Friday, June 21, 2024

Destige Class: Ashworm Dragoon for OSE (Sandstorm, 2005)

I know backwards-looking system conversions of classes, species, monsters, etc. have been around for decades, since the time we had more than 1 system. But I didn't get inspired to try my hand at it until I mentally connected it to the more recent trend of retraux demakes of music and video games. Which are separate phenomena in very different media, but they're just close enough that I can conceptually append my writing to them in a pointless attempt at self-legitimization.

I also know how late to the party I am on this, so I've decided to do things Slightly Differently, and take a page from my OdditEs series. Hence the 'destige' class; one of the weirder prestige classes from 3E or later, adapted or at least used as "inspiration" for a roughly old school base class in the vein of BFRPG, OSE, or whatever feels most appropriate in the moment. Balancing is likely to be suspect, but fortunately a good chunk of the OSR abhors balance (whether it be mechanical, mental, or otherwise).

Link to the original 3E PrC that inspired this one: Ashworm Dragoon


Ashworm Dragoon

Requirements: Minimum STR 9, minimum CON 9
Prime Requisite: DEX
Hit Dice: 1d8
Maximum level: 14
Armour: Leather, chainmail, shields
Weapons: Any
Languages: Alignment, Common

Nomadic desert tribes long ago learned how to capture and train the giant, sand-burrowing ashworms, also called thunderherders. Ashworm dragoons form a bond with their ashworm steeds so strong that they become like extensions of one another. They blend mounted combat with exotic monstrous abilities to become some of the most formidable forces in (or below) the desert and beyond.


Ashworm Mount

A dragoon begins play with a bonded ashworm- an ashworm with AC 5 [14], 3+3 HD, and a movement rate of 120' (40') / 180' (60') burrowing. If the worm dies, the dragoon may spend one month taming and training a replacement in a desert or waste known to be inhabited by ashworms.

Hardy Mount

Upon reaching 3rd level, an ash dragoon's mount gains a +1 AC bonus and +1 HD. This increases to +2 at 5th level, and +3 at 7th level. If the dragoon's worm dies or is released, its replacement gains these benefits at the end of its training.

Poison Stinger

From 4th level, an ash dragoon can induce their worm to inject a target with poison using its stinger attack a number of times per day equal to their class level. If the attack hits, the victim must save versus Death or be paralyzed for 1d2 rounds, in addition to normal attack damage.

Weather-Beaten

Ash dragoons gain +2 to all saves against nonmagical heat and exhaustion from years of riding across the sands. At the referee's discretion  the bonus against heat may be exchanged for a bonus against cold if a dragoon rides the rare woolly ashworm native to the frozen deserts of the south.

Worm Riding

Ashworm dragoons gain a +1 bonus to attack rolls when mounted. Their bizarre and elaborate saddles also give them a 25% chance to stay seated when otherwise they would be knocked off.

Worm Sign

A dragoon of 6th level or higher can dive below sand or other soft ground with their worm mount and move using its burrowing speed for up to 1 minute per level per day before coming up for air. At 8th level the dragoon and worm can burrow through packed earth, but not solid rock. If still underground when time runs out, the dragoon suffocates in 2d6 rounds unless they are dug out or their worm surfaces on its own.

After Reaching 9th Level

An ash dragoon may construct a stronghold at the edge of a desert or wasteland. Once a stronghold is established, it becomes a meeting ground for nomad tribes who come from far and wide to trade and exchange news. The stronghold also attracts 2d6 apprentices of levels 1-3 to study worm-handling under the ash dragoon.


Ashworm Dragoon Level Progression


Level


XP


HD


THAC0

Saving Throws

D

W

P

B

S

1

0

1d8

19 [0]

12

13

14

15

16

2

2,500

2d8

19 [0]

12

13

14

15

16

3

5,000

3d8

19 [0]

12

13

14

15

16

4

10,000

4d8

17 [+2]

10

11

12

13

14

5

18,500

5d8

17 [+2]

10

11

12

13

14

6

37,000

6d8

17 [+2]

10

11

12

13

14

7

85,000

7d8

14 [+5]

8

9

10

10

12

8

140,000

8d8

14 [+5]

8

9

10

10

12

9

270,000

9d8

14 [+5]

8

9

10

10

12

10

400,000

9d8+2*

12 [+7]

6

7

8

8

10

11

530,000

9d8+4*

12 [+7]

6

7

8

8

10

12

660,000

9d8+6*

12 [+7]

6

7

8

8

10

13

790,000

9d8+8*

10 [+9]

4

5

6

5

8

14

920,000

9d8+10*

10 [+9]

4

5

6

5

8

* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Ashworm Monster Stats

A large, eyeless worm the size of a horse covered in chitin. Distant relative of the purple worm. It burrows through sand and wields a nasty poison stinger. Domesticated ashworms have their stingers clipped, except those ridden by ash dragoons.

AC 7 [12], HD 3 (13hp), Att stinger (1d4 + poison), THAC0 17 [+2], MV 120' (40') / 180' (60') burrowing, SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 25, NA 1d4 (5d6), TT None
Burrowers: Can flee by burrowing into sand or soft earth.
Melee: When in melee, both rider and worm can attack.
Poison: Causes paralysis 1d2 rounds (save versus poison).

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