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Monday, November 26, 2012

The Fallarin (A Character Class for LL)

One came alone, from between two curling ribbons of stone that overarched the largest opening. He wore a brief kilt of scarlet leather. A golden girdle clasped his waist, and a king's torque circled his neck. Otherwise he was clad in close dark fur against the cold. His body was small and spare and light. The wings that sprang from his shoulders were dark-leathered and strong, and when he descended to the platform his movement was assured, if not beautiful. But Stark knew why they were called the Chained. The genetic alteration their ancestors had undergone, hoping to give their descendants new life on a dying world, had cheated them cruelly. That inadequate wingspan would never know the freedom of the high air.

"Yes," said the Fallarin, "we are clipped birds, a mockery above and below." He stood before the high seat, looking straight up into Stark's eyes; his own were yellow as a falcon's, but too full of a dark wisdom for even that royal bird. His face was narrow and harsh, too strong for beauty, with a sharp nose and jutting chin. But when he smiled he was handsome, as a sword is handsome.

-- The Hounds of Skaith, by Leigh Brackett 

The Fallarin



Requirements: DEX 12, INT 9, CON < 10
Prime Requisite: DEX
Hit Dice: 1d4
Maximum Level: 12

Experience Level Abilities Breath Attacks Poison or Death Petrify or Paralyze Wands Spells or Spell-like Devices








0 1 Fly 20 ft, 1d6 wind blast, lift 10 lbs, deflect 1 arrow 15 12 13 13 15
2235 2
15 12 13 13 15
4765 3 1d8 wind blast, lift 20 lbs, deflect 2 arrows 15 12 13 13 15
10025 4 Fly 40 ft 13 10 11 11 13
18251 5 Lift 30 lbs, deflect 3 arrows 13 10 11 11 13
45501 6 Whispering wind, 1d10 wind blast 13 10 11 11 13
93001 7 Lift 40 lbs, deflect 4 arrows 9 8 9 9 11
195001 8 Fly 60 ft 9 8 9 9 11
340001 9 1d12 wind blast, lift 50 lbs, deflect 5 arrows 9 8 9 9 11
560001 10
7 6 7 7 9
780001 11 Lift 60 lbs, deflect 6 arrows 7 6 7 7 9
1000001 12 Fly 80 ft, 2d6 wind blast, aerie 7 6 7 7 9


The Fallarin are a failed experiment in genetic modification, winged men standing four to five feet tall and weighing from 60 to 80 pounds. Fragile creatures unable to fly for more than short distances, the Fallarin have survived the harsh wastes of Krül through their incredible psychic abilities which allow them to control the wind itself.

The Fallarin may wear no armor heavier than leather, finding it too restricting, and lack the strength to become capable fighters, employing only small weapons such as a dagger. They do, however, have the following special abilities:

Flight: While slight, the Fallarin are too heavy for anything other than short bursts in the air. As long as they are unburdened, a Fallarin automatically ignores the first 30 ft. of falling damage at 10 feet / round. Moreover, they may fly up to 20 ft. per four levels, although they must land at the end of their turn. Flying is exhausting, however, and if the Fallarin does not take one turn to rest, each additional flight requires a save vs. paralysis or the drained creature will tumble to the ground in the apex of their ascent.

Control Winds: The Fallarin may move objects or creatures up to 10 lbs. / 2 levels (10 lbs at 1st, 20 lbs at 3rd, etc) up to 20'. Creatures are allowed a savings throw versus spells to resist. Fine manipulation is impossible, and any task beyond lifting or pushing objects, blowing out torches, etc. requires a savings throw versus wands.

By directing their powers into a gale force wind, the Fallarin use the wind itself as a weapon. The Fallarin character rolls to attack, as per usual, with a successful attack inflicting 1d6 damage at 1st level, 1d8 at 3rd, 1d10 at 6th, 1d12 at 9th, and 2d6 at 12th. If the Fallarin is possesses at least 3 HD more than the targeted creature, the creature must save vs Breath Weapon or be knocked back 1d6 x 10'.

Fallarin may also use their ability to Control Winds to deflect incoming missiles. If the Fallarin is aware of the attack, they may make a savings throw versus breath weapons to deflect one missile / round per 2 levels.

Commune: While a single Fallarin may be dangerous, larger parties wield considerably more power. By joining their minds together, the Fallarin may accomplish the following:

Sow the Wind: The psychic abilities of the Fallarin can be combined to hurricane-strength force. Bursts of wind count total levels for damage (using the highest-level Fallarin's attack matrix) and they may move objects of their combined weight.

As an example, a 5th level, 3rd level, and 1st level Fallarin could move objects up to 60 lbs. of weight and bursts of wind would inflict 1d12 damage.

Whispering Wind: This ability allows the Fallarin to cast Commune once per day, hearing the secrets of the wind itself. To perform this task at least five Fallarin must be gathered together and the leader must be at least 6th level.

Aerie: At 12th level, a Fallarin may build an Aerie, a stronghold for his people. These are carved from the highest, most inaccessible peaks and require master masons to shape the smooth, curving vertical tunnels where the Fallarin feel at home. Once the character has done so, he will attract 1d6+2 Fallarin to roost, along with nearby savage tribes which will worship them as gods.



Fallarin Attack Matrix

Level






AC








-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9
1 to 3 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4 to 5 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
6 to 8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
9 to 10 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
11 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
12 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5























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