
Murkmoldiev |

The Clod
I think this is halarious but hes Buzzy the half ogre clod is doing
well !
- Base Class .
Thanks to whoever developed the 2nd ed Kit version.
Description: Members of this class are not part of a "group" in any normal sense. Some individuals are unusually strong and stupid. They blunder around life, taking things when they need them. Their thief abilities are significantly modified in form, though not in result.
The Clod had a merciless upbringing where life was a daily strugle for survival.
Lacking the wits to survive the Clod develops other ways to solve his problems, and special resistances.
Weapon proficiencies: All simple. Armor Medium - no shields.
Skills.
Athletics, Craft, Disable device, Handle Animal , Intimidate, Knowledge Local, Profession, Slight of Hand , Survival.
Clods are not Literate.
Hit dice D12
Skill Points per level 4 +int.
Starting Wealth 3d6 X10 gp.
Level BAB F R W Special
1st +1 +2 +2 +0 Move unstoppably, Thump!
2nd +2 +3 +3 +0 Tough Skin +1
3rd +3 +3 +3 +1 Bonus Feat,
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Endurance. Tough Skin +2
6th +6/+1 +5 +5 +2 Resist Death.
7th +7/+2 +5 +5 +2 DR 1
8th +8/+3 +6 +6 +2 Bonus Feat
9th +9/+4 +6 +6 +3 Tough Skin +3
10th +10/+5 +7 +7 +3 DR 2, To Dumb to Care.
11th +11/+6/+1 +7 +7 +3 Bonus Feat
12th +12/+7/+2 +8 +8 +4 Tough Skin +4
13th +13/+8/+3 +8 +8 +4 DR 3
14th +14/+9/+4 +9 +9 +4 Bonus Feat
15th +15/+10/+5 +9 +9 +5 Tough Skin +5
16th +16/+11/+6/+1 +10 +10 +5 DR 4
17th +17/+12/+7/+2 +10 +10 +5 Bonus feat.
18th +18/+13/+8/+3 +11 +11 +6 Tough Skin +6
19th +19/+14/+9/+4 +11 +11 +6 DR5
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat.
A Clod uses Rogue skills in a different fashion that regular.
These changes are explained below.
Slight of Hand : This ability is no longer the sly purloining of coins or pouches from an unknowing victim. Instead, it represents an irresistible "grabbing" of the object. Its chance of success is nearly the same as the normal ability, but there are some differences. First, whether successful or not the attempt is totally obvious. Unless dead, the target will notice. If the Clod tries to "pick" a pouch hanging from the victim's belt, success means that the whole pouch was ripped off, the attaching thongs torn. If the Clod tries for something in a pocket, he shoves a big meaty hand inside and grabs everything he can, most likely tearing the pocket off in the bargain. Ability modifiers: (STR, not DEX, applies)
The Clod gets a + 1 to this roll for every 2 levels in Clod he possesses.
If the victim is holding the item to be grabbed in hand, the attempt provokes an AoO. Any damage caused adding to the DC of the attempt.
A failed roll provokes an AoO.
Slight of Hand DC.
20 Rip off a belt pouch or necklace.
25 Rip off a side satchel or grab a held or worn containers
contents.
30 Tear off a backpack or shield.
35 Tear the magical nose ring out of the nose of a berserk charging Minotaur.
Opposed by CMD Grab a weapon, wand or Item out of the hand of someone.
and provokes AoO.
Disable Device. ( Str )
This skill is simply the opening of locked objects through the creative use of force. Special tools are normally required to open locks effectively. Members of this kit don't use any of those tools that normal thieves do, though. Crowbars, sledgehammers, big rocks, and spiked clubs are frequently used. This method has advantages and disadvantages over the normal method. Normal traps like poisoned needles in locks and contact poison just don't do anything to the thief, obviously. Moreover, an attempt takes a mere 1-3 rounds (spent smashing, prying, and gouging the offending closure). The problem is that most objects are too delicate to handle this sort of treatment. Generally, if the DM thinks the locked object (or its contents, if a chest or box) is liable to be broken by the mistreatment of the lock, s/he should have it save versus the blow. Noise is also a drawback of this method. Ability modifiers. The Clod gets a + 1 to this roll for every 2 levels in Clod he posses.
THE DC is the BREAK DC of the lock or box
Remove traps: Not dissimilar to Open Locks. A Clod has a hard time finding a trap on their own, but if a friend points one out, the Clod can "remove" it quite effectively. The technique is essentially that of catastrophically setting it off. As above, a few "tools" are needed. If the roll is successful, the thief sets the trap off, causing it to fail/jam/whatever. The Clod NEVER takes damage from the trap if his roll is successful. Other party members need by no means get off this easily. If they happen to be standing in the wrong place when the trap is set off, too bad for them. This skill applies both for mechanical and magical traps.
Failure sets the trap off automatically; and, if the thief CAN be affected by it, he automatically is. The Clod gets a + 1 to this roll for every two levels in Clod he possesses.
Tough skin: the Clods repeated fights cause his skin to callous, giving him a natural armor bonus.
Damage Reduction: The Clod gains the ability to shake off damage similar to a Barbarian.
Resist Death: At 6th-level, A Clod becomes even more resistant to suffering and injury. As such, if a failed massive damage save or a missed fortitude saving throw would result in the Survivor's death, he is instead reduced to - 1 hit-point.
To Dumb to Care: At 10th level - extreme cold and heat does not bother a Clod.
He gains a permanent endure elements effect.
New Abilities.
Move unstoppably: (Ex)
As was mentioned earlier, nearly every member of this kit is large and overweight. These thieves possess an uncanny skill to barge through obstacles with little or no harm to themselves. This skill is usually invoked either (1) while frantically making for the exit or (2) while mindlessly trying to get hold of something interesting. If used successfully, intervening objects/beings will be knocked over, spilled, scattered, stomped on, jostled, busted through or otherwise disturbed in the most chaotic, noisy way possible.
The Clod gets a + 1 to this roll for every level in Clod he posses And adds his CMB.
There are Five basic types of obstacle the Clod needs to worry about:
(1) "Huh? Did I hit something?" A single chair. A shorter humanoid. Something minor like that. CMB check.
Small objects DC 10
Small creatures Opposed CM rolls.
(2) "Oooff!"
A dining room set. A bunch or barrels.
A short picket fence. A thick hedge. DC 15
A few people gossiping in a group. Average CM.
A single much bigger humanoid. Opposed CM rolls
(3) "Oww!" A plaster wall. 20
A big wooden fence.
A small group of guardsmen Average CM.
(4) "...."
A Badly made thin Brick wall. 25
A web spell. Spell DC
A battle sqaud of Orcs. Average CM
A big big monster. Opposed CM rolls
A Door or Portcullis Break DC.
5. Insane.
A Blade Barrier spell. 60
A wall of Ice. 60
It is Impossible for the Clod to run through things like walls of stone
or Iron.
The Clod moves at full normal movement through the area for up to a round or until the DM deems that he must stop or roll again. If the Clod attempts to Move Unstoppably through one or more armed entities, that's OK. If he succeeds, the victims must each make reflex saves Vrs the Clods roll or be knocked prone.
If he fails, each of the intended victims get an attack of opportunity as he moves by.
If he fails by more that 5 his progress is halted and provokes AoO.
If he fails by more than 10 he is knocked prone himself and provokes AoO
If he fails to move through an object he is knocked prone or subjected to whatever it was ( ie - Web ). With possible Damage (ie - Blade Barrier. )
Thump! :
Clods gain the ability to "thump" a surprised, sleeping or helpless opponent on the head. The thief may use any proficient blunt weapon. If the victim is wearing armor, s/he is assumed to be wearing a helmet unless there is some reason to think otherwise. A "thump" will only be the special shot to the head if the opponent is surprised.
AC is the Flat footed, or Helpless AC of the Defender,
Plus all normal bonuses for attacking from behind, etc., if applicable.
A successful hit does normal damage Plus an extra 1d6 Non lethal damage at every odd Clod level.
The Thump DC Fort save to save vrs the special effects is 10 Plus half Clod level
plus Str Modifier.
LEVEL SPECIAL EFFECT.
At levels 1-4: Target is staggered for 1 - 3 rounds.
At levels 5-8: Target is dazed for 1-3 rounds.
At levels 9-12: Target is Stunned for 1-3 rounds.
At levels 13-16: Target is Knocked unconscious for 1-3 rounds.
At levels 17-20 Target is knocked unconscious for 1-6 rounds.
At levels 20 + Target is bashed into negative Non lethal HP equal to his Constitution.
Bonus Feats are Chosen From this List and the list of New Feats.
Improved unarmed strike, Catch off guard, Die hard, Throw anything, Toughness,Improvised weapon mastery, Intimidating prowess.
New Feats.
Careful : Your character has through hard knocks learned to become particularly careful when around deadly or potentially dangerous devices, which includes traps designed for various effects. Benefits: Your character receives a +3 bonus to all his Reflex saves against all types traps and as well as a +3 dodge bonus to his AC against all types of traps. As well as this, your character is also granted a +3 bonus to all perception checks to discover any traps.
GUTS
You have a bad habit of doing things that ought to get you killed, and an odd knack for surviving them.
Benefit: Whenever you intentionally stake your life–or something equally valuable–on a particular die roll, you gain a +8 bonus to the roll. Only truly daredevil risks, such as a jump check to clear a thousand-foot-deep crevice, or your saving throw when you manipulate a wizard into wasting his fireball spell against you while your companions linger safely out of range, receive the benefit of this feat. Furthermore, you must willfully subject yourself to the risk; the fact that someone slipped lethal poison into your drink or decided to blast you with a cone of cold in open combat doesn’t require any guts on your part.
Lucky. - Charcter gets +1 to all saves.
STONE THROWER
Just as a monk can slay with his fists your skill turns a common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds as a simple ranged weapon. A typical stone deals 1d6 damage, has a threat range of 20/x2, and has a range increment of 20. A poor stone has the same stats but deals only 1D4 damage.You may take all the usual weapon feats using stone as a weapon of choice
FORTUNE
You have unusually good luck
Benefit: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it’s worse than the original roll.
Other feats may be added to this list by the DM.
End.