The Cliptonian Lockner
Race: Cliptonian
Class: Lockner
Abilities: Dexterity gives them bonus to many skills and AC, Charisma modifies the power of spells. Strength, Wisdom, and Intelligence are less important and usually
not much higher then average.
Alignment: Do to the chaotic forces that create a lockner they tend to be Chaotic. They also
tend toward a Neutral stance as they have little sense of good and evil
Hit Dice: d8
Average Height: 4 to 4.5 feet
Average Weight: 50 to 60 pounds
Saving Throws: CHART
Skills: Class skills include: Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Disable Device(Int), Disguise(Cha), Forgery(int), Gather
Information(Cha), Hide(Dex), Innuendo(Wis), Intuit Direction(Wis), Jump(Str), Listen(Wis), Move Silently(Dex), Open Locks(Dex), Perform(Cha), Pick Pocket(Dex), Profession(Wis), Read
Lips(Int), Search(Int), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex)., Use Magic Device(Cha), Use Rope(Dex)
Skill Points: 1st Level: (8 + Int modifier) x 4
Each addition level: 8 + Int modifier
Weapon and Armor Proficiency: Lockner's are proficient in small simple and martial weapons. They are like rogues opting for small quick and quite weapons. They
are also limited by their height. They can not wear any armor. However a natural armor much like chain mail is bound to them in their creation. This Cliptonian Chain
gives a natural +5 AC as is noiseless.
Racial Traits:
Small: They average 4 - 4.5 feet tall
Speed: 20 feet
Racial Ability Adjustments:
+2 to Dexterity
+1 to Constitution
-2 to Strength
-1 to Wisdom
60' dark vision: an ability of their magical nature
Spell resistance: 11 + Level
Magic Detection: 20% chance + 5% per level to notice magic within view
Regeneration: A lockner only needs to sleep 4 hours to gain back abilities and hp. Also
they regenerate 1 hp per hour if they used no magic. All ability to heal hp is lost
if in magical dead zones however as it is the magic weave that heals them.
Skill adjustments:
+2 to pickpockets, Open Locks, Move Silently, Hide in Shadows
+1 to Listen, Tumble, Use Magic Device, and Disable Device
Common Language:
Usually will be able to speak the language of any race which is know to horde
magic and money. Examples: Dragons and Orc.
Spells:
Cliptonian Lockner's is made from magic and are for the most part living magic.
This gives them a great ability to cast magic without memorization.
Description:
A Cliptonian Lockner is a race made around a class. It is not possible for them to multi-class into anything else. The Lockner was created by a powerful wizard and is formed by magic. Like the magic that forms them, a lockner is chaotic. They have no inherent sense of right and wrong, so finding one that is good or evil is rare,
however possible pending his upbringing by those whom discover him.
The lockners appearance is that of a dark grey Halfling. A few differences from most races is that he does not breath, age, needs no food or drink, and there is no real
gender to them. The chain mail armor is placed on them to hide the stitch work of the skin and is made to be unremovable.
Eating and drinking can cause them to become sick as the magic may not be able understand what to do with it. It also may cause the lockner to become something
similar to being drunk too. This is up to the DM.
Magic dead zones and anti-magic are a lockner's worst fear and could kill him quickly. A lockner is made up of magic so anything that stops magic can cause problems
for them. In places that magic is dead a lockner can no longer heal naturally and any of its magical abilities will become useless. Prolonged exposure will weaken the
lockner. -2 to constitution and strength per day in an anti or dead magic field.
They bleed magical energy. If they drop to -10 hp they are nothing more than bone tightly bound with skin. The magical energy become part of the weave. No amount
of clerical resurrection or healing will bring them back. Only by means of a wish can bring them back.
Adventures: Lockners are always on the move searching for more gold and wealth. They don't understand the idea of buying and selling goods to get rich, they are
thieves and will rob people till they are called by the creator.
Characteristics: A Lockner is choatic, very choatic. They are not stupid but do follow whim a lot. Due to there nature some things are never fully understood. Combat
is one of them, if you kill the guy you steal from then he can no longer collect more stuff for you to steal. They wont kill someone for the gold they carry, but instead rob
them and leave them to wonder where it went. The only thing that matters is the horde, the bigger it is the better he is. Other things are insubstantial.
Alignment: Always Chaotic Neutral.. He doesn't understand laws, evil, nor good. Such things only get in the way.
Religion: Lockners may worship gods but tend not to, if they do they only do so on whim. They may simple think it is neat to say they worship someone in a loud voice
before a battle that his friends are getting into. The only true person of power to them is their Creator who they are waiting for to call them back.
Background: Lockners are found anywhere with many possible backgrounds. They are thrown out into the world shortly after being made. The only thing they know at
the time is stealing. The rest comes to them over time due to who finds them or who the fallow around.
Other Classes: Lockners generally seek friends to follow around. They find such support helpful when robbing the dragons of their hordes. They will follow anyone
who will allow it.
The Cliptonian Lockner:
Level |
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | SR | Spell Level | |||||
1 | 2 | 3 | 4 | 5 | 6 | |||||||
1 | +0 | +0 | +2 | +2 | Sneak Attack +1d6 | 12 | 1 | - | - | - | - | - |
2 | +1 | +0 | +3 | +3 | 13 | 2 | 1 | - | - | - | - | |
3 | +2 | +1 | +3 | +3 | Light Walk | 14 | 3 | 2 | 1 | - | - | - |
4 | +2 | +1 | +4 | +4 | 15 | 4 | 3 | 2 | 1 | - | - | |
5 | +3 | +1 | +4 | +4 | Sneak Attack +3d6 | 16 | 5 | 4 | 3 | 2 | 1 | - |
6 | +4 | +1 | +5 | +5 | Magic Dam. Red. 10 | 17 | 6 | 5 | 4 | 3 | 2 | 1 |
7 | +4 | +2 | +5 | +5 | Sneak Attack +5d6 | 18 | 6 | 5 | 4 | 3 | 2 | 1 |
8 | +5 | +2 | +6 | +6 | 1st Magic Aura | 19 | 6 | 5 | 4 | 3 | 2 | 1 |
9 | +6/+1 | +2 | +6 | +6 | 20 | 6 | 5 | 4 | 3 | 2 | 1 | |
10 | +7/+2 | +2 | +7 | +7 | 2nd Magic Aura | 21 | 6 | 5 | 4 | 3 | 2 | 1 |
11 | +8/+3 | +3 | +7 | +7 | 22 | 6 | 5 | 4 | 3 | 2 | 1 | |
12 | +9/+4 | +3 | +8 | +8 | 3rd Magic Aura Magic Dam. Red. 15 |
23 | 6 | 5 | 4 | 3 | 2 | 1 |
13 | +10/+5 | +3 | +8 | +8 | 24 | 6 | 5 | 4 | 3 | 2 | 1 | |
14 | +11/+6/+1 | +3 | +9 | +9 | 4th Magic Aura | 25 | 6 | 5 | 4 | 3 | 2 | 1 |
15 | +12/+7/+2 | +4 | +9 | +9 | 26 | 6 | 5 | 4 | 3 | 2 | 1 | |
16 | +13/+8/+3 | +4 | +10 | +10 | 5th Magic Aura | 27 | 6 | 5 | 4 | 3 | 2 | 1 |
17 | +14/+9/+4 | +4 | +10 | +10 | 28 | 6 | 5 | 4 | 3 | 2 | 1 | |
18 | +15/+10/+5 | +4 | +11 | +11 | 6th Magic Aura Magic Dam. Red. 20 |
29 | 6 | 5 | 4 | 3 | 2 | 1 |
19 | +16/+11/+6/+1 | +5 | +11 | +11 | 30 | 6 | 5 | 4 | 3 | 2 | 1 | |
20 | ? | ? | ? | ? | Immortality Possible | ? | ? | ? | ? | ? | ? | ? |