This is a Compendium Class I promised Tim Franzke on G+ to do a week or two ago. Sorry for the wait buddy!
The intend of this Compendium Class is to mimic Talrand, a merfolk “sky summoner” from the Magic: the Gathering card game:
Summoner of Sky and Sea
When you have received the blessing of The Water Wyrm, the next time you gain a level you can choose this move instead of a move from your class:
Serpents of the Sky
When you are in danger and call to the skies for aid, roll+INT. *On a hit , a Drake Hireling, with Warrior 1 and large enough to carry a rider, comes to your aid. *On a 10+, it has Warrior 2 instead. *On a miss you still get one in addition to whatever the GM says. They leave when their services are no longer needed.
After you have taken the Serpents of the Sky move, the following moves count as advanced class moves for you and may be taken upon level-up:
Trident of Salt
When you call upon the power of salt, a trident made entirely out of salt appears in your hand. It has reach. roll+INT. *On a 10+, choose 2 from the list below. *On a 7-9, choose 1.
- You avoid paying the price of the Sea.
- It deals +2 damage.
- It has the mystic tag.
When the trident leaves your hand, it crumbles and disappears.
The mystic tag means that you add your INT when rolling for Hack & Slash instead of STR.
Master of Tides
A fast, black frigate obeys your every command. You can call it forth in any larger body of salt water, and it will descent to the depths again at your whim. It needs no crew to operate, but it has a captain’s cabin and hammocks for 20 crew members. It also sports a cargo bay that can support 2000 weight of cargo. Once it descents, any remaining cargo is lost to the sea, along with all the unfortunate guests still on or below deck.
Release the Kraken
When you _take on the form of the octopus_, roll+INT. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You gain all physical qualities of a giant octopus and gain the large tag, though your stats do not change. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form. You can spend your hold one for one to make the moves below:
- Pin someone down.
- Move something heavy.
- Spray ink.
- Hide with camouflage.