You are the whispered one, it that walks from the billabong. The slimy stagnant water pooling and pouring. The ancient underground creeks, flowing brackish and blackish. The dirt red rank river riveting men to come underneath to drown. You are the demon in the water, The Bunyip.
Hit points - The Bunyip gains 1D5 hit points per level.
Weapon training - The Bunyip is trained in these weapons: Waddy/Boondi,
Dagger and Staff. The Bunyip uses twisted elemental bush magic to protect itself from attackers.
Alignment - The Bunyip is a wicked watery spirit that inhabits billabongs, rivers and creeks. Many a tale tells of men, women and children being dragged under the water by the savage man eater. Bunyips are always chaotic in nature.
Magic - Being of the land itself the Bunyip can twist and control the spiritual and animalistic magics. This allows them to control the elements and use them to their advantage.
To cast a spell, a Bunyip makes a spell check. The spell check is made like any other check: roll 1d20 + Intelligence/Personality modifier + caster level. If the Bunyip succeeds he casts an ancient elemental magic
Billabong's unluck - Bunyips are vile devils that prey on humanity, a dread aura hangs around them affecting all human mortals who dare go near. Because of this a Bunyip burning luck gains multiple features.
Firstly, a Bunyip doubles the bonus of burning Luck. For every 1 point of Luck expended, a Bunyip gains a +2 to its roll.
Secondly, a bunyips dread aura recovers daily to a limited extent. The Bunyip's Luck score recovers each night by a number of points equal to its level. This method cannot take the score above its natural maximum however.
Thirdly, the Bunyip can choose to engulf others within the aura. The Bunyip can curse both humans and its enemies with bad luck while also blessing allied demi humans with natural good luck.
Action Die - A Bunyip can use its action die for attack rolls, spell check or Unlucky rolls.
Level | Attack | Critdie/Table | action die | Known spells | Max spells level | ref | fort | will |
---|---|---|---|---|---|---|---|---|
1 | 0+ | 1d6/I | 1d20 | 4 | 1 | 1+ | 0+ | 1+ |
2 | 1+ | 1d6/I | 1d20 | 5 | 1 | 1+ | 0+ | 2+ |
3 | 1+ | 1d8/I | 1d20 | 5 | 2 | 1+ | 1+ | 2+ |
4 | 1+ | 1d8/I | 1d20 | 6 | 2 | 1+ | 1+ | 3+ |
5 | 2+ | 1d10/I | 1d20 | 7 | 3 | 2+ | 1+ | 3+ |
6 | 2+ | 1d10/I | 1d20 | 8 | 3 | 2+ | 2+ | 3+ |
7 | 3+ | 1d12/I | 1d20 | 9 | 4 | 2+ | 2+ | 4+ |
8 | 3+ | 1d12/I | 1d20 | 10 | 4 | 3+ | 2+ | 4+ |
9 | 4+ | 1d14/I | 1d20 | 12 | 5 | 3+ | 2+ | 5+ |
10 | 5+ | 1d16/I | 1d20 | 14 | 5 | 4+ | 3+ | 5+ |
No comments:
Post a Comment