Sunday, September 30, 2012

[Labyrinth Lord] New Alternate Cleric Class

CLERIC
Clerics dedicate themselves to the service of a deity or pantheon of deities. They are trained in fighting and divine magic. The core inspirations for the cleric class are the Jewish Judges and Prophets, the miracle-working disciples of the early Christian Church, the Christian warrior-priests of the Knights Templar, and the Van Helsing character of Dracula.

Prime Requisite: Wisdom. +5% Experience for Wisdom 13-15, +10% for Wisdom 16-18.

Minimum Ability Scores: Strength 5, Constitution 5, Intelligence 6, Wisdom 9, Charisma 6.

Alignment Restrictions: Clerics must choose a deity that is morally Good or Evil; the cleric himself may be morally Neutral, however, morally Neutral clerics cannot advance beyond 6th level. Neutral clerics who follow a Good deity operate as per Good clerics, while Neutral clerics who follow an Evil deity operate as per Evil clerics.

Racial Level Limits: Dwarves 8th, Elves 7th, Gnomes 7th, Halflings 4th, Half-Elves 5th, Half-Orcs 4th, and Humans U.

Hit Dice: Clerics use eight-sided dice (d8) to determine hit points. Clerics gain one hit die per level up to and including 9th level. Two hit points are gained per level after 9th, with Constitution modifiers no longer applicable

Armor: Any, though sometimes restricted by choice of deity.

Proficient Weapons: Highly dependent on choice of deity. A cleric will usually be proficient in two to four weapons that are sacred or at least sanctioned by their deity.
Non-Proficiency Penalty: -3

Divine Focus: A cleric possesses a personal divine focus – a holy or unholy symbol of his deity – that is used in the casting of all spells. If the cleric does not have his focus held in hand he cannot cast his spells, Lay on Hands, or Turn/Control undead. A cleric can try to use another divine focus from a cleric of the same faith, but this requires a Spell Failure roll of 30%, and he suffers a -2 penalty to Turn/Control attempts when using another cleric’s divine focus. A cleric can try to use a non-enchanted symbol of his deity as a divine focus, but in such cases suffers a 60% chance of spell failure and a -4 penalty to his chances to Turn/Control.

Divine Spell Casting: A cleric knows the divine spells that are contained in his prayer book. From these spells he may memorize the number of spells listed below, plus a number of bonus spells based on his Wisdom score.

The cleric also has a number of Spell Points equal to his level plus a bonus based on his Wisdom score. A spell costs 1 Spell Point to cast per level of the spell (1 SP for a 1st level spell, 2 SP for a 2nd level spell, and so forth).

Casting a spell does not cause the caster lose it from his memory; the act of casting the spell is separate and distinct from the memorization of the spell. However, even if the caster knows a spell and it is in his prayer book, he cannot cast it unless he has it memorized!

Spell Points can be regained in several ways. The most basic method to regain Spell Points is through eight hours of uninterrupted sleep followed by 15 minutes of prayer. A cleric can also pray without sleeping beforehand and regains 1 Spell Point per hour of uninterrupted prayer.

Spells memorized can be changed out after eight hours of uninterrupted sleep (the same sleep regenerates Spell Points). After waking, the cleric must study his prayer book for 15 minutes per level of the new spell being memorized. The cleric can also switch out spells without sleep, but this requires one hour of study per level of the new spell being memorized.

Even when a cleric runs out of Spell Points, all is not lost! Clerics can make special pleas to their deity to perform miracles by expending Divine Favor points (see below). A 1st level cleric begins play with a number of Divine Favor points equal to his Wisdom score. Every level he advances, he automatically gains a number of Divine Favor points equal to the level gained.

Learning New Spells: A cleric begins play with at least four 1st level spells in his prayer book. Every level he learns one new spell of a level that he can cast for free through advancement in his hierarchy; this requires one week of time in prayer (at no cost) per level of the spell. The spells that may be chosen for free are from a much shorter list than the entire list of spells from each level, as each faith only teaches a certain list of canonical spells to its adherents.

A cleric can also add spells to his prayer book by finding them in scrolls or other spell books or through research into existing or wholly-new spells. The Judge will provide details on these procedures as they come up. Note that Evil clerics can never cast the Good versions of spells, even if they somehow learn them and put them in their prayer book. Good clerics however can learn the Evil versions of spells; even learning such makes them a heretic, and using such spells is likely to earn the wrath of their deity, or at least their superiors if they are caught. But such are the tempting ways of Evil that a Good cleric who learns to use such spells often rapidly falls to the ways of Evil and finds protection in the open arms of his former deity’s enemies as a welcome Apostate!

Make Magic Items: At 1st level a cleric can scribe a scroll containing a spell he can cast. It costs 100 gp and 1 week time per level of the spell to scribe the scroll. At 5th level a cleric can create holy potions. The cleric must learn each potion ritual separately as though he were learning a spell. Time to create a potion is one day per 100 gp cost or portion thereof, as per the alchemist class ability. If a magical component is used to take the place of half the cost, the time to make the item is based on half the cost. At 9th level a cleric can make other magic items, such as magic swords, wands, rings, and miscellaneous items.

Turn/Command Undead: Good clerics can Turn undead, while Evil clerics can Turn or Control undead. This requires a roll of 2d6 against a base target number of 7. Subtract 2 from the roll for each hit die the target creature has above the level of the cleric or add 2 to the roll for every level the cleric has above the hit dice of the target. If the roll succeeds, the cleric Turns or Controls 2d6 hit dice of creatures (minimum one creature) of that type.

If the cleric is at a total bonus of +6 or more, the check is automatically successful. If his total bonus is +10 or more, the attempt is successful and the number of hit dice of creatures rolled are destroyed rather than Turned. Add 1 HD to the total hit dice of creatures destroyed for every point of bonus over +10.

If the roll is successful yet does not Turn/Control all the undead in a group, the cleric may try again against that group. If any attempt to Turn/Control a group fails, the cleric cannot re-try against that same group again for 24 hours.

An Evil cleric can Control undead. He may Control a total number of hit dice of undead creatures equal to twice his level. He may choose to Control undead rather than turn or destroy them. If he is at his limit and he wishes to Control new undead, he may select the undead that are lost to his Control as he successfully Controls the new undead. Intelligent, free-willed undead get a saving throw against the Control of the Evil cleric, first when Controlled, and then as though they were under the effects of a charm person spell, based on their Intelligence.

Lay on Hands/Dark Lightning: Good-aligned clerics cure wounds by spending 1 Spell Point to cure 1d8+1 damage, 2 points to cure 2d8+2, 3 points to cure 3d8+3, and so on. A cleric can spend no more Spell Points in this way in one laying on of hands than his level (1 point at 1st level, 2 points at 2nd level, and so on). Evil-aligned clerics can spend Spell Points in a similar fashion to create dark lightning to cause wounds, which has a range of 10’ per level of the cleric, and requires that the target make a saving throw against Wands (save for half damage).

Divine Favor: A cleric earns Divine Favor by performing deeds above and beyond the normal call of duty to his faith. A Good cleric goes on crusade against Evil, heals the sick, feeds the poor, proselytizes the heathen, and so forth, beyond the every day shepherding of the flock and tending to ritual. Evil clerics do the same, only in reverse: they go on crusade against Good, cause wounds and pain, starve the innocent, forcibly convert the enemy, and so forth. Good clerics can sacrifice wealth; Evil clerics can sacrifice wealth and the lives of the innocent. In any rate, each cleric builds up points of Divine Favor, as adjudicated by the Judge. You can also lose Divine Favor by eschewing your basic duties as a cleric, performing minor or major transgressions, or otherwise failing to give your all in the name of your deity. If you ever fall below one point of Divine Favor, you lose all your cleric abilities until you successfully perform a quest in the name of your deity.

Whenever a cleric needs a miracle, either because he is out of Spell Points or because he needs something done that is beyond his spell casting ability or above and beyond spell casting in general, he may call for a Divine Favor roll. You roll percentile dice against your Divine Favor score. If you roll less than or equal to your Divine Favor, you get what you asked for; if you roll above your Divine Favor roll, your deity grants you no help and you are on your own. There is, however, a cost if you succeed. Normally, your successful roll is your new Divine Favor score. However, the minimal cost in Divine Favor is equal to the level of the spell, plus a number of points equal to the difference between your level and the minimum level to cast the spell (if it is normally beyond your power). If the request is something beyond spell casting ability, the Judge will tell you what the cost is…





1st Level Cleric Spells
At 1st level a cleric has detect evil, detect magic, and two other random 1st level spells in his prayer book, plus one additional random spell per bonus spell. The additional spells known by the cleric are determined randomly from the following table:


Aid: This spell grants the target touched (which may be the caster) a +1 bonus to morale, a +1 bonus to hit, a +1 bonus to damage, and a +1 bonus to saving throws. He also gains 5 bonus hit points, which are the first to be lost. The spell lasts for one turn. If the bonus hit points are lost through damage, they are not regained through application of the laying on of hands.

Animate Corpse [Evil]: The cleric can cause a skeleton or corpse within 30’ to rise and animate. A skeleton acts and attacks as a skeleton, a relatively fleshy corpse as a zombie. The corpse remains animated only so long as the cleric concentrates on animating the corpse. Once the corpse has been animated it may move beyond the initial range of the spell, but it cannot move out of sight of the cleric, or the spell ends immediately.

Cause Fear [Evil]: The target who fails his save has a 50% chance of dropping anything he is carrying before he runs away.

Command: Any use of this spell that causes the target to perform an Evil act is an Evil use of the spell.

Create [Element]: This spell enables the caster to create up to four gallons of pure water, four gallons of rich soil, a campfire’s worth of fire (1’ diameter sphere per level), or four hours worth of pure air for one person per level. What kind of element is created depends upon the exact spell; there are four different spells. Each of the elements created is permanent until used or destroyed, this is, of course, based on what exactly the element is used for. Note that none of these elements can be created directly on or in a living being (no creating fire right on one’s enemies, for example). A fire created thusly would exist for only a number of rounds equal to the caster’s level before it went out, unless fuel were provided. And so forth. Generally this spell is used in religious ceremonies, but as usual, questing clerics have adapted the spell to other needs. Range is only 10’.

Darkness [Evil]: Changes as per light, below.

Destroy [Element]: This spell permanently destroyed a like amount of the specific element, as per the create element spell. Destruction of any element is not necessarily an evil act.

Detect Evil: This spell does not detect Evil alignment in mortals, merely immediate intent to harm! Anyone can see the glow of the creatures and items that are supernaturally Evil. Note that this spell is neither Good nor Evil, as such.

Detect Magic: Anyone can see the glow of items that are magical. There is no reverse of this spell for clerics.

Light [Good]: The caster may choose the color of the light. If the spell is cast on a worked gemstone, the effect lasts for one hour per gold piece value of the gem; when the spell ends, the gem shatters to dust.

Protection from Evil: This does not create a ward against creatures of Evil alignment, only those of evil intent, i.e., those intending to harm the target of the spell. Note that ANY sort of attack against a summoned creature by the warded creature drops the ward against ALL summoned creatures! The spell can be cast by touch on a willing target. The spell can be cast on a holy or unholy symbol, and it will ward the bearer of the symbol. Note that this spell is neither Good nor Evil, as such!

Purify Food and Drink [Good]: This spell is easily cast upon a gemstone of at least 10 gp value. If done so, the gem can be used to detect poison in a drinking glass simply by the expedience of dropping the gem in the liquid; if it shatters (which it does so loudly and powerfully enough to destroy the chalice), the liquid was poisoned (though it is thereafter inert). The gem remains enchanted until it detects poison.

Putrefy Food and Drink [Evil]: This spell makes fresh and clear food and drink mildly poisonous; the caster can choose to make it look and smell putrefied or remain seemingly fresh and pleasant. Anyone who eats or drinks the putrefied food and/or drink must make a saving throw against Poison or suffer severe gastro-intestinal stress, including vomiting and diarrhea, for 1d6 hours plus 1 hour per level of the cleric. In this sickened state the victim suffers a -2 penalty to hit, -2 penalty to saving throws, moves at one less movement rank, and has a 10% chance of spell failure (whether arcane or divine in nature).

Remove Fear [Good]: During the duration of the spell the recipient is immune to fear and need not make morale checks.

Resist Heat and Cold: The target of this spell, which must be touched, can endure extreme heat and cold, from -30˚ to 130˚ Fahrenheit. Below or above those extremes the character suffers no more than 1 hit point per hour for natural temperatures. The spell provides no protection against damage from fire, frost, ice, or any sort of magical forms of cold or fire. The spell lasts for two hours per level.

Sanctuary [Good]: As the spell listed in the AEC, page 38. The duration, however, is 2 turns, +1 turn per level.

Thursday, September 27, 2012

[Labyrinth Lord] New Alternate Fighter

FIGHTER
Fighters arise from the common soldiery or militias of the civilized lands. Fighters train for battle – in an adventuring party it is their job to fight monsters and protect the weaker members of the party from direct combat.

Prime Requisite: Strength. +5% Experience for Strength 13-15, +10% for Strength 16-18.

Minimum Ability Scores: Strength 9, Dexterity 6, Constitution 7, Wisdom 6, and Charisma 6.

Racial Level Limits: Dwarves 9th, Elves 10th, Gnomes 6th, Halflings 6th, Half-Elves 12th, Half-Orcs 12th, and Humans U.

Hit Dice: Fighters use ten-sided dice (d10) to determine hit points. Fighters gain one hit die per level up to and including 9th level. Three hit points are gained per level after 9th, with Constitution modifiers no longer applicable.

Armor: Any.

Proficient Weapons: Any (save for foreign and esoteric weapons).
Non-Proficiency Penalty: -2

Cleave: A fighter in melee who kills or knocks an opponent unconscious with his primary attack may attack another opponent who is adjacent to both himself and the opponent he dropped. Each attack after the first is at -2 to hit, cumulative (-2 against the second, -4 against the third, and so forth). The fighter may continue to do this until he fails to down a target or he has cleaved once per level per round, whichever comes first.
 
Sword & Board: A fighter wielding a sword (or similar one-handed weapons) in one hand and a shield in the other also gets a free shield bash attack each round.
  •  If the secondary attack is the shield bash, the attack is at a -2 penalty to hit, deals only 1d4 damage, and has no chance to knock down an opponent.
  • If the primary attack is the shield bash, the attack deals 1d6 damage and the opponent, if of the same size or smaller, must make a saving throw versus Paralysis or be knocked to the ground or knocked back 5’ (attacker’s choice). In this case, the secondary attack is the weapon attack and is at a -2 penalty to hit and the damage dealt is one die code less than normal.
Weapon Specialization: Fighters are specialized in one weapon. At 1st level they get a +1 bonus to hit and a +1 bonus to damage with that weapon. At 3rd level the bonus improves to +1/+2, at 5th to +2/+2, at 7th to +2/+3, at 9th to +3/+3, at 11th to +3/+4, at 13th to +4/+4, at 15th to +4/+5, and at 17th to +5/+5. At 6th level they may make 3 attacks every 2 rounds with their specialized weapon; at 10th level they may make 2 attacks every round; at 14th level they may make 5 attacks every 2 rounds; and at 18th level they may make 3 attacks every round. Second and third attacks come at the end of the round, after both sides have moved and attacked. The fighter may cleave off of each attack, if applicable, though for no more total cleave attacks per round than his level.


 

Tuesday, September 25, 2012

Playboy Bunnies the RPG?



Click here to check out the whole booklet at Retronaut.

Is it just me, or does that whole booklet just scream Dungeons & Dragons Supplement V: Playboys & Bunnies? All the rules and bonuses and merit and demerit systems... it's even the right font for a D&D product... Maybe an Encounter Critical supplement for Doxies?

Tuesday, September 18, 2012

[Wilderlands] The Adventures of Edgy, Thud, and Scythe

So this weekend I ran a Labyrinth Lord/AEC adventure for Alex, Andy, and Travis, my host's son and two of his friends. We had Edgy the Dwarf Cleric of Odin, Thud Thudson an Altanian Berserker Barbarian (a C&C/1E Unearthed Arcana adaptation), and Scythe the Dual-Knife Wielding Halfling Thief. They started out shipwrecked on the Skandik Shore en route to Southern Altania, some unknown miles north of...Ossary.

First they battled their former shipmates, whose souls were taken by Hel but whose bodies washed ashore next to them... and sought to drag them down to Hel's realm with them. Then, following a pair of raucous ravens, they traveled inland where they discovered a ruined temple of Loki, held by a mad priest and his berserker followers. They barely pulled their bacon out of that fire, and Thud took ability score damage from being "mostly dead" through an adaptation of the Dungeon Crawl Classics RPG death rules. They found the cultists run-down longhouse, complete with three flea-bitten horses. Here too they discovered a fine magical elven longsword (which Thud claimed) and a quiver of magical elven arrows (which Scythe claimed). The next morning they took off southwest, deciding to cross the peninsula on foot through howling wilderness... ah, youth!

First they investigated a barrow mound they saw from the ruined temple. After breching the broken entry stone (shattered during the potent magic used in desecrating the altar of Loki the previous night), they discovered it might well have been a Tomb of the Lords of Chaos, ancestors of Thud's people. This, and the ghouls that started climbing out of the inky black holes near the back of the chamber, convinced them to leave it alone...

Then, further down the trail, they discovered a second barrow, this one much more recent and definitely Skandik in origin. Totally into the idea of desecrating a Skandik grave, Thud pushed open the rock, and sent in Scythe to scout. What is it about halfling scouts that they need to always steal something? This time it was the silver-chased horn that Scythe found at the feet of the dead warrior, which rose as a draugr and sought to slay the interloper. Thud jumped into the barrow even as the stone mystically shut, and he and Scythe fought the creature until they brought it low. Scythe took the horn, while Thud claimed the fine silver goblet filled with coins and small gems. Edgy was uneasy about the whole thing, though there was no evidence that the warrior had been a follower of Odin; being a draug, even if he was, he was likely not in good graces, but still...

Next they came upon signs of a Skandik trapper settlement... while trying to avoid it they walked right into it. The Skandiks seemed unsure when the Altanian approached them speaking broken Common, but were reassured when they saw the cleric of Odin. The potentially deadly encounter turned into a friendly one, and they were able to buy much-needed rations before they continued on their journey. A subsequent encounter with the Skandik’s hunting friends also almost turned ugly, but Odin once again came to their aid, or so it seemed, when the Skandiks again noticed the cleric's presence.

They camped later that night near a spring, then early the next day discovered an abandoned village. There, in the tumble-down stables, they discovered five pegasi, which Thud miraculously befriended! Several scary missteps later, and the three were whisked into the air on the back of their new friends, the halfling screaming in horror as he held onto the bridle for dear life, his feet not reaching the stirrups by half.

High above the Pazidan they flew, south and west for the whole day. They avoided the town of Jarmoco when they saw the horrible Hell-Bridge Temple from a distance, and spent the evening near a babbling mountain brook several miles south. The next leg of their journey was uneventful until they approached evening and their landing, when the three of them were engulfed in a cloud of giggling pixies! They were babbling that they were seeking a hero they had been promised, and Thud puffed with pride until the pixies circled Scythe and declared him to be their hero!

Agreeing to assist the pixies in return for treasures "beyond mortal dreams," the trio spent a wonderful evening being entertained at the fey shee of the pixies, a fairy castle that either shrank the trio to pixie size or increase the pixies to human-size, they could not say... The next morning they were led by a guide to the Cavern of the Owlbear. Along the way they were attacked by a pack of wolves led by a worg, but this did not stop them in their quest, and they soon had some fine wolf pelts.

When they got to the cave, they found the beast was sleeping, and after much cajoling, Scythe was convinced to sneak in (using his elven boots) and slay the beast while it slept. With a double backstab and a critical hit, he brought the thing down to one hit point, upon which Thud stepped in and stole the kill!

They then discovered a stair, ancient and overgrown with flowstone, down into the depths. Against Scythe's advice ("we'll find a dragon, I know it!") the trio went down deep to ancient caverns, and there indeed, discovered a dragon... a sleeping ancient dragon-bot of the Dragon Lords, brought to creaking, squealing wakefulness by the trio arguing over what they should do. Fled they did, luckily, as the thing unleashed hellfire after them up the stairs, the barbarian and the dwarf getting singed in the rear as the thief screamed "I told you so! I told you so!"

Smelling of burnt human and dwarf, the trio returned to the shee, where the pixies feted them greatly. Scythe was given a potent magical dagger (+2/+3 versus humanoids) and a magical walnut to "open when you are in great danger." Thud received a potion most miraculous which restored him to his full strength. Edgy the Dwarf Cleric asked for nothing, not trusting the gifts of the fairy folk... and so the adventure came to a close, at least for the time being...

Oh... and Scythe the halfling? Totally pimping it with those pixie chicks...