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 |
|
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| Level |
Title (all alignments) |
|
|
|
|
|
|
|
|
| 1 |
Assaulting Alterboy |
|
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|
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|
|
|
|
| 2 |
Death Decon |
|
|
|
|
|
|
|
|
| 3 |
Massacre Minister |
|
|
|
|
|
|
|
|
| 4 |
Murder Missionary |
|
|
|
|
|
|
|
|
| 5 |
Brutal Bishop |
|
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|
|
|
|
| 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?