OD&D: Cambions, Darklings, Sphinxes, and Valkyries as race-class variants

Image result for old school fantasy art
By Jakub Rebelka

NOTE: I have edited both the Cambion and Darkling variants

OD&D had races. Not race-as-class, but races that modified certain classes. For example, here's the Dwarf:

Dwarves may opt only for the fighting class, and they may never progress beyond the 6th level (Myrmidon). Because of their relatively small size, clumsy monsters like Ogres, Giants and the like will have a difficult time hitting Dwarves, so score only one half the usual hit points when a hit is scored. They have a high level of magic resistance, and they thus add four levels when rolling saving throws (a 6th level dwarf equals a 10th level human). They are the only characters able to fully employ the +3 Magic War Hammer. Dwarves note slanting passages, traps, shifting walls and new construction in underground settings. Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins and Kobolds before any other enemies in sight. Dwarves are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues (see Character Languages).
So I guess its easiest to say that races are variant classes in a way, as a dwarf is a variant fighting-man.

OD&D also offers this (oft-repeated) pearl of wisdom:

Other Character Types 
There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a "young" one and progress upwards in the usual manner, steps being predetermined by the campaign referee.
So, clearly making new race-class-variants is pretty encouraged.

So, let's make some new race-class variants. Some of these restrictions may seem odd; in future posts detailing lore, I will go over these (such as sphinxes not being able to use magical items).

* - The " symbol means multiple the proceeding number by 10. So 2" is 20 feet. 12" is 120 feet. 

Cambions
Legion Commander
The infernal children of Things that spill out of hell.

Cambions can begin either as fighting-men or as clerics and freely switch between each class, but only between adventures. Thus, they begin with the benefits of both classes. However they may not progress beyond 6th level fighting-men (Myrmidon) and 4th level cleric (Evil Priest), and they must be Chaotically aligned.  Cambions can see at night as if it were daylight. Because of their infernal nature, score only one half of the usual hit points when a hit is scored from a fire source, such as a torch, alchemist fire, or a fireball. At the referee's option, cambions have a 1-4 chance of knowing when a creature is aligned to Chaos, and a 1-2 chance of sensing hostile creatures when they approach a door of any kind. A cambion can offer the soul of a creature to their infernal sires. When they do so, they deal an additional two pips of damage with weapons. If the creature does not die within 6 rounds, the cambion loses 1 energy level for breaking their payment.

Darklings
Image result for darkling fantasy art
Darklings are curs'd fey, exiled from their hidden kingdoms.

Darklings can begin either as fighting-men or magic-users, and can freely switch between either class, but only between adventures. A darkling may not progress beyond a 4th level fighting-man (Hero) or an 8th level magic-user (Warlock). Because of their curse, they can only use cursed magical arms and armors, as well as cursed enchanted items, and they are immune to the curses of these items. Darklings can create potions and poisons, which takes time up to the referee and costs 1,000gp per dose to develop. Darklings have a fey harp doused in their curses, sorrows, and spites. Playing the harp allows for two different songs to be played. The first, a hateful ballad, causes creatures hostile towards the darkling to roll all dice twice and to take the worst result. The second, a sorrowful dirge, brings a character who has died within 1 round and within 3" back to life. The creature loses 1 energy level in exchange for this.


Sphinxes
The Sphinx
Sphinxes adventure to gather wisdom. They retire and become sages for monarchs & gods.

Sphinxes are magic-users, and can only progress to 8th level magic-users (Warlocks). Sphinxes can use no magical items other than scrolls and potions. Sphinxes may only arm themselves with bows and slings. They have a 1-5 chance of knowing the answers to any riddles, and their wisdom allows them to hire sages at 1/10th of the price (200gp per month). After progressing to 2nd level (Seer), sphinxes can begin to research cleric spells. They cast these spells with their normal magic-user spell slots. All sphinxes can assume a monstrous shape, wherein their body takes the form of a lion, giving them two attacks with their claws. In their normal shape, they have wings, allowing them to move 2" through flight. Sphinxes are also magically-resistant, and thus save against magical effects as if 4 levels higher. Finally, a sphinx can speak any language.

Valkyries
Dark Valkyrie
Valkyries descend to the world to aid adventurers whose souls they eventually harvest.

Valkyries are fighting-men who cannot progress beyond 7th level (Champion). Valkyries can use any means of magical weaponry and armors, but cannot use enchanted items. Valkyries add two pips to the damage rolls of any characters who deal damage with a weapon, so long as those characters are within 10" and have not failed a morale check during this battle. Valkyries themselves are treated as having AC 1 point above whatever they are wearing. A valkyrie can call on their patron All-Father or All-Mother, who will send them a boon once per adventure. This boon has a 50% chance of manifesting as a raven, who will attack for 6 rounds anyone the valkyrie deems as cowardly. This boon has a 40% chance of manifesting as a wing'd wolf, who can move with flight 40", can be rode by the valkyrie, but will not engage in combat. Lastly, the boon has a 10% chance of manifesting as wisdom, allowing the valkyrie to do 6 damage with each attack for 6 rounds. If a fighting-man dies within 10" of the valkyrie and is holding a weapon, she can consume 10% of their experience and make it her own.

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