Friday, May 12, 2023

Classy World Building (p.5)

 So, let's get a bit Gonzo!

I don't want this setting to feel like another bland quasi-Medieval Western fantasy world. I want it weird and full of oddities. Making some characters that are definitely not you regular human PC is the best way to go about this. Accordingly, I have made a few very odd character races: some inspired by the earliest days of D&D, some with inspiration from the various games and media that have been the basis for this project, and some from my fevered imagination.

The Chameleon-People

I wanted a race of scaly-but-basically human people who could change color like a chameleon, and served as ranger-like stalkers and killers. Something between the Rogues of The World of Twelve and shapeshifting villains from 80s sci-fi... and maybe with a touch of Mystique from X-Men (but not too much.)  

There is apparently a character in League of Legends who kind of fits what I imagined that I discovered on Pinterest.

"Neeko Fanart" Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License Juliet Garcia Art

The Sulitak

Adapting to the deadly predators of their home jungle, the Sultiak can climb and change color like chameleons, and have lightning-fast reflexes. They also have a gift for archery and acrobatics. They have a mischievous streak, and can be paranoid or jumpy. They cannot bear wearing clothes.

HD: D4 ● Requirements: DEX 9 WIS 9 ● Attack as: Thief ● Save As: Thief ● 
Special: Accuracy, Alertness, Outdoor Stealth, Thief Skills ● Armor: none ● Weapons: any

Level

Experience

Hit Dice

Title

Notes

1

0

1d4

Skulker

Accuracy, Alertness, Outdoor Stealth, Thief Skills [4]

2

1,100

2d4

Creeper

Thief Skills [2]

3

2,200

3d4

Prowler

Thief Skills [2]

4

4,400

4d4

Stalker

Thief Skills [2]

5

8,800

5d4

Hunter

Thief Skills [2]

6

17,600

6d4

Slayer

Thief Skills [2]

7

35,200

7d4

Shadow

Thief Skills [2]

8

60,600

8d4

Ghost

Thief Skills [2]

9

180,600

9d4

Invisible Blade

Thief Skills [2]

10

300,600

9d4+1


Thief Skills [2]

11

420,600

9d4+2


Thief Skills [2]

12

540,600

9d4+3


Thief Skills [2]

13

660,600

9d4+4


Thief Skills [2]

14

780,600

9d4+5


Thief Skills [2]

15

900,600

9d4+6


Thief Skills [2]

16

1,020,600

9d4+7


Thief Skills [2]

17

1,140,600

9d4+8



18

1,260,600

9d4+9



19

1,380,600

9d4+10



20

1,500,600

9d4+11



Accuracy: A Sulitak adds its WIS bonus to damage rolls with shortbows, longbows, and slings.

Alertness: A Party with a Sulitak is only surprised on a 1 in 6.

Outdoor Stealth: If naked and alone (or only in the company of other Sulitak) a Sulitak has a 5 in 6 chance of being invisible so long as it remains still. Or 3 in 6 if moving at half speed or slower.

Thief Skills: A Sulitak has a 1 in 6 chance of Open Locks, Find & Disarm Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, Hear Noise, as well as a bushcraft skill that allows them to find food, water, and to track in the wilderness. They may distribute 4 extra points out of six (to a maximum of 5 in 6 in any skill) in any skills. Every level after first up to fifteenth they may add another 2 points across their skills.

Retro-Elves

The very first OD&D elves were an oddity; you chose at the start of each day whether to act as a fighter or a magic user... with slight benefits over both, but you only progressed in the class you were using in a given day. I decided to take this idea and run with it, but simplified. And I decided not to make them elves. It made sense to imagine them as living weapons, and to give them a much more "typical" D&D PC spell list than other classes.

The Riven 

Bound with two souls in a single body, the Riven were created as living weapons. One soul is a natural warrior, the  other a powerful magician. Every morning they choose which mind rules their body, changing abilities, even appearance and sometimes even sex to accommodate the chosen soul.

HD: D6 ● Requirements: STR 12 INT 12 ● Attack as: Fighter or Magic User ● 
Save As: Fighter or Magic User ● Special: Spells, Mighty Deeds ● 
Armor: Any or None ● Weapons: any conventional or none

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d6

Divided

+1

Spellcasting, Magic Threshold 1st Level, 

Mighty Deeds 1d4, Transformation

2

2,125

2d6

Compatriots

+1


3

4,250

3d6

Duo

+2

Magic Threshold 2nd Level

4

8,500

4d6

Merger

+2

Mighty Deeds 1d6

5

17,000

5d6

Twin-Soul

+3

Magic Threshold 3rd Level

6

34,000

6d6

Synergy

+3


7

78,000

7d6

Fusion

+4

Magic Threshold 4th Level

8

127,500

8d6

Unity

+4

Mighty Deeds 1d8

9

262,500

9d6

Singularly 

+5

Magic Threshold 5th Level

10

397,500

9d6+2


+5


11

532,500

9d6+4


+6

Magic Threshold 6th Level

12

667,500

9d6+6


+6

Mighty Deeds 1d10

13

802,500

9d6+8


+7

Magic Threshold 7th Level

14

937,500

9d6+10


+7


15

1,072,500

9d6+12


+8

Magic Threshold 8th Level

16

1,207,500

9d6+15


+8

Mighty Deeds 1d12

17

1,342,500

9d6+16


+9

Magic Threshold 9th level

18

1,477,500

9d6+18


+9


19

1,612,500

9d6+20


+10


20

1,747,500

9d6+22


+10



Transformation: At the beginning of each in-game day where the Riven has had at least six hours sleep, they can choose to spend one hour in meditation and transform to either their warrior or mage aspect.

  • In their Mage aspect they may cast spells, Attack like a Magic User, are not considered proficient in any weapon,  and use Magic-User saves, but cannot wear armor or perform Mighty Deeds.
  • In their Warrior aspect, they cannot cast spells, but have access to Mighty Deeds, are proficient in all conventional weapons and armor, and use Fighter saves and attacks.

These two forms have separate personalities, appearances, and may even have separate alignments. They remember all that is said and done while the other soul is in command, and share the same goals.

Mighty Deeds: While in their Warrior aspect,  Riven can attempt to trip, blind, stun, disarm, push, reposition, etc. an enemy each time they attack. The [layer describes the result they hope to gain and rolls the Mighty Deed die indicated by their level. On a 4+ they achieve their aim. Alternatively, they can add the Mighty Deed die to an attack roll, or declare they are aiming for a Crushing Blow, at which point they take the higher of their damage roll or Mighty Deed Die before applying bonuses.

Riven Spells

Analyze

Dispel Magic

Fly

Fireball

Knock

Levitate

Lightning Bolt

Sleep

Magic Missile

Wizard Eye

Wizard Lock

Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


1

3

3

3

2

2

3

1

1

4

3


1

1

1

2

1

1

1

1

Elemental Giants

I often feel that giants and fey get short shrift in D&D. In the myths from whence they game, giants aren't just big, stupid men: they are forces of nature with primeval magics. They conjure storms and ice. And fearies are creatures that are immortal, but often very changeable, doing things like turning into monsters or shrinking in their old age. And in some stories, faries can only grow and evolve in the presence of mortals (this stealing babies, etc.)  I decided to put a bunch of these ides in the blender.

I ended up with a giant that was mostly a living stormcloud, but shrank as they got older, becoming smaller, and harder, and more magical as they went. I called them the Gravin, and made them into a truly weird PC class that fundamentally shifts in abilities as they level up, in accordance with their fae life-cycle.

Gravin

Born as elemental giants of fog and shadow 15’ tall, Gravin are nearly incorporeal and incredibly strong, but unable to use magic. As they age, they become smaller and denser, and eventually attune to magic .By middle-age they appear to be the same shape and density as humans. In their old age they are nearly indestructible beings of ice.

Gravin who become highly active in the world accelerate their changes; a Gravin adventurer can change as much in a few years as their peers would do in a few centuries. Many Gravin choose to be aloof - to stay away from matters that may cause them to solidify prematurely.

HD: D6 ● Requirements: STR 13 WIS 12 ●  Attack As: Elf ● Save As: Elf ● 
Magic Thresholds: special ●  
Special:, Great Strength +2/D4, AC bonus by level, damage resistance at low levels ● 
Armor: shields only ● Weapons: any conventional

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d6

Gravin Cloud


Great Strength,  Damage Resistance 3, Unmagical

2

2,100

2d6




3

4,200

3d6

Gravin Mist


Damage Resistance 2

4

8,400

4d6




5

16,800

5d6

Gravin Shadow


Damage Resistance 1

6

33,600

6d6




7

67,200

7d6

Gravin Shapeling


Damage Resistance  0, Magic Threshold 1st level, Spells

8

126,000

8d6




9

246,000

9d6

Gravin Form

+1

Magic Threshold 2nd level,

10

366,000

9d6+2


+1


11

486,000

9d6+4

Gravin Sage

+2

Magic Threshold 3rd level, AC +1

12

606,000

9d6+6


+2


13

726,000

9d6+8

Gravin Iceling

+3

Small Size, AC+2

14

846,000

9d6+10


+3


15

966,000

9d6+12

Gravin Stone

+3

AC +3

16

1,086,000

9d6+14


+4


17

1,206,000

9d6+16

Gravin Diamond

+4

AC +4

18

1,326,000

9d6+18


+4


19

1,346,000

9d6+20


+4


20

1,466,000

9d6+22


+5


Great Strengh: Gravin gain a +2 to Stength Checks and Melee Attack Rolls. They dela an additional 1d4 damage per attack.

Damage Resistance: Young Gravin at 1st level ignore the first 3 damage from all attacks. At 3rd level this reduces to 2. At 5th level it reduces to 1. This class feature is lost upon reaching 7th level, as they become smaller and more dense.

Unmagical: Gravin cannot use magic until they reach 7th level

Small Size: At 13th level, Gravin have become so dense that they are less than half the size of humans. Creatures larger than humans are at -1 to hit them. They have+1 to attack creatures larger than humans. They must use equipment designed for halflings.

AC Bonus: As Gravin gain levels, starting at level 11, they gain a bonus to AC based on their incredible density.

Gravin Spells

Call Lightning 

Create Air

Faerie Fire

Fog Cloud

Ice Storm

Produce Fire

Protection from Lightning

Resist Cold

Resist Fire

Sleet Storm

Water Breathing

Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


3

3

1

1

4

1

3

1

2

3

3


1

1

1

2

1

1

1

1


2 comments:

  1. Wandering thought - Thief skills could work similarly to Mighty Deeds. They choose larger dice as they level up, but always need a 4 or better to succeed. When all skills are maxed, the next level up could maybe promote one to using a d20?

    ReplyDelete