Wednesday, February 24, 2016

Myth Classes - Journeyman

This class represents the Journeymen and Heron Guards from the Myth computer games. It is a combination of the Fighter and Cleric (as evidenced by the saving throws below).

  • The Journeyman must be Lawful in alignment.
  • The Journeyman's base attack bonus increases per level as a Fighter.
  • The Journeyman can use Press, Defensive Fighting, and Parry as a Fighter.
  • The Journeyman can use their few Skill Points as a Specialist, except that they cannot have more than the default 1 point in the Sneak Attack skill.
  • Cleave: When using a melee attack, if the Journeyman does more than enough damage to an enemy to kill it and there is another enemy within melee range of the Journeyman, the Journeyman may roll to attack that enemy as well. If this second attack hits, the target takes the excess damage above what was needed to kill the first target (unless the enemy's special defenses or immunities would prevent this damage). For example, if the Journeyman stood next to two enemies with 4 HP each and killed the first enemy with an attack doing 7 points of damage, the Journeyman could immediately make a to-hit roll against the second enemy to do 3 points of damage, since it only took 4 of the 7 available damage to kill the first enemy.
  • Splintering: If the Journeyman rolls a natural 20 on a to-hit melee roll against a human or humanoid opponent that is wielding a non-magic shield, that shield is broken and no longer provides an AC bonus. If the Journeyman rolls a natural 20 on a to-hit melee roll against a human or humanoid opponent that is not wielding a shield of any kind but is wearing non-magical armor, the armor is damaged and provides one less point of AC. The Journeyman can opt not to use this effect (to preserve shields and armor for looting, for example).
  • The Journeyman casts spells as a Cleric (except where noted), and their known spells and spells per level (or spells per day) are the same as a Cleric of the same level.
  • The Journeyman does not need a holy symbol to cast spells, and can cast one-handed.
  • The Journeyman can write and use scrolls and research spells like a Cleric. However, the Journeyman cannot create holy water. Also, the Journeyman cannot cooperate with a Magic-User (or similar class) to make potions of Cleric spells unless the method of doing so is first researched and discovered within the campaign.
  • The Journeyman can add their Wisdom bonus to a Bushcraft roll to find Mandrake Roots in the wilderness. Success means that 1d4 Mandrake Roots are found. Finding Roots takes as long as hunting, and likewise slows travel time (see Rules & Magic p. 34). A shovel or other digging tool is needed to remove a Mandrake Root from the ground. Mandrake Roots are also commonly found for sale in towns for 5sp each.
  • The Journeyman can enchant Mandrake Roots. Enchanted Mandrake Roots are commonly known as Jarl Roots, and they are similar to potions. Except where noted, follow the rules for creating a potion (Rules & Magic p. 81). Jarl Roots can be enchanted almost anywhere, not just in a temple, laboratory, etc. The Journeyman does not need the help of a Magic-User (or similar class) to make a Jarl Root, and cannot be aided by an Alchemist or other NPC in order to reduce the time or cost needed.
  • Each Jarl Root contains one use of one Cleric spell. The following spells can be put into Jarl Roots: Cure Light Wounds, Delay Poison, Cure Disease, Cure Serious Wounds, Neutralize Poison, Cure Critical Wounds, and Heal. The process of making a Jarl Root takes 1d4 days per Spell Level of the spell being put into the root, and takes 50sp per day. The Journeyman can reduce the number of days needed by their Wisdom bonus, down to a minimum of 1 day.
  • Only a Journeyman can activate a Jarl Root. A Jarl Root is used by touching it to the skin of the intended target and chanting the rune word carved on the Jarl Root while concentrating. This takes one round. A Jarl Root can be used on oneself or on another target - an unwilling target can make a Save vs. Device to negate the effect. Mandrake/Jarl Roots are unencumbering items. Enchanted (i.e. Jarl) Roots do not decompose until used or otherwise unenchanted, at which point they crumble into ash.
  • When using a Jarl Root, the Journeyman can choose to cast the reverse of the spell inside the Root, instead of the normal version. For example, a Cure Light Wounds Root can be used to cast either Cure Light Wounds or Cause Light Wounds.
  • At Level 10 and above, the Journeyman's constitution bonus is no longer added to the HP gained per level.








LevelEXP
HP
Paralyze
Poison
Breath
Device
Magic
Skill Points

10  1d8
14
11
15
    12
   15
                          0

22,000+1d8
     14
    11
    15
    12
   15
                        +1

34,000+1d8
14
11
15
    12
   15
                        +0

48,000+1d8
12
10
13
    11
   14
                        +1

516,000
+1d8
12
9
13
10
12
+0

632,000
+1d8
12
9
13
10
12
                        +1

764,000+1d8
10
8
9
     9
   12
                        +0

8128,000
+1d8
10
8
9
9
12
+1

9256,000+1d8
     10
     7
     9
     8
    9
                        +0

10384,000
+3
8
6
     7
7
9
+1

11512,000
+3
8
6
7
7
9
+0

12640,000  +3
8
6
7
     7
    9
                        +1

13768,000
+3
6
3
5
4
6
+0

14896,000
+3
6
3
5
4
6
                        +1

151,024,000
+3
6
3
5
4
6
+0

161,152,000
+3
6
3
5
4
6
                        +1

171,280,000
+3
6
2
5
4
5
                        +0

181,408,000  +3
      6
     2
     5
     4
    5
                        +1

191,536,000
+3
6
2
5
4
5
+0

20+128,000/lvl
+3/lvl
6
2
5
4
5
+1 on even levels, +0 on odd levels









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