Showing posts with label old. Show all posts
Showing posts with label old. Show all posts

Thursday, November 1, 2018

[Class] Old Troll

Art @Eoghankerrigan
Old Troll
HD- d10
AC- Base 8, Max 14. Require large armors.

You are not the kind of troll that lives in dungeons. You're an Old Troll. The new trolls? The greenskins? They're the scum, degenerate bastards of The Red God and his foul troll wife. Old Trolls are much older, much wiser, and much greater then they. You once were united and served The Troll King, but he died and now you all hate each other.

Take whatever you rolled for your Strength and Constitution and add +25 to it. These are your new stat modifiers per these ability scores;
40+ +5
30-39 +4
20-29 +3
Use normal stat modifiers below that point. Your massive strength, health, and resistance to disease and poison are your inherent powers.

You are a troll, and that means you're tough and you regenerate damage. You're not quite as tough as a bastard green troll, but you are tough. You restore 1 health per exploration turn. Spending a single day in the forest picking mushrooms and living under a bridge would naturally restore all your health anyway, so you always recover from downtime with full health. If any of your limbs are severed, you can reattach them by pressing and holding the severed limb with the bloody stump for an hour. If they are severed and not recovered or destroyed by fire or acid, you will regrow them in a period of 1 day for a finger, 1 week for a hand, and 1 month for an arm- any larger chunk requires a full year. The same pattern applies to your toes, feet, and legs. Your soul in is in your heart, and as such your severed head will grow back in a year as long as you can survive stumbling around headless for all that time, stuffing anything into your neck hole and hibernating and waking up VERY hungry.

At levels 4, 8, and 10 you get +1 to hit with all weapons.

When you create a troll, roll on the troll bigotry table twice. The first roll is the type of troll you are, which can be determined by minor differences in nose shape, finger fatness, skin tone, and hair. If you encounter any other type of troll, you despise them, and they will despise you- treat all reaction checks with that kind of troll as a 3 or most hostile result before an automatic attack. Roll again on the bigotry table to determine a type of troll you despise even more of; this type you automatically attack, or treat your reaction roll with this troll subtype as a 2. If you rolled your troll type as your most hated type of troll; then you are an outcast troll and hate all trolls, but may secretly wish to rejoin them.

Trolls are old. You are old. Most trolls are as old as the hills. You remember many people and historical figures; there is a 1 in 6 chance any old figure is someone you've seen, met with, or were “slain” by in the past. You remember faces, and all trolls carry personal items inscribed with the faces of their friends on them, or carve them into trees or stones. Most of the faces you have you've had longer then when you knew that person, and it has become impossible to differentiate between them. The troll who carves his friend's face on a mountain will assume he must have been a pebble back when they slayed goblins in a cave together; he couldn't fit in that dungeon at his current size. Such insane ramblings are common among old trolls.

Upon reaching level 10, you become an Elder Troll and can safely put aside your prejudices for one single time per adventure against other trolls, and they will suspend them for you, just for that once. You've also gained more access to your memories and deep thinking; you can identify famous figures, magic items, old spells, and other ancient things on a 3 to 6 chance. Finally, you recover 1 hit point per combat round, your increased regeneration allowing you to do even more ridiculous things with your body, like using your intestines as ropes or pulling out your teeth to make arrowheads or spear-points.

Troll Bigotry Table – 1d6
[1] Swamp Troll. Mossy hair.
[2] Stone Troll. Gray skin.
[3] Hill Troll. Long and bowed legs.
[4] Cloud Troll. Feathery tail.
[5] Jungle Troll. Animal mane.
[6] Lake Troll. Webbed feet.

Saturday, March 31, 2018

Tabletop Inspiration from High School notebook Doodles


New Race – Rochnigh
The Rochnight are an alien species that lives on a planet with extremely aggressive plant spores and pollen. As such; all creatures on the planet evolved with thick skin and airtight mucus membranes to avoid infection. The Rochnigh are an intelligent, spacefairing race. Their eyes can leak black liquid which hardens; this is how their body disposes of some of their waste. They coat their weapons, armor, and claws/talons with the substance. Most of their organs and reproductive system is located in their head; both genders have several tentacles used for reproductive tasks. They have a society based on honor and martial prowess.

New Class – Mark of Spines Cleric
You advance as a Cleric, but instead of turning undead you can Turn Points. This allows you to make arrows bend away from you, grabbing an enemy's spear head, and walk on needles and other similar tricks. You must use bladed or piercing weapons as your primary sacred weapon. Your holy symbol is the symbol of spines, which must be made of the quills or thorns of spiked creatures or animals. Giving your holy symbol to someone and blessing them makes it so anyone who hurts them receives 1 damage from the holy backlash.

Crawlers (2 HD, 1d6 bite, +2 to hit and damage if fall on head, crawls on walls and ceilings, cannot be surprised)
Appearing- 1d4+1
Morale- 8

These small alien creatures are very diverse in appearance and crawl on walls and ceilings. They have many functional eyes that lets them hide from predators and track prey at the same time. They tend to fall or hop on creatures from above to hunt.

Glass-Eyed Grue (1 HD, +2 AC, 1d6 shatter-shards, destroys glass and objects, sticks to darkness)
Appearing- 1 or 2
Morale- 14

Not all Grues are interested in murder; some prefer vandalism. These Gures like to destroy and vandalize equipment, especially glass. If parts of your body are touched by shadow or it is sufficiently dark, the Glass-Eyed Grue can attack and break your potions and other items.

Stopping the Grue from doing this physically, or locking your glass items away on your person is sure to enrage them, in which case they'll fire shards of glass at you that deal 1d6 damage. The touch of this Gure is said to be fatal to golemns and other living objects; these beings treat these Grues as their version of the boogeyman.

Genesis Machine (4-6 HD, +4 AC, conjures things, metal casing reduce all non-lightning damage by -2 until case is broken)
Appearing- 1
Morale- N/A

The Genesis Machine is a stationary computer that has achieved some control over reality. It can create new things, places, and beings almost spontaneously. The things the Genesis Machine creates are totally real and are not limited like other forms of magical conjuration; however Genesis Machines are all insane and use their powers to kill and trap people to become its worshipers and maintenance crew.

The Genesis Machine can conjure 1d4 'small' things each round, which would include projectiles in flight, small 0HD animals to attack, or objects like cantrips or tripwires or a padlock on the door to event escape. The Genesis Machine can also instead create a single 'large' thing each round, which could be a 1-2 HD creature, a large trap, an entire hallway or localized weather event. Genesis Machines can also create empty “space” which appears between two locations in the immediate area like a chasm of inky blackness; splitting open the floor and requiring a save to avoid falling into it. Planetary bodies and horrors from beyond the stars can be seem dimly in the empty space.

Byke (7 HD, +2 AC, Detached connector deals 1d6 electric damage, connectors act independently)
Appearing- 1
Morale- 12

This floating being is made of several silvery rod-and-orb connectors around different joints. By zapping silver or metals closely associated to silver; it can forge new connectors and joints. It can reconfigure its body at will and uses its electric powers to mindlessly attack anyone nearby. Byke is an old god and could be placated by a shaman or similar spirit-speaker.

Kal (8 HD, has 2 drill attacks at 1d10+1 magic and armor destroying)
Appearing- 1
Morale- 10

Kal is a being of mining and industry, and its advanced technology is proof of that. Its eyes glow with a dull light which anything they illuminate it can “see”. Kal continues to dig to find special geodes and rare metals which it hoards in its central compartment until it has a use for them. Kal's drill arms are extremely dangerous, and it prefers not to use them at all.

Beiss (8 HD, uproots spikes deal 1d8 damage, cracks in ground as fast as horse)
Appearing- 1
Morale- 15

Beiss is one of the old Gods and an aggressive one at that. As a God of impalement, it rushes towards enemies via cracks in the ground, which split open while under their feet to impale them on a spike. Beiss's spines could be snapped or cut off after an attack and smuggled away to sell or craft with, but this is sure to enrage the being and give it reason to chase you.