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The Merry Mushmen
14 janvier 2020

Character Class: Ne'er Do Well

 

If I had to choose one and only one fantasy/sci-fi author, that would be Jack Vance. I've always been a fan of his Dying Earth series and actually of all his novels. I always read again all his books, on a loop, with no perticular order, since 30 years or so.
They're more than fantasy or Sci-Fi novels. His books are traveler's tales, weird encounters tales and talks about the human condition, with humour and smartness.

The D&D original Thief class surely borrows a lot from Cugel. I tried something else. Good for nothing, ready for everything: the Ne'er-do-well. Draft :

Requirement: Minimum DEX 9
Prime Requisite: CHA
Hit dice: 1d6
Maximum level: 14
Armour: Leather
Weapons: Any
Languages : Alignement language, Common.

Ne’er-do-well are lazy vagabonds, nonchalant outcasts, clever profiteers or malicious punks. They learned to survive as well as they could, while developping many talents without ever improving any one of them, always having better or more pleasant things to do.
Perfectly mastering the art of escapism, like avoiding unpleasant, boring, arduous, or banal aspects of daily life, and frantically dreaming about a better destiny, they often join a band of promising adventurers. Their motto :
«Good for nothing, ready for everything!»

Combat
Ne’er-do-well firmly believe in freedom of movement,  flexibility and blitz reaction. Leather is the heaviest armor they can tolerate. They can use any weapons.

Defensive bonus
Avoiding the bad blows is a second nature.  Ne’er-do-well gain a +1 AC bonus at first level, a +2 AC bonus at level five and a +3 AC bonus at level ten.

Opportunist
When attacking an unaware opponent from behind Ne’er-do-well gain a +2 bonus to hit and make maximum damage.

Dubious
Ne’er-do-well master one Thieve’s skill and can use it as if they were a thief of the same level

Obtuse and stubborn
Ne’er-do-well gain a +2 bonus to their save against mind affecting spells, like charms and illusions.

Penny piching
When Ne’er-do-well bargain the referee may allow a CH ability check and adapt the result to the circumstances. Success are generally greatly benefitial, failure often have undesirable and unpleasant consequences.


Audentes fortuna juvat!
Ne’er-do-well are lucky bastards. They can reroll any dice roll once per day starting at first level, twice per day starting at fifth level, thrice per day starting at thenth level

Sense of danger
Ne’er-do-well have a 1-in-6 chance to sense a close danger, like a trap or an ambush. The referee rolls for the character.

Wanabe wizard
Ne’er-do-well are clever and passionately observant, especially when it comes to magic and magicians. Starting at 3rd level, they can cast or memorize arcane spells from scrolls.There is a 20% chance per level of spell the spell does not function as expected and creates a disastrous and flabbergasting effect. Ne’er do well can memorize one spell + one spell per Intelligence modifer bonus.

After reaching 9th level
Ne’er-do-well may acquire a stronghold, generally a rich and outlandish manor and live the good life,  attracting 2D6 Ne’er do well and profiteers he will employ as lackeys, bodyguards, masseurs, entertainers, exotic dancers etc. who will also mostly try to rob him regularly.

 

Capture d’écran 2020-01-14 à 12

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