Wednesday, July 26, 2017

Bagginses - A Stupid Dumb Stupid BXish Class

God forgive me

HD: Nope
Saves: as Thief
Attacks: Nope
Advances: Not exactly
Requirements: If your DM actually lets you use this then congratulations, you passed the toughest requirement threshold ever.
  • Bagginses may not wear armor or use shields.
  • Bagginses may not wield weapons.
  • Bagginses may move 30'/10' under their own power, just sort of rolling forward. Permissive DMs may allow hopping. They may also be carried by any other character without adding encumbrance.
  • Bagginses are hit automatically when not carried and +2 AC when being carried. They automatically fail any Breath save unless a character carrying them makes their Breath save.
  • Bagginses gave gems for eyes and coins for teeth. They are immune to gaze attacks, paralysis or petrification, poison, cold, radiant, necrotic, thunder, and psychic. They are -5 to save against electricity, fire, acid, and direct damage from spells.
  • When directly attacked, on a hit, a Baggins must save vs Spells/Magic in order to remain intact. If it fails then it is wrecked and everything stored inside it is lost. If a Baggins suffers a crit then it gets NO save and everything stored inside it spontaneously appears; if this includes magic items all of their magic effects go off at once. Consumed items do not reappear.
  • A Baggins may either store a magic item or consume it. For every magic item consumed it gains +1 to all its Saves. This magic item never returns but if it had a magic ability that can target a creature (e.g. Wand of Wonder or Light) then the Baggins may execute that effect 1/day on a creature it touches. If the Baggins is used as a weapon itself it does not need to save in order to remain intact. It does 1 pt of damage +1 for each magical item it has consumed, and can activate a randomly determined magical effect.
  • Healing magic and items do not affect the Baggins, nor does it eat or drink or sleep. A broken Baggins can be Mended through magic only; needle and thread won't do. After three strikes or being reduced to ash Mending will no longer cut it and the Baggins is gone for good.
  • Bagginses store up to 100 lbs. of non living materials. Rats in the bag will vanish into another dimension never to return, talking skulls (or familiars who are technically just alive spells) will fare fine. Every magical item it consumes increases this capacity by 20 lbs. At any time in initiative a Baggins may regurgitate one item in its iventummy.