Thursday, February 16, 2017

Lovecraftian Racial Classes Part II. OSR

More Mythos inspired Race Class.
The original post is Here.

Apeman
Requirements: STR 9, CON 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: 12
Advance: Dwarf
Attack: As Dwarf
Saves: As Dwarf
Apemen are primitive with brutal features, long arms, and twisted muscular bodies covered in hair ranging from white to rusty red to brown and black. They are remnants of ancient and degenerated forgotten cities. They may be captured by hunters or scientists and brought back to civilizations as curiosities, scientific specimens, or even minions. The Apemen are intelligent with knowledge of fire, weaponry, tactics, etc. Their bestial appearance and manner halves their Charisma when dealing with normal folk.

They speak their own primitive language but can be taught to roughly speak other languages. 

They greatly prefer attacks with clubs, axes, and other melee weaponry. They rarely wear armor heavier than leather as it interferes with their ability to climb.

The Apeman is stronger than a human. To reflect this he gains a +2  (in addition to their normal Strength bonus) to all  melee and unarmed damage rolls, as well as to attempts to open doors. The +2 is also used as a bonus to any Strength attribute checks. Their bulky frames give them a +2 to AC from fur and muscle.

If angered or attacked  the Apeman must make a saving throw or go into a violent rage attacking the source of his distress with a +2 bonus to hit/damage with melee weapons, a -2 penalty with ranged weapons, and a -2 penalty to AC. Once combat is over (the irritation is dead or has successfully fled) the Apeman must make another saving throw to calm down and not attack his allies in his frenzy. He makes this saving throw check each round til he comes out of the rage.

The Apeman's body is adapted to climbing as a Thief of the same level.

Their primitive origins give them a few disadvantages. They have an ingrained fear of the unknown and receive a  -2 to Saving Throws versus magic. They also receive a -2 /10 percent penalty to rolls using modern technology such as firearms, vehicles, electronics, etc.


Mythos Spawn (Yes it's a Wilbur Whately Class)
Requirements: STR 9, INT 9
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: 10
Advance: Elf
Attack: As Elf
Saves: As Dwarf
Half human, half Mythos entity. These creatures are the result of the mating of a cultist, or innocent victim, with the powerful god-like entities of the Mythos. They are taller than an average human and tend to have heavy, bestial features. They can pass, barely, as a deformed member of their human parent's race with heavy clothing and other disguises. When unclothed they are a horrific sight: strange odd colored inhuman skin, rough, thick, or scaled. Their feet are often pads or hooves. Various growths such as eyes and small useless limbs, tails, or tentacles are present. 

The Mythos Spawn can speak any language a normal man would.

Mythos Spawn can use any weapon but  avoid armor as it is uncomfortable on their bodies and interfere with their ritual casting. 

Due to their strangeness their effective Charisma is half of their normal score and when  their true nature is discovered Charisma drops to 0 for those who have seen. Animals also react negatively to their presence. If a Mythos Spawn comes within 30' of an animal that is aware of its presence the animal will become agitated, barking and making other warnings to keep the Mythos Spawn at bay. If it comes within 10' the animal must make a Saving throw or go berserk and attacking with a ferocity giving the animal a +2 to hit. The animal will attack until the Mythos Spawn moves out of the 10' range. Guard animals, predators and other animals which would normally attack still receive the Saving throw to gain the +2 attack bonus.

Their heritage gives them a number of advantages physically. They receive an AC bonus of +2 due to their nature and can see perfectly in the dark up to 60'. They regenerate one hit point per round until they are brought to zero hit points or lower.

The Mythos Spawn can cast Detect Magic and Read Magic as an innate ability.  Other than normal movement the effort takes up their entire round. They can use these as desired, there is no limit per day.

Their magic is not like the mundane spell-casters, the Spawn is innately adept at casting ritual magic. They gain a +4 to their casting roll as per these rules. They can cast any spell of any level they have discovered as a ritual. The limit on spells cast this way is equal to their Hit Dice +. Thus a 6HD Mythos Spawn could cast 7 ritual spells per day (this is less than the average Magic User but the Spawn's advantage is its ability to better cast higher level spells as rituals.)
Wilbur Whately by Ivan Berov
https://dribbble.com/shots/1646937-Wilbur-Whateley

Servant Slime
Requirements: DEX 9, CON 9
Prime Requisite: CON
Hit Dice: 1d6
Maximum Level: 10
Advance: Magic User
Attack: As Dwarf
Saves: As Dwarf
Servant Slimes are man-sized mounds of pseudo-flesh slime which can manipulate their forms for movement, manipulation, and attacks. They are often compelled or serve willingly dark priests and sorcerers. A few are actually created by their masters. A rare few have remained independent, freed or out of work when their master was destroyed. They will often attempt to join up with other creatures due to curiosity or a longing for company after years of servitude. If rejected they will often stalk their would-be companions.  Because of their physical nature they do not require food, air, or water although, because of the pseudo-flesh nature of their bodies, they can be affected by disease and poisons. They can easily use tools and weaponry but cannot wear armor. Magic rings of protection will function if kept embedded in it's main mass.

They understand languages but cannot speak them. They will communicate via writing or signing with pseud-pods.

A Servant Slime can stretch and manipulate its shape. It can become a thin puddle to ooze between cracks, under doors, and climb up walls. It gains a +4 AC bonus and acts as if under a Spider climb spell. Its senses are functionally the same as a normal human although they do have the ability to see in darkness up to 60'.

It's body regenerates 2 hit points per round unless the damage is from magic, acid, cold, or fire. It will heal normally from these. Regeneration ceases when brought to zero hit points or lower. The Slime receives a +2 Saving throw vs disease and poison and a -4 penalty to Saving throws versus cold attacks.

Although it can attack with weaponry it also has the ability to extrude acid from its body or from parts of its body at will. This acid is a touch attack and does 1d6 damage per round of contact.
The Slime Monster by Know-Kname
http://know-kname.deviantart.com/art/the-slime-monster-382401546

Subhuman
Requirements: DEX 9, CON 9
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 12
Advance: Halfling
Attack: As Halfling
Saves: As Halfling
Small, often hairy, pale, degenerate creatures they are descendants of men which have devolved into underground dwellers. They are cannibalistic and deformed, less than four feet tall and apish in form and manner. Their maximum Intelligence and Wisdom scores are limited to 12. Their ghastly appearance, odious habits, and violent tendencies are horrific to behold. 

They speak their own language and sometime Ghoulish. They are capable of learning and understanding human languages but their vocalizations are guttural and hard to understand at times.. 

Subhumans  can use small weapons and rarely used ranged. The prefer their vicious bite which does 1d4 damage. The use of armor is rare, mostly scraps of leather and other materials for a +2 armor class bonus. 

Like Ghouls they are excellent at hiding and stealth ability to disappear into the shadows when underground, in both natural and man-made structures, with 90% ability. They can also hide in shadows or behind other forms of cover in wilderness or urban settings on a roll of 1-2 on 1d6, but they must be silent and motionless. Their underground life has given them the ability to see in the dark up to 60'. 

Being opportunistic hunters they can backstab as a Thief of equal level. 

Worm-Thing
Requirements: DEX 9, CON 9
Prime Requisite: DEX
Hit Dice: 1d8
Maximum Level: 10
Advance: Dwarf
Attack: As Dwarf
Saves: As Dwarf
Cold, mutated worm-men from the depths beneath the earth,  born perhaps naturally or due to some magical or man-made accident, and have come above ground to walk among us. They appear much like  humanoid segmented earthworms black eyes and a large fanged maw. Their motives are unknown and may be sinister or merely curiosity. They favor using their consume likeness ability to infiltrate and enjoy the comforts of society. Once discovered their true form is hideous to normal men.

They are quite intelligent and, besides their own putrid speech, pick up language and customs quickly. 

They can use any weapon or armor. 

The squishy worm-flesh take minimum damage from piercing weapons and regenerate one hit point per round until they reach zero hit points or less. They cannot regenerate damage from cold, fire, salt, or magic and Save against cold with a -2 penalty.  Contact with pure salt damages their bodies at a rate of 1d6 hit points per round of contact. Their mucousy bodies allow climbing as per the Spider climb spell and a Worm-Thing can see perfectly in the dark out to 60'. 

Although they can use weapons the Worm-Thing has formidable natural attacks: their toothy bite does 1d4 damage and can spit acid three times per day for 2d6 damage. The effective range of this attack is 10'. 

The most insidious power of the Worm-Thing is their ability to consume the likeness of others. It can swallow a human-sized corpse taking three rounds to do so. After 1d6+6 minutes of bloated digesting the outer form of the Worm-Thing splits open and the tissue below assumes the form of the now absorbed corpse. This appearance will last as long as the Worm-Thing desires unless it is wounded or rendered unconscious. When either occurs it must make a Saving Throw to retain the form otherwise its assumed form splits open, the skin sloughs off and, wrapped in mucous, the true form of the Worm-Thing is revealed. 




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