Saturday, June 24, 2023

Cleric of the Trickster God (new class)

 The Welsh Piper's excellent book B/X Options Class Builder comes with a number of variant clerics, here is another one you might want to consider. 


Cleric (Trickster God)


Add

* Requirements: Minimum DEX 9

* Full set of thief skills


Change

* Armour: Leather, shields allowed

* Weapons: Short Sword, dagger. short bow, sling


Remove

*  Turn undead

Saturday, June 17, 2023

Sailor (new class)

 Sailor


Requirements: Minimum DEX 9, minimum CON 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 14

Armour: leather armour, chainmail, no shields

Weapons: Single handed melee weapons, spears, javelins, tridents and crossbows

Languages: Alignment, Common


Attack Bonus

When making unarmed attacks sailors have a +1 bonus to hit.


Defensive Bonus

Sailors have a +2 to their AC when wearing leather armour or no armour.


Lore

A sailor has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legends related to the sea. This ability may be used to identify the nature and power of magic items.


Navigation

Due to their expertise with sea travel, sailors count as navigators and only get lost on the open sea on a 1-in-6.


Parry

 Sailors using single handed melee weapons may parry a single attack per round instead of attacking. Only attacks from a man sized or smaller creature using a melee weapon may be parried. A sailor may not parry when surprised.

If the sailors “to hit” bonus is larger than the “to hit” bonus of the creature attacking them then the attack is parried, on a successful parry the creature must save vs paralysis or be disarmed.


After Reaching 9th Level

 A sailor may found a sailor’s guild or become the captain of a ship attracting 4d6 1st level sailors as apprentices or crew.


Sailor Level Progression

Sailors use the fighter progression table.


Saturday, June 10, 2023

Night Singer (new class)

 Performers of darkness, bards of the shadow, the night singer, a twilight siren.



Night Singer

Requirements: Minimum DEX 9, minimum INT 9

Prime requisite: CHA

Hit Dice: 1d6

Maximum level: 14

Armour: Leather, chainmail, no shields

Weapons: Missile weapons, one-handed melee weapons.

Languages: Alignment, Common


Arcane Magic

Spell casting: Night singers carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the night singer’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level night singer 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 singer is found in the shadowmancer spell list.


Using magic items: As spell casters, night singers 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 charm or control living creatures, including humans (e.g. a ring that controls animals).


Sleep

By playing music and singing, the night singer can put to sleep subjects in a 30’ radius. This ability does not function in combat.

Number of subjects: Up to 2HD of creatures per level of the bard are affected. The night singer may choose to target a specific individual or a group (in which case, the affected individuals are determined randomly).

Types of subjects: At 1st level, the night singer can sleep humans and demi humans. At 4th level, animals may also be affected. At 7th level, monsters may be affected.

Effect: Each subject must save versus spells or as per the sleep spell


After Reaching 11th Level

A night singer can establish a theatre or opera house dedicated to the art of darkness. 2d6 night singers of 1st level will come to study under the character.


Night singer Level Progression

                                                                                Saving Throws   Spells

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

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

        2,000    2d6      19 [0]                  13 14 13 16 15  1– – –

        4,000    3d6      19 [0]                  13 14 13 16 15  2 – – –

4          8,000    4d6      19 [0]                  13 14 13 16 15  3 – – –

        16,000    5d6      17 [+2]          12 13 11 14 13  3 1 – –

        32,000    6d6      17 [+2]          12 13 11 14 13  3 2 – –

        64,000   7d6      17 [+2]          12 13 11 14 13  3 3 – –

        120,000     8d6      17 [+2]          12 13 11 14 13  3 3 1 –

        240,000     9d6      14 [+5]          10 11   9 12 10  3 3 2 –

10          360,000     9d6+2*       14 [+5]          10 11   9 12 10  3 3 3 –

11          480,000     9d6+4*       14 [+5]          10 11   9 12 10  3 3 3 1

12          600,000     9d6+6*       14 [+5]          10 11   9 12 10  3 3 3 2

13          720,000     9d6+8*       12 [+7]           8    9   7 10   8  3 3 3 3

14          840,000     9d6+10*     12 [+7]           8    9   7 10   8  4 4 3 3

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

                                                                                 P: Paralysis / petrify; B: Breath attacks;

                                                                                 S: Spells / rods / staves.


Saturday, June 3, 2023

Merchant (new class)

Do you have a player that wants to play some bastardised version of traveller in your d&d game? this might be the class for them.



 Merchant


Requirements: Minimum INT 9, minimum WIS 9

Prime requisite: CHA

Hit Dice: 1d6

Maximum level: 14

Armour: leather armour, no shields

Weapons: Club, dagger, short sword, sling, staff

Languages: Alignment, Common


Arcane Magic

Spell casting: Merchants carry spell books containing the formulae for arcane spells. The spell casting chart (below) shows both the number of spells in the merchant’s spell book and the number they may memorize, determined by the character’s experience level.

Using magic items: As spell casters, from 4th level onwards merchants are able to use magic scrolls of spells on their spell list.


Merchant Skills

A merchant may find or remove traps as a thief of the same level.


Read Languages

 As per the thief ability.


Silver Tongue

 A merchant’s silver tongue allows them to charm as per the Charm spell.


After Reaching 9th Level

 Upon reaching 9th level a merchant may establish a trading house attracting 2d6 1st level merchants as apprentices.


Merchant Level Progression

                                                                                Saving Throws Spells

Level XP         HD         THAC0 D W P B S         1  2

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           19 [0] 13 14 13 16 15 1  -

5         12,000 5d6           17 [+2]         12 13 11 14 13 1  -

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

7         48,000 7d6           17 [+2]         12 13 11 14 13 2  -

8         96,000 8d6           17 [+2]         12 13 11 14 13 3  1

9         200,000         9d6           14 [+5]         10 11 9 12 10         3  1

10         320,000         9d6+2*       14 [+5]         10 11 9 12 10         4  2

11         440,000         9d6+4*       14 [+5]         10 11 9 12 10         4  2

12         560,000         9d6+6*       14 [+5]         10 11 9 12 10         4  3

13         680,000         9d6+8*       12 [+7]           8 9 7 10 8         4  3

14         800,000         9d6+10*     12 [+7]           8 9 7 10 8         4  4

* 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...