Saturday, April 29, 2023

Shaman (new class)

Barbarians will only accept magic from their tribal faith but who are those divine casters? Here is my take on the barbarian clerics, a druid-barbarian mashup. Enjoy! 


Shaman


Requirements: Minimum STR 9. Minimum DEX 9

Prime requisite: CON and WIS

Hit Dice: 1d8

Maximum level: 14

Armour: Leather, chainmail, shields

Weapons: Any

Languages: Alignment, Common


Prime requisites: A shaman with at least 13 in one prime requisite gains a 5% bonus to experience. If both CON and WIS are 16 or higher, the shaman gets a +10% bonus. 

Literacy: A 1st level shaman cannot read or write, irrespective of INT score


Cure Poison

As barbarian.


Divine Casting

As a druid of the same level with the exception that a shaman may not use any magic item unless it is associated with the faith of their tribe.


Identification

As druid


Fear Magic

As barbarian.


Pass Without a Trace

As druid.


Path Finding

As druid.


Shape Change

As druid.


Strike Invulnerable Monsters

As barbarian.


After reaching 8th level

A shaman may raise a horde as a barbarian can.


Shaman Level Progression

The Shaman is the same as a regular barbarian in every regard to level progression with the addition of spells learnt as if they were a druid of the same level.


Saturday, April 22, 2023

Swashbuckler (new class)

 Swashbuckler


Requirements: Minimum CHA 9

Prime requisite: CHA and DEX

Hit Dice: 1d6

Maximum level: 14

Armour: Leather, no shields

Weapons: Missile weapons, daggers, sword, short sword

Languages: Alignment, Common


Prime requisites: A swashbuckler with at least 13 in one prime requisite gains a 5% bonus to experience. If both CHA and DEX are 16 or higher, the swashbuckler gets a +10% bonus.


Daring Attack

Using the daring manoeuvre ability, a swashbuckler can make a daring melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the swashbuckler also gains a +4 bonus to hit.


Dual Wielding

 Skilled in the art of the blade a swashbuckler may carry a second bladed weapon in their off hand which they can choose to give either a +1 AC bonus or a +1 to hit bonus when attacking with their main weapon.


Evasion

When retreating from melee, a swashbuckler ability to make a daring manoeuvre negates the opponent’s usual +2 bonus to hit.


Swashbuckler skills

 Swashbucklers can use the following skills with the chance of success shown below.

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

▶ Daring manoeuvre (DM): Swashbucklers throw caution to the wind and attempt all sorts of feats in combat such as swinging from chandeliers, running along narrow railings and vaulting obstacles. A roll is required for every 60’ travelled or new action attempted. The referee should modify the chance of success as they see fit based on the conditions and riskiness of the manoeuvre.

▶ Falling (FA): When able to make a daring manoeuvre, swashbuckler 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): A swashbuckler may attempt to pick pockets as per a thief of the same level.


After reaching 9th level

 A swashbuckler can establish a stronghold attracting 2d6 level 1 swashbucklers as followers. These swashbucklers will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them.


Swashbuckler Level Progression

                                                                            Saving Throws

Level XP         HD         THAC0 D W P B S

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

2         1,500 2d6           19 [0] 13 14 13 16 15

3         3,000 3d6           19 [0] 13 14 13 16 15

4         6,000 4d6           17 [+2]         13 14 13 16 15

5         12,000 5d6           17 [+2]         12 13 11 14 13

6         24,000 6d6           17 [+2]         12 13 11 14 13

7         50,000 7d6           14 [+5]         12 13 11 14 13

8         100,000         8d6           14 [+5]         12 13 11 14 13

9         200,000         9d6           14 [+5]         10 11 9 12 10

10         320,000         9d6+2*       12 [+7] 10 11 9 12 10

11         440,000         9d6+4*       12 [+7] 10 11 9 12 10

12         560,000         9d6+6*       12 [+7] 10 11 9 12 10

13         680,000         9d6+8*       10 [+9] 8 9 7 10 8

14         800,000         9d6+10*     10 [+9] 8 9 7 10 8

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

                                                                   P: Paralysis / petrify; B: Breath attacks;

                                                                    S: Spells / rods / staves.


Swashbuckler Skills Chance of Success

Level CS DM FA PP 

1         87  60   25 20

2         88  65   25 25 

3         89  70   25 30 

4         90  75   33 35 

5         91  80   33 40 

6         92  85   33 45

7         93  90   33 55

8         94  95   50 65

9         95  99   50 75

10         96  99   50 85

11         97  99   50 95

12         98  99   66 105

13         99  99   66 115

14         99  99   75 125

Saturday, April 15, 2023

Wizard Slayer (new class)

 Sworn to kill evil mages the wizard slayer is a barbarian alternative.


The Wizard Slayer is the same as the Barbarian presented in OSE:Advanced with the following changes.


Remove:

Cure Poison

Forage and Hunting


Add:

Requirement: Wisdom 9

Alignment: Lawful only

Barbarian Skill: Detect Illusion: A Wizard Slayer has a 5% chance to detect an illusion, increasing by 5% per level after the first level.

Barbarian Skill: Detect Magic: A Wizard Slayer has a 25% chance to detect magic, increasing by 5% per level after the first level.

Know Alignment: A Wizard Slayer may know the alignment of a person, creature or object it touches.

Protection from Evil: A Wizard Slayer has a +1 to saving throws against spells and abilities of affected creatures and a +1 AC vs creatures affected. Enchanted, constructed, or summoned creatures: The ability additionally prevents such creatures from attacking the wizard slayer in melee, though they may still make ranged attacks. If the wizard slayer engages such a creature in melee, this protection is broken.

Saturday, April 8, 2023

Shadowdancer (new class)

 Continuing the darkness them, the shadowdancer, a thief variant.


Shadowdancer


Requirements: Minimum INT 9

Prime requisite: DEX

Hit Dice: 1d4

Maximum level: 14

Armour: Leather, no shields

Weapons: Any

Languages: Alignment, Common


Backstab

When attacking an unaware opponent from shadows or darkness, a shadowdancer receives a +4 bonus to hit and doubles any damage dealt


Evasion

When retreating from melee into shadows or darkness, a shadowdancer negates the opponent’s usual +2 bonus to hit.


Infravision

Starting from 1st level shadowdancers have 30’ of infravision increasing to 60’ at 5th level and 90’ at 10th level.


Shadow Armour

 When standing in darkness or shadows a shadowdancer has +2 to their armour class.


Shadow Blink

Once a day a shadowmancer may step into a shadow and emerge from another shadow that they can see within 180' of the original shadow.


Shadowdancer Skills

Shadowdancers can move silently and hide in shadows as a thief of the same level.


Slippery Mind

 A Shadowdancer adds +1 to all saving throws.


After Reaching 9th Level

A shadowdancer can establish a shadow enclave, attracting 2d6 apprentices of 1st level.




Shadowdancer Level Progression

                                                                                Saving Throws

Level XP         HD         THAC0 D W P B S

1         0         1d4           19 [0] 13 14 13 16 15

2         2,000 2d4           19 [0] 13 14 13 16 15

3         4,000 3d4           19 [0] 13 14 13 16 15

4         8,000 4d4           19 [0] 13 14 13 16 15

5         16,000 5d4           17 [+2]         12 13 11 14 13

6         32,000 6d4           17 [+2]         12 13 11 14 13

7         64,000 7d4           17 [+2]         12 13 11 14 13

8         128,000         8d4           17 [+2]         12 13 11 14 13

9         250,000         9d4           14 [+5]         10 11 9 12 10

10         370,000         9d4+2*       14 [+5] 10 11 9 12 10

11         490,000         9d4+4*       14 [+5] 10 11 9 12 10

12         610,000         9d4+6*       14 [+5] 10 11 9 12 10

13         730,000         9d4+8*    12 [+7]           8 9 7 10 8

14         850,000         9d4+10*     12 [+7]   8 9 7 10 8

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

                                                                            P: Paralysis / petrify; B: Breath attacks;

                                                                            S: Spells / rods / staves.


Thursday, April 6, 2023

Pages of Pestilence

 I have a small article in the new issue of Dungeon Vault Magazine. The article includes 5 new spells for magic user types and a small piece on the demon that gifted the spells to mortals.

Saturday, April 1, 2023

Night elves (new class)

According to night elf beliefs not all elves took up arms during The War in Heaven, the followers of Rodion refused to take up arms against their siblings and were cursed to never again be able to enjoy the sun’s warmth or to stay in one place. Now the night elves walk Aelwydi in small travelling communities.


 Night Elf


Requirements: Minimum CON 9

Prime requisite: DEX and  INT

Hit Dice: 1d6

Maximum level: 10

Armour: Any, including shields

Weapons: Any

Languages: Alignment, Common, Elvish


Prime requisites: A night elf with at least 13 INT and DEX gains a 5% bonus to experience. A night elf with an INT of at least 16 and a DEX of at least 13 receives a +10% XP bonus.


Arcane Magic

Magical research: A night elf of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a night elf reaches 9th level, they are also able to create magic items. 

Spell casting: Night elves carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the night elf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level night elf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to night elves is found in the shadowmancer spell list.

Using magic items: As spell casters, night elves are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that create (e.g. a wand that shoots fireballs or uses the light spell).


Detect Secret Doors

As elf.


Hiding

In dungeons, a night elf can hide in shadows or behind other forms of cover. The chance of succes is 2-in-6. Hiding requires the night elf to be motionless.


Immunity to Ghoul Paralysis

As elf.


Infravision

Night elves have infravision to 60’.


Light Sensitivity

When in bright light (daylight, continual light), night elves suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.


Listening at Doors

As elf.


After Reaching 9th level

A night elf may found a travelling community of night elves. This community will attract 1d10 night elf families.


Night Elf Level Progression

                                                                                Saving Throws                 Spells

Level XP         HD         THAC0 D  W  P   B  S         1 2 3 4 5

1         0         1d6         19 [0] 12 13 13 15 15 1 – – – –

2         3,500 2d6         19 [0] 12 13 13 15 15 2 – – – –

3         7,000 3d6         19 [0] 12 13 13 15 15 2 1 – – –

4         14,000 4d6         17 [+2] 10 11 11 13 12 2 2 – – –

5         28,000 5d6         17 [+2] 10 11 11 13 12 2 2 1 – –

6         56,000 6d6         17 [+2] 10 11 11 13 12 2 2 2 – –

7         120,000         7d6         14 [+5]  8    9   9 10 10 3 2 2 1 –

8         250,000         8d6         14 [+5]  8    9   9 10 10 3 3 2 2 –

9         400,000         9d6         14 [+5]  8    9   9 10 10 3 3 3 2 1

10         600,000         9d6+2* 12 [+7]  6   7    8   8   8 3 3 3 3 2

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

                                                                        P: Paralysis / petrify; B: Breath attacks;

                                                                        S: Spells / rods / staves.

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...