Saturday, January 27, 2024

Alchemist

 Making all sorts of nasty things.


Alchemist


Requirements: Minimum DEX 9

Prime requisite: INT

Hit Dice: 1d4

Maximum level: 14

Armour: Leather armour, no shields

Weapons: Dagger, sling, staff

Languages: Alignment, Common


Alchemist skills

Alchemists use the following skills with the chance of success shown below:

▶ Detect Poison (DP): An alchemist may spend a turn to attempt to detect if an item, drink, meal, weapon or similar is laced with poison.

▶ Identify Potion (IP): An alchemist may spend a turn to attempt to identify a potion.

▶ Identify Poison (IO): An alchemist may spend a turn to attempt to identify a poison.

▶ Identify Component (IC): An alchemist may spend a turn to attempt to identify a component which could be used in their arts such as a plant or mineral.


Languages

Alchemists know a secret language only used by alchemists.


Magical Research

 With the aid of a proper set of alchemist tools, the correct ingredients and sufficient downtime an alchemist may produce potions, poisons and other suitable items. 


Read Languages

 An alchemist has an 80% chance to be able to read non magical languages. A failed attempt at reading a language may not be reattempted until the alchemist has gained a level.


Saving Throw Bonus

 An alchemist has a +2 to saving throws against poisons and acids.


 Use Magic Items

 An alchemist may use magical items normally only usable by magic users and illusionists with the exception of magical scrolls.


 After Reaching 8th Level

 Upon reaching 8th level an alchemist may found a school of alchemy attracting 4d4 apprentices of first level.


Alchemist level progression


Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d4

19 [0]

13

14

13

16

15

2

1,200

2d4

19 [0]

13

14

13

16

15

3

2,400

3d4

19 [0]

13

14

13

16

15

4

4,800

4d4

19 [0]

13

14

13

16

15

5

9,600

5d4

19 [0]

13

14

13

16

15

6

20,000

6d4

17 [+2]

11

12

11

14

12

7

40,000

7d4

17 [+2]

11

12

11

14

12

8

80,000

8d4

17 [+2]

11

12

11

14

12

9

160,000

9d4

17 [+2]

11

12

11

14

12

10

280,000

9d4+1*

17 [+2]

11

12

11

14

12

11

400,000

9d4+2*

14 [+5]

8

9

8

11

8

12

520,000

9d4+3*

14 [+5]

8

9

8

11

8

13

640,000

9d4+4*

14 [+5]

8

9

8

11

8

14

760,000

9d4+5*

14 [+5]

8

9

8

11

8


Alchemist Skills Chance of Success



Level

DP

IP

IO

IC

1

5

20

10

20

2

10

25

15

25

3

15

30

20

30

4

20

35

25

35

5

25

40

30

40

6

30

45

40

45

7

40

55

50

55

8

50

65

60

65

9

60

75

70

75

10

70

85

80

85

11

80

95

90

95

12

90

96

95

96

13

95

98

97

98

14

99

99

99

99

Saturday, January 20, 2024

Cleric of Festivals (new class)

 For a cleric of a god or goddess of festivals, drinking etc here are the changes to make to the standard cleric class.


Cleric of Festivals


Add

*Requirements: Minimum CHA 9

*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


Saturday, January 13, 2024

Shapechanger (new class)

Humans cursed or blessed with the ability to take on animal forms.


 Shapechanger


Requirements: Minimum WIS 9

Prime requisite: CON

Hit Dice: 1d4

Maximum level: 14

Armour: no armour or shields

Weapons: Dagger, sling, staff

Languages: Alignment, Common


Languages

 Shapechangers may speak with animals once per day.


Shapechange

 Once a day shapechangers may transform themselves into the form of another animal for six turns plus extra turn per level with the following stipulations.

  • The animal form may not have more HD than the shapechanger.
  • The shapechanger takes on the animals physical characteristics but maintains their own intelligence.
  • If the shapechanger dies in their animal form they revert to their human form but are also dead.

 Upon reaching 5th and 10th level the shapechanger gains an extra use of this ability per day.


After Reaching 9th Level

 A shapechanger of 9th level or above may found a sanctuary for shapechangers attracting 2d6 first level shapechangers. Animals in a 5 mile radius will help protect the sanctuary or seek it out if in need of assistance.


Shapechanger Level Progression

 Shapechangers use the same progression table as the magic user. 


Saturday, January 6, 2024

Blaster (new class)

 


 Dwarfs know the secret to black powder weapons, here is a class for dwarfs that specialise in such weapons! (Carcass crawler 1 or alternative rules of your preference for firearms required).



Blaster


Requirements: Minimum CON 9, minimum DEX 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 12

Armour: Leather, chainmail, no shields

Weapons: Firearms only

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold.


 Closely guarded by the dwarfs is the secret of black powder, blasters are the experts in using black powder weapons. 


Combat

 Blasters may not use shields and can only wear leather armour or chainmail.

 

Blasters may only use firearms, the rules for which can be found in Carcass Crawler 1. As experts with firearms blasters can fire and reload in the same turn ignoring the usual reload penalty applied to firearms.


 A firearm maintained by a blaster only misfires in normal conditions on an unmodified attack roll of a one, in damp conditions on an unmodified attack roll of a one or a two. 

 


Detect Construction Tricks

As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Detect Room Traps

Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching.


Infravision

Dwarves have infravision to 60’


After Reaching 9th Level

 Upon reaching 9th level a blaster may found a gunsmith attracting 2d6 apprentices. With suitable time and resources a gunsmith can research and produce new weapons or applications of black powder. Any new inventions may require the approval of the local engineers guild or may draw their eire! 


 Blaster progression

 Blasters use the same progression table as the standard dwarf class in all regards.



Saturday, December 30, 2023

Engineer (new class)

 Another new dwarf subclass this time the engineer who fits some of the roll a thief might in dwarf culture.


Engineer


Requirements: Minimum CON 9 and DEX 9

Prime requisite: STR and INT

Hit Dice: 1d6

Maximum level: 8

Armour: Any, no shields

Weapons: Small or normal sized blunt weapons

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold


Prime requisites: An engineer with at least 13 STR and INT gains a 5% bonus to experience. An engineer with at least 13 STR and at least 16 INT gains a 10% bonus.


Alignment: An engineer must be of the same alignment as their guild..


Guild oath: An engineer swears loyalty to their guild, any engineer who shares the secrets of their guild or fails to follow their guildmaster’s instructions is cast out.


Combat

Engineers can use all types of armour but may not use shields. Due to their short height and focus on working with tools, engineers can only use small or normal sized blunt weapons.


Detect Construction Tricks

As experts in construction, engineers have a 3-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching. This rises to 4-in-6 at level 4 and 5-in-6 at level 8.


Detect Room Traps

Due to their expertise with construction, engineers have a 2-in-6 chance of detecting non-magical room traps when searching.


Infravision

Engineers have infravision out to 60’.


Tinkering

 An engineer’s familiarity with machinery allows him to attempt the following:

Open non-magical locks or disarm non-magical traps with a 2-in-6 chance rising to 3-in-6 at 4th level and 4-in-6 at 8th level.

Fix mechanical devices at a 1-in-6 chance in a time period decided by the referee. This rises to 2-in-6 chance at 2nd level, 3-in-6 chance at 4th level, 4-in-6 chance at 6th level and 5-in-6 chance at 8th level.


Tools

 An engineer must possess and maintain a set of engineers tools.


Reaching 8th level

 A guild may only have one guildmaster so to reach 8th level an engineer must defeat the current guildmaster in a contest in alignment with their guilds laws.


 Once successful an engineer becomes master of their guild with all the resources and responsibilities that come with the role.



Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

0

1d6

19 [0]

8

9

10

13

12

2

2,200

2d6

19 [0]

8

9

10

13

12

3

4,400

3d6

19 [0]

8

9

10

13

12

4

8,800

4d6

19 [0]

6

7

8

10

10

5

17,000

5d6

17 [+2]

6

7

8

10

10

6

35,000

6d6

17 [+2]

6

7

8

10

10

7

70,000

7d6

17 [+2]

4

5

6

7

8

8

140,000

8d6

17 [+2]

4

5

6

7

8

Saturday, December 23, 2023

Shield warrior (new class)

 Another dwarf subclass this week, this time the fabled unbreakable dwarf shield warriors.


Shield Warrior


Requirements: Minimum CON 9, minimum WIS 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 12

Armour: Any armour and shields

Weapons: None

Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold.


Dwarf shield warriors are masters of defence who make up the front line of dwarf armies.


Alignment: A shield warrior must be of lawful alignment, a character whose alignment changes loses all class levels and abilities.


Combat

 Shield warriors may use all types of armour and shields, they are not allowed to use any weapons.


Defensive Expert

 When using a shield a shield warrior may give themselves or an adjacent ally an additional +1 AC.


Detect Construction Tricks

As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.


Infravision

Dwarves have infravision to 60’


Listening at Doors

Dwarves have a 2-in-6 chance of hearing noises


Shield Attack

 A shield warrior may make attacks using their shield doing d4 points of damage, upon reaching 4th level this becomes 1D6, at 8th level 1D8 and at 12th level 1D10.

 When attacking with a magic shield a shield warrior may damage creatures who can only be harmed by magic.


Vow of Defence

 A shield warrior believes in the defence of others above all else, should a dwarf break their vow they must break their shield losing all class levels and abilities, their only option of redemption being the path of the Slayer.


After Reaching 9th Level

 Upon reaching 9th level a shield warrior may found their own military company attracting an initial 8d6 shield warriors of first level and 1d6 shield warriors of second level.


Shield Warrior Progression

 Shield warriors use the same progression table as regular dwarfs.


Fallen Dwarf Hold Generator

 I am putting together a series of tables for those who wish to create a Moria or Erebor for their own campaign. Reclaiming fallen dwarven h...