Wednesday, October 7, 2020

GLOGTOBER 7: ADVENTURE

So this is a vague prompt.

This is a picture of "Adventure".
I should switch to an art major.

Class: "Adventurer"

You start with a machete (1d6 damage, 1 handed) and a treasure map.

Backgrounds:
1=Scholar (Start with phrasebook, locally-obtained clothing)
2=Magnate's Child (Start with toiletry kit, unfittingly extravagant clothing)
3=Shipwrecked Noble (Start with signet ring, torn fine clothing)

A: Nose For Gold, Taste For Magic, +1 STEALTH, -3 ATTACK
B: Trophy Hunter
C: Opportunist, +1 STEALTH
D: Practically Native

Nose For Gold
You can smell gold within 30 feet. You know its exact location, even if it's behind walls.

Taste For Magic
You can taste magic. If you lick an item, you know if it is enchanted, and it's general effect.

Trophy Hunter
You can take trophies of your kills, such as ears, teeth, horns. Each takes up at least an inventory slot. Mark what kind of creature you took the trophy from. You get +1 to ATTACK rolls for each unique kind of creature you have taken a trophy from. You cannot take trophies from non-dangerous creatures.

Opportunist
Whenever you get a situational bonus on an attack roll including such situations as but not limited to: surprise, having the high ground (don't try it), the target being wrapped up by your pet boa constrictor; you may deal an additional 1d6 damage on a hit.

Practically Native
You're perfectly at home away from "civilized" lands. So long as there are edible plants or animals in the area, you don't need a ration to have lunch (note that this is often not the case in "dungeons"). Further, you have a +4 to saves against natural phenomena (frostbite in the cold, exhaustion in the desert, malaria in a terrible campaign).

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