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The Kid
Kids are common to every culture and all of the demihuman races. They differentiate themselves from normal children by a strong desire for adventure, a penchant for getting into trouble, and a near-magical gift for getting out of trouble.

Adventures: Kids usually make their own adventures rather than join up with an adult adventuring band. Usually, their exploits are of a more innocent nature than their grown-up counterparts, but by no means does this make them any less serious.

Kids may also insinuate themselves into a band of adventurers through special circumstances. Perhaps they have been orphaned and are in need of guardians for a time, or perhaps a kid is apprenticed to a wizard or squired to a paladin or cleric. As they are often exempt from harsh punishment for breaking the law, city kids are often employed by rogues to carry out simple, non-life threatening jobs.

Lastly, some adventurous parents bring along their own kids rather than leave them behind. This is common of bards, druids and explorers as their professions aren't as risky or dangerous as some others.

Characteristics: Kids are young, hardy, clever, mischevious and rebellious. Although particularly suited to adventuring, their natural abilities and youthful vigor gives them a surprising edge. For most kids, adventuring is simply another form of play.

Alignment: Kids come in every alignment. Mischevious pranksters favor Chaos, while studious, orderly kids favor Law. Good and Evil are foreign to most kids so Neutrality is a common option (although exposure to Good or Evil actions will influence the kid's future outlook).

Religion: Most kids have no time to religion and give little thought to it. Others (especially those who are pledged to a druid, paladin or cleric) take a more serious stance. If a kid does follow a particular god or goddess, it is almost always one tied to the religion of the kid's culture.

Clerics of the halfling god Yondalla are particularly well-regarded as advocates for children and so many kids look upon Yondalla with love and respect.

Background: Kids usually band together according to their racial background, culture and (most importantly), their location. There are no real organizations of kids (save street gangs), but they may come together in time of need, especially when the adults are too pre-occupied to deal with a situation.

Races: Kids come from every race but some are more apt to be found adventuring than others. Elven and dwarvish kids are somewhat guarded and aloof, preferring to stay with their own kind. Human kids are the most numerous, as are half-elves and half-orcs. Gnome and halflings, because of their small statyure, usually stick together, often "teaming up" against the bigger, clumsier human children.

Other Classes: Kids often act as assistants for rogues and monks, squires for paladins and clerics, and apprentices for wizards and druids. They're rarely found serving the more martial classes, although some have been known to stow away inside naval vessels and caravans in order to escape their hum-drum lives. Kids are very rarely found among the barbarian tribes by virtue of the fact that most barbarian "kids" are already seasoned warriors!


GAME RULE INFORMATION

Kids have the following game statistics.

Abilities: Kids usually have high dexterity and constitution, important attributes for escaping and overcoming danger. Charsima and intelligence scores vary - some children are shy and studious, others are bold and precocious. Strength and Wisdom are usually their weakest attributes by virtue of their youth and lack.
Alignment: Any.
Hit Die: d6.

Class Skills
The kid's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Dex), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str).

Skill Points at 1st level (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All the following are class features of kids.

Weapon and Armor Proficiency: Kids are proficient with all simple weapons but not shields or armor.

Youth: Kids have a temporary -2 penalty to their strength and wisdom attributes until they reach adulthood (see the Random Starting Ages table in the PHB).

Faster advancement: Kids do not use the experience level table from the PHB (level-dependent benefits remain the same). Instead, they reach second level at 500 XP, third level at 1,500 XP and fourth level at 3,000 XP. Kids can only reach level four; upon reaching level five, the kid instead become another class at level one (making them a fifth level character and a multi-class kid/whatever) Kid levels do not count against the character when multi-classing. If a a kid becomes an adult (the exact age depending on the kid's race - see the Random Starting Ages table in the PHB), he immediately gains level one in another class and stops improving in kid levels. Kids may only improve kid levels until they reach adulthood or level four, whichever comes first.

Quick study: The kid may choose any untrained skill as a class skill. A trained skill may be chosen if the kid receives training from a skilled mentor. Skills gained as class skills remain class skills no matter what class(es) the kid eventually becomes. Upon reaching fourth level, the kid may exchange their second quick study skill for one weapon proficiency with any one weapon (martial or exotic) familiar to the kid's culture or environment. So while a halfling kid may choose to gain proficiency with halfling skiprocks or shortbows, he may not choose to learn the kukri or the urgosh.

Elusive: In lieu of attacking during combat, the kid may roll 1d4 and add the result to their AC against any one opponent. This ability may be used if the kid is caught flat-footed and it may stack with racial dodge bonuses and with AC bonuses from the Dodge feat. This ability also gives the kid a +2 competence bonus to their Hide skill.

Lucky: Once per day, the kid may roll 1d4 and add the result to any one saving throw (Fort, Ref or Will). This bonus is cumulative with any racial bonus or bonuses due to feats such as Great Fortitude, Iron Will or Lightning Reflexes.

THE KID

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save


Special

1

+0

+1

+1

+0

Elusive

2

+1

+1

+2

+0

Quick study

3

+1

+2

+2

+1

Lucky

4

+2

+3

+2

+1

Quick study (or weapon proficiency)