DeathTrapClasses

[Classes]

1, This Soldier gains [Soldier] and [Soldier]. 1, This Ranger gains [Ranger] and [Ranger]. 1, This Barbarian gains [Barbarian] and [Barbarian]. 1, This Thief gains [Thief] and [Thief]. 1, This Rogue Scholar gains [RogueScholar] and [RogueScholar] 1, This Wizard gains [Wizard] and [Wizard]. 1, This Jinx gains [Jinx] and [Jinx]. 1, This Savant gains [Savant] and [Savant].
 * Classes

30, +1 to hit in melee. It’s kind of your thing.
 * Soldier

2, Stayin’ Frosty. You’re only surprised on a roll of 1.

2, Charismatic Leader. Your hirelings/retainers receive a +2 morale bonus.

2, Motherfuckin’ Daredevil and shit! You’ve got the technique to fight blind with no penalties.

4, Tough as leather. You take one less damage from all physical attacks. This maxes out at 3 if re-rolled

10, Talented. Gain a single skill point.

1, New, Extra-Strength Maxi-Shields! You’re like, extra boss at not being hit by shit. You end up sort of being able to do “Shields Shall Be Splintered” twice with the same shield. The first time, mad chunks of your shield get broken off, which drops it back down to +1 AC, but at least you can get it fixed when you get back to town. If the shield is Splintered again before you have the chance to get it repaired, then Captain Splinters goes down for the count. If you roll it again, keep dreaming, and just roll up a different result.

1, “Fuck you, Fear!”  +4 bonus to save vs. scariness

1, Buffy the Fill-in-the-Blank Slayer   Your damage rolls are one die level larger against a specific type of enemy (undead, giants, accountants, whatevs). Example: Your 1d6 sword could do 1d8 damage against sparkly vampires. And it damn well should.

2, In battle there is no law, but you're kinda in charge. Once per fight, you can quickly call out a command to give any other PC an extra non-attack (that is: not a traditional "roll to hit, roll for damage" type weapon attack), non-spellcasting action at the beginning of their turn. They can choose to ignore your command, but then they don’t get the extra screen-time. Re-rolling this lets you do it one more time per fight.

2, When you hit things, they tend to stay hit: +1 melee damage. If you roll this again it jumps to +2, then +3, etc.

2, You have learned where not to stand. +/-1 to Dexterity checks or Saves vs. Breath Weapons, etc. that involve death-defying dodges.

2, You smoke less, and have been getting some exercise. -2 to Constitution checks or +2 to Save vs toxins, poisons and whatever other saves might be considered derivable from your general good health in the system you're using.

2, You've gotten really good at shoving. On a melee hit you can do your usual damage plus knock a human-sized opponent back ten feet. If you try it twice on the same opponent they get a STR check against you. If you roll this result again you get 2 free shoves before the saves kick in. After that, re-roll.

2, You're good at putting people in their place. Namely, flat on their butts. On a melee hit, you can do your usual damage plus knock a human-sized opponent prone. If you try it twice on the same opponent they get a STR check against you. If you roll this result again on this table, you get 2 free knockdowns before the saves kick in, then 4, etc. After that, re-roll.

2, You're good at aiming for the fingers. On a hit, you can do your ordinary damage plus disarm an opponent if they fail a simple STR check. If you reroll this result they get a penalty to their check, +1, then +2 etc.

2, You're grabby as fuck. On a melee hit on a human-sized or smaller opponent you can do your ordinary damage plus your opponent is grabbed if they fail a strength check. Note grabbing is not always what it's cracked up to be since now you're vulnerable to attack from elsewhere, but enjoy it while it lasts. If you re-roll this result they get a penalty to their check, +1, then +2 etc.

2, You've been getting out and meeting new people. You are now +2 to hit from a mount, or +2 to hit in unarmed combat or +2 to hit with a bow or crossbow. It’s your choice. If you eventually roll all of those, and keep re-rolling this result, you start getting +2s to weird fighting situations you can make up, like fighting blind or on fire or whatever. GM approval blah, blah, blah.

2, Finally! A second attack per round. You divide your attack bonus however you like between opponents/strikes. You get an extra attack per round every time you re-roll this result.

2, Christ you're big. +2 to checks to intimidate people. +2 when your re-roll this thereafter, you're getting like, Wolverine scary.

2, You shall be splintered! Basically you can use the Shields Shall Be Splintered rule on a limb of your choice: A single hit that normally would have killed you just maimed you instead. You lose an arm below the elbow or leg below the knee, your choice. If you re-roll this you can "bank" another one or, if you've already lost a limb, the next time you get magically healed, it comes back.

1, AHA!!! You've heard a rumor in a tavern--that thing you wanted? The riding panther? The Axe of Ninety Nymphs? That king totally willing you lend you his army? The parasitic extra limb that grants you immortality? That romantic subplot? It's there. 4 or fewer sessions worth of adventure away. Tell your GM, who then must place it. You must have a fair shot at it--like any other treasure, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM, think up some clever reason why.

1, Your smashingness inspires awe in lesser beings. You have an exceptionally (though not supernaturally) intelligent and loyal henchman, hound or mount (your choice). This individual cannot be slain, kidnapped or otherwise traduced "offscreen" by the GM, so if he or she's in trouble and your PC is not around you get to play it out. If you re-roll this, and your previous one is not dead, you get to add another hit die to your pal.

1, You're totally a skullsplitter. Your crit range extends by one. Now you double damage on a 19 or 20. Keep rolling this, and it keeps extending.

2, You get those sunken eyes like Bronn in Game of Thrones. Immune to fear. If you re-roll this, your companions gain a +2 vs fear if they can see you, then +4 etc

3, Hold, fools! I hear something.... Which of the following environments has your PC spent the most time fighting in: city, dungeon, wilderness, desert, or sea? Whichever it is, you can now anticipate wandering monsters, and are immune to non-magical surprise there. If you re-roll this, you can pick a second environment.

2, You have learned to aim jusssst above the eyes. When fighting an opponent with adjacent eyes you can do your normal damage plus partially blind it by getting blood in its eyes. It'll take the opponent an action to wipe the blood away and this trick only works once on any given opponent. If you re-roll this it takes two actions to wipe away. If you re-roll it again, you can totally de-eye an opponent on any critical hit, if you re-roll it a fourth time then just re-roll until you get a different result. 2, You've been like hunting and stuff with your Ranger friends. You can now knock prone or shove anything that is animal intelligence up to the size of a bear in addition to also doing usual damage on a successful melee hit. Subsequently re-rolling this result gives you a +2 to damage vs animal-intelligence foes.

2, “It’s Just a Flesh Wound” Once per day, you can recover xd6 hit points, where X is equal to half your level.

1, Hey, whoa, been going to the gym, huh? +1str up to racial max. Numbers in excess go to con or dex.

1, Hey whoa, been doing like laps in pools of the tears of the families of your fallen foes? +1 con up to racial max. Numbers in excess go to str or dex.

1, You have an annoying drinking buddy who thinks throwing like wadded up paper at you is fun. +1 dex up to racial max. Numbers in excess go to str or con.

2, You have become unbelievably metal. You do triple damage on a crit. Re-roll this: you do quadruple, etc.

2, You're like a decapitator. If you roll a natural 20 against something with a head in melee, and its level/HD is equal to or less than yours, it does not have a head anymore. Re-rolling this means you can do it against things your level or one higher, then 2 higher, etc.

1, Ab..ra...kaaaa..what? Holy hell, someone managed to teach you a spell. The formula is bouncing around in your brain dying to be unleashed. It's any spell you want, up to 8th level, and it will work as if cast by a 15th level Wizard. It will work once, period. Ever. You have to be able to speak in order for it to work, but no other restrictions apply.