Post by Iron Bonny Shades on Dec 8, 2003 17:07:35 GMT -5
Archtypes in deadlands
The following are just a few ideas from the classic system given form in deadlands d20. don't be surprised if this gets bigger over time
Buffalo Hunter:
Class: You want either to be good with guns (such as a gunslinger) and/or sneaky enough to close with the buffalo (aka a scout): the serious buffalo hunters take both. Most experienced Buffalo Hunters take a level or two in the prestige class of Rifleman as well (see Way of the Gun for more details on this prestige class).
Ability Score: A high Dexterity gives you a better shot. A good wisdom gives ya the ability to track the big herds and constitution allows ya to survive the worst the great outdoors can throw at ya.
Key Feats: besides firearms (duh), At first level, a good Buffalo hunter usually takes Tracking, Point Blank Range, and if they have the spare skill, either far shot or weapon focus (Sharps big 50'). Future Feats that don't hurt are Weapon Specialization (Sharps Big 50'), marksman, and if they are really lucky, Dinero.
Skills: Riding comes in real handy when chasing a herd, as does wilderness lore when trying to both find the herd and to survive without it. Language in Indian tongues are a dang good idea and intuitive direction keeps your hunter knowing where the heck he is. Speed Load comes in handy too if ya miss with the sharps big 50'. If you are feeling soft, you can take Handle animal to predict herd movements, and profession (merchant) to get top dollar for your hides and meat.
Belongings: No buffalo soldier worth his grit leaves for the prairies without his Sharps Big 50'. A horse is a dang good idea as well, not to mention basic survival gear.
Other Notes: None
Cowboy
Class: Rowdy: You've gotta be tough to survive in this line of work. Some might have a few levels of Gunslinger or Scout as well.
Ability Score: A good Constitution helps on those long days rides, a good strength helps when dealing with those big heifers, and a dexterity to get the hell out of the way don't hurt neither.
Key Feats: Either Weapon exotic: Lariat or Bolas (if your really from the south), Toughness, and Alertness (to keep an eye on the herd). Dodge and mobility are good for avoiding honery cattle too.
Skills: Animal Empathy is surprisingly common among these cowpokes, profession (cowboy) allows ya to do yer job and to recognize brands, riding to herd to the cattle. More then a few cowpokes take performance (singing or harmonica) as well.
Belongings: A pistol for killing rattlesnakes, and putting down lame horses, and a good rifle for hunting antelope and jackrabbit. Besides basic survival gear, rope is always dang useful, and a horse with saddle to keep up when driving the herd. Don't forget your spurs. Don't forget a knife, cause they are dang useful. A hankerchief is also dang useful.
Other Notes: none
Mudraker
Class: The maverick is pretty much shoehorned with this one. You might consider a level or two of huckster for that edge every reporter needs.
Ability Score: A good intelligence to figure everything out, a good charisma to talk your way out of trouble, and a good dexterity when talking your way out of trouble fails.
Key Feats: Some common feats in d20
Skills: Bluff, Sense Motive, Search and Spot are darn near mandatory for this class. It's good to have the skills to get in close too, such as climb, move silently, Hide in shadows and Disguise. Don't forget Professional: Reporter as well.
Belongings: All you really need is a pencil and paper. If you can get lucky, you might get a camera as well. Also some sort of gun is always useful, when the tongue fails.
Other Notes: None
Shyster
Class: Maverick fits this class to this class to a tea. If you want to be more "legitimate", a level or two of huckster, madscientist, or smoker goes a long way. If you are more of a holy roller, perhaps a level of blessed.
Ability Score: Charisma is how this class lives and dies. A good wisdom is good to keep an eye out for trouble and a good intelligence is good for figuring out how to make stuff (if you want it to work now and then). dex is good for slight of hand and sneaking.
Key Feats:
Skills: Never underestimate the power of performance (road show), in making a sale, as well as a liberal use of Tale-telling. Bluff and sense motive are other tools of the trade. Many Shysters have gambling and ridicule for them nasty audience.
Belongings: hopefully a horse, and a whole lotta junk for selling.
Other Notes: None
oh and since I've got nowhere else to put it, here's a quickie list I use for quick character generation.
Basic Survival Gear:
Class:
Ability Score:
Key Feats:
Skills:
Belongings:
Other Notes:
The following are just a few ideas from the classic system given form in deadlands d20. don't be surprised if this gets bigger over time
Buffalo Hunter:
Class: You want either to be good with guns (such as a gunslinger) and/or sneaky enough to close with the buffalo (aka a scout): the serious buffalo hunters take both. Most experienced Buffalo Hunters take a level or two in the prestige class of Rifleman as well (see Way of the Gun for more details on this prestige class).
Ability Score: A high Dexterity gives you a better shot. A good wisdom gives ya the ability to track the big herds and constitution allows ya to survive the worst the great outdoors can throw at ya.
Key Feats: besides firearms (duh), At first level, a good Buffalo hunter usually takes Tracking, Point Blank Range, and if they have the spare skill, either far shot or weapon focus (Sharps big 50'). Future Feats that don't hurt are Weapon Specialization (Sharps Big 50'), marksman, and if they are really lucky, Dinero.
Skills: Riding comes in real handy when chasing a herd, as does wilderness lore when trying to both find the herd and to survive without it. Language in Indian tongues are a dang good idea and intuitive direction keeps your hunter knowing where the heck he is. Speed Load comes in handy too if ya miss with the sharps big 50'. If you are feeling soft, you can take Handle animal to predict herd movements, and profession (merchant) to get top dollar for your hides and meat.
Belongings: No buffalo soldier worth his grit leaves for the prairies without his Sharps Big 50'. A horse is a dang good idea as well, not to mention basic survival gear.
Other Notes: None
Cowboy
Class: Rowdy: You've gotta be tough to survive in this line of work. Some might have a few levels of Gunslinger or Scout as well.
Ability Score: A good Constitution helps on those long days rides, a good strength helps when dealing with those big heifers, and a dexterity to get the hell out of the way don't hurt neither.
Key Feats: Either Weapon exotic: Lariat or Bolas (if your really from the south), Toughness, and Alertness (to keep an eye on the herd). Dodge and mobility are good for avoiding honery cattle too.
Skills: Animal Empathy is surprisingly common among these cowpokes, profession (cowboy) allows ya to do yer job and to recognize brands, riding to herd to the cattle. More then a few cowpokes take performance (singing or harmonica) as well.
Belongings: A pistol for killing rattlesnakes, and putting down lame horses, and a good rifle for hunting antelope and jackrabbit. Besides basic survival gear, rope is always dang useful, and a horse with saddle to keep up when driving the herd. Don't forget your spurs. Don't forget a knife, cause they are dang useful. A hankerchief is also dang useful.
Other Notes: none
Mudraker
Class: The maverick is pretty much shoehorned with this one. You might consider a level or two of huckster for that edge every reporter needs.
Ability Score: A good intelligence to figure everything out, a good charisma to talk your way out of trouble, and a good dexterity when talking your way out of trouble fails.
Key Feats: Some common feats in d20
Skills: Bluff, Sense Motive, Search and Spot are darn near mandatory for this class. It's good to have the skills to get in close too, such as climb, move silently, Hide in shadows and Disguise. Don't forget Professional: Reporter as well.
Belongings: All you really need is a pencil and paper. If you can get lucky, you might get a camera as well. Also some sort of gun is always useful, when the tongue fails.
Other Notes: None
Shyster
Class: Maverick fits this class to this class to a tea. If you want to be more "legitimate", a level or two of huckster, madscientist, or smoker goes a long way. If you are more of a holy roller, perhaps a level of blessed.
Ability Score: Charisma is how this class lives and dies. A good wisdom is good to keep an eye out for trouble and a good intelligence is good for figuring out how to make stuff (if you want it to work now and then). dex is good for slight of hand and sneaking.
Key Feats:
Skills: Never underestimate the power of performance (road show), in making a sale, as well as a liberal use of Tale-telling. Bluff and sense motive are other tools of the trade. Many Shysters have gambling and ridicule for them nasty audience.
Belongings: hopefully a horse, and a whole lotta junk for selling.
Other Notes: None
oh and since I've got nowhere else to put it, here's a quickie list I use for quick character generation.
Basic Survival Gear:
cost lbs
Bedroll $4 10
Canvas Bag $1 1
Boots: $8 4
Chaps $4 6
Duster $10 4
Change of clothes (Workshirt, trousers) $3 3
Longjohns (for them cold days) $2 2
Trail Rations (1 week) $3.50 21
Box of Matches $0.5 0.25
Mess kit $2 3
Canteen $1 5
Good sized Book (usually a bible): $5 5
Lantern $2.5 4
Pint of oil $0.02 1
Total: 46.02 69.25
Class:
Ability Score:
Key Feats:
Skills:
Belongings:
Other Notes: