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Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

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SPECIAL RULES for KAARJALA: THE KANTELEER<strong>The</strong> Kanteleer ClassPrime Requisite: Strength and CharismaMinimum Requirements: both Strengthand Charisma scores must be 9 or higher.To perform spell songs, a kanteleer needsa score <strong>of</strong> 13 or higher in Intelligence,Wisdom, Charisma and Dexterity.Experience Bonus: +5% for Strengthand Charisma 13-15; +10% for Strengthand Charisma 16-18.Hit Dice: 1d6 per level up to 9 th level.Starting at 10 th , +2hp per level, andConstitution adjustments no longer apply.Armor: Leather, scale or banded; shield.Weapons: Any melee weaponSpecial Abilities: Song Performance,Improved Performance, Spell Songs,Fighter Combat Options (see below).Attack Progression: As Cleric <strong>of</strong> thesame level.XP and Save Progression: As Fighter <strong>of</strong>the same level.Starting Skills: Playing (Kantele); one<strong>of</strong>: Acting, Empathy, Joke Telling,Singing, Persuasion, Storytelling orSoothsaying; one fighter related skill.Weapon Mastery: <strong>The</strong> kanteleer beginswith three weapon choices. Additionalchoices are gained as a cleric.Song Performance: <strong>The</strong> kanteleerpossesses a repertoire <strong>of</strong> songs withwhich to entertain and earn a living.Improved Performance: <strong>The</strong> kanteleerincreases his kantele playing skill 1 pointevery two levels.Spell Songs: Beginning at 10 th level,capable kanteleers can play melodies thatcan produce spell-like effects.Fighter Combat Options: <strong>The</strong> kanteleercan Set Spear vs. Charge (at 1 st ), Parry (at9 th ), and make Multiple Attacks (two at15 th , three at 30 th ).Magic Items: <strong>The</strong> kanteleer may onlyuse magical items that are normallyuseable by fighters, plus magical sheetmusic written for the kantele.Kantele: To perform songs, the kanteleermust use a kantele box-harp, a zither-likeinstrument. <strong>The</strong> number <strong>of</strong> stringsdetermines the highest level <strong>of</strong> songplayable. <strong>The</strong> strings may be plucked,strummed, bowed, or hammered (player’schoice), but it must be played from aseated position with the kantele resting inthe lap or on a table.<strong>The</strong> Kanteleer<strong>The</strong> kanteleer is a bard-like characterwho mixes martial skill with a musicaltalent that can soar to magical heights.<strong>The</strong> class is styled upon <strong>Kaarjala</strong>’slegendary hero Vainoiminen. His or herinstruments <strong>of</strong> choice are the kanteles, atype <strong>of</strong> box-harp zither that sits on thekanteleer’s lap or a table.Kanteleers are a product <strong>of</strong> the Saamariculture, but they are welcome among theVaarana. A few town-dwelling Vaaranahave even taken up the training. Today,many kanteleers are occupationalmusicians traveling from one place toanother to earn some coin, practicingtheir spear-arm during their treks.Important: Kanteleers are not roguebasedcharacters, and they do not haveany thieving skills as is normallyassociated with a “bard.”KantelesFor simplicity, the kanteles available inthe north are limited to the 5-, 10-, and36-string varieties, plus the giant pikejaw kantele.Bone Pick...............NA.................... 2cpKantele Bow...........10cn..................4gpKantele Hammer,Pair .....................25cn..................5gpString, Regular .......NA.................... 1spString, Maiden Hair NA................... NA5-string Kantele......30cn..................9gp10-string Kantele....50cn................25gp36-string Kantele....250cn............165gpPike Jaw Kantele....180cn.......10,000gp<strong>The</strong> pike jaw kantele and maiden hairstrings can only be obtained throughadventuring. <strong>The</strong> maximum song levelthat can be produced by a given kantele isgiven in the table below. For songsgreater than 6 th level, the kantele musthave a number <strong>of</strong> maiden hairs equal tothat song level.StringsMaximumSong LevelMaidenHairs5 4 No10 6 No36 8 YesPike Jaw 9 YesKanteleer Songs By LevelLev. 1 2 3 4 5 6 7 8 91 2 - - - - - - - -2 4 - - - - - - - -3 4 1 - - - - - - -4 4 2 - - - - - - -5 4 3 - - - - - - -6 4 3 1 - - - - - -7 4 3 2 - - - - - -8 4 3 3 - - - - - -9 4 4 4 - - - - - -10 4 4 4 1 - - - - -11 5 5 4 2 - - - - -12 5 5 5 2 1 - - - -13 5 5 5 3 2 - - - -14 5 5 5 3 3 - - - -15 6 5 5 3 3 1 - - -16 6 5 5 3 3 2 - - -17 6 5 5 3 3 2 1 - -18 6 6 5 3 3 3 2 - -19 6 6 5 3 3 3 3 - -20 6 6 5 4 4 4 4 - -21 7 6 5 4 4 4 4 1 -22 7 7 6 5 4 4 4 2 -23 7 7 7 5 5 5 4 3 -24 7 7 7 6 5 5 5 3 -25 7 7 7 6 6 5 5 3 -26 7 7 7 6 6 6 6 4 -27 7 7 7 6 6 6 6 4 -28 7 7 7 6 6 6 6 4 129 7 7 7 7 7 7 6 4 230 7 7 7 7 7 7 7 4 331 7 7 7 7 7 7 7 4 432 7 7 7 7 7 7 7 5 433 7 7 7 7 7 7 7 5 534 7 7 7 7 7 7 7 6 535 7 7 7 7 7 7 7 6 636 7 7 7 7 7 7 7 7 7<strong>The</strong> Performance<strong>The</strong> optional rules presented here forresolving musical performances are basedon those used for magic shows in <strong>Gaz</strong> F5<strong>The</strong> Western Alliance. This system isdesigned to showcase developing skillmastery – characters cannot becomeinstant “Grand Masters” by virtue <strong>of</strong> highattribute score. Alternative mechanicsfor games under Classic include a simpleskill check or the storytelling rules from<strong>Gaz</strong>2 and <strong>Gaz</strong>8. 3x and 4x games havetheir own integral methods to resolvevariable skill-level performances.For the kanteleer to earn his silver, theaudience must be appreciative <strong>of</strong> the8

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