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Advanced Dungeons and Dragons Classes

Rrakkma Warrior

This class is only available to Githzerai characters.

Though the githzerai aren't a violent people, they do have hatred for the Illithids, who enslaved them many millennia ago. The githzerai might be too vengeful, but they think that the mind flayers are de cause of the scism between them and the githyanki and of much of the troubles which they must still face. Often large bands are formed to hunt Mind Flayers; each is made of 30 to 60 fighters called Rrakkma warriors, led by a sort of sargeant. These bands search the inner and outer planes looking for illithids to destroy, for about three months. They are very popular among the githzerai and it is considered a honor to be a part of them.

Prime requisites: Strength, Constitution
Minimum requisites: Strength 15, Constitution 15, Dexterity 14, Charisma 12, Wisdom 10
Hit die: The Rrakkma warriors roll d12; from 9th level on they add +3
Level progression: As paladins
Saving throws: As warriors
THAC0: As warriors
Alignment: Chaotic Good, Neutral, Chaotic Neutral
Non weapon proficiencies: As warriors
Weapon proficiencies: As warriors
Weapons: Any
Armors: Any (se disadvantages)
Equipment: The rrakkma must purchase the weapon in which they specialize and the best armor they can afford.
Magical Items: The rrakkma can use the magical items reserved to fighters.
Starting gold: 3d8x10 GP.

The rrakkma warrior receives 30 character points to buy class powers. Unspent points can be saved to buy non weapon proficiencies or for later use.

Bonus against Mind Flayers (10): when he is fighting a mind flayer, the Rrakkma warrior has a +2 to hit and damage and gains 5 hit points for the duration of the fight. This bonus becomes ten hit points when he is facing a particularly important mind flayer, such as the leader of an army, a king or so.

Intuition (5): passing a Wisdom check, the Rrakkma warrior can sense the presence of Mind Flayers in a range of 18 meters. If the check is successful with a natural "1", the character can even understand how many mind flayers there are and their distance.

Command (5): the skill of commanding a large number of troops in battle. The Rrakkma can direct up to 100 soldiers per level. He can use messngers and signals, is at ease with military terminology and can comprehend the manouvers used to move a large number of men.

Staying still (10): it's the skill of "freezing" in place. With this power the Rrakkma has a 30% chance of not being noticed by thos passing near him. This percentile improves by 5% every time he gains a level (35% at second level, 40% at the third) up to 95%. The Rrakkma bands use this skill to set deadly ambushes for the Mind Flayers.

Tracking (5): the rrakkma has the Tracking proficiency, and the skill improves by +1 every three levels.

Spell resistance (5): +1 to ST versus spells.

Single specialization (5): the character can specialize in one weapon. The character point cost to actually buy the specialization must be added.

Multiple specialization (10): the character can specialize in any weapon. The cost to actually buy the specialization must be added.

Build (5): it's the knowledge of the method to build heavy war machines and siege towers.

War machines (5): it's the knowledge of the working of heavy war machines and siege machines such as ballistas, catapults, rams and siege towers.

Optional restrictions

A rrakkma warrior can obtain bonus character points to spend in class skills by accepting restrictions. These are detailed here.

Limited use of magical items (5+): a Rrakkma warrior with this restriction wants to rely only on his strength and rejects come magical items. For each category that it's forbidden to him he receives 5 CP. The categories are: potions, oils and scrolls; rings, staves, rods, wands and miscellaneous magical items.

Disadvantages

The Rrakkma warriors must spend at least three months a year with their band: during this time the character and his band will travel the inner and outer planes looking for illithids.

The rrakkma warriors can't wear, at leasat when they are with their band, any armor lighter than scale mail.

The Rrakkma warrior must rejoin his band any time his presence is required. This might imply long periods os service to the superiors, with many special missions.

Source: Fabio.