Six Interesting (and possibly Neglected) Entries

Saturday, 28 December 2019

Peregrine Prophet: AtWC's Traveller for the 52 Pages

The cleric is morphed by the 52 Pages into a Prophet; the reasoning (in part) being to detach the floating murderhobo miracle worker from any given religious hierarchy. Well, Joseph Manola's Against the Wicked City detaches the class from any religious implication in the form of the Traveller (whilst still having many options for in-universe religious belief and divinely empowered classes).

Anyway, while I'm not turning my back on divine-magic settings, this is a useful class to have. So I thought I would put together a 52 Pages version of the Traveller. This is not, to my mind, simply a secular prophet. It is a concentration of the Clerical role onto experience, healing and prudence. This could represent a member of a religious order quite well, or a faithful layperson. The emphasis on experience and wisdom could implicate, for instance, Gandalf, quite nicely as a high-level Traveller - you will recall that the Grey Pilgrim does a lot of travelling and does very little in the way of bells-and-whistles-magic-missiles magic.

***
THE TRAVELLER

Size: 1

HP - d6+1+ CON +/-.

Attack Modifiers - None, initially
Mind Save 5 + WIS +/-
Speed Save 5 + DEX+/-
Body Save  9 + CON +/-

Knowledge    Notice Detail   Hear Noise   Handiwork   Stealth   Athletics

      [XX]               [XX]                   [X]              [ ]              [X]             [ ]

Starts with two extra Languages (which cannot be Scripts; the Traveller can start with Writing if they have a INT score of 12 or above), and Spells: 1+INT bonus*. Spells must come from the Restoration list, though at Third Level the Nature Spells Befriend Beast or Nature's Gift can be chosen.

The Traveller must choose at least one 'Environment' background. They are particular apt at finding food, water, paths or shelter in this biome.

The Traveller is not bound by a creed like the Prophet. Nor are they bound by the Sacred Weapon rules - however, they must use civilian weaponry (travel doesn't leave the same time for weapon training).

Level Advancement: +1 Melee, +1 Missile every Fourth Level

                                    +1 to all Saves every Odd Level
                                    +1 Spell per level


Like Wizards, the Traveller is presumably a little older than other classes - they have had to have spent enough years in a position of relative maturity and responsibility. I don't know as this could be enforced for tabletop play, but it's not inappropriate to consider as an aspect of the character.

The Traveller is not necessarily charismatic, but they are expected to understand people - at least on a broader scale of differences in laws and mores. Suitable bonuses should be applied, deriving from their background words.
(IE, Larissa Hornung has chosen 'Sea' as a Background word, and was either a sailor or spent quite enough time on ships with sailors. Though she has never visited the Harbour of Freeling, her background word is sufficient give a bonus in her discussions with the customs officials).



*All spells are deemed to be proven-to-be-effective remedies or field surgery - compare the abilities of the Man of the World. Consulting a real physician is probably advisable for serious injuries - he's a Traveller, Jim, not a miracle worker.

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