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Class_Specialist_Art_Scoundrelry
Grit | Additional items |
---|---|
1 | leather armor, specialist kit, dagger, garrote |
2 | leather armor, specialist kit, dagger |
3-4 | specialist kit, dagger |
5 | specialist kit |
6 | 1 extra trinket |
Saving throws against devices succeed on a 1-2 on 1D6.
Trained in (able to use the tags of) the first 2 weapon types you use. (You can veto a weapon type, if needed.)
Trained in light armor.
HD: 1d6.
Locksmith skill.
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Propose an item to your GM or roll a D8 on the table below.
Gain an instance of the item. Name it and describe its appearance, if you like. It's an extension of yourself. It may, however, be replaced by another object of the same kind if you lose or destroy it.
Gain a skill named after the item. Example: if your item is a whip, gain the Whip skill.
Once per day you may automatically succeed at doing something beyond what a normal adventurer would be able to do with the Signature Item. It must be something that, however, could be done by the world's foremost expert on the use of that object. Your ability is not magical. Your ability cannot be used to generate extra damage in combat.
Example Bonded items
- Whip. Swing from a chandelier. Yoink a little golden statue.
- Hammer and Chisel. Create beautiful works of art. Provide components for contraptions. Alter architecture. Shape bone to make prosthetics, false teeth (with a capsule inside.) Perfectly imitate the ancient reliefs in the dungeon.
- Cane. Use to strike with the point or length (perhaps more to startle, stun, or knockout than to simply do mundane hit points), parry; throw to achieve same result; throw with a twist so the cane lodges in a gap to hold things apart.
- Glue. Piece together a smashed pot. Scale an unscalable wall.
- Playing Cards. You can throw/spin a card shaped item to place it. Sharp & strong items could be used like shuriken, to damage or cut open/sever twine. Or to place an item as fake evidence or as a dead drop message. As well as all the obvious card sharp shuffling and sleight of hand.
- Lute. Pacify a beast.
- Needle & Thread. Attach a mirror to your sleeve. Attach a hooked vial of poison to your wristbone.
- Paintbrush. Invent fingerprinting. Tickle a giants feet so gently that it simply shifts its feet in reaction instead of waking up.
Level 2
- You know one member of a criminal organization per Level. Negotiate where they live with the Referee. Write all of this on your sheet.
- These low-class, unleveled thugs, mountebanks and pickpockets are friendly (or are at least willing to be) but are not adventurers or servants. So long as they remain unoffended, they will provide free information.
- You will owe each contact a favor if their reaction roll is less than Neutral. If the reaction roll is awful, you'll need to take care of the favor before they're ready to be helpful.
Level 3
- You may easily appraise most art and antiques. An INT Check may be needed to appraise some objects and to remember something of their history.
Level 4
- Pay 1/10 of a real object's value, then forge it on a successful INT roll. This requires access to the object or detailed information about it.
Level 5
- Once per day, you can re-roll a failed roll. Explain how things somehow went your way after you failed.
Level 6
- You will notice anyone sneaking or hiding if at all possible. Enemies usually may not surprise the party.
Level 7+
- Increase one Attribute score by 1.