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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: John Givler Re: THE ARSONIST KIT ---------------------------------------------------------------------- The Arsonist Description: The Arsonist makes his living by setting fire, for pure enjoyment or for the money. They are modeled after the modern arsonist, and pyromaniacs, but have been slightly modified to fit most campaigns. Their main attributes are memory and speed, so high wisdom and dexterity are prefered. Since memory and speed are of the essence he needs at least a 14 in both. A high constitution is also important. Role: The Arsonist is a person that enjoys setting anything on fire. If they are offered a considerable ammount of money they will burn just about anything. The Arsonist can find jobs as arsonists, demolition experts, fire-fighters, and fire-safety experts. Legal Issues: The Arsonist is very secretive about there work, and few are ever caught. Those that are caught are burned at the stake, a penalty befitting their crime. Some Arsonist set fire for the gonvernment. For instance: They may want and old structure taken down so they hire an arsonist to do the job. Those that work for the government fighting fire or tearing down (burning) old building have a place in society, but those that burn just for money and the fun of it are sought after and killed. Secondary Skills: If your DM is using secondary skills the character can select any of the following secondary skills: Forester, Limner/Painter, Mason, Scribe, and Woodworker. The character can have any two of the five. Weapon Proficiencies: Required: Bow (long or short), dagger, flight arrows (burning), javelin, sling, spear, and the longsword. The Arsonist must become proficient in these weapons before gaining proficiencies in any other weapon. Nonweapon Proficiencies: Bonus nonweapon proficiencies: Fire- building, Weather Sense. Recommended (General): Carpentry, direction sense, riding land-based, rope use, stonemasonary; (Rogue): Blind-fighting, disguise. Equipment: The Arsonist will have the equipment he deems necessary for his survival. Most will have a 100' rope, grapling hook, and a kit of various disquises, 2 flasks oil, tinder box. They will have a dagger, bow and 6-10 arrows or spears. Some Arsonist will have a riding horse near buy as a means of escape. Other supplies can be kept in saddles. Skill Progression: The Arsonist tend to have fairly balanced thief skills. The only skills of little interest are Pick Pockets, and Read Languages, they will distribute their abilties in other skills are they deem necessary. Special Benefits: The Arsonist has the a skill known as Pyrology: This is the science of starting fires, and it consists of two parts. * Part One: The Arsonist has developed a Burning Hands ability,, like the first level Wizard spell of the same name. This allow the Arsonist to cause 1d6 +1 hit points of fire damage. * Part Two: The Arsonist increase in the ability of setting fires, and recieves a bonus of +1 to setting this them. This increase every four level to a maximum of +3. The Arsonist recieves the ability of Pyrostrife: This is a bonus of +1 to hit and damage when firing a flaming arrow, or throwing a flaming spear. Special Hindrances: The Arsonist can not wear armor heavier than studded leather, because the Arsonist has to be able to escape from a fire quickly and safely. The Arsonist only recieve his Pyrology ability if he has the nonweapon proficiencies of carpentry, and stonemasonary. The Arsonist must recieve these proficiencies at first level. The Arsonist needs these skills too find the main support structure of a building so that the whole building would collapse. The Arsonist only recieves his Pyrostrife ability when firing flaming arrows or throwing flaming spears, and must proficient with these weapons at first level. The Arsonist prefer to be Neutral Evil, but can be any evil. They do not recieve the 10 percent bonus to earned experience. While the Arsonist can have any monetary amount of treasure, they cannot have more treasure than they can carry. So in this case a Bag of Holding is very useful. Races: Any race that enjoys setting things on fire can be a Arsonist, but it is only recommended for humans, and half-elves. Nonhuman characters are limited to their racial restrictions of their choosen class. Notes: This kit is only recommended for thiefs. The DM may wish to use the Arsonist kit as a type of fire fighter instead of starting them, he will put them out. In this case the character will be good, and designed to stop fires. * Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)