A Rakshasa is a martial practitioner who has endeavoured to gain grotesquely skillful mastery over their bodies. They typically do not utilise weapons, instead prefering to make use of their improved unarmed attacks.
Equipment:
Loose fitting clothes, a manual or scroll explaining how to perform
your techniques written in horrifyingly explicit detail with illustrations.
A: Qi Dice, Qing Gong, Unconfined Movement, Fundamentals of the Rakshasa, 2 Standard Techniques +1 DR
B: Contortionism, Octopus Crawl, 2 Standard Techniques, +1 AC
C: Disarming Defence, Regeneration, 2 Standard Techniques +1 DR
D: Swallow Whole, 2 Standard Techniques, extra attack
Qi
Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice
pool. You recover QD after 1 hour of meditation contemplating your martial
prowess (change as appropriate to your setting).
Qing
Gong:
As long as you have at least one unspent QD you may divide your movement
between moving horizontally as normal and vertically. To move vertically you
may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that
could not normally support you as if you were weightless (you are still
affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon,
falling objects.
Unconfined
Movement:
Your abilities pertain to the body and require a greater degree of freedom than
armour permits for. Other than your Qing Gong, your Rakshasa abilities only
function if you are unarmoured and in loose clothing.
Fundamentals of the Rakshasa:
You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.
Contortionism:
you may squeeze yourself out of restraints or slowly move through gaps large enough
to accommodate your head at a speed of 5’. You can rest comfortably while squeezed
into a 2’ cube such as in a box or barrel.
Octopus
Crawl:
As long as you have at least two unspent QD you can move at normal speed while squeezing
through a gap large enough to accommodate your head.
Disarming
Defence:
Whenever an opponent hits you with a melee attack you may use a QD to cause the
weapon to become stuck in your body disarming your attacker.
Regeneration:
Once per day when you are reduced to 0 hp return to full hp and restore one Parry
Dice, you regrow any missing body parts.
Swallow
Whole:
Make an unarmed bite attack (your neck can stretch in the same way as any other
limb) on a hit your jaws unhinge and you swallow the target for [dice] rounds
during which they take 1 acid damage per round no save, DR works if appropriate.
Swallowed targets may attempt to cut themselves out with a knife or similar small
sharp object, such attacks automatically hit and cannot be parried though your
DR still applies where appropriate (the DR you get from levels and techniques
is always appropriate). dealing 3 damage allows a swallowed target to cut
themselves out of you.
During or after the [dice] rounds you may vomit up whatever is left of your
target as a projectile that deals 1d6 damage to a second target as well as the
target. with -1 to hit the second target every 5’ after the first, the vomited projectile
does not get a save though its DR reduces damage as normal and my sunder its shield
to prevent all damage.
Standard
Techniques:
roll these at random, if you get the same technique twice reroll it. Consider
using smaller dice sizes and re assigning the numbers after taking a level in
the class. Every standard technique expends QD, and functions kind of like a
martial spell.Techniques are considered to always be prepared.
1. Float
R: 0
T: self
D: [Dice] minutes
Your inflate your lungs like balloons you gain a fly speed equal to your normal
speed for the duration of the technique. You can increase your altitude by inhaling
more air and decrease altitude by exhaling air.
2. Fire
Punch
R: 0
T: self
D: [Dice] rounds
You cause the oils in your skin to ignite, your unarmed attacks deal an
additional 1d6 fire damage and set targets you hit on fire. You are immune to
fire damage for the duration of the technique.
3. Body Hardening
R: 0
T: self
D: [Dice] rounds
Your Muscles harden to become as strong as steel you gain +[Dice]DR for the
duration of the technique.
4. Sweaty Net
R: 30’
T: An open space
D: 0
You fling strands of sticky sweat at a target location. The sweat strands cover
and connect all surfaces in a 10’x10’x10’ cube. Anyone who touches the
sweat must save or become stuck in it. The sweat has 6 hp and takes
double damage from fire and sharp damage.
R: melee
Roll to Hit with once and compare it against the AC of all creatures and targets. one of your limbs (arms, legs, neck etc.) coils around each target you hit. Targets are grappled and take 1 damage every turn unaffected by DR and shields, until they escape, or you choose to release them. You can move no more than 15’ from targets grappled this way but may otherwise move freely.
6.
Water Breathing
R: 0
T: self
D: [Dice] hours
You can extract oxygen from water or other oxygenated fluids that fills your
lungs for the duration of the technique. You may empty your lungs of fluid at
any point in time regardless of whether you are using the technique.
7.
Greased like a Hog
R: 0
T: self
D: [Dice] minutes
You secrete slippery oils and sweat prevent you from being grappled or stuck to
anything for the duration of the technique.
8.
Sensory Amplification
R: 0
T: self
D: [Dice]*3 Hours
You elevate all of your senses to superhuman levels, you can use echolocation
like a bat, track scents like a blood hound see in near total darkness in
saturated colour vision, see heat like a snake or use any other sensory ability
at your GM’s discretion.
Inspiration:
https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html
http://attnam.blogspot.com/2018/07/class-sword-mage.html
https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html
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