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dcc-npc

Page history last edited by Ragboy 11 years, 10 months ago

NPC Classes for DCC

 


This is probably more detailed than it needs to be, but I wanted a quick system for generating potential hirelings that weren't 0-levels, but also weren't PC classes. This is what I came up with. All three classes are three levels, with the fourth level being either a PC class or... nothing...

 

Progression

All NPC classes use the following XP progression chart:

XP Progression
Level XP
1 0
2 20
3 50

 

When an NPC classed character receives 100 XP, he or she can choose to level up as a PC class, like a 0-level character. The character loses all special abilities linked to the NPC class, but keeps hit points and weapon proficiencies as described below.

 

Armsman

A simple man-at-arms.

 

Hit Dice and Tools of War

Armsmen get a d10 for hit points at first level and a d6 for 2nd and 3rd level. Armsmen can use leather armor and a light shield at 1st level, chain mail at 2nd level, and banded mail and a medium shield at 3rd level. At 1st level, Armsmen choose one weapon that they can fight effectively with (-4 to attack with other weapons). They gain an additional weapon at 2nd and 3rd levels.

 

At second level, the armsman can take one of two special abilities:

  • Gang-up - which grants a +1 to attack if the armsman is in melee with a single creature with at least one ally.
  • Point Blank Shot -- grants a +1 to attack if the armsman is firing on an enemy within 30'.

 

At third level, the armsman can take one of two special abilities, with the prerequisite of the previous related special ability from 1st level. 

  • Lockstep - grants a +1 to AC if the armsman is in melee and within 5' of an ally, also in melee.
  • Fast Reload -- Crossbows can be reloaded in the same round that they are fired. 

 

Armsman Attack HD Weapon Armor Shield Special
1 +1 1d10 1 Leather Light None
2 +2 1d6 1 Chain Light Gang-up or Point Blank
3 +3 1d6 1 Banded Medium Lockstep or Fast Reload



Acolyte

Acolytes are laymen priests that, over time, are able to call upon their deity's powers in a limited way. Acolytes must be devotees of a specific god -- rules for alignment and healing apply, as the DCC cleric.

 

Hit Dice, Tools of War and Deific Powers

Acolytes gain 1d6 hit points at 1st level and 1d4 hit points at 2nd and 3rd. He or she learns to fight with one weapon at 1st level (weapon must be god-approved), and can wear leather armor at 2nd level. At third level, the acolyte can wear chain armor and use a light shield.

 

At second level, the acolyte can choose one of two powers granted by his or her deity. The Acolyte makes a Spell Check by rolling a d20+level. On a 12 or better, the power functions as described below. On a failure, the acolyte loses all of his or her powers for 1d7 days (double that for a natural 1), and must make a sacrifice of 50 gp (double for a natural 1) to appease their god. Healing a character of an opposed alignment or religion causes automatic disapproval for 1d7 days. A sacrifice, as described above, must be made to put the acolyte in the good graces of his or her god again.

 

  • Healing -- On a success, he or she heals 1d6 hp for aligned characters, 1d4 hp for adjacent characters, and 1 hp for opposed characters.
  • Blessing -- On a success, the acolyte's deity grants a +1 bonus to all d20 rolls for 1d4 turns. This power affects one person.

 

Ritual: At third level, the acolyte can add his or her level to a PC cleric's Spell Check for healing or turning. The acolyte must be considered "aligned" both in alignment and god to use this power. He or she must participate in the healing or turning ritual with the PC cleric to affect the Spell Check roll. Should the PC cleric receive Deity Disapproval, the acolyte also receives it, as described above. 

 

Acolyte Attack HD Weapon Armor Shield Special
1 0 1d6 1 None None None
2 0 1d4 0 Leather None Bless or Command
3 1 1d4 0 Chain Light Ritual

 

Thugs

Thugs comprise the various forms of flotsam that wash up in the seedy parts of any sizable settlement. They are not warriors, but can fight. Their real value is as intimidating meat shields for those more powerful. 

 

Hit Dice and Tools of War

Thugs gain 1d8 hit points at 1st level, 1d6 at 2nd and do not gain hit points for third level. They can use padded armor at 2nd level and leather armor with a buckler shield at 3rd. They may only fight with one weapon (chosen at 1st level) for the duration of their "careers."

 

At second level, the Thug can choose one of the following special abilities:

  • Gang-up -- as the Armsman above, except that they must be in melee combat with two or more allies assisting.
  • Intimidate -- As an action in combat, the thug can make a level check (d20+level). On a result of 12 or more, one of the thug's opponents takes -1 to attack OR AC (DM's choice) for 1d4 rounds.  

 

At third level, the Thug can choose one of the following special abilities: 

  • Sneak -- As a thief, except that the Thug only receives his or her level as a bonus to the roll.
  • Backstab -- When in melee combat with an opponent and three or more allies, the thug can slip around behind the opponent and execute a backstab -- this grants a +2 to damage and can be used as part of a "gang up."

 

 

Thug Attack HD Weapon Armor Shield Special
1 0 1d8 1 None None None
2 1 1d6 0 Padded None Intimidate or Gang-up
3 0 None 0 Leather Buckler Sneak or Backstab

 

 

 

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