[1] Shield
Bearer / Shield Maiden
HD- d10
saves-
As Fighter
You
specialize in using a very large shield, such as a tower shield,
which is a requirement to use your class abilities.
You
are proficient with any 1 handed weapon, but can use your shield
alone as a d6 weapon.
Once
per day per level reduce the damage of an incoming attack on yourself
or an adjacent ally by -1d6. This includes spells, even magic
missile.
[2] Kobold
Keeper (Minion Master)
HD-
d6
saves-
As Cleric
Each level you gain a 1HD minion such as kobolds,
goblins, rat-men, etc. They are utterly obedient to you, and can be
expended to trigger traps, as a distraction, etc.
You have a magical aura which attracts these minions and
lets you command them. If your minions die, make a d20+Charisma
modifier each day you are in an area where your minions reside, if
you roll 11 or up you get another minion, up to your level in
maximum.
If you get additional hirelings or minions beyond this
they do not have the magical and fanatical loyalty your class minions
do.
[3]
Fencer
HD-
d8
saves-
As Fighter
Every time you defeat an opponent of near equal fighting
skill, note the weapon they used against you. You get +1 AC versus
that weapon type, up to the maximum AC. You cannot use heavy armor.
At levels 5, 10, and 15 you get +1 damage on your basic
attack.
Every other level gain +1 to hit.
[4]
Village Idiot
HD-
d6
saves-
As Thief
You're a village idiot, but you somehow bumble your way
into being useful. Every day you get a hunch roll, which is a d20
rolled at the start of the day. You may then use that roll once any
time during the day in substitution of an actual roll.
Improvised weapons and farming tools (like scythes) are
impossibly acceptable in your hands, dealing regular weapon damage
and getting +1 to hit with them at Levels 1, 3, 5, 8, 12, and 15. You
also get a bonus to Reaction Rolls with farm animals and pets at the
same rate.
If you get piss drunk the DM will roll a secret d20,
adding your level to the roll. If you roll 14 or higher the Idiot
will spout an astounding epiphany about a situation, magic item,
creature, or riddle the players are currently grappling with.
[5]
Evoker
HD-
d4
saves-
As MU
Forces of arcane magic and elemental power flow through
you. Each day, equal to your level+1, you may Evoke a blast of
elemental energy. This requires a d20+Evoker level attack roll and,
if successful, deals 1d6 in magic damage. Against enemy's that are
weak to it, it deals 2d6.
To Evoke energy, you must first attune yourself towards
it. It takes 1 Exploration turn to attune your energy and, if you
have casts left later in the day you can attune again to switch
elements. Attainment simply requires meditation either with or around
an area with that element or force, or an item symbolically linked to
it.
You
may meditate with a torch or ashes of a loved one to Attune yourself
to Fire.
Sit in shallow water or cradle a sea-shell to Attune yourself to
Water.
With either fulgurite or underneath a storm you can Attune yourself
to Lightning.
And you can borrow a spellbook or a powerful magic item to prepare
Arcane
energy.
[6]
Burglar
HD-
d6
saves-
As Thief
Every day you spend Casing a place you will learn, from
peering in windows, asking about rumors, and consulting similar
floorplans, about 1d6 basic rooms and/or features of a house,
mansion, wizard tower, abbey, etc. This ability cannot tell you about
hidden passages or rooms, but rolling a 6 will give you a clue.
Ransacking an area allows you in a single exploration
turn to find all valuables within non-locked containers and objects
within a single room sized area per level. This creates a lot of
noise.
You may also move silently as a Thief.
[7]
Follower of Icarus
HD-
d8
saves-
As Thief
Combination of feathers and wax, wooden framework, and
starving yourself has allowed you to fly! You need 20ft of space to
get airborne and require both hands to guide yourself.
While flying you get +1 AC vs ranged weapons fired from
below, every odd level. If hit with a fire attack or dragon breath
your contraption goes up in flames and you'll have to rebuild it,
taking one week and 100gp of materials. Needless to say, you're the
only person capable of building and using your wings.
You take -1 fall damage per level.
[8]
Collector
HD- d6
saves-
As MU
No matter what you wear or where you are, you can access
a few chosen items interdimensionally.
Items can be accessed instantly, meaning you can make a
weapon appear in your hand and attack with it in the same round.
Stash has storage capacity of 1 stone per level.
[9]
Hex-Breaker
HD-
d4
saves-
As MU, +1 vs Death
Whenever you find an item, person, or location under the
effects of a curse you may roll d20+ your level. If you beat 8+curse
spell level you can successful identity the curse. Identifying curses
lets you know what the curse does as well as some ancient and often
stupid but real methods of breaking the curse collected from old
wives's tales.
The curse breaking method, for example, may be to drink
the milk of a nursing goat under a full moon while you sleep on a
pile of silver coins. Obviously you need to find all those
ingredients to help break the curse, but each time you do it gives
the cursed another saving throw vs magic.
You also have the power to cast Cleric spells one level
slower then the Cleric. Ie; treat your Cleric caster level at -1.
[10]
Slothman
HD-
d8
saves-
As Fighter
You are either a literal slothman or you are a human who
worships the sin of sloth. Every day you do not take any vigorous
activity besides light walking or riding, you do not need to consume
a ration and you are not effected by exposure.
You
may cast Sleep with
number of enemy HD effected equal to your level+1 each day.
[11]
Caravan Master
HD-
d8
saves-
As Thief
Double your number of retainers or hirelings. These
Hirelings are members of your caravan, which can attract low level
heroes of a random class up to your level -2. Whenever a cataclysm
threatens your Carvan, make a save to avoid losing people, animals,
or significant amounts of cargo.
Gain
+1 to hit and damage with the Crossbow at first level and every 3rd
level (1, 3, 6, 9, etc.)
[12]
Sacrifice
HD-
d6
saves-
As Halfling, +1 save vs Death
You are to be sacrificed to a hungry God or spirit, but
only after you have been tempered by the fires of the world.
You
get +1 to hit with Ceremonial weapons at first level and every 4th
level (1, 4, 8, 12, etc). While wearing nothing you get +1 AC
Once per level, instead of dying to a monster's attack
you are merely knocked out or captured instead, dragged off to its
lair to be consumed. This allows your friends to come and save you.
Intelligent monsters like Orcs and Gnolls will spill a few secrets
you can barely understand which you can relay to your party when you
reunite.
When
you reach name level you have the choice to return home and be
sacrificed. When you do, the thing to consume your soul grants your
party a number of Limited
Wish spells equal to
your level.
[13]
Wolfgroom
HD-
d8
saves-
As Fighter
Beloved father of the woods, unknowingly wed to the
mother of wolves due simply to the year and star-sign of your birth.
You can run from your destiny, but your progeny follow you.
Unwittingly, you fight with the savage ferocity of the
wolf. In your savage hands weapons deal one die-size bigger damage
when rolled. (d4->d6->d8)
You
are aided by the wolves of the woad. At first level, and every 3rd
level a wolf will always stay by your side, ready to fight with its
future father-in-law. Additionally while in a wild place you may call
to the wolves of the wood who will help you track a foe through the
forests or help you find food, water, and shelter. You may do this a
number of times per full moon equal to your level.
Wearing the pelt of a wild animal grants you +1 AC. Your
wolves don't like it if its a wolf pelt.
[14]
Origami Wizard
HD-
d6
saves-
As MU
Using arcane techniques you can create incredible items
made of paper. All of your paper weapons, armors, and other items
have the same weaknesses. Any amount of water or fire ruins them, no
save.
At First and Second level you may create a folded shield
of origami and origami knives. The shield acts as a normal shield but
the origami dagger gets +1 to hit and damage due to sharpness.
At Third and Forth level you may create a Origami blade
and Origami armor. Each armor piece protects a single body part at +1
AC and the Origami blade acts as a longsword, +1 to hit and damage.
At Fifth level you gain the power to craft living
origami. Tiny Origami cranes can fly on the wind to deliver messages.
You can also craft an Origami toad which grants an extra +1 to saves
vs devices until it is destroyed to whomever you gift it.
At Sixth level you can create Origami chest armor and
your Origami weapons all gain +1 to hit and damage. You also gain an
extra attack per round as long as you only wear Origami armor and use
Origami weapons.
At Seventh level you may animate a spellbook which
becomes an Origami golem. HD is equal to either the highest spell
level in the spellbook+1 or your level, whichever is higher.
At Eight level your Origami frogs also grant +1 AC to
whoever holds it, and you can have 3 at a time. Your Origami shields
and armor grant +1 AC
At Ninth level you can craft a paper tiger using only
regular paper. Stats as tiger, but can turn sideways to gain +4 AC
and to become nearly invisible. You can now make crushing weapons
with folded Origami.
At Tenth level, gain one more attack per round.
[15]
Sticks to Snakes Man
HD-
d4
saves-
As MU, +2 vs Poison
Each day per level you may cast Sticks to Snakes.
Every time you do this, one of the snakes will be
special. Roll 1d6 on this table.
- Black Mamba, save vs poison or die +1
- Anaconda; constricts foes, +1HD
- Spitting Cobra; spits blinding poison
- Quetzalcoatl; flying snake
- Devil Snake; can speak
- Gain +1d6 bonus regular snakes
At
3rd
level you may roll twice on this above chart. At 8th
level you may simply just choose which two results you want instead.
At
9th
level you may transform a fallen tree into a gigantic serpent. The
Serpent is too large to fully control by your will alone but is
amenable and is not likely to attack its beloved creator. The color
and exact nature of this creature's venom is up to the Sticks to
Snakes man. The great serpent can have venom that kills almost
anything including divine beings, that acts as Charm
on those bitten, can be used as a Cure
Disease potion,
or raises dead creatures into undead servants.
[16]
Student of the Quarterstaff
HD-
d10
saves-
As Fighter
While you are only allowed to fight with a quarterstaff,
you gain several abilities while doing so. You may sacrifice one of
your attacks any round to trip and opponent, and can freely hit
opponents behind you without turning around.
You
may also gain +1 AC while wielding a Quarterstaff at first level and
every 3rd
level.
At
4th
level you may plant both feet on the ground and be unable to be move
unless killed.
At
7th
level your Quarterstaff counts as magic and can be used to block
spells 1 in 6 chance.
[17]
Mechanical Man
HD-
d8
saves-
As Thief
You have begun the long and careful process of attaining
immortality by replacing your biological body parts with superior
mechanical parts.
You count as a Thief with a Tinkering skill, starting at 1 in 6 and going up every odd level.
Each level, including first level, roll on this chart.
Machine
Body-Parts Table (d10)
- Lungs- Hold breath for hours = level
- Heart- +2 saves vs death
- Blood- Immune to Poison
- Nerves- Immune to Paralysis
- Eyes- Can see in very low light
- Muscles- +2 to hit and damage
- Lymph Nodes- +2 saves vs Disease
- Liver- Potion effects can be 'saved up'
- Stomach- Extra HD
On a roll of 10, invent your own.
[18]
Noble Savage
HD-
d12
saves-
As Fighter
Far away from the evil of civilization, you are a
morally superior noble savage. You cannot enjoy the comforts of
civilization; even if captured and forced into a cell you would
rather sleep on the floor then on a cot.
You
cannot use modern weapons, you must use stone, bone and wood to
create your weapons and armor. You can bless these weapons with
spiritual rituals, learned at 2nd
level, which grant them Magic status and either +1 to hit, +1 to
damage, or makes them slice through magical shields.
You can forage and feed a number of people per day equal
to your level. You may also curse anyone who harms nature or insults
your pagan religion, one person per level maximum.
At
6th
level you will start attracting followers from the civilized world
who wish to join you in spiritual perfection as a Noble Savage.
[19]
Magus of Smoke & Fog
HD-
d4
saves-
As MU
Create a cloud of fog big enough to hide or blind one
person once per day per level. You can also create a sickening foul
gas instead, which deals d4 damage per round to anyone standing in
it.
At
4th
level, turn yourself into fog. Can only move at a slow walking pace
in this form and cannot interact with anything. If your body is blown
apart by strong winds you are stuck in this form until your 'smoke'
can be gathered back together.
At
8th
level, you can create a gigantic cloud of fog or smoke that could
hide the passage of an entire army. Once per day, but lasts all day
At
10th
level, you get a permanent bank of fog as a pet which can be used to
hide a castle or town for as long as you wish.
[20]
Totemist
HD- d8
saves- As Cleric
Carved totems offer a path to power from the spirits of
earth and sky. You are automatically to be assumed to be an expert in
woodcutting and understand wooden runes and the symbolism and
storytelling of totems.
Singing and dancing around a totem allows you to cast
spells as though you were one Cleric level higher.
Your holy weapon is an axe. Instead of turn undead;
daily uses to cleave an opponent with supernatural strength, dealing
+1d6 damage.
At 3rd level, and every 2nd level past (3, 5,
7, etc.) you get the ability to carve an animal into a totem. This
animal grants you +1 to a single save, +1 AC, +1 cure wounds rolls,
+1 to a stat or +2 HP.
This bonus is selected based on whatever animal you pick
for the totem, represented based on the animal's gifts. For example,
Bears grant +2 HP.
[21]
Alphabetic Wizard
HD-
d6
saves-
As MU
Every day give the Wizard 10+level scrabble tiles.
Making
a noun
lets you conjure it for up to your level in exploration turns.
Creatures or people summoned this way are loyal to you.
Making
a verb lets
you or an ally attempt that verb at +2, this bonus continues until
successful.
Making
an adverb
or adjective if
added onto a spell grants additional power or can be put onto a piece
of equipment to grant it temporary magic status, with a base of +1 to
hit or AC.
You can place multiple enchantments this way but you do
not get the tiles back, even the following day, until the enchantment
is dispelled.
Some words can be used in multiple ways. For example if
you spell SAFE you could either use it to conjure a safe to put your
items in and keep them safe or you could cast it on an ally for +2 to
all saves until they succeed a save or are dead.
[22]
Pugilist
HD-
d12
saves-
As Fighter
Hard jawed and calloused. You fight like a man- a REAL
man, no fancy swords or magic fireballs. Your punch inflicts regular
weapon damage, and counts as magic at level 5 and over.
You
cannot use regular weapons but magic rings grant +1 to hit and
damage. Once per day per level you may Uppercut,
dealing bonus damage equal to your level and stunning the enemy for 1
round.
Whenever you take damage equal to your level or less,
roll a save vs disease to just ignore it.
At Sixth level; once per day- Box an enemy. Boxing an
Enemy means they are trapped in a literal magic square that they
cannot leave, and nobody else can attack either you or him until one
of you is dead, or an exploration turn has passed.
[23]
Rain Dancer
HD-
d6
saves-
As Cleric, +2 to dodge
Lightning Bolt
You cast Druid/Cleric spells. In order to cast any spell
though you may spend 100 gp x spell level in reagents to prepare the
herbs and rare salts.
Beginning at level one, you may attempt to change the
weather one stage (ie; from stormy to cloudy to average to clear to
hot each count as a stage) per exploration turn at a 1 in 6 chance by
dancing.
Your chance to change the weather improves;
- 2 in 6 (2nd level)
- 3 in 6 (5th level)
- 4 in 6 (7th level)
- 5 in 6 (10th level)
- 6 in 6 (14th level)
Performing your weather dancing services will grant
1d6x100 GP each day you do it. This rate will obviously be improved
to a community that is suffering from drought and communities with
great weather will not pay for this service.
[24]
Second Lived
HD-
d6
saves-
As Fighter
Whenever encountering a new language, there is a 2 in 6
chance you know it from a past life.
Whenever you fail a save, you gain +1 to that save from
a near death experience.
The first time you pick up a legendary or artifact
weapon, you have a 2 in 6 chance to remember using it and any secret
words or curses placed upon it from a past life.
Whenever you meet a King or important figure in the
setting, there is a 1 in 6 chance they owe your past life a favor,
and will somehow recognize this if you can prove it to them.
All your X in 6 chances improve by +1 at Third, Sixth,
and Ninth level.
[25]
Edgelord
HD-
d6
saves-
As Thief
You must be armed with daggers and only daggers to use
any of your class abilites.
When fighting an enemy at least one HD lower then your
level, an attack roll of 19 or 20 kills them instantly. Only applies
to enemies you could kill by cutting a major artery.
Each round you may throw a knife in addition to your
regular attack. Make an attack roll without modifiers vs target AC.
On a hit, knife deals d4 damage and can be removed as a free action
if you're close enough to be thrown again.
You may hide a number of knives on your person equal to
your level.
[26]
Peltast
HD-
d8
saves-
As Fighter
You are restricted to only being able to wear Leather
armor and cannot use two handed weapons except for your javelins.
Each level you get +1 to hit with a thrown javelin. At
your choice you may reduce the damage of a thrown javelin by -1 to
instead prevent the enemy from moving for a round.
You get +1 to Initiative and Javelin damage at first,
third, and sixth levels.
[27]
Murder of Crows
HD-
d6
saves-
As Thief, +1 to Spell
saves
Your
body appears human, but at will you can transform into a flock of
crows. Each crow killed deals 1 hp of damage to you, and can attack
at d6 per round with pecking and scratching. Each attack can only
deal one damage to you per attack, but AoE spells are fully effective
against the murder. You have all the abilities of a thief minus lock
picking, and gain Eavesdropping.
[28]
Hangman
HD-
d8
saves-
As Fighter
You cannot wear platemail or use shields, but otherwise
you may use any weapon or armor.
Instead of attacking for a round, you may add +1 to your
attack roll and try to use rope instead, which wraps the enemy up and
makes them helpless if it hits. Only works on human sized creatures
or smaller. You are also unable to attack while holding the ropes,
requiring an ally to finish the enemy off.
You automatically learn a number of secrets from people
you legally execute via hanging, 1 secret per person per level. These
will often lead to secret stashes, and with the hanged men's dying
breathes they are unable to lead you to traps or lie.
[29]
Hermit-Crab Man
HD-
d12
saves-
As Fighter
You are a hermit crab man. You are either a human with a
penchant for shells or a literal Hermit-Crab person. At first level
you start with a shell that grants +2 AC and you cannot wear armor,
but you can use any weapon.
During your adventures, you will have the chance to find or purchase larger shells. Each one a +1 AC improvement on your last shell. Whenever you do you grow bigger and get another HD. You do this instead of leveling up traditionally.
[30]
Plague Doctor
HD-
d8
saves-
As Cleric
As
long as you wear your full plague doctor gear and mask, you are
immune to disease. You can identify disease at a 1 in 6 chance which
improves every 3rd
level.
You can 'store' a disease in a liquid, article of cloth
or a bottle of air and use it to infect anyone you'd like. Enemies
get -1 to save vs disease per level.
[31]
Volcano Priest
HD-
d8
saves-
As Cleric
You can cast Cleric spells, but instead of turning
undead you gain the ability to turn fire, which either makes fire not
burn you and your allies, turns it against your enemies, or
extinguishes it. You can use this ability vs a dragon breathing fire
to blast it back in his face.
Additionally,
you have a permanent Protection
from Elements spell on
at 4th
level, and you can submerge yourself in lava at 6th
without harm.
[32]
Demolitions Expert
HD-
d6
saves-
As Thief, +2 vs Explosions
Advance
as a Thief, but replace all skills with Disarm,
Arson,
and Artillery.
Disarm
allows you to Disarm bombs. Starting at 2 in 6 chance. Rolling a 6
means the bomb explodes, any other failure roll means the bomb is not
disarmed and will explode when it normally would, but not
immediately. Advances at levels 4, 6, 9, and 10.
Arson
allows
your characters to successful start fires in places even with little
fuel as well as to attack enemies with fire, such as with torches,
lantern oil and hand-bombs. Starts at 1 in 6 chance, successful roll
indicates finding enough tinder to commit Arson
or ignite enemies. Advances at levels 2, 3, 5, 7, and 11.
Artillery
finally
lets the character use large gunpowder, fire or explosive based
artillery pieces to attack enemies. Normally these machines require a
team of trained soldiers to operate, but you can do it on your own
with a 1 in 6 chance. You have +1 to hit and damage with these.
Advances at levels 3, 6, 9, 12 and 14.
Additionally, any explosive that lands next to you has a
1 in 6 chance to be a dud, saving you at the last second.
[33]
Grove Tender
HD-
d8
saves-
As Cleric
If your character is small or very thin, you ride atop a
deer. If your character is larger, you ride atop a moose.
You are skilled with a bow and spear, and get +1 to hit
and damage while riding your mount. You can only wear light armor.
Your deer has the same amount of HD as you do, and if it dies you'll
get a new one after a mourning period of 1 month.
Instead
of casting Cleric spells or turning undead, you have the ability to
Request Aid
from the forest itself. Once per day per level, you may ask for any
of the below from nature itself;
- Day's worth of rations
- 50 Arrows or Sling bullets
- 1 piece of Light Armor
- Curatives- Heal 1d4 health when applied
- Smoking Herbs- Grant +1 save vs fear
- Two Spears
- Root Tea- Grant +1 save vs disease
- Cover one person's tracks
[34]
Contortionist
HD-
d6
saves-
As Thief
You
have the ability to contort your body into tiny places and out of
bindings. Whenever you are locked in a cage or tied up, you have a 2
in 6 chance to wriggle your way out. This chance improves at 5th
and 9th
level.
You can also hide yourself into objects that are large
enough; such as a treasure chest or large bag. If you surprise attack
someone from this container when opened, get +2 to hit and damage.
Starting at level 2, you take -1 damage from blunt
weapons. You take even less damage at levels 4 and 6.
Additionally, is swallowed alive you may stay alive
inside the belly of a beast for a number of days equal to your level.
[35]
Keymaster
HD-
d6
saves-
As MU
You can store an unlimited number of keys and key-like
devices on your person at a time without encumbering yourself. Your
keyring always counts as 1 unit of encumbrance.
Whenever you find a key, put it on your keyring. All
connected locks (such as in the same dungeon, or owned by the same
person) have a 1 in 6 chance of working with the same key. This
improves at levels 3 and 7.
You can craft a magic key that lets you see into a
person's soul and memories. Require a piece of that person and
1d10x1000 gold to produce. Only works while they are alive and unable
to resist.
[36]
Flagellater
HD-
d8
saves-
As Cleric
You have the ability to cast spells as a Cleric, but
whenever you cast a spell you must whip yourself and deal 1d6 points
of damage, and then the spell is cast. The exception is your healing
spells; instead you heal others equal to your self damage.
You cannot heal yourself. You have no daily limits on
how many times you can cast your spells.
[37]
Shapeshifter
HD-
d6
saves-
As MU
Transform into a number of different forms at will. Each
form is selected when you level, including first level, and each form
must be your level or less in HD to turn into it.
You do not gain more health for turning into different
forms, but you can gain special attacks or abilities of that form.
Each human shape counts as a single form, but you can
only choose a new human or intelligent form that looks like someone
else if you have a piece of that person, such as hair clippings.
[38]
Court Jester
HD-
d6
saves-
As Thief
While in combat you may sacrifice your turn to tumble,
giving you bonus AC equal to ½ your level, rounded up and letting
you move through enemies without being hit.
You gain +1 to AC if wearing colorful fool's clothes,
and an additional +1 if wearing bells, but you cannot attempt stealth
while wearing bells.
Whenever encountering intelligent beings that give a
reaction check, you may attempt to charm them at a 2 in 6 chance,
granting +3 to your reaction roll. If you fail you just mildly annoy
them, resulting in -1 on the reaction check.
Your chance improves at level 3, 5, 7, and 9.
Your chance improves at level 3, 5, 7, and 9.
Every
2nd
level (2, 4, 6, etc.) you learn a secret of the kingdom from
eavesdropping the court. This could include an adventuring location,
political intrigue, court wizard working on a new spell, etc.
[39]
Soulless
HD-
d6
saves-
As Fighter, immune to save vs
Death
You are immune to all Cleric spells. Without a soul, you
cannot be resurrected. You also cannot bargain with devils or demons.
Enemies who fight you get -1 to their morale checks. You
get +1 to hit every other level.
[40]
Mangler
HD-
d12
saves-
As Fighter
You can only fight with axes. If you an axe in each
hand, you get an extra attack but -1 to hit.
Every level you get +1 damage.
Once per day per level you get the magical ability to
strike straight through armor and tough defense, reducing enemy AC by
-4 for one attack.
[41]
Vampire Hunter
HD-
d8
saves-
As Cleric
You
have the Cleric ability Turn
Undead but replaced with
Turn Vampire.
This ability lets you only turn vampires, vampire spawn, vampire
bats, and vampire thralls or people controlled by Vampires. You use
this ability as though you were a Cleric of one higher level, but you
do not have Cleric spellcasting.
On a result of 'Destroyed' instead it stuns vampires for
up to 3 turns, and for Vampire Thralls it instead instantly removes
any magical or hypnotic control the vampire has over the thrall.
You can only wear medium armor (chain) but as long as
your neck is covered you get +1 AC. You cannot use shields but are
proficient in all one handed weapons, especially stakes which have +1
to hit when used against a vampire.
[42]
Stone-Heart
HD-
d8
saves-
As Fighter
You may pick up and ingest stones, crystals and gems to
give you abilities. Once you've eaten a stone it cannot be recovered
while you live and it will slowly become sand inside of you. Jewelry
sized stones last only 1d6+level exploration turns, bigger rare hunks
can last for up to 3 days and uncut sources can last up to a week.
Rubies, Sapphires, Topaz, and Emerald gems grant +1
protection from their related element (Fire, Ice, Electricity, and
Poison respectively). Once per day per gem you may discharge a bolt
of that element.
Eating any standard rock or gravel grants you +1 AC for
a large handful, but each one also encumbers you by -1 until it
degrades to nothing. Eating obsidian grants +1 to hit and damage
while its in your belly.
Eating any type of crystal gives you a special power,
unique to the crystal. Must find a geologist or test with a small
sample to know the power.
[43]
Airship Pilot
HD-
d6
saves-
As Thief
You know how to pilot steampunk or magic airships and
dirigibles. Whenever you encounter a huge natural hazard while
flying, you have a 1 in 6 chance of avoiding it entirely. This chance
improves at levels 2, 3, 5, 8, and 9.
You
also gain the Repair
skill which lets you
repair basic machines as well as the specific and complex machines to
keep your ship running. Starting at a 2 in 6 chance. Failure means
you need to land to get a specific part. This chance increases only
once at level 6.
Finally
when using mounted guns, cannons, or rams aboard your airship you get
+2 to hit and damage, improves by +1/+1 at 4th
and 10th
level.
[44]
Dragonborn
HD-
d8
saves-
As MU
You look like an ordinary human but a strange color
birthmark gives you reason to believe you are secretly the spawn of a
great dragon!
You have two separate stashes where you keep your money
and valuables, your regular inventory and your hoard, which you
cannot spend for any reason. Moving gold to your hoard essentially
removes it from being spent by you, but this powers some of your
special abilities.
You can smell gold and precious gems, even though walls,
the range of which is equal to one yard per level.
At
2nd
level you can breathe fire once daily, forcing enemies to make a save
vs breath weapons or be burned for 2d6. You can only do this once a
day and only if you've increased your Hoard by 10%.
Sleeping on top of your hoard grants you AC as plate for
the rest of the day, but only if you grow your hoard by 5%.
[45]
Demigod
HD-
d8
saves-
As Fighter
Each level, choose an ability score and improve it by
+1d4 points.
[46]
Wand-Waver
HD-
d6
saves-
As MU
Unlike a normal magic user, you may use magic channeled
through a wand. The wand must be made of wood but can be decorated to
taste and the minimum cost for a wand is 1d6x100 GP. Extremely
decorated wands, such as wands made of gold or studded with gems, get
+1 to resist being broken and +1 channeling rolls.
If you are attacked while wielding the wand or fall from
a great height, your wand has a 2 in 6 chance to avoid being broken.
If your wand is broken you cannot use your powers until you make a
new one. The only way to improve your chance of the wand being spared
is by improving its decoration.
Starting
at 1st
level, you may use the wand to push/pull objects or manipulate things
beyond your reach with equal strength and dexterity to a human hand.
Examples would be lifting a goblet, snuffing a candle, or pulling a
lever.
Starting
at 2nd
level you can also channel energy into an object that requires energy
to function such as a machine, arcane object, or a wagon or cart.
This simply allows the 'push' of energy without any kind of direction
towards it, and you must roll 1d10 versus the thing's size to get it
to work.
Starting
at 4th
level, you may attack enemies using a weak blast of energy. Functions
as Magic Missile but only deals 1d4 damage per round you cast it,
reduce damage by -1 past the first combat round.
Starting
at 5th
level you may begin casting prestidigitation freely used through your
wand, with full control over their effect. You may have a number of
effects running equal to your level.
[47]
Sleepwalker
HD-
d6
saves-
As Cleric
Caught between the world of reality and the dream world, you awoke one morning from bed to find you never really awoke at all.
Like in a dream, once per day you may boost your
Strength or Dexterity modifier by +3. This lasts for one exploration
turn.
You can give yourself a single item or feature that is
purely illusion at will. For example, you may pull out an illusionary
sword or have an imaginary wound open up on your body. This ability
should function like a weaker version of Silent Image but it can make
sound in some occasions (ie; playing an illusion instrument)
You may cast illusionist spells as though you were an
illusionist of one level lower then you are. You do not need to
prepare these spells or use reagents, they are imaginations of your
dreaming mind.
Illusions, to you, are totally real. You cannot
disbelieve illusions. You do however get +2 to saves vs illusion
creatures or other dangers.
[48]
Knight of the Realm
HD-
d10
saves-
As Fighter
You are a Knight with a station above mere men and
kings. You must guard the realm, the general landscape around which
your character inhabits. This must be a single kingdom or a loose
area of land if multiple nations/cultures inhabit it.
You are proficient with all weapons and get +1 to hit
and AC on your horse. You use all armors.
You may heal people by drawing strength from your realm,
healing 1d6 HP per ½ your level, rounding up. The more you do this,
symbolic sickness and pain will appear in the realm such as forest
fires, plagues, dissent, etc.
You must restore this 'borrowed' health from the land by
serving the realm through deed and coin.
[49]
Master of Ceremonies
HD-
d4
saves-
As Cleric
At
first level you must pick an alignment and stick to it rigorously.
You get the ability to Sacrifice
blood
or wealth to create an Aura of your alignment in the target area or
imbued into a target person or object.
While
under your protection, this aura can block 1st
level spells that are either opposed in alignment or cast by those
who are opposed to your alignment. At 3rd,
8th,
14th
and
20th,
the level the level of spells that can be blocked increases by +1
Gain +1 AC versus creatures of opposed Alignment per
level. This does not apply to humans or intelligent beings of that
alignment, due to their more biological origin of existence.
Starting
at 2nd
level, you can Turn
Aura,
which can repel away Auras created by other Masters
of Ceremonies,
and can also be used to repel the natural auras of highly
lawful/chaotic places.
[50]
Treasure Hunter
HD-
d6
saves-
As
Thief
Archaeologist and tomb raider. Advance as Thief, but get
+2 to hit with whip weapons. Can also use your whip to try and disarm
or trip opponents instead of attacking for a round.
Whenever
you pick up a magic item you have a 1 in 6 chance of hearing an
ancient song or legend about it, telling you the potential dangers
and benefits of the items. This improves in chance at 5th
and 9th
level.
You begin the game with an insignificant tiny trinket
with hints of usefulness. At some point it will save your entire
puzzle and fit neatly into a slot in the wall, as though fate
aligned.
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