Torchbearer
by John Lach

This lowly class was developed in secret by some of the lesser gawds. These gawds felt sorry for the unfortunate NPCs that were being slaughtered in the name of adventuring. Unlike most NPCs which are either not in a combat situation or located in the rear of the party, the torchbearer is in front and with hands encumbered cannot escape.

The torchbearer gains experience in one of two ways. The first way is one experience point per GP earned in torchbearing work. The second is that the torchbearer will earn 1% of the experience that the party he is with earns. Example. Hiho a Halfling torchbearer earns a wage of 1 GP/Day. After a week of work with the Wandering Idiots, the party earns 1000 XP. Hiho gains 17 XP.  

As the torchbearer increases in level, he will attain special powers and abilities. If at any time, the torchbearer attempts to attack or make any hostile move against an enemy, he loses all special abilities until the end of the encounter.

When the torchbearer attains enough experience points to attain 10th level, he come to the notice of the major Gawds. For his impertinence, all of his special abilities are reversed. Needless to say, most torchbearers will retire at 9th level. Only the poorest torchbearers will adventure while closing on the tenth level.

Torchbearers are forbidden from learning any of the combat procedure skills with the exception of groin punch.

The torchbearer is forbidden from wearing any armor. Armor Class is equal to 11-Level. 

Special Abilities: 

A: Torch Light Extension – Any light source carried by the torchbearer will have a duration 10%/level longer. 

B: Torch Parry – The torchbearer can use a torch in a full parry (PHB p.137). If the attacker misses its roll by 5 or more, 1D4 fire damage is inflicted on the attacker. 

C: Saving Throw Bonus- The torchbearer receives a bonus of ½ / level (round down) to all saving throws. 

D: Light Sleeper – The torchbearer sleeps lightly. He is surprised when sleeping the same as when he is awake. 

E: Trap Avoidance- There is a 5%/level that a trap will not be set off by the torchbearer. 

F: SEP Field – There is a 5%/level that the torchbearer will not be noticed by hostile beings. 

G: Lowered Metabolism – In siege or other situations where food and drink are scarce, the torchbearer is able to do without. This may cause the players to see the torchbearer as a food source. 

H: Choose Target- If a projectile weapon is going to hit the torchbearer, there is a 5%/level that the torchbearer can choose and alternate target. 

I: Avoid Fate- Once per game session there is a 5%/level chance that the torchbearer will be able to escape certain death. This is the same as a player character purging his Honor. 

J: Upon reaching 10th level, the following occurs: 

  1. His Armor Class is 10
  2. All Light sources have its duration reduced by 90%
  3. All saves are at –5
  4. All projectile weapons are aimed at the torchbearer.
  5. The torchbearer must eat 5x normal amounts of food
  6. All hostile attacks will target the torchbearer first.
 

Ability Requirements

No ability >12

Prime Requisite

None

 

HD Type

 

1D1

 

Allowed Races

Dwarf, Gnome (not Titan)

Gnomling, Half-Elf

Halfling (not Thug), 1/2 orc

Human, Pixie-Fairie

Allowed Alignments

Neutral

 

Building Point Bonus

5 BP

 
   
   
 

 

Experience

Experience

1 Sided

Special

Level

Points

Level

Die

Ability

Title

0-250

1

4+1D1

A

Redshirt

251-750

2

2

B

Flunky

751-1750

3

3

C

Barfly

1751-3750

4

4

D

Sub-Contractor

3751-7750

5

5

E

Contractor

7751-15750

6

6

F

General Contractor

15751-25750

7

7

G

Torchbearer

25751-37750

8

8

H

Torchbearer at Large

37751-51750

9

9

I

Lottery Winner

51751-

10

10

J

Dead Meat




Mikeeze Wurld is © 2001 by Michael S. Hensley.
HackMaster is a trademark of Kenzer and Company. Any use of trademarks is in no way to be considered a challenge to such trademark or copyright by its rightful owner.