Sunday, March 31, 2013
Hippity-Hop Into the Dungeon - The Easter Bunny Class!
[Okay – this was a brainstorm Easter morning, so this is a bit scanty – please forgive and, most importantly, have a Happy Easter, even if you’re not a Christian. A happy day and a chocolate bunny are fundamentally good things, regardless of your beliefs!]
Hit Dice: d6 / +2 hit points per level after 10th level
Advance as: Thief
Attack as: Thief
Save as: Bard
Armor: Padded and leather
Weapons: Any weapon that does not involve metal; they can use flint-tipped spears and arrows, which deal one dice size less damage than their metal counterparts
Skills: Find Secret Doors, Hide in Shadows, Jump, Listen at Doors, Move Silently, Trickery
Easter bunnies can charge into combat with a mighty leap that carries them up to 15 feet forward.
Easter bunnies can speak with animals and plants at will. They also have “faerie fire vision”, which they can invoke for up to 2 rounds per level each day.
Easter bunnies cannot use iron or steel weapons, and in fact suffer +1 damage per hit from such weapons.
Easter bunnies can lay magic eggs. An Easter bunny can lay one egg per day, each one imbued with a magic ability of the Easter bunny’s choice as limited by their level. A first level Easter bunny starts with three magic eggs.
For a magic egg to affect a person (willingly or not), it must be cracked over them or it must strike them. To affect an area, it need only be thrown into that area. To summon nature’s ally, it is cracked and the creature sort of magically pours out of it.
Magic eggs can have the following effects – one effect per egg – based on the Easter bunny’s level:
Level 1 – bless, charm person, cure light wounds, entangle, grease, hold person, light, obscuring mist, phantasmal force, sleep, summon nature’s ally I, explosive (1d6 damage in 10’ radius)
Level 3 – animal messenger, blindness, calm emotions, cure moderate wounds, darkness, fog cloud, glitterdust, gust of wind, hypnotic pattern, improved phantasmal force, mirror image, reduce animal, silence, sound burst, summon nature’s ally II, summon swarm
Level 6 – charm monster, confusion, cure disease, cure serious wounds, daylight, deep slumber, diminish plants, dispel magic, fear, good hope, phantom steed, plant growth, remove curse, slow, spectral force, spike growth, summon nature’s ally III, wind wall
Level 9 – command plants, cure critical wounds, dimension door, dominate person, hallucinatory terrain, hold monster, rainbow pattern, spike stones, summon nature’s ally IV, zone of silence