You are a criminal reborn, a man of the bush. A lone soul wandering the wastes surviving off the land. A brutal gang leader running from the law gun in hand. A reborn spirit forming a bond with the alien landscape you find yourself in. You have escaped your bonds and have struck out into the wilds. You are, The Bushranger.
Hit Points: The Bushranger gains 1D8 Hit Points per level
Weapon Training: A Bushranger is trained in these weapons: BattleAxe, Blunderbuss, Boomerang, Club, Dagger, Flintlock Musket, Handaxe, Javelin, Longbow, Sabre, Shortbow, Sling, Spear, Staff and Woomera. Bush rangers tend to use lighter armour, as it can affect their skills.
Alignment: Most bushrangers come from convict stock and veer towards the chaotic or neutral at best.
Convict skills: The Bushranger is able to use a handful of convict skills such as sneak silently, hide in shadows, handle poison and climb sheer surfaces.
Magic: Years of living in the wilds has allowed the bushranger to tap into a primitive form of magic. An amalgamation of elemental and animalistic bush craft that has resulted in simple spells used to aid the bushranger in survival.
To cast a spell, a bushranger makes a spell check. The spell check is made like any other check: roll 1d20 + Intelligence/Personality modifier + caster level. If the Bushranger succeeds he casts an ancient elemental magic
Action Die: A bushranger can use his action die for attack rolls or spell checks.
Level | Attack | Crit Die/Table | Action Die | Known Spells | Max Spell Level | Ref | Fort | Will |
---|---|---|---|---|---|---|---|---|
1 | +1 | 1d7/II | 1d20 | 2 | 1 | +0 | +1 | +1 |
2 | +1 | 1d8/II | 1d20 | 3 | 1 | +1 | +1 | +1 |
3 | +2 | 1d8/II | 1d20 | 4 | 1 | +1 | +1 | +2 |
4 | +2 | 1d10/II | 1d20 | 5 | 2 | +1 | +2 | +2 |
5 | +3 | 1d12/II | 1d20+1d12 | 6 | 2 | +2 | +2 | +2 |
6 | +3 | 1d12/II | 1d20+1d14 | 7 | 2 | +2 | +2 | +3 |
7 | +4 | 1d14/II | 1d20+1d16 | 8 | 2 | +2 | +2 | +4 |
8 | +4 | 1d14/III | 1d20+1d18 | 8 | 3 | +2 | +3 | +4 |
9 | +5 | 1d16/III | 1d20+1d20 | 10 | 3 | +3 | +4 | +4 |
10 | +6 | 1d18/III | 1d20+1d20+1d12 | 12 | 3 | +3 | +4 | +5 |
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