Melgin's Keep Monsters, Classes and Races
The Dagashi
The dagashi were created by Drow scientists as infiltrators, spies and assassins. They
all appear human, with some minor adjustments, and are trainhed to speak common. They
can take any class except Paladin.
A dagashi will have at least 3 species in his genetic makeup. The first one will affect
his ability scores, abilities and have a large affect on his appearance. The second will have an affect on his
appearance and may give an ability. The third will have only minor cosmetic changes. Any subsequent ones
are unlikely to have any effect at all.
Normal Special
01-11 Minotaur Salamander
12-19 Orc Doppleganger
20-31 Bugbear Nymph
32-48 Owlbear Kenku
49-60 Lizard Man Merman
61-70 Gnoll Ogre
71-86 Hobgoblin Troll
87-93 Roll Twice Harpy
94-98 Special Centaur
99-00 DM's Choice Roll Twice
The adjustments for the first species are as follows:
Minotaur: +2 Str, +1 Con, -2 Cha, -1 Int. Red eyes and hair, 50% chance of horns.
Bugbear: +1 Str, +1 Dex, -1 Int, -1 Wis. Yellow eyes, brown hair, VERY hairy.
Owlbear: +2 Str, +1 Con, -2 Cha, -1 Int. Orange eyes, brick red hair, large hooked nose.
Lizard Man: +2 Dex, -2 Wis. Grey eyes, green hair, 60% chance of vestigial tail.
Gnoll: +2 Str, -1 Int, -1 Wis. Black eyes, yellow hair, 66% chance of BIG ears.
Hobgoblin: +1 Str, +1 Con, -1 Int, -1 Cha. Yellow eyes, brown hair, HUGE feet.
Orc: +1 Str, +1 Dex, -2 Int. Pink eyes, grey-green hair, 75% chance of sharp teeth.
Dopplganger: +1 Int, -1 Cha. Alter Self at will. Grey hair and eyes, no pupils.
Nymph: +3 Cha, +2 Int, -2 Str, -2 Con. Must be female. Teleport 1/day, Charm Person 3/day. No armor.
Kenku: +2 Dex, -1 Str, -1 Int. Bright yellow eyes, no hair, wings. 50% chance of claws.
Merman: +1 Dex, +1 Cha, -1 Str, -1 Int. Blue eyes, seagreen hair. Breathe underwater, Swim 18. 45% chance of scales.
Ogre: +3 Str, +2 Con, -2 Cha, -2 Int, -1 Wis. Purple eyes, green hair, butt ugly. 40% chance of warts.
Troll: +1 Str, +2 Con, -3 Cha. Olive eyes, black hair, big nose. Regenerate 1HP/3 rounds.
Harpy: +2 Dex, -2 Cha. Brown hair, white eyes, 80% wings. Charm person 3/day.
Centaur: +1 Str, +2 Dex, -1 Wis, -2 Con. Brown hair and eyes. Move 24. 50% chance of four legs.
Salamander: +1 Int, +1 Wis -1 Con, -1 Cha. Red hair, orange eyes. Affect Normal Fires at will, Burning Hands 3/day. +2 damage/die from cold,
45% chance of a prehensile tail.
For the second species, divide all percentages by 2. Any special abilities have a 30% chance of being manifested. Any listing without a percentage should
be treated as 100%. The third species should be divided by 3, the fourth by 4, and so on. All Dagashi are evil.
Blademaster
The Blademaster is a Warrior-group class, masters of the edged weapon. They are stylish fighters, and rely as much on their reputation as a warrior as their actual
ability.
Requisites: Str 12, Dex 13, Int 9.
Weapons Allowed: Any sword, dagger, knife, scimitar.
Armour allwed: Studded leather or lower.
Alignment allowed: Any lawful
Races allowed: Elf, half-elf, human, dagashi.
Granted powers:
- A Blademaster must specialise in a weapon at first level.
- Given the Weaponsmithing feat, but can only make weapons he can use. He receives a +2 bonus on the roll, and an additional +1 for each level
above 3rd.
- At 4th level, the Blademaster gains the blade dance ability. This takes a round to perform. If not in combat, it gives a -2 per level of the blademaster
to morale checks for hostile opponents. If in melee, it improves the Blademaster's AC by 1 for every bonus to hit he has with the weapon for each round he dances. He cannot attack
while performing a blade dance.
- At 5th level, the Blademaster chooses a sword to bond with. The weapon must be one he made himself, and if he should ever lose it he must make a new one. Any old sword is
just not good enough. The blademaster gets his Dex missile attack adjustment in to hit bonus for his bonded weapon.
- When the Blademaster makes a sword, if he passes his check by 10 or more, the weapon is of superior qaulity and affords a +1 bonus to hit.
- 15% chance per level of identifying magical swords.
- May not buy or use swords of inferior quality to his own.
XP Table:
XP | Level | HD |
2400 4800 9600 24000 48000 96000 180 000 336 000 +360 000 / level
| 2 3 4 5 6 7 7 8 9 10+
| 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 9d10+3
|