In the beginning, God made dwarves from stone, and elves from ivory and bones. Which to this day explains the many kinds of peoples that emerged from these species.
After his creation, he was tired of chipping and carving, and so made men from clay and ogres from lead cast in wax moulds.
And then God spoke to his creation and went to sleep, for he was tired after creating the seas and skies. And when he woke he went to another barren earth.
When he returned, he saw that we had forgotten his words, and had misbehaved, and so created the gods to remember them and teach them back to us.
One day he shall return again, and shall punish the gods for their carelessness.
A: Ogre, Feast, +6hp
B: Cauldron stomach.
C: Warrior or Earthshaker,
D: Force of un-nature.
Skill: Soldier, Slave, Priest, Shepherd.
Starting equipment: You do not start with gold.
1: A full set of heavy armour sized to you, a huge melee weapon, two large melee javelins.
2: A stolen relic, a curved longsword gripped as a dagger, a magical bronze chain.
3: A thousand scars(+1ac), a glint behind your eyes (skill), a pursuer, who will one day find you.
4: A sling, gambeson and staff fitted to your size. A flock of 1d20 sheep. A demonic wolf who returns larger, stronger and more uncontrollable each full moon after he is killed (you do not control the wolf initially, but there are some paths to doing so).
Ogre: You are one size larger, and all that that entails.
-If your cha is higher than your con, swap them, if your dex is higher than your str, swap them.
-Add 2+[template] to strength and con.
-Hp gained from levelling up into an Ogre Level is always maximized.
-All clothes and armour made for your size cost and weigh four times as much.
-Your equipment and hand slots are twice as big.
It is assumed you start as a teenage ogre. Ogres increase in size when under frequent stress and combat, while having an abundance of food. Provided these conditions are met, you grow half a foot each time you level up. It is assumed you start at roughly 6.5-7 feet tall. You are roughly twice as heavy and one and a half times as voluminous as a human of equivalent height. This size increase does not provide any inherent mechanical advantages.
You may not level up while hungry.
Feast: You cannot rest. Instead, you may eat 2d6+[template] rations given 5 minutes and heal that much. You may eat the fresh meat of any remotely edible creature to gain [target HD] d6 rations.
You must feast at least 1/day. If you skip a day, or if you do not have enough rations when you initiate a feast, gain 2 points of exhaustion. Until you can eat, your sense of smell is multiplied by 10, and you must save to not take any action that could get you fed. You retain rationality and morality (no need to save vs eating your child/friend/employer) the first time in a row it happens, at 2 counts, you temporarily lose sentience.
Cauldron stomach: Nothing contained within your stomach may hurt you.
Whenever you eat something made of a monster, beast or extraordinary plant. After 2d6+[template] minutes of digestion, it becomes a potion with a unique positive or negative effect, which can be absorbed or vomited out as a free action. All potions are activated and combined when this happens. Combinations can have multiple or cumulative effects, but use the potency of the highest quality ingredient.
If you absorb it, undergo that effect for [digestion time].
If you spit it, you may make a breath attack, which deals [template]+[digestion time] damage and inflicts that effect.
-The potency of the effect should scale based on the quality of the ingredients. Dms decide effects. Suggestions: The same ingredients provide the same effect. Some effects from very rare ingredients are permanent (but in a weaker version). It is possible to mix ingredients to experiment and find new recipes.
Warrior: You gain +[level] to hit. If you could not before, you may now use all weapons, perform maneuvers as a fighter and ignore fumbles. Other warriors respect you, and you can undergo duress, hunger, and boredom without complaint.
Or
Earth shaker: If you miss an attack, you shatter everything behind and beneath your target or knock them back 2d6m with a follow-up kick/elbow. In addition, you may stomp once per feast as a free action to shape the battlefield by 9 cubic meters in any way.
Force of un-nature: You are unbelievably strong. If anything you do using your strength is implausible, then it becomes plausible. If anything is within the bounds of being merely very difficult even for an ogre, then you do it. You only roll to determine how much collateral damage you cause in the process.
-You now add [level]x2 to strength instead of [template]x1.
-Your crit range on strength and constitution checks increases by 1.
-Mythical creatures and beasts instinctively recognise you as a peer, and view you more as competition then as prey.
Note: If you multiclass into a class which gives extra attack, instead replace it by increasing your minimum roll on strength and constitution d20 rolls by 5, This stacks.
Note: This is not a nine rivers ogre, they will get their own post, but will be a delta class.
Note: Warrior allows you to ignore stage 1 hunger, stage 2 is unaffected.
Had a lot of fun with cauldron stomach when I playtested this class. Go crazy with it is all I can say.
ReplyDeleteWE'LL PLUNDER AND FEAST ON ANY MAN ANY BEAST
ReplyDeleteDON'T MATTER, WE'LL SNACK ON 'EM ALL!