Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Dec 5, 2014

A bunch of random, unrelated things

Parasol parasites; lives of pretty things such as pretty faces and intelligence. The handle is cursed, forcing the wearer to always carry it around. Face slowly disappears (hair, skin, muscles, and so on).

Wearer can live on even if it's just the skull left, as long as the parasol is carried around.






The antibard is a person who destroys music through aerial sorcery.

He or she hates all things rhythmical, sung, or hummed. And dancing. Especially dancing.

Abilities
Touching a wooden instrument for at least ten seconds will make it do one of the following:
  1. Bend (broken)
  2. Detune horrible (but still functional)
  3. Render it mute (the instrument's been cursed; still functional, only completely silent)
  4. Nothing

Spells

Semibreve rest
Casting time: Immediately
Targets: Anyone about to cast a spell
This spell interrupts the targeted sorcerer by inserting a whole rest in the spell uttering, pushing it back to the next round. The spell isn't lost, just merely delayed.

Hide muse
Casting time: 1 round
Targets: Other bards
Until the targeted bard makes a successful CHA-save to realize that inspiration comes through hard work and not from above, s/he will not be able to utilize any musical spells to inspire others.



Katakk is a race of avian humanoids found in leaf forests. They are a friendly bunch (except when they're waging war against stupid neighbours), living in huge nests on the ground (the size of a regular tavern).

Due to a malformation in their left leg, they walk around looking like they're about to kick someone in the face.










Greeters are a horrible manifestation of the frustration of hosting a party unwillingly and still being a good host.

They pop up out of nowhere, right in front of your face, and let out a terrible shriek (actually meaning "Welcome, nice to see you" in their own wicked tongue) - only to disappear the next second.

Mostly found in haunted mansions. They are harmless, unless you overstay your welcome.





Djantas; half djinn, half Santa (also known as "half-arsed bringer of half-wishes").

Only found in century old bottles of julmust, these spirits offers a wish to whoever freed them. It then gift wrap the wish and flies away to the nearest settlement, to deliver the wonderful gift to anyone looking like they'd need a present.

Note on wish fulfilment: due to their half-nature, wishes are always only half fulfilled, e.g. a wish for resurrection only brings a person halfway back to life (rendering them undead).






A collect of uneven, pseudogeomorphs:

(UPDATE 2015-01-01: I made an interactive version of it here: morphs.pushingcows.se)

























May 9, 2013

Chewing Warlock

Class
Chewing Warlock


Description
Hungry wizards from the far away land of Amusebouche. They usually worship the drunken vampire god Aperire, known for her great thirst before dinner. 


Spells
May only cast spells while chewing on something edible. Young warlocks tend to favor sap the first couple of years, until they grow sick of the gooey taste. Pies, cherry tomatoes and roasted chicken legs are more common among the older, fatter warlocks.


Spellbooks
Chewing warlocks may only use cookbooks for storing spells. They'll have to make do of any available space left on a recipe page.

There's a small risk that a recipe leaks into a spell while the warlock memorizes it. For example, some claim that the Wicked Witch War all started because of a misaimed Magic Missile and Shepherd's pie.

Feb 19, 2013

The Amalgamater

The Amalgamater

The Amalgamater is a magic-user without spells of her own. She may only learn spells by combining them on the fly in the heat of battle.

Starting at second level, the Amalgamater can on her turn combine the last two spells cast in an encounter. She can memorize an amount of spells equal to one less than her level.

When trying to a learn a combined spell, throw 2d6 (one for each of the last two spells cast).

  • If both die show the same number, the Amalgamatar may choose in which order to pronounce the spell names, and the conjunction between (from the table below) freely

  • Otherwise: look up the sum of the two dice in the table below to find the conjunction. The final combined spell name is the spell name of the lowest dice, the conjunction, and then the spell name of the other die.


Every time she amalgamates (combines), she has to memorize the new spell, meaning she must forget any currently in store.
After casting a memorized spell, it is gone forever.


Conjunction table:
2-3. While
4-6. In
7-9. Unless
10-12. Nor


Example 1:
The Amalgamater decides to learn a new spell. The last two spells cast in the encounter are Cure light wounds and Light.

She throws two dice, resulting in a 2 and a 5. Not the same number, so she looks up their sum in the conjunction table (seven = "Unless"), and starts with the lowest die to learn the new spell "Cure light wounds unless light".

The DM may interpret this in many different ways, but one may be that wounds may only be healed if the environment is properly lit (or even in bright sunlight). Another possibility is that to in order to heal a wound, the Amalgamater must burn it first.


Example 2:
This time, the last two spells were Magic missile and Sleep.

She throws the dice, and gets snake eyes (two ones). But, since they share the same number, the Amalgamater may choose freely from the conjunction table, and even the order of the spell names.

She decides on while, and starts with Sleep: "Sleep while magic missile" (because the other form would mean she would shoot bolts of magic every time it was time to rest). Now she just fires away a missile, and then falls asleep.