Thursday, June 2, 2022

Creating a TTRPG: ACC Classes - The Bushranger

 


 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 LevelRef Fort Will
1 +1 1d7/II 1d20 21+0+1 +1
2 +11d8/II 1d20 3
1+1 +1 +1
3 +2 1d8/II 1d20 41+1 +1+2
4 +21d10/II 1d20 52+1+2 +2
5 +31d12/II 1d20+1d12 6
2+2 +2+2
6 +31d12/II 1d20+1d14 7
2+2 +2+3
7 +41d14/II1d20+1d16 8
2+2 +2+4
8 +41d14/III1d20+1d18 83+2+3+4
9 +51d16/III1d20+1d20 10
3+3 +4+4
10 +61d18/III 1d20+1d20+1d1212
3+3+4+5

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