Tuesday 22 September 2015

OD&D Cacozealot Class






A new class: the Cacozealot. This class was written for OD&D, however it is entirely useable with Labyrinth Lord, or Swords & Wizardry (Moldvay etc.). If you are using Swords & Wizardry's ascending armour class system, simply deduct 1 from the listen armour class values. For example, 11 would be 10. Simple.

This class was developed when one of my players wanted to play a winged demonic fey. He linked me to the 3.5 fey'ri (mixture of elven and demon). He liked the idea of a monkish character also. With these as a guideline I developed the Cacozealot. This class has many Arnesonian (is that right?) features, taken from the Blackmoor supplement. In addition, they have the dark twist of growing leathery wings, claws, or a barbed tail, as their devotion to the fiends of the underworld grows to fruition.

Hope you enjoy.

Note: this has not been playtested yet, so any feedback you have would be valuable. I have considered bumping up the hit dice, but have not made up my mind. 






Cacozealot


The putrid blood of the underworld courses through the veins of the Cacozealot. They are offspring, devotees, and dervishes of demons, imps, and other unwholesome beings. Initially, the Cacozealot is weak, but over time their minds and bodies become warped through their chaotic dabbling. Some grow claws, fangs, barbed tails, and even wings. Whether this is genetically endowed, or whether the disciple gains these powers through meticulous dark devotion, depends on the zealot. It is not uncommon for the Cacozealot to be a “half-blood”, born of a malignant spirit’s interference with humanity.

Prime Requisite: Wisdom.
Alignment: Chaotic.
Fighting, Hit Dice, & Saves: The Cacozealot fights and saves as a Cleric of the same level. They progress in hit dice as a Magic-user.
Bonus Experience Points: A Cacozealot with 13+ wisdom receives a 5% bonus to any experience points earned, while those with 15 or above receive a 10% bonus to any experience points earned.
Equipment & Armour: Cacozealots cannot use armour and shields. They may use any weapon. Many choose to fight unarmed however, as they possess an unnatural strength and speed as they gain levels.

During character creation Cacozealots may subtract 2 points of charisma or 1 point of intelligence in exchange for adding 1 extra point to their raw wisdom score. This may be repeated as many times as desired but these lowered scores must not drop below 9.

Experience: The following table illustrates the experience point progression for each level.

Level
Title
Experience Points*
Unarmed Damage**
Damage Reduction
Armour Class
Speed
1
Deviant
0
1d4
1
9 (11)
12” (40’)
2
Scourge
2,500
1d6
8 (12)
3
Fiend
5,000
1d8
2
7 (13)
4
Demonkin
10,000
2d4
6 (14)
15” (50’)
5
Demonologist
25,000
1d10
3
5 (15)
6
Infernalist
50,000
1d12
4 (16)
7
Demonmancer
100,000
2d6
4
3 (17)
18” (60’)
8
Low
Cacozealot
200,000
3d4
2 (18)
9
Cacozealot
300,000
2d8
5
10
High Cacozealot
450,000
2d10
21” (80’)
* Each additional level above 10 requires an additional 150,000 xp.
** If playing 3lbbs, use the extra damage rule under “Demonhide” as a replacement for unarmed damage.



Abilities:

Unarmed Damage: The Cacozealot is a weakling, yet over time they may grow very powerful as their soul becomes increasingly corrupted and warped. The table above indicates the damage a Cacozealot will deal if they are using no weapons. “Unarmed” can mean hands, knees, elbows, headbutts, etc. Additionally, if the Cacozealot rolls 18-20 on an unarmed attack roll (unmodified) they have a 50% chance of stunning their victim for 1d4 rounds. If a 20 is rolled on an attack dice (unmodified), there is a 25% chance of killing the victim outright.

Demonhide (Damage Reduction & Armour Class): The Cacozealot’s skin appears sickly and deformed. It may thicken like the hide of a reptile or beast, and they have a preternatural ability to avoid blows. When damage is dealt to the Cacozealot some is absorbed by their grotesque skin, and by the unwholesome fortune of their bloodline. Optionally, if a weapon is being employed (rather than going unarmed), the Cacozealot receives their Damage Reduction in the form of bonus damage (on a successful hit). For example, a 3rd level Cacozealot (Fiend) would receive a +2 damage bonus on a successful hit.

Skills Chart:
Cacozealots have a preternatural ability to move silently and avoid detection. These abilities are resolved by rolling 1d6. Success is indicated when the number on the dice equals, or is less than, the number listed on the chart below.

Levels
Move Silently
Hide in Shadows
1-3
1
1
4-6
2
2
7-9
4
3
10+
6
5

Bodily Corruption: At 5th level the Cacozealot’s body becomes even more depraved and mutilated. Roll 1d6 on the table below:

1d6 Result
Corruption
Effect
1-2
Claws
+1 bonus to unarmed damage.
3-4
Barbed Tail
Tail whip deals 1d6 damage.
5-6
Leathery
Wings
Cacozealot
can fly.

This corruption can be disguised at the whim of the Cacozealot. Only a 10% chance exists for being detected, although magical spells can bypass this deception entirely.


Speed: The Cacozealot is supernaturally fast. Their speed increases as they become more powerful. Winged Cacozealots can fly at their listed movement speed.

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