of their required degree of agility, grunts cannot wear any armor
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more cumbersome than Chain mail. All grunts refuse to use a shield; it
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hinders their fighting style.
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The fighting style of the grunts is 2-handed, ie automatic abidexterity.
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Because of their training, grunts do not receive the negatives to fight
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two-handed. If fighting with one hand, they can even use their fists as a
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second weapon for 1-2 points of damage.
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Their "guerrila" form of training gives grunts skill at climbing all forms
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of obstacles, moving silently and backstabbing. They cannot hide in
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shadows anywhere other than in thick forest or branches.
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Grunts must be lawful in that they will do whats best for their group - ie
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they wont kill someone in their own group, and (in extreme cases) they will
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actually die to save the group. However, their attitude towards people
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outside their group can range from chaotic to lawful to kill-them-all.
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Initially, all grunts start off with Tracking proficiency. This proficiency
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increases as per the ranger. They can also Swim, hunt and fish to some
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extent, though these would take proficiency slots to get up to level. They
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start off with 3 weapon, 2 nonweapon proficiency slots and increase in both
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at the rate of 1 every 4 levels. They can choose from the Warrior and
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General charts, as well as Herbalism, Jumping, Tightrope walking, Tumbling.
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Grunts can use any magical items that a fighter can use.
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Grunts get to specialize as a fighter does, only that in specializing they
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do not receive additional plusses to hit, but only that their rate of
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attack goes up as a fighter's.
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Another practice of grunts is to use poison.
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At 1st level, a grunt starts off with the following abilities:
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Dex Mods: 17 18 19
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Climb walls: 60%
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Move Silently: 10% +5 +10 +15
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Hide in Trees (only): 20% +5 +10 +15
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Note that by hide in trees, I mean that if a person below looked up at the
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tree, looking for a hiding person, there is still this chance of not being
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detected. If the person is not looking, the chances are increased 50%.
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When a grunt is hidden in a tree, he can move along the trees by rolling
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his move silent roll - nobody will notice them.
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At 1st level a grunt receives 25 extra points to add to his scores. For
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every level after that he receives 15 extra points. No skill can go above
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95.
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The modifications due to armor DO apply. Using the base armor class of
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their armor consult the following table:
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AC: 10 9 8 7 6 5
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CW: +10% 0% -10% -20% -30% -40%
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MS: +10% -3% -16% -30% -43% -56%
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HIT: +5% 0% -5% -10% -15% -20%
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================================================================
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The table imm. above was constructed by interpolating and extending on the
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2nd edition PH table for thiefs.
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