New Class: the Plumber (OSE)
Requirements: Minimum STR 9
Prime requisite: STR
Hit Dice: d8
Maximum level: 14
Armor: leather and shell (see below), no shields
Weapons: any blunt
Languages: Alignment, Common
Plumbers are adventurers specialized in subterranean waterways, such as sewers and underground rivers; despite that, they may go anywhere in search for gold coins. Plumbers first appeared in a distant land of fungal creatures, but now they can be found all over the realms.
Combat
Due to their job's abilities, plumbers can't wear shields, and can only use leather armor and a rare variety, shell armor, made from pseudoquelon shells; even then, the heavier shell armor places limitations on their skills. Plumbers can only use blunt weapons, but they have more options for ranged attacks, such as throwing hammers and boomerangs.
- Boomerang: Damage 1d4, 10 gp, 10 cw, blunt, missile (5'–20'/21'–40'/41'–60'), returning (on a miss, this weapon returns to its user at end of round).
- Shell Armor: AC 6 [13], 30 gp, 300 cw.
- Throwing Hammer: Damage 1d4, 4 gp, 25 cw, blunt, melee, missile (5'–10'/11'–20'/21'–30').
Jump
Plumbers are exceptionally good at jumping; with a quick sprint (at least 20' in an open line), they can jump higher (up to 25') and farther (up to 40'). Encumbered plumbers, or plumbers wearing shell armor, can only jump half the distance and height; if they want to jump higher or farther, they must roll 1–4 in 1d6. Encumbered plumbers that are wearing shell armor can only jump a third of the distance and height, and need to roll 1–2 in 1d6 to jump higher or farther. Plumbers can also jump on enemies (unarmed attack that deals 1d6 damage, or 1d8 if they're encumbered and/or wearing a shell armor), but they can't do so in extremely narrow spaces.
Other Skills
Plumbers can climb sheer surfaces like a thief of the same level, and can detect construction tricks and secret doors with a chance of 1–2 in 1d6. Encumbered plumbers, or plumbers wearing shell armor, can't climb sheer surfaces.
After Reaching 9th Level
A plumber may establish a plumbing academy, where 1d6 first level plumbers will attend as apprentices.
Level | XP | HD | THAC0 | Death | Wands | Parlyz | Breath | Spells | Climb |
---|---|---|---|---|---|---|---|---|---|
1 | 0 | 1d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 87 |
2 | 2,150 | 2d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 88 |
3 | 4,300 | 3d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 | 89 |
4 | 8,600 | 4d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 90 |
5 | 17,200 | 5d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 91 |
6 | 34,400 | 6d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 | 92 |
7 | 68,800 | 7d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 | 93 |
8 | 129,000 | 8d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 | 94 |
9 | 249,000 | 9d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 | 95 |
10 | 369,000 | 9d8+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 96 |
11 | 489,000 | 9d8+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 97 |
12 | 609,000 | 9d8+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 | 98 |
13 | 729,000 | 9d8+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 | 99 |
14 | 849,000 | 9d8+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 | 99 |
* Modifiers from CON no longer apply.
Appendix — Pseudoquelon
Armor Class: 9 [10] (6 [13] with shell)
Hit Dice: 2 (9 hp)
Attacks: 1 × bite (1d8) or 1 × weapon (by weapon)
THAC0: 18 [+1]
Movement: 120' (40')
Saving Throws: D12 W13 P14 B15 S16 (2)
Morale: 8
Alignment: Lawful or Neutral
XP: 25 (20 for redcloaks, 30 for magicians)
Number Appearing: 1d6 (5d6)
Treasure Type: A
- Pseudoquelon are yellow reptiles, that may resemble big, bipedal turtles; however, pseudoquelon wear their shells, rather than it being a part of their skeletons – thus, they can be kicked out of their own shells, and those may be used by humans as armor (see shell armor, above).
- The majority of pseudoquelon live under monarchies, led by ambitious, industrious royalty, but some may live peacefully among other communities.
- Pseudoquelon often (70%) carry shell armor; those who don't either wear red cloaks (20%), or wear blue robes (10%);
- Some of the shelled pseudoquelon also carry weapons (30% throwing hammers, 20% boomerangs; see throwing hammer and boomerang above).
- For each pseudoquelon redcloak, there's a small (5%) chance of the cloak itself being a Cloak of Flight (like a Flying Broom, but can only carry the user, and they need to run at least 20' in an open line before achieving liftoff).
- Finally, the pseudoquelon wearing blue robes are magicians (treat them as magic-users, 80% of first level, the rest of second level or greater and carrying a wand).
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