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127 lines
6.2 KiB
Plaintext
127 lines
6.2 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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----------------------------------------------------------------------
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THE SPELUNKER/CAVERNIER
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DESCRIPTION: The Cavernier makes his/her living in underground
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caverns and catacombs. The Cavernier is modeled after the modern
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day cave explorer (spelunker). A Cavernier protects the creatures
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of the underground, and protect the underground from harm.
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Their main attributes are speed and stamina, so high scores
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in deterity and constitution are prefered. Since speed and
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stamina are of the essense he needs at least a 14 in both his
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dexterity and constitution.
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ROLE: The Cavernier is a protector of the underground caverns,
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and the creatures that live there. Some of them may receive jobs
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as: guides, miners, and even cave explorers. The Cavernier cares
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for all underground caverns and the creatures that live there,
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and it is their duty to protect the two from any harm.
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SECONDARY SKILLS: If your DM is using secondary skills then the
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character can select any of the following secondary skills:
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Jeweler, Limner/Painter, Mason, and the Miner. The character can
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have any two of the four.
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WEAPON PROFICIENCIES: The prefered weapons of the Cavernier are
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the: Battle axe, light crossbow, dagger, shortsword, and the
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warhammer. After he becomes proficient in his prefered weapons
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he may become proficient in any weapon of his choice.
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NONWEAPON PROFICIENCIES: Cavernier's bonus proficiencies:
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(General) Direction Sense, and Blind-fighting Recommended:
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(General) Animal handling, animal training, fire building,
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mining, riding land-base, and rope use; (Warrior) Animal lore,
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endurance, mountaineering, survival, and tracking
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EQUIPMENT: The Cavernier may buy any equipment that he deems
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necessary for thier survival in the underground caverns. They
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can not wear any armor heavier than chain, and can not employ
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shields. The Cavernier at the most only carries 5 weapons.
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Those being a battle axe, light crossbow, dagger, shortsword, and
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a warhammer. Arrows, bolts, and quarrels are not considered
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weapons so to speak.
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SPECIAL BENEFITS: Caverniers are miners of great skill. While
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underground they can detect the following informatiom when within
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10 feet of the particular phenomenon (but they can determine
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their approximate depth below the surface at any time). The
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Cavernier receives these mining skills at the first level and they
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do not increase.
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Detect grade or slope
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in passage 1-4 on 1d6
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Detect new tunnel/passage
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construction 1-4 on 1d6
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Detect sliding/shifting walls
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or rooms 1-3 on 1d6
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Detect stonework,traps,pits
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and deadfalls 1-2 on 1d6
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Determine approx. depth
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underground 1-2 on 1d6
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* Note * That the Cavernier must deliberately try to make these
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determinations, the information does not simply spring to mind
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unbidden. Races that already posess these skills use their own
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tables and get a bonus of +1 to each of these mining skills.
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Since the character spends his life in the underground he
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receives a +1 to hit against a creature of his choice, but when
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in sunlight or a well lit area the character suffers a (-2)
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penalty to hit creatures.
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The Cavernier at tenth level gets the nonweapon proficiency
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of animal empathy, and also at 10th level the Cavernier can
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distinguish whether or not a rock formation is a stalactite or
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the creature know as a piercer. * Note * The character must have
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choosen the mining nonweaproficiency to get this ability
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SPECIAL HINDRANCES: The Cavernier can be any alignment, enless
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the character is a ranger or paladin. The Cavernier does not get
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the 10% bonus to earned experience.
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Each Cavernier pack is governed by a set of laws determined
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by the Pack leader or so called Grand Cavernier if he fails to
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follow his packs laws, he is cast. He may reenter the pack by
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serving penace given by the Grand Cavernier. * Note * The
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Cavernier receives no experience after being cast out, he only
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receives experience when he decides to abandon the pack, or
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repetitions and then he must do penace before earning experience
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again.
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The Cavernier gets the nonweapon proficiency of Animal
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Empathy only if he has the nonweapon proficiencies of animal
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handling, animal lore, and animal training.
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The Cavernier must have the nonweapon proficiency of mining
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at first level to get his mining skills. * Note * Races that
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already have these skills, do not lose them, but they do not get
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their bonus if they do not have the mining nonweapon proficieny.
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WEALTH OPTIONS: The Cavernier receives the usual 5d4 x 10gp
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starting gold. The Cavernier may not have more money than he can
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carry, so in this case bag of holding could be very useful.
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RACES: The Cavernier is open to all humanoid underground races,
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and these are some of them: the dwarf, gnome, minotaur, etc. and
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also humans. Plus whatever other races the DM will allow.
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Nonhuman characters are limited to the level of there choosen
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class.
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If the DM is using the Dragonlance dwarves then he
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automaticly is able to handle the glass spear and control the
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creature known as the Horgar. * Note * The character must have
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the animal handling proficiency, and also must be proficient with
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the spear. And the character has the same difficulty as listed
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in the description of the creature called the Horgar.
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NOTES: The Cavernier is available to all of the warrior classes
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if they choose to be one, but is just recommended for the fighter
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although a paladin or ranger may be one.
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A character can become a Grand Cavernier, when he has
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reached the approtiate level of his choosen class, and then he
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must leave the pack, and find a cave of his own, and then his
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followers will come, as per the followers per their choosen
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class.
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* Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)
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