Crannick
(The Cracked)
Type Medium Monstrous Humanoid
AC 13
HD 1d6 (4 hp)
Saves Fort +2 Ref +2 Will +2
Init +1
Speed 30
BAB +1 CMB +4 CMD 16
Melee Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses As per HD listing
Type Medium Monstrous Humanoid
AC 13
HD 1d6 (4 hp)
Saves Fort +2 Ref +2 Will +2
Init +1
Speed 30
BAB +1 CMB +4 CMD 16
Melee Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses As per HD listing
Str
13
Con
11
Dex
13
Int
9 Wis
11
Cha
8
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Environment
Any Urban
Organization
Penny (1) or Farthing (2-5)
Treasure
Value Standard
Inhuman.
Appears similar to humans except at close range shows cracks in their
skin, especially their hands. Some have connections with Thieving
Guilds or nefarious religious groups but generally work alone as free
agents. It is believed that these were humans broken due to torture or self-experimentation . If the stories are to be believed, the Crannem were
human spirelanders who were part rogues to an evil empire. When they
were recognized for their crimes, they were tortured to give up their
information, but the torture turned them into something else.
Their
bodies torn apart reshaped themselves from their horrific experience,
rebuilt from their cracking, until those experiences literally
defined the Crannem into something else. At first appearance, the
Crannick were a little like bald, lithe humans with tiny cracks in
their skin. But when the Crannick concentrated, they could spread
their cracks to other objects, and immediately share their
experiences about being torn apart, which did exactly that to the
objects. They became experts, not at torturing but at getting
information or equipment, as they could tear apart any prison or
padlock and were paid well for their unique abilities.
The
Crannick are a small group, that fit well into groups of rogues and
scoundrels. They follow orders and complete their missions, but their
loyalty is with their kin, as they are always accomplishing larger
goals that others do not see or understand. They reside in most towns
and cities, in the underbelly of the communities. They are like a
cult, as they accept rogues and warriors who are interested in
joining them. Once they complete the tests to join the group, they
are brought to a remote location and tortured for weeks until they
are transformed into a Crannick. This suffering is needed as it helps
to define the Crannick, without it the newcomer would never
understand the experience.
Abilities
by HD
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking
A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.
Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking
A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.
Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking
Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)
Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)
Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)
Shatter Weapon (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)
Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)
Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object (Fort DC 17)