Tuesday, March 19, 2019

The Monster - LotFP Custom Class

The Monster


A massive and powerful creature from the wilds beyond the boundaries of civilization, the Monster is representative of any the larger demi-humans such as Gnolls, Giants, Ogres & Trolls, especially those who have tried to adapt to living within "civilized" human or demihuman societies.

Level
Experience
HP
Paralyze
Poison
Breath
Device
Magic
0*
-
1d8
16
16
16
15
18
1
0
1d8
14
12
15
13
16
2
2,200
1d8
14
12
15
13
16
3
4,400
1d8
14
12
15
13
16
4
8,800
1d8
12
10
13
11
14
5
17,600
1d8
12
10
13
11
14
6
35,200
1d8
12
10
13
11
14
7
70,400
1d8
10
8
9
9
12
8
140,800
1d8
10
8
9
9
12
9
281,600
1d8
10
8
9
9
12
10
422,400
+3**
8
6
7
7
10
11
563,200
+3**
8
6
7
7
10
12+
+140,800/lvl
+3**
7
6
7
7
10
      *NPCs only, all Player Characters begin at Level 1.   **Constitution Modifiers no longer apply.


B/X & OSE Rules

Requirements
STR 14
Prime Requisite
STR and CON
Hit Dice
d10
Thac0 Table
As Fighter
Maximum Level
12
Armor
Any, including shields
Weapons
Any
Languages
Alignment, Common, Demihuman language - (Gnoll, Minotaur, Ogre, Orcish) - as appropriate for character
  Monsters are terrifyingly powerful, their strength overshadowing all but the most mighty of Humans. They gain a +1 to their strength modifier and may wield two-handed or great weapons in one hand, allowing them to still use a shield. Though their societies are often too poor or savage to produce it, Monsters also treat the encumbrance penalty of any armor they wear as one step less severe.

     In addition, the monster may choose from the following table during character creation to determine what sort of demihuman they are meant to represent:


Demihuman Type

Effect

Ogre

Ogres may eat anything, even seemingly rotten or spoiled food. They also have large tusks and hardened nails which allow them to deal 1d6 while unarmed.

Troll

Trolls regenerate 2/hp every round. They may also reattach severed limbs by holding them onto their bodies. The protean, shifting body of a troll cannot stand the touch of armor.

Gnoll

Gnolls can enter a savage rage by saving vs magic. Upon entering this fury, the Gnoll gains +2 to their attack bonus, and +2 to their damage rolls. This rage lasts for the duration of combat, afterwards the Gnoll must save versus magic or suffer from exhaustion. The vicious teeth and claws of gnoll allow them to deal 1d4 damage while unarmed.

Half-Giant

Though lacking the raw power of their full-blooded kin, Half-Giants are even stronger than other Monsters; they gain an additional +1 to their Strength modifier, for a total of +2. In return, Half-Giants must eat and drink twice again as much as a typical member of their class, for a total of x4. Furthermore, the cost of their equipment doubles yet again, for a total of x4.



These advantages come at a cost. Their odious habits, coupled with the fact that they have warred with humanity since time immemorial, bestows them with a -1 to their Charisma modifier. They cannot ride horses, nor can they fit in many doorways or structures designed for human use. Lastly, their ration requirements are doubled, as is the cost of any equipment they purchase, provided they can somehow find someone to sell it to them in the first place.

Image Sources: Tales of Fantasy by Jenks Tudor, Oni in Priest's Robes by Kyosai, Askeladden by Theodor Kittelsen.

2 comments:

  1. Another chance to play an edgy Nosferatu. Gimme.

    ReplyDelete
    Replies
    1. Next up the Accursed, my attempt at making a Berserker/Jekyll & Hyde class for Lamentations.

      Delete