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Character Class - Guide

 

Guide

Description:

Sooner or later, any adventurer worthy of the name is going to travel someplace that he has never been before. So, if you can't read a map and most people can't, how do you get around? Hire a guide of course!

Unlike a map, A guide is rarely out of date, doesn't fall apart when wet and is a lot harder to lose. In addition, a guide acts as an interpreter, working as a liaison between the adventuring party and any indigenous peoples they may stumble across while traveling.

A good guide is worth his weight in gold. A bad one can cost even the most alert adventurer his life. Ifs important for a hem to find the right person, someone he can trust. Guides are only good in one locale, but they are familiar with everything in that area. Good guides not only take you from one side of their homeland to another, they also rattle off important facts about an area and relate the region's entire history. They know the real powers in the area and can easily distinguish them from petty thieves or ambitious charlatans.

A guide differs from a ranger in that they are are as home in a city as they are in the wilderness. Although they may spend a vast amount of time in the country side, it is in the towns they tend to pick up their work. A guide will attempt to have as many contacts in the towns iin his locale to ensure a steady supply of work. In some of the larger cities or in the dwarven lands, the guides may not be familar with the wilderness outswide their fastness but be hired for their knowledge of their urban surroundings.

Ability Requirements:

Constitution 10
Wisdom 12
Charisma 9
Prime Requisites: Wisdom
Races Allowed: Any

The Guide is has 25 character points to spend on the following abilities.

1d12 for hit points (10):

instead of rolling a 10-sided die to determine initial hit points and how many new hit points the fighter receives at each level, a 12-sided dice is rolled instead.

Building (5):

The knowledge to construct heavy war machines, siege engines, and siege towers.

Defense bonus (10):

+2 bonus to Armor Class if unarmored and unencumbered.

Followers (5/10):

By purchasing this skill, a fighter can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the fighter can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.he assassin gains a +2 bonus to damage with one weapon of choice.

Defense bonus (10):

+2 bonus to Armor Class when unarmored and unencumbered.

Increased movement (5):

A fighter’s base movement score is 15 rather than 12.

Leadership (5):

The ability to lead large numbers of troops into battle. The fighter is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men.

Magic resistance (10):

Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.

Move silently (10):

A fighter with this ability has a chance to move silently like a thief. This chance is equal to his Dexterity score plus his level. For example, an 8th level fighter with a 17 Dexterity score has a 24% chance to move silently. The fighter cannot wear armor above studded leather without penalties.

Multiple specialization (10):

This ability can be taken in place of the 5-point ability to specialize in a single weapon. A fighter with this ability can specialize in as many weapons as he desires. The character point cost must be met for each individual specialization.

Poison resistance (5):

Fighters with poison resistance gain a +1 bonus to all saving throws versus poison.

Spell resistance (5):

Fighters with spell resistance gain a +1 bonus to all saving throws versus spells.y purchasing this skill, an assassin can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the character can attract followers whenever he establishes a stronghold, regardless of level.

Supervisor (5):

The authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the fighter also can supervise the building of semi-permanent fortifications.

War machines (5):

The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.

Weapon specialization (5):

This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met.

Optional Restrictions

A fighter can gain bonus character points to spend on the above abilities by accepting a voluntary restriction on his normal abilities. The restrictions with their point values follow:

Limited armor (5/10/15):

A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)

Limited weapon selection (5):

A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff)..

Limited magical item use (5+):

A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.

A guide automatically takes on the following class abilities:-

Avoiding Disaster

If a guide manages to avert or avoid some kind of impending disaster for his employer, he earns experience points equal to the XP value of the obstacle. For example, if a guide manages to lead a party past a patrol of 15 orcs, the crafty outdoorsman would receive experience as if he had fought and defeated all 15 of those orcs.

Fees

A guide's fees vary greatly depending on the following variables: the length of the employment, the distance, and the personal danger involved. On the average, a guide receives 5 gp per level for every day that he works. However, this number can change drastically. For instance, if a guide is an escort hired to show a group of adventurers around a new city, he'll probably only command 1 gp per day and the assignment may only last a day or three. The longer the term of the employment, the less the guide charges. The life of a freelance guide is an uncertain one. The promise of a steady flow of gold is worth a great deal to a person in such a situation. In effect, the guide is offering a rebate in return for job security.
The farther the job takes the guide from home, the more it's going to cost, especially if it's a one-way trip for the employer. After the assignment is over, the guide is going to have to make his way back home by himself.
Obviously, the more dangerous the job, the more the guide is going charge. A mountaineer will charge an exorbitant amount to lead a group into a dragon's lair. Many adventurers cannot afford these fees up front. If they could, they'd hardly be out searching for treasure. However, many guides are willing to take on such jobs in exchange for a portion of the treasure. How much they earn then is down to their negotiating skills.

Learning Paths

A guide earns 500 XP for every new significant path he discovers. If the guide simply discovers a new route home from his favorite tavern, that's certainly not worth 500 XP (unless it involves a circuitous route, perhaps through the city's sewers), but it might be worth 10 XP or so.
Conversely, establishing a new trade route through a nearby mountain chain would be extremely valuable to society. Such an action might be worth 5,000 XP or more, depending on the difficulty of the task and the usefulness of the route.

New Information

Guides collect information about the areas through which they travel. This includes notes about who is in charge, where you can sell stolen goods, where you can find a healer or a cleric, and so on.
Whenever a guide manages to discover a piece of information that could come in useful sometime in the future, he earns a certain amount of XP. Exactly how much is earned depends on how useful the information is.

Survival

Often a guide will find himself in a situation in which he has no food or water and must rely on himself. In such cases, the Survival Trait means the difference between life and death. This will be similar to the survival NWP and cover a specific area. However, well-traveled guides often purchase Survival proficiencies in areas other than their primary one. To do so, however, the guide must have spent a substantial amount of time in that particular environment.

EXPERIENCE LEVELS

Level XP Needed Hit Dice (D8)
1 0 1
2 1,500 2
3 3,000 3
4 6,000 4
5 12,000 5
6 25,000 6
7 50,000 7
8 100,000 8
9 200,000 9
10 400,000 10
11 600,000 10+2
12 800,000 10+4
13 1,000,000 10+6
14 1,200,000 10+8
15 1,400,000 10+10
16 1,600,000 10+12
17 1,800,000 10+14
18 2,000,000 10+16
19 2,200,000 10+18
20 2,400,000 10+20

 

 
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