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145 lines
8.8 KiB
Plaintext
145 lines
8.8 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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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Subject: Re: Beggar Priest
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Hi,
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In response to your beggar priest/thief... I would not make him a
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multi-class human, this would break one of the cardinal rules. Although
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this is really only a matter of nomenclature. But who cares if a thief
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is multi-class and takes a kit. However, I would not recomend either of
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these routes. I took a few minutes to draw up an example that you might
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find suitable. I don't remember the God (I ran a Grewhawk campaign with
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the origional set about six years ago) so some of the things I used
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might need to be altered. I imagined a priest of a good-aligned
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demipower (if only marginally) who combined the aspects of a priest and
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a thief. As a granted power they would recieve some of the thief
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abilities, to counter this would be a smaller number of selectable
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spheres for spells.
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LOWMAN (sometmes called a MISSIONARY)
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Portfolio: Humility, the Holiness in Lowliness, and Mercy
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Requirements:Wisdom 9, Dexterriry 9, Alignment any Good
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Weapons: weapons purchased may not cost more than 2 gp, or must be
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stolen or gifts. No equipment that is extravigant or obviously
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expensive can be kept.
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Armor: Any up to leather, Piecemiel armor may be used if DM allows (see
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fighter's Handbook)
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Major Spheres: All, Gaurdian, Healing, Protection, Wards
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Minor Spheres: Charm, Divination
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Magical Items: As cleric and thief (No jewelry or gems, except: Amulet
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of proof against detection and location, Necklace of Prayer Beads, Pearl
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of wisdom, Talis man of pure good.)
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Granted Powers:
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- All Lowmen have the following thieving skills at 1st level:
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Pick Pockets: 20%; Move Silently: 20%; Hide in Shadows: 15%;
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Detect Noise 10%;
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They also recieve 20 extra percentage points which they may
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distribute to these skills at first level, and gain an additional 15%
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per level thereafter. Hide in Shadows may also be used to dissapear
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into a crowd from even the most wiley attempts at tailing. They must be
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alone (or split up form companions) and may attempt this without penalty
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even while under observation. (Now you see him, now you don't) There
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must be a sufficient crowd present. If there is not, the DM is free to
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apply a negative modifier to the roll - up to "NO chance pal."
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- They may "gather alms" at any time during the day. This is done
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either by staying in one place - or by approaching people on the street
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and asking for alms. For every hour the priest spends on the street he
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must make both a wisdom check and a charisma check (for every three
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levels of experience he has, he may add a +1 bonus to either check -
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wisdom for remaining statonary, and Charisma for approaching citizens)
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The following posts the results per condition - The first number is for
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both checks failed, the second is one check made, the other is for both
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checks successful: Horrible 0, 0, 1cp; Poor 0, 1cp, 2d4 cp; Fair 1cp,
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2d4 cp, 1 sp; Good 2d4 cp, 1sp, 1d4 sp; Excellent 1sp, 1d4 sp, 2d4 sp.
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(These are the equivalents in coinage not actual coin. It is rare for
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someone to give up an entire silverpiece to a beggar.)
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- They are immune to disease; and often use this ability to stay
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alive by eating almost anything organic they can find (i.e. food in any
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state of rot) without getting sick.
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- They may not turn undead, bt are immune to the draining effects of
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undead (Abilties and levels, etc.) due to contact with the Negative
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aterial Plane. Some believe that this s because of the level loss that
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many a priest has suffered for being unable to help those in need.
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Some, jokingly, think that the priests are such low creatures that not
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even the negative plane wants their energy.
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Other Notes:
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They may not enter any dwelling to steal, and never rob from those
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who "dersrve" their money. The definition of "deserve" is left up to
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the individual DM. Mostly they will see a fat aristocrat in a crowd who
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has a purse that is far too heavy for them... 75% of their income must
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go to feed the poor - if the priest needs at more than this to stay
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alive then he may withold a little for the time being, but this better
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not become a habit. If they ever turn away someone with a plea for aid
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(unless they themselves are currently in danger or helpng someone else
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who urgently needs it at the moment), they immediately lose two levels
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of experience and must relieve themselves of all worldly good before
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gaining any new experience. For the most part these are solitary
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clerics. They worship with their own rules and their own prayers.
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At 10th level they may join or establish a Missionary (A Lowman may
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join a missionary at any level) The missionary is dedicated to caring
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for the poor and sick. This is the only sort of "church" these priests
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are known to harbor, although no scheduled services take place and any
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using the facility is free to worship how they see fit - as long as it
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doesn't disturb the others. They will offer counseling and food and
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healing, and whatever the poor creatures need as long as they can
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provide it. When a character of at least 10th level establishes such a
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mission - or a charcater already involved in a mission reaches 10th
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level he attracts 1d10 followers, use the following table:
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Roll 1d% 1d10 times:1-40 0-level vagrant; 41-50 mid level city
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official who, while not openly an aquaintance of the Lowmman, wile offer
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aid in whatever ways he can, if does not jeopardize his standing or his
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job; 51-60 3,4, or 5th level Fighter (Determine alignment); 61-70 6,7,
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or 8th level thief (Determine alignment); 71-80 1st level Lowman; 81-85
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8th level thief with an appropriate Kit (determine alignment); 85-90 a
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doo-gooder mage of 1d4 levels; 90-95 a moderatley knowledgeable sage
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interested in teaching the poor; 96-99 a paladin (levels 4-7) who will
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spen several days out of each month helpinh with the Mission, and will
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champion it in need; 100 the mission will attract the attention of a
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major noble (king, mayor, prince) this may be good or bad depending on
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alignment, or public or secretive depending on the campain needs.
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The alignemnt of a follower has a great affect on the service of the
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NPC. Most good alignemnts will be a great boon to the Mission. (Good
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vagrants will raise alms, provide strong backs without complaint etc..)
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Those of Chaotic Neutral alignment will will come and go as they please,
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sometimes brings great tidings, sometimes bringing doom, sometimes just
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themselves; Ne followers will stick around and help until there is
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nothing left in it for them, then they will depart - probably forever;
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LE will usually try to turn the Mission into some kind of front for some
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illegeal activity, and may even try to keep this secret from the
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Mission's opperators; CE followers will usually be driven by a simple
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insane lust to kick those who are down. They may be crazed serial
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killers who cleverly smother vagrants in their sleep, or they might just
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explode one day in a massive violent assualt on everyone within the
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mission at any given time.
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New Spell:
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Mask Useful Item - I leave the specifics up to you, but this god may
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allow priests to petition it through this prayer to make an extarvagant
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but very useful item look like something that belongs on the badly
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dressed priests. A gleaming shortsword with gold inlays may keep that
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evil band of city thugs from beating up your alms squad, but the squad
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might expect you to sell it, because the poor could use the food. The
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priest asks the god to consider its uesfullness, the God does so, and in
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a few days/weeks/hours/minutes he replies, by either doing nothing
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(unload the item you warthog) or by changing it into a decrepit-looking
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thing with all of the same properties. (i.e. the gleaming shrtsword
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suddenly has a corroded edge and a hilt that will fall off if anyone
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else picks it up.) Even so the priest may only have three of these
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items at a time, and must give up an old one, if he wants to have a new
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one.
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They tend to dress in whatever clothes are given to them and are
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forbidden to bathe more than once a year. Lowman own only what they can
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carry, and care for animals only if the animal has come to it or was
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given to the priest and it doesn't wander off of its own free will. The
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Lowmen have only what they can carry and do not consider this "having"
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an ownership at all. If someone else needs something a Lowman and could
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make better use of it then that person should have it...this is also
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their justification for theft - but this must be heavilly considered
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first...
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RAX
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