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

Monday, June 13, 2016

Class: Fashionwitch


You are the offspring of a fairy and their changeling couturier. A half-breed aristocrat.
Saves & attack progression as thief

MAGIC
You know one spell you can cast once per day/long rest. Roll a d6 and a d8:
1
1. Flesh into Clay
2. Flesh into Salt
3. Flesh into Amber
4. Flesh into Snow
5. Flesh into Tallow
6. Flesh into Ruby
7. Flesh into Glass
8. Flesh into Frogs
2
1. Bones into Wood
2. Bones into Ice
3. Bones into Lead
4. Bones into Bread
5. Bones into Eels
6. Bones into Magnets
7. Bones into Clockwork
8. Bones into Bells
3
1. Skin into Leaves
2. Skin into Paper
3. Skin into Verdigris
4. Skin into Moss
5. Skin into Chrome
6. Skin into Leather
7. Skin into Scales
8. Skin into Beetles
4
1. Blood into Maggots
2. Blood into Vinegar
3. Blood into Crude Oil
4. Blood into Wine
5. Blood into Espresso
6. Blood into Perfume
7. Blood into Honey
8. Blood into Steam
5
1. Become Rodents
2. Become Rain
3. Become Moths
4. Become Parrots
5. Become Shadow
6. Become Song
7. Become Chalk
8. Become Marshfire
6
1. Command Candles
2. Command Needles
3. Command Songbirds
4. Command Breeze
5. Command Flowers
6. Command Moonlight
7. Command Hair
8. Command Shoes

Talk to your GM about the effects. Any saves or damage are modified by CHA, duration is CHA bonus + lvl rounds unless reason suggests otherwise. Each time you level you may roll for another spell

CLOTHES
Your clothing is like armor to you. Costs triple the relevant type (leather chain etc) but weighs nothing. Also gives its bonus to rolls regarding the will (persuasion, saves against fear, etc).  However, wading through sewage, bleeding, walking through fire or otherwise dirtying it have a1 chance in 12 to ruin them, then it no longer gives any bonus. This chance increases by one each time it is rolled, but a long rest resets it to one. Ruined clothing must be replaced.

Start play with leather equivalent (+2 in most systems)

edit:
WEAPONS
Look at the list of weapons. Like the ones you start with  or can buy in shops. You aren't proficient in any of those. You can reliably slap somebody for like, d3 damage, but otherwise no no.
You can attack with your clothing. It animates and deals damage with a die closest in size to double its bonus, plus you compel it to do more so add your CHA bonus. (So a +2 dress deals d4 damage on a hit, plus CHA bonus). Usually this is in the form of some kind of animal part or weapon shape worked into the design. In fact you should probably be pretty detailed in describing your clothing and make sure you have a picture. Draw one (or google a crazy designer) each time you get a new outfit.

I came up with fashionwitchs a while back when thinking about Jonathan Strange and wondering what half-elf in such a world would look like in play. That coalesced with a handy picture of Alexander McQueen dresses into the last post. Since then I've assumed that the only elves are fae and the only half-elves are witches, but recently realized they actually needed some rules. This class combines my love-hate for maxing out equipment stats and a sorta tumblr "constantly redraw characters with new outfits" mentality.




Monday, May 2, 2016

a couple classes

Planning on running Maze of the Blue Medusa at some point and have been tinkering with the Pernicious Pamphlet/League of Extraordinary Gentlemen world as the frame setting so here are a couple classes using Pierce Shea's ROT format. The first is an amalgamation of 3.5's Archivist and a handful of other blog classes like the Dungeon Hacker, the second is a reformulation of Hill Canton's Black Hobbit mixed with an angry 99%er. Still working out the numbers etc


Curator
Primary stat: INT
Hit Die: 1d4

You work for some kind of college or museum and hunt down and recover artifacts for them. You are a nerd


~may only use light weapons and armor
~know one additional language
~have advantage when using grimoires to answer a question
~knows read magic and one other cantrip, and one of the following: Cure Light Wounds, Hold Portal, Light, Protection from Evil, Sleep, Ventriloquism. Can cast each spell you know once per rest.

and knowing your allergies you will be resting often
+1 XP an enemy successfully Saves vs your magic
+LEVEL XP return an artifact to your institution


Roll 1d100 on this table twice every level, including first. You can pick any entry below 60 instead of rolling the die. You can repick anything you’ve already rolled if re-rolls are mentioned. Roll again if you get a result that offers no further benefit.


01-20 learn a spell written in a scroll or tome
21-30 +1 to all Saving Throws
31-45 +d4 HP
46-60 choose one: gain proficiency with Arcana, History, Nature, or Religion. If already proficient, gain advantage on checks with that skill instead
61-70 gain one free correspondence with distant lands per session. Must have at least the name of recipient
71-80 +1 Intelligence or Dexterity
81-90 can Identify a magic item with a successful skill check (depends on type of item). Must take a long rest, and only one try per item. Rolling again means it is possible with a short rest, and it can be used with magic wards or constructs. Rolling again allows disabling and potentially reprogramming of such magic effects
91-95 can now recast used spells by sacrificing a willing or helpless creature with HD of at least the spell’s level. Rerolling adds 1 to the save of any spell cast this way
96-00 can speak with spells in spellbooks or scrolls, or those stored in a wizard's brain, which can sometimes be convinced to cast themselves at a target of your choice.  Roll a d6: 1 = spell is cast on the target you desire, 6 = you piss off the spell and it casts itself on the worst possible target. Rerolls increase your chances by 1 each time.









Agitator
Primary stat: STR or DEX
Hit Die: 1d6

Take back Albion for the common man


> may use any weapons and armor except for heavy
> speaks Lament in addition to English
> can manufacture molotovs that deal 1d8+1 damage in a 10-foot range and set things alight. They can make one per long rest with £30 worth of material
> advantage on Charisma skill checks when exhorting others to perform acts of mischief and mayhem
> -1 on Reaction rolls from members of the government




+1 XP for failing a save
+LEVEL XP for deposing a noble, tyrant, boss or other leader


Roll 1d100 on this table twice every level, including first. You can pick any entry below 50 instead of rolling the die. You can repick anything you’ve already rolled if re-rolls are mentioned. Roll again if you get a result that offers no further benefit.


01-20 +1 to ranged attack rolls
21-30 +1 Saves
31-50 +d6 HP
51-65 +1 to ranged damage
66-80 +1 to Stealth
81-90 +1 to Dexterity or Charisma
91-00 create dynamite instead of molotovs, d12+2 damage. Additional rolls increase the number you can make per long rest by one

Wednesday, January 20, 2016

400 pseudotitles


Roll 2d20 to give someone a crazy title or come up with a new kind of wizard

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
astro
psycho
socio
hiero
petra
necro
helio
hydro
zoe
pneama
demo
pluto
icono
carto
hypno
pseudo
arachno
photo
geo
claustro
naut
path
mancer
phile
gogue
crat
nomer
phore
phobe
grapher
pomp
nym
dont
lith
clast
phone
phage
morph
pod
arch