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

Friday, September 13, 2019

Tossers

WHAT ARE YOU LAUGHING AT?!

So Tossers are also called Hucksters, Fastballers, Throwmeos, and Motherchuckers. And they are in all respects FIGHTERS with one step better HD than normal in your game. In all other respects they are Fighters.

EXCEPT


They are proficient with no conventional weapons. They are proficient exclusively in found, hurled weapons, which they can hurl their Strength-plus-Level in feet. This includes enemies. This includes fellow PCs.

When throwing an unattended object..... 

Treat it as a 1d3 item and use the higher of your Strength or Dex bonus to determine a hit. If it isn't something you could conceivably shove with your same Strength score, like a wall or an obelisk, you can't throw it.

When throwing an enemy....... 

You may attempt an unarmed attack roll plus your Strength bonus (if any) to grab an enemy on a hit. You can elect to keep the enemy grappled/held as per normal rules or you may throw them as part of the same action. At 1st level you may hurl any enemy with 1HD or less. At 2nd you may hurl any enemy 2HD or less, and so on, up to 9HD. Enemies of roughly humanoid/demihuman size and shape with more than 9HD may also be hurled as long as 1) their total HD is lower than your level and 2) they get a saving throw vs Paralyze/Petrify to land safely.

Enemies who take fall damage this way are treated to have fallen an additional 20'. An enemy making contact with a solid object take 1d8 damage plus your Strength bonus (and if the solid object is like spikes or a trap or on fire they may suffer other effects).

An enemy colliding with one or more enemies means you roll 1d10 damage plus your Strength bonus, and then the DM distributes the damage among the victims as she sees fit.

When throwing a Party Member.......

You may use the higher attack value between you and the thrown PC, and the higher damage between the two of you, and the PC gets a Death save to land safely. This effectively uses the thrown PC's turn in concert with yours so ask for consent and Throw Responsibly(tm). If the PC gets any bonus to a successful hit like Sneak Attack or a magic weapon effect it can go off thanks to your roll. This by definition moves the thrown PC. You cannot throw a PC with more HD than you.

Summing up the main rules of this class are:
No Weapons
Throw anything you can move normally through Strength
Throw any enemy or PC with HD equal to/less than yours
Throw high level enemies if they are basically people of a lower level than you who fail their save
Throwing distance is your Strength+Level in feet.

Tossers may wield no magic weapons unless they are specifically meant to be thrown, like Thor's hammer, and may only wear magic rings and gloves that improve their throwing power or accuracy. Also potions and uh....capes. Magic capes.

At level 9 they do not establish a kingdom or attract a bunch of acolytes but they become proficient in all weapons. They also become famous for throwing things, and can earn lots of money throwing things for people for fun and show, and signing autographs.

Monday, April 8, 2019

Wednesday, March 20, 2019

Surf Rockers - Why Stop At Bards?

I think Mel Taylor's the one who looks like he's from Lazy Town.
HD, Advance, Saves, Attack, etc as a Cleric. No spells, no turn undead. No weapons or armor but your instruments can double as clubs. You can wear any cosmetic magic item or play magic instruments.

Shoot The Curl

If you are rolling simple/phase initiative then the Surf Rockers roll a separate initiative. If you are running individual initiative then the Surf Rockers can instead Save vs. Spells, with a success meaning you go first and a failure just being your unmodifiable initiative roll. The name of the game is trying to go first, as you'll see below.

One Two Three Four

Surf Rockers number at minimum a drummer, a guitarist, a bassist, and can include horns, keyboards, or 1-7 additional guitars. For simplicity's sake you are a four-person combo. You make decisions and investigate a mystery as a group, and if you are attacked then what hurts one of you hurts the band. Metaphorically. But I mean your hit points reduce. You almost never attack during normal combat but you can Waylay outside of combat if you have surprise on an enemy.

Tempo Tantrum

During a fight you can Rock A Gig to play gnarly surf music. This doesn't require spell components or slots or anything. It's just A) all you can do, and B) it requires the PLAYER to make surf music sounds with their mouth the entire time. Bowwdirdridwowdow gowwwgagiggabow bow duffe dududanan maaa ba gigga din dow.

While doing this and distracting all the other players, the Surf Rockers' player must pay close attention.

Write down everything that happens in a round that occurs AFTER/CONCURRENT TO the Surf Rocker's position in initiative. Every attack, movement, damage, spell, save, etc that other players and NPCs and monsters and shit make. KEEP MOUTH ROCKING or the effect wears off.

Once a round is finished, Surf Rockers can shut the hell up. They can now dictate the rhythm of the combat itself, determining what order everything happened/the order everything is resolved. Doing fuck all and being a hugggge target and BOWW GIGGA DOW DOW the whole time lets you, effectively, role play a character whose class is "Initiative."

Surf Rockers can Rock a Gig a number of times per day equal to their level.

Let's Split Up Gang

Surf Rockers who have Rocked a Gig are vulnerable and decidedly the center of attention. They double their movement and gain a Charisma bonus to hiding (their actual +1 or whatever from Charisma for d6, or their full Charisma score for d100) for the rest of combat.

Show Must Go On

Surf Rockers add their level to all saving throws during a combat.

Monday, March 18, 2019

The Old Tailor Is Dead

Photo


I did this subclass a while back and it never sat quite well with me. It's too much without feeling like anything distinct. After the Amber article, though, I think I cracked them. I think they must even be a full class now, so let's have them work like Thieves without any thief stuff. Correction, they can get Sneak Attack damage but only with bit-ass knitting needles.

Suitmation

A BLT has the power to infuse all the magic of Amber into a particular pattern, instead of activating its normal abilities. There are 6 such magical patterns known only to the tailor elite and there may exist more. A BLT's Suits are obviously bespoke and only fit the individual they were tailored for, usually the BLT herself although they can work for anyone. Making one of these Suits costs 1000g/level but all BLTs begin play with 1 Suit that fits only them. Suits cannot be re-tailored, but must be built from scratch. Suits found in the world as treasure will only fit BLTs. Each level the advance a BLT will learn a new Pattern until they know them all. At level 7 they can work with the DM to create a new magical Pattern using what they've learned, and at level 8 (as high as they can advance) they can open a Shop, take on an Apprentice (level 1 BLT), and can make Suits for half price.

Awakening a Suit with Amber activates one of the Suit's magic powers until the suit takes damage. Even 1HP of damage or catching a thread on a nail undoes the magic. Suits that are damaged can be repaired without interrupting normal reprieve benefits during a ten minute rest. Raw Amber can activate 1 power at a time, Polished Amber can activate 2 at a time, Pure Amber can activate all 3. Which abilities are activated is determined by the BLT at time of activation. Suits can't benefit from more than 1 piece of Amber at a time.

Normal Amber abilities are not activated when Amber is expended BUT you should always roll the appropriate dice anyway to see if you get a Summon. In the event of a Summon the Prismystic instead appears dressed in their own version of the Suit in question with all its attendant abilities.

Patterns

Beetle
Throw- A successful attack throws the enemy your Strength in feet unless they are a larger size than you.
Thick Shell- 3 pt AC Bonus
Mandibles- Attacks as a magic axe, can clear brush for 5' per round.

Cat
On Your Feet- Immune to fall damage
Purr- Pacify/mesmerize one intelligent enemy for as long as you keep it up
Bad Luck- Enemies take a penalty equal to your Level for all saving throws if they can see you

Frog
Hop- Leap your Dexterity in feet per round
Climb- Adhere to sheer surfaces, climbing without a check until your Suit wears out.
Amphibious- Hold your breath for up to 10 minutes, full speed while swimming

Hare
Burrow- Spend 1 round to hide in earth, can tunnel an additional 7' each round.
Outrun- You gain free movement while running, able to swoop around the battlefield without worrying about positioning or attacks of opportunity or whatever, +10' to your encounter movement speed.
Snowbunny- Immune to cold, invisible in arctic climates/white background

Mouse
Hickory Dickory- Allow an ally to rewind their entire turn (movement and spell or attack or whatever Melissa did when it was her turn) and do it differently. Spell slots are not regained.
Churchmouse- Move Silently 6/6
"Blind"- Has darkvision, immune to Illusions and Charms.

Raven
Flight- As the Amber power.
Sneak- Hide in Shadows 6/6
Nevermore- Enemies who miss you cannot target you with an attack again until your Suit wears out.

Friday, March 15, 2019

Journalist, an add-on class

Animaney, Totally Insaney
My add-on classes are, again, inspired by the work of Josie X from Metal vs Skin, one of the best of bloggers of my crop and a classy DM if you're ever so lucky. Let me play an army deer. Hope they publish again. Speaking of publishing...

Any class can be a Journalist. You can call this a Chronicler or put all your notes in a magical flying diary, Historian, whatever flavor you need. A Journalist does not come with any special requirements but if you elect to receive a Journalist's benefits you must perform the work of a Journalist, otherwise you cease to advance as normal in your main class until you rectify the situation.

Journalists change the normal rules of the game in three ways.

NO SUBSTITUTE FOR EXPERIENCE

Journalists gain +5% xp for keeping copious notes and sharing them with the group. They can gain an additional +5%xp for writing up a full session report in the style of an in depth profile, thrilling expose, or frontline correspondence, and sharing said article somewhere public like Reddit or Twitter. They can elect to instead donate this “bonus xp” to one other PC who features prominently in their report. Journalists “carousing” can elect to gain +1 to reaction rolls in a settlement instead of any xp bonus, better for gathering rumors, establishing contacts, and hiring retainers. No xp is awarded for the cost of distributing your literature; the solace that you’re speaking truth to power (and 5 silver a pop) are reward enough.

WHO'S GOT YOU?!

Any named character in an adventuring party may reroll a saving throw failed by a Journalist with their own values if they are within 10’ of the Journalist and the save would allow them to avoid a trap, hazard, or direct-damage spell effect. Said character acts swiftly and boldly to protect the Journalist, sometimes putting their own life in danger. The Journalist can benefit from this feature once a level for each named character in their party.

NOSE FOR NEWS

A Journalist begins with a special saving throw against Bull Shit. Whenever the DM has some NPC deliberately attempt to outright mislead the party or tell a flat out lie, the Journalist gets a saving throw rolled for them in secret by the DM. A Journalist’s DM should get used to throwing the occasional die just to throw players off the scent of when they’re being lied to, but you’re doing that anyway right? This Bull Save starts at 18 and improves by 1pt per level gained (17 at level 2, 16 at level 3, etc). Other players cannot reroll this save on a Journalist’s behalf as outlined above, although a fellow Journalist may get their own save.

Monday, March 4, 2019

Clerics of Sinistar

There is a whole planet that hates you, made of flesh and metal. He is hungry. He is coming. A planet with a meany face. You have no other powers. Who'd need 'em?

BEWARE - Sinistrines can cast Cause Fear at will.

RUN COWARD - Any creature fleeing a Sinistrine does so at double their normal movement and is -4AC.

I LIVE - Sinistrines get 2 health bars, or only die when reduced to 0HP twice.

I HUNGER - Sinistrines can eat anything like Matter Eater Lad and put away their body weight per day. It takes just as long as it takes a normal person to eat stuff. Every body they devour in this way gives them 100 bonus XP.

AUUURRRAAAAAGGGHHHH - 3/day a Sinistrine can scream as a zero action and gain a to-hit and damage bonus equal to its target if it is greater than their own for the same round. A natural 20 rolled on this round's attack instantly kills anything with HD equal or less than the party combined. No one treasure/xp-from-gold for this kill because Sinistar ate your quarters.

I AM SINISTAR - On reaching 9th level a Sinistrine is remade in his terrible image. He can float 50'/round in combat, has 360 degree vision, a bite attack equal to their previous armed to-hit and damage bonus, is considered magical for the purpose of overcoming magical resistance, gain resistance to nonmagical weapons themselves, and can survive in a vacuum. His HP doubles and then never again improves, even from magic.

Thursday, February 28, 2019

The Financier (A Class?)


The Financier cannot have any Ability Score higher than 15. They begin the game with 1000 gold to spend and can requisition up to 14,000 more from home in installments of 200g before they are cut off. They receive no XP from treasure but instead multiply it: any gold or valuables deposited with their estate doubles.

The Financier can use no armor and only does damage equal to their HD with any weapon. If they become capable of casting spells they may know at most 1 spell; after casting they always faint. They may use any magic items that aren't weapons or armor without concern or limit to charges but any magic item they pass off to anyone else will have jussssst this second emptied of its charge. They always lose any magic items they've been entrusted with in less than three days.

The Financier can buy a normal reaction roll or morale check, getting +1 to the roll's result for every 50g they spend. The Financier may never spend money on themselves except for luxuries or accommodations in civilization. All of their money must be invested in the convenience, arming, protecting, and otherwise equipping of other members of their company.

The Financier has access to deep pockets and vast resources. They may request of their estate one favor, connection, item, or bit of obscure information. They receive this on a roll of 20 on 1d20, a roll which can only be modified by their level. Financiers can level at the same rate as Thieves provided they have mounted a successful expedition that level. For each level they gain one Attache. They may choose to begin play with either a Valet or a Teacher. A Financier's hit/save/hd progression is also as a Thief, while all retainers are considered Normal Persons.

A Financier always carries a small dirk or (period appropriate) pistol on their person. They are not, repeat not, able to use this effectively in normal combat, but may do so once per day during a surprise round. They roll at -5 to hit and if they succeed the target always dies.

Attaches

Valet- Valets secretly run the Financier's lives, keeping the company in good clean order, ensuring nothing gets left out or left behind. A good Valet defaults retainer morale to no less than 10 and is skilled at the cleaning, mending, fabrication of all garments, in addition to managing schedules and payments and accounts. Basically this means the DM will do your fucking bookkeeping and shopping and fetching for you god damn it. Also, keeping to the valet's schedule reduced the chance of wandering enemy encounters by 1.

Translator- Roll 1d10+ your Financier's level. On a 4+ your Translator can convert a text over a period of time determined by the DM, on a 7+ your Translator can speak a language enough to communicate basic ideas (proficiency), on a 10+ your Translator is fluent in this language and can teach your Financier to read this language, along with a childlike vocabulary.

Biographer- They keep meticulous records and are a good DM mouthpiece for going "actually you know this person, you know where this is, you've seen that sigil before." For mechanical benefit any PC who submits themselves to an in-character interview gains their Level x50 XP.

Teacher- Teachers make naturalist notations in their journals, capable of Identifying creatures and key abilities after being exposed to them. They are quite good at riddles and puzzles, with a chance in 10 equal to the Financier's level of knowing the solution. They are always properly apprised of regional courtly procedures.

Doctor- A doctor can roll 1d6 at any time, diagnosing a disease on a 6. They can roll 10/1d10 to stabilize or repair someone at 0HP and/or with massive physical trauma. They can roll 20/1d20 and yell LIVE DAMN IT LIVE once per Financier's level in order to bring a "dead" character back from the brink. Doctors can heal HP per day equal to the Financier's level x10, spread out across the entire company.

Artist- Artists have an eye for beauty and can see value where others don't; where there is a chance of precious statuary, tapestries, paintings, jewelry, etc. an Artist can force one reroll per loot check. They also record impressions of their journeys which can be sold back in civilization for a sum determined by the DM (but the more horrible the things they survive, the more profitable their works).

Guide- Guides know 1d6 rumors about any dungeon or temple your party enters, and on a 20/1d20 they have been here once before and can point out three (3) traps, if traps there be. Overland they have access to a number of friendly groups or safehouses in the area equal to the Financier's level. They provide crude but powerful mapping.

Relative- Relatives are either panicky, drunken, or eccentric. They all have 5 family secrets, which the DM can reveal at any time. Sometimes they are pertinent to the matter at hand, sometimes they are a matter unto themselves. They have their own purse which can only be spent on souvenir shopping, gambling, or investments. 1/12 of the time these pay off with access to some magic item or other, as the situation warrants.

Bodyguard- They can take any amount of damage intended for the Financier and stay standing, so long as the Financier is conscious, never gets a save vs. spell effects but can suffer a spell or magic effect instead of Financier.

Chef- Chefs can purify food or water for consumption, as the spell, and so long as rations hold out can prepare this stock in such a way as to restore 1 lost Ability Score point/day.

Steward- Catalogues and guards the company stores and purse as a level 10 Fighter, otherwise ineffective in combat; company stores always includes alcohol rations and private reserves.

Maid- Prevents the Financier and their company from being tracked except by magical means, can prepare a camp so comfortably that a full night's rest is achieved in 5hrs, freeing everyone for a little bit of, achem, "feather dusting."


------

Consider this a bit of BREAK!! methadone, and a good companion to the Extras class (found on the FRACAS, link to the right!)

Tuesday, July 10, 2018

Warduke Class

HD, Saves, Attacks, Advance, Requisites as a Cleric.

You are -2 to saves against Wands/Devices, or against spells contained in an item or triggered by a trap.

You always detect as Chaotic.

You have a set of armor (or shield, if you like) and a weapon chosen from the standard list. These are always considered magic items for you while you possess them. They only work for you, and you can never use other magic items, including potions and scrolls.

You may have as many Enemies as you have HD and when one Enemy is dispatched you may choose another. Enemies are not creature types but specific individuals. Enemy spells not designed to deplete Hit Points always automatically succeed on you. However, you always automatically do critical hit damage on an Enemy.

Whenever you slay an Enemy or have defeated them to the DM's satisfaction your weapon or armor gains an investure of power, keepsake of your victory. You may have a number of powers equal to your magic item bonus for your weapon and armor, but your DM determines both the effect and which item it must be infused into. You always have the choice of keeping your existing powers instead of taking the DM's new offer. You can use your powers a number of times per day equal to your level.

You cannot be surprised by your Enemies directly, and you can never surprise your Enemies. Your Enemy's minions can still surprise you, and you can still surprise/force a Morale check among your Enemy's minions.

When you are reduced to 0HP or less you may instead roll one or more of your Bonus HD. You gain that many HP from 0 and are back in the saddle. You can't use these to heal in any other manner but any spell effects that depend on your number of HD do take these into account.

At level 9 you may swear yourself to the service of a lord, kingdom, goddess, or demon. You never get to build your own domain but you get the full run of this one, with authority second only to your liege.

You can raise an army of followers at any time; in fact, you only gain XP from treasure spent on building and maintaining your army.



Level 1: +1 Weapon and Armor
Level 2: 1 Bonus HD
Level 3: +2 Armor
Level 4: +2 Weapon
Level 5: 2 Bonus HD
Level 6: +3 Armor
Level 7: +3 Weapon
Level 8: 3 Bonus HD
Level 9: +4 Armor
Level 10: +4 Weapon
Level 11: 4 Bonus HD
Level 12: +5 Armor
Level 13: +5 Weapon
Level 14: 5 Bonus HD
Level 15: +6 Armor
Level 16: +6 Weapon

Monday, September 18, 2017

Different Thieves


This is sort of based on the T&T Rogue and that "good at/bad at" system someone put together (I forget who?) and Telecanter's famous rogue but adapted for a FLAILSNAILS style experience and with an eye on this setting I've been creeping toward. Normal Thief proficiencies/restrictions/XP thresholds/saves/HD.

Robbers

Each level choose 1 thing you are Skilled at. Whenever you would roll to do that thing, you roll an extra die of whatever kind you're rolling (usually a d20 or d6). You may always elect to take the higher roll or not, for the rare situations you might want to roll lower. If more than one roll is successful then the DM may either improve or multiply your success effect or grant you some additional boon, at their discretion.

At first level and at every even-numbered level you may either choose two Skills or one Expertise, which is a Skill that grants you two extra dice.

At third level and at every odd-numbered level you become capable of using a different kind of magic item. First comes scrolls/potions, then rings/clothing, then weapons, then armor/shields.

At first level whenever a Robber employs a non-combat skill while engaged in combat their allies EACH gain a damage bonus for that round equal to the Robber's level. If the Robber is off opening a safe during the gnoll fight then this doesn't apply.

Thieves who reach level 9 do not choose a normal Skill that level but instead gain either an Expertise in an existing skill or Supremacy in an existing Expertise. Supremacy grants an additional die as well.

At level 9 a Robber decides whether to become a Fighter or Magic-User and levels up from there using the Robber XP chart, gaining any abilities by-level as if they were the new class and the capability of using any magic items they can't use already. She no longer gains Skills, Expertise, or Supremacy. You do, however, gain a new ability score: Fortune. Once per day per level of Fighter or Magic-User the Robber possesses, they may take their Fortune roll in place of an attack, damage, or saving roll.

So what are Skills? They're something any character may attempt but they get only one die per shot, while Robbers get up to 4. This includes metagame concepts like the wandering monster check (which you can chalk up to the Robber's evasiveness) , initiative, surprise, navigation through wilderness with a map, etc. It includes pure combat elements like to-hit rolls, maintaining a grab, two-handed fighting. It includes old skills like Rope Use, things like LotFP's Architecture, 4e's Endurance, 5e's Persuasion, and Cooking and Herbology and Mapmaking and Tattooing and Seduction and Camouflage and Smithing and Disguise and Impressions and Handling Your Ale.

If you ask for something weird for a Skill it's up to the DM, who always gets to define when your Skills are appropriate. Don't go thinking you can just take Skills in Fighting and Stealing and call that lunch.

Monday, September 11, 2017

Strange Monks

Image result for fat cobra





Boxer


HD: as Dwarf
Save: as Dwarf
Attack: as Dwarf
Advance: as Dwarf
Requirements: No ability score lower than 9 (or qualifying for the class with a Requirement Roll)
  • Boxers may use any armor and may use any weapon. They may not use a shield but gain a shield bonus if holding a two-handed weapon.
  • A Boxer's stances and techniques are limited by any armor, however. When a Boxer is the subject of an attack, hazard, or effect targeting their AC the Boxer rolls 1d20 plus their Wisdom bonus. If their result is higher than their own AC, the attack fails or is mitigated. If the Boxer's result is higher than both their own AC and the aggressor's to-hit result, the Boxer may make an unarmed attack as a free action. In this way an unarmored Boxer is always a safer, more fluid fighter.
  • A Boxer may also fight unarmed, doing less damage overall but gaining an added benefit. A Boxer's unarmed damage is equal to 1d3+Level. This unarmed damage is considered to be whatever type of damage the Boxer's target is most vulnerable against, including elemental damage or silver or holy water. Enemies who can only be harmed by magical attacks will be harmed by the Boxer's unarmed strikes.
  • At each level from 1 to 9 you may choose to make an additional unarmed attack per round or elect to learn a Special Move. Special Moves can be performed on your initiative and may duplicate the effects of a single piece from the Equipment List for a round. There is no limit to how weird you can get with this but a movement technique will always take place during a movement phase, an attack effect will always take place during attack phase, etc. This extends to armor and weapons; while armor bonus gained this way will not count against you for your evasion/counter rolls, the higher damage potential from unarmed damage duplicating weapon effects will NOT benefit from your normal unarmed damage's ability to bypass resistances and exploit weaknesses.
  • At level 9 Boxers become Masters. They may elevate level 0 characters to level 1 Boxers with only a day's instruction. Additionally they must choose to walk the path of perfect body, perfect mind, or perfect spirit.
    • Mind- At each level starting now you may pick one Skill or Language from your game and consider yourself 95% proficient in it, only failing in your attempt on a 1/d20.
    • Body- At each level starting now you reduce all physical damage, including from poison or elements or falling or other hazards, by half your level.
    • Spirit- At each level starting now you may choose one spell of any level from the list of your campaign. You may cast this spell once, and you are forever immune to its effects from other casters.
  • Boxers may advance to level 16. At level 16 you WILL be killed and one of your pupils will gain +5 levels in order to seek their revenge.

    Monday, August 28, 2017

    Rogue Time Lords

    Related image 

    HD, Saves, Advance as Cleric. No armor or shields, no weapons. Time Lords never gain XP from treasure looted but do gain XP from treasure they deny their enemies. They may use any magic item or scroll. They may advance to level 16.

    Time Lords have five abilities.

    Regeneration

    When a Time Lord is reduced to 0HP make a save vs. Death Ray. On a successful save you Regenerate. Roll d100; if you roll above your Constitution, you survive and take on a new form. You keep your XP and levels but re-roll all ability scores and re-roll your HP. You may do this 12 times. Everyone at the table except you gets to describe some new affectation of dress or personality quirk by which you must now abide.

    Omniglot

    A low-level psychic ability allows you to speak and read any written language; the DM may roll 1d8 twice in a row to make an exception but must get an 8 both times. If dealing with creatures with no spoken or written language who are nonetheless capable of language you may get only vague emotional states.

    Plot Devices

    Once per day you may produce from your pockets some gizmo or other that allows you to roll 1d30 in order to accomplish a task. If you still fail you must make a save vs. Wands/Devices or the DM may make up some worst-case-scenario bullshit to complicate your current situation. If you roll a 30 you not only succeed but may use the same gizmo once more before the day is out.

    Hypnosis

    A target must save vs. Petrification/Gaze or be under your influence. You are considered to have Charisma 20 (+5 bonus) for purposes of extracting information from a neutral party, intimidating/forcing a morale check for your enemies, or controlling your hirelings in a complex or life-threatening situation. An ally may choose to fail this save.

    Oncoming Storm

    If you survive to 9th level or your 9th incarnation, whichever comes first, you gain proficiency with all weapons and armor, gain the Thief's Sneak Attack ability, and gain a one-time-only d100 roll with a Plot Device (though rolling 100 gets you a second use). You detect as Chaotic Evil.

    Tuesday, August 22, 2017

    Hobbits As Consolation Class

    Image result for rankin bass hobbit
    Inspired by this and this and I guess this and this.
    HD, Saves, Attack as Thief. Requires 2 Ability Scores of 7 or less. You may use no armor but leather and may use one-handed weapons/small weapons/d6 weapons, but nothing that needs two hands apart from a shortbow. You may use a shield with a melee weapon but if you do then your weapons only do 1d4 damage. The shield grants you an extra point of AC bonus from what normal folk get. No speed penalty but you can carry a quarter of what a normal human can.

    Instead of tying your bonuses to which specific values took the hit when you rolled up your pawn I'm just going to give you a list. You have up to 6 pts to spend, 1 for each shitty ability score. None of these effects improve as you level and you can't choose any of them more than once. If your scores are reduced below 6 later in game you do not get new abilities, but neither do you lose these abilities should your scores later improve.

    Speaking of leveling: if you are part of any successful adventure or perilous scrape that results in a member of your party leveling up then you level up. You don't track XP and certainly not gold for XP because. Your fortune is the fortune of others. You may still only advance to 8th level.

    At 8th level you gain any 3 Hobbit powers you don't already have, are free to establish your own private Estate and attract a bunch of distant relatives to live on your lands, are considered fluent in the language of any creature you met in your journeys, and may choose to Retire. Retirement is important because you can come out of retirement ONCE and be treated like a level 16 Fighter by those around you, also gaining equivalent to-hit and save benefits.

    The effects you get to choose from are:

    Charming Manner: +3 Reaction roll. Note that this does not confer a Morale bonus for retainers.
    Escapist: Like "shields shall be splintered" without the shield; if you can explain how being little, thinking carefully, or leaps of faith might have spared you from what might have been a disastrous magical effect, hazard, or killing blow, then congratulations - you made it. Usable once per day. You can expend your use for the day to conveniently be able to wriggle out of bonds or through bars or whatever and get away, so long as there is the narrative possibility.
    Barrel Rider: You gain a swim speed equal to the fastest land speed in the party, can hold your breath for at least 2 minutes, and do not suffer check/attack roll penalties associated with being underwater.
    Forager: You have a 3/6 chance of finding enough food to feed the party in wilderness or grassland, 2/6 in a city, 1/6 in a dungeon.
    Bravery: Whenever a fight breaks out you may elect to suffer from Fear, as the spell, and immediately make a saving throw, making a save at the top of each round. If you save against this effect then you may consider enemies you engage this round to be under the effects of Fear for a number of rounds equal to what you experienced, minimum 1, no save.
    Christina Ricci: If you wander away from the party for one Exploration Round and are not immediately accosted or killed then you may rejoin the party at any point by declaring yourself to be inside something nearby, like a chest or barrel or cabinet or monster corpse. You do not have to explain how you got there, it just has to be barely big enough for you to fit into; rooms, closets, wagons, etc are not a suitable use for this.
    Plain Hobbit Sense: You always use your best/lowest save when dealing with mind-affecting magic/effects unless the source of that mind alteration is beer or drugs, in which case you are a lightweight and take any penalties for the effects after one dose.
    Redecorating: You make anywhere you sleep more homey. A Hobbit camp lets everyone who rests there regain 1 extra HP cumulative per night they and the Hobbit have slept there/settled in. If your players automatically reset to max HP after a night's rest, don't, but if you do anyway then add this bonus instead to the first healing the characters receive between safe night's rests, under the logic that a morning's invigoration puts one on the right foot throughout the day. Add 1 to the odds of a wandering monster check when Hobbit camping in the wilderness or dungeon.
    Overlooked: Your enemies who ambushed your party literally just don't look down and see you. You never act in a surprise round but are never targeted, unless you are alone.
    Hustler: Hobbits are passingly familiar with most common games and better at learning new games. If a Hobbit engages a NPC in a game as a distraction or tries to cheat at the game they add their level to the attempt.
    Dressed For Movement: Hobbits dress for comfort and like lots of layers, because it's like taking a blanket with you. The first missile attack targeting a Hobbit always makes a hole in their clothes but leaves them unscathed, although arrows and bolts will pin them in place. When falling this has a 1/10 chance of snagging them halfway down the fall, but when climbing it has a 1/10 chance of snagging them and causing a fall.
    Far From Home: A reminder of your life back home - being able to score your favorite tobacco, hearing someone else sing an old folk song, running into another Hobbit - eases your homesickness so much that it can overcome the effects of game elements like level drain or sanity loss, and in the presence of these players who are cursed or wield a cursed object are not affected by this curse. All these examples have a limited shelf life/benefit proximity so you're not untouchable but you can endure the strange foreign lands you encounter a bit better.
    A Bit O' The Drink: You respond well to a little liquid hospitality. A tall warm pint reinvigorates you as from a night of rest.
    Sworn to Carry Your Burdens: Magic or cursed items never count toward your encumbrance.
    Friendship is Magic: If there is another Hobbit or halfling (meh) in the party you are each +1 AC. If there are three Hobbits (but not halflings) in the party you each gain +2 to hit. If there are Hobbits, FOUR Hobbits, in the party then you all gain +1 Constitution. If this puts your Constitution above 7 you do not lose your existing abilities.
    Hillfolk: You wayfind and identify herbal, fruiting, or decorative flora as a Ranger of the same level, or 3/6 chance. You also have a 95% chance of tracking foxes and sheep.
    Reputable: Your exploits have a life of their own, even if you toil in obscurity. Once per session you can confer a boastful title upon yourself, your allies, or one of your carried weapons.This duplicates the effect of an NPC's failed Morale check.
    Bill: Any ponies you ever own gain +2HP every time you level and can Hear Noise/Search and Hide/Move in Shadows/Sneak as a Thief/Specialist of your current level. You may also use a Thief/Specialist's Climb rating to keep your saddle or navigate difficult terrain with this pony. They gain Morale 12 while you are alive.
    Rally Monkey: When you suffer damage from a critical hit your allies benefit as if from a surprise round on the next round of combat.
    That Dank Shit: You can always find pipe weed when shopping, and you (and only you) can always exchange pipe weed for spell casting or alchemical services.

    Wednesday, July 26, 2017

    Bagginses - A Stupid Dumb Stupid BXish Class

    God forgive me

    HD: Nope
    Saves: as Fighter
    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 are +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.

    Monday, July 24, 2017

    PUNK- A FLAILSNAILS Class

    HD: as Thief
    SAVE: as Thief
    ATTACK: as Thief
    ADVANCE: as Thief
    REQUIREMENTS: Constitution 11, Charisma 9, 1 hour each morning donning your gear and cosmetics.
    • Punks cannot use shields. Punks may wear leather armor, getting a +1 bonus to their AC (so a 3pt AC modifier total from armor).
    • Punks may use daggers, chains (as flail), and clubs. They may use any magic item they have stolen from someone, but not any they just find lying around.
    • Punks have a 2/6 chance of figuring out the meaning of glyphs, marks, and signs in cities and dungeons. Not translating them, just their meaning; "This is a warning" not "Lava ahead 500 meters."
    • Punks can skateboard (cost as shield). Punks add their Dexterity bonus to Architecture when skating, rolling this to avoid difficult terrain or double their speed for a round.
    • Punks will always detect as Chaotic no matter what sort of alignment system you use, whether they are or are not. Punks are +1 to hit and +2 damage against Lawful creatures and Lawful creatures are +2 to hit and +1 damage against Punks.
    • Punks can Detect Hidden Drugs on a 2/6.
    • Punks hope for nothing, and so are immune to Fear.
    • Punks love noise, and are immune to being Deafened.
    • Punks are considered to have Charisma 19 for hiring Punk retainers.
    • Punks get bonus HP each level equal to the number of times they were arrested since last level, whether as a direct result of their actions or just because the Man is hassling them.
    • At level 9 go fuck yourself: Punks gain the ability to ignore a rule of their choice once per day and get away with it.

    Saturday, November 5, 2016

    American Ranger- Magic Free Variant For VDND


    We're going to make a Ranger I feel like playing. This is an American Ranger.

    First of all, let's get a new fighting style just for rangers.

    Natural Weaponry

    You do not have claws and shit. Instead you are considered proficient with improvised weapons but you cannot do damage with them. Instead you may create makeshift traps and weapons using the surrounding environment. A successful attack with these allows you to impose the Blinded, Deafened, Prone, or Restrained condition on the target of your attack for 1 round.
    My rangers don't get spells. They can get them at level 3 as a class option, the same way they can get a wolf friend or extra murder power, and the same way fighters and thieves can get spells. You have to pick. I know Bobby S. didn't have to pick when he made Purple Rain: Fanciest Spider Boy but hey that's a book and also I don't care. Take a wizard level.

    So without spellcasting or primeval awareness I want to make some additions to keep the ranger versatile without getting bogged down in a whole bunch of stuff. You still get to choose a path at level 3 and apart from spellcasting and primeval awareness everything else in a ranger is the same. You also get these:


    Guerrilla

    At level 2 you get +1 to your Initiative, +1 to your AC, and +1 to your Stealth when stalking or fighting your Favored Enemy. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.

    Second Nature

    At level 2 you get +1 to your Initiative, +1 to your Perception, and +1 to your Saves against natural phenomenon and Druid spells when in your Favored Terrain. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.


    The Back Of Your Hand

    At level 3 you double your proficiency bonus when tracking your own allies, even without regard to bonuses from Favored Enemy or Natural Explorer. However, within your favored terrain you know the distance and direction of your allies for 500' x your ranger level

    Follow My Lead

    At level 9 you can use your reaction or a bonus action on your turn to allow an ally to make a save against the Charmed, Frightened, Stunned, Grappled, or Restrained condition. This can be explained as offering words of wisdom, throwing an ally a timely dagger to aid their escape, coaching them on the time to shift their weight, etc. They may do this multiple times in a round but may only do so a number of times equal to their Wisdom bonus. This ability refreshes after a short or long rest.


    I've Been Around

    At level 13 if you so choose whenever you make a Charisma roll to obtain information from an individual (or about an individual) you can force the subject of your check to make an Intelligence save. If they fail the save then they have heard of you, or heard something about you, and you get to decide what it is.

    Greatly Exaggerated

    At level 17 you gain an additional strike on your death saving throws before expiring. Also, you never suffer an automatic death saving throw failure from one of your favored enemies, unless you are unconscious. Also, you have advantage on death saving throws in your favored terrain.






    -------------


    Finally, my rangers get an option whenever they would receive an ability score enhancement. They may take this instead of an ability score increase, and in lieu of other feat options. They may take this feature multiple times, giving them a maximum of 5 potential uses by level 19.

    Begin the Hunt

    You are so invigorated by the beginning of a hunt, the preparation for a mission, that pain cannot catch you, the stone cannot cut you. You gain half your max HP in temporary hit points. While you still have temporary hit points you can elect to roll 1d10 after a successful hit, reducing your THP by that amount and dealing that amount in bonus damage.

    Wednesday, October 5, 2016

    The Zombie- A DNDish Class

    HD: d8
    Saves: as Fighter
    Attacks: as Fighter
    Advances: Special
    Requirements: Special
    • Zombies begin play with HP equal to their Master's Intelligence score.
    • Zombies may wear no armor. They may not use shields.
    • Zombies may use any weapon but they will use it gracelessly and receive no tohit bonuses with weapons except bonuses from magic items. They gain their full tohit and damage bonus with their bare hands.
    • Zombies automatically Know Direction concerning a specific person, item, or building about which their Master has instructed them.
    • Zombies may Hide in Shadows/Stealth as a level 1 Thief.
    • Zombies may roll 3d6 whenever they want to attempt something bordering on supernatural, like choking someone with great strength, smashing through a wall, ignore damage, walk across the bottom of a lake, etc. Rolling a 1 means they have the gift of the Evil Eye and succeed for 1 round/partially succeed; use 1d8 to set damage/duration/extent of success. Rolling two 1s means they are gifted in the Eyes of the Serpent and super succeed. Rolling greater than their Master's Intelligence means they fail and the Zombie becomes Confused.
    • Zombies confronted with their past lives, skilled rival mentalists, or who find their quest wholly interrupted (say they were supposed to retrieve a vase that gets shattered) must roll against their Master's Wisdom, with failure indicating Confusion: all orders are now jumbled and must be interpreted as broadly and disastrously as possible.
    • Zombies advance normally as a Magic-User. Zombies whose Masters level up automatically gain enough XP to level up.
    • At level 3 Zombies are immune to charm, fear, sleep, and paralysis.  
    • At level 4 Zombies improve their AC by an amount equal to their Master's Charisma bonus.  They gain this bonus again at level 8.
    • At level 6 they do not need food, sleep, water, or air.
    • At level 10 they neither age nor burn.
    • Zombies may advance to whatever level their Master may advance.
    • Zombies do not speak unless they speak a short message delivered from their Master. They only understand whatever language their master uses to speak to them. They are +1 to saves against spells cast in other languages.

    The idea here is to have a sort of Monster As Magic Item. Like say you find an amulet, what does this do? It binds one soul forever to yours and is otherwise worthless. The DM should use this sparingly and have fun thinking up genie wish/EC Comics ways of having this boon backfire. And of course the party aren't the only ones who can turn people into Zombies...

    Zombies all have a Master, either a PC who knows the secret mesmeric, chemical, and ritual methods of zombification, or else some NPC. If it's a NPC then you get your marching orders from the DM and how you execute them is left to your interpretation. This has fuck all to do with flesh eating and while they may be a kind of walking dead these are NOT reanimated corpses. More gifted Masters are capable of creating more gifted Zombies.

    Zombies can only operate with single-minded purpose according to their Master's wishes. This kind of character is really meant for a very specific kind of player, one whose main contribution to the night is not in the form of tactics but in the form of atmosphere. Zombies should do everything as brutishly, slyly, and creepily as possible. Zombies with another PC for a Master are programmed by that PC, and Zombie players with NPCs for Masters must submit their programming to the DM. A Zombie may be programmed with as many distinct nuances to their orders as the Zombie has Hit Dice. A level 1 Zombie may receive the order "Bring me Jessica." A level 2 Zombie may receive the order "Bring me Jessica and make sure she is not harmed," or "Bring me Jessica and kill Margaret." All commands must be 5 words or fewer. Zombies given commands that seem to conflict with one another must roll for Confusion as outlined above.

    Zombies who awaken from Zombification are useless normal people unless they were secretly awesome before getting Zombied. A Master can allow his Zombie to wake any time the Master wishes, with no memory of what they did as a Zombie. A Zombie who drops to 0HP or less does not ever die, they just lose all animus and all resistances/immunities...a Zombie who is dropped to 0HP and thrown in a river will lie at the bottom of it drowning forever until they dissolve. They are sustained in this way so long as their Master lives. Likewise, if a Zombie's Master is killed then the Zombie must make a save vs spells. On a success the Zombie simply dies, assuming an appearance consistent with being dead for weeks or months. On a failure the Master's mind inhabits this Zombie body, possessed of all the Zombie's abilities but with the full mental faculties and skills of the Master. Though they still cannot speak these are deadly creatures called Revenants.

    Friday, February 26, 2016

    Old Man Johnson (Fake Ghost FLAILSNAILS Class)

    You have Thief saves. You level and fight like a Dwarf. Your weapons and armor will vary as discussed below. You need Intelligence 9-12 to play this because you can't be too dumb but also can't be too smart. Strength 13+ also required why not. Use I guess d6 for HD.

    You know who else is a superstitious, cowardly lot? Everyone else besides criminals. Dress your scare tactics up in a little drama, tell a good story, and most of your work is done for you. It's about misdirection and control of expectations. Mostly it's about profit, reaping the rewards of fear. You know what you must become.

    MORALE

    A creature must make a Morale check (roll 1d12, equal/less than the creature's Morale rating) in order to approach you or attack in melee. They may attack from distance or cast a spell without making such a check. A creature failing this check may be Menaced on your next action. They may make another Morale check the next time they try to attack you.

    A creature succeeding on the check does not have to make a check to act against you again, but if they failed they may still be Menaced.

    MENACE

    To Menace a creature who has failed a Morale check against you, or to Menace a Retainer (Retainers may always be Menaced), roll 3d6. If the result is higher than the target's Morale they must flee you as fast as they are able for #Rounds= Menace minus Morale or until they successfully make Morale check against you.

    Once a creature has failed a Morale check against you, they may always be Menaced. Retainers as indicated above may always be menaced.

    THE LEGEND

    Each session you must spread your legend. It is important to embellish well, otherwise you won't be truly feared. After that the DM knows when someone in that session has heard your legend or not. If they have they must add 3 to the result for their Morale Check before determining success.


    There was 
    a man/
    woman...
    Personality Who was One night they They met their tragic end Some still say

    Proud and cruel The last heir Disappeared In fire They haunt this town

    Kind and naive The oldest resident Hid a fabulous treasure In the water They guard their secrets

    Miserly and bitter The sole survivor Took it all, ran off in the night In the storm They steal children

    Sickly and afraid A great explorer Swore their revenge In the caves The hills are theirs

    Hot-tempered and short-sighted A secretive researcher Stood alone against ruin In the ensuing disaster They'll stop any who try

    Grave and regal A true beauty Got the axe In the forest It's not safe at night

    Weak but friendly Bound for the hangman Got captured in a cemetery Mysteriously, never seen again They are still searching

    Devout and mad A prime suspect Wrestled with a demon In the madhouse They still crave blood

    Penitent and accepting Friend to the unfortunate Went mad with greed In bed, cursing their enemies They punish their enemies' descendants

    Viciously playful Protecting a secret Eloped, or so they thought... Buried alive They were innocent and cannot rest

    I did not look at the handy dandy ghost story generator written for me years ago by +Patrick Henry Dollah in the old 2013 Secret Santicore before writing this but I should have cuz it was great. You could do that as well. I'll put a link here later I'm sleepy.

    SEIZING

    You add your level to attempts to grab.

    VIOLENCE?

    You can throttle someone I guess or you can shake them like a Yoo-Hoo til they pass out. Either way you may elect to do 1d6+Strength Bonus-per-round automatically to any creature whom you have seized (no larger than twice your size).

    TOOLS OF THE TRADE

    You have proficiency with one of the following:
    • Historical Accuracy- All normal weapons and armor. At level 5 your Morale penalty equals your Armor Class bonus.
    • Thematic Resonance- One unique weapon that does 1d6+5. At level 5 this becomes 1d10+4.
    • A Particular Set of Skills- You have 3/6 LotFP style in Architecture, Sneak, and Tinker. At level 5 these all gain +1.
    • Cutting Edge Technology- You can duplicate the effect of a level 1 spell you may use #day=level. At level 5 you may trade 3 uses per day of this spell in order to gain the use of a level 3 spell 1/day. You can trade uses of your starting spell in this way as you advance.

    RED HERRING

    All your powers reside in your Guise. This is a carefully constructed uniform (usually with a mask) allowing you to seem much more fearsome than you normally are. Your Guise affords you 1 point of Armor Class.

    If this Guise is ever ruined or if your Guise is removed then you lose all your class abilities and are a suckier Fighter.

    If you are able to escape and leave the area you may return with a new Guise after spending 1 day and 500g for each character level. This may allow you to select new Tools of the Trade.

    HAUNT

    At any time you successfully scare off (or kill, I'm not picky) everyone in a building you may claim that as a Haunt. You incorporate your Haunt into your Legend when you tell it at the beginning of a session. People are more likely to have heard of you before entering (again the DM should have the call here but should also maybe softball this) conferring your Legend's bonus.

    While in your Haunt you earn 5% bonus XP, force an additional +1 penalty to Morale checks against you, and have AC +/-1.

    Tuesday, February 23, 2016

    MONSTER BOY

    This is going to be a little different. You can use any weapon and wear light armor. You save and you level like Thieves. You need Wisdom 14 to play a Monster Boy.

    You are blessed among men. You are plagued by spirits. For there are monsters in the world. The world in a real way is theirs, not yours, yet their ultimate fate is in your hands. You have sought power? Now you have it. You have sought only peace? You in turn were sought out to carry this message of peace. You have insight into the behemoth. You are connected to the thunderers. You're a Monster Boy.

    You are filled with Monster Girls.
    1. Monster Girls. 2 Calls. Guidance.
    2. 3 Calls. Awareness.
    3. 4 Calls. Understanding.
    4. 5 Calls. Foresight.
    5. 6 Calls. Communication.
    6. 7 Calls. Protection.
    7. 8 Calls. Presence.
    8. 9 Calls. Beckoning.
    9. 10 Calls. Connection.
    10. 11 Calls. Dismissal.
    Monster Girls

    You may Call the Monster Girls a number of times per day equal to your level +1, but may always Call when you encounter a monster with 9+HD. No one else can see your Monster Girl unless they have greater Wisdom than you.

    In instances where they may be targeted directly it is treated as a called shot. Monster Girls who are hit are Indisposed. An Indisposed Monster Girl may not be called again that day. If all of your Monster Girls are Indisposed that's it: you've failed them and the compact is broken. From now on you're just a Thief with no skills.

    There are different kinds of Monster Girl.

    The Coven- There are five of them and they appear as brightly colored young women of human size. They are like in intent but disparate in spirit, and disagree with one another. When all five are present and their power is united there is a 10% chance that their powers will fail, be ineffective, or work counter to intent. For each member of the Coven not present when appearing (I'M not appearing with HER after what SHE said) that chance increases by 20%. When calling them you either spend 2 uses of your Call to summon all five or spend 1 use of your Call and roll 1d6 to determine how many appear. On a 6 not only do all five appear but their powers have a 0% chance of failure.

    The Twins- These Monster Girls can be creepy, sometimes finishing each other's sentences, sometimes speaking simultaneously. They appear as 6" tall women. They do not have a risk of failure associated with the use of their influence. They require 2 Calls.

    The Goddess- This is the Monster Girl inside of you. She does not appear separately from you, though you always see her in any mirror or reflection. Instead she transforms your aspect into a more resplendent one, though only the very wise understand your suddenly awesome bearing. She only requires one use of your Call. Because her aspect is in your body she (read: you) may be targeted normally. She does not become Indisposed unless you drop to 0 HP.


    Guidance- Monster Girls give you Guidance. When they appear they will answer as many questions about a creature as it has Hit Dice. The more powerful the creature the more they know of it, the deeper the heart into which they peer.
    1. What is it?
    2. Where did it come from?
    3. What does it want?
    4. Why did it do that?
    5. What is it capable of?
    6. Who/what is controlling it?
    7. What are its vulnerabilities?
    8. Is it on our side?
    9. Can it be killed?
    10. How can we stop it? (like specifically does a method exist we can employ; the Monster Girls have limited omniscience when it comes to these creatures so even if the answer is super obscure they can point you to it)
    For creatures with 10HD or less ask one of those questions. You may ask 1 question per round. For creatures with 10+HD more open ended questions may be employed. They are here for the super-storms; anything less than that and you're just asking whether it is raining.

    Awareness- While they are present you may only be surprised on a 1.

    Foresight- You may no longer be surprised except through magic cast from a higher level than your own. In fact, they warn you enough in advance that you have the option of surprising your adversaries.

    Understanding- They may understand the thoughts, fears, emotions, and intents of creatures without a language. Think of it as fluent psychic one way communication.

    Communication- They may focus their mind to send simple messages (a number of words =your Wisdom or fewer) to any creature without a language.

    Protection- You gain a bonus to your saves while Monster Girls are present.

    Presence- You may make yourself known as an agent of the Monster Girls for your Charisma x30'. You may elect to target all non-hostile creatures. They will know you on sight, on scent, and will know your sound. You will not have to risk the time it takes to show yourself a friend or powerful foe: you will be known immediately as such.

    Connection- Your senses begin to merge with that of the cosmos, facilitated by the powerful bond you now have with your Monster Girls. You Hear Noise 6/6 and may always roll twice for Search or Perception or whatever. If you touch a creature you know how many Hit Points it currently has. You have mild celebrity by this point and have a 1 point reaction adjustment from anyone who has heard of you, 2 points if you are touching them.

    Beckoning- A creature within your level in miles, with your level in HD or fewer, begins homing in on your current position.

    Dismissal- A creature with HD equal to/less than your own must save against Wands or begin traveling away from your current position.

    SPECIAL EFFECTS

    Instead of Calling on your Monster Girls for their constant effects or the benefits of their presence they can empower you from within. Though they help you there is a price and they may not be able to come when you Call. You may spend any number of Calls per day to achieve Special Effects. They may be present or not when you gain the benefits of Special Effects.

    2.

    Restore Indisposed Monster Girl
    Hide Monster Girls (without dismissing them)
    Regain 2 Hit Points
    Weapon you wield considered silvered

    4.

    Charm Person
    Comprehend Languages
    ESP (with rest of party and Monster Girls only)
    Weapon you wield considered magic

    6.

    Regain 16 Hit Points
    Cure Disease
    Remove Curse
    Clairvoyance (can only let you look at great creatures without a language, the shrine to same, or other Monster Girls)

    8.

    Guardian Power (+1 AC, +3 to hit, +5 damage, +7' movement, 1d8 rounds)
    Teleportation (only to places where you have encountered a creature without a language possessing more Hit Dice than you)

    10.

    Champion Form (Size, AC, attack, damage, save, move, etc as Stone Giant for 10 rounds)
    Resurrection (If you die with 10 Calls your Monster Girls use this Special Effect on you automatically. Whether for your own life or the life of another Resurrection requires the sacrifice of your Monster Girls. Afterwards you are a mundane man who must only remember what it was like to be a part of the bigger picture.)