These races are built for the White Box version of Swords & Wizardry, but I've included some racial ability score requirements (which I will also be hacking in for the existing non-human races). They should also work for the Core version of S&W without too much trouble. They're rough, alpha-versions and I haven't had the opportunity to playtest them yet, so I expect I'll be revising them at some point in the future.
Tiefling
Thousands of years ago, a nation of
humans made a pact with a powerful demon lord. Though the terms of
the pact are unknown, the humans were changed, transformed into the
tieflings. Tieflings have distinctly devilish features: reddish skin,
horns of varying shape, and some have a tail or hooves. They have a
natural resistance to flames and an affinity for magic. It is rumored
that the first warlocks were tieflings, in the days of the demon
pact. Charismatic and ambitious, tieflings have a reputation of dark
magic and darker deeds, though not all live up to such tavern rumors.
Ability Requirements: Charisma 9+
Character Advancement: Tieflings may
advance as Fighters, Thieves, or Warlocks.
Flame Resistant: Tieflings take
half-damage from fire.
Infernal Vengeance: Once per day, on
being hit by a melee attack, a tiefling may deal fire damage to the
enemy that hit them immediately after the attack, even if it is not
the tiefling's turn. The damage dealt is 1d6 per two levels; 1d6 at
1st level, 2d6 at 3rd level, so on and so
forth. At 4th level, a tiefling may use this twice a day,
and at 8th level they may use it three times per day.
Darkvision: Tieflings can see in the
dark as well as in normal light. However, darkvision does not allow a
tiefling to discern colors in the dark, as darkvision is
black-and-white only.
Weapon and Armor Restrictions:
Tieflings follow the weapon and armor restrictions of their class as
normal.
Forged
Forged are sentient, magical constructs
created to act as tireless, deadly soldiers. When the wars that the
Forged are created for end, sometimes these creations of steel, wood,
and leather are left without a mission. Those Forged bereft of
conflict sometimes turn to adventuring, either to gain enough gold to
raise an army of their own or simply to stay with their organic
comrades.
Ability Requirements: Constitution 9+
Character Advancement: Forged may
advance as Fighters or Paladins.
Tireless: Forged do not require sleep
and are not affected by the Sleep spell. In addition, they are immune
to poison, disease, and fatigue effects.
Living Construct: Forged only receive
half of the hit points granted by standard healing spells. They may
regain hit points from rest or through binding their wounds normally.
At zero hit points, a Forged does not die; instead, they go into a
dormant state that they can be brought out of with sufficient
healing. However, it is important to track Forged hit points below
zero, as the Forged is permanently destroyed when they reach negative
hit points of a value equal to half their normal hit point total.
Forged also do not need to breathe, eat, or drink, though they can
ingest potions normally. As Forged are constructs, they are affected
normally by the Repair/Inflict Damage spells.
Armor Plating: Forged receive -2[+2] to
their Armor Class due to the metal and wood their bodies are built
from.
Weapon and Armor Restrictions: Forged
are built for battle and have no restrictions on the weapons or armor
they can use. However, Forged cannot use regular armor because of
their bulk. Instead, they use plating specifically designed to attach
to the Forged's existing armor plating. This plating is the same cost
and weight as regular armor, but it means that Forged may not be able
to use certain armor they find on adventures.
Dragonfolk
Dragonfolk are humanoids with distinct
draconic features. Their skin is scaled, they have an affinity for
arcane magic, and they possess a powerful breath weapon like their
draconic forebears. According to their own myths, the Dragonfolk are
descendent from true dragons, and as such, many Dragonfolk seek out
true dragons in order to become their servants.
Ability Requirements: Strength 9+ or
Intelligence 9+.
Character Advancement: A Dragonfolk may
advance as a Fighter, Magic-User, or Warlock.
Breath Weapon: Dragonfolk, like true
dragons, have a deadly breath weapon that can be fatal to their
enemies. Dragonfolk choose a breath weapon at character creation. The
breath weapon deals 1d6 damage every two levels, to a maximum of 5d6
damage. The Dragonfolk can use this breath weapon once per day at
first level and gains another use each odd-numbered level after to a
maximum of five uses per day at 9th level. A successful
Reflex save (Fortitude save for poison breath) halves the damage.
Breath Weapon
Fire |
40' long, 20' wide cone |
Cold |
40' long, 20' wide cone |
Lightning |
60' long, 5' wide line |
Acid |
60' long, 5' wide line |
Poison |
40' long, 20' wide cone |
Scales: A Dragonfolk's hard scales
provide a -2[+2] to AC.
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