Monday, 9 December 2019

Kazamaták és Kompániák - Advanced Classes

The second edition of the Hungarian retro-clone, Kamazaták és Kompániák is imminent, and even though it won't be available in English, I've decided to make certain key elements of it available for an international audience - partially because if I ever decide to run something B/X-like in English, I'll most certainly pick KéK over OSE (after years of extensive playtesting and fine-tuning, I just prefer it to B/X).

Below you will find the six "advanced" classes for the Hungarian retro-clone, Kamazaták és Kompániák (abbreviated, for it is but a reference work) - next time we look at the spell lists for magic-using classes (and as before, the devil's in the details).


DRUID

  • Requirement 9+ Wisdom
  • Primary Attribute: Wisdom and Charisma
  • Cannot use metal weapons, shields, or armour.
  • May only be of Neutral alignment.
  • No more than one druid may join the company at any time.
  • May dominate or pacify animals (see table below). Attempts are rolled with 1d6, targeting a single animal. On a success the target animal is dominated, or (if limit is already reached or animal is violent towards the druid) pacified for 2d6 turns. Special results include (N) no attempt is possible and (S) automatic success. The druid may control as many HD of animals as their henchman allowance based on Charisma.
  • Level 1 HD 1 HD 3 HD 4 HD 5 HD 6 HD 7 HD 8 HD
    1 4-6 5-6 6 N N N N N
    2 3-6 4-6 5-6 6 N N N N
    3 2-6 3-6 4-6 5-6 6 N N N
    4 S 2-6 3-6 4-6 5-6 6 N N
    5 S S 2-6 3-6 4-6 5-6 6 N
    6 S S S 2-6 3-6 4-6 5-6 6
    Level XP To-hit HD Spells
    1 0 +1 1d6 -
    2 1500 +1 2d6 1
    3 3000 +2 3d6 2
    4 6000 +2 4d6 3/1
    5 12000 +3 5d6 4/2
    6 25000 +3 6d6 4/3/1
    Level Death Wand Stone Breath Spells/Rods
    1-3 11 12 14 16 15
    4-6 9 10 12 14 13

ILLUSIONIST

  • Requirement 9+ Charisma
  • Primary Attribute: Intelligence and Charisma
  • May only use daggers, staves, and slings.
  • Start with Read Magic and 1 + INT modifier spells. Learn 1 + INT modifier further spells each level. Spells are stored in a spellbook.
  • Level XP To-hit HD Spells
    1 0 +1 1d4 1
    2 2500 +1 2d4 2
    3 5000 +1 3d4 3/1
    4 10000 +2 4d4 4/2
    5 20000 +2 5d4 4/3/1
    6 40000 +2 6d4 4/4/2
    Level Death Wand Stone Breath Spells/Rods
    1-3 13 14 13 16 14
    4-6 11 12 11 14 12

RANGER

  • Requirement 9+ Constitution
  • Primary Attribute: Strength and Constitution
  • May use any type of weapon, shield, and leather armour.
  • Only surprised 1/d6
  • Surprise attacks gain +4 to-hit
  • Rangers have a number of special skills (tested with 1d6):
    • Move Silently (grants surprise)
    • Listen
    • Climb (without equipment)
    • Track (−2 per week and −1 per day of rain)
    • Navigate (precedes the "getting lost" roll)
    • Hide in Wilderness (among trees and shrubs)
    Level Sneak Listen Climb Track Navigate Hide
    1 5-6 4-6 3-6 3-6 3-6 4-6
    2 5-6 4-6 3-6 3-6 3-6 4-6
    3 4-6 3-6 3-6 2-6 3-6 3-6
    4 4-6 3-6 2-6 2-6 2-6 3-6
    5 3-6 2-6 2-6 1-6 2-6 2-6
    6 3-6 2-6 2-6 1-6 2-6 2-6
    Level XP To-hit HD
    1 0 +1 1d6
    2 2200 +1 2d6
    3 4400 +2 3d6
    4 8800 +2 4d6
    5 17000 +3 5d6
    6 35000 +3 6d6
    Level Death Wand Stone Breath Spells/Rods
    1-3 12 13 14 15 16
    4-6 10 11 12 13 14

ASSASSIN

  • Requirement 9+ Strength
  • Primary Attribute: Intelligence and Dexterity
  • Cannot use shields or armour heavier than leather, but proficient with all weapons.
  • Surprise attacks gain +4 to-hit and deal ×2/×3/×4 damage (levels 1-2, 3-4, and 5-6).
  • Deal 1d4 damage even with improvised weapons of all sorts
  • Know all alignment tongues
  • Assassins have a number of special skills (tested with 1d6):
    • Acrobatics (balancing, parkouring, etc.)
    • Disguise
    • Move Silently (grants surprise)
    • Listen
    • Concoct Poison (soporific, hallucinogenic, paralytic, or lethal)
    • Open Locks
    Level Acrobatics Disguise Sneak Listen Poison Locks
    1 4-6 5-6 5-6 4-6 6 6
    2 4-6 5-6 5-6 4-6 6 6
    3 3-6 4-6 4-6 3-6 5-6 5-6
    4 3-6 4-6 4-6 3-6 5-6 5-6
    5 2-6 3-6 3-6 2-6 4-6 4-6
    6 2-6 3-6 3-6 2-6 4-6 4-6
    Level XP To-hit HD
    1 0 +1 1d6 -
    2 1500 +1 2d6
    3 3000 +2 3d6
    4 6000 +2 4d6
    5 12000 +3 5d6
    6 25000 +3 6d6
    Level Death Wand Stone Breath Spells/Rods
    1-3 13 14 13 16 15
    4-6 11 12 11 14 13
PALADIN

  • Requirement 9+ Wisdom and Charisma
  • Primary Attribute: Strength and Wisdom
  • May use every type of weapon, shield, and armour
  • May only be of Lawful alignment
  • Once a day heal twice their level hit points or cure disease by touch
  • May deal extra damage equal to their level against a Chaotic enemy (once per day per odd level)
  • Immune to disease
  • Level XP To-hit HD
    1 0 +1 1d8
    2 2000 +2 2d8
    3 4000 +3 3d8
    4 8000 +4 4d8
    5 16000 +5 5d8
    6 32000 +6 6d8
    Level Death Wand Stone Breath Spells/Rods
    1-3 12 13 14 15 16
    4-6 10 11 12 13 14

MONK

  • Requirement 9+ Strength and Dexterity
  • Primary Attribute: Wisdom
  • May not use weapons, shields, or armour.
  • Unarmed damage and unarmoured AC improves by level (see table below).
  • Base movement rate is 150'
  • Only surprised on 1/d6
  • May fall 20' without suffering damage
  • Monks have a number of special skills (tested with 1d6):
    • Acrobatics (balancing, parkouring, etc.)
    • Hide in Shadows (no need for cover)
    • Move Silently (grants suprise)
    • Listen
    • Climb (without equipment)
    Level Acrobatics Hide Sneak Listen Climb
    1 4-6 6 5-6 4-6 3-6
    2 4-6 6 5-6 4-6 3-6
    3 3-6 5-6 4-6 3-6 3-6
    4 3-6 5-6 4-6 3-6 2-6
    5 2-6 4-6 3-6 2-6 2-6
    6 2-6 4-6 3-6 2-6 2-6
    Level XP To-hit HD Dmg AC
    1 0 +1 1d6 1d4 8
    2 2200 +2 2d6 1d4 7
    3 4400 +2 3d6 1d6 6
    4 8800 +3 4d6 1d6 5
    5 17000 +4 5d6 1d8 4
    6 35000 +4 6d6 1d8 3
    Level Death Wand Stone Breath Spells/Rods
    1-3 11 12 14 16 15
    4-6 9 10 12 14 13

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