Saturday, January 06, 2024

Mad Mashup: Apsara

And back to my series of character classes for my mad mashup D&D game based on B/X but including rules from all over.  This time, a bit of Hindu myth that really, really harshes on what lots of folks consider a core element of the Old School vibe.



Apsara

Apsara are the handmaidens of the gods, divine nymphs who serve the powers of Order and Chaos equally.  Thus they must be Neutral in alignment.  They are also all female with skin in various shades of blue.  Each is an expert artist, and most favour dance, music, and the erotic arts.  

Requirements

  • Apsara use d6 for their hit points.

  • They cannot wear any armour or shields.  

  • They can use any weapon.

  • They can cast cleric spells, but only while at most Lightly Encumbered.

  • They save and fight as Clerics.

  • An Apsara must have a DEX and Charisma of at least 13.  If both are 16+, the Apsara gets a 10% bonus on all EXP earned.


Abilities

  • Apsara can understand all spoken languages, and be understood when they speak.  They are, however, limited as normal in written languages.

  • They are also immortal.  They do not age and they cannot die.  Only the most potent of foes or weapons can leave scars on the mind or psyche of an Apsara.  They can, however, be knocked unconscious, charmed, etc.  

  • All who watch an Apsara dance for at least one Turn (10 minutes) cannot help but be affected by her grace.  When the dance ends, the audience must make a save vs. Spells or have their mood and emotions shifted according to the desires of the Apsara.  For every Turn past the first, the saving throws are lowered by -1 to a max of -4.  If they are being aided by a Bard or another Apsara, that penalty can go as low as -6.  

  • Apsara can use all magical items designed for Clerics, as well as all magical musical instruments.

  • 3rd Level: the Apsara can cast Charm once per day.

  • 5th Level: Foes must successfully pass a save vs. Paralysis in order to target the Apsara with attacks or harmful magic.  This does not apply if the Apsara is inside a wider area-of-effect attack (like poison cloud or a fireball spell).  

  • 6th Level: the Apsara can manifest a second pair of arms, allowing them to take a second action in a Round.

  • 7th level: the Apsara can cast Confusion once per day.

  • 9th level: the Apsara can cast Charm Monster once per day.

  • 10th level: the Apsara can manifest a third pair of arms, allowing them to take up to three actions per Round.  


A fairly straight-forward support and social class.  Fun for people who really like to wield "soft power" and make others look cool.  


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