Tuesday, October 16, 2012

[Fairy Tales] Dispositions versus Alignments

I'm a fan of John Stater's Mother Goose & Goblins material. I've been working on further development of the "Fairy Tale" RPG setting idea, and have developed yet another alternative alignment system, as I feel the Trump Alignment system for MG&G was a bit too restrictively Wonderlandish for my tastes... mine owes a bit more to Oz, I think. I've considered using this in my Labyrinth Lord games where the standard alignment system just doesn't seem to fit.

Anyway, here's where things stand so far...

DISPOSITION
The disposition system in Mother Goose & Goblins follows the traditions established in fairy tales, rather than the swords & sorcery style Law/Chaos and Good/Evil alignment system. The basic disposition axis is a Good versus Evil system, primarily based on how people treat each other rather than how one is aligned with the cosmos or with some sort of ethics and mortals. The “Mostly Good” alignments are Nice, Sweet, Just, and Saintly, while the “Mostly Evil” alignments are Naughty, Mean, Cruel, and Wicked. Descriptions below start at the nicest of the nice and descend to the naughtiest of the naughty…

Saintly: One who is Saintly goes out of their way to be nice to everyone… even the most Wicked of people! Saintly type are never, ever naughty, mean, or cruel, and would faint at the thought of ever doing anything wicked! Saintly types can be humble or not; most are, though there are those who are indeed quite Saintly who are distinctly less than humble about it! Very, very few are of the disposition to be Saintly, which is why Saints are few and far between! Example: Ned Flanders

Just: One who is Just is nice to all who are deserving of it, but seek not to be naughty, mean, or cruel, even to those who are such, and never, ever are wicked. Others who are Nice and Sweet and Just, and especially Saintly, are deserving of being treated just so, and moreso, whenever possible. Those who are Naughty, Mean, and Cruel, well, if they might be convinced to be nice later, then one who is Just will try to be nice to them. But if they continue to be naughty, mean, and cruel, then, they will get their just deserts, and nothing more. Okay, maybe a naughty trick on the most wicked of the Wicked to let them get a taste of their own medicine, but nothing mean or cruel! Example: Lisa Simpson

Sweet: One who is Sweet is usually nice, but can sometimes be naughty. Those who are Sweet always seek to have the best and bravest disposition, even in the face of wicked and cruel adversity. But sometimes, those who are Wicked and Cruel, well, there’s nothing wrong with being naughty or even mean back at them! One who is Sweet would never, ever be mean or cruel or wicked to someone who was not themselves such! But now and again, a naughty trick can be played on one who is less than Sweet themselves, so long as one is nice to them afterwards. Example: Marge Simpson

Nice: One who is Nice generally seeks to be nice to others, but is not afraid to be naughty when need be… as long as one makes amends later, if the target of the naughtiness was not truly deserving. Nice people can sometimes be mean, to be sure, and on great occasion even cruel, but never do so without just cause and absolute need! On balance, one who is Nice is more often nice than naughty, but sometimes only just. Example: Waylon Smithers

Naughty: One who is Naughty is usually naughty, but is not afraid to be nice, too, when it will get him something… especially when it will get him something. Many naughty types are simply too selfish and egotistic to be nice, rather than actively mean or cruel… though Saintly types just stick in their craw! Naughty folks on balance prefer to be naughty rather than nice, but sometimes only just. Example: Bart Simpson

Mean: One who is mean is usually naughty, but sometimes can be truly nice. Being nice is not alien to their way of thinking, they just don’t believe it is worthwhile to be nice, as being mean and naughty, and sometimes cruel, is simply the best way to get through life. But if being nice will get you what you want, easier, then being nice works, too. Those who are mean often target the Saintly and Just, believing them to be just plain too nice for their own good! Example: Homer Simpson

Cruel: One who is Cruel enjoys being naughty and mean and sometimes, even wicked, though truly wicked activities make even the Cruel blanch at the thought. Being Cruel does not mean one cannot be nice now and again; it’s just very rare, and against their type… except, of course, when they are setting up a cruel or mean trick. Then they can seemingly be nice, or even sweet, when need be. Many Cruel types, however, do not have the patience for building a web of lies, believing that one should not worry about some great and magnificently cruel act tomorrow when one can be just plain mean and naughty now! Example: Nelson Muntz

Wicked: One who is Wicked goes out of their way to cause pain, mayhem, suffering, and degradation to others, usually because they enjoy doing so, but often simply for no reason at all! Wicked folk can often seem to be Nice, Sweet, or even Just, but usually that is just a naughty trick, a front for their true wickedness. No action is too cruel, no statement too mean, no petty trick too naughty, to not be considered an enjoyable way to spend one’s time when one is Wicked. Wicked folk will go far out of their way to do naughty things, even if, often, it seems to make no sense or otherwise messes with their plans… simply because they love being wicked, cruel, mean, and naughty! Example: Charles Montgomery Burns

Wednesday, October 10, 2012

[Labyrinth Lord] New Alternate Ranger Class

RANGER
Rangers are fighting-men who are adept at woodcraft, tracking, scouting, infiltration, and spying. There are three informal orders of rangers, each depending on the view of the members toward civilization and society as a whole.

True Rangers adhere to a set of ethics and morals on the side of Lawful and Good, believing that their skills and talents are to be used for the protection of the Civilization of Men in opposition to the savage barbarism of the Wilds. They range far and wide across the Wilds, protecting hamlets and lone travelers, rooting out goblins and other monstrous creatures, and pushing the worst that the Wilds has to offer back to foster the growth and well-being of Civilization. True Rangers are Lawful Good, Lawful Neutral, Neutral Good, or rarely Chaotic Good. They revere gods of Law and Good and cooperate with clergy of such temples. Half-Elves and Humans may be true Rangers.

Woodsmen believe in the maintenance of a Balance between Civilization and Nature. They do not view the Chaos of the Wilds as a redoubt of the enemy; nor do they value the Law of Civilization as a necessary good. They seek a stable, steady, sustainable growth of Civilization, Nature, and the Wilds, believing that the Civilization of sentient beings is inseparable from Nature and that to seek the growth of one at the cost of another is unnatural. Woodsmen are Lawful Neutral, Neutral Good, True Neutral, Neutral Evil, or Chaotic Neutral. They revere Neutral gods of Nature, and as such are allies of druids and bards. Elves, Half-Elves, Half-Orcs, Humans, and Orcs may be Woodsmen.

Marauders are the polar opposites of True Rangers. They are the Chaos of the Wilds incarnate. They seek to tear down Civilization, raze it such that stone does not stand upon stone, and let the fields of village and hamlet run riot with bracken and weeds. They believe that Might makes Right, that Chaos is the natural state of existence, and that the Strong should be free to do as they please. Marauders are Chaotic Evil, Chaotic Neutral, Neutral Evil, or rarely Lawful Evil. They often revere gods of Chaos and Evil, and work with the clergy of such temples when they have common cause. Half-Orcs, Humans, and Orcs may be Marauders.

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

Minimum Ability Scores: Strength 12, Dexterity 6, Constitution 15, Intelligence 12, Wisdom 12, and Charisma 6.

Racial Level Limits: Elves 6th, Half-Elves 8th, Half-Orcs 8th, Humans U, and Orcs 6th.

Hit Dice: Ranger use eight-sided dice (d8) to determine hit points. Rangers begin play at 1st level with two hit dice, and 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: Rangers may wear any armor, but certain wilderness skills of the ranger are unusable or suffer penalties if the ranger wears armor other than padded, leather, studded leather, scale mail, chain mail, helmet (though not great helm), and shield.

Fight As: Fighter

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

Guardian of Law/Defender of Balance/Reiver of Chaos: This ability provides the ranger with a bonus to damage versus a specific range of beings, dependent upon the ranger’s alliance. The bonus is equal to +1 to damage per two levels of the ranger rounded up, thus +1 at 1st and 2nd level, +2 at 3rd and 4th level, +6 at 11th and 12th level, etc.. True Rangers are Guardians of Law, and gain a bonus against the monstrous humanoid and giant races of the Wilds. This includes kobolds, goblins, orcs (and half-orcs), hobgoblins, gnolls, bugbears, ogres, and giants. Marauders are Reivers of Chaos, and gain a bonus against dwarves, elves (and half-elves), gnomes, halflings, and humans. Defenders of Balance gain the bonus against any creatures in the above lists if they are upsetting the Balance in the Woodsman’s native territory. A Woodsman would not gain the bonus against a goblin that was merely passing through his forest, but he would gain the bonus against a goblin that was raiding the hamlets in his forest.

Favored Enemy: The ranger must choose a “favored enemy” at 2nd level. The ranger has studied this one specific race, extensively, and thus gains even further bonuses against beings of that type. This must be a specific race or species, such as goblin, owlbear, human, or hill giant; culture such as French, Brazilian, or Mongol; or society, such as League of Assassins, Rangers of the North, or Brotherhood of Chaos. The ranger has a bonus of +1 bonus to damage against his favored enemy for every even level and +1 bonus to hit at every 4th level. Thus, +1 damage at 2nd, +1 to hit and +2 damage at 4th, +1 to hit and +3 damage at 6th, +2 to hit and +4 damage at 8th, and so on. The ranger’s ability to identify and follow the tracks of his favored enemy increases by 5% per bonus point to damage; thus +10% at 4th, +30% at 12th, and so forth. The bonuses of this ability stack with those of Guardian of Law, Defender of Balance, or Reiver of Chaos, if applicable.

Wilderness Survival Skills: All rangers have the ability to move silently in the wilderness, hear noise in the wilderness, and hide in the wilderness. These function as the similar abilities for thieves of the same level, but only fully in outdoor wilderness locales with appropriate cover. Indoors, in a dungeon, the ranger halves any use of these abilities (rounded down). A ranger who is alone or only with a group consisting of barbarians, elves, halflings, and rangers is surprised only on a 1 in 6 chance, surprising foes on a 3 in 6 chance.

A ranger can always scrounge up food in the wilderness for himself. By using a tracking roll he can spend 1d6 hours in the wilds hunting and gathering food for others. On a successful roll he finds enough food to feed a number of companions equal to his level plus 1d6. On a roll of 00 he has a random encounter.

Tracking: Rangers are able to track creatures in the wilderness and in underground environments. The base chance to track is based on the exact environment and nature of the tracks. Add 5% per ranger level to the final tracking chance.

Obvious Tracks refers to the final tracking chance being 70% or greater; Occasional Tracks refers to the final tracking chance being 30% or greater; Faint Tracks refers to the final tracking chance being anything less than 30%. Good lighting refers to full daylight or magical light; poor lighting refers to dawn, dusk, overcast daylight, lantern, or torchlight. Tracking is not usually possible in total darkness. Speed refers to the slower speed ranks of a tracking ranger. Normal speed ranks are as follows: 150’ (50’), 120’ (40’), 90’ (30’), 60’ (20’), 30’ (10’), 15’ (5’), 3’ (1’), Cannot Track. Thus a ranger who normally moves 120’ (40’) following faint tracks through good lighting would move three ranks slower at merely 30’ (10’).

While the final tracking chance can fall to 0% or less, making tracking impossible, the chance of tracking can never be greater than 99%, even if the final total is 100% or greater. A tracking check must be made each time the tracks pass over new ground/cover/floor, or through or into any of the above modifiers. Thus, a ranger would first have to make a roll to find the tracks of an orc from an ambush site in heavy forest/soft dirt ground (base 90%); these he can follow to a rocky shelf with light cover (base 50%) where he’d have to make another check to pick up and follow the tracks to the entrance of the orc warren. Once at the entry to the orc warren, to follow that specific orc, he’d have to make a check against a stone floor covered with detritus over which three other orcs have crossed (base 50% - 15%); when the orc passes through a door he’d have to make another check to notice (50% - 15% - 10%) or lose the trail…

A ranger can try to hide his own tracks. The chance of successfully doing so is 50%, +/-5% per level difference between the the level of the ranger and level of the ranger or barbarian following him. If the roll is successful, subtract the number rolled from the chances of the ranger or barbarian to track the one who has successfully hidden his trail.

Identifying Tracks: The chance a ranger can successfully identify the kind of tracks is equal to the chance of following the tracks. Identifying common creatures is at the normal chance, as is identifying the direction of the tracks. Identifying uncommon creatures, identifying the numbers of creatures leaving tracks, and the rate of speed of the creatures leaving tracks each suffer a -10% penalty. Identifying rare creatures suffers a -20% penalty. Identifying very rare creatures suffers a -30% penalty. Identifying creatures not native to the local environment (the Lone Forest, the Red Hills, etc.) suffers a -10% penalty. Identifying creatures foreign to the local region suffers a -20% penalty. Identifying size and weight of a medium-sized humanoid suffers a -10% penalty. Identifying size and weight of a small-sized humanoid suffers a -20% penalty. Identifying whether a mount carries one or two, or more esoteric questions suffers a penalty of -10% to -30%, depending on the nature of the question.

Focus Skills and Abilities: A ranger must choose two of the following skills or abilities at 1st level. The chosen skills and/or abilities cannot be changed once the character has been made.

Arcane Adept: A ranger can learn to cast a limited number of magic-user spells. Spells are not memorized as such, and the ranger does not maintain a spell book; they are learned once and never change, and are more along the lines of spell-like abilities than true spells. The ranger still must make, maintain, and use a wand, rod, or staff as his arcane focus, though he does not have the ability to cast mage darts. If he wears armor he suffers the standard magic-user Spell Failure chance based on the armor type when using his spells. A ranger has a number of Spell Points equal to his Casting Level; he does not gain a bonus due to high Intelligence. He regains Spell Points in the same manner as a magic-user, and can use Power Stones and similar items. At 9th level the ranger can use magic items normally limited to magic-users, including scrolls.

Companions: The ranger can have animal, demi-human, human, humanoid, and/or monstrous companions. The companions cannot have more total hit dice than the level of the ranger; each special ability that provides the animal an XP Bonus counts as one hit die. Creature with bonus hit points to hit dice count merely as the hit dice, not the next hit dice up. Demi-humans, humans, and humanoids with levels count as double their level for hit dice considerations. The ranger and his animal and/or monstrous companions can understand each other on a basic level, but any actions requested of the animal companion are limited to the extent of its intelligence. Companions are friends, not fodder, and any obviously suicidal request will be met with derision and possible attack! The loss of a companion, unless dismissed from service in good faith and on friendly terms, means that the hit die value of that companion cannot be regained in new companions until the ranger gains a new level. Companions do not count against maximum henchmen.

Divine Cultist: A ranger can learn to cast a limited number of divine spells. True Rangers learn the Good versions of clerical spells, Marauders learn the Evil versions of clerical spells, and Woodsmen learn druidic spells. Spells are not memorized as such, and the ranger does not maintain a prayer book or fetishes; they are learned once and never change, and are more along the lines of spell-like abilities than true spells. He must use a personal holy/unholy symbol when casting divine spells. Any great sin or other transgression causes a ranger to lose access to his divine spells until he completes an appropriate quest to atone for his misdeeds. A ranger has a number of Spell Points equal to his Casting Level; he does not gain a bonus due to high Wisdom. He regains Spell Points in the same manner as a cleric or druid, and can use Power Stones and similar items. At 9th level the ranger can use magic items normally limited to clerics (or druids, in the case of Woodsmen), including scrolls.

Healer: A ranger can tend to his own wounds as well as those of others. An immediate application of first aid within one turn of a battle heals 1d3 hit points; this requires 1d10+10 rounds. Continued ministration of the wounded increases the victim’s daily healing by 1 point or by his Constitution bonus, whichever is greater, and even if the victim is active. A ranger can tend to the ongoing daily care of only one victim per level per day, but can perform first aid for any number of people, even multiple times on the same person each day (though only once per set of wounds from a single battle). Each use of first aid and each person under his daily care requires the use of wild herbs for the creation of ointments, salves and poultices. A successful tracking check and 1d6 hours of gathering will allow the barbarian to gather 1d6+level applications of herbs. The ranger can attempt to neutralize any natural poison (snake or scorpion venom, plant toxins, and such, but not artificial poisons). The ranger must spend at least 1d6+4 rounds ministering to the victim (sucking out the poison and applying herbs). At the end of this time, if undisturbed, the ranger may make a saving throw against Poison; if successful, he has leeched out the poison, and it no longer affects the victim, though any damage already done is not undone.

Mountaineer: The ranger can climb cliffs and scale mountains as a thief of the same level can climb walls. The ranger can use this ability on non-natural sheer surfaces, but his ability is halved before all other considerations (rounded down). The ranger must abide by the armor restrictions of the thief class when using this ability, or suffer the appropriate penalties.

Trapper: A ranger can learn to find, remove, and make wilderness traps, such as pits, snares, and deadfalls. A ranger with this ability can find and remove and make traps as a thief of the same level.

Wanderer: The ranger’s base movement is 150’ (50’), provided he is wearing padded, leather, studded leather, scale mail, chain mail, helmet (though not great helm), and/or shield armor and not otherwise moderately or heavily encumbered. If he is otherwise armored or moderately or heavily encumbered, he moves at normal speeds with no bonuses. Wanderers can jog (double normal movement) for three days straight without rest, alternating every three days of jogging with one day of walking at normal pace.

Weapon Master: The ranger must choose one of three paths: the archer (shortbow and longbow), or the axeman, or the swordsman (long sword). Weapon Masters suffer a non-proficiency penalty of -2 to hit with all weapons other than long swords, bows, axes, and daggers.
  • Archer: May loose two arrows per round at 1st level; three arrows per round at 5th level; four arrows per round at 9th level; five arrows per round at 13th level; and six arrows per round at 17th level. The ranger’s Dexterity bonus does not apply when loosing multiple arrows in a round.
  • Axeman: With battle axe: +1 to hit and to damage at 1st level; +1/+2 at 4th level; +2/+2 at 7th level; +2/+3 at 10th level; and +3/+3 at 13th level. At 8th level he may make 3 attacks every 2 rounds with the axe; at 15th level he may make 2 attacks every round. He suffers no penalties when dual-wielding a hand axe in each hand (but Strength bonuses do not apply to hit or to damage).
  • Swordsman: +1 to hit and to damage at 1st level; +1/+2 at 4th level; +2/+2 at 7th level; +2/+3 at 10th level; and +3/+3 at 13th level. At 8th level he may make 3 attacks every 2 rounds with the sword; at 15th level he may make 2 attacks every round. He suffers no penalties when dual-wielding his long sword in one hand and a dagger (including main-gauche) or hand axe in the other (but Strength bonuses do not apply to hit or to damage).

Limited Wealth: Rangers, even Marauders, do not keep more than they and their mount (if any) can carry. They may maintain reasonable caches of food and miscellaneous supplies, but do not bury treasure or wealth. Any extraneous treasure or wealth is donated to a temple or other worthy cause (never another PC), abandoned, or destroyed. Should the ranger choose to simply take less treasure than his share so that other party members can benefit, he also gains less experience points and the other PCs do not gain any additional XP from the additional treasure.

Fellowship: Most rangers belong to a society of rangers; the idea that rangers cannot congregate or act together is a misunderstanding of the way rangers work. In the case of True Rangers and Woodsmen, the number of rangers is always far too small to cover far too large an area, and so the rangers are usually spread thin. Should a major battle or event require greater numbers, the rangers can be gathered together into a small, albeit powerful force. Marauders, on the other hand, simply don’t like each other’s company, viewing other Marauders as friendly competition at best, more commonly as dangerous rivals. Only in the case of events that threaten their common goals do three or more Marauders ever gather…

 

Ranger Clerical Spells
True Rangers, dedicated to the gods of Law and Good, are unable to use the reverse versions of these spells. Unless the Ranger gains the personal, direct confidence of his deity, the spells in this list are the only ones that he can learn. More potent spells are reserved for the deity’s more dedicated clergy.

1st Level
1. Cure Light Wounds
2. Detect Evil
3. Detect Magic
4. Light
5. Protection from Evil
6. Purify Food & Drink
7. Remove Fear
8. Resist Heat and Cold

2nd Level
1. Bless
2. Find Traps
3. Know Alignment
4. Hold Person
5. Resist Fire and Frost
6. Silence 15’ Radius
7. Snake Charm
8. Speak with Animal

3rd Level
1. Continual Light
2. Cure Disease
3. Dispel Magic
4. Locate Object
5. Prayer
6. Remove Curse

4th Level
1. Create Food and Water
2. Cure Serious Wounds
3. Lower Water
4. Neutralize Poison
5. Speak with Plants
6. Sticks to Snakes

5th Level
1. Commune
2. Cure Critical Wounds
3. Dispel Evil
4. True Seeing

Marauder Clerical Spells
The spells in the list below are the only ones that clergy of allied temples are willing to teach Marauders, and even then, learning additional spells always comes at a cost, whether in treasure or through quests for the temple. Some temples might be willing to teach the more esoteric spells, but at an even greater price.

1st Level
1. Cause Fear
2. Cause Light Wounds
3. Detect Evil
4. Detect Magic
5. Darkness
6. Protection from Evil
7. Putrefy Food & Drink
8. Resist Heat and Cold

2nd Level
1. Bane
2. Find Traps
3. Hold Person
4. Obscure Alignment
5. Resist Fire and Frost
6. Silence 15’ Radius
7. Snake Charm
8. Speak with Animal

3rd Level
1. Animate Dead
2. Bestow Curse
3. Cause Disease
4. Continual Darkness
5. Dispel Magic
6. Locate Object

4th Level
1. Cause Serious Wounds
2. Create Food and Water
3. Envenom
4. Lower Water
5. Speak with Plants
6. Sticks to Snakes

5th Level
1. Cause Critical Wounds
2. Commune
3. Insect Plague
4. True Seeing

Woodsman Druidic Spells
These are the spells the druids are willing to teach their Woodsmen allies. Other spells are reserved for the initiates of deeper mysteries. A Woodsman who does a great deed or performs a mighty quest might qualify for learning more potent spells, but then druids are even more secretive than clerics.

1st Level
1. Animal Companion
2. Detect Snares and Pits
3. Divine Weather
4. Entangle
5. Invisibility to Animals
6. Locate Creature
7. Pass without Trace
8. Speak with Animals

2nd Level
1. Barkskin
2. Create Water
3. Cure Light Wounds
4. Find Plant
5. Heat Metal
6. Obscuring Mist
7. Produce Flame
8. Warp Wood

3rd Level
1. Hold Animal
2. Insect Swarm
3. Neutralize Poison
4. Plant Growth
5. Snare
6. Tree Shape

4th Level
1. Cure Serious Wounds
2. Hallucinatory Terrain
3. Passplant
4. Speak with Plants
5. Summon Animal I
6. Summon Sylvan Beings

5th Level
1. Animal Growth
2. Anti-Plant Shell
3. Summon Animal II
4. Tree Stride

Ranger Magic-user Spells
Arcane adepts do not have the full training required to be able to wrap their minds around the more esoteric spells. While they can cast such spells they find upon scrolls, and use such spells in wands, rods, and staves, they can never learn them.

1st Level
1. Allure
2. Comprehend Languages
3. Detect Magic
4. Feather Fall
5. Jump
6. Light
7. Mending
8. Message
9. Protection from Evil
10. Read Languages
11. Read Magic
12. Ventriloquism

2nd Level
1. Auditory Illusion
2. Detect Evil
3. Detect Illusion
4. Detect Invisible
5. Doppelganger
6. ESP
7. False Trap
8. Hypnotism
9. Knock
10. Locate Object
11. Scare
12. Strength

3rd Level
1. Clairaudience
2. Clairvoyance
3. Dispel Magic
4. Gust of Wind
5. Haste
6. Infravision
7. Summon Monster I
8. Tiny Hut

4th Level
1. Charm Monster
2. Confusion
3. Fumble
4. Hallucinatory Terrain
5. Massmorph
6. Plant Growth
7. Polymorph Self
8. Summon Monster II

5th Level
1. Faithful Hound
2. Hold Monster
3. Secret Chest
4. Summon Monster III

Monday, October 8, 2012

[Labyrinth Lord] New Alternate Thief Class

THIEF
Thieves are trained in the art of stealing and sneaking. They have superior ability to open locks, find and remove traps, and other esoteric skills. Due to these abilities, a thief is often found among a group of adventurers. As their name indicates, however, they do steal – sometimes from fellow party members! Notable thieves from literature include Bilbo Baggins from The Hobbit, Cugel the Clever from the Dying Earth, and the Gray Mouser from Nehwon.

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

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

Racial Level Limits: Dwarves 12th, Elves 12th, Gnomes 12th, Halflings 14th, Half-Elves 12th, Half-Orcs 12th, and Humans U.

Hit Dice: Thieves use six-sided dice (d6) to determine hit points. Thieves 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: Thieves may wear any armor, but if they wear armor other than padded or leather, they suffer severe penalties to the use of their thieving abilities. They may use a shield, but cannot climb walls at all when using one.

Proficient Weapons: A thief is proficient in the use of the blowgun, club, hand crossbow, light crossbow, dagger, dart, garrote, rapier, sap, sling, shortbow, broad sword, long sword, and short sword.
Non-Proficiency Penalty: -3

Thieving Abilities
Thieves have the following range of skills, which improve as the thief gains levels. See the Thief Skills Table. Note that usually the Judge will make rolls for these abilities, because a thief is not always aware when he has failed! Note that there is always at least a 1% chance of failure, even if the final percentage is above 100%.

Backstab: A thief has the ability to backstab with any weapon with which he is proficient. He must catch an opponent unaware of his presence, using move silently and hide in shadows alternately as needful. To backstab with a missile weapon he must be within half of the short range of the weapon (rounded down). The successful sneak thief receives an attack bonus of +4 to hit and deals maximum damage as per a single weapon die plus a roll of the weapon damage die, plus his normal bonuses or penalties. For example, with a dagger, he would deal 4 points of damage plus a roll of 1d4, plus any of his normal bonuses or penalties. This damage modifier increases to double maximum plus roll at 5th level, triple maximum plus roll at 9th level, and quadruple maximum plus roll at 13th level.

If the thief successfully gained surprise on the opponent, he may choose to hold his attack to talk or negotiate with the target while “having the draw” on him. If the target seeks to run, jump, attack, or otherwise avoid the attack, the two must roll individual initiative. If the thief wins, he still gets his backstab attack; otherwise, the opponent has initiative and the backstab opportunity is lost.

If the thief is dual-wielding melee weapons both attacks get the bonus to hit and the damage multiplier. In the case of a high-level multi-class fighter/thief with extra attacks, only the first attack in the round gets the bonus to hit and the damage multiplier.

Climb Walls: Thieves are adept at scaling sheer surfaces, including walls or steep cliffs. Base climbing rate is half normal walking speed. This movement is halved if the wall is very smooth, doubled if the wall is very rough with many ledges and projections. Movement is halved if the wall is even slightly slippery, quartered if slippery. A thief’s base climb walls ability is halved if he is lightly encumbered, quartered if he is moderately or heavily encumbered; then it is halved if the surface is slightly slippery or quartered if it is slippery. Always round down after each multiplier is applied, and only after all multipliers are applied are modifiers for wearing non-standard armors applied.

A climb walls check must be made every round of movement, whether horizontal or vertical. If the thief falls, he falls from his previous height plus d% of the distance he was attempting to climb. If using ropes and pitons the thief must make a saving throw versus Death for the first piton, at -2 if lightly encumbered, -4 if moderately encumbered, and -8 if heavily encumbered. Each piton must make a saving throw if the previous one failed; if all pitons fail, the thief falls. It takes 1d6+4 rounds to pound in a piton; each piton used necessitates its own wandering monsters check.

Find and Remove Traps: Note that these are separate skills, for a thief must find a trap before he can remove it! Time for each function is as per opening locks, below. Unlike opening locks, the thief can only try to find and remove a trap once!

Hear Noise: Thieves can attempt to listen for noises, in a cave or hallway, and at a door or other locations but the thief and his companions must be quiet and in a quiet environment. The thief cannot wear a helmet or other headgear when he attempts to hear noise; note that padded and leather armors come with a coif or padded hat for protection of the head!

Hide in Shadows: A thief always thinks he is successful in this skill, and will not know otherwise until others react to his presence. He must remain motionless when hiding, and cannot dive into shadows while being observed! And of course, it must be mentioned that there must be shadows or darkness to hide in for this skill to have any chance to work.

Move Silently: When successful, others will not hear the movements of a thief. However, the thief always thinks he is successful in this skill, and will not know otherwise unless others react to his presence. Movement rate is half normal walking speed – one cannot jog or run and move silently! Flooring quality and covering can halve or even quarter the move silently ability chance. A thief’s move silently ability is halved if he is moderately or heavily encumbered.

Open Locks: A thief is skilled in picking locks, but needs lock picks to do so. Picking a lock requires 1d10 rounds, perhaps more depending on the complexity of the lock. A thief may retry an open locks check if he fails, but each time he tries again his base chance to pick the lock is halved (rounded down) after modification based on complexity, and the time required is doubled for each time retried.

Pick Pockets: This skill is the bread and butter of non-adventuring thieves, for it is a quick source of income… but not without peril. The thief suffers a penalty of 5% for each level the intended victim is above 3rd level. A roll that is 20% or more above the final skill percentage means the intended target notices the thieving attempt. The Judge then determines the intended victim’s reaction…

Read Languages: A thief can attempt to read languages, ciphers, and codes, provided the language is one that he has reasonably had the potential to encounter at some time prior. This ability does not include magical writings. If the roll does not succeed, the thief may not try to read that particular piece of writing until he reaches a higher level of experience.

Use Magic Items: A thief can attempt to read and cast spells from magic-user scrolls and use magic items normally restricted for use to other classes. His chance of accuracy is based on his Intelligence score, as per a magic-user’s chance to learn a new spell. He suffers a penalty of 10% to this roll for every level he has less than the required level to cast the spell (or equivalent). A failed roll means the spell or item does not function as expected, and can potentially create a horrible effect at the Judge’s discretion (almost certainly if the roll is within the upper 10% of potential failure rate).




Tuesday, October 2, 2012

[Labyrinth Lord] New Alternate Magic-user Class

MAGIC-USER
Magic-users, through study and practice and deals with eldritch beings, have learned to cast arcane spells and use arcane magic. Merlin the Magician was a famous magic-user of legend; similar characters from literature include Pug from the book Magician, Belgarath and Polgara from the Belgariad, Rhialto the Marvelous from the Dying Earth stories, and Gandalf from the Lord of the Rings.

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

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

Racial Level Limits: Elves 11th, Half-Elves 10th, and Humans U.

Hit Dice: Magic-users use four-sided dice (d4) to determine hit points. Magic-users gain one hit die per level up to and including 9th level. One hit point is gained per level after 9th, with Constitution modifiers no longer applicable

Armor: Any, however, whenever a magic-user casts a spell while wearing any armor the magic-user must make a Spell Failure check based on the armor worn. If the Spell Failure check indicates the spell fails, the Spell Points invested in the spell are lost, and if the roll is in the top 10% of the chance of failure Something Bad happens!

Proficient Weapons: A magic-user is proficient in the use of the club, dagger, dart, staff, and one other weapon chosen at 1st level. The character may only choose from the following weapons: hand axe, light crossbow, light hammer, mace, scimitar, shortbow, sling, spear, long sword, and short sword.
Non-Proficiency Penalty: -5

Arcane Focus: Magic-users possess a personal arcane focus – a rod, staff, or wand – that is used in the casting of all spells. If the magic-user does not have his focus held in hand he cannot cast his spells. A magic-user can try to use another magic-user’s arcane focus, but this requires a Spell Failure roll of 30%, and he cannot use the mage-dart ability of the other caster’s focus.

The arcane focus also allows the magic-user to cast a mage-dart once per round at regular chances to hit. The dart has a range of 20/40/60, uses the magic-user’s Intelligence modifier as a bonus to hit, and deals 1d4 points of damage. The arcane focus has a number of mage-dart charges equal to the magic-user’s Intelligence plus his level. The arcane focus can be recharged through meditation (1 charge per turn) or through a full-night’s rest (full recharge). If a magic-user uses all his mage-dart charges on his arcane focus, targets of his regular spells gain a +1 bonus to their saving throws. Note: A multi-classed fighter/magic-user or magic-user/thief may choose to enchant his sword or other bladed weapon as his arcane focus for the mage-dart and for his other spells, instead of a rod, staff, or wand.

If the magic-user’s arcane focus is lost or destroyed, he cannot cast spells until he creates a new one. A temporary arcane focus can be enchanted with one hour of work per level of the caster; this temporary focus cannot cast mage-darts, and can only cast a number of spells equal to the caster’s level before it burns out and is useless. A magic-user must spend one day and 100 gp per level to enchant a new permanent personal arcane focus. At 9th level a magic-user can make a more substantial arcane focus, such as a ring or an amulet, which must still be worn and displayed prominently.

Arcane Spell Casting: A magic-user knows the arcane spells that are contained in his spell book. From these spells he may memorize the number of spells listed below, plus a number of bonus spells based on his Intelligence score.

The magic-user also has a number of Spell Points equal to his level plus a bonus based on his Intelligence 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 spell book, he cannot cast it unless he has it memorized!

A magic-user who runs out of Spell Points may power a spell by expending ability score points from their Strength, Dexterity, or Constitution; this is called Spell Burn. Each Spell Point needed costs one point from an ability score; the Spell Points needed for a spell may be chosen from different abilities. Spell Burned ability score points heal as per normal. A magic-user who has Spell Burned ability score points will not naturally regain Spell Points until he has healed all the damage from the Spell Burn!

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 meditation. A magic-user can also meditate without sleeping beforehand and regains 1 Spell Point per hour of uninterrupted meditation.

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

Learning New Spells: A magic-user begins play with detect magic, read magic, magic missile, shield, and one random spell in his spell book, plus perhaps one to three random bonus 1st level spells based on Intelligence (roll on table below, re-rolling duplicates). Every level he learns one new spell of a level that he can cast for free through assumed spell research; this requires one week of time in research (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 many spells are esoteric and difficult to find. A magic-user can also add spells to his spell 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.

Make Magic Items: At 1st level a magic-user 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 magic-user can brew potions. The magic-user must learn each potion formula separately as though he were learning a spell. Time to brew 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 magic-user can make other magic items, such as magic swords, wands, rings, and miscellaneous items.





1st Level Magic-user Spells
A magic-user memorizes the standard spell and may chose to cast the reversed form of the spell if needful at no additional cost. Some spells are noted as being “Evil.” Use of these spells is usually regarded by authorities as a criminal act, and can be readily mistaken as sorcery by the uninitiated. Additionally, use of Evil spells often attracts the attention of demons and devils, who may seek out the magic-user and make tempting offers of magical power and eldritch knowledge…

Charm Person [Evil] A creature affected by a charm person spell will glow if targeted by detect magic spell.
Counter-Charm: If this reverse of charm person is cast on a target suffering from the effects of a charm person, the target immediately gets another saving throw against the original charm person spell.

Detect Magic: Anyone can see the glow of items that are magical.
Mask Enchantment: For 1d3 days per level of the caster, the single item or spell so enchanted will not radiate magic if such is detected for, unless the caster of the detect magic spell is of a equal or higher level, then the detect has a 50% chance of success, plus 5% per level of the caster above the caster of the mask enchantment.

Floating Disk: If the caster concentrates, he can move the disk by 5’ per round in any direction, including up and down. However, should the caster lose concentration, the disk immediately flies back to his side at a rate of 240’ per round.

Hold Portal: Powerful magical creatures, such as dragons, demons, lycanthropes, and vampires, have a 2 in 6 chance per round of bursting through a held portal.
Open Portal: For the next 2 turns the caster can open any unlocked portal (including doors, windows, chests, etc.) within 10’, one per round, up to a total number of portals equal to the caster’s level plus 1d6. When using this effect on doors that are stuck due to damage or age the caster must make an Intelligence check as a though he were breaking down the door.

Light: 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.
Darkness: Changes as per above.

Magic Missile [Sometimes Evil]: The magic-user gains additional missiles more rapidly: one at 1st level, two at 3rd level, three at 5th level, four at 7th level, five at 9th level, six at 12th level, and seven at 15th level.
Counter-Missile: If the magic-user or an ally within 150’ is subject to attack by magic missiles, he may attempt to cast this spell to intercept the missiles. For each missile countered the damage dice are rolled in opposition; if the original missile’s damage exceeds that of the counter-missile, the missile gets through and hits its target. Otherwise the missile is countered with no damage dealt.

Protection from Evil: Note that any sort of attack against a summoned creature drops the ward against all summoned creatures! The spell can be cast by touch on a willing target.
Evil Eye [Evil]: This reverse version of the spell causes the target to suffer a +1 penalty to AC and a -1 penalty to saving throws for 12 turns. During this time the target attracts any summoned creatures within 240’, being lit up like a beacon for any sort of extra-planar being. The target, which must be within 30’ and make eye contact with the magic-user, gets a saving throw versus Spells to negate the spell.

Read Languages: Once the caster has read an item using this spell, he can always read that same item again, though it provides him no ability to read any other item in the same language. The spell can be cast by touch on a willing target.
Indecipherable Script: Casting this spell upon an object renders the writing into gibberish, completely indecipherable save through use of a read languages spell, for 1d3 days per level of the caster.

Read Magic: The spell allows the caster to read one page of magical writings per minute (6 rounds). As a spell takes up two pages per spell level in a book, the caster can read up to 5 levels of spells from a spell book per casting of this spell. As scrolls are more compact, a caster can read one spell on a scroll per minute. If a spell is not completely read, the caster still gets the general gist of it. One cannot simply “peruse the index” or glance at each page, each page must be thoroughly read.

Shield: This spell can be cast instantly, out of turn and as the caster is being attacked, if the caster makes a saving throw versus Spells. If the caster was surprised the saving throw is at a penalty of -4. If the save fails, the spell fails and the Spell Point is lost. The spell can be cast by touch on a willing target.
Hex [Evil]: This reverse of the shield spell causes a single target to suffer a penalty of +4 to Armor Class against all opponents. The target gets a saving throw against spells to negate the spell. The hex spell has a range of 30’ and lasts for two turns.

Sleep [Often Evil]: Targets of fewer levels/hit dice than the caster have no saving throw against this spell; those with equal or greater levels/hit dice may make a saving throw against Spells. If the save is successful, they are merely sleepy rather than asleep, and suffer a -2 penalty to hit and to saving throws and move one speed rank slower until they are hit in combat. The area of effect is a 30’ diameter circle, within which the spell can affect both friend and foe, affecting those of lowest hit dice first.
Wakefulness: The reverse of sleep can be used on a single willing target. The target cannot naturally fall asleep during the next eight hours, and gains a +4 bonus to his saving throw if a sleep spell is cast upon him (he always gets a save, even if he is of a lower level than the caster).

Ventriloquism: Note that the caster’s mouth does not move at all when he uses the effect of this spell; he could even speak normally while the thrown voice speaks some other words at the same time.