Showing posts with label Playable Races. Show all posts
Showing posts with label Playable Races. Show all posts

Wednesday, July 18, 2012

Perdu

"Hush! They're watching us. Can't you feel the weight of their gaze? Light the torch--"
From the incomplete transcript of the
audio-journal of one Jonas Wessington

(Presumed Deceased)



Born invisible, the Perdu are a forlorn and sullen people. Distrustful of strangers and those who would seek them out, the Perdu have long memories and rarely forgive a slight. The Perdu have seventy-two names for betrayal in their unique tactile patois.

Descended from the victims of human experiments the children of the Perdu are raised to distrust anyone they can see. They quickly learn to not trust each other. Not even themselves. For any but the Perdu this would be a prescription for disaster.

But for them it is a means of survival. the price for their continued existence is constant vigilance. Even as they escape most forms of visual detection (Actinic Lamps render them somewhat visible as vague, grayish forms, but the Perdu are known to skin alive anyone who torments them with such a device...)

Invisible to the naked eyes of humans and their kin, the Perdu inhabit a range of constantly shifting frequencies and vibrational rates. There are things...inhuman, monstrous and hungry things...that prowl these myriad strata of existence and the Perdu possess acutely developed sensory perception abilities that allow them to shift their sight across wavelengths and spectra, into other planes and beyond. But even as the Perdu have learned how to see things no one else can see, they have learned that those things can also very often see them as well.

Perdu have learned to track and kill Unseen Beasts, to discern the presence of the Horla, and to withdraw into higher or lower spectra in order to avoid the worst of the things that hungrily seek them out. They make transparent armor from the hides of the Unseen Beasts and use the vicious teeth of the Horla as arrow-heads or to craft invisible skrimshaw-amulets, some of which they sell to the Jaladari.

Those players who opt to play a character descended or related to the Perdu are considered Abseen, which will be detailed in another post, as well as in the forthcoming Wermspittle Player's Guide.

Perdu


No. Enc.: 1d2
Alignment: Any
Movement: 90' (30')
Armor Class: 2
Hit Dice: 4
Attacks: 1
Damage: by Weapon/Spell
Save: MU 6
Morale: 8

Special: The Perdu can adjust their personal vibratory rate to make themselves more or less visible at will. They possess a racially unique form of True SeeingClairvoyance and ESP.

Perdu are naturally, physically invisible, they are also able to become psychically transparent, allowing them to avoid most psychic, empathic, and similar predators as well as a heightened resistance to all Charms and mind-affecting spells (+1 bonus to all relevant Saves, increasing by an additional +1 bonus every 4 HD).

Perdue gain a Saving throw versus spells such as Detect Invisible or Remove Invisibility. If they fail the Save, they must use their next action/attack shifting their vibratory rate if they wish to remain unseen, otherwise they are rendered semi-opaque for the duration of the spell.

Perdue take 1d4/round damage when exposed to the light of an Actinic Lamp. Normal ultraviolet light does not harm them, but there is something in how these devices concentrate UV rays that is painfully harmful to the Perdue. Directing an Actinic Lamp at a Perdue will provoke them to fits of rage. It is a good idea to avoid doing this, unless all appropriate safe-guards and counter-measures have been taken...

Wermspittle Intro  |  Wermspittle Index  |  Red Bestiary  |  Player's Guide to Wermspittle







Wednesday, January 4, 2012

Player Option: Half-Eloi

Half-Eloi
Requirements: CHAR 10+
Prime Requisite: Player's Choice
Hit Dice: D4 (regardless of class)
Maximum Level: none

Half-Eloi can wear any armor and use any weapons but prefer fancier, more ornate things that appeal to their aesthetics.

Any Half-Eloi with an INT or WIS over 15 can use spells as a magic-user or cleric, much as Elves are able to do, or they can become a dual-class Cleric/Magic-user or Thief/Magic-user, as long as they meet the criteria for the other class as well. Eloi Fighters with a CON of 15+ can sacrifice one STR point permanently to convert their hit dice to D6 instead of D4 at the player's choice.

They gain a +2 bonus to reaction rolls over and above their CHAR bonus, and can apply this to all non-magical animals in addition to humanoids, demi-humans, etc.

Half-Eloi with a CHAR of 14+ can cast Charm once/day as a free spell, even if they do not have the INT or WIS to otherwise cast spells. Anyone affected by an Eloi's Charm more than once becomes immune to their allure and cancels out the Eloi's normal +2 bonus to reaction rolls permanently.

Half-Eloi can interbreed with any humanoid, demihuman, and human-descended race, species or bloodline including certain flesh golems and some rather unpleasant, uncouth sorts of beings best not mentioned in public. There are rumors that various Theriomorphs, hybrids and things such as minotaurs might be the result of Eloi/half-Eloi bestiality, but so far this seems to be unfounded slander and politically motivated innuendo aimed at lessening the influence of certain Half-Eloi leaders and free-thinkers.

Half-Eloi clerics are in effect Kadishtu and/or Consorts, trained to be concubines who can protect their masters as well as serve their fleshly desires. A few have also been trained as cultic assassins, but little is really known about that and it is probably not any too safe to inquire into the matter indiscreetly.


Tuesday, January 3, 2012

Player Option: Half-Morlock

Half-Morlock
Requirements: INT 10+
Prime Requisite: Player's Choice
Hit Dice: D8 (regardless of class)
Maximum Level: 10 (No Limit within Aman Utal and certain other places)

Half-Morlocks have Infravision to 60' and can move silently while underground but are reduced to 1/2 their normal movement rate when doing so.

They can wear any armor and use any weapons but prefer short swords, stabbing spears and similar things well-suited to use in cramped spaces and confined tunnels.

Any Half-Morlock with an INT or WIS over 15 can use spells as a magic-user or cleric, much as Elves are able to do, or they can become a dual-class Fighter/Magic-user or Thief/Magic-user, as long as they meet the criteria for the other class as well.

Half-Morlocks with a CHAR of 12+ can pass as extremely pale, shaggy-haired humans or demi-humans. Those lacking in CHAR look like disfigured humanoids who take after their Morlock ancestry, which allows them to move about among other, full-blooded Morlocks in a similar manner.

They gain a +2 bonus to reaction rolls regarding Albino Apes and Goblinoids (but only if the Half-Morlock  has not personally attacked these creatures), and a -2 penalty with Neanderthals and Eloi.

Dwarves are entirely neutral in respect to Morlocks, based on old dealings that neither side will discuss openly.

The taint of Morlock blood remains active within human bloodlines for 3d4 generations, but only 1d4 for demihumans and rarely past the second generation among humanoids, though there are some exceptions, as always.

Tuesday, December 20, 2011

Playable Races: Phorain

Phorain Player Characters

The Phorain as monsters are detailed in This Post.

Requirements: STR 15+ and CON 15+
Prime Requisites: STR and CON
Hit Dice: D12
Maximum Level: No limit as Fighters, all other classes 6th level.

Phorain never surrender, never retreat. In extreme circumstances they will go berserk, laying waste about them until they themselves are reduced to zero CON (Burning 1d4 CON to regain full hit points until running out of CON), but once they begin this process there is no going back and they will surely die at the end of their Berserk Fury.

They kick for 1d6 (+STR bonus), Bite for 1d8 (+STR bonus), and can use most weapons. A Phorain will do their best to acquire, adapt or purchase the best armor that they can afford/find/get their hands on. If they are vain about any one thing, it is how spiffy their armor is and they will invest loads of money for enameling, inlays, carving, special tassels, etc. This is often mentioned as to why Phorain mercenaries typically cost double anyone else's given price. The truth of the matter is that any one Phorain is generally worth at least two of any other troop-type they are likely to face on the battlefield and they make incredibly good commanders and leaders.

Phorain have a +2 bonus on all saves, with a +4 bonus versus poison specifically and they always save as one level higher than their current level as a Fighter. In addition, they can take 1d8 damage in order to re-roll one missed Save once a day. When a Phorain fails on any save, they take an additional 1d4 damage automatically.

When confronted with magical Fear effects, a Phorain will tend to seek out the source and attack it with all available means at its disposal. Should a Phorain succumb to magically induced Fear, they will take 1d4 damage, shrug off the effect and charge headlong at whomever targeted them with the spell. If the caster is not visible, or it is an environmental effect, the Phorain will designate a target that they believe is causing the Fear effect and strike at them.

They have double the normal carrying capacity for their strength.

Healing Potions only do one-half effect on them, but they do pretty well against poison, so it's a trade-off.

They prefer electrum to all other coinage and have an innate loathing of Serpent People based upon a long, long standing enmity between the species.

Monday, December 19, 2011

Playable Races: Drilg

Drilg Player Characters

The Drilg as monsters are detailed in This Post.

Requirements: DEX 9
Prime Requisite: none
Hit Dice: 2d4 at first level, 1d4+2 each level afterwards
Maximum Level: 8th (Exceptional Drilg can progress to 10th, even 12th level in certain special circumstances)

Drilg are small, furry bipedal humanoids with a single crooked horn jutting out of their heads. Their Horn does 1d4+1 (plus STR bonus, if any) as a naturally magical weapon and gains a +1 to hit bonus.

Their base AC is 6 and improves with the addition of shields, leather armor, etc. It is rare for a Drilg to have access to plate armor, though there are tales of a Drilg who appropriated the ceremonial armor of a child-noble, but that's a rather special case and far from typical.

Drilg can Move Silently up to 4 times a day, at half their normal movement rate, regardless of their class or level.

Drilg use True Seeing at will, and can cast Detect Magic twice a day.

Any curse that affects a Drilg will slough off in 2d4 days.

A Drilg will start out with 1d4 random magic items suitable to their level.

Friday, December 16, 2011

Playable Races: Rhinocerenary

Rhinocerenary

Requirements: STR 10, CON 10
Prime Requisite: STR and CON
Hit Dice: 2d6 at first level, 1d12 per additional level of Fighter
Maximum Level: No limit as Fighters, all other classes limited to 8th level

Rhinocerenaries as monsters are detailed in This Post.

No matter what class they are progressing in, all Rhinocerenaries know 1d4 random spells. They can cast at least one/day, possibly more depending on WIS, INT or CHAR. They can and do sometimes multi-class as Fighter/spell-casters, but must meet the requirements of the second class in order to do so.

A Rhinocerenary has several natural attacks, their fists do 1d4+1 (plus any STR bonus), they can Gore with their snout horn for 2d4 (plus STR bonus) and then attempt to Trample for an additional 2d4 damage if successful.

They can use nearly any weapon and can wear most forms of armor after spending time adjusting it to fit their massive frames. Most Rhinocerenaries know a thing or two about black smithing and armor-making/repair.  They need to; they aren't always in places where they can just get someone to work on their armor for them. So they tend to learn how to take care of things themselves.

Rhinocerenaries are always open to new and better offers. They might not turn on their previous employers, at least not right away, but they are certainly open to being hired away, should the offer be suitably generous. Some Rhinocerenaries might have a bit more scruples about these matters, but they are seen as bad at business and rarely lead more than a token force.

Rhinocerenaries suffer a -1 penalty to Morale for every week they go unpaid.

Rhinocerenaries do not build Strongholds. Instead they form Companies and seek to out-do their rivals in carrying out sieges, assaults, and other such services for their patrons, often gaining terrifying reputations based upon the atrocities they allow to be committed, but that's just good for business. There are some Companies that have adopted a stricter, morally upright code of conduct, but they do not generally strike fear into the hearts of their opponents, and so rarely get called in to handle the really dirty jobs...

Playable Races: Zaldrim

Zaldrim Player Characters

The Zaldrim as monsters are detailed in This Post.

Requirements: INT 12
Prime Requisite: INT and DEX
Hit Dice: D8/level regardless of class
Maximum Level: no limit as Magic User, all other classes to 10th

Zaldrim progress primarily as either Magic Users, Magic User/Fighters or Magic User/Thieves. In any case they never wear armor, but can use just about any magical weapon, device or item. They are never Clerics.

Zaldrim have a form of telepathy that they use in order to communicate with others in their own languages, but they cannot/will not use their own language away from their home plane under any circumstance.

Zaldrim use a form of clairvoyance to see into adjacent planes and are sensitive to both planar and temporal reality streams.

All Zaldrim use Detect MagicRead Magic, and Analyze Device at will. They are immune to the effects of Trap the Soul, and cannot be hypnotized, charmed or possessed.

Zaldrim can burn-up CON points to shift themselves across Planar Levels, but prefer to make use of Transfer Mechanisms instead.

A Zaldrim can drain the enchantment from a magical weapon, piece of armor, or device in order to heal themselves. They gain 1d8 hit points for every +1 bonus that they drain. Potions of healing do double healing for them. Scrolls deliver 2d4 hit points of healing for every level of the spell thus consumed (and unlearned).

Likewise, a Zaldrim so inclined can invest their own hit points into items/weapons/devices to enhance them, but this takes time, effort and tends to be done within the safety of a stronghold (typically after 10th level). It generally requires an investment of no less than 60 hit points to begin the process.

They begin with the maximum number of spells known and can begin researching spells immediately at first level.

Magical Vulnerabilities
  • Zaldrim suffer damage from Dispel Magic spells (treat Dispel Magic as a fireball effect that only affects the Zaldrim, this includes devices that radiate this effect.) They also cannot cast this spell themselves.
  • Holy/Unholy Word will send the Zaldrim back to their home plane for 1d100 years.
  • Magical Confusion causes 1d8 damage/level of the Zaldrith. A Zaldrim destroyed by magical Confusion explodes into a purplish fire ball inflicting 1d6 damage per level of the Zaldrim on all within a 20' level across 2d4 planes. If the unfortunate Zaldrim makes a second Save, they will regenerate on their home plane after 1d10X100 years, but will begin all over again at first level.
  • Zaldrim cannot be Raised nor Resurrected by Clerics.

Friday, September 16, 2011

Harpy Talonists Race Class [Labyrinth Lord]

Harpy Talonists
Requirements: STR 9+, DEX 9+
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 8
Special: Innate Magic Resistance (+2 on all Saves), Magical Songs

Attacks: Talonists get up to 3 attacks when using their talons followed up by a scream, or once a day the Talonist may make an all-out combined attack on one target using just their talons, doing double damage and using the third attack to re-roll any misses.

Harpy Talonists are notably brutal, bloodthirsty and crude, even among other harpies. They will sometimes wear armor looted from past victims, especially if they realize that it is magic, but they prefer to rely upon their wicked scimitar-like talons as their primary weapons which inflict 1d6+1 damage each. Unlike their sisters, these harpies do not rely overly much on their song-spells, but rather prefer to use their primary wounding scream attack in combination with their filthy talons.

Harpy Talonists gain 1 Magical Song every other level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence only block their use of the magical song-spells.

Song-Spells of theTalonists
  1. As Curse (LL p. 20)
  2. Cause Fear (LL p. 25)
  3. Confusion (LL p.28)
  4. Bleeder-chant; causes all open wounds to profusely bleed for double damage.

Harpy Screechers Race Class [Labyrinth Lord]


Harpy Screechers
Requirements: WIS 10+
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 10
Special: Innate Magic Resistance (+1 onall Saves), Magical Songs

Wing Buffet Attack: Screechers get a wing-buffet attack that can strike up to two adjacent targets for 1d4/level of the Screecher in place of the usual claw attacks.

Screech Attack: 1d4 damage/level of Screecher, 1 designated target must make Save or be deafened for 3d4 turns. They may use this attack only if they are not already casting a song-spell.

Vicious and spiteful winged hags, the Screechers concoct foul potions and worse poisons from the remains of their victims, as well as crafting bone-marionettes and scalp-dolls that they use as tiny minions. A Screecher rarely engages in melee combat, preferring instead to fly off a short distance and cast spells or shoot poisoned arrows at their enemies. If they cannot withdraw and attack from a distance, Screechers will spastically flutter about the place making wing buffets, slashing away at random with a dagger and making full use of their screech attack.

Harpy Screechers gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Screechers, in addition to preventing their use of the magical song-spells.

Song-Spells of the Screechers
  1. Animate Objects (LL p. 20); limited to bones, rags and offal strung together with bits of cast-off wire, cordage or their own hair and excrement.
  2. Conjure Animals (LL p. 20); limited to Giant Owls only.
  3. As Curse (LL p. 20)
  4. Cause Light Wounds (LL p. 21); inflicts 1d6 damage, +1 point/level of Screecher.
  5. Curdle Potions; Save or all potions within 20' radius are ruined.
  6. Horrid Revulsion; Save or flee in terror, as Feeblemind (LL p. 31)
  7. Charm Monster (LL p. 27)
  8. Charm Person (LL p. 28)
  9. Corrosive Calumnifying Chant; Save or lose 1 point of WIS (base 30% chance of being permanent).
  10. Blood-Curdling Scream; Save or take 3d4 as your blood literally curdles in your veins.

Harpy Tormenters Race Class [Labyrinth Lord]

Harpy Tormentors
Requirements: INT 10+, DEX 9+
Prime Requisite: INT and DEX
Hit Dice: 1d6
Maximum Level: 12
Special: Innate Magic Resistance (+1 on all Saves), Magical Songs

Harpy Tormentors delight in rigging-up traps and fiendishly clever ambushes for their prey. Cruel and devious slave-masters, the Tormentors delight in the misery and suffering of others. They gain spells as though they were a magic user of the same level but must cast all their spells as chants, dirges and recitations. They learn their spells from grizzled and wizened elder-crone harpies who recite each spell as part of a foul and twisted oral tradition that only a harpy may hear without suffering from Confusion effects (Save -1).

Tormentors rig-up traps as a Thief of the same level.

Harpy Tormenters gain 1 Magical Song every level. The duration of the effect is contingent on the harpy continuing to sing, mutter, or chant the song-spell. Any time that they are interrupted, the song-spell is ended. Magical forms of Silence cause 2d4 damage to the Tormentors, in addition to preventing their use of the magical song-spells.

The Songs of theTormentors
  1. Putrify Food and Drink [Reverse form of Purify Food and Water] (LL p. 24)
  2. Cause Fear (LL p. 25)
  3. Song of Pain; All creatures within 30' radius suffer -4 penalty on all attacks and -2 penalty to DEX for 1d8 turns.
  4. Chant of Hopelessness; Make Save or surrender for 2d4 turns.
  5. Charm Monster (LL p. 27)
  6. Charm Person (LL p. 28)
  7. Confusion (LL p.28)
  8. Dispel Magic (LL p.30)
  9. Song of Withering; Harpy needs to score a hit, then victim rolls a Save or their extremities begin to shrivel and rot, causing 1d6 damage/turn for 2d4 turns. The damage is permanent unless healed by magic.
  10. Chant of Hallucinations; as Hallucinatory Terrain (LL p. 31)