Self promo update!
I have just released my first custom class for Dolmenwood RPG, check it out on drive thru rpg!
https://www.drivethrurpg.com/en/product/542433/the-bounty-hunter
Self promo update!
I have just released my first custom class for Dolmenwood RPG, check it out on drive thru rpg!
https://www.drivethrurpg.com/en/product/542433/the-bounty-hunter
A new class that might work best for NPCs, the spy! This is first draft material.
Requirements: Minimum CHA 9, DEX 9
Prime requisite: INT
Hit Dice: 1d4
Maximum level: 14
Armour: Leather only, no shields
Weapons: Dagger, club.
Languages: Alignment, Common, Code.
Code
All spies know one code which they made use to encode and decode messages. From 4th level they have an 80% chance to understand other codes given an appropriate amount of research time for the difficulty of the code.
Disguise
Spies have the same disguise ability as the Assassin class.
Extra languages
Spies gain an extra languages as they advance in the same manner as the Bard class.
Spy skills
Spies have the same Climb Surfaces, Hear Noise, Hide in Shadows, Move Silently and Pick Pockets skills as a thief of the same level.
After Reaching 9th Level
A spy who has reached 9th level may establish a spy guild attracting 2d6 level one spies to work for them.
Spies use the thief progression table.
It has been a while, here is some lore and a new class.
Sallying forth under the banner of a green dragon the Fuzanglong Legion is a politically unaligned mercenary army from Lusebao in the Fenghuang Empire. Fighting for the highest bidder the legion has a reputation for changing sides mid battle and greedily looting lands they have helped to conquer.
Former officers in the legion have gone on to become mayors, generals, warlords in their own right and even on one occasion marry into the imperial family. With a predilection towards poisonous weaponry the legion is detested for the methods they employ but respected for their prowess in combat.
Requirements: Minimum INT 9
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 14
Armour: Any including shields
Weapons: Any
Languages: Alignment, Common, Dragon.
Alignment: Members of the legion must be chaotic in alignment and have sworn an oath of loyalty to the legion. Renegade members may be hunted down and killed.
A legionnaire must have a golden medallion of the green dragon to show their membership of the legion.
Poison
Legionnaire’s use poison as an assassin. They can identify any poison or its effects if they have previously seen or used it and have a 1-in-six chance of identifying a poison they have not seen or used before.
Saving Throw Bonus
Legionnaire’s have a +1 to saving throws against poison.
Strongholds
Upon reaching second level a legionnaire may establish an outpost of the legion and raise their own company of the legion marshalling as many legionnaires as they can afford to pay.
Reaching 12th level and above
A 12th level or higher legionnaire commands the entire Fuzanglong Legion, to rise to this level the legionnaire must remove the existing commander and replace them or defeat all rivals if the position is empty.
Legionnaire’s use the fighter progression table.
Elves of the far north, at home in the snowy climates. A variant of the standard elf class.
Add
*Minimum CON 9
* Energy resistance, +2 to saves against cold
Remove
*Immunity to Ghoul Paralysis
To go along with my previous cleric of murder how about a paladin of murder?
Add
*Mininum DEX 9
*Poison: As per the assassin ability
*Disguise: As per the assassin ability
*Life Drain: As per the Chaos knight ability in Carcass Crawler #0
Remove
*Turn Undead
*Holy Resistance
*Lay on Hands
Change
*Alignment: Must not be lawful
*Armor: Leather, no shields
Do you want to go hunt dragons? This is the class for you.
Requirements: Minimum DEX 9, Minimum WIS 9
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 14
Armour: Any, including shields
Weapons: Any
Languages: Alignment, Common, Dragon
Attack Bonus
Dragonhunters have a +1 to attack rolls against dragons
Damage Bonus
Dragonhunters have a +1 to their damage against dragons.
Lore
A dragonhunter has a 2-in-6 chance of knowing lore about a specific dragon such as its history, location, lair. weaknesses, usual abilities or personality.
Saving Throw Bonus
Dragonhunters have a +1 to saves against any effect caused by a dragon such as their breath, fear or spells.
After Reaching 9th Level
Upon reaching 9th level a dragonhunter may found a stronghold attracting 1d3 sages and 2d4 level 1 dragon hunters. The strongholds of dragonhunters are likely to become targets of dragons and their agents if they become sufficiently well known.
Dragonhunter level progression
Dragonhunters use the Fighter progression table in all regards.
Dwarfs who live in the snow of the far north.
Add
* Energy resistance, +2 to saves against cold
Remove
* Detect room traps
Warriors of illusion from strange lands.
Requirements: Minimum DEX 9, Minimum INT 9
Prime requisite: STR
Hit Dice: 1d6
Maximum level: 14
Armour: No armour or shields
Weapons: Single handed melee weapons
Languages: Alignment, Common
Alignment: All phantoms are part of a secret order and must maintain the alignment and code of their order.
Blur
Phantoms may cast the illusionist spell blur on themselves once a day, gaining an extra cast at 4th and 7th levels.
Detect Illusion
Phantoms have a 1-in-6 chance of detecting illusions.
Phantom Skills
Phantoms may hide in shadows and move silently as a thief of equivalent level.
Wraithform
Upon reaching 10th level a phantom may cast the illusionist spell Wraithform on themselves once a day.
After Reaching 12th level
Once a phantom reaches 12th level they may attempt to take over a cloister of phantoms by defeating the current cloister master in single combat.
Phantom Progression
The phantom uses the fighter progression table in all regards.
Add
*Reaction Rolls: +1 to reaction rolls
*Hospitality: A cleric of festivals can expect hospitality and aid from from barkeeps and tavern owners with the expectation they will do their best to aid them in return.
Remove
*Turn Undead
Continuing with the exploration of clerics of other gods, what if you serve the lord of murder?
Add
*Requirements: Minimum DEX 9
*Alignment: Must not be lawful
*Poison: As per the assassin ability
*Disguise: As per the assassin ability
Remove
*Turn Undead
Change
*Armour: Leather, no shields
*Weapons: short swords, short bows and daggers
Masters of individual combat who favor maneuver and attack.
Weapons: Dagger, shortsword, longsword.
Armor: Leather armor
Hit Dice: 1d8
Dual wielding. You may use a weapon in your off hand to give you either +1 to your attack rolls or +1 to your AC.
Single Combat. When in single combat you do an extra weapon dice of damage.
Duelist Talents
2d6 Effect
2 Gain adv on initiative rolls (reroll if duplicate)
3-5 Your Single Combat deals +1 dice of damage
6-9 +2 to Dexterity, Constitution or Charisma
10-11 +1 to AC or melee attacks
12 Choose one option
These are the evil, chaotic dwarfs of my homebrew setting. Dwarfs who treat with the forces of hell in return for arcane power. Currently the class uses the magic-user spell list, if I ever do a warlock class it would likely use a modified version of that spell list.
Requirements: Minimum CON 9
Prime requisite: INT & STR
Hit Dice: 1d6
Maximum level: 10
Armour: No armour or shields
Weapons: Dagger, sling, warhammer, staff
Languages: Alignment, Common, Dwarvish, Diabolic, Hobgoblin, Goblin.
Alignment: Renegade dwarfs must be of chaotic alignment.
Prime requisites: A renegade dwarf with at least 13 INT and STR gains a 5% bonus to experience. A renegade dwarf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus.
Arcane Magic
Patron disfavour: Renegade dwarves draw their arcane power from a hellish patron who may withdraw the characters arcane abilities if their acts displease them.
Magical research: A renegade dwarf 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 renegade dwarf reaches 9th level, they are also able to create magic items.
Spell casting: Renegade dwarves carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the renegade dwarf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level renegade dwarf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to renegade dwarfs is found in Magic-User Spells.
Using magic items: As spell casters, renegade dwarves 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).
Forbidden Casters
All dwarves are forbidden from using arcane magic by their creator thus when a renegade dwarf casts a spell they must make save vs petrification at a minus one per level of the spell cast. On a failed save 1% of the renegade dwarf’s body is turned to stone starting from their toes and working its way up. This petrification is irreversible and cannot be affected by a stone to flesh spell.
Infravision
Renegade dwarves have infravision to 60’
Listening at Doors
Renegade dwarves have a 2-in-6 chance of hearing noises
After Reaching 10th Level
A renegade dwarf may construct a stronghold (usually in the form of a tower). 1d6 apprentices of levels 1–3 will then arrive to study under the renegade dwarf.
Saving Throws | Spells | ||||||||||||
Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
1 | 0 | 1d6 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 1 | — | — | — | — |
2 | 2,200 | 2d6 | 19 [0] | 8 | 9 | 10 | 13 | 11 | 2 | — | — | — | — |
3 | 4,400 | 3d6 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 2 | 1 | — | — | — |
4 | 8,800 | 4d6 | 19 [0] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | — | — | — |
5 | 17,000 | 5d6 | 19 [0] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | 1 | — | — |
6 | 35,000 | 6d6 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | 2 | — | — |
7 | 70,000 | 7d6 | 17 [+2] | 4 | 5 | 6 | 7 | 8 | 3 | 2 | 2 | 1 | — |
8 | 140,000 | 8d6 | 17 [+2] | 4 | 5 | 6 | 7 | 8 | 3 | 3 | 2 | 2 | — |
9 | 270,000 | 9d6 | 17 [+2] | 4 | 5 | 6 | 7 | 8 | 3 | 3 | 3 | 2 | 1 |
10 | 400,000 | 9d6+2* | 17 [+2] | 2 | 3 | 4 | 4 | 6 | 3 | 3 | 3 | 3 | 2 |
Prismatic Wastelands has a new blogging bandwagon theme going, this time for maps so here is every finished map of my own homebrew world.