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CHAINMAIL
CHICKEN
You are no
mere seed-pecker, no simple egg-layer. You were born under a brighter star and
will submit before no man or rooster. With a hefty blade in your feathered hand
you hack, slash, and cluck your way to a heroic destiny.
Hit Points: You gain 1d10 hit points per level.
Weapon Training: You can use any weapon that is
common to your place of origin. Upon using a new weapon for the first time you
lose 2 die steps on your attack, but this penalty vanishes immediately.
Alignment: You are a free spirit, often battling against an
oppressive hierarchy. You lean toward neutrality or chaos but may also be lawful.
Warrior Tricks: As a clever fighter you share
the warrior’s Mighty Deed Die and can perform awesome Deeds. You use the
warrior’s level advancement table.
Initiative: You add your level +1 to initiative rolls. You
are perhaps a little too keyed up.
Aura of Awesome: Something about a chainmail
chicken fascinates her enemies. When you issue a challenge to your enemies
before striking a blow they must all pass a Will save or be temporarily impressed,
suffering a -1d3 to all attacks against you until the save is made or until you
take a blow or miss an attack. The DC for this save is your Luck score + Personality
modifier + half your level, rounded down.
Flogger: In combat you sometimes go a bit nuts, launching into a
wild flurry of attacks that, while awkward and clumsy, can be quite
devastating. When you have lost half or more of your hit points in a single
fight you can flog. If you do not wish to flog you must pass a Will save vs. a
DC equal to the last successful attack roll against you. Only then can you
quell the furious anger swelling in your bosom.
Level
|
Title
|
1
|
Squawker
|
2
|
Pecker
|
3
|
Seed Slayer
|
4
|
Flogger
|
5
|
Feathered Champion
|
A flogging attack
must be in melee. During a flogging, you make a number of attacks against any
enemies within a 10’ radius equal to your Luck + level. These attacks cannot be
Deeds and you do not gain the benefit of a Deed Die modifier, though your Luck
modifier must be added to the roll. Each time you miss a flogging attack your
Action Die is reduced a die step. These quick, shallow, unfocused attacks deal only
half damage. Crits count only as automatic hits but gain no other benefits. A
flogging attack lasts one round. Your AC and next attack roll are reduced by
1d3 for one round following such a frenzy of blows.
Feathered Faller: You can’t fly but you do have
feathery wings. For every 10’ you fall up to 100’ you may make a DC 10 Ref save
to avoid all damage, applying the appropriate check penalty based on armor
worn. If you are carrying an excessive amount of equipment the Judge should
assign a check penalty for that as well.
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