Wednesday, October 30, 2013

Dinosaur Clerics, a New Class




 The Dinosaur God

By default, dinosaur clerics worship Tyroganon Ferox, the Paradox Lord of the Infinite Boneyard.  It's a misconception that Tyroganon Ferox is an evil god.  Yes, he wants to bring back dinosaurs and destroy all mammals, but he is also a stalwart enemy of cruelty, undead, and death cults.  And the mammal tribes who worship him are treated well, and some are even allowed to become dinosaurs themselves.

Tyroganon Ferox's still struggles to bring his children back from their extinction, and so his servants include pseudo-imaginary dinosaurs and shuddering time-paradox zombies.  In the hallucinatory jungles of Mar Maroo, his savage tribes protect and ride their flocks of almost-real dinosaurs.

The Dinosaur Lord of Impossible History has been following the present timeline very closely.  And although he doesn't technically exist in the current world--yet--his dinosaurs have been slinking along the timelines, devouring all the mammals along the unused timeways.


Few people realize how close they are to hungry dinosaurs at all times.  Tyrannosaurs lurk only a few months behind them.  Yesterday, ankylosaurs are angrily destroying their houses.  And packs of deinonychus lick their lips and watch you from only a few minutes ago.  Time travel isn't difficult, but the even travelling a few minutes into the past is dangerous, since you may find packs of sarchosuchus tearing up your kitchen.

Travel far back enough in time, and you may even bump into Tyroganon Ferox himself, who blocks out the sun while pterosaurs circle him crying out their praises.  His children have trampled your dead heroes into the dust.  The recent past is full of dinosaurs tearing down your cities and roaring triumphantly.

Listen, wizard, time travel is a bad idea.  The dinosaurs rule the past.  Sometimes paladins declare war on the dinosaurs, but it is a foolish battle.  The great warriors of the present cannot hope to do battle with billions of years of dinosaurs.  Their kingdoms stretch from yesterday to the earliest primordial slimes.

Tyroganon Ferox and his clerics, have the following domains: Time, Time-Paradoxes, Bones, Dinosaurs, Reptiles, Birds, Eggs, Bravery, Volcanoes, and the Return of the Fallen.


The Dinosaur People

The dinosaur faithful claim that dinosaurs went extinct when Pelusia Macrolactica, the mammalian goddess of hair and boobs, collided with the planet.  While Pelusia Macrolactica is certainly not among any of the pantheons worshipped today, the dinosaur faithful insist that somewhere in the depths of hell, a foul mountain of monstrous breasts crawls and lactates.  

Since the modern followers of the dinosaur god see themselves as inheritors of the dinosaur zeitgeist, they sometimes have a hard time reconciling their own mammalian natures.  Neither gender will willingly reveal their nipples, and large breasts are seen as shameful (and are usually tightly strapped down or disguised).  Pregnancy is obscene, and is never discussed (although sex holds no similar taboo).

The dinosaur tribes live in the deep jungle, and although they struggle against giant insects and pseudo-imaginary diseases, they are not savages.  The build castles of grass and mud, and launch themselves from wooden towers on pterosaur-skin gliders.  Though dead timeways, they bring a few dinosaurs into the world with faith and paradoxes, but these mighty creatures are easily defeated by wizards, who can dismiss them as illusions.

A few of the tribes half half-dinosaurs, formed from the blessed union between a human and a psuedo-imaginary dinosaur.  They are halfway real, and not as vulnerable as their mostly-imaginary progenitors.

The Dinosaur Clerics

Use the rules for clerics from your favorite edition, with the following changes.

- Same armor and weapons, but prefer armor made from giant bones and helmets that look like dinosaurs.
- Cannot be seduced or charmed by anything with nipples, even magically.
- Can calm down dinosaurs, reptiles, and birds (use druid rules).
- No "turn undead", but get "turn mammal".  Mammals with Int 4+ are not affected.


Changes to spell lists!  Most of these are just reskins, but some are unique enough that I've detailed them below.

1- detect evil becomes detect mammal
1 - protection from evil becomes protection from mammals
1 - new spell: explode egg
1 - new spell: detect blasphemy
1 - new spell: find volcano
2 - snake charm becomes charm reptile/bird
2 - new spell: hatch egg
3 - add spells: haste and slow
3 - remove spells: locate object and continual light
4 - new spell: summon illusory dinosaur
4 - sticks to snakes becomes sticks to compsognathuses
4 - remove spells: speak with plants and create water
4 - protection from evil 10' radius becomes protection from mammals 10' radius
5 - commune becomes ask the past
5 - finger of death becomes fossilize
5 - remove spells: dispel evil



Explode Egg
Level 1 Dinosaur Cleric Spell
The cleric touches a (live) egg and sets a duration between 1-3 rounds.  After that duration, the egg explodes, dealing 1d6 damage for every HD that the hatched animal would have at maturity, up to a maximum of twice as many HD as the Cleric.  Blast radius equals 2' for every HD of damage it does, with a save for half damage.  If the egg breaks before it goes off, it has a 50% chance to explode immediately, otherwise it's a dud.

Detect Blasphemy
Level 1 Dinosaur Cleric Spell
This works like the other detect spells, except it allows you to sense things that are out of place in time, and whether they are from the future or the past.

Find Volcano
Level 1 Dinosaur Cleric Spell
This tells the cleric the direction to the nearest volcano.  All volcanoes count as temples of their god.

Hatch Egg
Level 2 Dinosaur Cleric Spell
The cleric casts this spell while sitting on an egg.  After a minute of sitting and chanting, the egg hatches and grows to maturity in a minute.  It serves it's "mother" for 10 minutes per caster level, and then rapidly ages, dies, and turns into a fossil.




Summon Illusory Dinosaur 
Level 4 Dinosaur Cleric Spell
The cleric summons a pseudo-imaginary dinosaur (1d4+1 HD).  It has all the strengths and weaknesses detailed here, and a couple additional weaknesses.  Illusionists can dispel it with a touch, and the slow spell destroys it instantly.  Use your own random dinosaur table, because I don't want to write one.

Ask The Past
Level 5 Dinosaur Cleric Spell
As part of the casting, the cleric smokes some plants that have been extinct for millennia.  The cleric falls into a deep trance and their spirit travels to the past, where they query the dinosaurs there.  Treat this as a commune spell, except that it can only ask questions about the past and the ancient dinosaurs don't mind being pestered, and will give the cleric an egg to take back with them.

Fossilize
Level 5 Dinosaur Cleric Spell
This is just like finger of death, except that creatures killed by it are fossilized instead of just dropping dead.  A creature that was killed by this can be restored by stone to flesh.  If this spell is prepared in reverse, it can be used to turn ACTUAL fossils into live dinosaurs.


Dinosaur clerics start with some equipment.  Roll 2x on the following chart, rerolling duplicates.
1 - Triceratops skull shield
2 - Stegosaur tail flail
3 - Glider made from pterosaur bones (weighs 60 lbs, and you know how to use it.)
4 - Raptor feather armor (leather armor that is comfortable enough to sleep in)
5 - Ankylosaur scale armor
6 - Dinosaur Egg (1 stegosaur, 2 apatosaur, 3 raptor, 4 triceratops, 5 compsognathus, 6 ramphorhyncus)
7 - Apatosaur-skin sling with 1d6 petrified eggs (sling stones)
8 - Map of the world, 60 million years out of date
9 - Iguanadon thumb dagger
10 - Pleisiosaur skin armor (leather armor that is easy to swim in)
11 - Magnificent raptor feather headdress
12 - Raptor tooth sword (image below)


All clerics start with a mask that resembles a particular dinosaur.  This is their clan mask, and they strive to emulate that dinosaur's virtues
1 - Apatosaur
2 - Stegosaur
3 - Hadrosaur
4 - Velociraptor
5 - Spinosaurus
6 - Tyrannosaurus
7 - Ankylosaurus
8 - Archeopteryx
9 - Pterosaur
10 - Pachycephalosaurus
11 - Therizinosaurus
12 - Dunkleosteus






Tuesday, October 29, 2013

Tongue Demons


Voroglossus (a.k.a. Tongue Demon)
HD 3
AC 9 [10]
Atk +3 Bite (1d6 and 10% chance of contracting horrible magic disease)
Move 12
Save 15
Special stealthy, replacement

Every type of spell has a demon associated with it.  When the magic mouth spell goes awry, sometimes it creates a Voroglossus, commonly known as a tongue demon.

In its mobile form, a voroglossus is about the size and shape of an inside-out german shepherd.  It's rear legs and tail are fused in a sort of "skirt" of annular horns and muscular tissue.  Like all demons, it is a creature of whimsy, cruelty, and ignorance.  It has the unique--and feared--ability to shrink itself so that it can replace a person's tongue.  Then it sets itself up in the poor victim's mouth as a sort of oral tyrant.

Zath Ko Macchen and the Poltergeist Moon

Not a Hero, Not a Villain, Not a King

Zath ko Macchen was once a warrior.  He did many great deeds, but he was was not a hero, a saint, a king, nor a villain.  Although he saved the city of Merenmeck from the slime he also absconded with their treasury and six of their fairest daughters.  He freed the Recursive Fox when it was caught in the limbs of the Ferrule Forest, but he also cut off its tail and wore it on his belt.  And when Vokrin Tsang, the Tornado Tyrant, began his windy reign of impalement, Ko Macchen was there to end him.  And although he did all these great things and more, no one liked him because he was a braggart and an ass, and the mechanical elephant he rode around on was tacky as hell.

When ko Macchen died killing the second-to-last vampire, no one mourned him.  A great deal of fighting took place over his loot, with the city of Shar getting the lion's share.  The giant clockwork elephant containing his wives and 99 children rode off into the northern wastelands and was never seen again.

The cities didn't want the body of such a powerful individual in their graveyards (since even adventurers' corpses are dangerous things), and yet their sensed that it would be dangerously disrespectful to leave his body in the wilderness to be devoured.  (Technically, his body was lying in a slab within Macchentown, but the city he founded fell apart upon his death and was largely torn to shreds by looters looking for valuables.)  A solution needed to be found.

Saturday, October 26, 2013

When Is a Wolf Not a Wolf?

Okay, so some settings have problems with the traditional monsters.  Horses get replaced with riding birds, dogs get replaced with lizards, cows get replaced with slugs.

It's all old hat, but it's very effective.  You can explain it in a single sentence, because everyone knows what a giant slug looks like, and everyone knows what a cow does.  And so without being threatening or confusing, the idea of spotted slugs munching on bales of hay in some bucolic oasis reinforces how alien the setting is.


You just don't want to overuse it, or else it becomes comical (Gamma World, the one normal bear in the entire world of the Last Airbender), which might be what you're going for (Gamma World is great).  Otherwise, stuffing one animal into another animal's skin works great.

So here's some otters in wolf suits.

Wednesday, October 23, 2013

Death and Dismemberment Upon the Table

I wrote some a Death and Dismemberment table to roll on when your PCs drop to 0.  I do this because I'm very bad at "fun" and very good at "I wanna type some numbers and roll dice in bed".

You gotta make two rolls before you find out what happens to the PC, but then again, this only happens when your PCs are dying, so hopefully it won't happen too often.

I tried to keep it simple enough that you could sorta memorize after one reading, which is good, but it also means that you miss out on all the ridiculous injuries like, "46 on a d100: your nipple is cut off and the monster chokes on it.  Roll on the Choking Chart to see how this resolves." but, eh.

Here it is ---------------> boom