Thursday, June 22, 2017

LotFP Class Houserules Part 2

Sorry for disappearing for a good amount of time, back to CLASSES.

The Magic-User
Magic-users are sorcerers, warlocks, and shamans who perform complex rituals using mysterious algorithms and chants, forbidden pieces of knowledge that allow the user to break the rules of reality and distort physicality. Their sorcery mutates them, changes their appearances and behaviors to the stranger, shows them secrets not meant to be seen. Alchemists with their potions and elixirs, mind-readers with their astral knowledge, scholars who know the names of devils, and necromancers with command over the dead are all magic-users.

The main feature of the magic-user is their use of magic, their sorcery. At level 1, a magic-user character knows 3+INT modifier spells (minimum of 1), and has a spellbook or grimoire which they record the complex rituals and incantations and other such things for each of their spells in. This grimoire can hold up to 10 spells (larger spellbooks can be found or made but take up more space), and must take up a weapon slot to be used. A sorcerer's spellbook is written in an ancient, dead, or otherwise obscure language, which can be chosen by the magic-user player or rolled randomly on the table below. To acquire additional spells, the magic-user must find the spellbooks and scrolls of other magicians and copy their spells, or create their own through rigorous research and contemplation and other such things. To read another magic-user's spellbook, the sorcerer must cast the spell Comprehend Languages, or use their own languages skill. Any other character class can read from and cast from spellbooks and scrolls if they succeed the linguistics skill roll, but always with a higher chance of failure than a magic-user. When casting a spell, if you spend a number of turns equal to the level of the spell performing the rituals and actions required, the spell casts with only a 5% chance of failure (a 1 out of 20). However, if you cast the spell in any amount of time shorter than that, or if your casting is interrupted, you roll 1d20 + level + INT modifier, hoping to roll over 11+the spell level. If you fail, the spell does not cast. If you fail by 5, the spell does not cast and a spell fumble effect occurs. If you fail by 10, the spell does not cast, a spell fumble effect occurs, and you cannot cast that spell again for the rest of the session. Any level of magic-user can cast any level of spell, they are simply not as good at doing so. Some spells may require special paraphenalia to cast effectively, and such items will only ever take up 1 item slot. Magic-users can use all magical and advanced technological devices and items without having to make an arcana roll like other classes. All magic-users are chaotic.
1d20 Ancient, Dead, or Otherwise Obscure Languages for Grimoires

  1. Ancient Egyptian
  2. Japanese
  3. Basque
  4. Nahuatl
  5. Chontal Maya
  6. Akkadian
  7. Sumerian
  8. Chinese
  9. Gothic
  10. Syriac
  11. Hittite
  12. Sanskrit
  13. Old Church Slavonic
  14. Enochian
  15. Old Persian
  16. Mongolian
  17. Georgian
  18. Quechua
  19. Ge'ez
  20. Korean
Level    XP    HP    POIS    PARA    DODGE    DEV    MAG
  1.     0       1d4    4           4             6                8           10
  2. 2,500    2d4    5           4             7                9           11
  3. 5,000    3d4    5           5             7               10          12
  4. 10,000  4d4    6           5             8               10          13
  5. 20,000  5d4    6           6             9               11          14
  6. 40,000  6d4    7           6             9               11          15
  7. 80,000  7d4    7           7            10              12          16
  8. 160,000 8d4   8           8            11              12          17
  9. 320,000 9d4   9           8            11              13          18

The Cleric
Clerics are the strange zealots, followers of religions with tens of thousands to millions of followers who are all seething with emotion and love for their god. They are extremely devoted themselves, and their extreme exceeding devotion fuels unnatural abilities, or are they gifts from God in response to their faith? Inquisitors, crusaders, fools for god, zealots, cultists, imams, patriarchs, priests, and rabbis are all clerics. However, the important distinction between a simple leader of the faith and a true cleric is in how violent their devotion is, and the supernatural gifts granted to them because of it.

It is assumed that cleric characters are members of one of the three abrahamic religions: Judaism, Christianity, and Islam. This is simply based off of the default cleric spell list, and if a cleric converts to another faith, philosophy, or cult with the same devotion that they followed Yhwh, God, or Allah, then simply use the same casting mechanics but switch out the spell list or spell portfolio. Beyond their miracles, clerics have access to the special fighting maneuvers of the fighter, but they do not have an increasing attack bonus. If a cleric is a member of a party employing hirelings belonging to their religion, the hirelings have a morale bonus of +2, in addition to any CHA modifiers. Clerics are able to perform any miracle on the cleric spell list at any time, or they may perform a miracle of their own devising which the DM thinks suits the portfolio of their faith. To do a miraculous act, the cleric must spend "Faith Points", with the number of FP allocated equal to the level of the miracle, or the estimated level if it is one which the cleric player created themself. Then, they must roll 1d20 against their Communion score, hoping to roll lower. The Communion score is 7 + level + WIS modifier. If they do not succeed the roll, then they have a crisis of faith and lose the FP spent on the miracle, but if the roll succeeds and the miracle is performed as intended, then they retain the FP spent, as their faith is strengthened by the miracle. FP is regained by going to a church, synagogue, or mosque and praying, going to an imam, priest, or pastor for spiritual guidance, or performing acts of asceticism, self flagellation, or similar things. Communion can be raised by carrying icons, relics, holy books, or holy trinkets, with the rarity and importance of the item determining the bonus. If a cleric character loses their devotion and extreme faith in their religion for some reason, such as if they convert to a different religion, are forcibly converted by the force of will of another cleric, or are shown some cosmic secret, then they either change their list of miracles to correspond with the new religion, but cannot use miracles for the next session, or (in the case of losing faith in religion entirely) they become level 0 humans. All clerics are lawful, and unless they convert to a strange alien cult they remain so.

Level    XP    HP    FP    POIS    PARA    DODGE    DEV    MAG
  1. 0          1d6    2        7            5              6               8          5
  2. 2,250   2d6    2        8            5              7               8          5
  3. 4,500   3d6    3        8            6              8               9          6
  4. 9,000   4d6    4        9            6              8              10         6
  5. 18,000 5d6    4        9            7              9              11         7
  6. 36,000 6d6    5       10           7             10             12         7
  7. 72,000 7d6    5       10           8             11             12         8
  8. 144,000 8d6  6       11           8             12             13         8
  9. 288,000 9d6  7       12           9             13             14        9        

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