Ghoul.
Description: You are a ghoul, like the ones you want in your game.
From my perspective, you're a necrophagous undead humanoid, but you're not necessarily a terrible person; somewhere on the continuum that takes in ravenous undead cannibals and Randolph Carter's allies in The Dreamquest of Unknown Kadath.
From my perspective, you're a necrophagous undead humanoid, but you're not necessarily a terrible person; somewhere on the continuum that takes in ravenous undead cannibals and Randolph Carter's allies in The Dreamquest of Unknown Kadath.
XP: Advance using the Elf Experience Table; same level limit applies.
Saving Throws: Save as an Elf/ Monster of your Level/HD, whichever is better.
Prime Requisite: The Ghoul class has no Prime Requisite.
Minimum Scores: No minimum scores, but your Charisma is not counted as more than 9 when dealing with the non-monstrous living (except for necromancers).
Hit Dice: d8, or whatever is the standard for monsters in your game. You have 2 HD at 1st level.
Armour: Ghouls have natural armour that improves AC by 3 places; Dexterity adjustments apply. You can wear any armour, but will not get any AC benefit unless it is better than your natural armour; you always benefit from armour magic bonus. You can use a shield.
Weapons: You can use any weapon, but prefer claw/claw/bite for 1-3 each (no Strength adjustment to damage) + paralysis.
Special Abilities:
- You are undead, and immune to sleep and charm spells.
- You make no noise when moving about.
- You can be turned by clerics and are affected by protection from evil.
- You can communicate with nightgaunts (+2 Reaction Roll).
- From 2nd level, you can cast spells from scrolls with a 10% chance of failure.
- You only take half damage from firearms and projectiles.
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