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.
Special: Accuracy, Alertness, Outdoor Stealth, Thief Skills ● Armor: none ● Weapons: any
Retro-Elves
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.
- 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.
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.
Magic Thresholds: special ●
Special:, Great Strength +2/D4, AC bonus by level, damage resistance at low levels ●
Armor: shields only ● Weapons: any conventional
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.
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?
ReplyDeleteI like it! I will tinker with it.
ReplyDelete