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| The Bad Durrenberg Shaman |
Level as: Cleric
Save as: Fighter
Weapons: Any
Armour: Shields only, see below
Fights as: No progression, see below.
You are What You Wear: A Talismanic Caveman may possess a number of Talismans equal to their level. Indeed, this Caveman derives all their power from these eponymous Talismans - trinkets, trophies, armour and apparel carved and shaped from their fallen foes.
Each Talisman grants a special ability, a passive boon, inspired by the beast that the Talisman is made from. For example; a rhino horn amulet might grant +1d4 damage when charging into melee, an oxhide cloak may grant +2 STR (strong as an ox), a dragon scale headdress allows the wearer to take half damage from fire. When ideating abilities - think mythically. There are more example Talismans at the end of this post.
Each Talisman also grants two of the three following bonuses, the same bonus can be selected twice:
- +1 melee to-hit
- +1 ranged to-hit
- +1 armour class bonus
For example, a player asks 'what is the weakness of the Flightless Carrion Roc?'. The DM rolls a d6 in secret and is unsuccessful, so replies mythically: "You know the legend of how the Carrion Roc lost his wings, cursed for his arrogance - shame is his greatest weakness!" or "You heard that long ago, Jahooli, King of the Carrion Rocs was once enchanted by the pleasant flute playing of Otongo the Ape!". While false, knowing the nature of this game, sometimes false things can - in play - become true.
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| A level 1 Mountain Man |
D12 Example Talismans:
- Monkey Veil: +1 ranged, +1 AC, Fruit eaten heals 1d8 (or one die size higher than consuming a regular ration)
- Sabretooth Skull Mask: +1 melee, +1 AC, Critical Hit range extends by 1
- Falcon Wing Crown: +1 melee, +1 ranged, immunity to falling damage
- Beaver Tooth Charm: +1 melee, +1 AC, Fell even large trees after a single round of chopping
- Chimp Pelt: +1 melee, +1 AC, +2 to climbing skill
- Goblin Bone Girdle: +1 melee, +1 AC, +3 to Hide when hiding in caves.
- Gorgon Hair Skirt: +2 AC, +4 to saves vs paralysis and petrification.
- Ostrich Feather Gaiters: +1 ranged, +1 AC, wearer can run and jump further and faster than any other party member.
- Bigfoot Hide Trousers: +1 melee, +1 AC, renders the wearer mostly immune to scrying, appearing as a fuzzy, indiscernible brownness.
- Hook Horror Vambraces: +2 melee, unarmed attacks do 2d4 damage.
- Elf Ear Earrings: +2 ranged, detect secret doors as an Elf (or +2 Awareness).
- Sloth Loin Cloth, +2 AC, the wearer sleeps as peacefully as a sloth and always heals the maximum amount of HP regained by sleeping.
The Talismanic Caveman (or Mountain Man, Fighting-Shaman or Fetishist) is directly inspired by James Young's Inheritor class, which is in turn inspired by Hack and Slash Master's Blue Mage.
*Additional, rejected class names include; the Fighting-Shaman, Scrimshaw Sailor, Mad Taxidermist, Skin-Wearer, Totemic Caveman and Trophy Hunter. I like Mountain Man best. Likewise Talismans can be renamed depending on the class vibe. A Mountain Man may have Trophies, a Fetishist would have Fetishes and so on.




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