Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

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?

Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!

 

Priest of the Old Father

 

Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Titles
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother

 

Hit points: A Priest of the Old Father gains 1d8 hit points at each level.

 

Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.

 

Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.

 

Magic: A priest of the old father cast spells as a cleric.

 

Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.

 

Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.

 

Infravision: An elf can see in the dark up to 60’.

 

Immunities: Elves are immune to magical sleep and paralysis.

 

Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.

 

Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 

 

Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.

 

Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.

 

Action dice: An elf’s action dice can be used for attacks or spell checks at any level.

 

 

Thoughts?

Daily Punch 4-10-20 Rune Sage class for DCC RPG

How about another magic user?

 

Rune Sage

 

Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them.  The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Runes Cast Max Spell Level Ref Fort Will
1 +d2 1d8/I 1d20 2 2 1 0 1 1
2 +d3 1d10/I 1d20 3 2 1 0 1 1
3 +d4 1d12/I 1d20 3 3 1 1 2 2
4 +d5 1d14/I 1d20 4 3 2 1 2 2
5 +d6 1d16/I 1d20 4 3 2 2 2 2
6 +d7 1d20/I 1d20+1d14 4 4 3 2 3 3
7 +d8 1d24/I 1d20+1d16 5 4 3 2 3 3
8 +d10 1d24/I 1d20+1d20 5 5 4 2 4 4
9 +d10+1 1d24/I 1d20+1d20+1d14 6 6 4 3 4 4
10 +d10+2 1d30/I 1d20+1d20+1d14 7 6 5 3 5 5
Titles
Level Title (all alignments)
1 Runic Carver
2 Earth Enchanter
3 Slag Sorcerer
4 Ore occultist
5 Magma Magus

 

Hit points: A thief gains 1d8 hit points at each level.

 

Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.

 

Alignment: Rune sages are the children of dwarves and magic rock.  They follow the law of stone and never deviate from that order in the world.  Most rune sages tend to be lawful.

 

Magic: A rune sage cast spells as a wizard with a key difference.  At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.  A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting.  The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.

 

Rune: The spells carved by a rune sage can be passed to anyone.  On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell.  If another character is using the rune, that character can spell burn additional points to increase the previously determined result.

 

Sword and Stone.  A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better.  They may only trigger one spell per turn in this way.

 

Infravision: A rune sage can see in the dark up to 60’.

 

Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans

 

Language: A rune sage automatically knows dwarven at first level

 

Luck: A rune sage Luck modifier applies to their AC.

 

Action Die:  A rune sage always uses action die to attack.  Additional action die allow for additional attacks.

Daily Punch 4-8-20 Spell Thief class for DCC RPG

Working on a thing for DCC RPG!  Here is a fun combo class for DCC RPG

 

 

Spell Thief

Why work hard when you can get the magic milk for free?  You’ve spent years learning to be the smartest one in the room and along the way you learned a few tricks.  Now you’ve found a way to make a big score. Just a few more rubbes to swindle along the way and you will be set!

 

Level Attack (Magic Die) Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 +d3 1d10/III 1d20 3 1 1 1 1
2 +d4 1d12/III 1d20 3 1 1 1 1
3 +d5 1d14/III 1d20 4 1 1 2 2
4 +d6 1d16/IV 1d20 4 2 2 2 2
5 +d7 1d20/IV 1d20 5 2 2 2 2
6 +d8 1d24/V 1d20+1d14 5 3 2 3 3
7 +d10 1d30/V 1d20+1d16 6 3 3 3 3
8 +d10+1 1d30/V 1d20+1d20 6 4 3 4 4
9 +d10+2 2d20/V 1d20+1d20+1d14 7 4 4 4 4
10 +d10+3 2d20/V 1d20+1d20+1d14 7 5 4 5 5
Titles
Level Title (all alignments)
1 Spell Swindler
2 Mugger Mage 
3 Sorcery Sneak
4 Hex Hijacker
5 Eldritch Embezzler

 

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 1 2 3 4 4 5 5 6 6 7
Hide in shadows 2 3 4 4 5 5 6 6 7 8
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 0 0 1 1 2 2 3 3 4 4
Read languages 2 3 4 4 5 5 6 6 7 8
Handle poison 0 9 1 1 2 2 3 3 4 4
Bonus on spell theif check and against magic traps 3 5 7 8 9 11 12 13 14 `5

 

Hit points: A thief gains 1d4 hit points at each level.

 

Weapon training: A spell thief 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: Spell thieves walk a hard line between the order needed to cast magic the the disorder needed to steal.  Most spell thieves tend to be neutral.

 

Thieving skills: A spell thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and a bonus against magic trips and spell thief checks.  These function as a theif’s skills.

 

Magic: A spell thief cast spells as a wizard.  At 1st level a spell thief determines 2 spells that he knows.  To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.

 

Spell Thief: A spell thief gains the ability to negate and learn a spell cast against him.  If the subject of a spell, the spell thief can choose to make a 1d20 + Intelligence modifier + spell thief check + magic die.  If the spell thief succeeds, the spell thief learns the spell in addition to its normal spell amount. If the spell thief fails, he is subject to the spell as normal.

 

Luck: A spell thief’s Luck modifier applies to rolls for checks to steal spells.
Action Die:  A thief uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

 

Thoughts?