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?

Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.

 

Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.

 

Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell

Level

Known

Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6

 

Thoughts?