Archive for June 24th, 2010

24
Jun
10

Red Box Workshop: The Ghoul PC

GHOULS

Ghouls are living corpses who feed on the flesh of the living and the dead. Withered and cunning, their clotted hair only partially conceals their red eyes and sharp, pointed teeth. Most ghouls are bestial creatures with no interest beyond hunger. A few, however, conquer their appetites and retain their will. Though not as ferocious in battle as their feral kin, they can be valuable allies—if they can be trusted.

The prime requisite for a ghoul is Constitution. A ghoul character whose Constitution score is 13 or higher will receive a bonus on earned experience.

RESTRICTIONS: Ghouls use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Ghouls may use any type of weapon. Their tough hides grant them a base AC of 6, but they may not wear armor or use shields. Clerics may turn, destroy or command player-character ghouls, though this grows more difficult as the ghoul increases in level. Use the following table to see what type of undead to treat the ghoul as for this purpose.

Ghoul’s Level Turn As:
1-2 Ghoul
3-4 Wight
5-6 Wraith
7-8 Mummy

SPECIAL ABILITIES: A ghoul’s ragged nails and teeth carry a necrotic disease. An unarmed attack by a ghoul inflicts 1-3 points of damage and paralyzes a living target who fails to save vs. paralyzation. Paralysis lasts for 2-8 turns and is removed by any cure wounds spell. A starting ghoul may make one unarmed attack per round; this increases to two attacks/round at 4th level, and three attacks/round at 8th level.

SAVING THROWS: As fighters.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the magic-user advancement table.




Past Adventures of the Mule

June 2010
M T W T F S S
« May   Jul »
 123456
78910111213
14151617181920
21222324252627
282930  

RPG Bloggers Network

RPG Bloggers Network

Enter your email address to subscribe to this blog & get email notification of updates.

Join 1,053 other followers