See the pictures below? Those folks are you. The faceless
mob milling in the background, the bumbling pirate crew, the crazy bandits, the
friendly goblin horde. Forget about the poseurs in the foreground, you can be the heroes getting things done!
A 5e class based on Joseph Minola's Extras, with stolen
material from Coins & Scrolls' Many Goblins. Now with a 1/30 chance every
session of a Spherelet of Annihilation.
Extras are working class heroes like this. |
QUESTIONS
Can Extras split into multiple groups?
No, they're scared to be alone so they always
huddle up. (Or what do I care. Do it after level 2 so that you can send a named
character with each group. Split hit points evenly and don't double limited use
powers. )
Can they multiclass?
Gods, let's burn that bridge when we come
to it. Bard Extras - a back-up band. Druid Extras - who brought the rat plague?
Wizard Extras - apprentices on spring break. Warlock Extras - your very own
cult.
Can Extras keep each other as a pet? Can
they dual wield each other?
With Named Character looking up at the camera. Is it bad if I can't remember his name right now? |
BASIC ABILITIES
- hp: d12
- saves: str, con
- armor: light/medium armor, shields
- weapons: simple and martial
- proficiencies: pick any two
- equipment: leather armor, handaxe, dungeoneer's pack, 10gp
- background: anything available, really. Gain 1x the equipment for your background.
The Extras move in one single mob of ideally
20x20 feet. There are 1d12 + 6 of them present at any given time. This affects
exactly zero of their abilities. Extras act as one character with only one
attack per round (except for the Named Characters ability).
SPECIAL ABILITIES
Sharesies - the Extras share one HP pool
and count as one person for healing, area effects and traps. For each 5 damage
taken, one Extra drops or dies semi-comically. You know how they sound. Save-or-die spells affect only
one of them, other single target spells affect all of them at once. Watch out for Charm
Person.
Extras need 10 of each item before they can
benefit from it mechanically. They weirdly consume rations and ammunition as if there were only 1 of
them.
They can be given and can use a magic item, but only
once per scene unless you manage to scrounge up 10 copies. The happy extra with the Ring of Deflection steps up to raise the Extra's AC by 1 just in time to cause the arrow to miss, and then is absorbed back into the mob.
Or just hand out the slashy-slashy and get this show on the road. |
So hard to get good help - Extras are, in
case you hadn't figured this out, inept and bumbling fools. As such, they tend
to lose things, forget to bring tools, get tired and generally be less helpful
than you'd think a highly underpaid mob of henchmen would be. The Extras have equipment slots equal to their Strength score
like a single character; items worn like armor, shields and weapons do not
count against these equipment slots, but don't count on them carrying the entire
expedition's gear. Any exces gear doesn't cause encumbrance - it's just lost, forgotten, ruined and so on.
While they remember (or can be arsed to),
the Extras can perform the work of 10 men, like rowing, standing watch, digging a trench, hauling a statue.
You will be avenged - once the Extras hit 0
HP, they die comically except for the named characters, who become individual
fighter characters at 1d4 x 10% their max hit points. The first named character
is 2 levels lower than the Extras (minimum 1), the others are a third the level
of the Extras, rounded down (also minimum 1). All ability scores (strength to
charisma) are the same as the original Extras at that level. Any expended
abilities (second wind, indomitable) are expended if the Extras expended them.
If all these named characters make it back
to safety (town, ship, tree fort), they can recruit a new band of Extras at
their original level, at the cost of 10 gp per level. If any die, one named
character continues adventuring with the rest of the party while the others head for greener pastures.
CLASS ABILITIES
- second wind, named character
- jack of all trades, named character
- you mean one of these, named character
- ability score improvement or feat, named character
- fighting style, named character
- ability score improvement or feat, named character
- named character
- ability score improvement or feat, named character
- indomitable, named character
- whirlwind attack, named character
Second wind - as fighter level 1
Named character - one of the Extras stands
out with their own personality. Ten words max. "Bob the Goat - smells like
cheese - klepto" is perfect. A named character may take one independent
action per scene in addition to mob's action, then fade back into the general
mass. Every level, create another named character. Each named character may
take an extra action once per scene, and only one named character may take such
an action per round.
Did you know? "That one orc with the skull as a hat" in LotR3 actually had a name. Guritz. Never forget. |
Jack of all Trades - as bard level 2.
You mean one of these? - once per scene,
the Extras manage to produce Something of Dubious Provenance. The item is good
for one use. Once per session, the Extras may produce a Where The Hell Did You
Find That?
Ability score improvement or feat - may add
+2 to one ability score or +1 to two ability scores (maximum of 20), OR may
choose a feat for which they qualify. See below for permissible feats.
Indomitable - as fighter level 9
Whirlwind attack - as ranger (hunter) level
11, once per short rest.
When the Extras player says "like in Pirates of the Caribbean" and you say "sure" and they say "and I want the background where you get a second identity" and you're not really paying attention. |
Feats for the Extras
charger, crossbow expert, dual wielder,
durable, grappler, great weapon master, healer, heavily armored, heavy armor
master, linguist, lucky, mage slayer, magic initiate, medium armor master,
ritual caster, savage attacker, sharpshooter, shield master, skilled, skulker,
tavern brawler, tough
d100 Something of Dubious Provenance
Extras scrounge up the weirdest things.
Don't ask how they got it, don't ask why it's cracked and dirty or why it
smells this bad - ignore all that and see if you can put it to good use.
(Sources: Jeff Rients' Deck of Stuff, Coins & Scrolls' Actually Medieval Professions)
- alms bowl
- bag of coal
- bag of flour
- bag of manure
- bag of salt
- bag of vegetables
- bagpipes
- barrel
- bear trap
- bearskin cloak
- block and tackle
- bone dice
- book of poetry
- book of star tables
- bottle of fortified wine
- bottle of strong liquor
- broom
- bundle of rags
- bundle of wood
- bundle of wound wool
- cake of soap
- caltrops (5)
- candles (3)
- cask of ale
- chain, 15'
- chalk, 5 pieces
- crow-beaked mask
- crowbar, cold iron
- cube of incense
- deck of marked cards
- deer pelt
- devotional statue
- dose of poison
- fancy clothes
- fine wine, 1 bottle
- fishing rod & tackle
- flask of oil
- flint, steel, and tinder
- foppish wig
- glass jar
- grappling hook
- grave marker
- groin cup
- guard's livery
- hammer and chisel
- helmet
- horn
- iron lockbox
- iron pot
- iron spikes (3)
- iron tongs
- jar of grease
- jar of honey
- jar of leeches
- jar of worms
- lantern
- leather bag
- loaf of bread
- lute
- magnifying glass
- manacles
- map (foreign lands)
- metal file
- monk's habit
- necklace of teeth
- needles (10)
- net (10')
- palette and pigments
- pipe and 3 doses of opium
- pocketful of nails
- pot of glue
- quality cloak
- quill, ink and sheath of parchment
- ration: fruits and nuts
- rations (3)
- religious tome
- rope, 30'
- scissors
- screwdriver, file
- sealable scroll case
- set of scales
- silver ring
- spyglass
- stepladder
- stuffed cat
- tablet with chalk
- tarot deck
- ten-foot pole
- tiny barrel of beer
- torch
- two yards of linen
- vials of dye (4)
- waterproof bag
- wax seal stamp
- wheel of cheese
- wheelbarrow
- wicker basket
- winter clothes
- wire scraps, bending tools
- wooden bucket
d30 Where The Hell Did You Find That?
Just like Something of Dubious Provenance,
these items are on their last legs. They have one scene of use left in them,
then crumble, turn to ash or disappear. If the item is not used in the hour
after the Extras produce it, it gets harmlessly lost again.
(Sources: 5e magic items, Coins & Scrolls potions)
- Bag of Devouring
- Broom of Flying
- Chime of Opening
- Decanter of Endless Water / Eversmoking Bottle
- Dust of Sneezing and Choking
- Folding Boat
- Immovable Rod
- Javelin of Lightning, single use
- Lantern of Revealing
- Portable Hole
- Sphere of Annihilation, 1
footinch diameter - Potion of Gaseous Form - 30 minutes, fly speed of 5.
- Potion of Healing - 2d8+3 hit points
- Potion of Invisibility - d6 rounds (self or object)
- Potion of Petrification - turns creature or object to stone or vice versa
- Potion of Polymorph - add a piece of a creature, transform into it (30 min same species; d6 rounds other species)
- Potion of Shrink - you or object coated shrink 12 times. Lasts 30 minutes.
- Potion of Sovereign Glue - glues anything to anything, forever.
- Potion of Sovereign Grease - coated 5' surface becomes perfectly frictionless.
- Potion of Universal Solvent - dissolves any adhesive, sovereign glue and sovereign grease.
- Potion of Burrow - Burrow speed of 15 in dirt (not stone), 30 minutes. Or 6 person burrow.
- Potion of Cloudkill - die if you drink it; or create 20' cloud (d6 Con/round; Con 14 for half)
- Potion of Deep Sleep - sleep for 30 minutes and cannot be woken by any means.
- Potion of Ethereality - become an invisible ghost for 1d6 rounds.
- Potion of Haste - take an extra round at the end of every round after everyone else, d6 rounds. Age 1 year per round.
- Potion of Hide From (d3) 1-2 Animals, 3 Undead.
- Potion of Love - fall in love with the first person you see after drinking this potion.
- Potion of Raise Dead - die and revive unharmed after 30 minutes. If poured in the mouth of a corpse, it permanently returns an a zombie. It is not under anyone's control.
- Potion of Sovereign Acid - melts through anything except glass and adamantine, all the way to Hell. Lethal if drunk, and messily so.
- Potion of Void Element - (d8) 1-3 metal, 4-5 wood, 6-7 stone, 8 earth - become intangible to this material for 30 minutes; it moves right through you. Do not drink a number 8 when standing on unworked earth, or number 4-5 on board a ship.
Pratchett's Nac Mac Feegle: the ultimate in Extras. Provide ample amounts of moonshine and don't ask where they got the sheep. Or the trussed up prince. |
No comments:
Post a Comment