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Sunday, December 23, 2012

Holly Jolly Warriors for Your Dungeon [New Class]

'Tis the season for being goofy, don't you know, so I present this long overlooked fantasy archetype for your favorite fantasy game. Check you stocking for dice, roll up a kringle, and go slip the hobgoblins some coal (and cold steel) upside their pointy heads.

KRINGLE
H/T Trey's Sorcerer's Skull Blog
Kringles are holy warriors dedicated to generosity to the poor, protection of the weak and punishment of the wicked. They adventure to take their war on naughtiness into dungeons and to acquire enough wealth to one day build a fortified workshop of their own.

ROLL D8 FOR HIT POINTS

REQUIREMENTS
Strength and Wisdom of 13+; Kringle’s must be Lawful or Lawful Good, depending on what alignment scheme you use.

ARMOR ALLOWED
Any armor and shields

WEAPONS ALLOWED
Any bludgeoning weapon

SKILLS
Escape Bonds, Move Silently, Riding

XP ADVANCEMENT
Kringles advance as paladins

CLASS ABILITIES
A kringle can use the know alignment spell at will; he knows just by looking at you whether you’ve been naughty or nice. In addition, they are capable of squeezing through very small openings, as though they were tiny in size.

A 2nd level kringle is capable of using the minor creation spell, though they can only create an item if they have a sack from which to pull it. At 6th level, a kringle can use minor creation three times per day, and major creation one time per day. A 9th level kringle can use minor creation at will, and major creation three times per day.

A 3rd level kringle is immune to fear. Each ally within 10 feet of him gains a +2 bonus on saving throws against fear. In addition, a xxx gains immunity to all diseases, including supernatural and magical diseases.

A 4th level paladin (gallant) gains the ability to turn constructs, as a cleric turns undead, as a cleric three levels lower.

A 5th level kringle can undertake a quest, guided by a divine vision, to find and gain the service of an unusually intelligent, strong, and loyal reindeer to serve her in her crusade against naughtiness. If the kringle’s mount dies, he must atone (per the atonement spell) and then wait until gaining another level of kringle to undertake the quest again.

A 9th level kringle is capable of using time stop once per day. This increases to three times per day at 16th level.

At 9th level, a kringle is permitted to use crystal balls as though they were magic-users. How else could they know when folks are sleeping or when they’re awake?

An 11th level kringle can choose to establish a workshop in the wilderness and gain followers (see High Level Play below). A kringle who becomes a lord or lady attracts 1d6 gnome artisans per level, 1d6 automatons (1st level fighters – toy soldiers, get it?) and one 3rd level kringle to serve as a foreman. The automatons and the kringle should be generated as characters under control of the player.

3 comments:

  1. Holly Jolly. That's a fun phrase. Hope all is well on your end of the world and Happy 2013!

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  2. I and mine are doing well - hope the same goes for you. Keep on cookin'!

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  3. I would add a power of "Ho Ho Ho!" that has the effect of Remove Fear to allies or Cause Fear to enemies. or something like Bless/ Blight.

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