Sunday, December 28, 2014

Character Class - The Calmonari

Requirements: CON 9
Prime Requisite: CON
http://image-cdn.zap2it.com/images/admiral-ackbar-ole-miss-bigger.jpg
Hit Dice: 1d6
Maximum Level: 11th
Fight as: Cleric
Save as: Cleric
Armor: Any (but see special abilities below)
Weapons: Any

When men first arrived to settle the shores of Langushur a millennium ago, they found  another sentient race already there. The calmonari are a bipedal amphibious race that have lived along the eastern edge of Easrae since the beginning of time. They stand about 7' tall, with salmon coloured skin, webbed hands and feet, high domed heads and huge eyes. Equally at home on land or in the sea, the calmonari dwell in stone and crystal villages that straddle the low tide line. They are generally a peaceful race, with strong affinity for the creatures of the deep. They generally get along well with humans and demihumans, and it is common for towns and villages along the Langushur coast to have a calmonari settlement attached or close by. Noted for their skill in working precious metals and gems into intricate and abstract forms, calmomari often adventure to gain the treasure and wealth to feed their desire for such decorative works.Due to their extensive interaction with humans, calmonari speak the common tongue in addition to their own language.

The calmonari must have great stamina to survive in the depths. The prime requisite for the class is CON. A score of 13+ gives a +5% XP bonus, while a score of 16+ gives a +10% XP bonus.

Special Abilities 

Swim: In addition to being able to move normally on land, calmonari are accomplished swimmers. Swimming movement is 180' (60'). Note that a calmonari wearing any armor heavier than leather, or who is more than lightly encumbered, is not able to swim.

Luminescence-vision:  Calmonari are able to see the natural bioluminescence of the ocean with great acuity. Treat as having infravision when in salt water.

Amphibious: Calmonari can breath water as easily as air.  However, their skin does dry out after being out of water after some time. A calmonari may remain out of water for the number of days equal to his CON. For each day beyond this, he will suffer a -1 to all saving throws and 'to hit' rolls, and a -1 penalty to CON. One full day in salt water allows the calomnari to recover all adverse effects. If CON drops to zero, the calmonari dies.

Aquatic Telepathy: Calmonari are able to communicate with all aquatic creatures using a limited form of telepathy.   Feelings, emotions, and general disposition are passed along. Complex thoughts and ideas cannot be communicated.

Aquatic Charm: Deeply empathetic with all sea creatures, calmonari may cast Charm Aquatic Creature once per day. The effects are the same as the magic user spell Charm Person, but the size of creature charmed is limited to 1HD for every 2 levels of the calmonari.

Find Traps: Calmonari have a 2in6 chance of detecting traps. Come on, you know why.

Reaching 9th Level

When calmonari reaches 9th level, they may build an underwater or tidewater stronghold, and will typically attract a community of other calmonari who build a settlement around it. The stronghold will also attract 1d4 sea creatures appropriate to the location (such as dolphins, octopi, crayfish, giant fish, etc)



Calmonari Level Progression
Experience
Level
Hit Dice (1d6)
0
1
1
1900
2
2
3600
3
3
7200
4
4
14400
5
5
28800
6
6
57600
7
7
115200
8
8
230400
9
9
460800
10
+1 hp*
921600
11
+2 hp*
* Hit point modifiers from constitution are ignored


 

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