Sunday, April 26, 2020

[Class] Zingara

Art @Remzi Taskiran
Zingara
HD- d6
Max AC- 12 / Minimum Hit-Points- 2

You're a gypsy woman. Regardless of your stats, you have a sort of exotic charm. Change your Charisma score to at least 14 if it was lower.

Gypsies are often stereotyped as criminals and troublemakers; and you have the skills of sleight of hand. You gain +1 to stealth rolls at 1st, 4th, and 8th level. You pick locks as a Thief of three levels lower then yourself, which starts when you reach 4th level, and therefore you pick locks as a 1st level thief, and so on. At 10th level, you will pick locks as a 7th level Thief.

You can also tell fortunes. This is mostly a method to panhandle and make money in towns and villages you travel to. Starting at 5th level, these predictions start to become scarily accurate and you actually gain some powers of divination. Once per adventure, you can make a “Hunch” roll, which is a d20 roll that you can use in place of any d20 roll you roll later on. You can also force this roll on someone else by staring at them and giving them the evil eye.

Zingara are gypsy woman skilled in arts not known to the average person. These include woman's work- delivering babies and contraceptive practices, the fickle art of telling and manipulating the weather, and finally the power of delivering curses. Your magic is the most powerful of your knowledge, and is a tradition that is handed down from Mother to Daughter.

You are a Witch and proud of it. You can curse people by stealing an object of importance from them. This object must be a part of their primary career or passion. The object can be a part of their body if they wrap their self identity in it; for example, a clipping of hair from a vain noble lady would suffice, but the finger of an alchemist would mean nothing, unless if it was burnt off by acid. Most personal objects can be small charms; like talismans or keepsakes.

Once you have the object, you can place a curse upon the person. The curse is permanent until the object is returned to them. Even if you wish to break your own curse, you cannot unless the object is returned to its owner. If you are 7th level, you can temporarily suspend a curse for a year and a day, in an attempt to grant more time to the person to recover their own artifact, for example. Certain supernatural beings may be able to break the curse by killing the Zingara, but those of a lesser level cannot until the item is recovered regardless of if they kill the witch.

At 10th level, you become a Gypsy Witch. You can become the leader of a gypsy caravan, which is 200 members strong divided into several notable families. Caravans travel around and trade, do performances, and often steal or commit fraud to make ends meet. As leader of the caravan you can always recruit up to two 3rd level hirelings at any given time of any given class, letting you select from a wide talent pool of warriors, thieves, and soothe-sayers. This power only persists if the caravan stays over 70 members in number.

Additionally, you may now Weave Fate. Weaving fate allows you to place an enchantment on a person, place, or object which changes its future. By doing this, you must make three d20 rolls. All rolls of 10 or lower are considered bad omens, where as all rolls of 11 or higher are considered positive forecasts. When placing the enchantment, these three events, their severity and coincidence based on the extremity of the rolls, will happen to that object or bearers of that object. For example, if you rolled a 2, 4, and 10 then the object you are enchantment would be considered cursed and three bad events; one annoyance, one bad, and one terrible, will befall the holder of that object.

Curse Rules
You can put a curse on someone. Your curses manifest a differently for everyone. Your magic specifically takes away or somehow blocks the most useful or talented part of a person- targeting the highest ability score available to that person. For example, a poet with a high wisdom score suddenly finds themselves unable to see the meaning in things. The moment they write a poem, they see something that contradicts it, and have become spiritually unsettled by it. For example, they write about the beauty of cherry blossoms is that they come only once a year, and then all the cherry trees near them magically start blooming out of season.

Mechanically; Everyone cursed treats their ability score as 2 points lower per Zingara level, which affects their ability modifier in the same way. Going to 0 or below by this skill does not kill the target, it simply makes them totally incompetent in all matters of daily life requiring it.

The power and overt supernatural effects of each curse is based on the level of the Zingara. At 1st level, a Zingara may curse a man with high intelligence who is skilled with many languages. This curse makes him unable to read any written text except for magical text, or except for pictographs. At 10th level, the same curse cast on the same man would instead make him unable to speak at all, or making each of his words he speaks sounds like an animal noise that draws forth a random feral beast to attack him (thus countering his intelligence by making him constantly under attack by natural forces).

For monsterous foes or foes without obvious ability scores, curses instead hit their most notable or powerful ability or move. For example, trolls would lose their regeneration, or from a high powered Zingara, actually start to rot away instead of healing over time. Dragons lose their fire breath, and instead can only put out pitiful sprays of smoke, and so on. These monsters can restore the curse by killing the Zingara, unlike a human, and they may gain a directional sense as to where the Zingara is if they are of higher HD then the Zingara's level.

Theoretically, there should be no limits on how many victims the Zingara may curse, but due to potential abuse, consider a limit of 1 active curse per two Zingara class levels, rounding up.

Saturday, April 25, 2020

[Class] Yes-Man

Yes-Man
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

You're the right hand man. The flunky, the sniveling kiss ass. Your only goal, it seems, is to suck up to others at every opportunity, and crowd around them both for more opportunities for yourself as well as the pleasure of having others approve of you, if even you have to be a cowardly weasel to do it. Playing as an actual weasel-person for this class is not required, but recommended. You get +1 to stealth rolls regardless of what race you are; it's in your nature.

Firstly, you always must have a Boss. This is your sensai, boss, my lord, the champ, your majesty, or some other being of a higher status then you in some way. You must always refer to them as such and cannot turn down reasonable demands. For unreasonable demands, you get a saving throw to weasel your way out of them if you so wish.

You may, at any time, abandon your boss if your new “boss” has a higher level or HD then your old one. You can also switch over to a new boss if your last one is defeated by another one either by combat or through some kind of display of skill or public humiliation.

Your main ability is to improve others. By constantly fawning over someone and doing whatever you are told, you improve their ability score modifiers by +1. This applies only to things that person is already good at, or better at you at. So if you compliment the boss's manly muscles and sharp wits, then he'd treat his Strength and Intelligence modifiers as +1 higher. If he was self conscious about his looks however, then you cannot give any bonus to his Charisma modifier. 
This only applies to rolls made with these ability modifiers, not the modifiers themselves, and as such only apply to rolls as opposed to fix powers or abilities that deal with these modifiers. It's a confidence boost, not magic.

Starting at 4th level, you can do the above boost but for magical or supernatural powers as well. This makes your magician boss have his spells save at -2, or makes the Fighter who you call your boss get an extra use of a supernatural blade art he has mastered.

You have a posse. Starting at 2nd level, you can draw others to your posse. Despite being the Yes-Man, you still have a decent amount of Charisma to make others into your Yes-Men. You're the underling, and they are the underlings beneath you. You can use the boss's Charisma modifier in place of yours to control them, if it is bigger. You can have a number of flunkies equal to your level rounding down. Flunkies are equivalent to 1 HD monsters or untrained militia in combat.

At 10th level, you become a Spineless Sycophant. At this point, your powers of brown nosing have grown to an almost supernatural level. You can not only enhance your bosses abilities, but the abilities of his own lieutenants or high powered bodyguards (even if they aren't "higher ranking" then you, in the eyes of the boss). Also, you can acquire most regular items or simple services of a sum up to 10,000c practically on demand in a populated area. You can only do this if your boss is also HD 10 or level 10 or higher. This power lets you intimidate, call on favors, scrounge around the dredges to find your need.

Additionally, you can at any time kill your boss by stabbing them in the back. Doing so starts you over at 1st level as any class of your choosing. You get +1 hit point for each level you had in Yes-Man before you backstabbed your boss, and get to keep the +1 to all saving throws bonus. Doing so will mark you permanently as a betrayer, and you will be unlikely to find people who trust you from now on; the Gods will even deem you as worthy of contempt; expect curses and a bad afterlife in store if you can't find a way to weasel out of your just deserts.

Friday, April 24, 2020

[Class] Xyloid

Xyloid
HD- d6
Maximum AC- 16 / Minimum Starting Hit-Points- 3

You're mostly made of wood. You aren't a human, but a wood person. Your arms and legs are like branches; coiling into arms and legs with fingers and toes. Because you're made of wood, you are weak to fire and take double damage from fire. If you take 6 damage or more from a fire spell/attack OR from any axe attack, you can lose a limb.

Once a limb is removed, it will grow back in segments every season. From shoulder to elbow, elbow to wrist, wrist to stubbed fingers, stubs to full dexterity. Each 'segement' grows back at one per season, except in winter when your growth is halted and the sun is dim. Your not very good at sneaking around (your joints creak too much), but you are very good at standing still. Within a forested area, you automatically hide if you stand still and carry nothing. Nobody will be able to see you unless right next to you or closely inspecting each and every tree.

If your head is severed from your shoulders, you can still control both separately. You won't die as long as somebody binds them back together within two exploration turns. Treat your Base AC as 14. Your wood is a bit tougher then normal skin and flesh.

At 2nd, 6th, and 10th level, you gain +1 to hit with all weapons and magical implements, as long as they are made of wood. Magic rods, quarterstaves, clubs, bows, and so on.

You can feel the trees. You can sense the health of a land by simply observing it; though this applies only to the plant life and flora, not to the animal or human life. You can tell the age of a tree by touch, and can sense the health and what is causing harm to a plant if you can also warp it. You can even ply this power on dead plants, which means you can read any kind of book in any language, based moreso on the intent of the author and the materials uses to make it moreso then the actual words, but the message is clear enough you could be thought of as literate.

You can warp plants. This allows you to make them bare fruit, bend branches to make bridges or perform small attacks, send down a shower of leaves for a blanket or firestarters, etc. You can only do this to trees that are younger than or equal to your level in centuries. Any trees older then that are too mystical for you to control. You can also use this power to kick out or bar entry to a dyrad from entering a sacred tree.

At 10th level, you become a Woodman and grow a mantle of leaves on your head and back. This crest makes you look majestic and grants +1 to reaction checks. Any Xyloid of this age will also receive respect from the treants, dryads, nypmhs, and elves of the wood- you can easily find and enter their hallows or hidden elf-towns as long as you have not offended them.

Additionally, this level means you are now obligated, spiritually and physically, to reproduce. To do so, you must bury a seed that carries a portion of your soul into a place that is healthy, safe, and spiritually important enough to grow a new sentient tree person. Each adventure you go without burying one of these seedlings gives you a -2 to all rolls, which compounding each time you put it off, as the guilt and obligation weighs on your mind and soul. You have 3d6+2 acorns.

Thursday, April 23, 2020

[Class] Wheelchair Templar

The Suffering Saint is one of the most important figures of the faith. Those who matyr and die for the church are rejoiced in their death, suffering itself puts on closer to God. But with organized religion, comes tradition and practice. It has a canon and a scripture all its own, including lines drawn from bloodied fingers and limbs.

The Suffering Saint had many wounds, and it has many practices. The ritual of inner cleansing strips ones intestines bare and clean with acid, and causes the digestive tract to prolapse. In many practices, those who have their hands broken with vices and hammers are considered to be the greatest of healers, however lacking in mobility their nub fingers may be. But by far the most zealous of all, and the one that leaves its user most alive and most capable, is that of making lame.

Wheelchair Templar
HD- d8
Maximum AC- 13 / Minimum Starting Hit-Points- 3

You can't walk. Your legs are totally crippled- your knees, tibia, and fibula are broke to shit. Your femur is mostly alright, mostly because anything that can break that bone would kill you, but there's no chance in hell you can walk. Treat your Dexterity score as the ability of your hands, only. Your stealth score is -3 and you automatically fail any saves involving dodging things out of the way. Treat your base AC as 7 since you're sitting down. You'd need a full set of armor just to stand a chance; this is a hard mode class, so you'd better get used to it.

Because you're in a wheelchair, you need help getting around. You can push yourself on mostly flat, level ground. But you count as double encumbered at all times. Or take whatever penalties you get from being medium encumbered, or light encumbrance x2, or whatever system you use. That's your default speed and penalty to wandering monster checks.

At 3rd and 9th level, you get +1 to hit and damage on a hit with all weapons.

At 4th, 6th, and 8th level, you get +1 to all saving throws against death.

You can turn undead. If everyone could already turn undead, just turn undead as though you were a level higher. You advance in holy magic as a Cleric of one higher level then you are.

Even if you aren't a high ranking member in the church, the faith must respect you for your dedication and living matyrdom. You can be boarded in any church, with a small stipend from the bishop to support you and your allies. You also sway the laypeople as well; villagers and townsfolk who follow the faith are always going to respect you at the very least, and give you directions, food, or hiding you from other authorities.

At 10th level, you become a Suffering Saint. Every time you are struck by a hit, your retainers and hirelings get +1 morale for the rest of the combat encounter, or for one exploration turn. This also works against supernatural fear or dangers to sanity; your suffering acts as a beacon of hope for all of the faith and acts as ward against darkness.

Additionally, you gain a procession of 10 martyrs, lepers, and holy cripples who will follow you on your journey. They know basic first aid and will help push your wheelchair, and can do some very basic labor for you.

Wednesday, April 22, 2020

[Class] Vestibule

Vestibule
HD- d8
Maximum AC- 14 / Minimum Starting Hit-Points- 4

You aren't a person. You're a gateway.

Things put inside you go to another place. Technically, you're playing as “the space”, and the person is just a puppet in the world which is the door to you, who is the space. Anything that it put inside the person (cupped into their hands, swallowed, etc.) can be disappeared. Things that go into the person are transferred to the space, who is what you are.

The person-puppet looks bad. It's a lot like an Other, but a lot more like an artifical cardboard cutout and a lot less like a fleshy monster trying to imitate another species. The fake person (your character sheet) has a Charisma modifier of -3 and you can't improve it. You always look too old or a little rotten, or a little too flat and clearly shaped roughly, or a smile rests naturally on their lips even when they frown. It's a bad copy that nobody believes. You pass as a person at a distance. Up close, people think you're a freaky changeling sent to steal souls or a hallucination, whichever is worse.

If your vestibule dies, the connection between this universe and your space is permanently severed. All beings and items trapped within cannot return.

Dungeon Rules Digression
The “Space” that is inside you (who is the real you) is like a dungeon. At 1st level, you can make it up to 40 tiles in size. This “open space” is surrounded by walls. The “space” is the important part that you're measuring. Every time you level up, you may add your new space. However, you cannot subtract space- adding new hallways and doors off existing areas is fine, but you can't fill in gaps with walls. Instead, you would need to eat enough wood to make a door.

From levels 2 thru 5, you grow +15 tiles.
From levels 6 thru 8, you grow +20 tiles.
For levels 9 and 10, you grow +30 tiles.

This “dungeon” appears as you want. It can be a cave made of flesh or a stately manor with no windows. It can appear as an underwater coral reef (but the air here is always breathable, unless you “drink” enough water to fill up your dungeon through the Vestibule), or as a lightless abyss. Regardless, this space is yours to tinker with, and you can freely move around objects, creatures, or magical spells effects put here.

Your Vestibule is immune to poison and disease, because you aren't a person. Instead, poisons injected into you go to your dungeon, as either little drips from the stalactites or to coat the blades of the traps you had installed in your hallways. Diseases appear as miasma clouds, forever filling a room as there is no fresh air to blow them away, or they can be reduced to a powder to keep them settled, if you so chose. In the same way, machines or weapons you “eat” go into this realm and could be repurposed into tools, but are trapped inside you.

You can see everything that's happening in your space, and have a limited form of Telekinesis and Control over beings trapped within you. Every season a living thing has been trapped inside you, consider 1 of its HD “converted” to you, which can be used to control its abilities or actions, equal to the portion of its HD you control. If it's fully controlled, it is your creature to do with whatever you want, as long as its in your dungeon. At this point, it will fall apart and die if it ever leaves your space in a number of exploration turns equal to its HD- it cannot live in a more expansive dimension.

Additionally, you can only spit things up that are inside you by dry heaving them out, which takes one turn. This only works on things that you can swallow. This gets easier to deal with when you level up.
-end digression-

At 3rd level, you grow a hatch in your Vestibule's chest that can open up. You can fit swords and stuff in here, and can have someone reach in to pull something out of your dimension.

At 6th level, you can make a surprise attack to swallow something small by snapping open your jaw- this works as a sneak attack, but only on small creatures. This takes them to your dimension. Beings can escape your dimension if and when their HD are greater then your current hit points, giving them an opportunity to force their way out.

At 9th level, you start to leak a fluid that “softens”things up, and with a big embrace you could potentially swallow up bigger creatures into your realm.

At 10th level, you become a Gatekeeper. You can fold your Vestibule inwards to make it disappear from the real world, and go to the space between spaces. You can unfold it again when you want, but it has to be within five miles of the place you folded it inwards, and you can only do this once a season or else you'll shred your only portal.

Also, you can now meld your Vestibule into a door, archway, window, or pit. By doing so, they will meld that entrance into an entrance to your dungeon, of which anyone who passes will unknowingly pass into your extra dimensional space.

Author Notes-
Weird ideas like this are very fun to think and write about, but are pretty hard to get working in actual play. Hopefully this gave you enough ideas for this to hold water. I'm sure if somebody else took a crack at it, they'd come up with something pretty cool. 

Tuesday, April 21, 2020

[Class] Untouchable

Untouchable
HD- d4
Maximum AC- 12 / Minimum Starting Hit-Points- 4

You are of the lowest caste, born into your wretched life, or you were dropped here for catching an incurable disease or breaking a church vow (in many parts of the world, these go hand in hand). The Untouchables are the street cleaners, sewer washers, rat catchers, and chamberpot maids. The highest position one can aspire to be as an untouchable is a torturer or executioner; as their contact with human blood and tears makes them unseemly. These positions are also highly coveted by untouchables, as many among the ones who you'll kill will be of higher caste then you.

Untouchables are always dirty and a pin's drop from being ill at any moment. You may catch any disease you wish, as long as a contained person or vector exists. You still suffer all the negatives of having the disease, but this lets you catch diseases that are magical or hard to catch in case you want to be a science experiment. For example, you can catch vampirism by rubbing the dust of a slain vampire into your burst pustles on your face, or catch lycanthropy by sucking the marrow from a long dead wolf bone. Against most diseases that you don't actually want, just get +2 to saves vs disease.

At 2nd, 4th, and 8th level, you get +1 damage to all attacks. Against those of significantly higher birth status then yourself, such as Kings or Temple-Priests, double this bonus.

At 1st, 3rd, and 7th level, you get +1 to all stealth rolls. You're sneaky when you don't have a cough.

At 5th level, your maximum AC increases by +1. You also gain the ability to desecrate a sacred site or object, which makes its power shut off or significantly weaker. Technically all you have to do is touch it to do this, though most untouchables will spitefully spit, bleed, or shit on the object in question. Objects that are desecrated are either permanently soiled if minor in power or importance, or must be ritually cleansed if major in importance. For example, a desecrated holy symbol will not be able to turn undead, until it is purified. Note that “purified” does not mean “cleaned”. You could shit on the steps of the church, wipe it off, and the priests will still cower in it when the hoard of zombies come, unknowing that the holy spirit that protects the place has been silenced.

You also have the ability to carry a disease with you. For every disease you choose to carry, you continue on with life with a lesser batch of systems and -1d4 maximum hit points. If the disease is terminal, you will instead only live for 1d6 years if you choose to carry it. Carrying a disease means you can still infect others, but you are spared from the worse effects.

At 10th level, you become a Wretch. You can now willingly exude any disease you carry as a miasma cloud, which acts as a save or be infected attack- this cloud pours out of your mouth and is affected by the wind. It is also purified by sweet smelling things, which is why plague doctors wear perfumed masks. You draw followers to you whenever you decry a public official or take responsibility for desecrating holy things; a group of 2d20 city urchins, hobos, and unwashed become your loyal followers. They may be willing to do things for you, but they obviously have no money.

Additionally, when you die you will rise again as a 2 HD undead Plague Ghoul. If you died via lawful execution, make it a 3 HD Plague Ghoul. Your followers will still be loyal to you.

Monday, April 20, 2020

[Class] Thanturion

You are a Legionnaire with a very special skill. You are among the rank of the Immunes, a soldier with specialist skills, making you exempt from guard duty and some of the most grunt work in the legion, but still expected to fight. Your special talent, especially, is not particularly desirable.

There are some people close to death. Like those with a special connection to their Lares, or family's house spirit, except yours is for the dead. Your voice and face calms them, and you can lead them. The Thanturions are a special group of individuals in the Roman Legion, meant to lead the spirits of the dead away from the camp or fortress, so they do not seek revenge or haunt the men. You bang raise a black standard and bang on a tin drum which makes a horrible noise, and lead these spirits of Rome's fallen foes away from the Empire's expanding border. Sometimes, you're called to do this in battle, among enemy fire or appearing as though you are deserting simply to divert the forces of the dead and undead away from your men. Maybe you deserted for good, got separated in a strange land, or maybe you are a veteran and discharged after a long degree of military service. You still have your talent, and the dead still follow you.

Thanturion
HD- d8
Maximum AC- 16 / Minimum Starting Hit-Points- 5

The Thanturion is a legionnaire with a very specific duty. You can sense the spirits of the dead nearby better then most, and are likewise more visible to them. You're a mix of a soldier and a cleric. You are well trained in the use of all standard legion weapons, carry heavy armor, and can march all day. Set your Constitution to 12 if it is lower.

At 2nd, 5th, 8th, and 10th level, add +1 to hit with all weapons.

At 4th and 7th level, add +1 to damage with all attacks.

You cannot turn undead, even with magic items. Even in a game where everyone can turn undead, you can't do it. Instead, you only bring attention to the dead on yourself by moving, speaking, and especially by playing instruments or waving a black standard. By getting the attention of the dead, they follow you. Undead will not attack you unless you are leading them to a place they cannot follow (such as a church) or unless if you mock or spite them. Even though you may be a member of the army that conquered their people, they don't see you as a foe by default.

You can successful enrapture spiritual undead, such as noncorporeal beings like ghosts, revenants, or anything that has risen from its grave on its own power, equal to your level in HD. If your level is twice that of the undead's HD, they will be put to rest if led to a peaceful or spiritual place.

You can successful enrapture physical undead, such as ghouls, Frakenstien-esque medical monsters, or flesh golems as equal to half your level in HD, rounding down. If your level is thrice that of the undead you are leading, they will be disabled for 1d6 exploration turns if lead to a peaceful or spiritual place.

At 10th level, you become a Morturion. By wearing a special silver mask, you can hide your presence from the undead, becoming invisible to them. By waving a black standard, you can also rally any undead following you to attack your foes as though they were a spiritual legion. Their morale for the attack is equal to a 10 + your Charisma modifier.

Additionally, if you are still with the legion, you become the leader of the Thanturion Immunes and receive double pay.

Sunday, April 19, 2020

[Class] Sauceror

Sauceror
HD- d4
Maximum AC- 12 / Minimum Starting Hit-Points- 2

You are the inheritor of the Ancient Brotherhood of Gravy Makers. Their secrets are protected by your guild; the Saucerors. You have a distrust of the Pastamancers, but most tolerate them due to the truce between your two factions. You were taught the truths of the universe, and that everything is Sauce at its most basic level. To learn to control the cosmic sauce is to learn true enlightenment.

Rename your Intelligence score to Mysticallity. You can now swap your highest stat with it, if you choose. You don't get any of the normal benefits of Intelligence, treat all rolls requiring Intelligence as a modifier of +0 instead. You use Mysticality to power all your spells.

You can cast spells, but not normal spells. You only cast spells based on Sauces. You can learn spells from the MU or Cleric list, but only if somehow converted into a Sauce-based spell. For example, you could convert Sleep into a spell you can use if you can use by making it into a Turkey Baste. Any action like this requires additional cooking time, ingredients, and +50% to the normal research cost.

Beyond casting sauce-based spells, your power lies in cooking. You can cook various reagents from monsters, animals, plants, or more esoteric ingredients to cook either hot or cold sauces. Placing a “hot” sauce on a food item before eating it will restore 1d6 hit points from cold damage, as will placing a “cold” sauce on a food item before eating it will restore 1d6 hit points from hot/fire damage.

Additionally, using a turn to prepare and bottle a cooked sauce for later will allow you to create scrumptious reagents that can be used to power more impressive spells. You can create a maximum of one scrumptious reagent per day of downtime, which increases to two at 5th level and above. Drinking one reagent allows you to boost your Mysticallity modifier by +1 for the next spell.

At 10th level, you are a Sauceror Supreme and can now cast the most impressive Saucey spells. You also gain the power of turning your blood into sauce. Through one season of downtime, you can reduce any physical stat you have by -1d6 in return for a roll of +1d3 to your Mysticallity. These effects can be reversed with another season of downtime.

Saucepell Table
LVL
1st Level
2nd Level
3rd Level
4th Level
1
2



2
2
1


3
3
2


4
3
2
1

5
4
3
1

6
4
3
2

7
5
4
2

8
5
4
3

9
5
5
4

10
5
5
4
1

Saturday, April 18, 2020

[Class] Revenant

Revenant
HD- d10
Maximum AC- 16 / Minimum Starting Hit-Points- 6

You are a ghost returned from the dead. You were probably murdered, or your village was destroyed, or you were locked in a cell by a tyrannical ruler and you want revenge. You're a lot like a ghost fighter with some special features.

As soon as your character is made, you must roll or make up a group of villains for you to seek your revenge upon, between 1 and 6 characters, or just one leader with several high ranking officials below. The DM will decide if your choice is good enough. The villain cannot be something like a God or Emperor of a massive Empire but a single count or group of high ranking pirate captains would be a good choice.

Technically you are dead, but have a physical body. You can only be hurt with magic weapons, spells, or kung-fu. You can be turned like the undead, but are immune to death spells or negative energy. If your body is destroyed, you can make a saving throw +2 to return again, in which you will rise again. If you fail this roll, you are destroyed permanently. You are also permanently banished if a high level priest gets a “destroyed” result on their turn undead roll against you.

You are a spirit of revenge. Your entire new existence depends on killing the ones who wronged you. Everywhere you go related to your target or interacting with lesser minions of your target(s), there is a 1 in 6 chance you are recognized. Whenever you are recognized people are frozen for one round and you can make a surprise attack against them. If you ever kill your marks, you can now peacefully pass on into the afterlife and you must make a new character.

You gain +1 to hit at 3rd, 6th, 9th, and 10th level.
You gain +1 damage with all weapons at 2nd, 4th, and 8th level.

At 5th level, you gain the power to stick your hand inside someone's chest and squeeze their heart. You can do this to keep someone's heart beating right after they die (or if your attack would have killed them) and force them to keep talking, telling you 1 to 3 things about your marks or information. Any Sages who examine the body will conclude that they “died of fright, like they saw a ghost.”

At 7th level, you unlock the powers of ghostly intangibility and can now pass through solid walls, but this leaves you in a weakened state and can only be done through nonblessed stone. Lead and walls painted a specific shade of blue are also impassable for you.

At 10th level, you become a Wrathful Revenant and gain a compass like sense of direction towards you targets. You no longer have to track them, you just know where they are and what they are doing at all times and can make a beeline right for them.

Additionally, you can do your heart squeeze power on anything with 1 HD and kill it in a single turn, if you so wish. You can also rip their soul of their body and put it into a bottle for later questioning. The tiny spirit will appear as a version of that person to show them to your foes; or they can be carried around in a jar as a punishment; worse then being left to rest peacefully in the Earth.

Friday, April 17, 2020

[Class] Quake-Machinist

Quake-Machinist
HD- d4
Maximum AC- 12 / Minimum Starting Hit-Points- 2

You are a scholar and experimenter. Due to an unknown but simple property of machines, it is possible to create a machine with relatively few parts and low level of technology that has devastating powers of vibration; causing earthquakes and shuddering buildings to pieces. You aren't Nikolai Tesla; you decided to actually keep this machine and use it for your own ends.

You can use the Quake Machine. It is a special piece of equipment only you can use; requiring daily maintenance. If yours is destroyed, change your character to a Tinkerer/Rogue of one level beneath your current level. If you must have a hard limit on the number of uses the machine has, consider your level x 2 as the absolute max uses per day.

At 3rd, 6th, and 9th level you advance as a Thief when tinkering with machines and lockpicks.

At 1st level, the Quake Machine can be charged to shatter class or pottery, or anything similarly brittle. You can also strike someone with the prod of the machine to deal 1d4 damage. Against golems, this deals 2d6 damage instead.

At 2nd level, you gain the ability to vibrate uncontrollably, which creates either a huge amount of noise or sinks you to the bottom of a pile of sand or grain very fast.

At 4th level, increase your prod damage to 1d6 and gain the power to shatter wooden objects like doors, which can create deadly shrapnel to whoever is inside. Your vibration ability also now reduces enemy chance to hit by -2; essentially bouncing projectiles and blades away from your skin.

At 5th level, you can create a single earth-quake shockwave by pounding the device into the ground. Everyone not within a 5ft radius of you must make a save or be knocked prone. Also knocks objects off shelves, throws down bookcases, widens cracks in the floor, etc.

At 7th level, you can tune your quake machine to counteract sounds. This can cancel out a single noise in the area, acting essentially as a Silence spell to who or whatever it is tuned. This requires a full combat round to turn the dials and knobs, and if an enemy spellcaster began chanting a spell you must beat an initiative tie to block out their voice. Additionally, your shattering move works against old bones, disintegrating skeletal undead, certain types of rocks, and bricks, letting you knock holes in walls with a well placed vibrating strike of your prod. You now deal 3d6 damage against golems.

At 8th level, you can create a full fledged, limited time Earthquake. Everything beyond 5ft of you in the local area experiences shaking and uncontrollable vibrations. Bridges can collapse and buildings cast off dangerous debris. It should also be noted here that you are only safe from this because you hold the machine; if you are knocked away from it you will be knocked to the ground same as everyone else, but get +2 to saves against your own quakes. You now deal 4d6 damage against golems.

At 10th level, you have become a Quake Maker. You can now set up Earthquakes to be “buried” in the ground, and go off and up to 2 Seasons in the future, lying in wait. You can also your skills to research to resonance frequency of any material; such as human flesh. This allows you to deal damage to it equivalent to your damage to golems/artificial constructs, and you must study a sample of the material for 1d6 Seasons to find the right frequency. Note that this only works on something specific; so human flesh would count for all humans, but not Elves or Dwarves, despite similarities.

Additionally, you are joined by three amateur (1st level) Quake Machinists who wish to find the right way to tune their forks and devices to their full destructive power. They have discovered the secrets to creating their own quake machines, but each one works a little differently, so you cannot simply steal or retrofit their machines yourself.

Thursday, April 16, 2020

[Class] Peep

Peep
HD- d8
Maximum AC- 12 / Minimum Starting Hit-Points- 4

You're a fluffy, sugary bird person thing. Your entire body is made of the same puffy, marshmallowy substance that gives you life. Because of this, special attacks that deal bonus damage for targeting organs or one hit kills from pierced hearts don't work against you, these just deal normal damage. You are also immune to some spells, such as a Blood Boil, for the same reason. Because you're made of marshmallow, you're vulnerable to being eaten. Whenever you are hit with a successful bit attack, you take double damage- your body dissolves away and causes a sort of mortal terror within you.

As a Peep, you can sculpt yourself. You only require the heat of a candle to do this, but it is done with heat and your own hands. You can sculpt your sugary body to better tackle the challenges you face. Sculpt muscles into your arms, taken from your thickness of frame to increase strength but decrease constitution. Shape your head into something more substantial while reducing the pointyness of your beak, increaseing intelligence but decreasing charisma and so on. You can transfer up to 4 + (levelx2) of your stat points from one attribute to another with a turn and a heat source to sculpt.

At 4th level, you start to go a bit stale. Increase your AC to 14 and decrease the bite damage you take down to just taking 1 additional damage from all bite attacks instead.

At 7th level, you can now sculpt objects out of your form which can exist away from you. Sculpt your flesh into a weapon or tool. They function just fine and are “alive” so long as they are joined back into your collective by the the stroke of midnight, else they will harden and you lose the stat points you used for them permanently.

At 10th level, you become a Peep Lord. You learn the secrets of reproduction, and can now create permanent 1 HD Peeplings by using up your body mass. You can also use points off your maximum hit points instead of attribute points for your creations or stat sculpting. Finally, you are joined by 2d8 Sugar Cultists who will follow your commands and aid your research into sugarkind, in exchange for a taste. You may attract any number of cultists and can ensure their loyalty, but in return you must give them 1 hit point or 1 attribute point worth of your flesh which is permanently lost upon consumption.

Wednesday, April 15, 2020

[Class] Orichalcum Chariot

Orichalcum Chariot
HD- d10
Max AC- 16 / Minimum Hit-Points- 7

You appear as a horseless chariot with a square front, and two mighty wide wheels behind. You are the color of bronze, darkened and richer, as your alloy is superior to the old metal. You are also alive, but not in the same way a golem is alive, despite you being so similar. Golems are inert things brought to life through magic words, but you are alive from your very forging, a symbol of speed and motion. You cannot be controlled like a golem can, which is why more of “you” are not made anymore. If you think of golems as men making men in the same way the Gods did, then you are like an angel who men try to make in the same way that Gods made angels.

You can hold two riders and are as fast as a two horsed chariot. At 2nd level, decide if you want to be built for comfort or speed, or roll a 1d2. If you choose, you can become either wider and more spacious, letting you hold a third rider, or you can become sleek and are now faster then two horses pulling a chariot at full speed.

The chariot can race around and make attacks by trampling over things, but have no hands or power to attack on their own. You deal 1d6 damage if you trample a man sized creature, quickly shrinking to no damage or crashing yourself if you try to run over something big like an ogre. You are still a heavy metal chariot, so your wheel could crush a person's foot or you could knock aside a horse running alongside you. You need not driver to move. If an animal or two is hooked to your front, you can control them subtly through their minds, pretending to be a normal chariot until needed. Always count your AC as 16, as you are a heavy metal and hard to damage or scratch.

At 3rd, 7th, and 9th level, you gain +1 to hit for both yourself and whoever is riding on you.

At 4th, 6th, and 8th level, you gain +1 damage for both yourself and whoever is riding on you.

If your game uses Spells, you can cast Cleric spells. You cannot turn undead, as you have authority of the living as you are not alive. You can only cast spells on your rider(s). Check the list below; Sacrament is just a fancy word for “spell level”, just for Clerics.

At 10th level, you become a Divine Vehicle. You can fly on holy days, and can take your rider(s) through the firmament of the world once per year. This lets you travel between the worlds, or to visit cosmic realms of the Gods. You are protected from judgment and the harsh energies of that realm, but your riders only are as long as they stay on you.

lvl
1st Sacrament
2nd Sacrament
3rd Sacrament
4th Sacrament
1




2




3
1



4
1



5
2



6
2



7
2
1


8
2
1


9
2
2


10
2
2
1


Tuesday, April 14, 2020

[Class] Nespo Nespo

The Nespo are a race of being with dark blue to purple fur, deer-like faces and hooves, as well as some avian traits like downy feathers and grasping talons for hands. These beings live in the high mountains, wandering just between the lower mountains and the timberline; the dividing area where it gets too high for trees to grow. You can sometimes see groups of them moving, silhouetted against the night sky, fading in with the shadows of the last straggling trees.

The Nespo are wise beings, traveling in all-male bands to learn new languages and secrets of lore wherever they go. Many also believe the Nespo are an all male race because of this, which is false. The Nespo race includes females, called Nespa or Nespa Nespa for a singular female, but they simply do not live with the males on this world for most times of the year. The females and the young travel to the highest mountains during nightfall to enter the Realm of Falling Twilight. They reach this realm by walking on the clouds if they are thick enough, or using magic and their pet birds and white minks to string twine around the clouds to keep them from floating away as they ascent.

The Realm of Falling Twilight is a world onto itself. There is almost no living things here, very few predators or native animals, and the entire realm is quiet. The ground is made of deep purple and black clouds and dust, the light here comes only from stars which can be reached and poked with a long pole. It is incredibly peaceful, the entire realm is as dark as the dusk and is cold. It always feels as though it is about to get colder at all times, just as the night before the chill, but it stays a livable temperature for this alpine race. The females live here and teach the young ones secrets and crafts; they drink from the energies of this place to survive, along with what little physical foods they need packed and stored from their Nespo counterparts. It is a very peaceful place that is perfect for rearing and protecting their young from the more chaotic mortal world.

Art @ovopack
Nespo Nespo
HD- d8
Max AC- 12 / Minimum Hit-Points- 3

The Nespo are a wise and hardy race. Your alpine fur and features give you protection from the cold environments, though the female Nespa Nespa has even further protection. You are also enriched by the thin mountain air; you can hold your breath for up to one exploration turn and can jog essentially forever from your inbuilt endurance.

Generate your Wisdom and Constitution with 2d8+6
Generate your Intelligence. If your Intelligence is <8, increase it to 8.

The Nespo Nespo has knowledge of magic and the healing arts. You cast spells as though you were one level greater, and you advance in healing abilities as though you were a Sage of equal level. You do not gain any benefit to turning the undead, as your religious beliefs are more family and nature oriented and do not invoke the power of the Gods to aide you.

Nespo and Nespa society is extremely conservative. You were in an arranged marriage as a boy, before you were ever let out into the normal world, and you have a deep obligation to donate at least 60% of your income to your spouse in the Falling Twilight. You still gain experience for wealth recovered, but must donate most of it in the form of cooking oils, metal objects, seeds, fabrics, and other things that cannot be readily found or made in that place. You only see your spouse or children once per year at the very most. Using magic to either transport yourself there more often or speak with your spouse using talking boxes or other such magical tricks is considered a taboo; all unnecessary contact between men and women is something to be shunned.

At 10th level, you become a Nespo Skywatcher and find yourself put into a position of authority. You will be joined by 2d10+4 Nespo Nespo wandering sages and scribes. They can perform large scale tasks befitting their kind; such as healing a group of injuried warriors, providing research assistants for alchemy involving natural herbs and flowers, as well as a group of magicians who will participate in rain dances and so on, though their combat effectiveness is basically zero. Beyond commanding a group of Nespo sages, you may also gain the approval of enough female Nespa to try and create an expedition in a new sky realm- The Realm of Rising Dawn or the Realm of Crimson Warnings and so on. These skylit realms offer new opportunities to raise young, but these young will have fur colors that match their new homes, which could lead to subraces of the Nespo including golden furred dawnlings or silver furred moonlings and so on.

Additionally; you gain resistance to cold of all kinds, taking ½ damage from all cold spells and attacks from your now silver-edged fur. You also gain the power of innate Cloudwalking, letting you step on any fog, smoke, or steam thick enough to be opaque. Depending on the speed and stability of this vapor, you could use it as a small platform for a single jump or stand on it as a ramp, organizing bookshelves over a bubbling steamy cauldron, and so on. This also lets you easily access the realms above the Earth through going to the top of mountains and walking onto the sky.

Monday, April 13, 2020

[Class] Magon

Magon
HD- d10
Max AC- Varies / Minimum Hit-Points- 7

Magon. Monkey Dragon. It's a fusion of the two beasts, possessing the gracefulness of neither and the destructive cleverness of both. The Magon is moderately intelligent, but does not inherent much of its dragon's heritage for long plots and scheming. It prefers rough animal action, like an ape. It appears snake-like, like an eastern Long, with the jutting face of a baboon. They cannot breath fire. They are the natural enemies of Ninjas.

The Magon grows in size with level. At first level, it is three and a half feet long, and it grows about a foot and a half each level. Due to its body shape, the Magon can constrict people, which requires a save to break free; bigger Magons have bigger penalties to break free from them. Each round, the Magon gets a free “bite” attack on the person being grappled, of which no attack roll is needed. The Magon's bite, grapple, size, and AC grow with level according to the table below.

The Magon's claws and hands have rudimentary thumbs and can grasp small objects, but are incapable of complex tasks like crafting or lockpicking. These grow with level, and at 5th level they can pick locks according to a 1st level Thief and can use one handed weapons if they so choose. At 8th level, the Magon can fly.

At 10th level, the Magon becomes a Great Ape Dragon and can now take simian form. This is equivalent to a human form belonging to other kinds of dragons, but instead it is the form of a monkey-man, which lets them blend in with the monkey people, though they will always have a tell, such as an unusual height, extremely long whiskers, stark white hair, etc.

Additionally; any Magon who chooses to can become the master of a great temple monastery. They will be provided with fruit, sake, and general labor for a little patience and spouting occasional nonsense to sound wise and thoughtful. The nearby village will only tolerate 3 + (Magon's Charisma Modifier) outbursts of rage where the Magon kills everybody until they start to withdrawl their support and call heroes to go kill it.

Level
AC
Grapple Bonus
Bite Attack
1
11
0
1d4+1
2
12
1
1d6
3
13
1
1d6+1
4
14
1
1d8
5
15
2
1d8+1
6
16
2
2d6
7
17
3
2d6+2
8
18
3
2d8
9
18
4
2d8+2
10
19
4
2d10