Guardian
by HåvardAs Thief, except as follows:
- Nithian Cultural Limitations:
- Illiteracy: Nithian characters must spend a skill slot in order to learn how to read and write. (This is a modification of the rule in the HW boxed set)
- Armor Limitation: may not use any armor that gives an AC better than 5 (not including bonuses for Dex, magic or skills).
- Cultural Weapons limitation: Nithians are limited to using the weapons associated with their culture.
- +10% to Find Traps
- +10% to Remove Traps
- If failing to remove a trap, he may roll 1d20 below his level to avoid any adverse effect.
- Set Trap. Same chance as Remove Trap. If the check fails, the character must make a Dex check or he is caught in his own trap.
- Trip Wires, alarms and Shadow illusions. Use Set Trap skill, but chance to make such devices is easier.
- Recommended Skills: N/A
- Limitations:
- -1 to all to Hit Rolls
Notes: Like with the Lock Master, I think the attack roll penalty is too harsh. Also, the trip wire ability isn't really properly explained.