Saturday, December 31, 2022

Witch hunter (new class)

 There are a fair few other b/x witch hunters out there and while I try not to repeat stuff that has been done too often here is my take on a witch hunter.


Witch hunter


Requirements: Minimum STR 9

Prime requisite: WIS, CHA

Hit Dice: 1d6

Maximum level: 14

Armour: Any, including shields

Weapons: Single handed melee weapons and crossbows

Languages: Alignment, Common


Prime requisites: A witch hunger with at least 13 WIS and CHA gains a 5% bonus to experience. A witch hunter with at least 16 WIS and at least 16 CHA gains a 10% bonus.


Alignment: Witch hunters must be of lawful alignment.


Charm Immunity

Witch hunters of 7th level and above are immune to the charms of witches, hags and other human magic users.


Divine Magic

Holy symbol: A witch hunger must carry a holy symbol.

Deity disfavour: Witch hunters must be faithful to the tenets of their alignment, order, and religion. Witch hunters who fall from favour with their deity may incur penalties.


Protection from Evil

 Witch hunters may cast protection from evil once a day.


Stronghold

Any time a witch hunter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.


Turning the Undead

Witch hunters turn undead as clerics of the same level.


Vow of Purification

In combat a witch hunter is compelled to seek out any evil magic user or cleric.


Witch Hunter Skills

Witch hunters can use the following skills with a range of 30’, with the chance of success shown below:

Detect Evil (DE): Requires 1 turn of concentration on an object or living being. Failed checks may be re-attempted, if the witch hunter is willing to spend the additional time.

Detect illusion (DI): Requires 1 turn of concentration on an object. Failed checks may not be re-attempted.

Detect Magic (DM): Requires 1 turn of concentration on an object. Failed checks may be re-attempted, if the witch hunter is willing to spend the additional time.

May only be attempted once per subject.

Read Magic (RM): Allows the witch hunger to decipher magical scripts and runes. Failed attempts cannot be retried until the witch hunter gains a level.


Witch hunter Level Progression

                                                                                Saving Throws 

Level XP         HD         THAC0 D   W  P  B  S 

1         0         1d6         19 [0] 11 12 14 16 15 

2         1,500 2d6         19 [0] 11 12 14 16 15 

3         3,000 3d6         19 [0] 11 12 14 16 15 

4         6,000 4d6         17 [+2] 11 12 14 16 15 

5         12,000 5d6         17 [+2] 9 10 12 14 12 

6         25,000 6d6         17 [+2] 9 10 12 14 12 

7         50,000 7d6         14 [+5] 9 10 12 14 12 

8         100,000         8d6         14 [+5] 9 10 12 14 12 

9         200,000         9d6         14 [+5] 6   7   9 11   9 

10         300,000         9d6+1*    12 [+7] 6   7   9 11   9 

11         400,000         9d6+2*    12 [+7] 6   7   9 11   9 

12         500,000         9d6+3*    12 [+7] 6   7   9 11   9 

13         600,000         9d6+4*    10 [+9] 3   5   7   8   7 

14         700,000         9d6+5*    10 [+9] 3   5   7   8   7 

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                                P: Paralysis / petrify; B: Breath attacks;

                                                                                S: Spells / rods / staves.


Witch hunter Skills Chance of Success

Level DE DI DM RM

1         30   5   25   20 

2         40 10   30   25 

3         50 15   35   30 

4         55 20   40   35 

5         60 25   45   40 

6         65 30   50   43 

7         70 35   55   46 

8         75 40   60   50 

9         80 45   65   53 

10         85 50   70   56 

11         90 55   75   60 

12         94 60   80   63 

13         97 65   85   66 

14         99 70   90   70 

Friday, December 30, 2022

Hotsl Cilor

   

By Kent Allen

One page dungeon contest 2022

No system or level given.


Premise: Be the first to successfully ascend the mountain, a feat many consider impossible.


What do we get here?


 A single page gives us 8 keyed locations.


 Usability/formatting


 Essentially this is Mount Everest the adventure. 


 The writing and art do a fairly decent job of capturing the feel of a mountain expedition. How well this stands up as an RPG adventure is hard to say. It will very much depend on the system you are running and the world you are playing in.


 There is nothing really in the way of loops or alternate paths however the challenges presented are pretty open ended for the players to solve as they wish. I like the way the adventure strays from the mundane at times, hinting at something deeper or magical going on with the mountain.


 You would probably need to flesh this out some to make it work for yourself, especially lacking is hooks and rewards.


Portability


   You could probably run this in a number of different settings however if you run for high level characters with a lot of magic available to them I imagine this would be a trivial exercise.


Recommendation


 Maybe for the right system or as the lead up to a dungeon in a more tradition d&d style game. Does require adding details yourself as there are no travel times or decent weather tables for example.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Thursday, December 29, 2022

Crawling Ruins of the Lost Heretic

  

By Adam Chafe and Grant Lambe

One page dungeon contest 2022

No system or level given.


Premise: A lost cave in the mountains holds the prison of the four grand heretics, held in stasis until the end of time to be judged by the one true god.


What do we get here?


 A single page gives us 20 keyed locations.


 Usability/formatting


 Having an adventure built around an indestructible guardian is not a great idea, especially when you do not telegraph this upfront. This is just going to not work in some systems and lead to TPKs in others.


 The map is very clear and easy to work from, I especially like the over lapping secondary map of natural tunnels/caves which adds another dimension to the adventure. Definitely plenty in the way of alternate exploration paths here.


 Lacking is treasure and a bit of interactivity in some of the rooms. You might also find there is not enough combat for whatever system you are running in.


Portability


   I really like the way the writing of this adventure straddles a line such that you could run it as a fantasy or sci-fi adventure.


Recommendation


 You really need to do something about telegraphing how the guardian of the place works otherwise you'll have a really bad time. Otherwise I think you can run a decent adventure based on this one.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Wednesday, December 28, 2022

The Sylvan Woods

 

By John Markousis

One page dungeon contest 2022

No system or level given.


Premise: Explore the woods which overlap with the fey realm.


What do we get here?


 A single page gives us 12 keyed locations.


 Usability/formatting


 The graphic design choices here are horrible. Thanks to the colour choice the text is barely readable and is placed nowhere near the points on the map which it is relevant to.


 Once you have made your eyes bleed trying to read what its going on here I suppose it is not too bad a set up, there is a decent situation for the players to explore and they have the option of siding either with an evil hag or the unicorn that protects the forest.


 That being said there is a lack of treasure and the whole thing could do with some more interactivity, especially on the fey side of things.


Portability


   If you have forests and fey in your setting then you are good to go.


Recommendation


 You could probably build something decent out of this, a shame it is a real eye sore.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Tuesday, December 27, 2022

D100 city gate names

Major towns and cities often have more than one gate so need names for them. City gate names might come from a near by feature, a type of person that frequently uses the gate or something related to the art work of the gate itself. Here is a d100 table to help you come up with names for the gates that your players unexpectedly decide to use!


1new gate
2old gate
3north gate
4south gate
5west gate
6east gate
7bridge gate
8tower gate
9castle gate
10fort gate
11palace gate
12water gate
13sea gate
14river gate
15lake gate
16saint's gate
17pilgrim's gate
18bishop's gate
19nun's gate
20abbot's gate
21monk's gate
22king's gate
23queen's gate
24crown's gate
25duke's gate
26lord's gate
27sun gate
28moon gate
29star gate
30heaven's gate
31market gate
32old market gate
33new market gate
34church gate
35chapel gate
36cathedral gate
37angel's gate
38devil's gate
39liar's gate
40traitor's gate
41hangman's gate
42hanging tree gate
43blackstone gate
44whitestone gate
45redstone gate
46yellowstone gate
47sandstone gate
48lion's gate
49tiger's gate
50leopard's gate
51wolf's gate
52bear's gate
53unicorn's gate
54pegasus' gate
55serpent's gate
56dragon's gate
57wyvern's gate
58sphinx's gate
59griffin's gate
60eagle's gate
61falcon's gate
62hawk's gate
63owl's gate
64mermaid's gate
65herring's gate
66eel's gate
67fish gate
68fisherman's gate
69boatman's gate
70ferryman's gate
71sailor's gate
72huntsman's gate
73traveller's gate
74sanctuary gate
75apple gate
76oak gate
77willow gate
78ash gate
79ploughman's gate
80wheatsheaf gate
81farmer's gate
82cattle gate
83gate of sorrows
84gate of whispers
85forbidden gate
86night gate
87day gate
88iron gate
89steel gate
90golden gate
91silver gate
92copper gate
93peasant's gate
94beggar's gate
95knight's gate
96yeoman's gate
97merchant's gate
98guildsman's gate
99wives' gate
100master's gate

Monday, December 26, 2022

The Lost Wonder

 

By Marcin Laczynski

One page dungeon contest 2022

No system or level given.


Premise: Your party gets hired by a group of monks worshiping the Sun Goddess to investigate the

apparent profanation of her sanctuary


What do we get here?


 A single page gives us 23 keyed locations.


 Usability/formatting


 I am not entirely sure about the hook to this adventure. Your player's characters are going to need a pretty stellar reputation for some monks to give them the secret location of their most holy site even in a time of dire need.


 This is a decent enough adventure that some how never manages to speak to me. There is nothing evocative in the writing although the art is decent. Something about the implied tone of the world just does not sit with my preferred style of play.


 You could definitely easily run this from the information given although you will have to bring in your own monster and treasure stats. 


Portability


   You should be able to scale this adventure fairly well due to the lack of stats so I suppose it is flexible in that regard.


Recommendation


 Just needs a bit more flavour to make me really itching to run it, otherwise usable.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Sunday, December 25, 2022

The Vanished

 

By Josh Domanski

One page dungeon contest 2022

No system or level given.


Premise: The Digital Transformation department is typically a hive of activity. But something is different. Its occupants are gone, vanished into thin air. The only clue to their disappearance lies in a power surge that cascaded through the building, shorting out critical systems.


What do we get here?


 A single page gives us 9(?) keyed locations.


 Usability/formatting


 So this is not your usual fantasy dungeon crawl adventure by a long shot, putting it slightly out of my wheelhouse. 


  The writing is decent, room information nestled in bullet points and descriptions that are short but evocative. I also found the graphic design to be well done, simple and clear while being fitting for the setting of the adventure.


 Given my lack of familiarity with the genre it is hard for me to say if there is enough interactivity here, every room seems to have something going on with it at least. 


Portability


   Clearly this is an investigation adventure which means you need a suitable system to run it and a sci fi setting to fit it.


Recommendation


 I think this could be a pretty fun drop in adventure or one shot for the right system.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Saturday, December 24, 2022

Bladedancer (new class)

 As I eluded to last week, it would be very easy to convert my catfolk class to a straight bladedancer class for humans. Given I have not had much time to pump out a new class this week I am afraid you will have to make do with the bladedancer (which you probably could have made yourself). 


Just say no to comedy festive classes.


Bladedancer


Requirements: None

Prime requisite: DEX, CHA

Hit Dice: 1d6

Maximum level: 14

Armour:  Leather, no shields

Weapons: Single handed melee weapons

Languages: Alignment, Common


Prime requisites: A bladedancer with at least 13 DEX and CHA gains a 5% bonus to experience. A bladedancer with at least 16 DEX and at least 16 CHA gains a 10% bonus.


Encumbrance: Evasion, falling and tightrope walking cannot be performed if encumbrance reduces the bladedancer’s movement rate to less than 90’ (30’)


Anti-Charm

While a bladedancer plays music or dances and sings, allies within 30’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.


Bladedancer Skills

A Bladedancer can use the following skills with the chance of success shown opposite.

Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the bladedancer falls at the halfway point, suffering falling damage.

Falling (FA): When able to dance, bladedancer suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).

Pick pockets (PP): If the victim is above 5th level, the bladedancer ’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.

Tightrope walking (TW): bladedancer can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the bladedancer falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. Holding a balance pole increases the chance of success by 10%.


Evasion

When retreating from melee, a bladedancer’s ability to dance negates the opponent’s usual +2 bonus to hit.



After Reaching 9th Level

A bladedancer can establish a performance school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them.


Bladedancer Level Progression

                                                                                Saving Throws 

Level XP         HD         THAC0 D   W  P  B   S 

1         0         1d6         19 [0] 12 13 14 15 16

2         1,750 2d6         19 [0] 12 13 14 15 16 

3         3,500 3d6         19 [0] 12 13 14 15 16 

4         7,000 4d6         17 [+2] 10 11 11 13 14 

5         14,000 5d6         17 [+2] 10 11 11 13 14  

6         28,000 6d6         17 [+2] 10 11 11 13 14 

7         56,000 7d6         14 [+5]   8   9   9 10 12 

8         112,000         8d6         14 [+5]   8   9   9 10 12 

9         240,000         9d6         14 [+5]   8   9   9 10 12 

10         360,000         9d6+2*    12 [+7]   6   7   8   8 10 

11         480,000         9d6+4* 12 [+7]   6   7   8   8 10

12         600,000         9d6+6*     12 [+7]   6   7   8   8 10

13         720,000         9d6+8*     10 [+9]   4   5   6   5   8

14         840,000         9d6+10*   10 [+9]   4   5   6   5   8

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                        P: Paralysis / petrify; B: Breath attacks;

                                                                        S: Spells / rods / staves.


Bladedancer Skills Chance of Success

Level CS FA PP TW

1         87  25  20  60

2         88  25  25  65

3         89  25  30  70

4         90  33  35  75

5         91  33  40  80

6         92  33  45  85

7         93  33  55  90

8         94  50  65  95

9         95  50  75  99

10         96  50  85  99

11         97  50  95  99

12         98  66 105 99

13         99  66 115 99

14         99  75 125 99

Friday, December 23, 2022

School of Chalk

 

By Connor & Evan Murphy

One page dungeon contest 2022

No system or level given.


Premise: Enter a long abandoned magic school and figure out what happened there.



What do we get here?


 A single page gives us 7(?) keyed locations.


 Usability/formatting


  I am sure there is a better way to show the information here. Various overlapping bits of paper and hand writing style fonts may make for a nice graphic design challenge however it is a right royal pain in the backside to figure out for running and adventure from.


 It could be that I am tired but I am struggling to parse out the various encounters in this adventure.


 The set up is not terrible it just comes across as a bit of a railroad. I am not seeing the player options here. To be honest I just lost patience with this one pretty fast which is the death nail for a writer.


Portability


   Magic schools imply a high magic setting, keep that in mind.


Recommendation


 Just give me something that is not a challenge to read through please.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Thursday, December 22, 2022

Escape d6

 

By Craig McClain

One page dungeon contest 2022

No system or level given.


Premise: You are being chased and the only way to escape is through a series of rooms connected by magical portals.



What do we get here?


 A single page gives us 8 keyed locations.


 Usability/formatting


  I hope you have a zoom or amazing eyes because the text here is tiny to get everything on the page.


 It is not difficult to work out what is going on here, it is just a lot of text to hack through at times for what should be a simple adventure. The listed stats, checks and so on definitely lean towards 5E despite there being no recommended game given.


 There is a pretty decent amount of variety in the rooms once you figure out exactly what is going on. 


 Mostly I just wish this adventure had the texted slimmed down a little and the reliance on skill checks was removed, they just gate keep parts of adventures.


Portability


   You probably want a specific set up to run this and it might work best as a one shot. Does get a little sci-fi if you use room 8.


Recommendation


 Probably not for me however it is salvageable if you put in a bit of work.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Wednesday, December 21, 2022

The Stone Bone Mound

  

By Dan Sumption/Peakrill Press

One page dungeon contest 2022

No system or level given.


Premise: Go find the person that was stupid enough to walk into the mound covered in bones.



What do we get here?


 A single page gives us 10 keyed locations.


 Usability/formatting


  There are a few problems with this dungeon, firstly you can not really call something a labyrinth if there is only one linear path. Following the linear path is also the only way to complete the puzzle at the end of the dungeon correctly.


 Despite having a few nice elements here and there unfortunately this is a railroad with little player agency. Nothing really exists in the way of faction play either to spice things up.


 I suppose the treasure is fine, it is a little sci-fi in the item descriptions for my taste but the ability reconfigure reality on a very small scale when combining several items is at least an interesting concept.


Portability


   As long as there are barrows there should be a place for this in your setting, best think through the implications of the magic items before giving them to your players though.


Recommendation


 Ultimately hard to justify putting a railroad on the table and that is exactly what this is.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Tuesday, December 20, 2022

The Limitless Library

 

By Samantha Conklin & Andrew Walker

One page dungeon contest 2022

No system or level given.


Premise: Enter a magic library and try to gain access to the restricted area where an eldritch librarian can answer your questions.



What do we get here?


 A single page gives us 8 keyed locations.


 Usability/formatting


  This is a pretty nicely themed adventure that mostly sticks to the right tone apart from a couple of jokes here and there which I could have done without.


 The writing is a bit wordy and I would say this adventure is aimed at 5E or similar systems based on the style of the writing. That being said this is a pretty easy to run adventure, it is loose on the right details and hard on the right ones as well, which is difficult to manage at times!


 It should be pretty easy to set up and run this adventure from what is given.


Portability


   You should be able to fit a magical library into your setting fairly easily, although it does have some high magic implications.


Recommendation


 I think this is a useful drop in as it is often the sort of thing you need in a campaign, players can often end up needing secret or lost knowledge and this is just the place for them to go to find it.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Monday, December 19, 2022

Kill the GM!

  

By Josh Arcer

One page dungeon contest 2022

No system or level given.


Premise: A colony of sendmarketers are annoying the local village, go wipe them out.



What do we get here?


 A single page gives us 20 keyed locations.


 Usability/formatting


  Like many joke based adventures this one wears thin real fast. I tried to find a redeeming feature here but just could not.


 The treasure is ridiculous (not in a good way) and everything else quickly becomes tiresome.


Portability


   I suppose you could one this as a one shot for the juvenile minded.


Recommendation


 Jokes have to be funny, this is not funny.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Sunday, December 18, 2022

Chest of Krinnim

  

By Tatu Niittykangas

One page dungeon contest 2022

No system or level given.


Premise: You open a magic chest and get magically transformed into tiny people inside it.



What do we get here?


 A single page gives us six keyed locations.


 Usability/formatting


  I really like the concept of this adventure and if you run it your players will likely never look at a treasure chest the same again.


 The writing is simple, covering the major points you need to know in the order you need to know it. It will help to read through the whole thing first, otherwise it is pretty easy to run.


 Nearly everything you need is here, factions, stuff to prod and a crazy magician. You can have a ton of fun with the two rival kobold tribes and their religions.


Portability


   I would say this leans more to a 5E type system with skills rather than an OSR one however it should be easy to run in any system. What you need is a world with some magic and you should be able to drop this in most fantasy settings.


Recommendation


 This looks to be a really fun little drop in adventure, especially nasty to put in after players think they are safe and finished a major boss battle. No surprise to see this one made it into the winner's circle.


PWYW for the whole collection on gumroad or stump up cash on drivethru.


https://spielknights.gumroad.com/l/2022opdc


https://www.drivethrurpg.com/product/410915/One-Page-Dungeon-Compendium-2022-Edition

Saturday, December 17, 2022

Catfolk (new class)

Famed as blade dancers the catfolk of my homebrew world are this weeks new class. A mix of acrobat and fighter with a touch of bard these charismatic performers are not to be under estimated on the field of battle. 


Side note: It should not be too hard to adapt this concept to a full blade dancer class for humans, something I may do myself in the future if I start running low on class ideas! 

Catfolk

Requirements: None Prime requisite: DEX, CHA Hit Dice: 1d6 Maximum level: 10 Armour: Leather, no shields Weapons: Single handed melee weapons Languages: Alignment, Common, Catfolk Prime requisites: A catfolk with at least 13 DEX and CHA gains a 5% bonus to experience. A catfolk with at least 16 DEX and at least 16 CHA gains a 10% bonus. Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the catfolk’s movement rate to less than 90’ (30’) Anti-Charm While a catfolk plays music or dances and sings, allies within 30’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus. Catfolk Skills Catfolk can use the following skills with the chance of success shown opposite. ▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the catfolk falls at the halfway point, suffering falling damage. ▶ Falling (FA): When able to dance, catfolk suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down). ▶ Pick pockets (PP): If the victim is above 5th level, the catfolk ’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim. ▶ Tightrope walking (TW): Catfolk can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the catfolk falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. Holding a balance pole increases the chance of success by 10%. Evasion When retreating from melee, a catfolk’s ability to dance negates the opponent’s usual +2 bonus to hit. Jumping With a 20’ run-up, a catfolk can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, a catfolk can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles. Infravision Catfolk have infravision to 60’ After Reaching 9th Level A catfolk can establish a performance school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them. Catfolk Level Progression Saving Throws Level XP         HD     THAC0 D W P B S 1         0         1d6      19 [0]         10 11 11 13 14 2         1,750 2d6      19 [0]         10 11 11 13 14 3         3,500 3d6      19 [0]         10 11 11 13 14 4         7,000 4d6      17 [+2] 8 9 9 10 12 5         14,000 5d6      17 [+2] 8 9 9 10 12 6         28,000 6d6      17 [+2] 8 9 9 10 12 7         56,000 7d6      14 [+5] 6 7 8 8 10 8         112,000         8d6      14 [+5] 6 7 8 8 10 9         240,000         9d6      14 [+5] 6 7 8 8 10 10         360,000         9d6+2* 12 [+7] 4 5 6 5 8 * Modifiers from CON no longer apply. D: Death / poison; W: Wands;                                                                 P: Paralysis / petrify; B: Breath attacks;                                                                 S: Spells / rods / staves. Catfolk Skills Chance of Success Level CS FA PP TW 1         87 25 20 60 2         88 25 25 65 3         89 25 30 70 4         90 33 35 75 5         91 33 40 80 6         92 33 45 85 7         93 33 55 90 8         94 50 65 95 9         95 50 75 99 10         96 50 85 99

Paladin of Murder (new class)

 To go along with my previous cleric of murder how about a paladin of murder? Paladin of Murder Add *Mininum DEX 9 *Poison: As per the assa...