Hey there sports fans, we're back, with our last article on
the topic of aftermarket upgrades for characters. The first, two, articles in this series introduce the concept of Investments and
then explain the idea of Simple Investments. Obviously
it would be helpful to go read those two articles first. This time we
are going to cover the idea of Complex Investments, which
unlike the Simple version,
requires multiple payments over the course of a character's life. Who
doesn't love multi-classing? Me. I don't like multi-classing.
It's not that the idea of a Fighter/Mage offends me, or that I get
the vapors at the idea of a Illusionist/Druid (though, ew), but
rather that as evidenced by my blog, I am more than willing to make a class for any archetype that I can think of.
In lieu of those more extensive
systems, I believe the best way to fill any gaps is through the use
of Complex Investments. Unlike
multi-classing, they allow a character to pick up another skill set or
approach as the game is in process, rather than locking them into
that approach from the beginning; unlike dual-classing, they don't
have to explain how they've suddenly developed new, extremely
comprehensive abilities. Readers who played during 3rd edition may
recognize elements of this system in the variant rules for racial paragon and bloodline levels,
which is certainly true. In short, Complex Investments
allow breadth to preexisting
characters without resorting to more drastic solutions.
My
example of a Complex Investment from
the first article was that of a character being transformed into a
Jäegerkin from Girl Genius. Though this is a fairly extreme shift in
the character, not every example need be so radical, Investments
can be representative of cross-training, or even the favor of an
organization or powerful being.
Pact
from Beyond
Level
|
Cost
|
Effect
|
1
|
Forge a pact with a powerful being such as a
Celestial or Demon, 300 GP, 2,000 XP.
|
Gain the use of a single 1st level spell, twice
per day. +1 HP.
|
2
|
300 GP, 2,000 XP.
|
Gain the use of another 1st level spell. You gain
two more spell slots per day. You must prepare your spells ahead
of time like a Magic-User. +1 HP.
|
3
|
300 GP, 2,000 XP.
|
Gain the use of a single 2nd level spell, which
you can use once per day. +1 HP
|
4
|
300 GP, 2,000 XP.
|
Gain the use of a second 2nd level spell, along
with another 2nd level spell slot. You must, of course, prepare
your spells ahead of time like a Magic-User. +1 HP
|
Knave's
Schooling
Level
|
Cost
|
Effect
|
1
|
Find someone capable of teaching you the skill you
wish to learn. 2 weeks of intense training. 1d4 x100 GP, 1,000
XP.
|
+1 HP, Gain a Specialist skill
of your choice - with the exception of Sneak Attack - at a 1-in-6.
|
2
|
2 weeks of intense training under the eye of a
suitable instructor. 1d4 x100 GP, 1,000 XP.
|
+1 HP, increase the Specialist skill
to a 2-in-6.
|
3
|
2 weeks of intense training under the eye of a
suitable instructor. 1d4 x100 GP, 1,000 XP.
|
+1 HP, increase the Specialist skill
to a 3-in-6.
|
4
|
2 weeks of intense training under the eye of a
suitable instructor. 1d4 x100 GP, 1,000 XP.
|
+1 HP, increase the Specialist skill
to a 4-in-6.
|
5
|
2 weeks of intense training under the eye of a
suitable instructor. 1d4 x100 GP, 1,000 XP.
|
+1 HP, increase the Specialist skill
to a 5-in-6.
|
Arena Training
Level
|
Cost
|
Effect
|
1
|
Find a warrior willing to train you. 2 weeks of
intense training. 250 GP, 1,500 XP.
|
+4 HP.
|
2
|
2 weeks of intense training under a suitable
teacher. 250 GP, 1,500 XP.
|
+1 Attack Bonus/Thac0 with a single weapon type.
|
3
|
2 weeks of intense training under a suitable
teacher. 250 GP, 1,500 XP.
|
+4 HP.
|
4
|
2 weeks of intense training under a suitable
teacher. 250 GP, 1,500 XP.
|
+1 Attack Bonus/Thac0 with a single weapon type.
|
Controlled Lycanthropy
Level
|
Cost
|
Effect
|
1
|
Become infected with Lycanthropy and then find a
means by which to control it. 3,000 XP.
|
Gain the ability to transform into a Lycanthrope
by saving vs Magic. The transformation lasts 2d10 rounds, after
which the PC suffers a level of exhaustion (use rules
for Sleep Deprivation if using LotFP). In this state the character
gains +2 to all physical attributes, the ability to see in the
dark, as well as teeth and claws which increase their unarmed
damage to a d4 (or another die step if it is already a d4.)
|
2
|
1d4 weeks of intense meditation. 3,000 XP.
|
The character gains additional control over their
transformation, gaining advantage on their save against magic when
they attempt to transform. In addition to the benefits above,
while transformed the character now gains 2/HP a turn unless they
have been damaged by a silver weapon in the previous round.
|
3
|
1d4 weeks of intense meditation. 3,000 XP.
|
The PC has gained complete control over their
transformations. They no longer need to save to transform into a
Lycanthrope, though they still suffer a level of exhaustion
afterwards.
|
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