- Primary attributes: none
- Hit dice: d6
- To hit: as fighter
- Saves: as clerics
- XP: as clerics
Weapons and armor training: you can use any armors but you are only trained in the use of flails, morning stars and spiked maces.
Dual wielding flails: when dual wielding flails you can add 1d4 “flail die” to your attack or damage. The flail die size step up every three levels. When wielding a single flail you can add +1 to attack or damage.
Slow but steady: you have -10 to you move but your armor don’t count as encumbrance because your armor is like your snail shell.
Slimy body: when naked, you can climb at move 15 and squeeze through openings as small as 5 inches across.
Vulnerable to salt: salt causes you damage like burning oil.
Desiccates quickly: you needs twice the water when traveling.
Eyes stalks: you don’t see colors, but you can see 360 degrees all around so you don’t count as having a "back" for the purposes of backstabing.
Hermaphrodite: you can have babies with anyone. Depending of your partner, some of your babies will be snail or slug persons, some will be cute little flailsnails.
Crawling tongue: you can communicate with snails and slugs. Mutant snails and slugs are harder to understand. If you want, you can start with a angry little flailsnail pet (they are mostly decorative).
Level Exp.Points Hit Dice Flail Dice Title
1 0 1d6 d4 Spiked Lad
2 1565 2d6 d4 Slime Maiden
3 3125 3d6 d4 Man-at-Flail
4 6,250 4d6 d6 Morning Star
5 12,500 5d6 d6 Snail Flail
6 25,000 6d6 d6 Iron Slug
7 50,000 7d6 d8 Snail Knight
8 100,000 8d6 d8 Slug Lord
9 200,000 9d6 d8 Flail Queen
10 300,000 9d6+1 d10 Mother-Father of Snail-Chains
Dimensional flailsnailing travel: when you travel to a new flailsnails campaign you may choose to reroll your hit points and to gain a temporary extra HD in exchange of a roll on the random table of the Article 4 of the Flailsnails convention (see table below). After one session of gameplay, you may choose to remove the extra HD to shake off the effect rolled on the table.
Random table of the Article 4 of the Flailsnails convention (1d100):
(penalties cannot take PC below minimum score for the system in question or below 4 hp)
7-9 Gone mute
10-12 Lost an arm
13-15 Lost a leg
16-18 Gone mad: 25% chance of doing the exact opposite of intended action (after action is
declared) each round during times of stress
19 Cursed: Slowed
20 Cursed: Laughs continuously and uncontrollably--must make a wisdom check to speak an
21-23 All equipment lost.
24 One of your items is now cursed--new DM secretly decides item and specific curse
25-Sex change. Armor doesn't fit now. Re-roll charisma. (you don’t really care about this one).
26-28 Disease: halve your hit points
29-31 Disfiguring disease--charisma is effectively the minimum, no henchmen
32-34 Brain damage: lose d6 from charisma, intelligence and wisdom
35-36 Major brain damage: lose d8 from charisma, intelligence and wisdom
37-39 Too much light reading during your trip: lose d10 intelligence
40-42 Culture shock--lose d10 wisdom
43-45 Disease: lose d6 from strength, constitution and dex
46-48 Major disease: lose d8 from strength, constitution, and dex
50-51 Pregnant or melded to useless siamese twin -2d6 dex
52-PC smells terrible, scent is obvious to any foe at 100 yards
53-55 PC is on a bender and won't sober up until adventure ends
56-58 PC has become grotesquely obese: -10 dex, always last initiative no matter what system is used
59 Curse: PC can't see weapons, claws, teeth or fire. 50% chance s/he doesn't know it
60 Curse: 17 and 18 are cursed numbers for PC--rolling either # is a fumble
61 Mutation: roll on baleful mutation chart of DM's choice
62 Artificially aged: -d10 constitution -d10 dex, -d6 str, -d20 hp
63-65 Fugitive: extremely thorough authorities are following you everywhere
66 Shrunk to 1' tall
67-69 Hungover: -3 to all rolls
70-72 Type 2 hangover: hearing and vision are only 25% relaible
73-75 Having an Elric phase: can only go 4 rounds without needing to smoke/inject/inhale some exotic substance.
You will run out of it after d4 days.
76 Curse: in any round, all attacks will be against our PC until at least 2 have been successful
77 Curse: if any of your companions fall victim to a spell, you will, too
78-79 Haven't been eating properly on your trip--lose d12 hp, d8 con and d6 str
80 Depressed and pining for home. -5 to all saves.
81 Infected wound. -d6 constitution and -3 to attack rolls
82 Roll twice ignoring redundant results
83-85 Limping. -5 dex, movement is 1/3 normal, blows doing more than 2 hp will knock you over unless you're
braced against a wall
86 Paralyzed from the waist down, you have a wheelchair, though.
87-88 Just tired from all that walking: -d4 to all rolls
89-90 Frostbite on the way-lost 3d4 fingers.
91 Partially possessed by minor demon. Wisdom/will roll in times of stress to avoid aiding forces of evil.
92 Just loves it here! PC spends all free time writing a travel journal or sketching the landscape--cannot rest properly at all.
93-95 Can't speak what they call "common" around here.
96 Can speak it but finds the local dialect intensely grating-especially the way the locals pronounce the words "go" "if" "to"
and "get". Use of those words will cause the PC to attack the speaker for 1d4 rounds.
97 None of these hicks can understand you through your accent
98-100 Your blood is too thick for this climate. You shiver or sweat all day--minus 2 to everything.