My Dungeon Crawl Classics Racial Classes
May 11, 2020 16:45:13 GMT -6
Zenopus, tkdco2, and 6 more like this
Post by libertad on May 11, 2020 16:45:13 GMT -6
About 7 years ago I wrote up some genre-appropriate racial classes for Dungeon Crawl Classics. I noticed that the old Goodman Games forum is down, so I'm reposting them here.
Serpent Folk Character Class

Occupation; trained weapon; trade goods
Serpent Folk Cultist; Ceremonial Knife (as dagger); rune-embedded bowl
Serpent Folk Scientist; Blowgun; Parchment and Quill Pen
Serpent Folk Primitive; Spear; wicker basket
You are a serpent folk. Descendent of the great empires before mankind, you live in the forlorn reaches of the world where others fear to tread. Men, dwarves, elves, and halflings distrust and fear your kind, although the secret rituals and artifacts of your people make your presence tolerated among hedge magicians, esoteric cults, and antiquarians.
Serpent folk adventure for all kinds of reasons. Some explore ancient ruins and burial sites in the hopes of discovering the truth as to their civilization’s decline. Others have lived among the dangerous wilderness long enough that it has become a way of life. And perhaps most of common of all is the motivation of greed.
Hit Points: Serpent folk gain 1d6 hit points at each level.
Weapon Training: Serpent folk are trained in using blowguns, clubs, daggers, shortbows, slings, spears, and staffs. Serpent Folk are careful in their choice of armor, as it can interfere with spellcasting and their abilities.
Alignment: Serpent folk are generally Chaotic, whether they belong to primitive tribes dotting the ruins of the world or the hidden sorcerer enclaves which survived their empire’s fall. Neutral Serpent folk are generally those who have foresworn their allegiance to the ruling sorcerers or dark patrons, or who are too preoccupied with daily survival to dedicate themselves fully to entropy or order. Lawful Serpent folk are possible, if rare, and tend to be community leaders who decided that the values of the old empire are unsustainable in their circumstances.
Caster Level: Caster level is a measurement of a serpent folk’s power in channeling a spell’s energy. A serpent folk’s caster level is usually his level in the class.
Magic: At the height of their empire, serpent folk were mastering the secrets of the cosmos and trafficking with nameless entities beyond space and time. Serpent folk learn and cast spells in the same manner as a Wizard.
Infravision: Serpent folk can see in the dark up to 60’.
Fangs: Serpent folk gain an additional attack with their fangs in melee. The attack uses an Action Dice of 1d20, and deals 1d4 points of damage.
Human Disguise: Once per day, a serpent folk can case an illusion spell which causes its head to appear like that of a specific person. The illusion is complete (affecting all 5 senses) and is considered to have a spell check result of 30 for the purposes of dispelling or disbelieving. A serpent folk can reveal its true form if it wishes.
Vulnerabilities: Serpent folk are cold-blooded and rely upon external sources of heat to maintain warmth, and as such fare poorly in cool climates. In areas where the temperature dips below 50 degrees Fahrenheit, they suffer 1 hit point of damage per day if they cannot find a reliable heat source. In below freezing temperatures (32 degrees or less), they suffer 1 hit point of damage per hour instead.
Serpent Folk Speed: Same rate as humans (30’).
Languages: At 1st level, a serpent folk automatically knows Common, the serpent folk racial language, plus one additional randomly determined language. A serpent folk knows one additional language for every point of Int modifier, as described in Appendix L.
Luck: At 1st level, a serpent folk’s Luck modifier applies to spell checks involving Ritualized Magic (pg. 124).
Action Dice: A serpent folk’s action dice is used for spell checks. At 5th level, he gains a second action die.
Table
Level; Attack; Crit Die/Table; Action Dice: Known Spells; Max Spell Level; Ref; Fort; Will
1; +0; 1d8/I; 1d20; 3; 1; +0; +1; +1
2; +1; 1d8/I; 1d20; 4; 1; +0; +1; +1
3; +2; 1d8/I; 1d20; 5; 2; +1; +1; +2
4; +2; 1d8/II; 1d20; 6; 2; +1; +2; +2
5; +3 1d10/II; 1d20+1d14; 7; 3; +1; +2; +3
6; +4; 1d10/II; 1d20+1d16; 8; 3; +2; +2; +4
7; +5; 1d12/II; 2d20; 9; 4; +2; +3; +4
8; +5; 1d14/II; 2d20; 10; 4; +2; +3; +5
9; +6; 1d16/II; 2d20; 12; 5; +3; +3; +5
10; +7; 1d20/II; 2d20+1d14; 14; 5; +3; +4; +6
Serpent Folk Titles
Level; Titles (all alignments)
1st Fledgling
2nd Practioner
3rd Spellspeaker
4th Lorekeeper
5th Sorcerer
0-level: Serpent Folk have infravision and vulnerabilities.
Serpent Folk Character Class

Occupation; trained weapon; trade goods
Serpent Folk Cultist; Ceremonial Knife (as dagger); rune-embedded bowl
Serpent Folk Scientist; Blowgun; Parchment and Quill Pen
Serpent Folk Primitive; Spear; wicker basket
You are a serpent folk. Descendent of the great empires before mankind, you live in the forlorn reaches of the world where others fear to tread. Men, dwarves, elves, and halflings distrust and fear your kind, although the secret rituals and artifacts of your people make your presence tolerated among hedge magicians, esoteric cults, and antiquarians.
Serpent folk adventure for all kinds of reasons. Some explore ancient ruins and burial sites in the hopes of discovering the truth as to their civilization’s decline. Others have lived among the dangerous wilderness long enough that it has become a way of life. And perhaps most of common of all is the motivation of greed.
Hit Points: Serpent folk gain 1d6 hit points at each level.
Weapon Training: Serpent folk are trained in using blowguns, clubs, daggers, shortbows, slings, spears, and staffs. Serpent Folk are careful in their choice of armor, as it can interfere with spellcasting and their abilities.
Alignment: Serpent folk are generally Chaotic, whether they belong to primitive tribes dotting the ruins of the world or the hidden sorcerer enclaves which survived their empire’s fall. Neutral Serpent folk are generally those who have foresworn their allegiance to the ruling sorcerers or dark patrons, or who are too preoccupied with daily survival to dedicate themselves fully to entropy or order. Lawful Serpent folk are possible, if rare, and tend to be community leaders who decided that the values of the old empire are unsustainable in their circumstances.
Caster Level: Caster level is a measurement of a serpent folk’s power in channeling a spell’s energy. A serpent folk’s caster level is usually his level in the class.
Magic: At the height of their empire, serpent folk were mastering the secrets of the cosmos and trafficking with nameless entities beyond space and time. Serpent folk learn and cast spells in the same manner as a Wizard.
Infravision: Serpent folk can see in the dark up to 60’.
Fangs: Serpent folk gain an additional attack with their fangs in melee. The attack uses an Action Dice of 1d20, and deals 1d4 points of damage.
Human Disguise: Once per day, a serpent folk can case an illusion spell which causes its head to appear like that of a specific person. The illusion is complete (affecting all 5 senses) and is considered to have a spell check result of 30 for the purposes of dispelling or disbelieving. A serpent folk can reveal its true form if it wishes.
Vulnerabilities: Serpent folk are cold-blooded and rely upon external sources of heat to maintain warmth, and as such fare poorly in cool climates. In areas where the temperature dips below 50 degrees Fahrenheit, they suffer 1 hit point of damage per day if they cannot find a reliable heat source. In below freezing temperatures (32 degrees or less), they suffer 1 hit point of damage per hour instead.
Serpent Folk Speed: Same rate as humans (30’).
Languages: At 1st level, a serpent folk automatically knows Common, the serpent folk racial language, plus one additional randomly determined language. A serpent folk knows one additional language for every point of Int modifier, as described in Appendix L.
Luck: At 1st level, a serpent folk’s Luck modifier applies to spell checks involving Ritualized Magic (pg. 124).
Action Dice: A serpent folk’s action dice is used for spell checks. At 5th level, he gains a second action die.
Table
Level; Attack; Crit Die/Table; Action Dice: Known Spells; Max Spell Level; Ref; Fort; Will
1; +0; 1d8/I; 1d20; 3; 1; +0; +1; +1
2; +1; 1d8/I; 1d20; 4; 1; +0; +1; +1
3; +2; 1d8/I; 1d20; 5; 2; +1; +1; +2
4; +2; 1d8/II; 1d20; 6; 2; +1; +2; +2
5; +3 1d10/II; 1d20+1d14; 7; 3; +1; +2; +3
6; +4; 1d10/II; 1d20+1d16; 8; 3; +2; +2; +4
7; +5; 1d12/II; 2d20; 9; 4; +2; +3; +4
8; +5; 1d14/II; 2d20; 10; 4; +2; +3; +5
9; +6; 1d16/II; 2d20; 12; 5; +3; +3; +5
10; +7; 1d20/II; 2d20+1d14; 14; 5; +3; +4; +6
Serpent Folk Titles
Level; Titles (all alignments)
1st Fledgling
2nd Practioner
3rd Spellspeaker
4th Lorekeeper
5th Sorcerer
0-level: Serpent Folk have infravision and vulnerabilities.