Post by Diocles on Jan 19, 2021 4:45:34 GMT
Nightingales
Nightingales are high-class and highly-skilled courtesans, always in high-class urban settings. They have no starting gold, because they don't need it. They are skilled in entertainment, sex, and all manner of knowledge. They look like females, but they are always male.
XP: as Rogue
Saves: as Rogue
Thac0: as Rogue
HP: as Rogue
Armor allowed: none
Weapons allowed: none
WP: 1 per level, can be used only on their Watercourse Way
NWP: 2 (plus INT bonus) at first level, one at every level thereafter
Four Thief Abilities (as bard, 30 at character creation, +15% thereafter)
PP: 15%
OL: 10%
MS: 10%
DN: 15%
(Usual armor, Dex bonuses apply)
Prime Requisite: CHA
13 Dex
13 Int
16 Cha
1x/day Charm Person, as a spell-like ability, but it is not magical (from 1st level)
Watercourse Way
2 attacks/rd
Base AC 7
Base Dmg 1d2
Lock 1, 2, 3
Movement 1, 3
Block 1, 2, 3, 4
Throw 1, 2
Vital Area 2, 3
Mental 1, 2, 3, 5, 6
Lock
1. Choke Hold
This maneuver teaches the way of applying pressure to render an opponent unconscious. To initiate a choke hold, the Nightingale must make a successful attack roll. For the maneuver to work as intended, the Nightingale must maintain the Choke hold until the end of the next melee round. During that time he can take no other action and cannot attack again; he is entirely occupied in gripping and holding his opponent. The opponent can attempt to escape by making a successful attack roll with a -2 penalty. The escape attempt can be tried as many times as the opponent has attacks for the round.
If the opponent fails to escape, he falls unconscious at the end of that round and remains unconscious for 1d3 rounds. During the time the choke hold is in effect, the opponent cannot cry out for help or cast spells requiring verbal components.
When the Attack Roll Fails: The attacker suffers no ill effects.
2. Locking Block
This action can be attempted instead of a normal attack. It can be used against unarmed fighters or attackers using melee weapons. The Nightingale makes a normal attack roll. If successful, the attacker has trapped her opponent’s weapon, arm, or leg in a scissors arm-lock; the trapped element cannot be used to make attacks. In addition, so long as the opponent is so trapped, the attacker can make other attacks (using the feet only) with a +4 to her chance to hit. The opponent can break the lock by expending an attack and making a normal attack roll for success. This attempt to break free does no damage. The locking block maneuver also causes no damage.
When the attack roll fails: When used against an unarmed opponent, an unsuccessful locking block causes no ill effects except for the loss of an attack. However, when used against a weapon, an unsuccessful locking block results in damage to the Nightingale: In attempting to make the block, the character is hit by the weapon. She takes normal damage for the weapon, not modified by the Strength bonus of the weapon wielder.
3. Incapacitator
By gripping the opponent and twisting his joints, the Nightingale can render one finger, arm, or leg useless for 24 hours and cause ld4 hp damage in addition to his normal damage.
If the incapacitator’s attack roll is successful, the maneuver does the damage noted above and the opponent must make a saving throw vs. paralyzation. If he fails the saving throw, the appropriate limb is rendered useless. If he makes the saving throw, the damage remains but there is no paralysis. Application of a cure wounds or remove paralysis spell will eliminate the paralyzing effects of this attack.
When the Attack Roll Fails: The Nightingale suffers no ill effects.
Movement
1. Feint
The Nightingale begins an attack in one direction and at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defense. The Nightingale makes a regular attack but adds the feint, which costs an extra attack and gives him a +3 to hit.
When the Attack Roll Fails: The Nightingale’s attack does not hit, but he suffers no other ill effects.
3. Immovability
By carefully positioning his feet and learning to tense and relax various muscles, the Nightingale can avoid being knocked down, lifted, or thrown off his feet. Any time an attack would result in one of these consequences, the character is automatically allowed a saving throw vs. paralyzation. If the save is successful, the character remains standing.
Block
1. Basic Parry
The basic parry maneuver prevents melee attacks from hitting the Nightingale. It does not work against missile attacks. A character can perform the basic parry if he has not used both his Watercourse Way attacks for that round. Even if his opponent has initiative, the Nightingale can announce that he’s using one of his attacks to parry. The Nightingale rolls an attack against his opponent, taking into account all normal adjustments to his opponent’s AC. If the attack hits, the Nightingale has parried the first blow struck at him this round by his opponent.
When the Attack Roll Fails: The incoming attack hits.
2. Parry All
The parry all maneuver is a more advanced form of the basic parry. It requires two of the character’s attacks for the round (the total number of attacks for most characters). With this expenditure, the Nightingale gets to roll a block against every melee attack aimed at her this round, so long as she is aware of the attacks. She makes a separate attack roll against each oncoming blow.
When the Attack Roll Fails: The opponent’s blow hits.
3. Grappling Block
With this advanced maneuver, the Nightingale parries an incoming weapon attack and is able to grab the weapon, making it harder for the attacker to use it against him. It requires both his hands to perform. The grappling block takes one of the Nightingale’s attacks, just like the basic parry. If it is successful, the Nightingale and the attacker both have a grip on the weapon. The grip is never a dangerous one for the Nightingale. For example, the grappling block allows the unarmed Nightingale to clap the blade of a sword-wielding opponent between his palms, preventing it from striking. In order to strike the Nightingale with the weapon, the attacker must get it free. To do this, the attacker makes a Strength check. If the attacker succeeds in his Strength check, he recovers his weapon. If he loses his roll by 4 or more, he loses his weapon (it is now in the Nightingale’s hand). Any other result leaves the two combatants still grappling for the weapon. The attacker may make as many Strength checks per round as he has attacks available, and can release the weapon voluntarily at any time. The martial artist can make further attacks on his opponent with a +2 to his chance to hit, if the grappling block maneuver has left his principal body part free to make the attack. Additionally, any other character making an attack against either of the two combatants grappling for the weapon gets +2 to hit.
When the Attack Roll Fails: The Nightingale suffers no ill effects.
4. Arrow Parry
With this maneuver, the Nightingale is able to parry thrown and missile weapons. This maneuver requires two attacks for the round and applies to all attacks that the Nightingale is aware of.
When the Attack Roll Fails: The weapon strikes the martial artist.
Throw
1. Fall
The Nightingale learns to fall and roll correctly, taking the impact of the fall on the safest areas of the body. Once learned, this maneuver is constantly in effect. Thereafter, the character suffers only half normal damage from any fall (if she is conscious and able to move).
2. Instant Stand
After learning to fall, the Nightingale learns how to gain her feet quickly, either by rolling up to a standing position or using an acrobatic jump. Normally, one round is required for a character to gain her feet, but a character knowing this maneuver can regain her feet automatically instead of making an attack. She may then perform other actions in the round if she has attacks available.
Mental
1. Meditation
This ability allows the Nightingale to enter a mental state in which he can focus and regain his energies. For each hour the character spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the character is oblivious to hunger, thirst, heat, and cold (but he can still take damage from heat- and cold-based attacks). He remains conscious and aware of his surroundings, and suffers no penalties on surprise or initiative die rolls.
2. All-Around Sight
The Nightingale’s training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides, provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.
3. Mental Resistance
The mental exercises and ordeals of the Nightingale’s training have toughened and strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect.
5. Blind-Fighting
The Nightingale has trained for long periods while wearing a blindfold or in a darkened room, gaining the ability to detect foes with senses other than sight. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the character effectively blind. This ability is constantly in effect.
6. Ironskin
Rigorous physical training has toughened the Nightingale’s muscles to the strength of iron. The Armor Class of the character is improved by 2.
Vital Area
2. Stunning Touch
With a light slap of the fingers in the correct place, the Nightingale can stun and daze her opponent. This can be done in place of a normal attack and causes no damage. The attacker must make a normal attack roll. If the attack is successful, the opponent is allowed a saving throw vs. paralyzation. The opponent who fails to save is stunned for ld4 rounds, unable to take any action.
When the Attack Roll Fails: If the attack roll fails or the opponent makes the saving throw, the attack has no effect.
3. Paralyzing Touch
By placing pressure on specific nerve junctions, the Nightingale can paralyze her opponent, leaving him unable to move for 2d4 rounds. The character must make a normal attack roll, but the attack does no other damage. The opponent is allowed a saving throw vs. paralyzation at a -2 penalty.
When the Attack Roll Fails: If the attack fails or the opponent makes a successful saving throw, no damage is done.
Nightingales are high-class and highly-skilled courtesans, always in high-class urban settings. They have no starting gold, because they don't need it. They are skilled in entertainment, sex, and all manner of knowledge. They look like females, but they are always male.
XP: as Rogue
Saves: as Rogue
Thac0: as Rogue
HP: as Rogue
Armor allowed: none
Weapons allowed: none
WP: 1 per level, can be used only on their Watercourse Way
NWP: 2 (plus INT bonus) at first level, one at every level thereafter
Four Thief Abilities (as bard, 30 at character creation, +15% thereafter)
PP: 15%
OL: 10%
MS: 10%
DN: 15%
(Usual armor, Dex bonuses apply)
Prime Requisite: CHA
13 Dex
13 Int
16 Cha
1x/day Charm Person, as a spell-like ability, but it is not magical (from 1st level)
Watercourse Way
2 attacks/rd
Base AC 7
Base Dmg 1d2
Lock 1, 2, 3
Movement 1, 3
Block 1, 2, 3, 4
Throw 1, 2
Vital Area 2, 3
Mental 1, 2, 3, 5, 6
Lock
1. Choke Hold
This maneuver teaches the way of applying pressure to render an opponent unconscious. To initiate a choke hold, the Nightingale must make a successful attack roll. For the maneuver to work as intended, the Nightingale must maintain the Choke hold until the end of the next melee round. During that time he can take no other action and cannot attack again; he is entirely occupied in gripping and holding his opponent. The opponent can attempt to escape by making a successful attack roll with a -2 penalty. The escape attempt can be tried as many times as the opponent has attacks for the round.
If the opponent fails to escape, he falls unconscious at the end of that round and remains unconscious for 1d3 rounds. During the time the choke hold is in effect, the opponent cannot cry out for help or cast spells requiring verbal components.
When the Attack Roll Fails: The attacker suffers no ill effects.
2. Locking Block
This action can be attempted instead of a normal attack. It can be used against unarmed fighters or attackers using melee weapons. The Nightingale makes a normal attack roll. If successful, the attacker has trapped her opponent’s weapon, arm, or leg in a scissors arm-lock; the trapped element cannot be used to make attacks. In addition, so long as the opponent is so trapped, the attacker can make other attacks (using the feet only) with a +4 to her chance to hit. The opponent can break the lock by expending an attack and making a normal attack roll for success. This attempt to break free does no damage. The locking block maneuver also causes no damage.
When the attack roll fails: When used against an unarmed opponent, an unsuccessful locking block causes no ill effects except for the loss of an attack. However, when used against a weapon, an unsuccessful locking block results in damage to the Nightingale: In attempting to make the block, the character is hit by the weapon. She takes normal damage for the weapon, not modified by the Strength bonus of the weapon wielder.
3. Incapacitator
By gripping the opponent and twisting his joints, the Nightingale can render one finger, arm, or leg useless for 24 hours and cause ld4 hp damage in addition to his normal damage.
If the incapacitator’s attack roll is successful, the maneuver does the damage noted above and the opponent must make a saving throw vs. paralyzation. If he fails the saving throw, the appropriate limb is rendered useless. If he makes the saving throw, the damage remains but there is no paralysis. Application of a cure wounds or remove paralysis spell will eliminate the paralyzing effects of this attack.
When the Attack Roll Fails: The Nightingale suffers no ill effects.
Movement
1. Feint
The Nightingale begins an attack in one direction and at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defense. The Nightingale makes a regular attack but adds the feint, which costs an extra attack and gives him a +3 to hit.
When the Attack Roll Fails: The Nightingale’s attack does not hit, but he suffers no other ill effects.
3. Immovability
By carefully positioning his feet and learning to tense and relax various muscles, the Nightingale can avoid being knocked down, lifted, or thrown off his feet. Any time an attack would result in one of these consequences, the character is automatically allowed a saving throw vs. paralyzation. If the save is successful, the character remains standing.
Block
1. Basic Parry
The basic parry maneuver prevents melee attacks from hitting the Nightingale. It does not work against missile attacks. A character can perform the basic parry if he has not used both his Watercourse Way attacks for that round. Even if his opponent has initiative, the Nightingale can announce that he’s using one of his attacks to parry. The Nightingale rolls an attack against his opponent, taking into account all normal adjustments to his opponent’s AC. If the attack hits, the Nightingale has parried the first blow struck at him this round by his opponent.
When the Attack Roll Fails: The incoming attack hits.
2. Parry All
The parry all maneuver is a more advanced form of the basic parry. It requires two of the character’s attacks for the round (the total number of attacks for most characters). With this expenditure, the Nightingale gets to roll a block against every melee attack aimed at her this round, so long as she is aware of the attacks. She makes a separate attack roll against each oncoming blow.
When the Attack Roll Fails: The opponent’s blow hits.
3. Grappling Block
With this advanced maneuver, the Nightingale parries an incoming weapon attack and is able to grab the weapon, making it harder for the attacker to use it against him. It requires both his hands to perform. The grappling block takes one of the Nightingale’s attacks, just like the basic parry. If it is successful, the Nightingale and the attacker both have a grip on the weapon. The grip is never a dangerous one for the Nightingale. For example, the grappling block allows the unarmed Nightingale to clap the blade of a sword-wielding opponent between his palms, preventing it from striking. In order to strike the Nightingale with the weapon, the attacker must get it free. To do this, the attacker makes a Strength check. If the attacker succeeds in his Strength check, he recovers his weapon. If he loses his roll by 4 or more, he loses his weapon (it is now in the Nightingale’s hand). Any other result leaves the two combatants still grappling for the weapon. The attacker may make as many Strength checks per round as he has attacks available, and can release the weapon voluntarily at any time. The martial artist can make further attacks on his opponent with a +2 to his chance to hit, if the grappling block maneuver has left his principal body part free to make the attack. Additionally, any other character making an attack against either of the two combatants grappling for the weapon gets +2 to hit.
When the Attack Roll Fails: The Nightingale suffers no ill effects.
4. Arrow Parry
With this maneuver, the Nightingale is able to parry thrown and missile weapons. This maneuver requires two attacks for the round and applies to all attacks that the Nightingale is aware of.
When the Attack Roll Fails: The weapon strikes the martial artist.
Throw
1. Fall
The Nightingale learns to fall and roll correctly, taking the impact of the fall on the safest areas of the body. Once learned, this maneuver is constantly in effect. Thereafter, the character suffers only half normal damage from any fall (if she is conscious and able to move).
2. Instant Stand
After learning to fall, the Nightingale learns how to gain her feet quickly, either by rolling up to a standing position or using an acrobatic jump. Normally, one round is required for a character to gain her feet, but a character knowing this maneuver can regain her feet automatically instead of making an attack. She may then perform other actions in the round if she has attacks available.
Mental
1. Meditation
This ability allows the Nightingale to enter a mental state in which he can focus and regain his energies. For each hour the character spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the character is oblivious to hunger, thirst, heat, and cold (but he can still take damage from heat- and cold-based attacks). He remains conscious and aware of his surroundings, and suffers no penalties on surprise or initiative die rolls.
2. All-Around Sight
The Nightingale’s training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides, provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack. This maneuver is constantly in effect.
3. Mental Resistance
The mental exercises and ordeals of the Nightingale’s training have toughened and strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect.
5. Blind-Fighting
The Nightingale has trained for long periods while wearing a blindfold or in a darkened room, gaining the ability to detect foes with senses other than sight. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the character effectively blind. This ability is constantly in effect.
6. Ironskin
Rigorous physical training has toughened the Nightingale’s muscles to the strength of iron. The Armor Class of the character is improved by 2.
Vital Area
2. Stunning Touch
With a light slap of the fingers in the correct place, the Nightingale can stun and daze her opponent. This can be done in place of a normal attack and causes no damage. The attacker must make a normal attack roll. If the attack is successful, the opponent is allowed a saving throw vs. paralyzation. The opponent who fails to save is stunned for ld4 rounds, unable to take any action.
When the Attack Roll Fails: If the attack roll fails or the opponent makes the saving throw, the attack has no effect.
3. Paralyzing Touch
By placing pressure on specific nerve junctions, the Nightingale can paralyze her opponent, leaving him unable to move for 2d4 rounds. The character must make a normal attack roll, but the attack does no other damage. The opponent is allowed a saving throw vs. paralyzation at a -2 penalty.
When the Attack Roll Fails: If the attack fails or the opponent makes a successful saving throw, no damage is done.