Showing posts with label KoL. Show all posts
Showing posts with label KoL. Show all posts

Friday, July 9, 2021

Noodle Whips

These are magic whip-style weapons. Possibly only usable by the Pastamancers; known best for their constant and endless feuds with the Saucerors.

All of these are edible. Unless otherwise stated, all these whips have a range that is just beyond the range of a spear since they're whips. If eaten partially; counts as a day's ration and reduces range to the length of a spear. Eaten partially again; counts as a day's ration and reduces range to the length of a sword swing. If eaten a third time it will sustain as a ration but the whip will be fully consumed.

All of these list their values as "Base" AC. The rights kinds of magical sauce can easily enhance these modifiers. Spicy red sauces increase damage, where as cool white sauces give to-hit bonuses. Up to you how you want to do it. 


Noodle Whips Table -
Roll 1d4
[1]
Spaghetti
Base To-Hit Bonus-
+2
Base Damage- d6+2

The classic. Well balanced, average noodles who are blessed with consistent damage. Not the fanciest or trickiest type of noodle, but is good at what it does.

[2] Angel-Hair
Base To-Hit Bonus-
+4
Base Damage- d4+1

Small, thin noodles. The "whip" acts more as a cat-o-nine with many small strands attacking at once. Due to their small size however they like to slip in the gaps of enemy armor and strike from many directions at once. The noodles themselves are weak and deal minor damage.

[3] Fettuccine
Base To-Hit Bonus-
+0
Base Damage- d8+1
Base AC Bonus to User- +2

This is a flat type of noodle used by the more defensively minded Pastamancer. Its flat surface means it is useful for deflecting enemy attacks and parrying blades and blunt weaponry. It's damage is less consistent then other types of noodle whips, but it makes up for it in defensive strength.

[4] Fusilli
Base To-Hit Bonus- +1
Base Damage- 1d12
Base AC Bonus to User- -2

These spiral shaped pasta noodles usually aren't drawn out this long, but for a noodle whip they can be crafted in the magical kitchen this way. The Fusilli are like a drill; attacking targets with powerful blows. They aren't consistent at all, but have a chance to deal big damage! Fusilli noodle-whips also lock you in place, since you're essentially holding on to the end of a giant spinning rocket drill, making dodging enemy attacks after you make an attack difficult. The best time to use this is if you have the advantage of surprise or allies to protect you from retaliation strikes.

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