Crimson Blades is here!
How about this NPC class?
Redeemers are agents of the King ofKrand. They have wide-ranging powers to enable them to seek out and bring tojustice any Dendrelyssi they discover. These powers have lately extended todestroying Dendrelyssi, sorcerers, witches, demons and anyone that speaks out againstthe rulers of Krand. Redeemers are particularly single-minded in their searchfor signs of chaos wherever it lurks.
Prime Attribute: WIS. If WIS is 13+, you gain +5% to XP earned
Primary Save: Will
Hit Dice: 1d6 (+1) at 1st level. Then per the RedeemerAdvancement table.
Armour/Shield Permitted: Any
Weapons Permitted: Medium or lightweapons only
Table 12: Royal Redeemer Advancement
Level Hit Dice Primary Secondary Tertiary 1 1(+1) 3+ 4+ 5+ 2 1(+2) 3+ 4+ 4+ 3 2 2+ 3+ 4+ 4 2(+1) 2+ 3+ 3+ 5 2(+2) 2+ 3+ 3+ 6 3 1+ 2+ 3+ 7 3(+1) 1+ 2+ 3+ 8 3(+2) 1+ 2+ 2+ 9 4 1+ 2+ 2+ 10 4(+1) 1+ 1+ 2+
Redeemer Class Abilities
Diplomatic Protection: At 1st level, a RoyalRedeemer receives a signet (a ring or a brooch) from the King of Krand denotingthe agent's favored connection to Crown and Nation. This connection providesstatus and a certain level of protection from the law. In Krand, thisprotection is absolute (though violating the laws of the land can sometimes leadto trouble for the agent). In the neighboring lands, treaties andlong-established agreements protect Royal Redeemers, but agents who push theirluck—meddling in the affairs of government in lands other than Krand, killingwantonly, or otherwise flouting the local law at every turn—are likely tosuffer "accidents" that are completely disavowed by authorities inthose lands. In other realms, a Royal Redeemer’s royal protection ismeaningless.
At 1st level,the redeemer chooses which of the following six skills will be his primary (best),which will be secondary and which will be tertiary (least good). He chooses twoskills for each category. Most of these skills assume the redeemer is carryingout the task at some speed or under a degree of pressure. If the redeemer hastime, the GM could give a small bonus, say +1 to the roll. Some skills benefitfrom good equipment. Some of these things can be performed by any character ona roll of 6+ at the GMs discretion.
Assess Person: With a minute of study and a die roll, the redeemercan figure out something about someone he can see. The redeemer can tell thelevel and class (if he has a class), the person’s alignment, whether the personis in disguise or hiding something and some other useful information at the GMsdiscretion.
Detect Illusions: Redeemersare trained to notice the tricks and stratagems of other sorcerers,enchantresses and demons and to detect magical illusions. Against any illusory spell, the redeemer getsa roll to see if he sees through the illusion (in addition to any save he wouldnormally get).
Disciplined Mind: A redeemer is particularly resistantto enchantment (charm) spells and those effects that make him do things he’drather not do, like fear, possession and enchantment. He gets this second roll perthe above table if his normal Will save is unsuccessful.
Force Shapechange: A Royal Redeemer can force a creatureinto its natural form. The Redeemer must make a successful melee attack againstthe creature. If the attack is successful, the redeemer makes a roll to forcethe target into its natural shape. This ability undoes the effect of alterself, polymorph, shapechange, and alternate form abilities, whetherexceptional, spell-like, or supernatural in nature. The affected creaturecannot change its shape again for 1D6 rounds.
Gather Information: Redeemers obtain information by greasingpalms, subtlety, force or fear. With a successful die roll, they can get a general idea of a city’s major newsitems or more specific information as required. The higher the result, thebetter the information they can obtain.
Learn the Truth: By touching a person or creature thathas lied to him, a Royal Redeemer of can force the creature to tell the truth.
Establish Chapter (10th): At 10th level, a redeemer can set up a chapterhouse ofredeemers as an outpost against the chaos of sorcery. The redeemer will bejoined by a number of low-level redeemers and fighting-men, ready to die forthe cause if necessary.
I've been working on the Crimson Lords supplement to Crimson Blades. It will include a few new character classes, mass combat, sea battles and other "advanced" rules as well as more background to The Crimson Lands. Here is the first of the new classes:
Griots are historians, storytellers,praise-singers, poet and/or musicians. The griot is a repository of oraltradition and is also often seen as something of a societal leader due to his orher traditional position as an adviser to royal personages. As a result of theformer of these two functions a griot is called a bard or a skald in some regionsof the Crimson Lands. A griot’s wit can be devastating and his or her knowledgeof local history formidable. Although they are popularly known as "praisesingers", griots may also use their vocal expertise for gossip, satire, orpolitical comment.
Prime Attribute: Charisma. If CHA is13+, you gain +5% to XP earned.
Primary Save: Will
Hit Dice: 1D6 at 1st level, then asthe Griot Advancement table
Armour/Shield Permitted: Quilted,leather, chain no shields
Weapons Permitted: Light & mediumonly
Table 1: Griot Advancement
Level Hit Dice Summoning Primary Secondary Tertiary 1 1 6+ 3+ 4+ 5+ 2 1(+1) 6+ 3+ 4+ 4+ 3 1(+2)
5+ 2+ 3+ 4+ 4 2(-1) 5+ 2+ 3+ 3+ 5 2 4+ 2+ 3+ 3+ 6 2(+1) 4+ 1+ 2+ 3+ 7 2(+2) 3+ 1+ 2+ 3+ 8 3(-1) 3+ 1+ 2+ 2+ 9 3 2+ 1+ 2+ 2+ 10 3(+1) 2+ 1+ 1+ 2+
Summoning: Whilst griots aren’t generally knownto be summoners, they are actually able to summon either undead or demons ofknowledge (chosen at outset). This is how they know so much – if they want toknow about a battle, they summon the shade of someone who was there; if theywant to know about a specific place or artifact, they summon a demonknowledgeable of these things. They don’t do this in public, of course. Griotsaren’t known to bind their undead or demons, but that isn’t to say they aren’table to.
At 1st level,the griot chooses which of the following skills will be his primary (best),which will be secondary and which will be tertiary (least good). He chooses twoskills for each category. Most of these skills assume the griot is carrying outthe task at some speed or under a degree of pressure. If the griot has time,the GM could give a small bonus; say +1 to the roll. Some skills benefit fromgood equipment. These abilities are unavailable to other classes.
Followers: Griots are able to gain followers as if theywere hirelings, without the need to pay them, by making a successful roll. Theycan also add 1 follower to the normal number of hirelings allowed for everylevel of griot.
King’s Ear: Some griots advance to such a position thatwherever they go they are welcomed by the nobility of that land. This connectionprovides status and a certain level of protection from the law (Griotic Immunity).In the griot’s homeland, this protection is absolute (though violating the lawsof the land can sometimes lead to trouble for the griot). In other lands thiscan be a little less certain. Mostly, this is role-played, but when used duringa confrontation, a griot can invoke his or her Griotic Immunity by succeeding thedie roll. It functions as the sorcerer spell sanctuary but only against people thatcan hear and understand the griot. It lasts for 1 turn per level. It doesn’t workagainst monsters and animals. It might work against undead (GMs discretion).
Performance: A griot can spin a web of words to attractan audience. Creatures must be able to hear and understand the Griot to beaffected. Affected creatures take a -2 penalty to Notice checks (as they are sofascinated by the web of words the griot is creating). This is useful as a distractionfor various purposes.
Suggestion: A Griot can subtly work a suggestion intotheir tales once per day, like the sorcerer spell. The target is entitled to aWill save. Observers must make a notice check to spot the suggestion being usedagainst them.
Trained Memory: A griot forgets little of what he or sheknows. If he or she takes the time to memorize something, he or she can recite itperfectly at any later date with a successful roll. The time taken depends onthe thing to be memorized, but as a rule of thumb it takes three times as longto memorize a piece of text as it takes to simply look over it.
Voice: A griot has an incredible vocal skill andcan perform a number of almost magical effects with his or her voice. He or shecan “throw” his or her voice, to make it appear to come from another location. Agriot can also mimic other people’s voices and accents if they’ve heard thembefore and can also make simple sound effects with their voices – animals inthe forest, doors opening, floorboards creaking etc.
Griotic School: At 10th level, a Griot is called aMaster Griot and can establish his own school for students of poetry, music andentertainment. It will attract a number of paying students eager to learn more.
Last edited by Simon W; 06-11-2014 at 09:23 AM.
Wow you did yet again an outstanding job! I am a big fan of you work. Don't stop making more games!
Another NPC Class from the upcoming "Crimson Lords":
NPC CLASS: Fleshcrafter(Dendrelyssi)
Fleshcrafters are Dendrelyssisurgeon-torturers who can also summon a specific type of demon. Dendrelyssisurgeons were far advanced in their craft; primarily because they left no stoneunturned in their quest to learn new surgical techniques, to the extent thatpracticing surgery on living slaves became commonplace. Because of theirparticular set of skills, Dendrelyssi surgeons were turned to for theinterrogation of prisoners – their tortures became more and more elaborate andgradually became an entertainment for bored nobles rather than merely toillicit information from captives. Fleshcrafters are vicious, ruthless andunmerciful. They are cruel to others to an extent that few can match. Fleshcraftersare well and truly evil. INT is their Prime Attribute and CON and DEX shouldboth be 9 or more.
Prime Attribute: INT. As Dendrelyssi, Fleshcraftersreceive no bonus to XP.
Primary Save: Will
Hit Dice: 1D6 at 1st level, then asthe Fleshcrafter Advancement table
Armour/Shield Permitted: Quilted clothor leather, no shield
Weapons Permitted: Daggers,shortswords , longwords and cutlasses only
Table 4: Fleshcrafter Advancement
Level Hit Dice Summoning Primary Secondary Tertiary 1 1 5+ 3+ 4+ 5+ 2 1(+1) 5+ 3+ 4+ 4+ 3 1(+2) 4+ 2+ 3+ 4+ 4 2(-1) 4+ 2+ 3+ 3+ 5 2 3+ 2+ 3+ 3+ 6 2(+1) 3+ 1+ 2+ 3+ 7 2(+2) 2+ 1+ 2+ 3+ 8 3(-1) 2+ 1+ 2+ 2+ 9 3(+1) 1+ 1+ 2+ 2+ 10 3(+2) 1+ 1+ 1+ 2+
Fleshcrafter Class Abilities
Summoning: Fleshcrafters are able to summon aparticular kind of demon called Demons ofPain. Full details of these demons and how to summon them are set out onpage xx.
At 1st level,the Fleshcrafter chooses which of the following skills will be his primary(best), which will be secondary and which will be tertiary (least good). Hechooses two skills for each category. Most of these skills assume the Fleshcrafteris carrying out the task at some speed or under a degree of pressure. If the Fleshcrafterhas time, the GM could give a small bonus; say +1 to the roll. Some skillsbenefit from good quality equipment.
Amputation: When a character has “died” as a result ofinjuries received in combat (see damage and death in the main rulebook), a Fleshcrafterhas a chance of saving him by amputation (for the purposes of this rule, it isassumed the character is actually still alive and immediate and drastic surgerymight actually save him). The Fleshcrafter declares “I can save him!” and whipsout his bone-saw (or some other equally nasty implement). The player of the Fleshcrafterchooses which body part to remove from his victim and a grisly scene ensues(which we won’t elaborate on here). With a successful roll, the “operation” isa success and the character still lives (minus the body part).
Bleeder: After hitting his unaware target (that is bysurprise or from behind) and with a successful ability roll, a Fleshcrafter maychoose to strike a vein or artery in any enemy that has one, to cause it tobleed for 1D6 rounds, causing level divided by two (rounded up) in damage each roundafterwards.
Graft: A Fleshcrafter can perform face and bodyremodelling – cutting inches off a person’s height, or pounds off a person’sweight or even making them appear like someone else who is of a similar lookand build. In addition, where someone has lost a limb a Fleshcrafter canreplace the missing part with the part of another person or even with that ofan animal. The more extreme the graft the more difficult it is and the GM mayapply appropriate modifiers. So, grafting an animal (rather than human) limb toa person would be a -1 modifier. The player and GM should work together todetermine the effects of grafting. When grafting doesn’t work, the recipientoften dies or becomes badly disfigured.
Heal Wounds: The Fleshcrafter can stitch up wounds andprevent infection using alcohol or similar, healing 1-3 HP (roll 1D3). It takes5 minutes (turns) to do a decent patch-up job (possibly leaving horrible scarsin the process).
Interrogation: Fleshcrafter’s are skilled at extracting thetruth from their victims. With a successful roll, the Fleshcrafter can receivean answer to a direct question provided that the victim knows the answer. Withanother successful roll, he can obtain another answer. He can keep doing thisuntil he fails a roll. With a failed roll, the victim dies from the torture.
Poisons: Dendrelyssi Fleshcrafters have made thestudy of poisons and drugs and their effects on the body into a fine art aspart of their tortures and experiments. This ability allows them to concoct apoison that has the effects they wish (with agreement of the GM). A failed rollhas means it doesn't work as planned, not at all, or is obvious if they wishedit to be subtle – other failed results at the GMs discretion.
Last edited by Simon W; 06-11-2014 at 09:18 AM.
Went and bought the print version of this, along with Sabres & Witchery
The Soultaker Studios Blog: http://soultakerstudios.blogspot.com/
Was at the Rpgnet chat/interview and enjoyed it. Bought the Crimson Blades pdf and downloaded the essentials. Looking forward to hosting it. Also I want to try to convert it into something fun and want to get back to you when it is completed. Either you will be totally shocked or intrigued! We shall see!
Thanks for the great work - keep writing and keep publishing!
Last edited by Morashitar; 06-18-2014 at 02:27 PM.
Oh, and by the way, be sure to leave a rating (or a review) on RPGNow!
Here is a log of the Q&A, if anyone's interested