Tuesday, February 11, 2020

The Drake - LotFP Custom Class

          Everyone who has ever run a game of D&D has been asked The Question by a player at one point, "Well it's called Dungeons and Dragons, so why can't I play one?" There have been various attempts to answer this question with an affirmative response over the years, most notably with 3.X/4th Edition's Dragonborn (which themselves had their likely genesis in Dragonlance's Draconians), as well as Council of Wyrms, which was a box-set for Dragons as PCs for AD&D. 

        I thought, given my propensity to endlessly create classes, I should add to these questionably thought out attempts with one of my own for OSR games. Referees are encouraged to consider the implications of allowing a Drake PC in their games before doing so.


          Figures of dread and oppression to the world around them, Dragons are perhaps the most powerful creatures on most prime material planes. But they don't start off that way. Dragons grow in power and size as they acquire wealth, and while what is considered to be "wealth" may change from society to society, the effect it has on them is the same. 

         Young Dragons, known as Wyrmlings or Drakes are uncommon, but not completely unknown sights within civilized areas. While most Dragons build their wealth by what amounts to banditry, others are drawn to the hustle and bustle of towns and cities by the prosperity which exists there. Restraining (some) of their natural greed, these Drakes can become fixtures in the communities which they choose to become a part of. Their natural toughness, ability to fly and breathe fire makes them ideal enforcers, guards, and even adventurers. Given the long lifespan of their race, this arrangement can last for decades, even centuries.

Level
Experience
HP
Paralyze
Poison
Breath
Device
Magic
Flight
Thick Hide
Puff
1
0
1d10
14
12
15
13
14
5'
+0
3-in-6
2
3,500
1d10
14
12
15
13
14
5'
+0
3-in-6
3
7,000
1d10
14
12
15
13
14
10'
+1
3-in-6
4
14,000
1d10
12
10
13
11
12
10'
+1
4-in-6
5
28,000
1d10
12
10
13
11
12
15'
+1
4-in-6
6
56,000
1d10
12
10
13
11
12
15'
+2
4-in-6
7
112,000
1d10
10
8
9
9
9
20'
+2
4-in-6
8
224,000
1d10
10
8
9
9
9
20'
+2
5-in-6
9
448,000
1d10
10
8
9
9
9
25'
+3
5-in-6
10
672,000
+2*
8
6
7
7
6
25'
+3
5-in-6
11
912,000
+2*
8
6
7
7
6
30'
+3
5-in-6
12
1,152,000
+2*
8
6
7
7
6
30'
+4
6-in-6
13
1,392,000
+2*
6
4
5
5
5
35'
+4
6-in-6
14
1,632,000
+2*
6
4
5
5
5
35'
+5
6-in-6
15+
+224,000/lvl
+2*
6
4
5
5
5
40'
+5
6-in-6
*: Constitution modifiers no longer apply.

B/X & OSE Rules

Requirements
Minimum STR 14
Prime Requisite
STR
Hit Dice
d10
Maximum Level
14
Thac0 Table
As Fighter
Armor
None
Weapons
None
Languages
Alignment, Common, Draconic

          Drakes physically grow larger as they level, starting at roughly the size of an average dog at level 1 and ending up a little larger than a fully-grown bull by around level 12. Drakes have a movement speed of 30, and they can see in the dark as Dwarves.

          Befitting their status as the juvenile form of Dragons, Drakes are possessed with several powerful abilities unique to their class, as well as several important restrictions. Drakes cannot use equipment which was designed for humanoids, most notably weapons, clothing and armor, including magical items of that nature. Drakes are restricted in how they are able to spend their lucre and must stockpile any 75% of all gold, gems or other notably valuable and non-perishable goods. 

        This amassed wealth will eventually become the center of their hoard when they grow old enough to settle down. There is no inherent mechanical penalty for losing part or all of this hoard, but the Drake will almost certainly want it back, and the Referee is encouraged to give an XP penalty to or stop the advancement of a Drake who makes no attempt to regain or rebuild their hoard.


          Drakes possess four abilities that grow in power as they gain levels:
  • Their claws and teeth deal a d4 (as opposed to the normal d2) in combat and they count as both piercing and slashing weapons. This damage die increases to a d6 at level 5and once more to a d8 at level 10.
  • Drakes may fly, with the distance that they're allowed in a single turn given in their class table. Drakes may not hover, and must use their entire flight movement if they wish to stay aloft. Any movement used while flying also counts against their movement on the ground.
  • They enjoy the benefits of natural armor, with the Thick Hide rating in their class table acting as a bonus to AC.
  • The Drake makes a skill roll against their Puff skill as detailed in their class table to exhale a gout of flames. On a successful skill check, the Drake is allowed a ranged attack roll at a max range of 180', on a hit the Drake deals 1d6 fire damageThis damage increases to 2d6 at level 6, then to 3d6 at level 12. For the purposes of overcoming resistances or immunities this damage is considered magical.

2 comments:

  1. Very cool option for playing a monster! I love the Warwick Gobel art you chose for the top.

    ReplyDelete
    Replies
    1. Thanks!

      I love their art, I have used some of it before.

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