Showing posts with label classes. Show all posts
Showing posts with label classes. Show all posts

Thursday, February 4, 2016

Some Species and Classes of Panfalia (DnDish DIY Race and Class)

The madness continues. Note that the base system is Lamentations of the Flame Princess, but I am altering things to separate Race and Class. I'm call Race "Species" and adding an XP tax, essentially.

Species of Panfalia

Tiefling





The offspring of a human and...anything else, pretty much. They are commonly the angsty "straight man" to the humor and optimism of the average Panfalian. Occasionally a Tiefling will end up just as jovial and earnest as the rest.

XP Requirements
Level Gained
XP Needed Above Class Norm
2
1000
3
1500
4
2000
5
3000
6
4000
7
5500
8
7000
9
10000
9 + none; advance as class

Special:
•Roll 1d4 times on the Tiefling Appearance Chart

•Roll 5 times on the Tiefling Ability Table or 1d4 times on the Chaos Attributes Chart. Let me know if you have trouble interpreting your result as something LotFPish.

•Any Ability result on either table can be discarded for a roll on the Tiefling Special Side Effects Table.

•You may not choose your result at any time; if you play a Tiefling, you must leave your initial abilities to chance.
(click to make it bigger.)


Octopoid


Octopus - inspired by +Michael Curtis 's blog entry here.
You are an Octopus. You can breathe both air and water. You probably live on land, even in a town, but probably have relatives that still live in the water - either at the base of the fearsome Sea Mount, or in the Ocean of Incompletion. Your head rises about 4' off the ground, and if you stretched out rrreeeeaaaalllllyyyyy far, your tentacles would be about 10' in diameter.
While there are Octopi of many types, the Octopi of Panfalia are generally known for their dry wit and luxurious taste. They will often adventure to gain fabulous riches, then blow it all on lavish furnishings and a lush (but tasteful) party. They are afraid of mustaches, however.


An Octopi's Stealth skill increases naturally as they age - this is reflective of their natural camouflage, getting better at mimicking their surroundings. Likewise, their ability to use the suction cups on their tentacles to climb. As they get martial experience and their balance improves, Octopi learn to balance on fewer tentacles and use more for activities like attacking. This does not allow those of spell-casting classes to cast more than 1 spell in a round, however.
Octopi have malleable bodies, allowing them to fit through small spaces. The lack of an internal skeleton makes them less structurally sound of course, and they may only carry half of what a human of similar ability scores could. Also, all armor must be especially made for the Octopus, and costs 10x the usual amount.
Note the addition XP required to reach each level above that required by the Octopus's class.


Octorok - Pretty much copying Rey's version here.
This species of Octopoid left the water long ago, and have developed some odd adaptations! They only have four tentacles, and their bodies occasionally produce an internal rock - which they can eject with great velocity! These rocks have a range of 40', and firing one takes the Octorok's entire round. Add any bonuses that would normally apply to projectile weapons.
An Octorok may attack with a bare tentacle for 1d4 damage. Octoroks can re-roll a miss in melee combat if a second tentacle holds a weapon or is free. They must balance on at least two tentacles at all times.
An Octorok can leap 10' high from standing, and leap twice their normal move if they haven't fired a rock this round.


Octoroks may carry normal shields, but can only wear specially made armor that costs 10x the usual amount. 
They have something of a rivalry with Octopi, but it is more of a bickering, one-upsmanship relationship than outright fighting. 


Vat Spawn


Pretty much as written here by Jeremy Duncan (who drew the picture above) or in Secret Santicore 2011 (I know they are slightly different). They require the same additional XP to reach each level as Tieflings do.
XP Requirements
Level Gained
XP Needed Above Class Norm
2
1000
3
1500
4
2000
5
3000
6
4000
7
5500
8
7000
9
10000
9+none; advance as class

To be written in the future: Magical Animals (think Jake from Adventure Time, but he's like level 10).


Classes of Panfalia

The long peace of the Beast-King has led to a proliferation of information and a complicated network of apprenticeships across Species boundaries. Any species above (plus Humans and Magical Animals) may be any Class.


Fighter, Specialist as LotFP. No Magic Users or Clerics.

Ranger as LotFP Halfling, but as a class.


Shaman - Two types:

Dream Hunter as written by +Patrick Stuart here. I can feel him cringing at "Dream Hunter".

Goblin Enchantress by +Benjamin Baugh and +Cédric Plante here.

EDIT: can't forget Alices as written by +Zak Smith and featured in A Red And Pleasant Land. Panfalia has those, too.

Wednesday, August 5, 2015

The Void Knight (NPC/PC Class)

So there are these weird sisters, two are medusae and one is a void demon, and some PCs made nice with them a long time ago because while they cannot leave their room, they can open door to anywhere if you ask them nice and pay their price.
So they asked some PCs for some orphans to raise. And the PCs needed a door to save a hundred other orphans, so they agreed. And the Sisters can send the orphans they kept to offer a home and vocation to other orphans, and so these things should start showing up in the FLAILSNAIL-o-verse as both PCs and NPCs, friend and foe.

Ask your DM before starting a character with this class. Respect it if they say no. A character starts as this class, they cannot switch to it.
I figure these would be encountered more often as NPCs, especially in any game involving planar creatures, reality rifts, etc.



VOID KNIGHT

You were raised in an extradimensional space by three weird sisters, and taught the ways of the Void.  You stared into the spiral void that was Mother's head until you saw truth there. 
You are the left hand of nothingness, the meaning imposed on empty space by an uncomprehending mind, and the hollow center of that meaning. You are the fear in every heart that it all means nothing.
You are the quiet, confident look that happens after it has been accepted - that all means nothing, and thus we are free.


Belief in Nothing: Anyone attempting to know or detect your alignment through means magical or otherwise must save VS Paralysis (at a penalty equal to your level) or be paralyzed with madness for a number of rounds equal to your level, as their feeble mind attempts to understand your allegiance to nothingness.

The Void of Memory: At level 2, you may cause a number of creatures equal to your level that you can currently see to forget about the existence of an object you can see. The affected creatures Save VS Spell; if they succeed, the effect lasts your level in rounds. If they fail the save, the effect is permanent. If they object is magical and the save is failed, the affected creatures may attempt another save after a number of rounds equal to your level. 


The Void Contains All Things: Reality is nothingness, all is the same, time, space, and being are illusions. You can manipulate reality to bring one specific item to you at any time. You can also cause this object to fade from reality at any time. If the object is destroyed by another, however, it is gone. The item must be smaller than your level in cubic feet.
The item is selected and placed into the Void in a special ritual performed by the Void Knight. Once selected, the item can only be changed by performing the ritual again. The Ritual consumes precious metals equal to your level x 1000 GP.

Pain, Health, Death, and Breath, These Too Are Meaningless:  The Void Knight can hurt, heal, curse, or destroy by touch. A number of times per day and a number of points per day equal to the Void Knight's level, she can damage or heal a creature or object. If the damage is enough to destroy the object or kill the creature, it simply disappears, a patch of darkness in it's shape left permanently in place. Instead of the above effects, the Void Knight can cause a creature to have a penalty to all saving throws equal to the Void Knight's level, for a number of rounds equal to the Void Knight's level. Again, the Void Knight must be touching the target to cause any of these effects.


Void Knights may use any weapons or armor. Heavy armor encumbers them as one armor type lighter.
While wearing light or no armor, they may Pick Pockets, Hide in Shadows and Move Silently as a Thief of their level.
When a Void Knight dies, they simply disappear, leaving a patch of darkness behind.

Saturday, July 5, 2014

The Demonaist (Class)

This is for a setting that I probably won't use D&D rules for, but I wanted to jot the idea down in general since I won't have time to work on it again for awhile and don't have my Stormbringer/Pendragon/Boot Hill hack worked out yet.
I also thought this is the kind of madness some of you DMs might allow or encourage in your games.




A DEMONAIST is one who has dedicated themselves to channeling entities from Beyond the Prime Material Plane into their own body, hoping to control the entity's powers for a time. Sometimes, it even works out.

XP Progression / HP / Saves / Attack: As Cleric

Weapons and Armor: due to the physical toll of their practice, Demonaists can typically only use light weapons and armor, and receive a penalty to hit with heavy or two-handed weapons. They cannot wear Chain Mail or heavier armor.


Possession: 
The Demonaist spends a round summoning an entity, which takes over his or her body, changing and contorting it to resemble the entity's preferred form. The Demonaist can take no other action this round, nor can the summoned entity.
Mechanically, this is resolved as the LotFP Summon spell, but the entity fades in a number of turns* equal to the caster's level plus any INT bonus. Additional rounds can be wagered for when casting, but are counted as if the creature were that many more Hit Dice when Domination is determined. The thing summoned is in the caster's body, not separate. I like to use this generator here.
If the caster dominates, he or she is in control of the entity's powers until it fades.
If the entity dominates, it is in control, under no obligations, and does not care what happens to the caster's body. It may attack everyone present, run off to do an errand in this plane, or something else.


When the entity fades, the caster loses half the number of HP the entity did while possessing his or her body. The Demonaist is wracked with pain after, and has -3 to STR, -3 WIS, and can only move at half speed for a number of rounds equal to the time of possession.

*EDIT: At the DM's discretion, the entity may only last a number of rounds equal to the caster's level, not turns.

Sense The Beyond:
Demonaists can sense summoned creatures and those under the influence of entities from Beyond their realm with a successful Wisdom check (add PC level as a bonus to this check.)


Take in the Unclean Spirit:
Entities from Beyond that are encountered on the Prime Material Plane can be absorbed into the Demonaists' body as if summoned; if the creature dominates, the attempt to absorb it failed.

Banishment:
Demonaists can Turn creatures summoned by others; use the Turn Undead chart.

The End?


Wednesday, June 25, 2014

Vampire PCs of Kalak-Nur for B/X Etc

Because always write down the crazy ideas you have when you shoulda been asleep an hour ago.  I just had this idea and wanted to see what people think. It's my intention to give fellow DMs something to use when a PC gets turned, so I want this to be useful for you.


I don't use all the B/X stuff (prime requisites) but I put it all in case you do.

Prime Requisite: Charisma

Exp Progression, Saves, Weapons/Armor: as Elf

Spell and Attack Progression: as Cleric (where 1st spell is gained at level 2; if race/class are separate, spells are as per class)

HP: 1 per level and see below

This breed of vampire only gains lasting sustenance from willing victims. At the beginning of each session, the other members of the party must decide how much HP to give to the Vampire PC, which is exchanged on a 1 for 1 basis. This is best done in private in-game, as it represents the Vampire drinking the blood of its companions. These HP contribute to the Vampire's max HP for that session, and are lost at the end of it (they can be carried over if the action is "paused" and other PCs are not able to rest).
With dedication and prolonged effort, Vampire PCs can gain NPC Thralls to drink from if the DM allows, as detailed below.


Current HP
Forms Available
1-3
Hideous humanoid beast, or literal walking skeleton; cannot pass for human
4-7
Pale, drawn, can pass for very sick person
8-11
Handsome, charming youth with a savage allure
12-15
Wolf or giant mantis
16-19
Contested CHA vs target’s WIS to appear as someone they trust
20-23
Large Bat or hawk
24-27
Rat or insect Swarm
28+
Mist
This is cumulative, so a Vampire PC with 13 HP could change into a wolf, giant mantis, charming youth, sickly person, or skeleton. A PC with 28 or more HP could turn into anything listed on the chart.

Uses Of Blood
Blood of the Willing: increases session-long max HP
Blood of the Unwilling: increases HP or AC for one encounter or turn
Either: makes more physical forms available as per chart above; can be "burned" to increase any Specialist Skill for one roll.


Gaining a Thrall

The Vampire must be passable as human to attempt this.
If an NPC is encountered more than once, starting on the second encounter, the Vampire PC may make a CHA check each time. For each success in a row, the NPC will allow that many HP to be drained from them. If you have the type of game for it, the interaction and seduction should be roleplayed to the extent that makes sense for you and your group. 
If a thrall finds out about any other thrall, they will attempt to kill the other thrall or commit suicide. Thralls believe they are the Vampire's only special one.
Roll a percentage check each time a Thrall is drank from; if the number of total HP gained from that thrall or less is rolled, the Thrall is permanently in love with the Vampire PC and will allow them to drink with no further rolls.


Blood of the Unwilling
A Vampire PC may drink from the unwilling if the victim is grappled for two rounds in a row and a seperate to-hit roll for the bite is made. After a successful bite, no further rolls are required to drink. The Vampire gains 1d4 temporary HP per round this way. These HP are lost in the usual manner (IE wounds), when the current encounter is over (if it involves other NPCs), or when one turn passes. If in doubt, they expire after 20 minutes of real time. These can boost AC instead of HP; see below.

Sunlight
The Vampire loses all HP gained from drinking blood (both session-long HP gained from the willing, and temp HP from the unwilling) in direct sunlight. This leaves them with HP equal to their level minus any lost to combat. This will leave them with limited appearance options until higher levels; see the chart above.
As permanent HP are lost first when wounded, this could reduce a PC to 0 HP.

Specialist/Thief Skills
Using the LotFP Skill system the Vampire PC gains 2 points to distribute among the following skills at first level, and 1 point every level gained. If you're using B/X or AD&D, the Vampire has 32% points to distribute at first level, and 16% to distribute for each level gained after that.
(If race and class are separate in the current game, Skills are as per the Vampire's Class)
Bushcraft
Climb
Sleight of Hand
Sneak Attack
Stealth 

Turning
Regardless of alignment, these Vampires can be turned as a creature of their level by any creature able to turn undead. Those who have spent significant time with the Vampire as a companion may choose to exclude the Vampire when turning.

Invitations
To enter any private residence, the Vampire must be invited by a person who lives there (and has done so for more than one week, unless the residence is new). Otherwise, blood will erupt from their pores and the Vampire will lose 1d4 HP per round.

Spells/Healing (EDIT to add this)
I left this vague for each DM to figure out, but here's what I'd do:
-Cleric spells are always the reverse (thus, no healing spells)
-Healing magic acts upon the Vampire as the reverse (as it would any undead in my game)

CHOICE
Be awesome and do not take a long time choosing what to do, Vampire. 

What do you think? Comment here or on the G+ Post.

(EDIT: THREE TWEAKS I thought of:
1. casting any spell reduces HP by 1
2. any of the Vampire's HP can be sacrificed to increase AC 1 for 1 up to 4 total per day
3. burning HP to increase an Ability Score for one roll)

Sunday, March 30, 2014

Quick n Dirty PC Generation for My New Home Game


Roughly LotFP-based, except race and class are separate, non-fighters progress (slowly) in combat, and magic is this system. Players are new to D&D or haven't played in a long time, so I'm keeping things simple. I'm compiling this for me, but hey, why not share?

1. 3d6 in order (Str, Dex, Con, Int, Wis, Cha); you may swap one. Then derive Power score (highest two of Int, Wis, Cha -28).

Ability Score Modifier
3                          –3 
4–5                      –2 
6–8                      –1
9–12                     0 
13–15                  +1 
16–17                  +2
18                        +3 

2. Choose race:

-Normal Human (no adjustments)

-Vesperblood (humans with ancestors who interbred with magical beings, requires +200 times level XP to progress in level over normal humans in class; IE +200 for level 2, +400 for level 3, etc)
--Earthkin (+1 Con, -1 Dex, +1 on rolls related to Earth Elementals, LotFP Dwarf Architecture bonus)
--Airkin (+1 Dex, -1 Str or Con, +1 to rolls related to Air Elementals, 1/2 falling damage)
--Firekin (+1 Str or Cha, -1 Wis, +1 rolls w/Fire Elementals, 1 Dmg Resistance & +3 saves VS heat)
--Waterkin (+1 Wis or Dex, -1 Int or Str, +1 rolls w/Water Elementals, double breathing & movement in water)
--Tiefling (+1 Cha or Wis, -1 Cha or Wis, +1 rolls w/Demons/Devils, sense magic/spirits by concentrating 1 round and rolling under Int, +1 Stealth)

-Moogle (~3 ft tall anthropomorphic cat or rabbit with tiny bat wings; +1 Wis, +1 Dex, -2 Str, +1 Pow, requires +500 times level XP to advance to next)


-IronGen (~7 ft tall steamwork automaton; +2 Str, +1 Con, -2 Dex, -1 Cha, -1 Pow, LotFP Dwarf encumberance bonus, +1 Int Check to repair self with other steamworks or generally operate them)


(more races will be available if PCs make friends with them as they adventure)

3. Choose Class:
-Barbarian (Zak's Random)
-Fighter (as LotFP; I may allow Zak's Random one later if people get antsy)
-Ranger (Zak's Random)
-Specialist (as LotFP but +half level to hit round down, or Zak's Random Rogue)
-Sorcerer/Witch (+one third level to hit IE +1 at level 3; edited to state cannot wear metal armor)
Class determines HP, Saves, level progression, etc, modified by race as above

4. Choose Equipment:
Everyone in the first session is starting as a teen (age 12+1d6) in a mining town near the edge of a steam powered magitek empire. People who start later will get more adventurey equipment options.
To start: Spend 1d6x10 SP in LotFP, GP in AD&D, or roll 1d20 below until you get the same number. You can reroll duplicates that are not the same number if you want (IE if you roll a 3, then a 5, you could reroll the 5).
1. candle
2. hammer and 2d6 nails
3-5. knife
6. leather apron and goggles +2 AC
7. sturdy hat or protective mask +1 AC
8-10. Backpack
11. hatchet
12. flint and steel
13. mirror
14. 10 foot pole
15. marbles or jacks
16. 25 ft rope
17. lantern +1d4 flasks of oil
18. lockpick
19-20. 1 day's rations

EDIT: Then roll 1d10 on this table:
1. wrench
2. bow and 10 arrows
3. a ranged weapon that is not a bow
4. bolt gun and 2d4 bolts
5. bolt of cloth
6. jug of water
7. compass/pocketwatch combo
8. spyglass
9. key to parent's Rouncer (a 10 ft tall two legged tank-like thing that fits 2 people. All weapons have been tripped from them in this setting, but they are useful for overland travel)
10. 1d4 jars of lard

I may use some tables to determine parent's occupation and resulting starting equipment or bonuses; if so I'll use the Hill Cantons Compendium or DCCRPG.