Sunday, April 12, 2020

[Class] Lagoon-Man

Lagoon-Man
HD- d12
Maximum AC- Varies / Minimum Starting Hit-Points- 10

You are a lagoon man, a creature from the Devonian age. An ancient being with a roughly humanoid shape, fat webbed hands and feet. You are quite fast and agile in the water, but lumbering and slow on land. Consider yourself faster then a man in the water, but slower then one on land. You have tough scales but cannot wear armor- start your AC at 14. You can breathe air as well as water, and suffer no harm from rapid changes in oceanic pressures. Among your favorite hunting tactics is to drag your prey until they drown. You have a pair of claws that deal 1d4+1 damage.

As a Lagoon-Man, you are quite strong and tough. Every odd level past first level, gain +1 to your Strength score, adjusting your modifier if and when it ticks over.

Lagoon-Men are intelligent enough to understand grudges and have a minor understanding of technology and tools, even if they do not use them. As in they are aware of the tools of other beings and destroy them in order to protect themselves, or to make their kills easier. Once you reach at least level 5, you are capable of holding and clumsily using tools. Once you reach at least level 9, you may wear basic cloth as a covering and can speak 1d6 words, which are selected at random. Words include things like “fish” or “go” or “far” of which you barely can understand. You can only speak in these words and with grunts and pantomime. This ability is only unlocked if you spend significant time around and interacting with humans and other mortal races to learn their ways.

Your tough scales and fishy skin grant you protection. Your AC begins at 14, and grows by +1 at 2nd, 4th, 6th, and 8th level.

At 10th level, you become a Lagoon-Alpha and can now attract mates. You must become the dominant predator in a swampy brackish or saltwater lagoon-lake, killing and keeping out all other major predators and monsters, and you must build or find a lair of caves or underwater chambers nearby to host your brood. This can be done before 10th level, but must be present to attract your fellow Lagoon-Creatures. From then on, you will attract 1d4 suitors of the opposite gender to live at and defend your lagoon, and every year can lay a clutch of 1d6+1 eggs that will grow into new Lagoon-Men.

Saturday, April 11, 2020

[Class] Kobold Sparkle-Boy

It is an unfortunate, commonly attributed dynamic in relation to a dragon and their kobold worshipers. Often, there is a sensual or downright sexual connotation implied between these two radically different races. It seems ridiculous, due to both the massive difference in size, biology, and attitudes of these races. But it is there- which is partially due to the Sparkle-Boys.

Of course, learned scholars understand the truth of the matter. Think about it; if you are a dragon, and you are imparting magical knowledge and power on one of your short lived slaves, whose grandchildren will be having babies by the time you wake up from your next nap, which kobold are you going to choose? For a dragon, they're going to choose the biggest one. Which will usually be a male kobold. Then, that male kobold will be serving the dragon as a scribe, learning arcane knoweldge, and be spared from the drudgery and trap-building that would grow muscles on their otherwise slim frame. They instead spend all day lounging around at the dragon's feet, draped in fine silks, whispering secrets in their dragon master's ear. There's no wonder people think something funny is going on.

Kobold Sparkle-Boy
HD- d3
Max AC- 12 / Minimum Hit-Points- 3

You are a Kobold Sparkle-Boy. You can also be a Sparkle-Girl, but your name is still Sparkle-Boy. Dragons tend not to care too much what sex you actually are. All Kobolds require a once daily resource called Warm, equivalent to a ration but of heat for your cold blood. Cuddling up to a warm creature, sitting by a fire, or getting a dragon's hot breath down your spine all count as filling you with warm for the day. If you don't have Warm for a day, it starts to fill your inventory slots/encumbrance until it kills you. Getting hit by a cold spell can take away your Warm for that day.

The Kobold Sparkle-Boy is magically gifted, as well as academically trained. If your game uses spell slots, use the spell-slots of the Kobold Proud-Crier.

The Kobold Sparkle-Boy's primary magical powers revolve around the shimmering piles of riches and wealth that hoards accumulate. While in your dragon's hoard, you can freely use it as a conduit for magic, though you are as incapable of taking any for yourself as any interloper would be. Outside of the dragon's den, however, you'll need your own pile of gold, worn jewelry, golden chalices to wave around to channel your magic, and so on.

You can emit a glamor of sparkles once per day per 2000c worth of treasure you are touching. You can essentially cast it once per pile of treasure, rare piece of jewlery you rare, or pile of silks you throw around yourself.
This glamour makes you harder to hit with ranged weapons (-2 to hit) and grants +2 to saving throws vs magic from enemy magicians. Additionally, the sparkles empower your own spells. If you are sparkling, you cast cast spells that effect yourself at one level earlier then you normally could. Invisibility could be cast at 2nd level, instead of 3rd from using a 2nd level spell slot, for example.

Once your dragon master fell asleep, it was pretty much safe for you to leave their side and explore the world, but woe be unto you if they find you missing when they wake up and need an errand done. There is a 1 in 20 chance that any activity of surface dwellers around or within your dragon's lair that will wake it up. While dragons are unlikely to care TOO much that their kobold charge has left, they may be offended you quit your job of counting their hoard while they were asleep, and may seek you out to destroy you.

At 10th level, you become a Sparkling One. You always sparkle and glow a bit, as long as you are carrying at least a few hundred coins worth of luxury items and jewels. You can also channel your shine to blind all mortal eyes who gaze upon you for a maximum of 3 combat rounds per day.

Finally, you gain the rare honor of dragon envoy. You may be officially released by your dragon master and allowed to roam the world as an envoy between it and the other powerful dragons in their hoards. While an honor, there is little guarantee that you won't be eaten as any bearer of bad news to a dragon, so most Sparkling Ones drag their feet to their various appointments. That's alright- dragons are very patient creatures after all.

Friday, April 10, 2020

[Class] Jabiru Shaman

Jabiru Shaman
HD- d8
Max AC- 12 / Minimum Hit-Points- 2

The Jabiru is a mighty bird, and you are its speaker. The Jabiru shaman can wear outfits made of feathers, colored cloth and wood, and a beak mask or head. As long as the Jabiru wears and outfit or tribal garb that gives them a black colored head region, a red neck or upper chest (such as a red scarf), and a white outfit for the rest of the body they are considered fully colored in the Jabiru outfit. Treat their AC as their maximum of 12 regardless of what actual protective gear is on them.

This shaman is an expert at the cultivation of grasses and the marshes where the Jabiru's live on their long migratory voyages. You can identify any grass or plant in a marsh on a 1 in 6 chance, which increases in +1 in 6 chance every even level, up to a max of 6 in 6. These native grasses can be used to create the potions and cures that witchdoctors are known for, as well as for fuming gas and powders that can be used to cast Turn Undead at whatever is in the smoke cloud. You can create up to one powder per day for free if you are within walking distance of a marsh starting at 3rd level and up.

You gain +1 to saving throws at 2nd, 6th, and 8th level.

You have the power of the winds. At 1st level, you can breathe out or flap a wing/feather to create a gust of wind that blows away toxic gas, once per day. This power grows in strength and complexity until you can create a gust strong enough to knock away a few arrows, but this power remains locked at one use per day. It has a maximum duration of one turn.

Starting at 3rd level, you can now channel magic through a feather of the fabled bird. You can whisper to the feather to send a message to a single recipient that is less then 10 words in length, and they must be able to be touched by the wind. You can instead throw the feather as a dart, which deals 1d4+1 damage. You can use this magic power a number of times per adventure equal to your level.

At 10th level, you become a Jabiru Master. This gives you the power to turn into the Jabiru. You can fly as a bird, but cannot speak or use tools, though you can still use your magic powers. You can transform freely between your two forms, as long as there is water nearby to wash yourself with.

While not held to it officially, you are expected to join the great migrations of these birds to help guide them to their homes each summer and winter. Most groups of Jabiru have at least one shaman among them, secretly, protecting the flock from dangers.

Thursday, April 9, 2020

[Class] Immaculate

Immaculate
HD- d6
Maximum AC- 10 / Minimum Starting Hit-Points- 2

The immaculate is a priestly, divine body. It is a person free from all disease, blemishes, or evil inside. They do not have genitals or an anus. They do need to eat, but do not suffer from wasting away- they simply politely ask for food until starved to death, then keel over dead. Their corpses do not rot, and they cannot be raised from the dead in any way. Depending on the culture from which they come from, the Immaculate has traits associated with beauty and purity. Pure milk-white skin, curly hair, ebony black eyes, whatever the traits are, they have them. Their otherworldly perfection only increases as they increase in level, and they do not age either.

The immaculate are the result of a divine body on Earth. Something chaste, perfect, and magically gifted in the arts of healing and holy magic. If your game uses Clerics, these are like the weaker, more magical version of them.

All of the gold the immaculate earns is donated to charity, or the church. They still gain XP for gold earned/spent, just don't get to keep it. Depending on the theme of your game, the Immaculate is also always Lawful Good, or is never blamed for the wrongdoing of the party; they are incapable of cosmic evil, at the very least.

The Immaculate is immune to disease of all kinds. When the Immaculate is 4th level, they may touch someone to give them a second save against disease. At 8th level, this applies to magical diseases and the wasting of level drain as well. This also carries over to things like infection, scarification, or burns or brands from various forms. They disappear from the flawless skin of the Immaculate in a number of weeks equal to 10 minus their level.

The Immaculate must eat, but relies on alms and charity mostly. They can also make food go farther- by taking a single ration and sharing it with those who cannot have one themselves, it will be duplicated. The Immaculate can feed up to their level x5 people by sharing. Food shared to the wealthy or able-bodied gives them a bloated feeling of guilt afterwards.

They are also skilled at healing. Increase all healing actions done by the amount + their level.

Finally, the Immaculate is skilled at turning the Undead. Every Odd level, including first level, they treat their level as one higher when turning the Undead. At 10th level, this would mean they would turn undead as though they were level 15.

At 10th level, the Immaculate becomes Perfection Incarnate. The Immaculate has little reason to remain on Earth any longer, but if they chose to do so they attract a flock of 200x1d10 downtrodden and filthy to be healed and counseled. At any time, the Immaculate may ascend to heaven as an angel, or agent of good among the cosmic order.

Wednesday, April 8, 2020

[Class] Haruspex

Pathologic's Haruspex- Art @Polymental69
Haruspex
HD- d6
Maximum AC- 13 / Minimum Starting Hit-Points- 3

You are a Haruspex. Cutter of flesh, diviner of the future, seer of life and death. In some cultures your role is that of a high priest, a lofty title, where as in others you are a runaway sorcerer outcast. Regardless of the reason, your power is macabre and morbid; requiring the bodies of the dead and your skill with knife and scalpel to ply your trade.

You are skilled with the knife. You get +1 to hit with daggers and cutting instruments, which increases to +2 at 4th level.

You can tell how things died. By examining a corpse you know exactly what killed them. Anyone can do this in generalities; a corpse with a slashed open throat or black veins from poison are obvious causes of death, but you can tell more information. You can tell exactly with what blade made the cut, and could match it if it was in your hand. You can tell what poison, or what kind of venom, was used to kill a poison victim- such as from a snake or spider. At 3rd level, this grows further letting you get a clue into the killer as well. You can tell if they were short, fat, tall, violent or methodical, and so on.

The truest talent of the Haruspex is the divination of the future. You may examine the organs, especially the liver, of animals or monstrous creatures to determine future events. Everything you examine must relate to the question posed. Bird entrails tell of the future weather and storms. Rust-Monster livers show the success of future crafting projects or metallurgical pursuits. The event or forecast posed is always explained in subtle ways and vague hints, which get both more accurate and closer in date to the time of the divination based on the Haruspex level. Apprentice flesh cutters will only get hints of a huge catastrophe many years in the future without any knowledge of how to stop it, where as Masters may see the Orc ambush that will happen tomorrow and so on.

Finally, the Haruspex is skilled at healing. While most of your art is about the cutting and divining of dead flesh, some of that knowledge of anatomy and mortification carries over to the living. You may use an additional healing item per exploration turn of first aid as per a Sage. You gain this bonus die at 5th and 10th level.

At 10th level, you become a Anthropomancer. You gain the ability to divine the future of not just animal and creature organs, but of human or “people” organs as well. This is a very serious honor in every culture- often requiring the sacrifice of the young or specially touched individuals to get the most accurate predictions. You can tell the rise and falls of nations in the spots on a pancreas, or learn the secret paths through the mountains from the scarified liver of a dwarf.

Additionally, you gain the power to sap power from the hearts of special or powerful individuals. By eating the heart of an Emperor or a Divine-Child Prodigy you can gain +2 maximum hit points. If you eat three hearts, you get +1 to damage with all attacks or +1 to all healing rolls you make from absorbing the power inside the heart. This is a dark power and using it even once makes you detect as evil. You can do this as much as you want until your DM gets sick of it and tells you to retire the character already.

Tuesday, April 7, 2020

[Class] Good Rat

In folklore and mythology, rats are the carriers of plague and disease. They tend to be thievish and unclean; see the Skaven and other rat-like races for examples. Of course in real life this isn't the case, rats are extremely cleanly and empathetic animals- up to and including sacrificing a food reward to save another rat they can see is in distress, acting even faster if they were in that stressful situation themselves earlier. Rats are great.

Of course, fantasy isn't reality. There is nothing wrong with your rats being giant, or dire, or disease ridden beasts. They may be the servants of dark spirits, or the familiars of witches. But these aren't this rat. If you're playing this class, you're one of the good ones.

Snow Mouse @Kin Chan
Good Rat
HD- d4
Maximum AC- 20 / Minimum Starting Hit-Points- 4

You're a handsome, tall, heroic rat. Of course, to normal people and animals you're still tiny and oh-so cute. Not much cut out for the monster slaying business, but you have bravery in spades. You can wield any weapons or armor made for your size. Your base AC is 16 from being small and fast, with enemies having disadvantage on ranged attacks. You can also wear armor to reach a higher AC.

You're a rat. Generate your stats as normal except your Dexterity. You have a Strength & Constitution score, but you're still a rat. You're tiny and getting stepped on could kill you. You will never beat anyone at wrestling or survive an even microscopic dose of poison. Generate your Dexterity as 2d8+6, you can climb extremely well as long as you are only lightly encumbered or less; letting you shimmy up walls and pipes.

You are small, and as such fighting anything human sized to goblin sized counts as you fighting something Huge. This means you are Overwhelmed- all of your attacks only deal 1 damage, and all of its attacks deal 1d12 damage regardless of the weapon. At 2nd level you increase your damage against huge foes to 1d2, at 4th level it goes to 1d3, and at 6th it goes to 1d4. You only deal this damage when striking a vulnerable body part like an eye or throat.

When fighting other “tiny” creatures, adjust combat and damage values. Your 1 damage becomes 1d6 “Tiny” damage. Their 1 hit point for human sized foes because 1 HD of “Tiny” hit points, and so on.

Finally, you are also “Good”. This is important- to the nobles, elves, fairy queens, ocean men, human kings, and even the angels and gods you are considered an important and respectable guest, regardless of your deeds or social standing as of yet. To any lawful being or person of authority, you succeed your reaction checks of at least an above average result. You're kind of like a type of noble, tied to a specific species of the miniature kingdom. Every even level, increase your Charisma score by +1

At 10th level, you become a Rat Hero. You attract the attention of tiny people- lilliputians, fairies, other rats and so on. They will follow you as the ruler of a hidden kingdom in the walls; you become a lord over a space like this, gaining loyal followers. You also gain a loyal riding beast; a large chicken or terrier dog as your powerful mount in this tiny realm.

Additionally, you can now fight things much bigger then you but still smaller then a human on almost even footing. This includes things like hobbits, goblins, gremlins, imps, tiny toy robots, etc. You use normal damage against them and they do normal damage against you- you are no longer overwhelmed. You can do this through sheer determination and combat experience- throwing their own weight against themselves and using your size to your advantage.

Monday, April 6, 2020

[Class] Forkman

Dumb rule ideas- Bidents, Tridents, and multi-pointed spears use the same stats as spears. They gain +1 to hit per additional point on the end past the first, but -1 to damage per point. The trident would have a +2 to hit, due to having more points, but -2 to damage, due to being harder to penetrate through surface area. The damage still has a minimum of 1 point, which is the Forkman's specialty- killing swarms. Swarm style monsters may be made up of many creatures each with 1 hit point- indeed their HD determines the number of creatures instead of the health of the creature. Each weapon attack can only harm one of them at a time- stab or slashing one at a time, making melee combat ineffective. The exception are multi-headed spears and flails, which can hit multiple enemies at once. Magic weapons may or may not be subject to this rule, depending on what they do.

Forkman
HD- d8
Max AC- 14 / Minimum Hit-Points- 4

You're a specialist with forks. Specifically, bidents, tridents, pitchforks, tuning forks, lighting-forks and other fork-like weapons and pieces of equipment. You can wear medium armor and are a bit like a skirmisher- a lightly armed and armored fighter. Many Forkmen were gladiators or fishermen.

While fighting with a multi-headed spear using the above silly rule; you can ignore the damage penalty of any multi-headed spear of your level in number of points or less. So at second level you can use bidents with +1 to hit but no damage penalty. At third level you can use tridents at +2 to hit with no damage penalty, and so on. This is an all or nothing bonus, so eventually you can use a 9 pointed dragon spear at +8 to hit, and no damage penalty, but a 10 pointed death pike would be too much for you to handle and have a -9 damage penalty from baring scratching the surface of their skin.

You get +1 damage with all attacks at 4th, 7th, and 10th level.

You're also skilled with tuning forks. If you strike a tuning fork and are at least 3rd level, you can turn undead as though you were a Cleric of one level beneath your own. However, if any undead creature resists your turning effect, the tuning fork cracks and breaks from the reverberations.

At 10th level, you become a Fork Master. You can now make multiple attacks to different enemies who are nearby each other, one per head on the end of your fork maximum, but you lose all the fork to-hit bonus for this. You can also learn the secret blade art known as Splitting River Carves Mountain (Difficulty 4) which lets you “fire off” one of your forks on the end of your weapon like a projectile. This fork is permanently separated but essentially flies as an arrow, adding your damage bonus. Only your class can learn this move but it must be learned from another Fork Master.