One more DCC RPG class! How about a cleric/rogue?
Heavenly Hitman
Sometimes a church needs to fix a problem. Sometimes that problem takes the form of a person. In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.
Level | Attack | Crit Die/ Table | Action Dice | Known Spells | Max Spell Level | Ref | Fort | Will | |
1 | 0 | 1d8/II | 1d20 | 1 | 1 | 1 | 1 | 1 | |
2 | 1 | 1d10/II | 1d20 | 1 | 1 | 1 | 1 | 1 | |
3 | 2 | 1d12/II | 1d20 | 2 | 1 | 2 | 2 | 2 | |
4 | 3 | 1d14/II | 1d20 | 2 | 2 | 2 | 2 | 2 | |
5 | 3 | 1d16/II | 1d20 | 3 | 2 | 3 | 3 | 3 | |
6 | 4 | 1d20/II | 1d20+1d14 | 3 | 3 | 4 | 4 | 4 | |
7 | 5 | 1d24/II | 1d20+1d16 | 4 | 3 | 4 | 4 | 4 | |
8 | 5 | 1d24/II | 1d20+1d20 | 4 | 4 | 5 | 5 | 5 | |
9 | 6 | 1d30/II | 1d20+1d20 | 5 | 4 | 5 | 5 | 5 | |
10 | 7 | 1d30/III | 1d20+1d20 | 5 | 5 | 6 | 6 | 6 | |
Titles | |||||||||
Level | Title (all alignments) | ||||||||
1 | Assaulting Alterboy | ||||||||
2 | Death Decon | ||||||||
3 | Massacre Minister | ||||||||
4 | Murder Missionary | ||||||||
5 | Brutal Bishop |
Skill\Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Backstap | 0 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
Sneak silent | 3 | 5 | 7 | 8 | 9 | 11 | 12 | 13 | 14 | 16 |
Hide in shadows | 1 | 3 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Climb sheer surfaces | 0 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
Pick locks | 0 | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
Find trap | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 |
Disable trap | 1 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 |
Forge documents | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Disguide self | 1 | 3 | 5 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Read languages | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 |
Handle poison | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 |
Channel Harm Check | Damage |
1-11 | Failure |
12-13 | 1d6 |
14-19 | 2d6 |
20-21 | 3d6 |
22+ | 4d6 |
Hit points: A heavenly hitman gains 1d6 hit points at each level.
Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.
Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers. They tend to be neutral because of this.
Magic: A heavenly hitman cast spells as a cleric.
Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting. Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds. Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.
Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison. These function as a theif’s skills.
Luck: A heavenly hitman adds their Luck modifier to their backstab damage.
Action Die: A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.
Thoughts?