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(2 replies, posted in LotFP Gaming Forum)

When using a skill with a zero or negative chance (mostly thinking languages with negative intelligence modifier learning foreign or exotic languages).. what is the rule for chance of success (is there even one)? I used the inverse of the 6/6 rule having them only succeed if rolling a 1 twice.

Crunk Posby wrote:

Looks thematically appropriate.

I'm curious if the Witchhunter uses the same chaotic magic that the magic-users they're hunting use, or are they using "holy" magic like a Cleric would? Are you going to have a special spell list for them? I like the tracking M-U/magical creature ability.

The Colonial Gothic RPG might be a good resource for you to get additional ideas for your setting.

They are chaotic, fighting fire with fire, using the magic-users spells against them. But the idea of having their own spell list appeals to me, maybe swapping in some Cleric spells would be apt.

I'm wanting some feedback on these classes as alternatives to Elf, Dwarf and Halfling.
The setting is (tentatively) titled Americosa, it is set in a fantasy alternate (way alternate) history colonial America.

The idea has been approached before but this is just my take on them and trying to make them stand out at being the best in class much the way that Fighter, Cleric, Magic-user, Specialist are in the core rules. And also tying their theme to the setting.

Witch Hunter
Witch Hunters replace and progress as Elves except where noted.

Witch Hunters are trained in advanced combat tactics like a Fighter.

Witch Hunters can cast magic-user spells but advance in a spell unique progression.
Witch Hunters begin play with Read Magic and 1 other spell in their spell book.

Spells Per Level
    1    2    3    4    5
0                   
1    1               
2    1               
3    2               
4    2    1           
5    2    1           
6    3    2    1       
7    3    2    1       
8    3    2    2    1   
9    3    3    2    1   
10    4    3    3    2    1
11    4    3    3    2    1
12    4    4    3    3    2
13    4    4    4    3    2
14    5    4    4    3    2
15    5    4    4    4    3
16    5    5    4    4    3
17    5    5    5    4    4
18    6    5    5    4    4
19    6    6    5    5    4
20    7    7    6    5    5

Witch Hunters are trained at tracking and surviving (2 in 6 Bushcraft).
Replaces the Elves Search skill.

Witch Hunters are less often surprised than other classes (1 in 6 chance).

Witch Hunters receive +1 to hit per level (like Fighters) against Magic-users and creatures with magical abilities.

Witch Hunters are able to track magic-user's and magical creature's residual magical energy (using Bushcraft) but only if they have cast a spell or used a magical ability; the following modifiers apply to the check:
-1 if the magic-user/creature cast more than a single spell or used more than 1 ability in the same area
-1 if more than one magic-user or creature is being tracked (if they have also cast a spell or used a magical ability)
+1 for every 6 hours that have passed since casting or ability use as the residual magical energies fade
+2 if the target passes through a secret door (this distorts the magical energies)
+3 if the target passes through a magical portal
The target may use other means to hide their magical trail, it is up to the Referee to determine what the penalty to the check is.


Mountaineer
Mountaineers replace and progress as Dwarves except where noted.

Mountaineers are able to bear incredible burdens; it takes five additional items for a Mountaineer to gain the first encumbrance point.

Mountaineers add their Strength bonus to damage dealt with axes and oversized weapons.

A Mountaineer receives a +1 bonus to their Constitution modifier (so a Mountaineer with a 12 Constitution has a +1 modifier instead of the usual 0 modifier, for example). A Mountaineer also continues to apply his Constitution modifiers, if any, to Hit Points gained after level nine.

Mountaineers add double their Strength bonus to Open Doors when using an axe or crowbar.
Mountaineers scale cliffs and mountainsides and are excellent climbers, starting with 3 in 6 to Climb.
This replaces the Dwarves Architecture skill.


Trailblazer
Trailblazers replace and progress as Halflings except where noted.

Trailblazers have Paralyze, Poison, Device and Magic saves as Clerics; Breath saves as Fighter. Level 0 saves as Fighter.

Trailblazers are quick, they are good with ranged weapons and extremely agile. Trailblazers add one point to their Dexterity modifier and receive one point to their AC when not surprised.

In the wilderness, Trailblazers have an uncanny ability to remain hidden and have a 5 in 6 Stealth skill.
Trailblazers are excellent hunters, trackers and foresters and begin with a 3 in 6 Bushcraft skill.

Trailblazers gain a bonus to their speed as they level up if they are wearing leather armor and unencumbered.
Movement Speed
0    120'
1    130'
2    130'
3    140'
4    140'
5    150'
6    150'
7    160'
8    160'
9    160'
10    170'
11    170'
12    180'
13    180'
14    180'
15    190'
16    190'
17    200'
18    200'
19    220'
20    220'