Sunday, March 24, 2013

B/X Selkie Class

I've seen a lot of monster classes including a lot of caveman types, a lot of mermaids, and a lot of werewolves. I don't see why we can't have all three at once, so I made this.
Sea Monster!
HD: d6
Saves: as Halfling
Attacks: as Halfling
Advances: as Halfling
Requirements: Constitution 9, Dexterity 9
Prime Requisite: Strength; Selkies with Strength 13 or better gain 5% bonus xp, Selkies who also have Charisma 13 or better gain 10% bonus xp.
  • Selkies can wear leather or fur armor in human form but find anything else too constricting. They cannot use shields. They can use spears, staffs, javelins, daggers, or clubs. They get +1 irony bonus to hit and damage with clubs.
  • Selkies can communicate with other Selkies in either form.
  • Selkies who die in their human form turn to seafoam, and can only be resurrected using their seal skin.
  • Selkies can advance to 12th level.

Selkies are a kind of leopard seal which hunts in packs and can transform into a beautiful if fearsome human form by removing their skin. Removing the skin takes a Turn followed by Save vs Petrification to avoid muscle fatigue from the transformation; a failed save means the Selkie will be unable to act for another Turn. In human form, the Selkie is an outsider, excited by new experiences and sensations. Becoming a seal again requires going back to their skin, re-dressing in it, and spending some time acclimating their muscles to the new form, processes which also take a Turn and a Saving Throw..

A Selkie can carry her skin with her at no encumbrance penalty but can only carry half the load a character of their strength normally could; their backs are not accustomed to that particular strain. A Selkie never wears her skin as armor in human form for reasons that we'll get to in a second.

In leopard seal form, the Selkie attacks as a 5HD monster (+4 to hit basically) at first level but can use the Selkie's to-hit-by-level if that is higher. She has an AC of 4 (15 ascending, 17 LotFP), and can attack twice per round, knocking their enemies prone or doing bite damage for 1d8 damage. Their land speed is 45'(15') and their swim speed is 180'(60'). Actually, even in human form they can swim at a full movement speed, rather than a reduced speed normal humans do. They do not take extra damage from silver weapons.

A Selkie's appetite is always enormous, and they prefer their food raw.

raw? more like RAWR! What were we talking about again?

If a Selkie's skin is lost, or seriously damaged, or tampered with in any way, only a powerful blessing or Heal spell can change them back to leopard seal form. The Selkie does not respond well to being trapped in human form, and their body distorts. Their eyes become all-black and they gain their seal form's bite attack, their unsettling jaws tipping off their inhuman nature. They never kill a living creature any more without eating part of it, and must lean on their weapon for support between fights. A Selkie will remain feral like this for another two levels before they pass away.

Selkies reaching 10th level with access to a sea can collect a harem of seals. Seriously it's called a harem. Anyway, they attract 3d10 seals a year, with each seal having a 15% chance of being a Level 1 Selkie.

Selkies can smell the sea on a person, and can identify anyone who has traveled by sea in the last month. They can also smell out fish at 500 yards.

Friday, March 22, 2013

Horde Trooper B/X Class

I actually built these guys to slip into NPC parties when my group went to the Dwarf cliffs, but they never got near where I'd intended to use them. So I just put em on here as a class because hey who can ever have too many robot classes, right?
"You shut up! My Little Pony is a good show!"
HD: d6
Saves: as Thief
Attacks: as Fighter
Advances: as Elf
Requirements: Strength 9, Constitution 9, Intelligence 7 or less
Prime Requisite: Strength; Horde Troopers with Strength of 13 or better get 5% bonus XP.
  • Horde Troopers wear Horde Armor which gives a base AC of 5. However, they have a 2 point AC bonus against handheld weapons and Strength based hand-to-hand attacks.
  • Horde Troopers carry a Combat Rod which fires as a burst of air which can injure or stun, acting like a Longbow with damage and range. It can be used as a club, doing 1d6 damage. Horde Troopers get a +2 to attack and damage when using this weapon. Horde Troopers are also proficient with staffs and crossbows.
  • Horde Troopers cannot be healed through magic or potions, and can only heal through rest and diligent self-repair. They cannot be raised from the dead, typically self-destructing when killed (or being flattened or pounded into the ground or something wacky).

Somethin for th' llllladies...
Horde Troopers automatically fail Saves vs. Spells until level 5. At level 8, they attract 1d4 first level Horde Troopers to serve them, and an additional 1d4 per level. Horde Troopers can advance to level 10. At level 10, a Horde Trooper's Combat Rod is replaces with a scepter which does 1d12 damage at range and in melee, and must be saved against as a wizard's staff. This scepter also allows the Horde Trooper Leader to communicate with all his Horde Underlings over a distance of 10 miles.