Monday, July 15, 2013

Devilmount Subclass Tables

Original idea and implementation by Dyson Logos.http://rpgcharacters.wordpress.com/
Devilmount Setting by Jack Shear. http://talesofthegrotesqueanddungeonesque.blogspot.com

When picking a class, Roll 1d12 on the relevant table. If you don't want to roll, just take Focused (+10% XP)

Random Fighter Subclasses (d12)

 1. Barbarian – +2 on saves vs Magic, +1 to hit/damage vs Spellcasters
 2. Duelist – +1 AC in chain or lighter armour
 3. Hulk – +2 melee damage, -1 initiative
 4. Berzerker – Can frenzy in battle 1/day: +2 to hit and damage
 5. Archer – +1 to hit and damage with bows
 6. Militia – +1 to hit and damage with crossbows and polearms
 7. Landskneckt – +1 to reaction rolls, +1 to hit and damage with Two-handed Swords and Pikes
 8. Phalanx - +1 AC when using a shield
 9. Pit Fighter – Can treat off-hand weapon as a shield
10. Sentinel – -1 chance to be surprised
11. Focused – +10% to earned XP
12. Choose one or make up a new one


Random Cleric Religion Subclasses (d12)

 1. Mary – Can wield weapons with sharp and pointy bits
 2. Heretic – At each spell level replace one cleric spell with a spell from the same level magic user spell
 3. Druid – Can also turn plants as undead
 4. Joan – Can reroll one d20 roll per day. The second roll is taken, even if it's worse.
 5. Kristus – Can frenzy in battle 1/day: +2 AC, +1 to hit and damage
 6. Peter – Turn undead at +2 levels
 7. Sebastian – +1 hp / die on all healing spells
 8. Abel – +2 caster levels with offensive spells, cannot wear armour (except for shields)
 9. Christopher – Proficiency and +1 to hit and damage with weapons that have moving parts after 2d6-(int mod) days of study.
10. John – +1 to hit & damage opposite alignment (Chaos / Law -or- Chaos/Evil, choose one)
11. Focused – +10% to earned XP
12. Choose one or make up a new (pagan) one


Random Magic-User Subclasses (d12)

 1. Warlock - 1d3 damage, 60′ range magic blast at will (allows save vs spells to resist)
 2. Sensitive - Detect magic by touch
 3. Planar Scholar - +1 on reaction rolls with extraplanar entities, 15% chance to be able ot communicate with newly met entities.
 4. Scribe - Can copy a scroll for 1/2 the normal cost & time to make one.
 5. Alchemist - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
 6. Seer - Cast Augury 1/day per 3 levels
 7. Witch-Hunter - +2 on saves versus spells
 8. Two-Fisted Sorcerer - Can cast two spells in one round 1/day, -2 spells per day of 4th-9th level spells
 9. Judazian Cultist - At each spell level replace one magic user spell with a spell from the same level cleric spell list.
10. Guardmage - Can wear leather armour
11. Focused - +10% to earned XP
12. Choose one or make up a new one



Random Gray Man Subclasses (d12)

 1. Deathdealer - Crits are rolled twice and 1 is picked.
 2. Student of Men - +1 to hit and damage against humans
 3. Man in Black - Gain spells as a Tiefling, except -1 spell per level. -2 to reaction rolls. Cannot wear plate armor.
 4. ShieldBreaker - Ignore up to 3 points of enemy AC from armour or shields.
 5. Voidsighted - Double infravision range
 6. Machinist - +1 to hit with crossbows, +1/6 chance of unusual construction detection
 7. Survivor - d10 hit die
 8. Kidnapper - +1/6 Surprise
 9. Fated of the Mothership - Additional +1 on all saves
10. Battle Rager - +2 to hit and damage on the first round of combat, -1 penalty to AC at all times
11. Focused - +10% to earned XP
12. Choose one or make up a new one


Random Tiefling Subclasses (d12)

 1. Black Arcanist – +1 spell prepared per level. The amount able to be cast per day remains the same, but the caster can choose from any prepared spell of that level to cast using the slot. Prepared spells are not lost as they are cast, but the slot is "used up" until spells can be prepared again. A tiefling of this subclass cannot wear armor or use any weapons besides Daggers.
 2. Dirgesong Sniper – +2 to hit with bows
 3. Woodland Ghost – 66% chance to be unseen and unheard in the wilderness
 4. Arcane Mercenary – +1 to hit and damage with swords
 5. ManHunter – +1 to hit and damage against humans
 6. Tarterian Whisperer – Cannot wear armour, cast Augury 1/day per 3 levels, Command 1/day per level
 7. Dark Rider – +1 to hit, damage and AC while mounted
 8. Eldritch Swordsman – 1/day/level can cast a spell on a sword while attacking, spell effect centres on the sword if it hit the target, or is lost if the attack misses.
 9. Spellblade - As long as at least 1 spell of highest level available is prepared: +1 to hit with melee weapons, +2 damage with melee weapons and +1 AC. -1 spell per level.
10. Otherworldly Charmer – +1 reaction roll bonus
11. Focused – +10% to earned XP
12. Choose one or make up a new one



Random Lumpen-one Subclasses (d12)

 1. Darkeye - +1/6 Surprise chance
 2. Leaper - Jump up to 10' long or 5' high, takes half damage from falls
 3. Big'un - Can wield larger one-handed weapons like long swords
 4. Ambusher - Backstab enemies to do 2x damage.
 5. Squat - +10 lbs carrying capacity, can travel 25% further per day overland than normal.
 6. Witch Doctor - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
 7. HoleWarden - -1 chance to be surprised
 8. Brute - +2 melee damage, cannot wear armour heavier than leather.
 9. Luck-Chanter - +2 on saves versus fear and mind control, grants 1 companion the same bonus (companion is chosen once per day and remains in effect for the rest of the day).
10. Scavenger - Get lost less, good judge of found food.
11. Focused - +10% to earned XP
12. Choose one or make up a new one

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