:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: John Givler ---------------------------------------------------------------------- THE SPELUNKER/CAVERNIER DESCRIPTION: The Cavernier makes his/her living in underground caverns and catacombs. The Cavernier is modeled after the modern day cave explorer (spelunker). A Cavernier protects the creatures of the underground, and protect the underground from harm. Their main attributes are speed and stamina, so high scores in deterity and constitution are prefered. Since speed and stamina are of the essense he needs at least a 14 in both his dexterity and constitution. ROLE: The Cavernier is a protector of the underground caverns, and the creatures that live there. Some of them may receive jobs as: guides, miners, and even cave explorers. The Cavernier cares for all underground caverns and the creatures that live there, and it is their duty to protect the two from any harm. SECONDARY SKILLS: If your DM is using secondary skills then the character can select any of the following secondary skills: Jeweler, Limner/Painter, Mason, and the Miner. The character can have any two of the four. WEAPON PROFICIENCIES: The prefered weapons of the Cavernier are the: Battle axe, light crossbow, dagger, shortsword, and the warhammer. After he becomes proficient in his prefered weapons he may become proficient in any weapon of his choice. NONWEAPON PROFICIENCIES: Cavernier's bonus proficiencies: (General) Direction Sense, and Blind-fighting Recommended: (General) Animal handling, animal training, fire building, mining, riding land-base, and rope use; (Warrior) Animal lore, endurance, mountaineering, survival, and tracking EQUIPMENT: The Cavernier may buy any equipment that he deems necessary for thier survival in the underground caverns. They can not wear any armor heavier than chain, and can not employ shields. The Cavernier at the most only carries 5 weapons. Those being a battle axe, light crossbow, dagger, shortsword, and a warhammer. Arrows, bolts, and quarrels are not considered weapons so to speak. SPECIAL BENEFITS: Caverniers are miners of great skill. While underground they can detect the following informatiom when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time). The Cavernier receives these mining skills at the first level and they do not increase. Detect grade or slope in passage 1-4 on 1d6 Detect new tunnel/passage construction 1-4 on 1d6 Detect sliding/shifting walls or rooms 1-3 on 1d6 Detect stonework,traps,pits and deadfalls 1-2 on 1d6 Determine approx. depth underground 1-2 on 1d6 * Note * That the Cavernier must deliberately try to make these determinations, the information does not simply spring to mind unbidden. Races that already posess these skills use their own tables and get a bonus of +1 to each of these mining skills. Since the character spends his life in the underground he receives a +1 to hit against a creature of his choice, but when in sunlight or a well lit area the character suffers a (-2) penalty to hit creatures. The Cavernier at tenth level gets the nonweapon proficiency of animal empathy, and also at 10th level the Cavernier can distinguish whether or not a rock formation is a stalactite or the creature know as a piercer. * Note * The character must have choosen the mining nonweaproficiency to get this ability SPECIAL HINDRANCES: The Cavernier can be any alignment, enless the character is a ranger or paladin. The Cavernier does not get the 10% bonus to earned experience. Each Cavernier pack is governed by a set of laws determined by the Pack leader or so called Grand Cavernier if he fails to follow his packs laws, he is cast. He may reenter the pack by serving penace given by the Grand Cavernier. * Note * The Cavernier receives no experience after being cast out, he only receives experience when he decides to abandon the pack, or repetitions and then he must do penace before earning experience again. The Cavernier gets the nonweapon proficiency of Animal Empathy only if he has the nonweapon proficiencies of animal handling, animal lore, and animal training. The Cavernier must have the nonweapon proficiency of mining at first level to get his mining skills. * Note * Races that already have these skills, do not lose them, but they do not get their bonus if they do not have the mining nonweapon proficieny. WEALTH OPTIONS: The Cavernier receives the usual 5d4 x 10gp starting gold. The Cavernier may not have more money than he can carry, so in this case bag of holding could be very useful. RACES: The Cavernier is open to all humanoid underground races, and these are some of them: the dwarf, gnome, minotaur, etc. and also humans. Plus whatever other races the DM will allow. Nonhuman characters are limited to the level of there choosen class. If the DM is using the Dragonlance dwarves then he automaticly is able to handle the glass spear and control the creature known as the Horgar. * Note * The character must have the animal handling proficiency, and also must be proficient with the spear. And the character has the same difficulty as listed in the description of the creature called the Horgar. NOTES: The Cavernier is available to all of the warrior classes if they choose to be one, but is just recommended for the fighter although a paladin or ranger may be one. A character can become a Grand Cavernier, when he has reached the approtiate level of his choosen class, and then he must leave the pack, and find a cave of his own, and then his followers will come, as per the followers per their choosen class. * Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)