New Race-as-Class: Crabfolk (OSE)
Requirements: STR 9, CON 9
Prime Requisite: STR
Hit Dice: d8
Maximum Level: 8
Armor: none
Weapons: none
Languages: Alignment, Crabfolk, Common
Crabfolk are anthropomorphic, sentient crab, with a hard exoskeleton which protects them from harm, covering their entire body, but making them unable to wear human armor. Their front arms have no hands, but snapping claws, which they use to fight. While they can pick up stuff with their claws, these can't manipulate them well enough to use things as humans do, so they can't use human weapons. Aside from their front arms and their hind legs, which are well-developed, crabfolk has other six small, vestigial legs protruding from their abdomen.
Combat
Crabfolks' claws are their natural weapons; at character creation, the player chooses whether their crabfolk has one big claw (which deals d8 damage) and one small claw (which deals d4 damage), or two medium claws (which deal d6 damage each). Likewise, their hard exoskeleton provides protection, with an Armor Class of 5 [14].
Underwater Breathing and Movement
Crabfolk can breathe and move (both walk and swim) underwater as well as on dry land.
After Reaching 8th Level
A crabfolk attracts 2d4 first level crabfolk followers to establish their own tribe.
Level | XP | HD | THAC0 | Death | Wands | Parlyz | Breath | Spells |
---|---|---|---|---|---|---|---|---|
1 | 0 | 1d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
2 | 1,200 | 2d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
3 | 2,400 | 3d8 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
4 | 4,800 | 4d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
5 | 9,600 | 5d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
6 | 19,200 | 6d8 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
7 | 38,400 | 7d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
8 | 72,000 | 8d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
Comments
Post a Comment