Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. 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.

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
     

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