It's not the one I came up with for a specific setting - that requires checking more than one unindexed notebook, which will also hopefully turn up the Wilbur Whateley-type ("I wonder how I shall look when the earth is cleared and there are no earth beings on it").
Deep One.
Description: Scaly, batrachian, ichthyic, with bulging eyes and webbed claws.
Some people find this attractive.
XP: Advance using the Dwarf Experience Table; same level limit applies.
Saving Throws: Save as a Dwarf/ Monster of your Level/HD, whichever is better.
Prime Requisite: The Deep One class has no Prime Requisite.
Minimum Scores: No minimum scores, but your Dexterity on land is d6+2, while your Dexterity in the water is d6+12.
Hit Dice: d8, or whatever is the standard for monsters in your game. You have 2 HD at 1st level.
Armour: Deep Ones have natural armour that improves AC by 2 places; Dexterity adjustments apply. You will not wear armour, even if it could be made to fit. You can use a shield.
Weapons: You can use any weapon (something suitably aquatic/nautical), but can make one claw or one bite attack for 1-6 damage instead.
Special Abilities:
- You can breathe, speak and cast spells underwater.
- You can swim at a rate of 18.
- You cannot be surprised underwater.
- You save at +4 vs. water-based attacks/spells.
- You can cast spells from scrolls (Cleric or Magic User) with a 10% chance of failure, but land-lubber scrolls won't survive submerging.
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