10/04/2023

[OD&D] Fragile Gothic Protagonist Character Class




Totally un-play tested and just something for a bit of fun. Primarily inspired by Emily St Aubert from The Mysteries of Udolpho, though a Neutral/Chaotic aligned example might be someone like Fuschia from the Gormenghast books.

Fragile Gothic Protagonist

Prime Requisite: CHA

Gothic Protagonists attack as Magic Users and roll Saving Throws as Clerics. They are restricted to human characters only. Their STR and CON scores are restricted to a maximum of 9 points - simply reduce to 9 if these scores are higher and the class is selected for play. They receive a +2 Loyalty bonus from hirelings and henchmen. 

They are unable to use armour of any kind and the only weapon they may wield is a Dagger which must be used at close quarters rather than thrown.

With respect to magic items, Gothic Protagonists are restricted to the use of Wands, Rings, Potions and Clerical Scrolls. They may read Treasure Maps without the use of a Read Magic spell and may re-roll Lost checks in the wilderness when following them.

Darkness and Fainting

Gothic Protagonists lose 1d6hp/turn if they are ever in total darkness. Upon witnessing scenes of death, horror, mutilation or peril, they must roll a Saving Throw vs Death Ray or fall into a faint for 1d3 turns.

Natural Grandeur

At character creation the player chooses one of the terrain types (with the exception of Swamps) from Book III pg 18 to be the character's Natural Grandeur, which they have a particular love and/or awe of.

During rest periods (only) Gothic Protagonists can recover HP at triple the usual rate specificed in Book III pg 35 if they are in a situation where they can appreciate sublime views of their chosen Natural Grandeur. Note that knowledge of nearby monster habitats or terrible tragedy will negate Natural Grandeur.

Abilities

Gothic Protagonists also:
Hear Noise on 1-3.
Hide in Shadows on 1-2.
Find Secret Doors on 1-5 (with the ability to 'sense' secret doors as an Elf on a 1-3)

Strongholds

At name level, Gothic Protagonists may inherit a castle, mansion or stronghold, or perhaps be gifted one by a smitten (or duplicitous) NPC. Naturally this should come with many dark secrets, hidden chambers and terrible consequences.

Predicaments

Upon reaching 0hp, a d6 is rolled. If it falls within the Predicament range indicated for their level, the Gothic Protagonist is not necessarily killed, but rather finds themself in a Predicament. Roll on the Predicament table to determine exactly which.

1 The character is captured by the ruler of the nearest Castle on the wilderness map. The ruler's alignment will determine subsequent plans for the captive.

2 The character is captured by humanoid monsters or bandits. Refer to dungeon denizens or lairs on the wilderness map as appropriate.

3 The character falls under a delusional effect akin to Charm Person with regard to a prominent NPC as determined by the referee - undertaking no actions but to seek out and throw themselves at the NPC's feet. This can only be broken by a Remove Curse spell cast by at least a Bishop.

4 The character falls into a permanent oceanic swoon. This can only be broken by a Remove Curse or Dispel Magic spell cast by a Patriarch or Wizard, respectively.

5 The character's immune system fails them and they remain bedridden, given to feverish and potentially prophetic dreams. Cure Disease can only alleviate this for 1d3 days at a time.

6 The protagonist becomes a ghost which haunts the remaining adventurers. The haunting can occur 1d6 times before the ghost succumbs to the ether. 

Gothic Protagonist Level Advancement

Level / Title / XP / Predicament

1 / Waif / 0 / 1
2 / Weeper / 2200 / 1
3 / Wisp / 4400 / 1-2
4 / Woebegone / 8800 / 1-2
5 / Wanderer / 17600 / 1-2
6 / Whisperer / 35200 / 1-3
7 / Protagonist / 70400 / 1-3