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[Let's Read] The Class Alphabet for Dungeon Crawl Classics
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<blockquote data-quote="Libertad" data-source="post: 8096284" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/a39AsxT.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Lemurian:</strong> You’re a member of an ape-like race who won their freedom from their Atlantean masters. Your people watch over the ruins of their former oppressors which still brim with technology and sorcery of great and terrible power.</p><p></p><p>You are very much a martial class, with 1d14 hit die (that’s not a typo), proficiency in most martial weapons, and use the critical hit table and can perform Mighty Deeds of Arms as a Warrior. You also get a third action die at 10th level, one of the few classes that can do so by default in this book. As for your other abilities, you add your Stamina modifier to your Armor Class but it does not stack with worn armor, you roll one step higher on the dice chain when operating ancient technological devices, can enter a rage-like battle fury that lets you roll 2 die higher on the dice chain for your Deed Die, can add your Deed Die to tasks involving physical strength, and can Detect Magic via scent albeit with no corruption/taint/magical maladies of said Wizard spell.</p><p></p><p>You do have a role-playing related weakness: you must either roll for or choose from a d12 table at least 3 rules of “honorable combat,” and intentionally disregarding them will cause you to be exiled and hunted down by your kin. They include things such as never attacking a foe from behind, never surrendering, always giving your enemies a chance to repent and surrender, and so on and so forth.</p><p></p><p>The Lemurian’s a pretty cool class, both from a mechanical and flavor standpoint. They are very clearly warriors, but their ability to “smell sorcery” and better understand advanced technology is a pretty good utility feature.</p><p></p><p><strong>Monster Trainer:</strong> You’re part of a society that sends its children out to collect and tame monsters, and engage in competitive battles with other such trainers for fame and glory. You have a d6 hit die and a small array of weapon proficiencies, and the vast majority of your class features center around creatures you capture and control rather than your own skills and talents. You begin play with a monster akin to a Wizard’s familiar, but can keep up to 4 other creatures plus your level as loyal companions. Creatures who are near-death in combat can be captured should they fail a Will save minus your level and Personality bonus, becoming your permanent companion on a failure. Tamed monsters can be called and dismissed from an extradimensional storage space and controlled, although those with more Hit Dice than the Monster Trainer’s level have a chance at resisting orders via a Will save.</p><p></p><p>Beyond this major feature, Monster Trainers can also heal the wounds of their companions on a per-day basis, can add and burn luck to assist their companions’ actions, and can evolve monsters with HD lower than their level after a fight. We even have a small random table of potential new abilities gained via evolution to make said monsters feel like they gained more than just a hit point boost!</p><p></p><p>Much like the Jockey, the Monster Trainer is highly dependent upon what monsters are encountered, although they’re probably more powerful than said class on account of the Luck-sharing and granting new Hit Dice and abilities to weaker monsters.</p><p></p><p><strong>Ninja Vampire:</strong> You are part of an order of undead assassins who serve dark gods that demand payment in blood and loyalty. You have a startlingly-fragile d4 hit die, are proficient in a broad variety of reflavored Japanese weapons (katana is a longsword, shuriken is a dart, etc), and use the critical hit table of an Undead monster. You can call upon your god’s magic much like a cleric can. You cannot turn undead or lay on hands, but you can cast spells from potentially any class provided that they meet your god’s area of influence (GM’s discretion). You are also trained in Thief skills, and being undead you have the typical strengths and weaknesses of such a creature. Furthermore, you must drink 1 hit point of damage of blood per day in order to survive (which adds to your own hit point reserves), and you catch fire in sunlight unless dressed in ninja garb. You also cannot die via normal means when reduced to 0 HP unless you’re burned, staked through the heart, or decapitated.</p><p></p><p>Overall this is a rather strong class. Your spell selection is quite broad, although the pantheon the Ninja Vampires serve have rather specific in portfolio (Kagutsuchi is the God of Fire, Nai-No-Kami is the God of Earthquakes, etc). You are actually quite resilient in spite of your Hit Die, and since your blood drain isn’t restricted to humanoids you can very easily subsist off of animals rather than risk earning the ire of townsfolk.</p><p></p><p><strong>Ogre:</strong> You’re an ogre, and you love to eat! You have a d10 hit die and are proficient in any weapon that can “chop, skewer, or pulverize” which sounds like most of them. However you have a slow movement speed, armor must be custom-made and you outgrow it when you gain a level due to your gluttonous appetite, and if you go 24 hours without eating you fall under GM control as a starving beast unless you burn Luck. But you can gain a third Action die at 10th level, perform Meaty Deeds of Feasting which are akin to Mighty Deeds but performed when hungry or around food. Sample Meaty Deeds are centered around this gluttonous theme: ahungry bellow that increases critical threat range vs a prey that you intend to eat, eating the small body part of an opponent, and such. You also gain a natural bite attack whose damage die increases via level, and you use a special Gobble critical hit table when biting and grappling. All ogres have a favorite food (goats, pies, dwarves, etc) selected at 1st level, and can smell said food anywhere from 40 feet to 100 depending on circumstance.</p><p></p><p>A rather humorous warrior, albeit weighed down (haha) by quite a bit of weaknesses in exchange for some rather thematic combat features. I cannot help but compare the Ogre to the Lemurian, and the latter class comes up stronger. A better Hit Die, a broader “smell” utility ability, and likelier to maintain a better Armor Class as they increase in level. Going through plate mail gets expensive, you know!</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/ruxIIww.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Puppet Master:</strong> You’re a creepy spellcaster who can imbue dolls with life and limited sapience. You’re pretty much a pure caster at 1d4 hit die, although you have a better variety of weapon proficiencies such as swords and bows on top of the iconic “wizard weapons.” Like the Jockey and Monster Trainer you’re minion-centric, although unlike those classes you have more concrete stats and abilities for your marionettes, puppets, and all manner of dolls. You need 50 gp of materials and two weeks to build such a creature, and can bring to life a puppet permanently via the sacrifice of Intelligence (you regain lost Intelligence if the puppet’s destroyed or disenchanted). Puppets are small and not very tough, but you can grant a puppet additional abilities with more gold pieces and/or Intelligence, ranging from proper inbuilt armor, a telepathic link, a flying speed, a more damaging weapon, and so on and so forth. You automatically know the Mending spell for healing your puppets, have a small array of spells you can pick from a list (mostly utility stuff), and you can also transfer your mind into a puppet if you die.</p><p></p><p>You can make some surprisingly strong puppets if you have the gold and Intelligence to spare, and as a “minion class” you have action economy on your side. Your power level is less wonky than the Jockey or Monster Trainer on account that you’re limited in specific ways, and just about every D&D clone has adventures with gold pieces to be won.</p><p></p><p><strong>Thoughts So Far:</strong> Some pretty strong classes with neat thematics in this section. The only one I really have anything negative to say about is the Ogre. The Ninja Vampire’s major class features feel a bit unimaginative in borrowing from others (cleric casting, thief skills) although the novelty of being able to drink blood and undead immunities makes up for it in appeal.</p><p></p><p><strong>Join us next time as we cover more classes, from the Trekkian Quantum Wanderer to the spacy Ubiquarian!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8096284, member: 6750502"] [CENTER][IMG]https://i.imgur.com/a39AsxT.png[/IMG][/CENTER] [B]Lemurian:[/B] You’re a member of an ape-like race who won their freedom from their Atlantean masters. Your people watch over the ruins of their former oppressors which still brim with technology and sorcery of great and terrible power. You are very much a martial class, with 1d14 hit die (that’s not a typo), proficiency in most martial weapons, and use the critical hit table and can perform Mighty Deeds of Arms as a Warrior. You also get a third action die at 10th level, one of the few classes that can do so by default in this book. As for your other abilities, you add your Stamina modifier to your Armor Class but it does not stack with worn armor, you roll one step higher on the dice chain when operating ancient technological devices, can enter a rage-like battle fury that lets you roll 2 die higher on the dice chain for your Deed Die, can add your Deed Die to tasks involving physical strength, and can Detect Magic via scent albeit with no corruption/taint/magical maladies of said Wizard spell. You do have a role-playing related weakness: you must either roll for or choose from a d12 table at least 3 rules of “honorable combat,” and intentionally disregarding them will cause you to be exiled and hunted down by your kin. They include things such as never attacking a foe from behind, never surrendering, always giving your enemies a chance to repent and surrender, and so on and so forth. The Lemurian’s a pretty cool class, both from a mechanical and flavor standpoint. They are very clearly warriors, but their ability to “smell sorcery” and better understand advanced technology is a pretty good utility feature. [B]Monster Trainer:[/B] You’re part of a society that sends its children out to collect and tame monsters, and engage in competitive battles with other such trainers for fame and glory. You have a d6 hit die and a small array of weapon proficiencies, and the vast majority of your class features center around creatures you capture and control rather than your own skills and talents. You begin play with a monster akin to a Wizard’s familiar, but can keep up to 4 other creatures plus your level as loyal companions. Creatures who are near-death in combat can be captured should they fail a Will save minus your level and Personality bonus, becoming your permanent companion on a failure. Tamed monsters can be called and dismissed from an extradimensional storage space and controlled, although those with more Hit Dice than the Monster Trainer’s level have a chance at resisting orders via a Will save. Beyond this major feature, Monster Trainers can also heal the wounds of their companions on a per-day basis, can add and burn luck to assist their companions’ actions, and can evolve monsters with HD lower than their level after a fight. We even have a small random table of potential new abilities gained via evolution to make said monsters feel like they gained more than just a hit point boost! Much like the Jockey, the Monster Trainer is highly dependent upon what monsters are encountered, although they’re probably more powerful than said class on account of the Luck-sharing and granting new Hit Dice and abilities to weaker monsters. [B]Ninja Vampire:[/B] You are part of an order of undead assassins who serve dark gods that demand payment in blood and loyalty. You have a startlingly-fragile d4 hit die, are proficient in a broad variety of reflavored Japanese weapons (katana is a longsword, shuriken is a dart, etc), and use the critical hit table of an Undead monster. You can call upon your god’s magic much like a cleric can. You cannot turn undead or lay on hands, but you can cast spells from potentially any class provided that they meet your god’s area of influence (GM’s discretion). You are also trained in Thief skills, and being undead you have the typical strengths and weaknesses of such a creature. Furthermore, you must drink 1 hit point of damage of blood per day in order to survive (which adds to your own hit point reserves), and you catch fire in sunlight unless dressed in ninja garb. You also cannot die via normal means when reduced to 0 HP unless you’re burned, staked through the heart, or decapitated. Overall this is a rather strong class. Your spell selection is quite broad, although the pantheon the Ninja Vampires serve have rather specific in portfolio (Kagutsuchi is the God of Fire, Nai-No-Kami is the God of Earthquakes, etc). You are actually quite resilient in spite of your Hit Die, and since your blood drain isn’t restricted to humanoids you can very easily subsist off of animals rather than risk earning the ire of townsfolk. [B]Ogre:[/B] You’re an ogre, and you love to eat! You have a d10 hit die and are proficient in any weapon that can “chop, skewer, or pulverize” which sounds like most of them. However you have a slow movement speed, armor must be custom-made and you outgrow it when you gain a level due to your gluttonous appetite, and if you go 24 hours without eating you fall under GM control as a starving beast unless you burn Luck. But you can gain a third Action die at 10th level, perform Meaty Deeds of Feasting which are akin to Mighty Deeds but performed when hungry or around food. Sample Meaty Deeds are centered around this gluttonous theme: ahungry bellow that increases critical threat range vs a prey that you intend to eat, eating the small body part of an opponent, and such. You also gain a natural bite attack whose damage die increases via level, and you use a special Gobble critical hit table when biting and grappling. All ogres have a favorite food (goats, pies, dwarves, etc) selected at 1st level, and can smell said food anywhere from 40 feet to 100 depending on circumstance. A rather humorous warrior, albeit weighed down (haha) by quite a bit of weaknesses in exchange for some rather thematic combat features. I cannot help but compare the Ogre to the Lemurian, and the latter class comes up stronger. A better Hit Die, a broader “smell” utility ability, and likelier to maintain a better Armor Class as they increase in level. Going through plate mail gets expensive, you know! [CENTER][IMG]https://i.imgur.com/ruxIIww.png[/IMG][/CENTER] [B]Puppet Master:[/B] You’re a creepy spellcaster who can imbue dolls with life and limited sapience. You’re pretty much a pure caster at 1d4 hit die, although you have a better variety of weapon proficiencies such as swords and bows on top of the iconic “wizard weapons.” Like the Jockey and Monster Trainer you’re minion-centric, although unlike those classes you have more concrete stats and abilities for your marionettes, puppets, and all manner of dolls. You need 50 gp of materials and two weeks to build such a creature, and can bring to life a puppet permanently via the sacrifice of Intelligence (you regain lost Intelligence if the puppet’s destroyed or disenchanted). Puppets are small and not very tough, but you can grant a puppet additional abilities with more gold pieces and/or Intelligence, ranging from proper inbuilt armor, a telepathic link, a flying speed, a more damaging weapon, and so on and so forth. You automatically know the Mending spell for healing your puppets, have a small array of spells you can pick from a list (mostly utility stuff), and you can also transfer your mind into a puppet if you die. You can make some surprisingly strong puppets if you have the gold and Intelligence to spare, and as a “minion class” you have action economy on your side. Your power level is less wonky than the Jockey or Monster Trainer on account that you’re limited in specific ways, and just about every D&D clone has adventures with gold pieces to be won. [B]Thoughts So Far:[/B] Some pretty strong classes with neat thematics in this section. The only one I really have anything negative to say about is the Ogre. The Ninja Vampire’s major class features feel a bit unimaginative in borrowing from others (cleric casting, thief skills) although the novelty of being able to drink blood and undead immunities makes up for it in appeal. [B]Join us next time as we cover more classes, from the Trekkian Quantum Wanderer to the spacy Ubiquarian![/B] [/QUOTE]
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[Let's Read] The Class Alphabet for Dungeon Crawl Classics
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