Wednesday, October 7, 2026

Other Types of Adventurers

 Leaden Men

By mystical means, they’ve condensed certain purities in their body into a lump of force. With a Turn of focus, they can send it into a body part— their hand, their teeth, their liver— to transcend human frailty in that section. A leaden hand can catch blades well— treat it like a shield. Leaden men have little to fear from needle traps and devil rings. Teeth to bite, liver to shirk poison, eyes to shirk the evil eye.


They level and gain HP like fighters, fight and have proficiencies as clerics, and save as magic-users. In a procedure like magical research, Leaden Men can cultivate multiple lumps of force at a time, but it drains their emotion and passion, and lends false insights.


Spirit Courtiers

Visitors to the lands we know, who set themselves below others for their own purposes. Prone to unfamiliar fascinations, they enjoy work as bodyguards, advisors, and musicians. With speech, song, or instrument they can impress a multitude. In moments of crisis, they must follow the orders of an ally— a command given in one round is followed in the next, and so the party must guess what is needful before it is begun. Spirit Courtiers deal +1d6 damage with all attacks, may weigh 400 pounds if it suits them, and pick up languages quickly.


They level, gain HP, fight, and have proficiencies as clerics, and save as thieves. They may use spell scrolls of both clerics and magic-users.


Skeletines

Some women are rejected by death along an unknown criteria. The prevailing theory is that whatever force punishes the innocent in this world does so in the Underworld as well, a sentiment that wins these bony and desperate sorts some pity. That so many choose to sneak into crypts is not a surprise, but it is a relief. They have “thief skills”, but instead of hiding in shadows, they imitate a corpse or other garbage.


They level and gain HP as an elf. They fight, save, and cast spells as a cleric. They have proficiencies as a thief.


Demon Summoner

Draw your guy, with whatever weapons, spikes, heads, and stuff you want. She’s an 8 HD demon who’s like twelve feet tall and can be summoned or unsummoned at will— each day, her HP resets because the devil heals her, even if she dies. She has 7 Morale (charisma doesn’t modify) and tests morale each time she’s summoned. When she would fail a morale roll, she goes crazy and can’t be unsummoned until dead. When you level up, give her +2 HD or +1 Morale. If you and the DM agree, she can start with just 5 HD and a cool power.


You get to level up at thief speed, but you have their attack and proficiencies. You save and gain HP as a magic-user.


Dragoon Cat

Each of the nine parts of the world has its great cat, a predator of speed and stealth. The Dragoon Cats pad down from the rich windswept savannas to claim their share of gold and glory before returning home. Their fur ranges from bright orange to mauve to a mossy green, run through with sizzling stripes. Everyone knows these apex predators can talk, but not everyone believes it. They can run at twice the speed of a human, and on a charge can make two 1d8 swipes and a 2d6 bite, all at an extra +4 to-hit. In other corcumstances, they have a single 1d6 natural attack. Ambush predators, they move silently and hide-in-shadows at 4-in-6. When unencumbered, they have a 20 foot vertical or horizontal leap.


They level and fight as fighters. They gain HP and save as thieves. They have proficiencies as magic-users. Adventuring dragoons learn how to instruct artisans in crafting bags and harnesses so they can carry things. With two paws, they can match the dexterity of a human hand. They can carry a human’s weight but make poor mounts, equivalent to other adventurers.