Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Friday, October 27, 2017

OSR Class: Otterperson Swift Striker

My assortment of FLAILSNAILers who are inhabiting Vymrrys at the moment really took a liking to the otters and their orgiastic bacchanals and ongoing war with the elf gangs of the House of the Purple Sun. One of them wanted some otter hirelings, so here's the first of three disturbingly violent otter classes. 


Otterperson Swift Striker*

While it is not currently known from whence the Otterpeople originated, most of those living in Vymrrys currently occupy a hidden enclave South of the shipyards and docks on the west side of the city. Swift Strikers are the mercurial spies and assassins of the otter-world, conducting surveillance against the House of the Purple Sun throughout the city. They rarely engage in battle headlong, instead preferring to surprise their enemies unaware.

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Prime Attribute: Dexterity [13+]
HD: 1d6
AC (base): 9 [10]
Armor/Shield Permitted: Leather, no shield
Weapons Permitted: Any, but magical daggers and swords only

*For saving throws, hiding, moving silently, picking locks, and leveling use the standard Thief table from S&W Complete

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About The Class

Alignment: Any

Armor: Due to their supple skeletons and contortionist-like abilities, Otterfolk can only wear armor that can bend with them, limiting them to leather and cloth.  Armor purchased or requisitioned from a non-Otter leather-smith will cost double. 

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Class Abilities

Supple Skeleton: An Otterperson's supple bones and joints allow them to contort into a variety of shapes, allowing them to enter and crawl through any tunnel through which even a small humanoid could not fit. Their wriggly nature also makes them harder to hit with slow moving weapons, giving a +1 AC vs. two-handed weapons. 

Otter Lungs: All Otterpeople are able to hold their breath for up to five minutes, allowing them to swim underwater for great distances as well as give immunity against inhalation poison for that time. 

Rock Assassination: The Swift Striker is especially adept at using rock slings to kill its prey, never incurring a penalty when aiming at a specific body part with the sling. [1d4 dmg] 

Hide in Liquids (2nd): At 2nd Level, a Swift Striker learns to hide in any liquid as well as it can hide in shadows. 

Whisker Location (3rd): At 3rd Level, the Swift Striker has adapted its sensitive whiskers to note moving objects within 60 feet. And will only be surprised by unseen assailants 33% of the time. 

Leap from Water (5th): At 5th Level, a Swift Striker becomes capable making an especially deadly stealth attack from water, should it be hiding there. This quick and lethal attack gives an extra +2 bonus to attacks from hiding, and an extra 1d4 damage.  

Establish Shadow Enclave (9th): At 9th Level, a Swift Striker may establish their own Enclave along any available coastline. The new enclave start with 2d20 Otterperson civilians, 1d8 of which can be immediately trained in the ways of Swift Striking. Each level after 9th, roll 1d8 to see how many new clan members have been born. Of this new number, 1 in 3 will be a Swift Striker, rounded up. 

Every Other Level: Roll on the random advancement Thief table.

Thursday, September 21, 2017

OSR Class: Beetlefolk Defender (WIP)

Beetlefolk Defender*

Native to the Flowering Expanse, Beetlefolk tend to confine themselves to the territory of the Proletariat, rarely leaving its borders. Defenders can be found guarding larvae at the gigacacti root systems, patrolling the borders, or occasionally out on scouting missions. In the rarest of occurrences, a Beetle may leave and venture out into the world.

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Prime Attribute: Strength [13+]
HD: 1d8
AC (base): as Ringmail [13]
Armor/Shield Permitted: Any
Weapons Permitted: Any

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About The Class

Alignment: The vast majority of Beetlefolk are Lawful Good due to their eusocial nature as a species/race. However, occasionally some leave their clans for unknown reasons and venture out into the wider world seeking fortune, fame, or the like. These Beetles may be of any alignment. 

Magic Items: May use any magical items that fit their bodies. Use common sense. 

Charity: Beetles that retain contact with the Proletariat must send half of all earned treasure back to their clan as part of the public good. This restriction is never lifted. 

Armor: Due to their unique bodily proportions, Beetlefolk wishing to purchase armor from human or demi-human smiths will have to pay double or otherwise negotiate a fee. 

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Class Abilities

Natural Armor: A hard exoskeleton and fused wings lend Beetlefolk a natural armor that is 2 points better as starting AC than any other race.

Circularly Polarized Vision: Due to their unique ocular structure, Beetlefolk are highly resistant to illusions and blinding effects, granting them a 4 in 6 chance of either ignoring blinding magic or seeing through an illusion of any kind.

Insectoid Psyche: All Beetlefolk, and hence any Defender, have near-immunity to any attempts by another race to charm, mind control, or otherwise tamper with their minds. A Defender has a 5 in 6 chance of ignoring this completely at level 1, increasing by 5% per level. By 4th Level, a Defender is completely immune. 

Natural Shielding: On any turn, a Defender can take their action to turn their back to an opponent, granting  +1 AC vs. Missile Attacks. When in this position, a Beetlefolk Defender can not take a reaction. 

Beetle Horns (2nd): At 2nd Level, a Defender learns to use its horns more effectively in combat. On a successful horn attack, roll 1d6 damage. At base, 2 in 6 chance of goring an enemy, allowing a Defender to grapple and move with the opponent in any direction at 3/4 speed. This chance increases by 5% per level, capped at 90%. 

Many Arms, Many Weapons (5th): At 5th Level, a Defender becomes capable of holding two weapons of different types on one side of its body (i.e. a short bow and a sword), plus a shield on the other, negating the need to take a turn to switch weapons. 

Establish Brood-Clan (9th): At 9th Level, a Defender may return to the Proletariat and convene the political council and request to begin its own clan within a new Gigacactus. The new brood will start small with 1d12 new larvae and 1d6 Defenders. Each level after 9th, roll 1d20 to see how many new clan members have been born. Of this new number, 1 in 4 will be a Defender, rounded up. 

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Class Advancement Table

Level
Experience Points Required for Level
Hit Dice (d8)*
Saving Throw
1
0
1
13
2
2,000
2
12
3
4,000
3
11
4
8,000
4
10
5
16,000
5
9
6
32,000
6
8
7
64,000
7
7
8
128,000
8
6
9
256,000
9
5
10
350,000
9+2 hp
4
11
450,000
9+4 hp
3
12
550,000
9+6 hp
3
13
650,000
9+8 hp
3
14
750,000
9+10 hp
3
15
850,000
9+12 hp
2
16
950,000
9+14 hp
2
17
1,050,000
9+16 hp
2
18
1,150,000
9+18 hp
2
19
1,250,000
9+20 hp
2
20
1,350,000
9+22 hp
2
21+
+100,000 per level
+2 hp/level
2

*Advancement table uses the S&W Complete Paladin table