The Witch
"Oft living on the outskirts of civilization, sometimes as part of a coven, the Witch practices her dark art at the expense of her welcome into society. Feared as baby-stealers and hex-bringers, she bargains for powers far outside the grasp of the patriarchy."Prime Attribute: INT
Weapons:
Melee: Spear (d6)
Ranged: Sling (d4)
Armor: Robes (AC 12)
Lv. 1 Spells:
Read Magic
3 random lv. 1 Witchcraft spells.
The Witch's spell list is found here.
Starting Equipment:
Grimoir
Slingstones [x20]
Ration [x3]
Mortar & Pestle
Censer
Tinderbox
Chalk
Candles, black [x3]
Wolvesbane
Small Sack
The Corsair
"Freedom. The sea is endless freedom. And she holds terrors inside her. Beholden to no man, former slave or no, the Corsair travels this wretched world in search of silver and broken chains."Class Basis: Specialist
Prime Attribute: STR or DEX
Weapons:
Melee: Scimitar (d8)
Ranged: Flintlock Pistol (d8/d4)
Armor: Leather (AC 14)
Lv. 1 Skill Point Allocation:
1 Climbing
3 Seamanship* (new skill)
* Seamanship checks are made at the Referee's discretion involving thing like navigating, rigging, operating deck equipment and general sailing. Climbing and Tinkering skills apply as normal when needed aboard a ship.
Starting Equipment:
Seaman’s Tools
Shotbag [x100]
Powderhorn
Fishing Gear
Ration [x3]
Rope, 50’
Rum, cheap
Tinderbox
Tobacco
Map. world
Pipe
Small Sack
Berserker
"Bloodlust. A hypnotic reverie. Their brutal and savage stories have become legend: The ancient Norse Berserkers who charged headlong into battle, scarcely armored; Said to have fought in a nearly uncontrollable, trance-like fury."Class Basis: Dwarf
Prime Attribute: STR or CON
Melee: Greatsword (d10)
Melee: Handaxe (d6)
Armor: Furs (AC 14)
Bracers: +1
Class Skills:
Bushcraft: 3-in-6 (replaces Architecture)
Starting Equipment:
Clothing, winter travel
Crowbar
Bedroll
Rope, 50’
Tinderbox
Torches [3]
Rations [x3]
Mead, cheap
Large Sack
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