BBC, Tales of the Old Bailey (unknown artist) |
I’m using updated saving throws and XP progression tables I introduced in earlier articles. Following the general trend of my later blog posts, I focused on lower levels offering plenty of features to have fun with.
Regarding
D&D BECMI: Unlike more recent game versions, races are
treated as classes—thus a BECMI “elf” is a class onto itself, and so are the
dwarf and the halfling. If you are a fan of 5e exclusively, that’s great but
this article isn’t meant for you. Comparisons, personal judgments, and
controversies about the nature of games from the early 80s are irrelevant here
and unwelcome. How you treat folks around your table is what matters.
Editorial
Note: I refer to single persons with the pronoun “it” as a
substitute for the singular “he” or “she” when gender isn’t explicit, instead
of the plural “they.”
Class Basics
Ancestry: Human
Prime Requites: Dex
& Int
Experience Bonus: I give a +5% bonus if dex and int
average out between 11 and 12, and +10% if they average less than 11. At 13+, stats
provide no xp bonus.
Hit Dice: 1d4 per level up to level 9, +1 hp per level
thereafter and con adjustments no longer
apply.
Maximum Level: 36.
Combat Abilities: Fights and saves as a thief.
Armor & Weapons: As a thief.
Special Abilities
Essential
Skills: They include the ones listed under Essential Skills in
the experience table. They are performed as a thief or a dwarf would. Success
odds have been updated, as shown in the table.
Beginners'
Luck: It is listed as Reroll under Special Skills in the experience
table. A first level thief rolling a 91 or worse while using an Essential Skill
gets to reroll. Whatever is rolled next must apply. Beginners' Luck decreases
at level 2, only concerning scores 96 or worse. At level 3, it solely concerns
the odd "00" scores. At level 4 and higher, Beginners' Luck runs out.
Read
Languages: The cryptreaver may be able to decipher foreign
languages. Some may be more complex than others. For example: a cryptreaver
used to a common alphabet should have a tougher time with languages using a mix
of symbols representing phonetic vowels, whole words, and concepts, such as
ancient Egyptian. Suggested penalties could go from −20% for an ancient language to −40% for a complex or coded
script. Magical languages require the ability to Read Magic. The cryptreaver
must earn a new experience level for another try after failing an earlier
attempt.
Scroll
Casting: Cryptreavers may be able to cast spells directly from a
scroll, as a thief would. The experience table shows the odds a spell should
backfire. Effects are up to the Dungeon Master.
Detection:
Listed under Special Abilities in the experience table, it enables the
cryptreaver to detect secret doors as an elf would, as well as certain stone
features as a dwarf would such as shifting walls or floors, sloping passages,
and new constructions. This latest ability can serve as a skill to safely excavate
shafts and tunnels with proper construction tools, and determine whether
existing stonework is sound (in a dungeon environment or a tomb in particular). The experience table shows the odds of success as percentages.
The cryptreaver, as an expert
tomb robber, may be able to sense an open space behind a stone surface, typically
an adjacent chamber or a corridor. The space must be at least 36 cubic feet large
and within 15 feet of the cryptreaver. A smaller space requires an extra Hear
Noise to detect. This ability is similar to secret door detection, although
if an attempt fails, the cryptreaver may not try again until the next day.
Tools
of the Trade: Cryptreavers have free basic skills in Archeology
(Int) and Tomb Lore (Int).
Spell
Reaving
It is the most sinister aspect of this character class. This
ability enables the cryptreaver to sense residual magic dwelling within the
remains of the deceased and, subsequently, to usurp it.
Sensing Residual Magic: The cryptreaver may determine
whether residual magic still imbues a dead spellcaster’s body (human,
demi-human, or monstrous). Detection takes a full, uninterrupted round. If it
fails, another attempt can be made the next day. The cryptreaver becomes fully
aware that nothing is to be found when succeeding a detection on a corpse
bereft of residual magic. The cryptreaver should also sense whether a rival had
already scavenged the detected remains, as well as that rival’s ethos and style
(see Affiliations, later on). Success odds are:
Base 50% plus the cryptreaver’s own
XP level
Multiply the above by the
deceased’s XP level or HD
Divide the above by the number of years
since passing away.
A roll of 95% or higher always fails. If the deceased had
reached or exceeded level 18 or 18 HD, success odds can never be less than 5%.
Eldritch Scavenging: The cryptreaver may usurp
residual magic after having detected it. The scavenging ritual requires powdered
sulfur, linseed oil, frankincense, and a small brazier or a stone mortar in
which to burn these components along with some of the deceased’s bones, flesh, hair,
or ashes. Linseed oil and sulfur fumes are both toxic and will inflict 1d4
points of damage to the cryptreaver by the ritual’s end (no save; don’t try
this at home).
The three components together
needed for one ritual have an encumbrance of 10 gp and cost as much. The
brazier or mortar has an encumbrance of no less than 100 gp and costs 15 gp. As
an option, the top half of a large creature’s skull plated with brass or copper
makes an adequate brazier. Magical braziers or mortars, blessed or subjected to
necromantic enchantments may provide a +5 to +20 bonus to Base chances.
The ritual lasts 1 round for
every 5 levels or HD of the deceased (or a fraction thereof). The cryptreaver
inhales the fumes and the magic therein as it emits an eerie blue glow. It is a
dangerous process as the usurped dweomer can harm or kill the cryptreaver at
the end of the ritual if the latter fails. Success odds are:
Cryptreaver’s HD + Intelligence
score
Multiply the above by 2
Subtract the deceased’s HD
A roll of 95% or higher always fails. Success odds can never
be less than 5%. A successful ritual bears a chance of attracting random undead
in the area before the end of the process; these encounter odds are equal to the deceased’s HD
minus 2d6 (DM’s secret roll).
Failing a Ritual: With a score of 95 or higher, subtract 1 from the cryptreaver’s Charisma (no save). This loss is permanent. Failing a ritual by more than 20 pts results in the cryptreaver suffering damage equal to the deceased’s level or HD (no save). Failing by 40 pts or more results in permanent madness in addition to sustaining damage. Failing by 60 pts or more without a successful con check results in the cryptreaver’s death; if still alive, the cryptreaver remains subject to physical damage and madness.
Usurped Magic: Clerical spells cannot be usurped,
only secular magic. When usurping spells, halve the deceased’s levels or HD at
the time of death, rounded up. This is the number of combined spell levels usurped when the ritual ends.
For example: a cryptreaver succeeding its ritual on a level-20 magic-user’s
remains would scavenge up to 10 spell levels. The cryptreaver can cast these
spells like a magic-user of the same experience level. Ignore higher-level
spells that the usurper cannot handle.
Procedure: Roll for a spell level. Example: for a level-10 usurper, roll a number from 1 to 5 and pick a random spell of that level
from the rules’ standard spell list if the deceased’s learned spells aren’t
known. Keep rolling for spell levels until a score exceeds the maximum allowed
for the cryptreaver—ignore this last result and stop rolling.
Usurped spells stay in the
cryptreaver’s memory until cast. They cannot be cast again unless scavenged
from some other dead remains. Unlike a true magic-user, the usurper can
accumulate up to one spell per point of Intelligence over time, regardless of spell
level. Usurped spells cannot be transferred to a scroll. Rituals cannot succeed
more than once on the same cadaver. Eldritch scavenging permanently dispels all
remaining magic, curses, and enchantments imbuing a corpse (some exceptions
apply—see Affiliations, later on).
If the scavenged remains are
those of a monster with innate magical abilities, the cryptreaver
may acquire one such ability instead of spell levels. Once usurped, an innate
ability only manifests itself when the cryptreaver consciously triggers it. A triggered
ability lasts 1 hour per level of the cryptreaver, after which it fades
permanently. Over time, the usurper can accumulate up to one monstrous ability for every 3 points of Intelligence, rounded down. Only one can be triggered at a time, although the cryptreaver can dismiss one at will before using another. Spell levels and monstrous abilities are earned separately.
A cryptreaver can conceivably usurp a unicorn’s dimension door,
a rust monster’s corrosion, a dragon’s breath (based on the cryptreaver’s own
HD), one random ability of a djinni, a doppelganger’s shapechanging magic
(but not its ability to acquire a victim’s memories), etc. Undead creatures and constructs are
immune to eldritch scavenging. Non-magical abilities cannot be usurped, such as
venoms and non-magical diseases. Keep it simple. Don’t allow anything too
complicated, unclear whether it’s really magical, imbalanced at the current
level of play, or questionable in some way. (Is a dead lycanthrope still cursed?
Maybe, maybe not.).
Handicaps
Persona:
Someone unaware of the cryptreaver’s profession could find this character
creepy. Roleplay the character accordingly (odd speech patterns, weird habits,
dark or hooded clothing, perhaps a pallid and emaciated figure, a slight body
smell of dirt, decay, or some alchemical product, bone-carved personal
items, etc.) Sell the part whether or not the character is malevolent. As a
result, the cryptreaver starts its career with a −1
reaction penalty with people unaware of its business, or −2 if they become aware of it.
Cryptreavers never benefit from Charisma bonuses.
Lack
of Stealth Skills: Cryptreavers cannot hide in shadows, move
silently, perform backstab attacks, or pick pockets as these abilities do not
relate to their profession.
Affiliations
Cryptreavers with
less than altruistic motivations, presumably NPCs, normally operate as part of
a thieves’ guild (from Darokin in Mystara), a malignant order of warriors
(Heldannic knights) or a malevolent cult (in Thothia). If in good standing they
benefit from their overseers’ resources, such as training, information,
healing, protection, transportation, reliable fencing of despoiled goods, etc. Profit
or power is their goal.
Those without affiliation may
be isolated bounty hunters or hired hands acting on behalf of a powerful underwriter
like a wealthy collector (Glantri), a city’s university (Sundsvall in Alphatia),
an imperial library (Thyatis), a Fellowship of Ungentlemanly Adventurers
(Ierendi), etc. These folks aren’t necessarily malevolent. They primarily seek career
advancement, notoriety, and the thrill of outwitting terrible foes.
A Lawful ethos may require
cryptreavers to work for a League of Vaults (Rockhome) or a benevolent cult (Karameikos,
Ylaruam). They promote peace and seek to relieve the restless. Lingering auras
of wickedness attract the undead along with hardships they inflict upon nearby
settlements. The leaguers’ goal is to destroy evil magic dwelling in tombs.
They may benefit from their mentors’ resources, as described earlier, along
with the occasional involvement of a dedicated undead hunter: a cleric or a paladin
if such may be needed.
Styles:
Each organization among those just mentioned has its own ritual. A
cryptreaver discovering a previously scavenged corpse may identify its usurper's style and approximate experience level. Sensing its ethos is innate.
Its specific style, however, requires a successful int check. Bounty hunters
and hired hands have their own personal rituals unless they belong to a companionship
that initially trained them. Once a rival’s style has been identified, the
cryptreaver will always recognize it later on without rolling an ability
check.
Cults:
They object to outsiders scavenging the remains of their faithful. Some may
resort to special blessings or curses alerting their immortal patrons of any
attempt to usurp what they see as belonging to their spiritual liege. They are
typically triggered when a ritual starts. Chances of an immortal’s direct
involvement in the affairs of mortals are negligible, but the cult may feel
obligated to look for the rival whose style they recognized, particularly
repeat offenders. Some curses brand rivals so cultists can visually spot them.
The
Undead: Sentient undead revile cryptreavers regardless of the
latter’s ethea. They see them as trespassers interfering with forces that
beckon the undead to gather. They crave the feel emanating from the remains of
powerful magic-users or enchanted beings. If enough undead can rally to a
notorious tomb, especially if a malevolent being’s corpse lies within, they may
cause it to arise and dwell among them as an equal or a master. Sentient undead
can always sense cryptreavers on sight and will focus their attacks upon them.
An Amulet of Protection from Crystal Balls and ESP effectively prevents the
undead for recognizing a cryptreaver. A hidden undead, however, may spy on an
intruding party and find out if one of them is a hated interloper. The more
intelligent undead, if aware of a cryptreaver’s presence, will mount an attack
while a ritual is in progress.
CLICK HERE for previous character classes and related materials.
(Scroll down and click “Older Posts” for more.)
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