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| Blackskullgreymon06-22-07, 10:45 AM | For those PCs who, despite their upbringing, equipment, and experience, still baffle us to this very day. I'm a new DM, and I've never actually made something as complicated as a new class. What I'm doing is taking the general concept of it and at each achieved level figuring out what wouldn't make him too much stronger. I don't mean for this to be a really good prestige class that people work to achieve, but rather something that simply allows some inside jokes at the expense of the unluckiest player of the game. The prerequisites for this class are simple. Take note every time your player does something "idiotic" and award them one point. At 5, they are allowed to take this rank. Some examples would be this - My little brother's Ranger. He has to climb along a rope from one window to the next in a 2-story building. He rolls a natural 1, followed by a 2 on his balance check. Basically, he walked out the window and fell flat on his face below. To top things off, luck would have the wizard who tried to go next also rolled poorly, falling on the ranger. This is a good one. There is a guard with the head of a lion. It was a magical beast who would offer a riddle and allow the party to proceed. Before the beast gets a chance to speak, Ranger jumps in, "I fire an arrow!" Critical hit, square in the face, killing the guard. As for the bonuses acquired, I don't want to tweak the stats too much Every couple levels I give a bonus Fort save, I figure because he's used to taking damage from careless mistakes. Rather, I mostly offer abilities that are in the realm of inaccurate or double-edged swords. The simplest, but also most complex, is the allowance to use Idiot Tools. This is any joke weapon like the famous Rat Flail, to a veil of Coolade that can be thrown at the enemy. If characters without the Idiot Tools ability tried using these items, they'd contract disease or simply not work. Next is Dance of the Idiot. The adventurer, in a desperate situation, will flail around, hoping to either inspire his foes to dance, or drive them away. The clumsy movements have a 5% chance of stunning a foe for 1d3 rounds, or until an attack is made. The other good one I've thought of is this - Dumb Luck. The player may choose to use this ability before rolling a d20 for any reason. This ability increases the critical chances in both directions, 1 for critical hit and 2 for critical miss. What I mean by this is, let's say he's attacking with a weapon that normally has a crit of 19-20. If this player rolls a natural 1, 2, or 3, they have a threat for critical miss. If they roll a natural 18, 19, or 20, they have a critical threat. I figure so far so good, but I was curious on some tips you may have for new abilities, or anything. |