Lammasu Class



Level
Experience
HP
Paralyse
Poison
Breath
Device
Magic
Aspects of the Divine
0
-
1d10
12
10
15
11
14
1
1
0
1d10
10
8
13
9
12
2
2
3,000
+1d10
10
8
13
9
12
2
3
6,000
+1d10
10
8
13
9
12
2
4
12,000
+1d10
8
6
10
7
10
3
5
24,000
+1d10
8
6
10
7
10
3
6
48,000
+1d10
8
6
10
7
10
3
7
96,000
+1d10
6
4
7
5
8
4
8
192,000
+1d10
6
4
7
5
8
4
9
384,000
+1d10
6
4
7
5
8
4
10
576,000
+3
4
2
4
3
6
5
11
768,000
+3
4
2
4
3
6
5
12+
+192,000
+3
2
2
2
2
4
6







General lammasu info:

  • Can carry one person on their back.
  • Considered divine by some Primes. 1 in 20 chance a Clueless you meet will be one of those folks. They'll be very excited to meet you and do their best to help in whatever way they can. Also probably gonna ask for a ride.
  • Ability of clumsy flight. They need plenty of space to take off, including a little run-up. Can flap along at the rate of a brisk jog.
  • Stomp someone with their hooves for 1d6 damage.
  • No hands, just hooves. There are many problems related to that. Doors, for instance.
  • Size of a bull. Inconveniently large. They suffer all the size related penalties of a bariaur and then some.
  • HOUSE RULE HP: as fighter. They're bulls!








Favourites of the Powers

Every lammasu is a servant of the Powers, they literally cannot conceive of not serving in this capacity. Pick a god. HOWEVER, lammasus aren't servants of a power. They're fickle with their affections, committed to the act of worship but not the recipient. They may change to any god's worship at a moment's notice as long as it has something in their portfolio that matches the lammasu's own.

Lammasu, for whatever reason, are highly desirable to the powers, who are uncharacteristically generous towards this wandering allegiance. The prevailing opinion on why lammasu are so sought after is that it's a status symbol to hold their attention. The Athar, on the other hand, have other ideas about the relationship and what exactly the gods get out of it, suggesting even that the Powers may need the lammasu far more than they need the Powers.


Aspects of the Divine

Lammasu have an inherent spark of godliness that is gradually uncovered as they travel and expose themselves to the planes. To get you started, here are d66 example abilities, but you should make more.

11
Agriculture
Wild wheat and barley grows in your footprints, touching fruit or vegetables will cause them to sprout fully.

12
Animals
Speak with all animals. This does not guarantee friendliness or that they'll be very smart.

13
Art
You act as a muse. Artists that spend significant time with you are d100% more brilliant.

14
Battle
You have an impressive set of horns. They deal 1d10 damage. If they are cut off they grow back.

15
Beauty
You are beautiful. Under all circumstances you look amazing. If you;re covered in mud you look endearingly rugged.

16
Childbirth
You can predict the sex of a baby and safely perform midwifery. Also, sacrifice this ability to bring back someone from the dead. You birth them anew. 

21
Children
Children instinctively love and trust you. "Child" is defined as 12 and under.


22
Healing
Lick someone to take curses, sadness, grief or poison onto yourself


23
Compassion
The power of "It's ok". Comforting words from you can release inner turmoil in others. They must save vs magic or else burst into tears. How they react to this is down to the individual. Most will consider it a profound numinous experiences, others will feel violated or humiliated.

24
Crafts
Clothes woven from your hair are as protective as leather, beautiful as satin, light as silk. You produce enough hair for one shirt per month.

25
Creation
Once per day the lammasu can produce any fundamental matter it wishes from its mouth. It dribbles it out like a cat sharing a prize catch. One mouthful per day.

26
Darkness
Your pelt is black as pitch. In the deep darkness you are invisible and able to sense those sharing your dark. Not sight, but sense. Deep darkness is the light of a gibbous moon and up (down?).
31
Death
The dead have conceded to leave you in peace. Unless attacked the dead won't bother you. You may also communicate with sentient dead.

32
Deception
Once per day the lammasu can flagrantly lie and people will believe it if they fail a magic save.

33
Despair
You can look into people and see their pain. Once per day you can reveal this information to stun them for d6 turns.

34
Dreams
You can travel via the dreamtime and enter people's sleeping minds. You may bring people with you equal to your level. People's dreams can be exceedingly dangerous, but it is possible to travel between them. Also you don't need to sleep, just spend time in dreams to get rested.
35
Famine
You always look starved and weak. You do not need to eat, and you may share this ability with others. They will suffer the physical effects of starvation but will not die.

36
Fate
Once per game you may say no. This must be abided by.

41
Fertility
Your six great teats can, once per week per teat, issue forth a healing milk. Only works while suckled, cannot be stored. 1d6+level

42
Magic
Cast spells as a magic user of equal level.

43
Nobility
Once per day a lamassu may muster all its noble demeanour, strike its most regal pose, and for one round per level everyone must pass a magic save to do anything other than be awed into quietude. Not especially useful in combat unless everyone fails, but getting a majority may convince others that something skewif is going on and get them to just join in.
Nothingness

44
Oath-keeping
Any explicit agreement made with the lammasu must be obeyed. This is to the letter rather than the spirit. There is no punishment, but one must pass a magic save to do any act against the contract. If you fail you can't bring yourself to do it and can't try again for a day. Anyone getting involved in one of these contracts instinctively knows how it goes.
45
Protection
Have a limited ability to detect hostile intent. If they concentrate for a moment and roll equal to or under their level they can know if someone in sight intends to imminently cause harm (liberally interpreted from the lamassu's point of view)
46
Chaos
If you roll a 1 on a random encounter table, go find another table and roll off that. If that's also a one pick a book and thumb through it. That happens.

51
Slaughter
Your pelt is always splattered with gore. If you have horns, entrails hang from them. Anyone wanting to flee from battle must save vs magic or change their minds. 20s are critical hits, 1s are fumbles, legs and heads and blood fly. Get making some grisly combat additions.

52
Song
The lammasu can sing beautifully. Once per day they may sing to inflict a specific emotion on the listeners. They must save vs. magic or get into it with absolute sincerity.

53
Knowledge
If the lammasu player wants to know something that could conceivably be found in your world equivalent of encyclopaedia, then they know it.

54
Friendship
You look at a lamassu and just wanna be its friend, they're just so damn noble.  Lamassu PCs can maintain henchmen at 1/2 the usual cost. They just want to be near you. Very (+4) loyal, obviously, and usually used to do all those hand related tasks one needs attending to.

55
Vanity
Complete immunity to coercion, mind control, mind reading, getting told off or any other kind of inflicted will.

56
Sacrifice
You may transfer 1d12 HP to another, you must give the full amount. If you die from this your next character loses half as much XP as they usually would.

61
Glory
You are the light. At all times a dull glow surrounds you. The undead are fearful of you.

62
Entropy
Anything you touch decays at an accelerated rate. With some effort you can exclude certain things. Once per day you may degrade a single amount of inanimate mass roughly equal to a small child. This could be rusting a sword, causing curtains of floorboards to rot, withering a plant etc.

63
Holes
You can always find local entrances to the depths and back again. You feel at home in the cthonic depths and can manouvre much better than your less spelunky brethren. If you mess up your mapping the GM should help you out.

64
Thunder
Once per day you can stomp your hooves to produce a deafening thunder clap.

65
Tradition
You have perfect knowledge of local traditions and follow them without fail.

66
The Ocean
The lammasu is as comfortable under the sea as they are in the sky. That is to say, somewhat. You can breath water and manoeuvre inelegantly.





Got any more?

No comments:

Post a Comment