Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Saturday, April 16, 2011

The Barbarian, Revised

AAAAAAAAAAAAARRRRRH!!!
This Barbarian class has been inspired by Conan (50%), Korgoth (30%) and the amazing Frazetta's artwork (20%). The result is a sneaky, brutal, swords & sandals warrior, with tons of hps and astonishing power.

BARBARIAN
Requirements: STR 15, CON 9
Prime Requisite: None
Hit Dice: d12
Maximum Level: None

Weapons: Barbarians may use any weapon though obviously prefer two-handed swords and knives.
Armor: Barbarians are limited to light armor (the DM has to decide whether or not to allow chain mail). They can't use thievery skills while wearing any armor. They can use shields.
Magic Stuff: Magic is for cowards, sorcerers are for slaughtering.
Pick Pockets: From 3rd level, same as a Thief two levels lower.
Move Silently: From 1st level, same as a Thief one level higher.
Hide in Shadows: From 1st level, same as a Thief of the same level.
Climb Walls: From 1st level, same as a Thief of the same level.
Hear Noise: From 1st level, same as a Thief of the same level.
Tracking: As a Ranger of the same level, but only in wilderness environments.
Surprise: As an Assassin of the same level.
Incredible Strength: Barbarians hit as Fighters of the same level, although they have an extra +1 to hit and damage. Barbarians roll the percentile dice for Exceptional Strength twice, and choose the best result. Every Barbarian's Strength bonus count as magical.
Saving Throws: Treat Barbarians as Dwarf Warriors of the same level.

Experience Level HD
0 1 1
2,000 2 2
4,000 3 3
8,000 4 4
15,000 5 5
30,000 6 6
60,000 7 7
100,000 8 8
150,000 9 9
+100,000 10+ +2 hp/level*

*Constitution bonus still apply

Note: Only humans can be barbarians, although you may also want to allow Half-orcs, Cactoids, Cactogres, Green Martians and similar races.

Friday, March 11, 2011

The Goblin, a Playable Race as Class for Labyrinth Lord

Labyrinth's Goblins

Getting on with preparing for my Birthday Party in the Caves of Chaos, I've made a Barbarian Class for LL+AEC and am now working on an Half-orc version for Labyrinth Lord. I've called this race as class Goblin instead of Half-orc for a number of reasons. Firstly, I love the very concept of Goblins. Secondly, the word Goblin in Tolkien was used to identify Orcs in The Hobbit. Thirdly, if I say to any of the people I know "Would you like to play a Goblin?" they would immediately think either of the 80's Warhammer Fantasy Goblins or the warg riders in The Two Towers movie, which are both hideous images to me. I can assure you that the following Goblin Race as Class has nothing to do Labyrinth (the movie), for I hate that fucking shit with all the strength of my little heart, and I wish David Bowie would die a horrible death.

Goblins
Requirements: Dex 9
Prime Requisite: Dex
Hit Dice: d6
Maximum Level: 11

Weapons: Goblins can use any weapon except regular two-handed and other very large ones. Still, they can use some large regular weapons (such as a Long Sword) two-handed.
Armor: Goblins can use any armor. If wearing something more than studded leather they can't use their thievery abilities.
Creatures of the Sunset: Playable Goblins are not exactly the anti-sun creatures of the dark as their more evil cousins. They will suffer the -1 penalty only when in direct summer midday sunlight, and have infravision up to 60'. They still don't like direct sunlight that much, anyway.
Stupid: Goblins love tricks and fooling around with people. They have a nasty sense of humor and most people find them annoying at best. They are not limited in Q.I. and are generally very good at inventing weird and dangerous devices for the fun of it. They are totally unpredictable: sometimes they run laughing hysterically toward certain death, sometimes they run like hell from not so dangerous situations. They are definitely schizoid.
Sneaky: Goblins have the same Backstab, Pick Locks, Pick Pockets, Move Silently and Hide in Shadows abilities as a Thief of the same level.

Progression
Experience Level HD
1,500 1 1
3,000 2 2
6,000 3 3
12,000 4 4
24,000 5 5
50,000 6 6
100,000 7 7
150,000 8 8
200,000 9 9
250,000 10 +1 hp*
300,000 11 +2 hp*

*Constitution bonus no longer applies

Other Statistics
Saving Throws: Same as Dwarves.
To Hit: Same as Hobbits.

Thursday, March 10, 2011

Silly Idea for Demi-humans Changing Class

I don't like the possibility in 3rd edition of any PC acquiring new levels on the spot. In my mind, if a human is born a Warrior, he will die Warrior. That's it. Demi-humans though are quite a different story. Dwarves, Elves and Halflings have very long life spans. It makes perfect sense in my head that a Dwarf, having reached the highest possible level as a Fighter, decides to re-invent himself as a Thief instead of retiring. So, this is my idea (all rules refer to first edition, but you can adapt the concept very easily).

Demi-humans Changing Class: Once a demi-human character (except Half-breeds) reaches the highest level in his/her Class, he/she can decide to pick another Class and continue adventuring instead of retiring. He/she will add the new hit dice to his/her previous hit points, use the best To Hit value, use the best of each Saving Throw, use all his/her previous abilities along with the new ones, with the obvious limitations (a Dwarf Fighter 7/ Thief 1 will not use his new thief abilities if wearing Plate Mail). Will also acquire new weapon proficiencies, according to the new Class. XPs are as if the character continues advancing in his/her previous Class, but the bonus is now the one from the new Class.

Example: Górin Trollterror, a Dwarf with 16 Strength and 13 Dexterity, reaches the 7th level as a Fighter. He is still young enough to continue adventuring, and so chooses to pick up new levels in the Thief Class. Once he gains 125,001 XP (Superhero), he becomes a Champion/Rogue. He adds 1d6 hit points to his total (adding his +1 bonus to hit dice), and gains the new awesome abilities. No changes to his To Hit and Saving Throws values. He also gets 2 Weapon Proficiencies, but still has the -2 penalty he had as a Fighter with weapons he is not proficient with. From then on, Górin will no longer have the 10% bonus to XPs, for his new Prime Requisite is barely 13. When Górin has gained 250,001 XP (Lord), he becomes a Champion/Footpad, and so on.

Wednesday, March 9, 2011

Barbarian Class for Advanced Labyrinth Lord

Is not Conan always with hot naked chicks

This Barbarian class has been inspired by Conan (50%), Korgoth (30%) and the amazing Frazetta's artworks (20%). The result is a sneaky, brutal, swords & sandals warrior, available for most races (I have included Dwarves, Half-orcs and Humans, but Satan knows I would love Gnome and Hobbit Barbarians). I plan to use it in my upcoming Caves of Chaos Party – I will let you know how it goes.

Barbarian
Requirements: STR 12, CON 9
Prime Requisite: None
Hit Dice: d12
Maximum Level: None

Weapons: Barbarians may use any weapon though obviously prefer two-handed swords and knives.
Armor: Barbarians are limited to light armor (the DM has to decide whether or not to allow chain mail). They can't use thievery skills while wearing any armor. They can use shields.
Magic Stuff: Magic is for cowards, sorcerers are for slaughtering.
Pick Pockets: From 3rd level, same as a Thief two levels lower.
Move Silently: From 1st level, same as a Thief one level higher.
Hide in Shadows: From 1st level, same as a Thief of the same level.
Climb Walls: From 1st level, same as a Thief of the same level.
Hear Noise: From 1st level, same as a Thief of the same level.
Tracking: As a Ranger of the same level, but only in wilderness environments.
Surprise: As an Assassin of the same level.
Barbarian Rage: A Barbarian can rampage, entering a real slaughtering fury. When in a rage gain 1/3 levels temporary hit points, +1/3 Levels To Hit and Damage and re-rolls every failed saving throw versus Death, Poison, Paralysis and Petrification. A Barbarian can use rage 1 per Day/2 levels (1/day from 1st to 2nd, 2/day from 3rd to 4th and so on). He can stay in a rage for a maximum number of rounds equal to his Constitution. At the end of this time he falls faint for 20-Con turns. Whenever a Barbarian decides to stop raging he must Save vs. Paralysis or continue to fight blindly. If the roll fails there are no penalties. Things that happen when a Barbarian is in a rage:
  • Casting a spell on him will result in brutal slaughtering;
  • Offer him a potion will result in brutal slaughtering;
  • Attempt to parley with him will result in (guess what?) brutal slaughtering.

    Progression
    Experience   Level   HD
    2,000             1          1
    4,000             2          2
    8,000             3          3
    15,000           4          4
    30,000           5          5
    60,000           6          6
    100,000         7          7
    150,000         8          8
    250,000         9          9
    +100,000      10+      +2 hp/level*

    *Constitution bonus still applies.

    Level Limits
    Dwarves: 6th
    Elves: Not Permitted
    Gnomes: Not Permitted
    Hobbits: Not Permitted
    Half-elves: Not Permitted
    Half-orcs: 12th
    Humans: Unlimited

    Wednesday, February 9, 2011

    The Ghoul, a Playable Race for Labyrinth Lord and Advanced Edition Companion/OSRIC

    Ghouls

    “These figures were seldom completely human, but often approached humanity in varying degree. Most of the bodies, while roughly bipedal, had a forward slumping, and a vaguely canine cast. The texture of the majority was a kind of unpleasant rubberiness.”
    “It was a colossal and nameless blasphemy with glaring red eyes, and it held in bony claws a thing that had been a man, gnawing at the head as a child nibbles at a stick of candy. Its position was a kind of crouch, and as one looked one felt that at any moment it might drop its present prey and seek a juicier morsel. But damn it all, it wasn’t even the fiendish subject that made it such an immortal fountain-head of all panic—not that, nor the dog face with its pointed ears, bloodshot eyes, flat nose, and drooling lips. It wasn’t the scaly claws nor the mould-caked body nor the half-hooved feet—none of these, though any one of them might well have driven an excitable man to madness.”
    The Pickman's Model, H. P. Lovecraft

    As requested by Blair at Planet Algol and Booberry at American Barbarica, here is a Ghoul Advanced Race and Racial Class, both inspired by infamous Lovecraft stories The Pickman's Model, The Unnamable and The Dream-Quest of Unknown Kadath. Thus, you'll find some small differences between my Ghouls and the RoCC's Ghouls. I plan to use it in my Forbidden Isle of Doom/Kandahal Megadungeon campaign too.

    Ghoul
    For all we know, most Ghouls were once human. Normal people like you and me, although very often cultured, who were contacted by other Ghouls and convinced to abandon the Earth. They are borderland creatures between our reality and the Dreamlands, and can easily be found in cemeteries or at mass graves, where they feed on dead bodies. Younger Ghouls remember much of their human lives, and can be trustworthy fellows. They are, however, unearthly and alien, and most humans can't stand their presence. Only humans who have decided to become Ghouls by their own free will are eligible as PCs.

    Abilities for Both Class Versions
    Ghouls cannot abide sunlight, although on the Isle they are well protected by the everlasting mist and can go out even during the daytime, although they can see only 90' at such times. They have Infravision, and they can see in darkness as humans do in daylight. Ghoul speak common, ghoul, and their alignment language.

    Ghoul (Advanced Class)
    Requirements: INT 13
    Ability Modifiers: STR +1, WIS +1, CHA -2
    Ability Min/Max: STR 9/18, DEX 9/18, CON 9/18, INT 9/18, WIS 7/18, CHA 3/12
    Available Classes: Cleric (8), Fighter (8), Thief (Unlimited), Magic-User (Unlimited)

    Bonuses and Penalties to Thief abilities:
    Move Silently: +5%
    Hide in Shadows: +10%
    Pick Pockets: -15%
    Climb: +5%

    Starting Age
    25+1d30 (the age the Ghoul reached as a human) + 1d100 (years elapsed as a Ghoul)

    Note on Ghoul Aging: Ghouls are virtually immortal, and they don't have to face the decay of their bodies. However, apply the modifiers due to aging based on the age they reached as a human (25+1d30).

    Ghoul (Racial Class)
    Requirements: INT 9
    Prime Requisite: STR, DEX
    Hit Dice: d10
    Maximum Level: 7

    This Race/Class combines the abilities of a fighter and a thief. Ghouls attack as Fighter of one level higher, but can wear no armor and use no shield. Ghouls can use Thief abilities as a thief of the same level, and use the saving throws of Magic-Users or Thieves, whichever is higher.

    Ghoul Level Progression
    XP – Level – Hit Dice
    3,001 – 1 – 1
    6,001 – 2 – 2
    12,001 – 3 – 3
    24,001 – 4 – 4
    50,001 – 5 – 5
    100,001 – 6 – 6
    150,001 – 7 – 7

    Footnotes
    Whether or not a Ghoul's bite causes the victim to become a Ghoul is left to the DM. Ghouls can use their natural weapons (bite, claws) as described in RoCC, but still attack only once. Note that Ghouls have no Alignment restriction, and can even be Lawful Good.
     

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