Sorry for disappearing for a good amount of time, back to CLASSES.
Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts
Thursday, June 22, 2017
Sunday, June 4, 2017
Custom B/X Classes
There are only really two ways to make classes for a class-based game. Either have a small number of generic classes which can encompass a variety of character types, such as that in early DnD (with Fighters, Magic-Users, and Specialists), or have a large number of very specific classes that play into the setting or are just very interesting. When you mix and match these two design philosophies it just doesn't work as well conceptually in my opinion (which is one of the problems I have with 3e and up systems; they have specific classes like Sorcerer, Monk, and Ranger and then also generic classes like Fighter and Rogue, and the specific classes aren't even that fun or unique to begin with). I love working on both such systems of class, though I find that designing goofy highly specific classes is a very fun way to stretch these simple systems and create unique character types. To end this dumb rant about classes, I'm gonna post four custom classes for B/X and derivative systems, whether LL, S&W, or LotFP, three of which I wrote a while ago but hadn't posted and one of which I wrote just yesterday. I tried to keep these as devoid of my house rules as possible, but I'd probably give each class unique roll-under saving throws like I normally use simply because I prefer that, and item restrictions are listed as "proficiencies" because I don't like completely restricting weapons and armor and such. Also the XP totals for these classes were made using the incredible and just downright great custom class creation system over at Of Dice and Djinn, which you should totally check out!
The Haemomancer, a blood-themed magic-user with a unique spellcasting system.
The Protected Researcher, a tank that isn't good at fighting but is very knowledgeable.
The Snail Knight, a gastropod-themed paladin-type character with an adorable pet/steed snail.
The Swamp Monster, a disgusting slimy fighter-type nonhuman.
Monday, May 29, 2017
LotFP Class Houserules
So very soon I will be getting some Lamentations of the Flame Princess adventures (Blood in the Chocolate and Tower of the Stargazer), and I've been thinking of making my own historical horror fantasy adventures in the vein of LotFP. As part of this, I've come up with my original house rules for the four classes which I would allow in such a game (the Fighter, Specialist, Magic-User, and Cleric), which I will detail in this post and in a following post. Also it is Very Long so I am gonna put it under a cut.
Sunday, September 18, 2016
Batrachians and Beezlebubs
Two similar yet opposed classes for the old school rpg of your choice (though I sort of assume LotFP).
The Frog Demon
d8 Hit Dice (6 hp at level 1)
Attack Bonus: as cleric (I use 1/2 level, rounded up)
Saving Throws: as elf
Experience Progression: as elf
At level one, you are a fledgling frog demon who is really only a simple tadpole, able to manipulate objects with your mouth and able to swim and breathe in both air and water. In addition, you have a single cultist follower who you can order to do things for you. You gain 1 new cultist follower each level, and can gain more through normal hireling means and by converting people to your worship. If any of your cultist followers die, they are "refilled" back up to the minimum number you can have, which is equal to your level, the next day. You are able to speak with all frog creatures.
At level 2, in addition to the cultist follower that you gain, you grow legs and the ability to jump great distances.
At level 4, in addition to the cultist follower that you gain, you become a fully-grown frog demon. You are able to control normal frogs, and have a special tongue ability that allows you to grab a creature or object from a distance and pull it towards you. This functions as an opposed roll, with both you (the frog demon) and the victim rolling 1d20 and adding your attack bonuses. Both you and the victim add their STR bonus to the roll in addition to the attack bonus, and the one who rolls higher wins. Arthropod targets get a -2 to their roll.
At level 6, in addition to the cultist follower that you gain, you gain the ability to turn your cultist followers into frog monsters. You can do this once per day, increasing by 1 extra use for every level above 6. You simply point at the cultist which you are gracing with a better, slimier, amphibian form, and their body contorts and mutates into some sort of frog monster. The exact appearance is up to you, but the creature always has the same stats: 1+1 HD, +1 attack bonus, 14 AC, 1d8+1 damage. You are able to spend more than 1 "use" to increase the stats of the creature, increasing all stats by one increment (2+1 HD, +2 attack bonus, 15 AC, 1d10+1 damage, etc). All frog monsters use your saving throws rather than their own.
The Fly Demon
d6 Hit Dice
Attack Bonus: as thief (1/2 level, rounded up)
Saving Throws: as fighter
Experience: as elf
At level one, you are a little baby beezlebub, nothing more than a fat giant maggot. You can manipulate some objects with your mouth, and can crawl upon the ground. You can also use your tusk-like mouthparts to dig through certain materials, especially meat. You follow the same cultist follower rules as the frog demon above, and so begin play with 1 cultist.
At level 2, in addition to the cultist follower you gain, you begin to go inside of your pupa, and thus cannot interact with the world in any way. However, you float in the air and are able to communicate with the minds of your followers. You are considered as having an armor class of 9, but always take 2 fewer point of damage than normal, and your followers will probably protect you.
At level 4, you crawl out of your pupa as a fully-formed adult fly. You are able to fly in the air, control flies of all life stages (maggot, pupa, and adult), and gain an acid-vomit ability. Your acidic vomit deals 1d6 damage, and can deal more damage (or have some additional effect) if you have consumed some sort of special food recently. However, you lose the points of armor and low armor class from your pupal stage of development.
At level 6, in addition to the cultist follower you gain, you obtain the ability to turn your cultists into either fly monsters at some stage of a fly's life cycle, a swarm of flies or maggots, or a strange mutated fusion of human and fly. You can do this once per day, increasing by 1 additional use each level above 6. You point at one of your cultists, and their skin begins to split as a fly or fly mutant pulls itself out, or they burst into a swarm of flies or maggots. The exact appearance is up to you, but the statistics are always the same: 1 HD, +3 attack bonus, 14 AC, 1d6+1 damage. You are also able to spend additional "uses" to increase the stats (2 HD, +4 attack, 15 AC, 1d8+1 damage, etc.) All such fly creatures use your saving throws.
The Frog Demon
d8 Hit Dice (6 hp at level 1)
Attack Bonus: as cleric (I use 1/2 level, rounded up)
Saving Throws: as elf
Experience Progression: as elf
At level 2, in addition to the cultist follower that you gain, you grow legs and the ability to jump great distances.
At level 6, in addition to the cultist follower that you gain, you gain the ability to turn your cultist followers into frog monsters. You can do this once per day, increasing by 1 extra use for every level above 6. You simply point at the cultist which you are gracing with a better, slimier, amphibian form, and their body contorts and mutates into some sort of frog monster. The exact appearance is up to you, but the creature always has the same stats: 1+1 HD, +1 attack bonus, 14 AC, 1d8+1 damage. You are able to spend more than 1 "use" to increase the stats of the creature, increasing all stats by one increment (2+1 HD, +2 attack bonus, 15 AC, 1d10+1 damage, etc). All frog monsters use your saving throws rather than their own.
The Fly Demon
d6 Hit Dice
Attack Bonus: as thief (1/2 level, rounded up)
Saving Throws: as fighter
Experience: as elf
At level one, you are a little baby beezlebub, nothing more than a fat giant maggot. You can manipulate some objects with your mouth, and can crawl upon the ground. You can also use your tusk-like mouthparts to dig through certain materials, especially meat. You follow the same cultist follower rules as the frog demon above, and so begin play with 1 cultist.
At level 2, in addition to the cultist follower you gain, you begin to go inside of your pupa, and thus cannot interact with the world in any way. However, you float in the air and are able to communicate with the minds of your followers. You are considered as having an armor class of 9, but always take 2 fewer point of damage than normal, and your followers will probably protect you.
At level 4, you crawl out of your pupa as a fully-formed adult fly. You are able to fly in the air, control flies of all life stages (maggot, pupa, and adult), and gain an acid-vomit ability. Your acidic vomit deals 1d6 damage, and can deal more damage (or have some additional effect) if you have consumed some sort of special food recently. However, you lose the points of armor and low armor class from your pupal stage of development.
At level 6, in addition to the cultist follower you gain, you obtain the ability to turn your cultists into either fly monsters at some stage of a fly's life cycle, a swarm of flies or maggots, or a strange mutated fusion of human and fly. You can do this once per day, increasing by 1 additional use each level above 6. You point at one of your cultists, and their skin begins to split as a fly or fly mutant pulls itself out, or they burst into a swarm of flies or maggots. The exact appearance is up to you, but the statistics are always the same: 1 HD, +3 attack bonus, 14 AC, 1d6+1 damage. You are also able to spend additional "uses" to increase the stats (2 HD, +4 attack, 15 AC, 1d8+1 damage, etc.) All such fly creatures use your saving throws.
Monday, January 18, 2016
weirder classes: the BARD
the basic concept of the bard works well as an adventurer. its based off of the historical traveling minstrels, who would look for heros n whatnot to sing stories about to their lord or lady, but when there was no work they would just steal whatever they could. so they have a pretty good concept that has a good reason to adventure, but thats just not WEIRD enough
bards sing about stuff. FLUTERS OF THE COSMOS play the alien music of otherworldly things, invoking unnatural power with their dissonant and chaotic sounds
THE FLUTER OF THE COSMOS
what kind of music you play and what kind of magic you use is based off of what spirit, daemon, alien, or godling you serve. some dance in parlor fashion, tooting on a flute from down below. some scream and shout anarchic things in the name of some daemon. others play artificial beepings and dissonant sounds. just in general you are gonna play really weird music, and youll have to do favors for whatever thing you serve
HIT DICE: d6 (+1/level after 9th)
SAVING THROWS: +2 to cosmos and dexterity, -2 to strength (or as cleric)
WEAPONS: dagger, other weapons based off of boss
ARMOR: light armor
MAGIC ITEMS: musical instruments, weapons, scrolls
XP to LEVEL 2: 2,250
fluters of the cosmos have the following class features:
bards sing about stuff. FLUTERS OF THE COSMOS play the alien music of otherworldly things, invoking unnatural power with their dissonant and chaotic sounds
THE FLUTER OF THE COSMOS
what kind of music you play and what kind of magic you use is based off of what spirit, daemon, alien, or godling you serve. some dance in parlor fashion, tooting on a flute from down below. some scream and shout anarchic things in the name of some daemon. others play artificial beepings and dissonant sounds. just in general you are gonna play really weird music, and youll have to do favors for whatever thing you serve
HIT DICE: d6 (+1/level after 9th)
SAVING THROWS: +2 to cosmos and dexterity, -2 to strength (or as cleric)
WEAPONS: dagger, other weapons based off of boss
ARMOR: light armor
MAGIC ITEMS: musical instruments, weapons, scrolls
XP to LEVEL 2: 2,250
fluters of the cosmos have the following class features:
- if you are able to make noise in some way that your boss likes, you are able to invoke their power. this functions as a reaction roll, with +2 if it is a kind of sound that your boss likes, and the ability to spend points of dexterity or cosmos on your performance.
- you are able to TURN creatures as a cleric by making a huge ruckus of noise. if such creatures are serving your boss, you control them instead
- you are much more skilled at social interactions, especially with creatures relating to your boss.
- after level 9, you may choose to join the cacophonous ensemble or orchestra of your boss, leaving the game as a character, but being able to influence the effects of the actions of the party, in a similar way to the Guardian Spirit class over at goblinpunch, with the whole party as your ward
Saturday, January 16, 2016
weirder classes: the BARBARIAN
so ive been reading some posts about the design of new school dnd classes (Pathfinder and 5th Edition), which is shocking given my disposition towards old school type rulesets (like Labyrinth Lord and LotFP). from these posts, and since i own the 5e phb, i came up with the idea to make weirder old school versions of the 5th edition classes (and later the non-core pathfinder classes). so here is the first post of that sort: the BARBARIAN.
note for rules: i dont normally use prime requisites and have different ability scores, so pr wont be listed and i will provide easy conversions for ability scores. in my games, non-fighter classes dont advance in combat ability (mostly because of how i allow multiclassing), so only fighter-types will have attack bonus/attack matrix. i treat item restrictions differently, but my ruling for that isnt going here, and they will still be listed.
barbarian isnt a class. barbarian is what the "civilized" people call the "uncivilized" people. nah, thats a background, not a class. barbarians go berserk, so they are BERZERKERS
THE BERZERKER
you could be a super-soldier who has broken from the platoon and gone on a sadistic rampage, or you could simply be some manic and violent guard or militiaman, or even a wild thing that was brought up by beasts in the wilderness. berzerkers are unified by violence and anger and inability to be reasoned with.
HIT DICE: 1d8 (see below) (+2/level after 9th)
COMBAT: +1/2 level to attacking
SAVING THROWS: +2 to stamina and strength, -2 to magic and intellect (or as fighter)
WEAPONS: anything that isnt too complicated or weak (no bows, no crossbows, no daggers, etc.)
ARMOR: light and medium armor
MAGIC ITEMS: none
XP to LEVEL 2: 2,000
berzerkers have the following class features:
note for rules: i dont normally use prime requisites and have different ability scores, so pr wont be listed and i will provide easy conversions for ability scores. in my games, non-fighter classes dont advance in combat ability (mostly because of how i allow multiclassing), so only fighter-types will have attack bonus/attack matrix. i treat item restrictions differently, but my ruling for that isnt going here, and they will still be listed.
barbarian isnt a class. barbarian is what the "civilized" people call the "uncivilized" people. nah, thats a background, not a class. barbarians go berserk, so they are BERZERKERS
THE BERZERKER
you could be a super-soldier who has broken from the platoon and gone on a sadistic rampage, or you could simply be some manic and violent guard or militiaman, or even a wild thing that was brought up by beasts in the wilderness. berzerkers are unified by violence and anger and inability to be reasoned with.
HIT DICE: 1d8 (see below) (+2/level after 9th)
COMBAT: +1/2 level to attacking
SAVING THROWS: +2 to stamina and strength, -2 to magic and intellect (or as fighter)
WEAPONS: anything that isnt too complicated or weak (no bows, no crossbows, no daggers, etc.)
ARMOR: light and medium armor
MAGIC ITEMS: none
XP to LEVEL 2: 2,000
berzerkers have the following class features:
- if you are not wearing any armor, you can spend points of strength as if it were armor points
- you begin play with 1d8 grit points in addition to your stamina (constitution) score (if not using my ability score system, have them begin play with 2d8 hp)
- you receive a +1/2 level bonus to your attack if you attack a different creature on each of your turns in combat (this adds up to a full +level attack bonus if doing that)
- beginning at level 2, you are able to go into a violent trance. during such an episode, you are unaffected by the world around you and only react to violence. your only goal is death.
- at level 3, and every third level afterwards (levels 6, 9, 12, etc.), you have a strange effect during your violent episodes. example powers are listed below.
- darkness vision: you can see in darkness during your violent trances. eyes are humongous and dominated by pupil.
- forceful bite: if you attack with your mouth during a trance, it deals 1d8 damage. mouth is filled with huge terrible fangs
- hardened skin: you count as armor 2, even without spending points of strength, during an episode of violence. however, this makes you move slower. skin is only callouses and scabs.
- monster sense: you can sniff the air to detect a certain breed of creature (this can be done outside of a trance, but at diminished effect).
- venom: your attacks are venomous, and deal 1 additional point of damage each following turn.
- really loud shout: can deafen or incapacitate creatures for a time with your incredibly loud shouting/burping.
it is important to note that you must come up with how you got such abilities. also, physical changes do not go away when not in a violent trance, they are simply diminished.
Wednesday, September 9, 2015
Class and Race Week Day 2: The Mummifier and the Residual Spectre
Here is a class that slowly mummifies its body and grants itself strange esoteric powers, and a race of undead ectoplasms left over from a ghost's untime in this unworld.
The Mummifier
Parent Class: Priest
Hit Dice: d6 (+3/level after 9)
Attack Bonus: 1/2 level, rounded up
Saving Throws: as Priest (see below)
XP to Level 2: 2,750
Prerequisites to playing this class:
The Mummifier
Parent Class: Priest
Hit Dice: d6 (+3/level after 9)
Attack Bonus: 1/2 level, rounded up
Saving Throws: as Priest (see below)
XP to Level 2: 2,750
Prerequisites to playing this class:
- Must have a physical body that can be preserved. If the race you are playing is normally incorporeal or semi-incorporeal, you must somehow acquire a physical form. If you are playing a race that cannot be easily preserved, such as slug-people or certain elves, then you cannot play this class much, since they would be harmed by the preservation process.
Mummifiers have the following class features:
- All experience from treasure must be spent on acquiring special materials (such as incense, wrappings, holy texts and relics, etc.) to begin or continue the mummifying process and to gain religious knowledge.
- At level 2, your unarmed attacks are considered magical and deal 1d4 damage on a hit. This damage goes up one die type every second level (d4 to d6 at level 4, d6 to d8 at level 6, etc.). At level 4, additional damage equal to half the unarmed damage is added to weapon attacks (1d3 at level 4, 1d4 at level 6, etc.)
- Every level (beginning at second level), you choose an esoteric power. Most esoteric powers are once a day, with a handful of at-will abilities and the possibility that a mummifier will choose the same power twice or more. The esoteric powers available vary, but some possible ones might include:
- Speak to Stones
- Night-vision
- Turn Food to Dust
- Control Flames
- Sticks to Snakes
- Mind Control
- Immunity to Disease and Poisons
- At level 9, the mummifier chooses to either unlock the ability to inflict the terrible disease known as Mummy's Rot (in addition to other possible diseases), or to be able to cure any disease.
The Residual Spectre
Ability Scores: +WIS, -CON
Racial Traits: Is incorporeal (can pass through inanimate objects and living creatures (causing a strange feeling)). Cannot use non-magical physical equipment at all. Is able to see where any living thing is at all times, but cannot see inanimate objects in darkness. Can possess living things and inanimate objects to gain a physical form, at least for a time. Can speak with the dead once per day (plus wisdom modifier if positive). When inhabiting a physical form, use the average of the host's and spectre's physical ability scores.
Class Restrictions: Residual spectres can play any class, but the majority are magic-users and priests, simply due to the immaterial nature of these small spirits. However, when inhabiting a body, they are able to utilize the physical equipment required of other classes.
Residual spectres are the remnants of immaterial undead (and some material ones as well!) when they pass through an area. They are cast off, with no memory of their parent ghost's past life, and with not much in the way of paranormal power. All they can do is take another being's physical form and contact other, much more powerful spirits in the area.
Monday, September 7, 2015
Class and Race Week Day 1: The Slime Catcher and the Dust Bunny
Here is the first pair of playable things for class/race week: a class that starts out as just a person with a lil pudding buddy but can become either a slime hunter or the arcane servant of the demon king of slimes, and a race of small constructs grown from the dust and grime lying around your house.
The Slime Catcher
Parent Class: Professional
Hit Dice: d6 (+1/level after 9)
Attack Bonus: 1/2 level, rounded up
Saving Throws: as Professional (Specialist/Thief) (see below)
XP to Level 2: 2,250
Slime catchers have the following class features:
The Slime Catcher
Parent Class: Professional
Hit Dice: d6 (+1/level after 9)
Attack Bonus: 1/2 level, rounded up
Saving Throws: as Professional (Specialist/Thief) (see below)
XP to Level 2: 2,250
Slime catchers have the following class features:
- +2 to saves v. slimes (any effects caused by oozes of some sort), +1 to saves v. poison
- Can speak OOZOID, the alien language of slimes and puddings
- Begins play with an oozing companion that can follow very simple commands. Statistics-wise, it functions as whatever the weakest slime in your game is. It can go into small spaces and do very simple actions. Can speak oozoid.
- Is able to catch and train slimes into monstrous companions. These can be any slime, and it will usually take more time/have more risk the more deadly the pudding is.
- Optional system to determine risk/time: it takes 1 week/hit die, and to succeed they must make a skill check as if they were trained in the skill (following the 5MORE skill system). On a failure, it either takes 1 additional week (cumulative), or you are injured by the slime.
- At level 2, chooses one of the following features:
- Gain a special bonus to hit and damage slimes, equal to 1/3 level, rounded up. This is in addition to your normal to-hit and damage bonuses from leveling and ability scores.
- Gain the ability to cast spells, in a similar manner to a magic-user. All infernal enchantments come from the demon lord of slimes and oozes JUIBLEX, or from similar fiends. Gain spells as the cleric once did (with the first spell being at level 2, etc.). Special spell lists and tables will be forthcoming.
- At level 4, gains one of the following features based on their choice at level 2:
- Is able to track slimes and oozes and puddings with incredible accuracy (functions as if an EXPERT in the skill), and has decreased penalties when attacking recklessly or defensively against slimes (rather than penalty being double bonus, penalty is equal to bonus)
- Can shapeshift into a slime at-will, by making a check of 1d20+level+WIS modifier, against 10+hit dice of goal slime+any other bonuses from special features. Every successful check imposes a -1 penalty, and an unsuccessful check means you cannot shapeshift for the rest of the day.
- At level 6, gains one of the following features based on their choice at level 2:
- All damage dealt by the slime catcher is treated as magical for purposes of killing oozes, which are normally effectively immune to physical damage.
- Can imbue their slime servants with intellect and cunning, allowing them to follow more complex commands.
- At level 9, gains one of the following features based on their choice at level 2:
- Is effectively immune to the caustic effects of oozes, as well as to the powers required to destroy them. They take minimum damage from acid, fire, lightning, etc.
- Can invoke Juiblex itself, or the fungal demon queen Zuggtmoy (as well as certain other powerful demons). They will usually require a favor or sacrifice for whatever they will do. Lesser demons can be invoked from a spell acquired at a lower level.
Dust Bunnies
Dust bunnies grow from dust and sand and hair and all other sorts of particles you might have lying around. The vast majority of them are very small, even shorter than a halfling, but there are records of almost human-sized ones from incredibly dirty ruins and abandoned structures. Dust bunnies generate naturally over time, but they can be created on purpose by wizards or even by a simple commoner with the right charms.
Ability Scores: +DEX, -STR
Racial Traits: Is able to learn very basic information from the dirt in a location. Can fuse together with other dust bunnies to create larger and stronger creatures. Is able to see in low-light conditions just as well as normal light. When fighting against larger creatures, they are adept at crawling all over them to attack (make a DEX check to crawl on a larger creature and attack them). Cannot use large weapons, and must use medium weapons two-handed (even if human-sized, unless fused together).
Class Restrictions: Dust bunnies can play any class, but the majority are fighters or professionals, followed by magic-users, followed by clerics (dust bunnies are very secular). Sub-classes typically fall into the realm of their parent class for these purposes.
Saturday, August 15, 2015
The Monk for LotFP
So i finally got an actual physical copy of the LotFP book! And I have promptly begun putting sticky notes in it to fill it with my houserules. So here's some houserules that I cam up with a few days ago regarding a new class (its really a sub-class though)!
The Monk (A Class for LotFP)
Parent Class: Priest (Cleric)
Hit Dice: d6 (+2/level after 9)
Attack Bonus: 1/2 level, rounded down (see below)
Saving Throws: as Priest
XP to Level 2: 2,750 (2,250 if paying a tithe (1,750 if paying all money beyond bare necessities)
Monks have the following class features:
The Monk (A Class for LotFP)
Parent Class: Priest (Cleric)
Hit Dice: d6 (+2/level after 9)
Attack Bonus: 1/2 level, rounded down (see below)
Saving Throws: as Priest
XP to Level 2: 2,750 (2,250 if paying a tithe (1,750 if paying all money beyond bare necessities)
Monks have the following class features:
- When making unarmed attacks, their attack bonus is equal to their level (rather than 1/2 it). Certain melee weapons allow for this as well (whichever are favored by the sect the monk is from). If their sect doesn't focus on unarmed fighting, then it can be switched out for certain weapon types.
- The damage dealt by unarmed attacks begins as 1d4 (if using favored weapons, simply add the die type to the weapon's damage). This damage increases every odd level (d4 to d6 at level 3, d8 at level 5, d10 at level 7, d12 at level 9, d14 at level 11, etc.).
- They can use their WIS score instead of their AC for defense purposes. Alternatively, they can add their WIS modifier to their AC in addition to DEX.
- They save as a priest of 1 level higher than their actual level.
- Monks have certain powers tied to their sect. This can be the healing of injuries for a college of doctor monks, or the summoning of elemental powers for monks of arcane science. For all powers, follow the following guidelines:
- Every level, the monk can either increase the power of the ability or the probability of success. For example, with the healing example, say it begins healing d4 hit points, with a chance of it instead hurting the individual more than they already are. When the monk levels up, they can either increase the HP healed to a d6, while keeping the chance of injury the same, or they can decrease the chance of injury but keep the HP regained at a d4.
Example Monk Sects
The Healing Church
Can heal individuals of their injuries with their elixirs, pills, and equipment that they carry with them everywhere. This begins healing d4 HP (only Flesh, rather than Grit (though many monks of this sect carry with them supplies for that as well)), with a 3 in 6 chance of taking the HP from the individual, rather than giving it. Every level, they either increase the HP healed (d4 to d6, etc.) or decrease the chance of failure (becomes 3 in 8, etc.)
Monks of the Healing Church are more like traveling doctors, who specialize in the healing of more magical and monstrous illnesses. Instead of healing HP, the monk can increase the chance of failure to 6 in 6 (or 6 in 8, 6 in 10, etc.) (using LotFP rules for skill checks) to attempt to reverse such effects.
Monks of the Healing Church are trained in the use of edged weapons and clubs (both of which are extremely useful in surgery), rather than the unarmed fighting of the monk detailed above.
The Cult of the Frog God
These cultists are trained in strange magics that allow them to transform themselves into powerful frog monsters at-will. This lasts for 1 turn (at first), with a 4 in 6 chance of instead turning into a simple powerless frog for the time wished. The abilities of the frog beast improve as the monk wishes, but what powers these are is determined by you.
Monks of the Cult of the Frog God are trained in only the most simple of weapons when in human form (daggers), but when in frog form all of their attacks count as if they were proficient in them.
Monks of the Cult of the Frog God must do strange arcane rituals to retain their shapeshifting abilities. These are usually determined by whichever branch of the cult is nearest to them, but sometimes the cultist will see visions ordering them what to do. These rituals include eating frog eggs from a pond, dissecting a frog alive and eating its organs, keeping an amphibian as a pet for a set number of days without it being hurt, or sacrificing much of your wealth to a well or lake.
Saturday, August 8, 2015
3 Weird Wizard Whatsits
Magic is really weird and inconsistent. That's the only thing consistent about it. So here's some strange stuff involving sorcerers (also maybe clerics).
Random Magical Mishaps
Sometimes something bad happens when a wizard is around. Maybe their spell misfired, or you disrupted their weird arcane dreams, or the fabric of space-time or occult hoo-ha is just weird and broken when they are around. Whatever the reason, simply roll 1d30 on the following table.
Magical Mishaps
Random Magical Mishaps
Sometimes something bad happens when a wizard is around. Maybe their spell misfired, or you disrupted their weird arcane dreams, or the fabric of space-time or occult hoo-ha is just weird and broken when they are around. Whatever the reason, simply roll 1d30 on the following table.
Magical Mishaps
- Everybody switches teeth (they fall out and are replaced by the teeth of one other creature)
- A flash of light of some bright color (usually purple or orange) blinds everyone in the vicinity
- Someone is replaced by a shape-shifter (50% chance of not having knowledge of being a shape-shifter)
- The room smells disgusting. It has become filled with the powerful pheromone of some random monster, and there is a high chance that large amounts of that monster will appear.
- Someone loses their voice. They regain it after a few days, but cannot speak in any languages they knew originally ever again. They can still read those languages.
- The wizard's spellbook grows legs or wings or a foot and crawls/flies/hops away (if they are a natural magic-user (such as an elf or sorcerer), then one of their organs does this (90% chance of being non-vital)
- One random spell known by the wizard occurs, but at double effect
- Someone vomits up a black slug and loses all memories except for basic knowledge (such as how to speak and write). If someone eats the slug, they gain all of that person's memories.
- A mouth appears in the air, demanding it be fed. You must either feed it 1d4 magic items or 4d6x10 sp (or gp is using gold standard) worth of items or coinage
- The area becomes overrun with ants
- One random spell known by the wizard occurs, but at double effect
- Someone dies. A baby version of themselves crawls out of the corpse, with lesser physical capabilities but identical mental capabilities
- Any unintelligent animals in the area become intelligent
- Something crawls out of space-time, in addition to the spell. Generate a random monster (the LotFP summon spell is pretty good)
- Anything that is a specific color stops existing, and never has. Only the party knows that it ever existed (alternatively, only the wizard)
- One random creature around gets the ability to cast one of the wizard's spells once per day. The wizard loses it
- Lightning strikes (even if indoors or underground). The wizard has been split in two, but will regenerate into two new identical wizards in a few days
- All clothing in the area becomes mobile and sentient
- The area is now an opposite magic area. All magical effects have the opposite effect now
- All of your food spoils. You can still eat it, but it tastes horrible
- One random town or settlement nearby becomes a ghost-town. People will talk about things that happened there as if they were ages ago
- Someone's hand falls off and crawls away
- The next time you go to sleep, a huge rainbow centipede will crawl from the nearest window. It is your servant, but only while you cannot see it
- The sun stops rising
- You are all teleported to somewhere random (alternatively, only one person is teleported, or everyone is teleported somewhere different)
- Game jumps ahead to d10 hours from now. You will have no memory, but stuff will still have happened (players have done stuff, but they do not remember it)
- It rains some unnatural fluid (usually blood or bile, sometimes tears, sometimes something really weird)
- Someone begins to turn into a tree
- Whatever spell you tried to cast, or the last spell that you casted, now does not exist at all. Only a few people, such as fourth-wall breakers or certain gods will be able to cast it.
- Some powerful demon appears. It is your servant, but it hates you and is always trying to kill you
The Failed Wizard
A magic-using class for Lamentations of the Flame Princess
Hit Dice: d4
Attack Bonus: 1/2 level, rounded down
Saving Throws: as Magic-User
Experience to Level 2: 2,200
This is a class that uses and abuses the magical mishap table above. They are those students of the arcane arts that never quite got it, or didn't study enough, or didn't get enough sleep. They can't cast spells per se, but they are almost able to.
Failed Wizards have the following class features:
- Beginning at level 1, you can roll on the magical mishaps table, or any other magical mishaps table, once per day. Every level, the number of times you can roll on the table increases by 1.
- At level 1, you roll 1d4 on the table. At levels 3, 5, 7, 9, etc., you can increase the die size used by 1 (d4 to d6, d6 to d8, d8 to d10, d10 to d12, d12 to d14, etc.)
- Alternatively, you can learn a spell of a level that an MU of a level 4 levels below yours can know (level 1 at level 5, level 2 at level 7, level 3 at level 9, etc.) The number of times these can be cast is always static, remaining at one per day.
- If you wish, you can apply your level to the magical mishap roll.
- Failed Wizards do not use material components for spells, and are always considered natural magic-users
This class is probably very unbalanced, simply because the magical mishap table is very unbalanced, but who cares? If you like very balanced and ordered classes, do not use this class.
The Witch Watcher
An anti-wizard monster made by wizards, to catch wizards
HD: 1-1
AC: 18 (can only be attacked by non-magical weapons)
Attacks: 0
Damage: n/a
Movement: 100'
Intellect: 8-15
Morale: 12
Witch watchers are floating monstrosities created by royal magicians to assist in the witch hunts done by knights. They will be usually be found in the company of knights, but there are plenty who have become lost and wander the wilderness. They look like huge floating jellyfish, but they are always decked out with strong silver armor, decorated with leering faces and anti-magic sigils. If a witch watcher is ever found without its armor, then its AC is 13 and it can be effected by magic and magical weapons. When a witch watcher sees someone or something that has used magic of any sort within the last week, it will float to them and issue forth loud noises that sound like screams, alerting any knights in the vicinity. They do detect clerical miracles, and so licenses are issued to priests so as to not be imprisoned. If they are without a knight, then monsters in the vicinity will be alerted. Any magic used in their presence fizzles away (MU spells are automatically replaced with magical mishaps, and clerical miracles are made at -6 penalty).
Thursday, July 23, 2015
The Bakerbarian and Goblin Marine
Here's some weirder and sillier class options, statted up for 5th edition dnd!
The Bakerbarian
Inspiration for the Bakerbarian here.
You are a cook who has such dedication to your art that you can weaponize the foods you create. You can infuse it with your intense emotions and power, churn out innumerable amounts of bread missiles, or create armor from food. You cook bread and cakes angrily.
Class: Barbarian
Bonus Proficiencies
When you choose to become a Bakerbarian at level 3, you become proficient in cook's utensils.
Weaponized Foodstuffs
When you choose to learn the arts of the Bakerbarian at level 3, you can create deadly weapons seemingly out of thin air if you are carrying food (alternatively, if you are carrying the ingredients and cook's utensils, and take a few moments to make it). This functions as a ritual spell, essentially. These weapons typically deal 1d6 damage, but they can deal more or less damage if you use fewer materials or take less time. You are considered proficient with all of the edible weapons you create, and if it is a weapon you are actually proficient in, your proficiency bonus is doubled.
Right Out of The Oven
Beginning at level 6, you can imbue your attacks with a different damage type (typically fire). It will deal the same amount of damage, but will bypass resistances and immunities to the prior damage type if present in the creature being attacked, and will take advantage of vulnerabilities. The weapon will change to reflect the damage type, such as becoming burning hot if right out of the oven, or blue like ice in right out of the fridge. Your attacks cannot deal force, psychic, or thunder damage.
Loafs of Anger
You can create weaponized foodstuffs as normal. However (beginning at level 10), if you create them while enraged, they become intelligent creatures that serve you. They will last as long as you stay angry, either actually still in a state of enragement, or just normally angry. If they were created while experiencing any other intense emotion, then they will not be very violent. They have one attack that deals an amount of damage that is equal to the amount you allocated to creating them as weapons. In all other respects, they are like a beast or other monster of CR 1 or less. These creatures can only move to around 120 feet away from you before they become just food again.
Improved Foodstuffs
Beginning at level 14, you can create all weaponized foodstuffs almost at-will, with only the most damaging types requiring more time. You are also able to instill magic in your food, being able to place a wizard spell in it as if you were a wizard of a level 10 levels below yours (beginning at level 4). You can create a number of spell-cakes equivalent to the number of spells a wizard of that level can cast in a day, but they are only activated when they are eaten. You can add either your Wisdom or Constitution modifiers to the number of spell-cakes you can make in a day. The spell save DC is equal to 8+proficiency bonus of wizard level for purposes of spell-cake crafting+the higher of your Wisdom and Constitution modifiers.
The Goblin Marine
Inspiration for the Goblin Marine here.
You are someone trained in the skills used by goblins, orcs, ogres, and their gross kind during fighting. You could actually be a goblin or some similar creature, or you could be someone trained in them to be adept in avoiding them.
Class: Fighter
Improved Bites and Claws
When you select this class option at level 3, you have sharpened your teeth and your claws so that they became better weapons. They deal 1d4 damage at first, and then increase the damage die as a monk of a level equal to yours increases their unarmed damage.
Stench Warfare
Beginning at level 7, you are able to create great clouds of vile odor from your own unwashed body, or from the complex mixture of smelly chemicals. You can exude a cloud of gross gas that spreads up to 30 feet, and then dissipates. If anything is in the cloud, they must make a Constitution save against your save DC (8+proficiency bonus+Constitution modifier). If they fail the save, they are knocked unconscious by the stench for 1 minute. The time that they are unconscious for increases by 1/4 minute every level.
Crawl on Walls
Beginning at 10th level, you can crawl up seemingly smooth walls at a speed equal to half your walking speed. At level 14, this becomes a speed equal to your walking speed. You can climb just as you can do normal movement during your turn in combat.
Bugbearricade
Beginning at 15th level, you have trained yourself to be so agile so as to be able to hide behind creatures of even your size or one size smaller. This counts as cover, just as hiding behind a larger ally or barricade would.
Disgusting Alchemy
At 18th level, you can create vile grenades and bombs from the fluids, juices, and tissues from your body or the bodies of others. The effect of this bomb varies, based on the ingredients used, but it will function as some sort of spell from the wizard spell list that can be cast by an Eldritch Knight of a level 9 levels below yours. You can create as many of these as you wish, but if you create more than is allowed (see the Eldritch Knight spell matrix for how many you can create), you risk hurting yourself or your teammates.
The Bakerbarian
Inspiration for the Bakerbarian here.
You are a cook who has such dedication to your art that you can weaponize the foods you create. You can infuse it with your intense emotions and power, churn out innumerable amounts of bread missiles, or create armor from food. You cook bread and cakes angrily.
Bonus Proficiencies
When you choose to become a Bakerbarian at level 3, you become proficient in cook's utensils.
Weaponized Foodstuffs
When you choose to learn the arts of the Bakerbarian at level 3, you can create deadly weapons seemingly out of thin air if you are carrying food (alternatively, if you are carrying the ingredients and cook's utensils, and take a few moments to make it). This functions as a ritual spell, essentially. These weapons typically deal 1d6 damage, but they can deal more or less damage if you use fewer materials or take less time. You are considered proficient with all of the edible weapons you create, and if it is a weapon you are actually proficient in, your proficiency bonus is doubled.
Right Out of The Oven
Beginning at level 6, you can imbue your attacks with a different damage type (typically fire). It will deal the same amount of damage, but will bypass resistances and immunities to the prior damage type if present in the creature being attacked, and will take advantage of vulnerabilities. The weapon will change to reflect the damage type, such as becoming burning hot if right out of the oven, or blue like ice in right out of the fridge. Your attacks cannot deal force, psychic, or thunder damage.
Loafs of Anger
You can create weaponized foodstuffs as normal. However (beginning at level 10), if you create them while enraged, they become intelligent creatures that serve you. They will last as long as you stay angry, either actually still in a state of enragement, or just normally angry. If they were created while experiencing any other intense emotion, then they will not be very violent. They have one attack that deals an amount of damage that is equal to the amount you allocated to creating them as weapons. In all other respects, they are like a beast or other monster of CR 1 or less. These creatures can only move to around 120 feet away from you before they become just food again.
Improved Foodstuffs
Beginning at level 14, you can create all weaponized foodstuffs almost at-will, with only the most damaging types requiring more time. You are also able to instill magic in your food, being able to place a wizard spell in it as if you were a wizard of a level 10 levels below yours (beginning at level 4). You can create a number of spell-cakes equivalent to the number of spells a wizard of that level can cast in a day, but they are only activated when they are eaten. You can add either your Wisdom or Constitution modifiers to the number of spell-cakes you can make in a day. The spell save DC is equal to 8+proficiency bonus of wizard level for purposes of spell-cake crafting+the higher of your Wisdom and Constitution modifiers.
The Goblin Marine
Inspiration for the Goblin Marine here.
You are someone trained in the skills used by goblins, orcs, ogres, and their gross kind during fighting. You could actually be a goblin or some similar creature, or you could be someone trained in them to be adept in avoiding them.
Class: Fighter
Improved Bites and Claws
When you select this class option at level 3, you have sharpened your teeth and your claws so that they became better weapons. They deal 1d4 damage at first, and then increase the damage die as a monk of a level equal to yours increases their unarmed damage.
Stench Warfare
Beginning at level 7, you are able to create great clouds of vile odor from your own unwashed body, or from the complex mixture of smelly chemicals. You can exude a cloud of gross gas that spreads up to 30 feet, and then dissipates. If anything is in the cloud, they must make a Constitution save against your save DC (8+proficiency bonus+Constitution modifier). If they fail the save, they are knocked unconscious by the stench for 1 minute. The time that they are unconscious for increases by 1/4 minute every level.
Crawl on Walls
Beginning at 10th level, you can crawl up seemingly smooth walls at a speed equal to half your walking speed. At level 14, this becomes a speed equal to your walking speed. You can climb just as you can do normal movement during your turn in combat.
Bugbearricade
Beginning at 15th level, you have trained yourself to be so agile so as to be able to hide behind creatures of even your size or one size smaller. This counts as cover, just as hiding behind a larger ally or barricade would.
Disgusting Alchemy
At 18th level, you can create vile grenades and bombs from the fluids, juices, and tissues from your body or the bodies of others. The effect of this bomb varies, based on the ingredients used, but it will function as some sort of spell from the wizard spell list that can be cast by an Eldritch Knight of a level 9 levels below yours. You can create as many of these as you wish, but if you create more than is allowed (see the Eldritch Knight spell matrix for how many you can create), you risk hurting yourself or your teammates.
Thursday, July 9, 2015
Two More Classes for The World With No Name
I've found this custom XP guide made by Nick Peterson. It's made for Labyrinth Lord, but by changing it a bit, removing level limits from the calculation, and ignoring most limitations on armor, weapons, and magic items, I can create fairly balanced custom XP charts for all of my classes. I've calculated the two classes I made in my last class post for their XP, and here's what I got in the end:
The Puppet: 1,580 XP to reach level 2
The Goremaster: 2,020 XP to reach level 2
I've also created custom XP for the following two classes: The Aquatic and The Barber-Surgeon.
The Aquatic
Hit Dice: d8 (+2/level after 9th)
Attack Bonus: Equal to level
Saving Throws: as Elf
XP to Level 2: 2,080
You are a member of some underwater race. You might be a fishman, or a walking octopus, or a kappa, or the child of a union of piscine peoples and humans.
The Puppet: 1,580 XP to reach level 2
The Goremaster: 2,020 XP to reach level 2
I've also created custom XP for the following two classes: The Aquatic and The Barber-Surgeon.
The Aquatic
Hit Dice: d8 (+2/level after 9th)
Attack Bonus: Equal to level
Saving Throws: as Elf
XP to Level 2: 2,080
You are a member of some underwater race. You might be a fishman, or a walking octopus, or a kappa, or the child of a union of piscine peoples and humans.
- You can breathe underwater and on land.
- You have a swim speed equal to your walking speed (120' when unencumbered)
- You switch Constitution and Charisma, but only if Charisma is higher than Constitution
- Your appearance is based on two rolls that function like the descriptors of a fighter (d10). If you roll two appearances that go against each other, keep the later one and re-roll the first.
- Frog: Can jump great distances
- Turtle: AC bonus of +2
- Eel: Limbless. Has control over water.
- Axolotl: Regenerates 1 HP every turn
- Isopod: Can climb walls
- Fish: Fangs or bite attack that deals 1d4 damage, using Strength
- Octopus: Has multiple appendages (tentacles)
- Whale: Is very large (-2 to hit small targets such as halflings), like 7 or 8 feet tall.
- Tardigrade: Is very tiny (cannot use large weapons), has +2 to all saving throws
- Crab: AC bonus of +1, claw attack (1d6, using Strength)
The Barber-Surgeon
Hit Dice: d6 (+2/level after 9th)
Attack Bonus: 1/2 level, rounded down
Saving Throws: as Magic-User
XP to Level 2: 1,250
You are a "doctor" who is skilled in the arts of bloodletting and amputation. You also are quite skilled with the scissors and the shampoo.
- You can perform bloodletting that heals a number of d4s of HP equal to your level. This is done by making a Medicine skill check (the skill that this class is especially proficient in (begins at 3 in 10 chance)). If it succeeds, the HP rolled is added to the HP of whomever you are performing the procedure on. If it fails, the HP rolled is removed from the HP of whomever you are performing the procedure on.
- In combat, you can roll a d6 to see if your attack severs a limb. This increases at the same rate as the Search skill of the Elf does in the rulebook. If the roll succeeds, then you roll 1d4 to determine which limb is amputated: 1-right arm, 2-left arm, 3-right leg, 4-left leg. If a one is rolled, then the head of the enemy is removed, killing them instantly.
- You can create an anesthetic that can knock out someone for a number of minutes equal to your level. This costs 200 SP, and gives you bonus time for every additional 100 SP spent on it. The additional time is equal to 1/2 your level (30 seconds at level 1). The victim gets a save vs. Paralysis to combat it.
Friday, June 26, 2015
Two Classes for the World With No Name
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Eventually, you might look like Oogie Boogie |
Hit Dice: d6 (+2/level after 9th)
Experience: as Thief
Attack Bonus: 1/2 level, rounded down
Saving Throws: as Cleric
It is well known that creatures in groups form consciousnesses together. That's why ants and bees can do such coordinated tasks, and why sometimes people dream the same dream. The puppet is an example of this. It is a human or otherwise humanoid skin that is puppeted around by insects, arachnids, or some other type of small creature. You begin with only a small amount of these animals, but the number increases as you go up with level, and the creatures attract more of their sort. Puppet characters have the following class features:
- You have a number of puppeteers equal to your HP.
- When you have fewer creatures, you are lighter and speedier. Your exploration speed is 140', and you switch your Dexterity and Strength scores, but only if Strength is higher than Dexterity.
- For every 5 creatures above 6, remove 1 point from Dexterity and put it into Strength. Your speed also decreases; it goes down by 10' every 4 levels (5th level, 9th level, etc.)
- You can send your controllers to go on missions such as spying. For every puppeteer sent out, you lose 1 HP.
- Magical healing kills any controller creatures that are away from your body and births new ones in your skin.
- You can use your puppeteers for some tasks that are more specific than what can be done as stated above:
- You can use the Tinker skill as a Thief of equal level. This is affected by your Dex modifier.
- You can use the Sleight of Hand skill as a Thief of equal level. This is affected by your Dex modifier.
- You can take control of another creature by sending a number of creatures equal to its HD+5 into it. It must make a save vs. paralysis to resist the effect. For each bonus Hit Point, you must send in another creature.
- You have +1 to both your Paralysis and Poison saves, and +5 to your breath save. However, for every 6 creatures controlling your hollow skin, you receive a -1 penalty to your Breath saving throw.
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With some work, you might look like the Tarman |
The Goremaster
Hit Dice: d8 (+3/level after 9th)
Experience: as Fighter
Attack Bonus: 1/2 level, rounded up
Saving Throws: as Fighter
You are a walking car accident or murder scene. You revel in injury and viscera, and have no reaction to harm, unless you love it. You might look normal now, but you can just fill the area with your blood and guts at a moment's notice. How is unknown, but you can! Goremaster characters have the following class features:
- At level 1, you take 1 point less damage from nonmagical sources (fire, weapons, etc.). However, you are still injured by them. They just don't faze you. At level 3, you take 2 fewer points of damage. At level 6, you take minimum damage from nonmagical sources, and 1 point less damage from magical sources.
- At level 1, you can explode yourself. Everybody within 30' is splatted with your blood and viscera and must make a save vs. paralysis or faint/puke for 1d6 rounds. You reform after 1 round, at an amount of HP equal to your HD plus your Con mod (minimum 1).
- At level 6, you can control the flesh within other creature's bodies. Thus, you can make them explode just like you. However, they don't reform unless you make them. If you try to kill them, they can make a save vs. magic, with a penalty equal to your level, minus 5. At first, you can only control the flesh of creatures within 10', but it increases by 5' every level.
- At level 9, you can animate other people's flesh into semi-autonomous gore constructs. They have HD equal to the creature they were made from, AC equal to them when unarmored, 1 attack (1d8), and saves as a fighter of your level.
- If you are not wearing armor, your AC is equal to 10+Dex mod+Con mod. If you are not wearing skin, you have a variable bonus, based on what your AC is unarmored:
- 10-12: +6
- 13-14: +4
- 15-16: +2
- You have +2 to your Paralysis and Poison saves.
Wednesday, June 17, 2015
Elves
Elves are bad news. They will steal your children, make your crops shrivel, and curse your body. They will crawl into your house at night and murder everyone but you, redecorating with their viscera. It is easy to find an elf because of the trail of disease, discord, gore, and ruin that they leave behind them. Or it will be impossible to find an elf because they hide themselves just outside of your vision. If you meet an elf, you will know. They look human in outline, but they are definitely not human. Their eyes might have slit pupils, or no pupils at all. Their mouth might just have the small cutting teeth of a child, or they might have layers upon layers of needles. They might bleed oil that glows in darkness, or hunts creatures as if it were an ooze. They might have the horns of a goat or the antlers of a stag. They might have the tail of a cow or of a monkey, or scales like a reptile or a fish. They might have cracks in their skin, or skin like porcelain, obsidian, tree bark, or metal. Elves are monsters.
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A family of elves |
Elves are faerie creatures. All fae are horrible, but elves are just some of the most numerous. There are many things that are the bane of elf-kind. Iron and salt destroy their being as well as their flesh, and certain charms have strange effects on them. Elves are confused by faith, just as they are confused by other things of the more mortal world, but they fear clerics. That's because they know that whatever god or spirit the priest is praying to doesn't exist, but they get seemingly limitless, miraculous power from their belief in them and their confidence alone. Clerics are possibly the only thing that elves fear.
Elves might do terrible things, but they aren't evil. They are just alien. They have a complete disregard for more mortal life, and especially human life. They do not care. They only see you as something to be toyed with for their enjoyment.
While everybody knows that elves are dangerous, they don't often know that their animals are dangerous too. If an elf is riding a horse, its probably a unicorn. If an elf is accompanied by a dog, its probably a Coo Sidhe (Coo Shee). The flies around an elf's head are piskies, and the cat is a strange familiar.
The Elf (Class)
The elf is exactly the same as in the normal LotFP rules, but with the following changes:
- The spellcasting change elaborated in this post.
- They take 1.5 times more damage from iron weapons.
- They take 1 point of damage from salt.
- They take 1 point of damage for every point above 10 from iron armor.
- If you choose iron armor/weapons or an animal at character creation, rather than being normal, there are the following changes:
- Iron tools are made from the strange elfmetal (also called mithril)
- Horses are unicorns with hit dice 3+3
- Dogs are Coo Sidhe
- You don't need to eat, but you really like eating, so you drain the food supplies as normal.
- You don't need to sleep (see below)
- You can go into the world of faerie at-will. This (sort of) replaces sleep, as if you stay in the more mortal world, you become less magical and more mortal, losing your magical powers. The more you become mortal, the more difficult it is to go into faerie.
- They cast spells from their own spell list, rather than the MU spell list.
- They are able to see in darkness.
- + Charisma, - Constitution (they switch their Int and Con scores if Con is higher than Int)
The Elf (Monster)
HD: 1+1
AC: 14
Attacks: 1
Damage: 1d8+1
Movement: 120'
Intellect: 16-18
Morale: 10
The average elf will have the abilities of a level 3 elf. If they are accompanied by animals, they will be monstrous (horses will be unicorns, dogs will be Coo Sidhe). There is a 65% chance that they will be of a higher or lower level than third. They will only check morale if the cleric in the party prays for a miracle. They will attack with daggers typically, but they can employ their claws, which deal 1d6+1 damage. Both attacks have +2 to hit, unless they are a higher or lower level.
The Elf and the New Magic-User
I'm changing how the magic-user and the elf cast spells. Here's how:
The Magic-User
The MU can 'upgrade' their spells by using higher spell slots. They can cast a level one spell as a more powerful version by using a level 2 spell slot. Since how the spells increase in power isn't provided in the LotFP rules, I'll just come up with some general way to upgrade spells, or I'll use the upgrade descriptions from 5e.
The Elf
The elf has points that they spend to cast spells, rather than using spell slots. A level 1 spell costs 1 point, a level 2 spell costs 2 points, etc. They can use double the points to increase the power of the spell, and (occasionally) triple the points to increase the power even more. See above for how I'm increasing spell power.
The elf has points that they spend to cast spells, rather than using spell slots. A level 1 spell costs 1 point, a level 2 spell costs 2 points, etc. They can use double the points to increase the power of the spell, and (occasionally) triple the points to increase the power even more. See above for how I'm increasing spell power.
Both classes still use the same spellcasting matrix that is listed for their class. The elf just adds all of the slots together to find how many points they have, and the MU just uses the same matrix as-is.
Tuesday, June 16, 2015
The Core Four Classes
Like I mentioned in my first post about LotFP, I'm going to be augmenting the classes into something that I like more than the defaults in the LotFP core rules. Most of them aren't changed that drastically from what they are like in the normal rules, with the huge exception of the cleric.
I really like Goblin Punch's more flexible cleric, which you can find here. Essentially, it makes clerics use a different system for their divine miracles than the magic-user, and allows them to be way more flexible, but also way more unreliable. The maximum number of Faith Points you have is equal to twice your level , plus your wisdom modifier. Your Communion score begins at 8, and increases by 1 every odd-numbered level. Your attack bonus is equal to half your level, rounded up (thus, it also increases every odd-numbered level). Your alignment is based on your deity/religion, and thus, you aren't inherently lawful.
Again, I like what Goblin Punch did for the fighter. He made a system that makes for more diverse fighters through descriptors that both affect your character and statistics. They can be found here. Like he writes in his post, you can either roll for 2 or choose 1 at character creation. The additional attack types that he specifies are also added (the aggressive and defensive attacks). You also gain a second attack at name level. Your attack bonus is equal to your level. Fighters still begin as neutral.
The thief replaces the specialist, because I've made all of the classes able to increase their skills (a skill post is forthcoming). However, the thief is better at increasing their skills, as they gain 2 skill points per level, rather than the 1 point gained by all of the other classes. They have certain burglary skills, which are:
From Pathfinder
The ClericI really like Goblin Punch's more flexible cleric, which you can find here. Essentially, it makes clerics use a different system for their divine miracles than the magic-user, and allows them to be way more flexible, but also way more unreliable. The maximum number of Faith Points you have is equal to twice your level , plus your wisdom modifier. Your Communion score begins at 8, and increases by 1 every odd-numbered level. Your attack bonus is equal to half your level, rounded up (thus, it also increases every odd-numbered level). Your alignment is based on your deity/religion, and thus, you aren't inherently lawful.
From Pathfinder
The FighterAgain, I like what Goblin Punch did for the fighter. He made a system that makes for more diverse fighters through descriptors that both affect your character and statistics. They can be found here. Like he writes in his post, you can either roll for 2 or choose 1 at character creation. The additional attack types that he specifies are also added (the aggressive and defensive attacks). You also gain a second attack at name level. Your attack bonus is equal to your level. Fighters still begin as neutral.
I have no idea where this is from
The ThiefThe thief replaces the specialist, because I've made all of the classes able to increase their skills (a skill post is forthcoming). However, the thief is better at increasing their skills, as they gain 2 skill points per level, rather than the 1 point gained by all of the other classes. They have certain burglary skills, which are:
- Sleight of Hand, which begins at a 3 in 10 chance and increases by 1 at every even numbered character level.
- Stealth, which begins at 2 in 10 chance and increases by 1 at every even numbered character level.
- Tinker, which begins at 3 in 10 chance and increases by 1 at every odd numbered character level.
- Hear Noise, which begins at 2 in 10 chance and increases by 1 at every odd numbered character level.
- Climb Walls, which begins at 8 in 10 chance and increases by 1 at level 5 and again at level 10.
These skills increase with their level as indicated above, but the thief can also allocate skill points into increasing them. They also have the ability to backstab, which increases the die by 1 die for every level above 0. Thieves begin as neutral.
From Pathfinder
The Magic-User
Goblin Punch made something great for this class too, in the form of his specialized wizards. There isn't really a single post explaining these, but here's his tag for wizards. Basically, each specialized wizard has their own spell list, some cantrips, a perk, and a drawback. Your alignment is based on your specialization, but most likely you will be chaotic. Not necessarily, but most likely.
Saturday, May 23, 2015
The Cancer Mage
The Cancer Mage (Pestilence Arcane Tradition)
Class: Wizard
Pestilence Savant
Beginning when you select this arcane tradition at 2nd level, the gold and time you must spend to copy spells from the Cancer Mage spell list into your spell book is halved.
Plagued Nature
Starting at 2nd level, you are immune to all diseases, and become a carrier of them. No disease ever leaves you, and your face and skin are covered in boils, lesions, and pus-filled sores. Your every breathe carries innumerable plagues and ills, and when someone attempts to remove the diseases from you, either through magic or medicine, they are harmed, taking 1d4 poison damage for every wizard level you have.
Cancerous Companion
Starting at 6th level, you grow an intelligent teratoma somewhere on your body. It can painlessly tear itself from your body and walk around, being unable to attack, but being able to communicate telepathically with its cancer mage. If you are using another spell that functions like this, such as Beast Sense, this functions in conjuction with that.
Infected Wounds
Starting at 10th level, your attacks infect others with the plague and pestilence you carry. This affects both physical and spell attacks. Your attacks infect the target with 1 random disease that you are carrying.
Disease Form
Starting at 17th level, you can take the form of an illness. You will not be able to be detected in any way, except by those with exceptional scent. When infecting someone, they must make a constitution saving throw, and if they fail you take complete control over their actions. You can remain in this disease form for as long as you wish, but you will be affected by medicine and magical healing done on the host individual. When in plague form, you do not need to eat, sleep, breathe, and do not age.
List of Cancer Mage Spells
The following spells count for the Pestilence Savant class feature described above. (spells listed below that are not on the wizard spell list are added for this reason)
Cantrips
Acid Splash
Chill Touch
Mending
Massage
Poison Spray
1st Level
Detect Magic
Disguise Self
False Life
Find Familiar
Grease
Insect Armor (functions as mage armor)
Ray of Sickness
Tasha's Hideous Laughter
Witch Bolt
2nd Level
Alter Self
Beast Sense
Blindness/Deafness
Crown of Madness
Enlarge/Reduce
Hold Person
Melf's Acid Arrow
Ray of Enfeeblement
Spider Climb
Web
3rd Level
Animate Dead
Bestow Curse
Fear
Feign Death
Gaseous Form
Nondetection
Protection from Energy
Stinking Cloud
Tongues
Vampiric Touch
4th Level
Blight
Confusion
Control Water
Evard's Black Tentacles
Fabricate
Giant Insect
Locate Creature
Phantasmal Killer
Polymorph
5th Level
Creation
Dominate Person
Dream
Geas
Hold Monster
Insect Plague
Modify Memory
6th Level
Circle of Death
Create Undead

Drawmij's Instant Summons
Eyebite
Stone to Flesh
7th Level
Finger of Death
Simulacrum
8th Level
Antipathy/Sympathy
Clone
Control Weather
Feeblemind
Mind Blank
Power Word Stun
9th Level
Power Word Kill
Shapechange
True Polymorph
Weird
Saturday, March 21, 2015
Classes of the Supernatural Earth: The Barbarian
I use all classes in the DnD 5e Player's Handbook in the Supernatural Earth game. Each class will be dealt with separately in their own post, beginning with this one.
Barbarians are folk who follow ancient codes and rules from times of yore, passed down through generations or discovered recently, originating from supposedly "primitive" or "vulgar" groups of people. In exchange for following these ancient codes, they are given power over anger and rage by the spirits of their predecessors, being able to calm their emotions quicker than most, and to go into an uncontrollable rage that heightens their senses and strengthens their limbs.
Barbarians of the Path of the Berserker follow the rulings of the Mongol Hordes of Asia or the Berserker Norsemen. Those barbarians that follow this path gain even more control over their emotions, and the rage that they enter is stronger than the rage of a normal barbarian. There are many different varieties of berserkers, with some being very vulgar and violent, and others using their control over their emotions to become enlightened and stronger emotionally as well as physically.
Barbarians of the Path of the Totem Warrior follow codes made by Celtic Pagans or stolen from Native North Americans. For following the codes, they gain powers from a spirit in nature, usually in the form of an animal. They carry totems or fetishes, and though their rages weaken, they gain new powers in exchange.
Though they and the cultures they descend from are called barbarians by many, not many of them are barbaric. Another important note is that barbarians typically follow the codes of cultures they are descended from, so those descended from Mongols will follow the rulings of Mongol culture to gain their powers, and Celts follow their codes to gain their powers.
Barbarians of the Path of the Totem Warrior follow codes made by Celtic Pagans or stolen from Native North Americans. For following the codes, they gain powers from a spirit in nature, usually in the form of an animal. They carry totems or fetishes, and though their rages weaken, they gain new powers in exchange.
Though they and the cultures they descend from are called barbarians by many, not many of them are barbaric. Another important note is that barbarians typically follow the codes of cultures they are descended from, so those descended from Mongols will follow the rulings of Mongol culture to gain their powers, and Celts follow their codes to gain their powers.
Saturday, March 14, 2015
The Core Four Classes for The Megadungeon Campaign
The Cleric
Clerics are priests of The Great Church, with powers purportedly granted by The Great God of Order themselves. They all belong to The Great Church, but because of the great verity of splinter factions and denominations, they can vary a lot beliefs-wise. They must be Lawful.
Divine Domain Clerics can choose to have either the Light domain or the Life domain.
Additional Experience Clerics gain additional experience for showing reverence to The Great God of Order, such as tithes or by doing the wishes of a clergy member.
The Thief
Thieves are burglars, cutpurses, and thugs. They must begin as Neutral.
Roguish Archetype Thieves are rogues with the thief roguish archetype.
Additional Experience Thieves gain an additional 50% experience for every gp's worth of treasure that they steal. Taking unguarded treasure doesn't count as theft, and neither does killing the guard and then taking the treasure.
The Warrior
Warriors are soldiers, guards, or simply people who have trained themselves physically very much. They must begin as Neutral.
Martial Archetype Warriors are fighters with the champion martial archetype.
Additional Experience Warriors gain an additional 50% experience for being the combatant to deal the killing blow to an enemy.
The Wizard
Wizards are learners of the arcane arts, black magicks, vile rituals, or horrid spells. The Great Church states that they are heretics, evil, demon-worshipers, or monstrous. Their alignment changes with the more powerful spells they cast, becoming more and more Chaotic with each more powerful spell cast.
Additional Experience Wizards gain experience for doing magical research, such as copying spells into their spell book or examining magical or ancient artifacts. They gain experience equal to spell level x 10 when copying spells into their spell book, and experience equal to the value of the magic item in gold pieces for examining artifacts.
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