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grimalkin_kindred-class

Grimalkin Kindred-Class

  • Prime Abilities: Dexterity
  • Hit Points: 1d6 per Level, +1 after Level 10
  • Combat Aptitude: Semi-martial
  • Armour: Any, including shields
  • Weapons: Small and Medium
  • Native Languages: Woldish, Mewl

Grimalkin adventurers are capable warriors, often underestimated due to their small size. They also have a number of innate talents which mortals regard as magical, including the powers of shape-shifting for which they are renowned. A grimalkin’s normal form—known as their estray form—is that of a humanoid cat, wearing clothing, speaking, and walking upright.

Starting Equipment

Armour (roll 1d6): 1. Leather armour. 2. Leather armour + shield. 3. Chainmail. 4. Chainmail + shield. 5. Plate mail. 6. Plate mail + shield.

Weapons (roll 1d6 twice): 1. Club. 2. 3 daggers. 3. Sling + 20 stones. 4. Shortbow + 20 arrows. 5–6. Shortsword.

Armour Tailoring

Armour must be tailored to grimalkins’ small size (see Tailoring Armour).

Defensive Bonus

In melee with Large creatures, grimalkins gain a +2 Armour Class bonus, due to their small size.

Eating Giant Rodents

After spending 1 Turn devouring a freshly killed giant rodent, a grimalkin heals 1 Hit Point.

Fur Balls (Thrice a Day)

During the day after eating a giant rodent, a grimalkin may sacrifice 1 Hit Point to spew up a violent stream of congealed fur, spittle, and bone. All creatures in a 30′ line suffer 1d6 damage (Save Versus Blast for half).

Glamours

Grimalkins possess minor magical talents known as glamours (see Fairy Magic). The number of glamours known is determined by the character’s level as shown in the Grimalkin Advancement table. Known glamours are determined randomly.

Grimalkin Skills

Grimalkins have a Skill Target of 5 for Listen. They also have one additional, specialised skill. The Grimalkin Skill Targets table lists the character’s Skill Targets as they advance in Level.

Pick Lock

A successful check allows a grimalkin to open a lock without the key. Thieves’ tools are required for picking locks (see Adventuring Gear).

Time: Each attempt to pick a lock requires 1 Turn.

Retrying: The grimalkin may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.

Difficult locks: The Referee may rule that certain locks are more difficult. These may incur a penalty to the Pick Lock Check or only allow a fixed number of attempts, after which the grimalkin is stymied and can only try to pick the lock again after gaining a Level.

Grimalkin Skill Targets

Level Pick Lock Level Pick Lock
1 6 6 4
2 6 7 3
3 5 8 3
4 5 9 2
5 4 10+ 2

Immortality

Grimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic (see Hunger and Thirst).

Shape-Shifting

A grimalkin can spend 1 Round to transform into either a fat domestic cat (chester) or a primal fey form (wilder).

Capabilities: When transformed, a grimalkin cannot wield weapons, pick locks, or use glamours.

Equipment: All gear carried is optionally transformed with the character, reappearing when they return to humanoid form.

Chester (Unlimited Usage)

Combat: The character has Armour Class 12, Speed 30, and may make a bite and two claw attacks each Round. Each attack inflicts 1 point of damage.

Speech: The character can understand language, but can only respond in wordless yowls and meows.

Changing back: Takes 1 Round. Only possible when the grimalkin is unobserved by any other sentient being.

Wilder (Once a Day)

Entering wilder: A grimalkin may only transform into wilder when in melee and at less than half of their maximum Hit Points. On entering wilder, the character heals 2d6 Hit Points.

Near-invisible: Only the grimalkin’s deranged eyes are visible. Opponents who cannot see the invisible suffer a –2 penalty to Attack Rolls against the grimalkin. Those who can see the invisible discern a bulky feline form, 3′ high, with a leering grin and fur standing electrified on end.

Combat: The character has Armour Class 13, Speed 30, and may make a bite and two claw attacks each Round, with a +2 bonus to Attack Rolls. Each attack inflicts 1d4 damage.

Fey chaos: The grimalkin cannot distinguish friend from foe, indiscriminately attacking the nearest creature.

After 2d4 Rounds: The grimalkin instantly returns to their humanoid (estray) form.

Vulnerable to Cold Iron

As fairies, cold iron weapons inflict +1 damage on grimalkins. (e.g. a cold iron shortsword would inflict 1d6+1 damage on a grimalkin, rather than the standard 1d6).

Grimalkin Advancement

Save Targets
Level XP Hit Points Attack Glamours Doom Ray Hold Blast Spell
1 0 1d6 0 1 11 11 13 15 14
2 2,500 +1d6 0 2 11 11 13 15 14
3 5,000 +1d6 1 3 10 10 12 14 13
4 10,000 +1d6 1 3 10 10 12 14 13
5 20,000 +1d6 2 4 9 9 11 13 12
6 40,000 +1d6 2 5 9 9 11 13 12
7 80,000 +1d6 3 6 8 8 10 12 11
8 160,000 +1d6 3 6 8 8 10 12 11
9 320,000 +1d6 4 7 7 7 9 11 10
10 450,000 +1d6 4 7 7 7 9 11 10
11 580,000 +1 5 8 6 6 8 10 9
12 710,000 +1 5 8 6 6 8 10 9
13 840,000 +1 6 9 5 5 7 9 8
14 970,000 +1 6 9 5 5 7 9 8
15 1,100,000 +1 7 10 4 4 6 8 7

Playing a Kindred-Class

Some players prefer the option of a simple archetype for non-human Kindreds, for example playing a grimalkin as opposed to a grimalkin bard or a grimalkin hunter. If this option is preferred, the player should ignore the Kindred traits presented under Grimalkin. The character only has the traits listed here.

grimalkin_kindred-class.txt · Last modified: by admin

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