Subject: A Discworld- D&D crossover Homebrew Class
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Posted on: 2014-04-08 05:32:00 UTC
So, I've had this idea, and I was thinking of basing an agent off of it.
The idea is this: A homebrew D&D class, called the Monks of Rinjswand, who follow the principles of speed and cowardice that Rincewind of the Discworld bases his whole life on.
In-universe, they're disciples of Rinjswand, God of Cowardice and Survival, the Coward of a Thousand Retreating Backs.
The Monks are a new brainchild, and I haven't been able to really organize the class. If someone could help me out, it would be much appreciated.
Current ideas for class features (note that some are for higher levels):
Class Skills: Bluff, Concentration, Escape Artist, Hide, Listen, Knowledge (geography), Knowledge (the planes) Sense Motive, Spot, Survival
No proficiency with any weapons or armor; in fact, this class cannot wear anything heavier than light armor, as to do so would impede the process of running away.
They either cannot enter combat unless it is absolutely necessary, or have to succeed a Will save to enter combat.
See Death- Due to training to always expect to see him, Monks of Rinjswand can see any personification of Death. At higher levels, they can see anything that is invisible by way of a SEP field or other method of unnoticeability.
Improved Running- Any Monk of Rinjswand may temporarily double their base land speed for some [undetermined] amount of time, after which they become tired. A [some high level] MoR does not have this drawback.
Universal Cowardice- A Monk of Rinjswand may speak 2 languages more than what is provided by the rules. They may speak in any reasonable language for the purposes of crying for mercy or help, or to surrender.
Knowledge of Cruel and Unusual Geography- A MoR gains a +[rather high] save against any difficulty provided by terrain of any kind.
Favored of the Lady- Because they attempt to follow the path of Rincewind of all people, the Lady tends to take note. MoRs tend to get into dangerous and heroic situations which they will usually survive and somehow solve, but usually with singed hair and eyebrows at the least.
Only Vaguely an Hourglass- Because of the constant attention of the Lady, not even Death him/itself knows their future. In other words, they're immune to fate.
Advanced Cowardice- MoRs develop a special intuition about when danger is immanent, and with a high enough roll, they can sense the danger and start running before it even strikes. MoRs also gain a +[a lot] bonus on Sense Motive checks.
Speed is a Sacrament: MoRs gain access to the cleric domains Speed and Luck, and the following spells (not all at once. Some are higher level than others): Detect Magic, Detect Poison, Endure Elements, Obscuring Mist, Death Ward, True Seeing.
Science of Cowardice: MoRs gain half the XP they would get from an encounter when they run away from the encounter.
Art of Running- A high-level MoR doesn't get tired after running.
I know, it's kind of a mess right now, but with everyone's help, I'm hoping to straighten it out into a respectable parody of D&D.
Um... if that kind of thing is allowed here...