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- From: MGL4%PSUVM.bitnet@UTARLVM1.UTA.EDU (The Doppleganger 814-237-9654)
- Subject: New Character Class
- Message-ID: <9205201733.AA11643@tybalt.caltech.edu>
- Sender: news@nntp-server.caltech.edu
- Original-To: Multiple recipients of list ADND-L <ADND-L@UTARLVM1.UTA.EDU>
- Reply-To: The Doppleganger 814-237-9654 <MGL4%PSUVM.bitnet@UTARLVM1.UTA.EDU>
- Organization: California Institute of Technology, Pasadena
- Distribution: mlist
- Date: Wed, 20 May 1992 17:29:00 GMT
- Approved: mlist.adnd-l@nntp-server.caltech.edu
-
- Greetings fellow list members,
-
- I have been a member of this discussion gourp for about 5 months
- now, but until now I have been non-active (except of personal replys). I
- have enjoyed the discussions that I have been reading and find most of the
- postings insightful and helpful. With the advent of the summer season
- here in the northern hemisphere, I find myself with more time and would
- like to shake some of the house rules that have been developed by my
- friend and DM, Hugh Barnes. I have gained his permission to post some of
- the character classes, spells, armor system and other ideas he has
- produced over his many years of playing AD&D. I welcome discussion on
- anything that I post, public or private, as this will serve to improve the
- over all quality of the work. Thank you in advance.
-
- I guess the first thing I would like to introduce is a character class
- that I found to be very fun to play. It is called the Delver. Hugh and I
- have never come up with a good historical equivalent to the Delver class,
- the best we can come up with (and these are not quite appropriate) is the
- Delver is like a Indiana Jones or Sherlock Holmes type character...Hmmm,
- we'll let you decide if these are appropriate.
-
-
- DELVER CHARACTER CLASS
-
- The Delver is a expert adventurer. He is trained in the skills
- essential for solving mysteries and getting through obstacles while still
- keeping himself in one piece. While other classes are easily more powerful
- than the Delver in their respective fields, none of them are as widely
- qualified for over-all adventuring.
-
- REQUIREMENTS
-
- 1. The Delver may be of any race, but not split-class.
-
- 2. Because of the physical and mental demands of the class, a Delver
- must have a minimum score of 9 in both dexterity and intelligence. A
- Delver with 15 or more in both dexterity and intelligence gains a 10%
- bonus to experience.
-
- GENERAL DETAILS
-
- 1. Because of superior physical training, a Delver gets 1d8 hit points
- per level.
-
- 2. Because of an emphasis on self defense, Delvers are qualified
- combatants, and strike as clerics.
-
- 3. A Delver may train in any weapon available to thieves. They get 3
- proficiency slots, and advance 1 slot per 4 levels.
-
- 4. Because of his many perks and abilities (see below) the Delver gets
- fewer non-weapon proficiencies then other classes (reflects all the
- advanced training they had to become Delvers). So a reasonalble start
- is 2 initial non-weapon proficiencies slots, and advance 1 slot per 3
- levels.
-
- 5. A Delver can wear any armor, but any armor better then studded
- leather will make the use of certain skills very hard if not impossible.
- They perfer to go without.
-
- 6. Delvers make saving throws as thieves.
-
- DELVER SKILL DETAILS
-
- 1. Delvers are trained to spot secret doors, and if actively looking,
- they will spot them 20% of the time (33% for elves and half-elves) and
- improve +5% for each level after first, up to a maximum of 80%.
-
- 2. Delvers are trained in first aid, and can bind themselves and their
- companions for 1d3+1 hit points at first level. The die for this
- increases by 1 for each odd level, thus: level 3 the roll is 1d4+1...
- level 5 = 1d5+1. Up to level 9 = 1d7+1 (perhaps 1d8+1, since it is
- hard to find seven sided die). The binding is only good against
- injuries that involve physical harm, not magical damage...that is a Delver
- can bind a sword wound but not a magic missile wound (use your discretion
- on judging the wound). And the Delver can only bind once per injury...
- that is you can't bind the same wound twice.
-
- 3. Delvers are experts in dealing with toxins and diseases. If one
- devotes attention to a person requiring a save versus poison or a
- resistance to disase, the delver can confer a +1 (5%) for each third level
- he has achieved. This includes self-treatment. This starts at a base of +1
- and progresses no further than +5.
-
- 4. Delvers dabble in magic, and keep a spellbook. They can memorize
- one first level spell per level after first level, that is one first level
- spell when he attains second level (there is no guarantee of abtaining the
- spell, they must work, buy or bargain for the spell). They can never cast
- anything higher than first level spells (except off scrolls). Dwarves
- cannot cast spells unless the DM permits them to. Gnomes can only use
- illusions unless the DM declares otherwise.
-
- 5. Delvers have the thieving abilities of climbs walls, open lock, detect
- noise, and find/remove trap. (In the case of find/remove trap, the Delver
- is not limited to small devices. Though he cannot remove large traps, he
- can find a way to bypass them, if it is possible. Small devices can be
- removed or broken as normal.) **First edition PHB values are the same.
- For second edition PHB he starts with normal +32 discretionary points, and
- each level after first he gets +16. No more then half to be used in any one
- skill**.
-
- *6. Delvers are experienced to some extent with so many written
- languages that there is a chance (unless the DM rules it too exotic) for him
- to read any given text. Even if he can't read it, he has a good chance of
- identifying what language he is looking at. He has no ability in speaking,
- and little ability in comprehending, spoken languages other than those he
- is proficient in.
- A. Base chance to read language equals intelligence as a %.
- B. Identify language equals base x 2.
- C. Comprehend language equals base/2 to identfy the language (unless it
- is obvious), and another base/3 to understand it.
-
- *7. Delvers are well read in histories, mythologies, folklore and the like
- (we called this skill Legend Lore). Because of this, they have a chance to
- recall names, facts and rumors about people, objects, names, creatures or
- what have you (as long as it isn't too mundane or exotic). His base chance
- is 5%. He also chooses a specific subject to specialize in (such as a
- specific race, culture...), for which his base knowledge is 20%.
-
- *8. Delvers are exceptionally good judges of the nature, origin,
- composition, value and properties of objects, thus there is a chance (unless
- the object is too mundane or too exotic) that he can reveal what an object
- is, who (in general) made it, what it is made of, and how much it is worth
- (hence we deemed this skill the Object Appraisal skill). He can also
- reveal curses, and other magical energies (school or sphere, and how strong,
- but not exact effects). He does not need to touch the object to do this.
- His base chance is 5%. He also gets a specific area of speciality (like
- armor or jewelry...) in which his base knowledge is 20%. For each point of
- intelligence the Delver has over 14, add one to these base chances.
-
- * These abilities are augmented by the distribution of 12 discretionary
- points per level after the first, no more than half going to any one ability.
- (note that the points that go to Legend Lore or Object Appraisal go to both
- the base and the specialty area...that is at second level: you decide to
- devote +4 points to Legend Lore, the skill becomes 9% for general Legend Lore
- skill and 24% for the area of speciality)
-
- Level Experience
- 1 0 - 1,750
- 2 1,751 - 3,500
- 3 3,501 - 7,000
- 4 7,001 - 14,000
- 5 14,001 - 26,000
- 6 26,001 - 50,000
- 7 50,001 - 85,000
- 8 85,001 - 120,000
- 9 120,001 - 180,000
- 10 180,001 - 250,000
-
- 250,000 EXP and +2 HP for each level after 10th
-
- Well, that is about it for the Delver. My experience in playing the
- character class was good. It is a great class for small groups, where it is
- hard to fill the gaps in character class skills, since the Delver has some
- limited abilities in healing, spell casting and thieving skills. The class
- was originally designed for a low level, low magic campaign wehre problem
- solving, mystery-uncovering are emphasised over hack'em-slash'em, so I
- found the Legend Lore and Object Appraisal skill most helpful in finding
- clues and leads. Try it out!
-
- Thanks much for your attention
- Michael LeSeney
-
- ====================================================================
-
- Michael LeSeney Bitnet: mgl4@psuvm
- A.K.A. The Doppleganger Internet: mgl4@psuvm.psu.edu
- Alternate: leseney@psumeteo.psu.edu
-
- Stone and Sea are deep in life,
- two unalterable symbols of the world:
- permanence at rest, and permanence in motion;
- participants in the Power that remains. S.R. Donaldson
- =====================================================================
-
-