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New Classes

The following are three new classes common to the Farreaches. They are: the Alpha Packmaster of the Changing Folk, the Dread Warrior of the Hobgoblin armies, and the Hunter—common to all species of the bitter north.



The Alpha is the ruling leader of a wolf pack. The Alpha Packmaster is the dominant warrior of a Lycanthrope company, skilled in the arts of combat as well as the skills of a natural leader. Additionally, the Packmaster develops his or her innate supernatural abilities into a finely honed killing machine.

Alpha Packmaster

Skill cost: 14

Requirements:
Changing folk only
Minimum Personality: 14
Minimum Willpower: 12
Either Strength or Stamina—in Human form—of 13+

Training time: 6 months

+1D6 hit points

I.P.B.S. points equal to class level

Understand canines—not speech, but basic understanding (i.e. danger, personal howls)

Add class level to social skills when dealing with other Lycanthropes

Considered a supernatural creature

Level bonuses

  1. Regenerate 1 hit point per hour
  2. Status: Warrior; +1 to attacks with natural weapons
  3. Darksight: can see in darkness, smoke, fog, and magical blindness; regenerate 1 hit point per 10 minutes
  4. Status: Named, gains a 'Name of Valour' during a tribal ceremony, this is a major event in an alpha packmaster's life; Supernatural Strength
  5. +2 to initiative; regrowth of limbs and organs, takes about 1 week
  6. Sprint: add 30 to Speed for one round, once per battle
  7. Toughness x2 (one additional); regenerate 1 hit point per minute
  8. Psychic scents: can use the Tracking skill even when no tracks may be left
  9. Status: Acknowledged, you are now a leader among your people; regenerate 1 life point per hour
  10. Thermal vision, can see heat
  11. +1D8 hit points; regenerate 1 life point per 10 minutes
  12. Double jumping distances
  13. Control canines: they can understand your commands & treat you as their pack leader; status: Dominant
  14. +2 initiative; +2 to attacks and damage; regenerate 1 life point per minute
  15. Berserker background; status: Enraged
  16. +3 to all physical attributes
  17. Charm Lycanthropes: must make a saving throw vs 1/2 class level, or treat you as their leader

Per additional level: +1 life point

Per additional even level: +1 to all martial proficiencies

Skills

Animal Lore
Body Check
Brawling
Culture (Changing Folk)
Glare or Intimidation
Hiding
Hunting
Power Block
Public Speaking
Running
Superstitions: choose 2
Survival (home terrain)
Tactics
Tailing
Take It Like a Man
Tracking
Travel Sense






The Dread Warriors are some of the fiercest opponents that most will ever have the misfortune to encounter. Originally developed from the (remnants of the) elite of the Old Empire, this special breed of fighter combines the pride & indomitable survival instinct of the Hobgoblins, with a nearly unbeatable stormtrooper fighting style. Learning from the past, these battlers practice with both horse & bow, as well as in negotiating skills. A force to be reckoned with either sweeping down on an opponent in a lightning fast strike, or in a socal setting where their strong personalties dominate just as effectively. The Dread Warrior is the true elite of Hobgoblin pride.

Dread Warrior

Skill cost: 17

Requirements:
Minimum Stamina: 14
Minimum Strength: 12
Hobgoblins only

Training time: 9 months

Bonus background: Accustomed to cold

+1D8 hit points

Bonus equipment: trophy sash, colour appropriate to tribe
one free normal weapon

Level bonuses

  1. Status: Warrior
  2. +2 to all weapon proficiencies
  3. +4 to cause fear & intimidation
  4. Status: Warrior x2 (one additional)
  5. Double damage when ambushing
  6. Status: Dominant
  7. +1D6 hit points
  8. No-Scream: retest against pain, & interrogation
  9. Immunity to fear
  10. Status: Feared
  11. Upgrade all martial skills two levels
  12. 10% damage resistance to one damage type: fire, hacking, smashing, or stabbing
  13. +1D6 hit points
  14. Dread Gaze: it is obvious to all who see your eyes that you are a fierce opponent
  15. Vengeance: sacrifice some life points for equal additional damage to an opponent; lose these points after the attack roll is made; no shock is suffered this round
  16. Each additional level: +1 life point

    Each additional even level: +1 to all weapon proficiencies

Skills

Alertness
Bartering
Body Check
Bow Maintenance
Conversational Dominance
Dodge
Epics
Horsemanship: Cavalry & Grooming
Hunting
Insults
Intimidation
Land Navigation
Melee Weapon (Mass) II
Military History
Mounted Leap
Power Block
Select one additional Weapon proficiency I
Shepard Suite: Animal Husbandry, Animal Lore, Packing
Superstitions (select 2)
Survival (select one: Arctic, Mountain, or Steppe)
Take It Like a Man II
Walking
Weapon Maintenence—Heavy Metal






Quiet and stalking, the Hunter tracks her prey. Knowledgable in all forms of hunting & trapping, and expert with a number of chosen prey, the Hunter is an invaluable asset to both adventuring guilds and communities in these barren lands.

Hunter

Skill cost: 8

Requirements:
Minimum Willpower: 9
Minimum Awareness: 13
Minimum Speed: 12
Minimum Common Sense: 9

Training time: 3 months

Level bonuses

  1. +1 to class proficiencies
  2. Specialty: +3 to skills when dealing with one specific animal type
  3. +3 vs disease & poison
  4. +1 to all attacks
  5. Additional weapon proficiency
  6. Additional animal specialty, or may increase initial specialization
  7. +3 to any one saving throw
  8. +2 Stamina
  9. +4 Speed
  10. Additional animal specialty, or may increase previous specialization
  11. Bonus trait: I.P.B.S.
  12. Use Survival skill for any familiar terrain

Per additional level: +1 to any one class proficiency

Per additional odd-numbered level: either additional specialization (may increase previous specialization), or +1 level of I.P.B.S.

Skills

Alertness
Animal Lore
Boasting
Culture (native culture)
Hunting III
Leatherworking
Recognize Tracks
Running
Scrounging
Sneaking
Superstitions: choose 2
Survival (home terrain)
Tracking
Trapping
Travel Sense
Select one martial proficiency at level II