Oddball Racial Classes

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Oddball Racial Classes

Postby Dyson Logos » Sun Aug 11, 2013 5:32 am

So, I've been writing up some oddball racial classes because, well, fun. Also, I like the idea of using leveled monsters against the adventurers instead of static stat-blocks.

I've got the Goblinoid to post to the blog sooner or later, in the meantime I have already posted the Gibbering Mouther and the Centaur classes (both also available in Dyson's Dodecahedron #6). I've also got some rat-cultists, Tucker's Kobolds, and some ugly frog-dudes somewhere on the blog from ages past.

But the question is, what kind of critters would you like to see translated into character classes?
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Re: Oddball Racial Classes

Postby elf23 » Sun Aug 11, 2013 11:17 am

The centaur class is cool!
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Re: Oddball Racial Classes

Postby greyarea » Sun Aug 11, 2013 1:57 pm

Any vaguely-humanoid creature would make sense (lizardfolk, ogres, giants, orcs, etc). Perhaps even tying Ogres and Ogre Magi together, although that could be tough. I'd really love to see what you'd do with a Gelatinous Cube, though.
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Re: Oddball Racial Classes

Postby petespahn » Sun Aug 11, 2013 6:54 pm

greyarea wrote:Any vaguely-humanoid creature would make sense (lizardfolk, ogres, giants, orcs, etc). Perhaps even tying Ogres and Ogre Magi together, although that could be tough. I'd really love to see what you'd do with a Gelatinous Cube, though.


Hey! Not meaning to threadjack, but...


Gelatinous Man
No. Enc.: 1 (2d4)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 8
Hit Dice: 2
Attacks: 1 (weapon) or 1 (engulf)
Damage: by weapon type or 2d4 + special
Save: F4
Morale: 9
Hoard Class: VII
XP: 56

Gelatinous men are an evolved race of
intelligent gelatinous cubes that have taken on
humanoid form. Gelatinous men can also
assume the normal cube shape or flatten their
bodies into a gelatinous pool measuring less
than one inch thick. Changes from one form to
the next take 2d4 rounds, during which time
the gelatinous man cannot attack or defend
itself (AC 9).

A gelatinous man attacks by
weapon type or by slamming its body into its
prey to engulf foes. This attack deals 2d4 hit
points of damage, and the target must make a
saving throw vs. paralyze or become paralyzed
for 2d4 turns. The spell cure light wounds
causes a character to regain movement, but
does not heal hit points with the same casting.
Subsequent attacks against a paralyzed foe
always hit. Gelatinous men are immune to the
effects of lightning- and cold-based attacks.
They take normal damage from weapons and
fire-based attacks.

Gelatinous men are hated and feared
throughout Amherth, and must wrap
themselves in bandages, veils, or heavy
clothing in order to blend in to civilized society.
After being hunted to near extinction in the
years BZ, the race has developed a special
hatred towards humans and nonhumans
(especially elves), and many now hire
themselves out to powerful evil creatures as
bodyguards, spies, and assassins.
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