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The Peppermint Knight- Adventure Time Class/Race DCCified

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Awhile back I created The Dog class for Adventure time using DCC rules.  I wanted to do another one, so here it is:

 

The Peppermint Knight

 peppermint-knight

Peppermint Knights are the stalwart defenders of the Candy Kingdom!  Raised from birth, knowing their destiny and their duty, these talented fighters bravely face their foes, never shirking from their duty.

While most Peppermint Knights never leave the walls of the Candy Kingdom, save to escort Princess Bubblegum to a royal meeting, there are those who answer the call of ADVENTURE and travel the lands, taking the fight to evil’s doorstep rather than waiting for it to arrive in the kingdom.

Hit Points: Peppermint Knights are the defenders of the land.  They are stout warriors and gain 1d8 HP per level.

Weapon Training: Peppermint Knights are trained to use a wide array of weapons at birth.  They can use the following weapons: battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Peppermint Knights wear whatever armor they can afford

Alignment: Peppermint Knights are loyal to the Candy Kingdom and to Princess Bubblegum.  They are Lawful in alignment.

Eat Me: Peppermint Knights are delicious and nutritious.  Many hideous creatures capture these brave warriors simply to devour them!  Once per day a Peppermint Knight can break off a 1d3 junks of their round body (don’t worry they grow back instantly).  These junks can be eaten by the Peppermint Knight or others.  Aside from curing bad breath, roll 1d10 to see what effect also happens: 1) heals target for 2d4 HP; 2) allows target to see in the dark for 1d3 hours; 3) gives that target +2 to Will saves against mind-altering effects; 4) hardens the targets flesh for 1 hour, giving them a damage reduction of 1; 5) makes the target’s breath super cool and minty- they can make a breath attack for 1d6 cold damage to a target.  Once used the effect is gone; 6) makes target’s breath minty fresh and they gain major self-confidence.  Receive +2 to Charisma rolls for 1d3 hours; 7) it’s like having a warm cup of peppermint tea.  You only need to sleep for 4 hours to become fully rested; 8) turns the consumers flesh pink; 9) turns the consumer’s flesh blue; 10) the consumer’s body becomes cold to the touch.  The target ignores 2 points of fire damage for 1d3 hours.

Regenerate: A Peppermint Knight’s body heals from damage very quickly.  Each night while actively adventuring, a Peppermint Knight regains 1d4 HP.  While receiving bed rest they regain 2d3 HP.

Unexpected Foe: Most creatures do not believe Peppermint Knights are a true danger, and that is to their detriment.  Peppermint Knights start with a higher base attack bonus than usual, because they are feisty buggers!  The critical threat range for a Peppermint Knight is 19-20 starting at 1st level.  This increases to 18-20 at 5th level and finally reaches 17-20 at 9th level.

peppermint-knight-2

Compassionate: A Peppermint Knight is not one for worldly items and wealth.  They may not own more than they can carry.  A Peppermint Knight also gives their money to those in need freely, but that doesn’t mean they will give all their wealth and not be able to find for themselves.

 

Peppermint Knight Advancement Table
Level Attack Threat Range Action Die Ref Fort Will
1 +2 19-20 1d20 +1 +1 +0
2 +3 19-20 1d20 +1 +1 +0
3 +3 19-20 1d20 +1 +2 +1
4 +4 19-20 1d20 +2 +2 +1
5 +5 18-20 1d20+1d14 +2 +3 +1
6 +6 18-20 1d20+1d16 +2 +4 +2
7 +7 18-20 1d20+1d20 +3 +4 +2
8 +8 18-20 1d20+1d20 +3 +5 +2
9 +9 17-20 1d20+1d20 +3 +5 +3
10 +10 17-20 1d20+1d20+1d14 +4 +6 +3


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