Sorry for disappearing for a good amount of time, back to CLASSES.
Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts
Thursday, June 22, 2017
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.
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 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.
Babel, The Tower Of Spirits
In the seas toward the equator of the world, there juts forth a great tower. It is the only above-water sign of an ancient civilization that lived here once, before their resplendent metropolis was sucked beneath the waves. This structure was their greatest achievement, for it grew so high so as to break into the heavens themselves. When the rest of their magnificent empire fell beneath the ocean, this great tower still stood, and still stands today, as a testament to the powers and knowledge of that great nation, for no others have been able to construct such a tower.
The peoples of the islands that surround this tower want some of that knowledge and power. They will pay nearly anything to have folks who hold their lives in less regard delve into the unknown depths of this tower and retrieve the ancient artifacts and knowledge of the long-dead empire.
And you really must have almost no regard for your life and for your safety to enter the tower. In the centuries and millennia since it fell, it has become overrun with monsters and creatures of all sorts. The upper levels, those that force themselves into the void of heaven, are filled with all sorts of alien creatures, such as angels. The lower levels, those that are beneath the waves, have become overrun with sea devils and other oceanic monsters. These creatures, along with those constructs and beasts left over by the ancient civilization, mutated or eroded by the forces brought into the structure, guard the secrets of the ancient peoples.
Essentially, this is a megadungeon concept that becomes more dangerous the higher up and the lower down you go, rather than just in one direction. Some specific factions, items, and monsters that might be found in Babel, The Tower Of Spirits are detailed below.
Normal DnD Creatures in Babel
The rats here are like fish. Or they are like light. Mundane creatures look more normal the closer to the center of the tower they are, but the lower down or the higher up you go, you will find that they have changed to suit the environment. In the lowest levels, the rats look like quadrupedal fish with unblinking eyes and toothy maws. In the highest levels, the rats look like balls of light with four spindly legs. Mostly, you will just use the same statistics, but switch out appearances.
The zombies that are low down are bloated with water and the skeletons are covered with kelp and sea stars. Vampires have eyes of black and mouths like lampreys and can become goblin sharks or clouds of hagfish slime. In the upper levels, zombies are the corpses of those who have died, possessed by space ghosts or alien energies. They do not decay because of the alien effect on their flesh. Those upper levels have additional shadows even in places where light shines. Vampires of these upper levels are featureless and smooth, until they open their mouth and you see a hole ringed with teeth of glass.
Cephalopoid mind flayers hide in the darker corners of the lower levels, and eye-covered beholders float through the halls of the upper levels.
Not Normal DnD Creatures in Babel
Angels live in the higher levels. They are made of rings of gold and balls of fire. They are covered in circles of eyes and limbs of animals. They speak only in the language that the stars throw at each other in the voids between them. These are spirits of order whose goals are harmful to meaty creatures such as humans, for flesh is chaotic and disorderly. They can take forms of meat, but only do so begrudgingly, and they remove creatures from their prisons of meat to bring them in contact with the greater order of the universe. They fall into orders, levels, and circles, and each celestial being has a role and a place. (angels will be described more in-depth in another post)
Saratan, the great crab, controls one of the lower levels. They are the size of an island, and on their back there lives a culture of piscine peoples.
Alien fungi and extraterrestrial flora grow on the higher levels. Those who breathe in the spores and the pollen contract unknown diseases and alien allergies, and some might become the mold-controlled puppets called Spore Cosmonauts.
Some fish and other ocean animals have adapted themselves for the slightly less wet corridors and rooms of the lower levels. These are angler fish that crawl around on the ceilings and floors of the tower and octopi that bound along, hunting anything they near.
Factions of The Islands
A cult that worships the fish gods Father Dagon and Mother Hydra want artifacts and creatures from the lower levels. Some even say that their gods dwell in the deepest parts of the tower, and they will pay ludicrously to bring some of them to these piscine deities.
A church of Bog wishes for more information about the kingdoms of heaven and about the nature of Bog. If you retrieve information about either of those things from a bonafide angel, they will pay you handsomely. They would also totally be down to get some holy relics to treasure or unholy false idols to destroy.
A slave ship has arrived recently. The people here consider slavery horrible, for it infringes upon the freedoms of the people, but they don't consider the fish folk people, so they're completely fine if you kidnap some fish people from the tower and sell them to the slavers. The slavers will pay additional money for aquatics, as they can work in underwater environments.
There is a wizard that requires the ichors and the parts of angels for spells that they are working on. They will reward with not just silver, but also with the spells and magical items themselves, if you promise not to share them too much.
The tribe on a small island near the tower considers it to be the home of their god. They hate their god. If you can bring back the head of their god, they will reward you with fame and honor, as well as a high standing in the tribe.
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.
Thursday, June 25, 2015
Towards More Interesting Bandits
Bandits
Bandit tribes and gangs should have evocative names and interesting subcultures and whatnot. Essentially, I'm just gonna share some bandit tribes that I came up with earlier today for a hexcrawl I'm working on, as well as some new ones. The base stats for the Bandit are:
HD: 1
AC: 14
Attacks: 1 (weapon)
Damage: Varies by weapon (typical weapon is listed with bandit tribe description)
Movement: 120'
Intellect: 9-12
Morale: 7
If bandits are found traveling, then you will encounter 2d6 of them. If they are found at their own camp, you will encounter 3d10 of them. Other special features are based on their tribe/gang.
Some Bandit Tribes
The Bloodies: They drench themselves with blood before fighting. If fighting without blood on their body, they have -2 to all of their rolls. They typically arm themselves with swords (1d6+2).
The Eye-Gougers: They gouge their eyes out with knives. Some wear eyepatches or blindfolds. They have -4 to hit with attacks, but attacks deal double damage (1d4 becomes 2d4). They arm themselves with knives (1d4)
The Biters: They crawl on fours, completely naked, and attack by biting, rather than using weapons. They have +4 to hit with their bite attack (1d6), and have +1 to hit with all other attacks. Some might think they are druids.
The Garbage Men: They cover themselves with trash and other rotting things. Creatures around them must succeed a save vs. paralysis or fall unconscious because of the stench for 1d4 rounds. They typically carry clubs (1d6+1)
The Crack Heads: They break open their skulls and let the brains within be free for at least a few moments. Every round, they must make a Con check (con is 2d6+6) or fall unconscious for 1d6 rounds. They can cast spells as a level 1d6+1 MU. They are armed with clubs (1d6+1)
The Chains: They wrap rusty chains around their body that can snatch people from wear they stand. When they make an attack, they can choose to forego the attack and instead wrap the target up in the chains. The target must make an opposed Strength check every round to escape (bandit strength is 4d6, drop the lowest). They typically carry knives (1d4)
The Drunkards: They fill themselves with booze before fighting. When drunk, they have -1 to their AC and attack rolls, but +5 to all of their saving throws. They carry broken bottles (1d4+2).
The Ghouls: They are emaciated, almost undead-looking. During combat, they can eat a corpse to gain the attack bonus, AC, and saving throws of the dead person for the next hour. They attack with their claws (1d6+1)
The Gemini: They are tied together with ropes and tubes that share their blood. All of their statistics are doubled (except for AC and speed) (thus, they have 2 HD, 2 attacks per round, etc.). Some of them are actually connected by flesh.
The Highwaymen: They wear elaborate costumes and strange guises. In addition to their normal stats, they have the abilities of a level 2d4 thief. They can backstab and use burglary skills.
The Turtles: They have thick shells or carapaces strapped to their backs. As an action, they can retract into these shells. The shell has AC 18, but their body is still AC 14. The shell has 2d6 HP.
The Stilt Storks: They strap their legs on thin, yet strong, stilts so that they can be above the people they are fighting. The legs must be broken before you can attack the bandits in melee. They have AC 16 and 3d6 HP.
Bandit tribes and gangs should have evocative names and interesting subcultures and whatnot. Essentially, I'm just gonna share some bandit tribes that I came up with earlier today for a hexcrawl I'm working on, as well as some new ones. The base stats for the Bandit are:
HD: 1
AC: 14
Attacks: 1 (weapon)
Damage: Varies by weapon (typical weapon is listed with bandit tribe description)
Movement: 120'
Intellect: 9-12
Morale: 7
If bandits are found traveling, then you will encounter 2d6 of them. If they are found at their own camp, you will encounter 3d10 of them. Other special features are based on their tribe/gang.
Some Bandit Tribes
The Bloodies: They drench themselves with blood before fighting. If fighting without blood on their body, they have -2 to all of their rolls. They typically arm themselves with swords (1d6+2).
The Eye-Gougers: They gouge their eyes out with knives. Some wear eyepatches or blindfolds. They have -4 to hit with attacks, but attacks deal double damage (1d4 becomes 2d4). They arm themselves with knives (1d4)
The Biters: They crawl on fours, completely naked, and attack by biting, rather than using weapons. They have +4 to hit with their bite attack (1d6), and have +1 to hit with all other attacks. Some might think they are druids.
The Garbage Men: They cover themselves with trash and other rotting things. Creatures around them must succeed a save vs. paralysis or fall unconscious because of the stench for 1d4 rounds. They typically carry clubs (1d6+1)
The Crack Heads: They break open their skulls and let the brains within be free for at least a few moments. Every round, they must make a Con check (con is 2d6+6) or fall unconscious for 1d6 rounds. They can cast spells as a level 1d6+1 MU. They are armed with clubs (1d6+1)
The Chains: They wrap rusty chains around their body that can snatch people from wear they stand. When they make an attack, they can choose to forego the attack and instead wrap the target up in the chains. The target must make an opposed Strength check every round to escape (bandit strength is 4d6, drop the lowest). They typically carry knives (1d4)
The Drunkards: They fill themselves with booze before fighting. When drunk, they have -1 to their AC and attack rolls, but +5 to all of their saving throws. They carry broken bottles (1d4+2).
The Ghouls: They are emaciated, almost undead-looking. During combat, they can eat a corpse to gain the attack bonus, AC, and saving throws of the dead person for the next hour. They attack with their claws (1d6+1)
The Gemini: They are tied together with ropes and tubes that share their blood. All of their statistics are doubled (except for AC and speed) (thus, they have 2 HD, 2 attacks per round, etc.). Some of them are actually connected by flesh.
The Highwaymen: They wear elaborate costumes and strange guises. In addition to their normal stats, they have the abilities of a level 2d4 thief. They can backstab and use burglary skills.
The Turtles: They have thick shells or carapaces strapped to their backs. As an action, they can retract into these shells. The shell has AC 18, but their body is still AC 14. The shell has 2d6 HP.
The Stilt Storks: They strap their legs on thin, yet strong, stilts so that they can be above the people they are fighting. The legs must be broken before you can attack the bandits in melee. They have AC 16 and 3d6 HP.
Monday, June 22, 2015
Orcs
Orcs are bad news, but they can be talked to. Elves are alien and will murder and burn with reckless abandon, no matter what you say. Orcs can be reasoned with. Orcs have families and children. Even though they do have a culture of violence and don't understand death, they are much more likely to not kill you and your family if you talk to them.
Orcs worship gods that are constantly warring. Their priests drape themselves with bloody spines and crawl through the remains of battles, reading the future through the gore and viscera. All orcs carry weapons, except for the infants, who hunt with their claws and their fangs. Orc currency is skulls and teeth that they take from corpses and their fellow orcs. They make goblins work for them with intimidation, but still treat them better than humans do. They are allies with the hobgoblins, and orchestrate great war campaigns.
Orcs are obsessed with violence, but they see it as more of a game. They think that after they die, they are reborn as another orc, ready to crawl through the gore and claw at anything it sees with its new baby claws. They see death as only an obstacle, and the orc afterlife is either a gauntlet of combat that you must fight through to come back to life (if you were a good orc and murdered as many people and things as you could) or a small village, filled with seemingly friendly people who are actually extremely judging and prejudiced. You must survive in that hell of toxic people with no murder and arson for a few years, and then you come back.
Since orcs are actually extremely innocent and trusting, but love violence and war, they are taken advantage of my more tactically-minded creatures, such as hobgoblins. Even though the Church of Bog has made it so that most people today regard the orcs as some verminous sort of human, many past human societies, as well as non-Boggian cultures throughout the world, graciously accept orcs into their armies and societies. However, special systems have to be made to make sure that these orcs do not kill and burn things that they don't want killed and burned, and so they are usually drafted as low-level cannon fodder in armies, or as gladiators in arenas, where they can be told what things are okay to destroy easily. If an orc child is brought up in another society, they will become like a normal member of that culture, but when an infant they will still hunt for food. There are several cases of elves stealing orc babies and beating them into some unstoppable military force. And by beating, I mean literally beating and abusing them to do their terrible bidding.
Orcs are actually much nicer than the dwarfs and those human cultures touched by the Church of Bog. If you encounter them, they will probably help you if you are in danger, or accompany you through the wilderness. You just have to get used to them catching themselves on fire or storing their swords in their torso and be accompanied by the frenzied, cannibalistic infant orcs.
Orcs never stop growing. Some of the older orcs reach heights of 10 feet or higher, and some rumor that there are 25 foot tall orcs that fight dragons and giants deep in the wilderness.
The Orc (Race)
Class Restrictions Orcs can play every class
Special Abilities Orcs have the following special abilities and features:
- +Strength, -Intelligence (orcs switch their Strength and Intelligence scores, but only if Intelligence is higher than Strength)
- When you reach 0 HP, you can choose to go back up to 1 HP, rather than making the saving throw. You gain an injury from doing this, however. This can only be done once per day.
- Your attack bonus is equal to half your level, rounded up, rather than what is normally indicated for your class (unless you are playing a fighter).
- Orcs save at +3 to paralysis and +4 to poison.
The Orc (Monster)
HD: 1+1
AC: 16
Attacks: 1
Damage: 1d6+2
Movement: 120'
Intellect: 4-7
Morale: 7
The typical orc will have the abilities of a level 2 fighter. 50% of all orcs will be of the typical variety, with 15% being higher level fighting-types, 15% being clerical types, 15% being magic-users, and 5% being of the thief class. They will almost always be found in groups, accompanied by baby orcs, as well as goblins. They will almost never check morale, only if there is extreme danger.
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A very dirty baby orc. Just give it sharp teeth. |
Orc, Baby
HD: 1-1
AC: 14
Attacks: 2 (claw/claw or claw/bite)
Damage: 1d4 claw, 1d6 bite
Movement: 115'
Intellect: 3
Morale: 12
Their claw attack has a +3 bonus to hit, and their bite attack has a +2 bonus to hit. They never, ever check morale, and will only run away if taken by the older orcs. They can climb up walls at the same speed that they can crawl on the ground. These orcs are much more likely to be found alone, but their presence typically heralds a camp of orcs not too far away.
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.
Unicorns and Dragons
Unicorns
Unicorns are very, very rare. You are exceedingly lucky to have seen even but one in your entire lifetime. Nobody knows for certain why they are so rare, but different people say different things. The clergy of the Church of Bog say that the unicorn was a perfect creature, taken from the world as punishment for our transgressions. People see the unicorn because they are perfect in the eyes of Bog. The scholars and the wizards say that the unicorn was hunted to extinction because its body parts had magical properties, according to the wizards, and because their body parts were thought to have magical properties, according to the scholars. The conspiracy theorists say that they were taken by otherworldly beings, or that they were hidden by the Church of Bog. The dwarfs say that all things of the flesh will die one day, and the unicorns were some of the first to go. The biomancers and vivimancers don't really care why they are so rare, but they really, really want unicorn parts again. The elves know what happened to the unicorns.
The unicorns hid themselves. They are terrible creatures, with mouths filled with needles of bone and eyes wild with hunger. Instead of hooves, they have human-like hands, fingers tipped with hoof-like nails. Their tails are prehensile, and their mouths, horns, and hands are always caked with blood and viscera. They are bloodthirsty and love to hunt and gorge themselves on meat. They are cunning. They are actually much more common than most people know. They crawl through the forests and the cities, stalking peasants, hunters, adventurers, and tradesmen. They are very adept at being hidden, and the reason they are rare is because they rarely slip up. Most only see them when one tries to eat them. The elves know all of this, because they made the unicorns. They crafted these equine predators, and elves will often be accompanied by hornless unicorns. Be wary around elves, as their horses are just as dangerous as they are. It is true that the unicorn's body parts have magical properties. Most think its just the blood and the horn, but its really every part of the creature. Clothing made from unicorn hair is immune to fire. Elves drink the blood and urine of their unicorns to increase their magical or fighting power. Glue made from unicorn hooves never breaks. Have a fun time getting these parts, though. Unicorns are immortal. Unless they are turned into dust and scattered in the wind, they will keep on kicking. Even just a single unicorn leg will eventually grow into another sadistic horse.
HD: 4+4
AC: 17
Attacks: 2 (+3 claw/+3 horn or +3 claw/+1 bite)
Damage: claw: 1d6+3, bite: 1d10+4, horn: 1d8+4
Movement: as horse (I don't know what that is)
Intellect: 16
Morale: 10
Unicorns will commonly (60%) be found in the company of elves. These elves will occasionally cut the unicorn, dealing 1 point of damage, drink the blood, and gain 1 level of class abilities (not hit dice, but attack bonuses and spellcasting). This lasts for 1d10 rounds. Player character elves can do the same, but fighters and magic-users cannot. The unicorn will heal 2 hit points per round, including after they are 'killed', unless they are utterly destroyed (turned into dust, melted, etc.). If pieces of the unicorn are left, they will each become a healthy unicorn. Unicorns can climb walls at the same speed as they can walk. Unicorns speak their own language and the tongue of elves.
Dragons
Dragons are terrible. Everybody knows that. Big dragons crawl down from their mountain lairs and crush villages under their paws and claws, and more common drakes swim through muddy rivers and poison the land. Some dragons have the faces of men or of dogs or of birds, and bodies like a lizard or scorpion. Their wings have eyes, and their skin spews poisonous clouds. Their mangy skin is cold to the touch, and it is still even though you can hear the monster breathing. Everybody hates dragons, but nobody knows what exactly they are. The Church of Bog says they are demons. The wizards laugh at the church's claims about the dragons, stating that the dragons are some magical accident, or maybe some mutant animal. The scholars are confused by the dragons. The elves hate the dragons and try to kill them on sight. Some soldiers say that the dragons are to beasts what the orcs are to humans. Many people agree with them.
By Rattyarts
HD: 2-11
AC: 15-20
Attacks: 3 (+4 claw/+4 claw/+3 bite)
Damage: claw: 1d8+3, bite: 1d12
Movement: as human+10' per hit die
Intellect: 3-10
Morale: 12
Dragons will have 1d4 of the following abilities (roll 1d12 1d4 times):
- Flight (has fly speed equal to walk speed)
- Breath weapon (save vs. breath or take xd6 damage (x=hit dice). Damage type determined by you)
- Poisonous presence (all creatures around it take xd2 damage per round (x=hit dice). succeed save vs. breath and take half damage)
- Many legs (double speed, can climb walls)
- Night vision
- Religious (can use miracles as a cleric of level equal to their hit dice. Worships Drakonik, the spirit of dragons)
- Magical (can cast spells as a magic-user of level equal to their hit dice)
- Thick shell (AC increased by 2 points)
- No legs (half speed, must crawl like a slug)
- Elf vision (can only see elves and related creatures)
- Immune (takes no damage from anything but magic, which it takes half damage from)
- Amnesiac presence (all creatures around it forget things easily. Characters must make an ability check based on their class or lose a level of experience (strength for fighters, dexterity for thieves, intelligence for magic-users, wisdom for clerics)
They will never be found in the presence of other creatures, and the adventurers feel something off when they are approaching it.
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.
Monday, June 15, 2015
Star-Liches and Other Space Creatures
(I'll probably be making a weird fantasy setting for my LotFP stuff, so this'll be the first post 'bout that)
Space is really big and really weird. It is filled with monstrous abominations and aliens, strange stars and strange worlds, and the nothingness around that other stuff. Creatures made of broiling eyes and gases float between soot-black stars, dominated by races of violent metal-men. Skeletal liches fly on their rainbow ziggurats, looking for anything to entertain themselves. The void watches.
Star-Liches
From Adventure Time
HD: 10-20
AC: 19
Attacks: 1
Damage: 1d4+2
Movement: 180'
Intellect: 21+
Morale: 11
Star-liches are those magic-users that have chosen to exile themselves to the vast reaches of space. They are created in a similar manner to the undead wizards of earth, but there are some differences because of the unending void that the lich resides in. Star-liches have the casting ability of a magic-user of a level equal to their hit dice. They are able to force an existential fear in a creature that they wish, making the target make a save vs. existentialism (paralysis). If the target fails such a save, they stop thinking they exist. They cannot move, nor defend themselves. If the target succeeds their saving throw, then they begin to question their own reality, losing 2 points from each of their mental ability scores (INT, WIS, CHA). Star-liches typically carry with them many items of magical natures. Star-liches speak a strange tongue, like the language spells are written in, but mutated and changed.
Space Whales
From Pathfinder
Huge creatures float through the infinite swaths of nothingness that comprise outer space. Some look like creatures from earth, but most look like things much, much stranger. They are called space whales, cosmobeasts, and astral leviathans. They cannot be fought, both because of their size and alien nature, and because they do not wish to fight. They do nothing, suspended in nothing. Sometimes, they fall down to our planet or to others, and interesting things happen when this occurs. Scavengers, both the more mundane and the more unnatural, crawl on the massive cadaver, ripping the gaseous flesh from the magnesium bones, while the alien parasites of the monster hunt them and the people who have arrived to gather esoteric materials from the intergalactic corpse. Sometimes they are still alive, but creatures still take from them. Their metal bones are exposed as their poisonous spirits infect the animals around them.
Spore Cosmonauts
From Fallout: New Vegas
HD: 4-6
AC: 14
Attacks: 3
Damage: 1d6+chance of infection
Movement: 140'
Intellect: 3
Morale: 8
There are fungi that root their mycelia in small planetoids or in the wreckage of spacecraft. They release spores that are blown by solar winds, and eventually meet the flesh of a living being. The fungus grows in the creature, sending fibrous growths throughout the meat of the host. It is extremely painful, but if you are not experienced, you cannot differentiate it from other plagues. It is once mushrooms grow from the host's body that it becomes apparent what the nature of the illness is. After but a few days, the host becomes controlled and covered by the fungus. Although any living creature can fall prey to the fungal growths, those most susceptible are those who adventure in space, or cosmonauts. The air around a spore cosmonaut is thick with infectious spores, and with each attack that the monster makes, the target must make a save vs. infection (poison), or catch the fungal growths themselves. After a few months, all of the meat in the host's body is consumed and the body disintegrates.
Sunday, June 14, 2015
Lamentations of the Flame Princess
Recently I've gotten into the Lamentations of the Flame Princess system, and I'll start transitioning everything over to that system, rather than LL. I did read the rules a while ago, but re-reading them now I've come up with some house rules that I'm gonna enact to make the game more like what I want.
Separating Race from Class
I like race-as-class in some situations, and I definitely like there being classes for specific races, as I think those can enforce the setting more, but for some races I just don't like there being only 1 class option for them. In the LotFP rules, these are the halfling and the dwarf. I will be making classes specifically for them, but I don't like having the entire race be just 1 class. However, I do like it for the elf. I guess its because of how I usually treat them; dwarves and halflings can both fight, they can both steal, both of them will have religion or belong to whatever pseudo-christian church that exists in the setting. Maybe dwarves aren't magical, but they can still do most other things. I treat elves like some sort of monster that has complete disregard for most life, that has an alien mind and is completely magical. They are significantly weirder than either dwarves or halflings, and they don't belong to any human society.
The Specialist
I like the skill system. I don't like it being restricted to the specialist. I think it would work better as something all of the classes have. However, while I will be getting rid of the specialist, I will be replacing it with the thief. I will do other things to classes and the skill system, but I'm gonna write about those below.
The Other Classes
I will be adding a few features to the other (non-specialist) classes. These will still fall under the same theme as their already existing features, but will be separate from their other features (ex: multiple attacks for the fighter).
The Skills
I'm going to increase the number of skills in the skill list. I'm also gonna make it so that sometimes your ability scores affect the outcome, but this won't happen all the time.
My augmented classes, races, and skill system will be coming soon! Have a great day!
Separating Race from Class
I like race-as-class in some situations, and I definitely like there being classes for specific races, as I think those can enforce the setting more, but for some races I just don't like there being only 1 class option for them. In the LotFP rules, these are the halfling and the dwarf. I will be making classes specifically for them, but I don't like having the entire race be just 1 class. However, I do like it for the elf. I guess its because of how I usually treat them; dwarves and halflings can both fight, they can both steal, both of them will have religion or belong to whatever pseudo-christian church that exists in the setting. Maybe dwarves aren't magical, but they can still do most other things. I treat elves like some sort of monster that has complete disregard for most life, that has an alien mind and is completely magical. They are significantly weirder than either dwarves or halflings, and they don't belong to any human society.
The Specialist
I like the skill system. I don't like it being restricted to the specialist. I think it would work better as something all of the classes have. However, while I will be getting rid of the specialist, I will be replacing it with the thief. I will do other things to classes and the skill system, but I'm gonna write about those below.
The Other Classes
I will be adding a few features to the other (non-specialist) classes. These will still fall under the same theme as their already existing features, but will be separate from their other features (ex: multiple attacks for the fighter).
The Skills
I'm going to increase the number of skills in the skill list. I'm also gonna make it so that sometimes your ability scores affect the outcome, but this won't happen all the time.
My augmented classes, races, and skill system will be coming soon! Have a great day!
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