Just toying round with some more Deathmaze stuff...
Starting Wounds 5
Magic Resistance 2 (Reflective shell)
Insectoids may not use Bows (due to the danger of antenna entanglement)
No Nose: Insectoids are immune to Cronk stench entirely
Acid Cloud: Once per session in the Deathmaze, an Insectoid can cause 1d3 wounds to all monsters and all adventurers in their own and one adjacent rank. Roll damage separately for each combatant hit by the acid. The Insectoid is immune to its own acid but other Insectoids take damage as normal.
Starting Wounds 4
Magic Resistance 1
Herbalists may only use Daggers, Throwing Daggers and Bows.
Brewmeister: While in the dungeon, Herbalists can convert 100 of their own xp into potions by gathering molds and spores from the dungeon floor and mixing them with their water supplies. They may do so to make either a one-dose (1-3) Healing Potion or a (4-6) Strength Potion only.
Arcane Foraging: If a treasure roll indicates a Magical Item is found by the party, prior to rolling on the Magic Item table, the Herbalist can instead choose to make an immediate 1d6+1 roll on the Spices table. A 7 indicates no Spices are found. Finding a Spice successfully grants the Herbalist 10xp.
- Last edited Wed Feb 21, 2018 5:26 pm (Total Number of Edits: 3)
- Posted Wed Feb 21, 2018 5:21 pm