Showing posts with label New Class. Show all posts
Showing posts with label New Class. Show all posts

Tuesday, January 5, 2016

New Labyrinth Lord Race/Class - Living Gems

 

   Mose was grinning from ear to ear as his gaze lit upon the large, golden jewel embedded in the forehead of the squat, antediluvian idol crouching in the dank, dripping alcove of the half-sunken ruins. While he was cold, and wet, and still a bit upset at the circumstances that had separated him from his companions, if he could pry this pretty bauble loose and… somehow…  make it out alive, then it would all be well worth it. And if he ever saw his partners again they didn't need to know every detail of his miraculous escape. 

    With numb fingers he produced a shiv from his sodden sleeve and began to work at the setting, scratching away at the black, pitted lead solder holding the apricot sized gem in the carved diadem encircling the ugly effigy's rumpled brow. He let out a stuttering sound between a laugh and a shudder as it popped loose into his grime caked palm. 


    He held it in the guttering light of his last stub of a candle, admiring how the facets shimmered like a fountain of gold coins pouring between his fingers in a freshly picked treasure chest. Maybe his luck was changing. 


    He shrieked like a rabbit in a snare and dropped both candle and jewel into the murky water at his feet as something sinuous and hideously strong wrapped around his ankles and dragged him backward through the muck and then hung him upside down. He went limp and silent with primal terror as a burbling growl that came from a place where daylight never penetrated filled the echoing catacomb. 


    Mose didn't know if he was hallucinating when he saw something like a small sun light up by the base of the idol. The gem he had just pried loose rose up from the ground, a golden corona expanding around its glittering mass. This coalesced into
a human-like shape that sprouted limbs and a head as it went from amorphous to sharply detailed in its outline. 

    The figure drifted down to the ground, landing lightly on its feet as it resolved into the lithe figure of a girlish boy, or perhaps a boyish girl, with tawny skin and an unruly shock of bright yellow hair. She was clad in a half cape, tunic, and leggings with knee high boots and gauntlets, all of gleaming white, gold, and orange. The jewel that Mose had prized from the idol was embedded in the skin of her hip as if it had grown there, visible through a circular cutout in her form fitting garments. 

    The mysterious being opened her slightly luminous, almond shaped eyes and scrunched up her nose in disgust as she looked past Mose at the unseen thing that held him dangling over the black water. Her gauntleted hand hovered for a moment over the gem at her hip and a sharpened brass quoit with a white hot edge appeared beneath her palm, keening as it spun into a blur and then flew with a flick of her wrist. The beast bellowed in pain as the hapless rogue felt its tendril go slack around his ankles, and he landed with a splash. Then all was swirling turmoil and flashes of yellow and the stench of ichor billowing thru the fetid water as he flailed and wallowed in blind panic. He felt something large and foul slither beneath him and vanish, and then quiet reigned once more. 


    He was pulled spluttering and coughing to the surface by a firm hand and set in the lap of the idol, where he sat blinking at the golden girl who stood regarding him with equal measures of wry condescension and cheerful bravado. She gave a jaunty wave of her slender hand. "Hello there. I'm Topaz. Thanks a lot for getting me loose, Mister…" 


    Her voice trailed off with a questioning note. He stuttered out his name through chattering teeth as the receding adrenaline rush left him wan and shaky. Topaz gave him a brash nod. "Well, Muh-muh-muh-mose, how about you and I see about getting out of this dump. After a thousand years stuck in the Toadlord's tiara, I could sure use a change of scenery." 


    With that she strode off into the gloom. He stumbled after her, still dumbfounded by what had transpired. His heart sank as he realized that when… and if… he was reunited with his cronies he wouldn't be able to keep mum about this part of the story, or pocket this particular bit of loot.



    Beyond this world there exists an interstellar empire, vast and ancient, ruled by an order of life that marks time by the passage of millennia. They are known by the more transient races they encounter as Living Gems, for their physical bodies greatly resemble the precious stones that adorn the crowns of kings, glitter in the dark in the eyes of lost idols, or rest fleetingly in the pouches of thieves and adventurers. Inherently magical, these crystalline beings are able to project bodies of solidified light with which they can interact with material objects and other creatures. 

    The Empire of the Gems is a rigidly stratified society that changes at a geological pace, with the oldest and most powerful being quite set in their ways and ruthless in their defense of the status quo. Yet still there are those who yearn to break free, who are capable of feeling curiosity or passion or love for one another and for other forms of life. These are generally the Living Gems that are encountered outside the dominion of their timeless, ossified empire, crusading on behalf of causes that inspire them or merely adventuring to see what the universe has to offer.

    The bodies projected by common Gems are generally short in stature, ranging from halfling size to average human height, with builds varying from slight to stocky depending on what social caste they originated from. (Although there have been reports of brutish warrior Gems serving in the armies of their Empire who are as large and imposing as ogres.) They are genderless and androgynous, but may tend toward more masculine or feminine aspect or behavior depending on their personality. They seem slightly unreal to mortal eyes, as if a figment of one's imagination is standing before you in the light of day. Their clothing, skin, and hair are always shades of the color of the gemstone that is their true form. This stone is usually large enough to fit in the cup of one's palm, and appears embedded somewhere on their manifested form, usually on the head or torso but any location is possible.

    In addition to a humanoid body, a properly trained Gem can manifest a weapon or a shield from their gemstone. This weapon reflects their personality and fighting style. They are also capable of casting spells appropriate to their level of skill.

    Gems sustain themselves on their own magical energy, and have no need to eat, drink, breathe, or sleep. Some Gems will still indulge in those activities anyway, having decided they find them pleasurable, but many view organic processes with mild to intense distaste. If a Gem's projected body suffers a sufficient amount of damage from accident or violence it will discorporate, leaving the inert gem behind until they can regenerate their form, a process that takes at least a day if not more. They are very vulnerable while inert, subject to theft and other misadventures. They can be prevented from reforming if they are confined in a small physical space or set into an object like a normal jewel. Certain spells will also prevent reformation. A Gem can be permanently killed if their stone is shattered.

   Perhaps the most remarkable ability these beings possess is a process they call Fusion, where two or more Gems will co-operate in projecting a body that is a combination of their personalities and skills that is greater than the sum of its parts. Within the Empire of the Gems, Fusion is viewed with distrust and contempt, a disruption of their carefully arranged hierarchy. It is a very intimate act, a mingling of multiple minds in perfect communion, and between Gems of compatible outlook and temperament it is viewed as a deeply empowering experience. The Fusion increases in height and mass with every participant, and appears as a combination of the features of all their components. Gems whose mentalities aren't in sync cannot maintain a Fusion for very long before breaking apart into their individual forms again.


 GEMS AS LABYRINTH LORD PLAYER CHARACTERS:

REQUIREMENT: Wis 9
Prime Requisites: Con and Wis
Hit Dice: D8
Maximum Level: 10

    Gems use the Elf tables for combat, level advancement, and saving throws. Their spell progression uses the Elf table as well.

    Their projected bodies are naturally Armor Class 8, while their actual gemstone body is Armor Class 3. Due to the fluid nature of their forms they prefer to forgo heavier armor but will carry shields if they cannot generate them themselves. They are immune to suffocation, starvation, and natural poisons, but are affected as normal by magic attacks of all kinds, including Sleep, Charm, and Hold spells. They don't need to sleep, but can suffer from fatigue if operating at a high level of activity for long periods of time.

    If their Hit Points are reduced to 0, their physical forms vanish in a puff of smoke, leaving their gemstone behind. This has Hit Points equal to their level. If it is destroyed the Gem is permanently dead with no chance of Resurrection short of a Wish spell. If the gemstone remains undamaged and there is sufficient space around it the Gem will reform their body with full Hit Points in 1d4+1 days.

    A Gem can generate a weapon or shield of their choice from the gemstone at will. This is chosen at character creation and doesn't change. Upon reaching 3rd. level a +1 of magical enhancement is added, with an additional +1 at 6th. and 9th. levels. If separated from the Gem this manifested item will vanish. They can reform their weapon or shield the following round.

    A Gem's gemstone appears as an unusually large, richly colored stone of 1d10X100 gp value. If a Gem is set into an object, they are permanently trapped in gemstone form until pried loose. If a Gem is trapped in an object for long enough, generally a period of d100 years, the object will be subject to the rules for Sapient Swords.

    One or more Gems can enter into a Fusion, forming a composite being with Hit Dice equal to their combined levels, with commensurate improvement to their combat and spellcasting abilities and Hit Points totaling the sum of all participants' current hit points. The may manifest a weapon that is a combination of the component gems' chosen weapons or shields, with pluses added appropriate to their temporary level.

    Fusion is a very delicate and difficult state to maintain unless the Gems are very closely in sync with one another. If the components are of differing alignments they must each make a saving throw vs. Wands after the first round to stay fused. If player character Gems are in a Fusion, any time the players disagree on their course of action they must all roll a save vs. Wands as well. If any of the components fails their save the Fusion breaks apart. Gems in the same adventuring party can become accustomed to one another with trust and experience. With every Turn spent fused they gain a +1 to their saves to stay that way.

    Upon reaching 9th. Level, a Gem can opt to found a temple. There are ruined structures from the Empire of the Gems scattered across the universe as their influence ebbs and flows, ready to be cleared of monsters and occupied. Younger Gems (1st. Level) and other warriors seeking training and knowledge will begin to gather under the auspices of the mistress of the temple, which will become a center for magical and martial learning as time goes on. Unfortunately, sooner or later agents of the Gem's Empire may take an interest in their wayward subjects, which can make life quite interesting for its denizens and those under their protection.


This race/class is hereby designated as Open Game Content via the Open Game License. Images and original concept for the Gems are copyright © Cartoon Network and originally conceived by Rebecca Sugar. This article implies no claim on said copyright and is done without permission. 

Steven Universe is seriously a really awesome show that everybody should check out.  

Sunday, January 8, 2012

New Race/Class: Primusaurs




These civilized saurians hail from the vast, verdant valley of Gwangitopia, where they are ruled by the fearsome yet benevolent Megasaurus Rex from his mighty fortress atop the volcano known as Mount Krong.

Primusaur society is in many ways quite similar to that of ancient human cultures, and thus there are among them more adventurous souls who strike out to make their fortune as mercenaries and dungeon delvers, rather than spend their life on a capybara ranch or giant termite plantation.

REQUIREMENT: Con 9, Str 12
PRIME REQUISITES: Con & Str
Hit Dice: d12

ABILITIES:
Primusaurs can range between five to seven feet tall, and weigh between 250 to 500 pounds. They resemble small tyrannosaurs, but walk in an upright posture with their tails dragging behind them. Their forelimbs are small and weak, while their legs are large and powerfully muscled. They possess thumbs on all four limbs, using their arms for delicate tasks and their legs for lifting heavy weights, as long as they don't have to walk anywhere with their load.

They are capable of delivering a bite for 1d6 damage, or a kick with a hind leg for 1d8. This latter attack can only be made every other round, as they need to recover their balance in the intervening round. Primusaurs can wield one handed weapons, or use a spear one handed with a -1 to hit, but cannot use two handed swords, pole arms, or any kind of bow except crossbows, which due to being aimed one handed also suffer a -1 to hit.

Their skin is leathery, and ranges in color from yellow green to dark brown. It provides a natural Armor Class of 7. Primusaurs can wear any armor, and can use shields.

These creatures are possessed of an amazing ability to regrow lost extremities, even a severed head may be regrown thanks to a secondary brain situated above their hips that retains their memories.

It takes a Primusaur 30 days minus their Level to regrow limbs and tail, and 50 days to regrow a lost head. This ability is independent of their Hit Points, but can be accelerated by 10 days with a Cure Serious Wounds spell.

A Primusaur with a severed head is blind, deaf, cannot communicate, and cannot eat until their new head starts budding about ten days later. While this fast goes on, they cannot heal naturally, and they will be mindlessly ravenous when their new head grows back for 1d4 days. Most Primusaur adventurers set up a special code of taps and touches so they can recognize and be assisted by allies should they be rendered headless.

Veteran Primusaur warriors often have one or two of their own heads on display in their trophy alcove. Tarkasaur the Implacable, a near legendary figure among his people, was said to possess seven of these grisly trophies, kept in a place of honor among the heads of a multitude of other foes.

Primusaurs are exothermic, and if they are exposed to cold conditions (below 50º Farenheit), they move as if they are under one higher level of encumbrance. If they are at maximum encumbrance, they go torpid and are unable to move.

Their eyes change color to reflect their mood, with red indicating anger, yellow fear, green a neutral mood, and blue indicating satisfaction or serenity. They cannot control this color change, and thus suffer +2 to reaction checks if they are attempting to lie or deceive. They possess infravision out to 60'.

Males possess a small, blunt horn on the tip of their nose, and females tend to be smaller and lighter in build. Primusaurs lay eggs to reproduce, and these eggs can be kept dormant in cold storage for up to 20 years. Their diet is omnivorous, but they favor meat and insects.

Primusaur culture is at once barbarous and refined. They adorn themselves in richly colored cloaks and harnesses and torques of gold and copper, and collect the severed heads and skulls of their foes as trophies. (They consider it a point of honor to retrieve their own lost heads or limbs, which they keep to be placed their funeral pyre upon their death.)

They are capable of terrible outbursts of extreme violence, but are known to wax lyrical at scenes of natural beauty, and are earnest patrons of music, song, and poetry. They duel to the point of dismemberment over matters of honor, but are gentle, loyal, and caring to those they consider their friends.

Primusaurs are mortal enemies of the troglodytes, and consider it their duty to slay them. They are ambivalent toward lizard folk, and can get along if the marsh dwelling reptile men are highly enough evolved to make treaties and honor bargains. Savage lizard folk are generally avoided if possible, or slain if not.

Primusaurs possess parrot like vocal chords that allow them to speak Common with a thick accent. Their own language sounds like a collection of grunts, rumbles, and roars, and a lot of the phonemes are subsonic. They can speak the language of troglodytes and lizard folk, and those with intelligence over 14 may speak Draconic.

Upon reaching 9th. level, a Primusaur may seek a grant from their ruler to establish a fortress, preferably in a lush jungle valley or atop an active volcano, which he will rule as a Dinolord. This community will attract other Primusaur warriors and their clans to come live under its skull festooned banner. Primusaurs favor large caves and ancient lava tunnels for their lairs, with creche rooms for their eggs in the deepest, warmest parts of the complex.

Primusaurs use the dwarf tables for combat, level advancement, and saving throws.

This class is hereby designated as Open Game Content via the Open Game License.

Sunday, August 21, 2011

New Labyrinth Lord Monster/Class: Dweomon and Dweomon Master

The Arch Mage Quercus is viewed by historians and seers of the mystic arts as both a surpassing genius and a complete and utter maniac.

He was fascinated with finding a relationship between the forces of magic and the very spark of life, and in his studies he made great strides in the development of magical life forms such as homunculi, golems, and in the pseudo-life exhibited by creatures of the elemental planes.

It is said in the accounts of those who knew him that he was also a great proponent of the preservation of knowledge, having lived through the sacking of the Archive of Azure in his days as an apprentice. The accumulation and protection of magical information was one of the overarching goals of his life.

He was known to often speak of finding some way to make magical knowledge capable of fending for itself, without being consigned to fragile paper or brittle clay or stone.

In his twilight years as a Professor of Thaumaturgy at the Vermilion College, these two obsessions came together in a great magical experiment that resulted in Professor Quercus' passing from this mortal plane, along with most of the structures and inhabitants of the College's Zoological Garden, leaving behind a completely new form of magical life in the smoking, sparkling rubble.

These creatures would come to be known as Living Spells, the Dweomon.

Dweomon

No. Enc: Lvl 1-3: 1d8/Lvl 4-6: 1d4/Lvl 7-9: 1
Alignment: Neutral
Movement: Lvl 1-3: 60' (20')/ Lvl 4-6 90'(30')/ Lvl 7-9 120' (40')
Armor Class: Lvl 1-3: 8/ Lvl 4-6: 6/ Lvl 7-9: 4
Hit Dice: Spell Level of Spell Embodied
Attacks: Bite
Damage: Lvl 1-3: 1d4/Lvl 4-6: 1d6/Lvl 7-9: 1d10
Save: As Magic User of their HD
Morale: Lvl 1-3: 4/Lvl 4-6: 6/Lvl 7-9: 8
Hoard Class: None

A Dweomon is, simply put, a spell given the form of a living animal. They live and breathe, move about in the fashion of their kind, sleep when tired, fight when cornered, and eat when hungry.

This last function they do quite voraciously and without much discernment, being perfectly happy to feast on animal, vegetable, or mineral matter. As the creatures age, they develop preferences for food, generally depending on what type of creature they resemble. Sometimes, they develop a taste for the exotic, like eating gold or musical instruments or books of poems. Dweomon of all types relish gemstones, and also many find spellbooks a surpassing delicacy.

Some are intelligent enough to learn to speak, although most exhibit animal intelligence at best. Regardless, they all seem to show a high level of self awareness and cleverness.

From nose to rump they may range from a foot long in the smallest, weakest specimens, to nine feet long for the very largest and most powerful types. A good rule of thumb seems to be about a foot in length per level of spell they embody. Weight varies greatly based on form, and the closest equivalent natural life form is a good baseline to estimate from.

Their form and appearance ranges up and down the branches of the great tree of life, from insectoid to birdlike to mammalian to humanoid, with many combinations of multiple types possible as well. They exhibit a wide range of colors and patterns, many not found in any form of natural life.

A Dweomon may cast the spell it embodies once per day, after which it must have a full night's sleep and consume its weight in food before it may do so again. They may gain additional castings if they consume a gemstone of 50 gp per spell level in value.

Dweomon Creation

To create a type of Dweomon, roll randomly on the magic user/elf spell tables using a d12 to determine what spell it embodies. Then take one set of dice (d20, d12, d10, d8, d6, d4) and roll them. This will generate the creature's general description.

Animal Type: Roll 1d20
01 Arthropod - Insect
02 Arthropod - Arachnid
03 Arthropod - Crustacean- May breathe underwater.
04 Amphibian
05 Reptile - Lizard
06 Reptile - Snake
07 Reptile - Turtle - AC -2
08 Reptile - Draconic - Fly 90' (30')
09 Bird - Songbird - Fly 180' (60')
10 Bird - Raptor - Fly 180' (60')
11 Bird - Fowl - Fly 90' (30')
12 Mammal - Rodent/Mustelid/Lagomorph
13 Mammal - Ursine/Procyonid
14 Mammal - Feline
15 Mammal - Canine
16 Mammal - Bovine/Caprine
17 Mammal - Equine
18 Mammal - Primate
19 Humanoid
20 Roll Twice, first roll is front end/head, second roll is back end/body

Attitude: Roll 1d12
01 Surly and Uncooperative
02 Flighty and Timid
03 Affable and Friendly
04 Clingy and Shy
05 Listless and Sleepy
06 Aggressive and Irritable
07 Helpful and Obedient
08 Overzealous and Impatient
09 Amorous and Affectionate
10 Oblivious and Distracted
11 Random and Capricious
12 Aloof and Standoffish

Coloration: Roll 1d10
01: Red
02: Orange
03: Yellow
04: Green
05: Blue
06: Violet
07: Brown
08: White
09: Grey
10: Black

Hide Quality: Roll 1d8
01: Dull
02: Glossy
03: Bright
04: Dark
05: Spotted (roll second color)
06: Striped (roll second color)
07: Piebald (roll second color)
08: Glowing

Natural Weapons: Roll 1d6
01 Fast Runner/Flyer- Double Movement Rate
02 Claw/Claw: Lvl 1-3: 1d4-2/1d4-2|Lvl 4-6: 1d4/1d4|Lvl 7-9: 1d6/1d6
03 Horns: Lvl 1-3: 1d6/Lvl 4-6: 1d8/Lvl 7-9: 1d12
04 Stinger (Paralytic, Save Vs. Poison)
05 Breath Weapon (HP dmg, 3xDay)
06 Roll Twice

Special Abilities: Roll 1d4
01 Brave - +2 to Morale
02 Wings - Fly 180' (60') If already winged, add 30' (10') to movement
03 Speech (80% Common, 10% Demihuman, 5% Humanoid, 5% Draconic)
04 May cast 1d4 additional spells of 1/2 their level 1 time per day. Range of spells is rolled randomly at creation and remains fixed.

Dweomon Masters

Of course, such manifestly mystical creatures will not be left to wander in the wild. So much power on the paw, claw, hoof or wing will naturally be sought after by the ambitious or foolhardy.

In the years following their creation, a new breed of animal tamer has arisen who's goal is to seek out and capture these magical creatures, turning their abilities to their own purposes. They travel the land looking for wild Dweomon to tame, or to trade or take from others of their profession by barter or battle.

These Dweomon experts follow the last cryptic scrawling left by Professor Quercus on the last standing wall remaining of his laboratory:

Etiam augue omnes.

"Must catch them all."

These men and women are known as Dweomon Masters.

REQUIREMENT: Cha 12
PRIME REQUISITES: Wis & Cha
Hit Dice: d6

ABILITIES:
Their primary ability is to bond with and command Dweomon. A first level Dweomon master may bond with first level Dweomon, and every two levels after that they gain the ability to bond with a higher level of Dweomon. (Eg: At Level 3 they may bond with Lvl 2 Dweomon, At Level 5 they may bond with Lvl 3 Dweomon, etc. etc.)

This bonding may only occur with a wild Dweomon if the creature in question has been pacified with offerings of food and kind treatment, or has been captured or subdued, and the subject gets a Save vs. Spell with a +1 bonus for every point of non-subdual damage inflicted on the creature. Wild Dweomon will roll a reaction check upon encountering a Dweomon Master and behave accordingly, even to the point of casting their embodied spell if need be.

A Dweomon Master may automatically bond with a Dweomon that has been freely traded from another Master, or with one hatched by one of the Dweomon in his or her service. Hatchling Dweomon will imprint on the first Dweomon or Dweomon Master it sees.

A Dweomon will follow their Master loyally, but they are very much like henchmen. They will roll Morale checks if ordered into danger or unpleasant tasks, will bridle at abuse or neglect, to the point of running away and becoming wild again with a permanent +4 to their Save vs. Spell for bonding purposes. Conversely, if the creature is treated with respect and kindness, the Dweomon Master will gain a faithful and powerful ally.

There is no limit to the number of Dweomon that may follow a Dweomon Master, beyond the (possibly considerable) expense of care and feeding, and the difficulties that may arise between Dweomon of wildly varying types and personalities all vying for their Master's attention and care. The creatures' extreme rarity and high demand makes it uncommon for any but the most extremely powerful to amass much of a menagerie.

A first level Dweomon Master will start with a single Dweomon companion. This one is always the most loyal of their collection and will always have a morale of 10. While Dweomon are truly genderless, they will tend to take on the character of their Master over time.

A Dweomon Master cannot wear armor any heavier than leather, but may use shields. They select from a limited range of weapons more suited for subdual and capture over dealing lethal damage which includes clubs, nets, and quarterstaves, and for ranged weapons slings and shortbows or light crossbows equipped with special beanbag tipped arrows that stun rather than kill. (These cost the same as normal bolts or arrows, but only do subdual damage to unarmored targets.)

They can carry a dagger or shortsword, but only for self defense, and will never use it on a Dweomon or any other magical creature.

Upon reaching 9th. level, a Dweomon Master may choose to set up a stronghold that can serve as a training center, medical facility, and hostel for other wandering Dweomon Masters. 1d6 Apprentice Dweomon Masters will arrive to train under him or her, and any wild Dweomon wandering into the area around the center will be attracted as well by what they instinctually know is a safe and friendly environment for them.

Dweomon Masters use the Magic User table for level advancement, and use Thief saving throws.

Dweomon Eggs

All Dweomon regardless of type or appearance are genderless, and reproduce by laying eggs.

This happens once a year, and is marked by a huge increase in the amount of food the creature takes in. (The Dweomon will eat 10X its weight in food every day for a week. Due to their highly omnivorous nature, this isn't too much of a problem unless those keeping them have buildings or belongings they're particularly attached to.)

These eggs are commonly bicolored and spherical, usually red and white (some say this relates to the heraldry of the Vermilion College, although this is largely viewed with skepticism), but other colors are possible. They are nigh-indestructable, and vary in size from as tiny as robins' eggs to about a foot in diameter for the most powerful specimens. A knowledgeable Dweomon Master can estimate the level of an egg on a 3 or less on a d6.

Dweomon eggs are inert, and may remain so indefinitely until a spell is cast upon them, either by a spellcaster or by another Dweomon. If the one who hatched the egg is neither another Dweomon or Dweomon Master, the infant Dweomon will remain dependent until full grown, at which time it will attempt to escape into the wild. For some reason, a Dweomon cannot cast a spell on its own eggs to make them hatch. A pair of Dweomon in the wild may form a "mated pair" of sorts, hatching one another's eggs and raising the offspring to adulthood.

When a spell is cast upon a Dweomon egg, the egg hatches into a Dweomon that is the embodiment of that spell, regardless of what type laid the egg in the first place. A newly hatched Dweomon is 1/3 the size of its adult form, and has only 1 hd, gaining 1 hd per month until reaching their full growth. They lack any special attacks or other abilities until they reach their full growth.

The only limiting factor on this is that the eggs of lesser Dweomon aren't capable of hatching into greater Dweomon, and in fact if a spell of higher level is cast on a lower level egg, the egg will explode doing d6 damage for every point of difference in level out to its level X 10 feet radius.

A higher level Dweomon egg "fertilized" with a lower level spell will result in a matching litter of lesser Dweomon equal number to the level of the egg divided by the level of the spell. Any rounding errors result in a random Dweomon of the remaining levels embodying a different spell of their level.

Dweomon Eggs are highly prized, especially those of higher level, and can command prices of at least 100 gp per spell level on the open market. Dweomon are highly protective and possessive of their eggs, and will not part with them willingly. A Dweomon Master who takes one of his charges' eggs to sell or give away will find the creature suffers a cumulative -1 to Morale every time this is done, until such time as the creature runs away.

This class is hereby designated as Open Game Content via the Open Game License.

Monday, August 8, 2011

New Labyrinth Lord Race/Class: Equestrian Ponies!



A flurry of motion at the door of the tavern caught Lars Kettlebeck's eye and he looked lazily up from wiping down a flagon. A cloud of yellow trail dust was settling out on the front porch, shaken off by some sort of animal that proceeded to come inside.


It was roughly a yard high at the shoulder, equine in configuration, and encased from snout to tail in dully gleaming plate mail barding that showed the patina of knocks and dents that only came from long service in the field. Some kind of crest depicting a horseshoe and a bunch of berries was painted on the flanks of the barding, the bright colors scratched and faded with use and travel.

What glimpses of the little animal's hide there were visible under the metal shell and padded blankets were covered in dirt dulled cobalt blue fur, with a tightly cropped tail of purplish midnight blue that looked for all the world like the end of a well used broom jutting up from the creature's hindquarters through a gap in the steel plates.


A pair of travel stained saddle bags hung over its back, with a coil of rope, an empty waterskin, and a map case dangling from straps on its harness. Lars' sharp eyes furrowed a bit as he took note of a weapon, a common instinct among the tavern keepers in the border towns. What looked like the handle of some kind of falchion or cutlass protruded from beneath the creature's left hand saddlebag, its simple wooden grip marked with indentations that looked like tooth marks.

The barman resumed wiping down the flagon as the creature made its way toward him, the clack clack of the metal soles of the boot like contraptions it wore on its hooves echoing in the relative quiet of late morning. Some of the drunks sobering up in the corners winced at the noise, while others merely gaped at the spectacle of what looked like a tiny knight's destrier walking purposefully across the common room. Lars merely kept a stolid expression as the thing vanished from his point of view, obscured by the bar.

He heard the clinking sound of buckles being undone, followed by a soft clatter of iron soles dropping to the floor, and then the slightly grating sound of the barstool before him being moved. A moment later the little armored creature hove back into view, pulling itself up onto the barstool and sitting up on its haunches with its blue furred fore hooves resting on the eroded varnish of the bar.

A gravelly voice, deeper than Lars would have expected, issued forth from beneath the rounded sallet with its v shaped eye slit. "Do you have any cider, my good sir? I've got the bits to pay for it."

It turned and craned its neck to the saddlebag on its right flank. With deft use of its muzzle, it opened the flap and rooted inside, soon drawing forth a small cloth pouch that clinked softly when it hit the surface of the bar. It then nosed the pouch open and pulled out a silver coin pinched between its front teeth, which it laid carefully before the barman before gathering up the pouch again by its strings and flipping it back into the saddlebag.


As Lars peered down at the silver coin, marked on its face with the profile of a unicorn wearing a small tiara in front of a crescent moon and star, the creature reached up with its fore hooves and grasped the sides of its sallet, lifting it off of its head and setting it gently down on the bar beside it. A pair of large, intelligent, amber colored eyes looked expectantly up at the grizzled barman, a shock of midnight blue mane plastered down to the broad forehead by sweat and the weight of the helmet. It gave him a weary smile.

Lars gave a curt nod and slid the coin across the scratched surface of the bar and into one of the pockets of his apron.
He turned and stepped up to one of the kegs along the wall, filling the flagon in his hand with a dark golden liquid that smelled faintly of apples, raisins, clove and cinnamon. "One cider, comin' up."

As he set the sweet libation down in front of it, the creature's smile widened as it looked up from the flagon to him, a note of gratitude to be heard in its scratchy voice. "Thank you kindly, sir." At that it was suddenly racked with a fit of coughing, causing it to raise one of its hooves to its mouth and avert its muzzle. It turned back to him with an apologetic smile. "I'm sorry, I've been breathing trail dust all day on the king's highway from Stopton. I'm a little hoarse."

Lars nodded laconically, returning the creature's smile with a kindly smirk of his own. "I can see that."

He leaned amiably on the bar as the small equine fished in its other saddlebag and produced a lacquered reed which it lowered into the flagon and began to drink. "So what brings you to Wayford, Mister…"


After a pause as the blue furred creature closed its eyes and licked its lips with a contented sigh, it returned his gaze. "Buckberry." A bold smirk spread across the equine's expressive little face. "I'm just a wandering stallion at arms, looking for adventure and fortune. More the latter than the former, but whatever comes along first is fine with me."

____________________________________

The Ponies of Equestria are an odd breed of sentient, magical equine who live in a highly civilized yet bucholic fashion comparable to that of halflings and elves. They come in three distinct types, the most common being known as Earth Ponies who are renowned for their strength and industriousness, the winged Pegasus Ponies, and the magically gifted Unicorn Ponies.

While generally content to live in their own idyllic kingdom, under the protection of a pair of patron sister goddesses associated with the sun and moon, many a pony of a more adventurous type has taken up the call of the open road and the thrill of treasure hunting, and have been slowly spreading across the wider world.

Common features shared by all types of Equestrian Ponies are a small size, about four feet at the shoulder for the very largest specimens, and bright coats, manes, and tails of a wide range of colors, often in combinations not found in the rest of the natural world. They are notably equine, but with a much more rounded and delicate appearance, with large, expressive, forward looking eyes set in short muzzled faces.

Equestrian Ponies are peace loving and friendly and tend to have good relations with civilized neighbors, especially when Pegasus Ponies and their weather controlling abilities are present. Earth Ponies get along famously with halflings, and often more adventuresome specimens of both races will partner up, with the halfling riding their equine ally into battle like miniaturized heavy cavalry. (This is viewed as adorable by many foes, up until a lance held at crotch level is encountered, followed by a thorough stomping by four tiny, iron shod hooves.) Elves have a special affinity for Unicorn Ponies and often mingle with them in study and song.

The chaotic races of humanoids and evil monsters universally loathe Equestrian Ponies and often consider them a delicacy. Trolls in particular will attack Equestrian Ponies on sight. The gentle demeanor of the Equestrian Ponies belies their courageous nature, and they will fight back fiercely if attacked. More often than not they will not be alone in their battles, as their almost magical ability to make friends means they have many allies.

Equestrian Ponies speak the Common tongue, their alignment language, and a language used by all types of ponies known as Poneise, which sounds to most listeners rather like Common spoken by a small horse with a mouth full of cake frosting. Unicorn Ponies often can speak Draconic, with just enough facility that most dragons can resist the urge to pinch their little cheeks and tell them how precious they sound, which can be anything from annoying to downright terrifying depending on the age and size of the dragon in question.

CUTIE MARKS:
All Ponies who come of age are marked by a special pictograph that appears by magic on their flanks. This is referred to among them as a "cutie mark" (albeit grudgingly by the males, who would prefer something a bit less effeminate). This mark carries with it a special talent that manifests when the Pony in question realizes their true calling. This ability is in addition to any other abilities gained from the pony's subtype. Roll once on the following table when creating an Equestrian Pony character.

CUTIE MARK GENERATION TABLE:
01: Detect traps on 2 in d6 if actively looking.
02: Detect hidden gemstones on a 2 in d6
03: Detect poison on a 1 in d6
04: Hard bargainer, can get 3/4 value back for resold equipment rather than half.
05: Can predict changes in weather up to four hours in advance on a 2 or less on a d6.
06: Detect fresh water on a 2 or less on d6
07: Detect lies told in presence on a 2 or less on d6 if actively listening for them.
08: Detect secret doors on a 1 in d6 if actively looking.
09: Pony is unusually sure footed, and can maintain their balance even on slick or treacherous surfaces without any move penalty. They're also excellent skaters.
10: Choose a basic crafting skill like baking or knitting or dressmaking. The pony is able, given time and proper facilities, to take 1d20 gp per day and double it producing and selling the results of their labor. Weapons and Armor are not available crafting abilities for this, although other forms of smithing may be.
11: Detect presence of magic in general area on a 1 in d6. Cannot pinpoint this magic unless pony is a Unicorn Pony.
12: Kind demeanor adds a -2 to reaction checks from creatures of animal intelligence.
13: Pony knows 1d4 additional languages. Draconic and Elvish are most common, but others may be available per the campaign world.
14: Forage for enough food to feed up to 4 companions for the day in wilderness areas on a 2 or less in d6
15: Pony may cast a very weak Charm Person effect once per day. The subjects of this Charm may make checks to resist every hour. Doesn't work on actively hostile foes. Subjects of this ability will find themselves going along with what the pony wants despite their better judgement, especially if the pony starts whining.
16: Sound of the pony's laughter allows second save vs. Fear based effects to all allies within earshot.
17: Natural healing ability, may heal 1d4 points of damage to one creature once per day.
18: Twitching premonitions of danger, this pony is only surprised on a roll of 1 on a d6, and gives their group a -1 bonus to surprise rolls.
19: Pony can cause a mild form of Confusion by raising a patter of rapid fire speech at the intended target, causing them to forget to attack or take an intended action for each round the pony prattles at them. The victim may make a Save vs. Spell to break loose from this effect. Victims get a -2 to their save if they can actually understand and think about what the pony is saying to them.
20: A piercing stare that causes those fixed with it to suffer a +2 penalty to Morale checks and -1 to combat rolls. If the pony makes a Charisma check to verbally tell the foe off in a language they understand, they must make an immediate Morale check or flee. Creatures that use gaze attacks must succeed a Morale check to make such an attack on this pony.

EARTH PONIES:
REQUIREMENT: Con 9
Prime Requisite: Str
Hit Dice: d6
Maximum Level: 12

ABILITIES:
Earth ponies are immensely strong for their small size, and can carry loads of up to 300 lbs. without suffering any movement penalty. They may carry a maximum of 600 lbs. at a maximum rate of 60' a turn. They can wear any kind of armor but cannot use shields. They can also wield one handed melee weapons clenched in their teeth, although they suffer a -1 penalty to hit due to it being an ungainly form of attack. It is impossible for them to use bows or other ranged weapons.

Their preferred method of attack is a powerful kick with their hind legs, which can do 1d6 damage per hoof. (Roll an attack for each hoof) If both hooves connect on one target, they are forced to make a save vs. breath weapon or be knocked back 1d4X10 feet. Adventuring Earth Ponies may choose to purchase a special set of iron shoes that increase the damage to 1d8 per hoof. These cost 5 gp for a pair and add 6 lbs. to the amount of weight carried.

They may also use this buck attack to open doors on a 3 or less on a 1d6, with Strength bonus' applying. Any type of door may be opened this way, including magically held or locked doors.

Upon reaching 9th. level, an Earth Pony adventurer may petition their Princesses for a charter to found an outpost town in an unclaimed hex of wilderness. Once the surrounding territory is tamed, ponies of all three types will arrive to settle, setting up farms and orchards around a central village. The founder will be expected to defend and nurture their community, acting as its guardian with their goddess' blessing.

Earth Ponies use the Dwarf table for level advancement, and the Dwarf/Elf/Fighter/Halfling column of the combat matrix. They have their own set of saving throws, with emphasis on their physical hardiness giving them high resistance to poisons and body altering magics like petrification and polymorph.


PEGASUS PONIES:
REQUIREMENT: Dex 9
PRIME REQUISITE: Dex
Hit Dice: d4
Maximum Level: 12

ABILITIES:
These flying ponies are some of the fleetest creatures in the air, with a magical bond to wind and weather. They are capable of flying at a speed of 480' per turn (160' per round), and are extremely maneuverable, able to attain these speeds even in dungeon tunnels and narrow spaces due to their small size. A pegasus pony is capable of entering and withdrawing from melee combat without suffering an attack to do so, so long as they have movement to do so.

A pegasus pony only takes half damage from falling from any height. While they are too small and weak to carry any riders, they may attempt to rescue allies from falls with a successful attack roll, followed by a Save vs. Death. The distance of the fall is reduced by the difference between roll and target number X 10.

These creatures are capable of walking on any mass of cloud, mist or vapor that is thick enough to obscure vision as if it were solid (albeit spongy) ground.

Their preferred method of attack is a kick with their hind legs, which does 1d4 per hoof. They may wear iron shoes to increase this to 1d6, but tend to disdain such hoofwear as it weighs them down. They may make a buck attack against masses of cloud or vapor, dispersing a 10X10' area in a round. The hooves of a Pegasus Pony can strike creatures from the elemental plane of air for damage without penalty, even if the creature in question possesses resistance to normal weapons.

This speed and maneuverability comes at a cost of the strength of their earth bound kin, and they are incapable of flight if encumbered. Armor heavier than light leather barding restricts their wings and thus they cannot wear it. (The royal guards of Equestria's ruling sisters wear enchanted plate mail that is almost weightless, and are hoof picked for their unusual size and strength.) They can carry and use one handed melee weapons in their mouths, with a -1 penalty due to its ungainliness, preferring light blades like daggers or short swords.

Upon reaching 9th. level, Pegasus Ponies can petition their Princesses to build a stronghold in the sky that tends to drift over a designated (usually friendly) area of land. Pegasus ponies will soon arrive to settle, creating their homes out of the stuff of clouds. The skylord will often be allied with friendly airborne creatures, and since a community of Pegasus Ponies can control the weather out to 20 miles radius, they are often courted for friendly relations by the lands below them.

Pegasus Ponies use the Halfling table for level advancement, and the Dwarf/Elf/Fighter/Halfling column of the combat matrix. They have their own set of saving throws, that emphasize their ability to dodge and maneuver, giving them high saves vs. breath weapons and wands.


UNICORN PONIES
REQUIREMENT: Int 9
PRIME REQUISITE: Int and Wis
Hit Dice: d4
Maximum Level: 12

ABILITIES:
A highly magical breed from an already magical race, the horned unicorn ponies are exalted even among the egalitarian society of Equestria. They are capable of casting spells in a similar fashion to Elves and Magic Users, up to the 9th. level of ability. This magic is focused on their horn, which glows brightly when in use. Spells up to 2nd. Level do not need to be memorized, and may be chosen at will on the fly up to the Unicorn Pony's slots per day for spells of those levels. Spells of 3rd. level and higher are studied and memorized from spellbooks in the same fashion as other Magic Users.

In addition, they exhibit a low power form of Telekinesis that they can use at will to lift and manipulate small objects up to 10 pounds at a radius of 5' around their horn, which glows with a soft light when they use this ability. They may manipulate one object at a time, with additional objects for each +1 granted by high Wisdom.

Unicorn Ponies may wear any kind of armor and wield any shield or weapon with their telekinesis, provided their wisdom allows it. (i.e. Two handed weapons like pole arms or bows require that they be skilled enough with their magic to manipulate more than one object at once.)

They may also choose to kick with their hind legs for 1d4 per hoof (1d6 if they are wearing iron shoes) or stab with their horn for 1d4 damage. (This latter attack is only done in desperation, as damage or severing of their horn can cause them to lose their magical abilities.)

Upon reaching 9th. level, Unicorn Ponies can petition their Princesses to establish a town on a hex of settled land. These towns attract Equestrian Ponies of all kinds, with higher populations of Unicorn Ponies. More often than not, such communities will establish a college of magic, where mages of all species are welcome to study and exchange theory and practical applications of magic. This high concentration of magic makes them a very tough nut for chaotic raiders to try and crack.

Unicorn Ponies use the Elf table for level advancement, and the Cleric/Thief column on the combat matrix. They have their own set of saving throws, that reflect their natural magical nature and resistance to such effects.


These class' are hereby designated as Open Game Content via the Open Game License. My Little Pony: Friendship Is Magic is copyright © Hasbro Inc. This article implies no claim on said copyright and is done without permission in the spirit of fun, love, and tolerance.

Wednesday, March 9, 2011

New Class: The Shapeshifter

There are those who wander the world practicing a craft older than the most ancient of spells painstakingly researched by the wizards in their colleges and lonely towers, whispered in reminsices by the oldest patron deities of the clerics in their temples, nearly forgotten by even the elves in their timeless glades and the dwarves in their deep delves.

This craft has its roots in the primordial first drumbeats of creation, when no living thing had settled into its final form.

It is a simple magic, almost instinctual in its practice, that allows these gifted individuals the power to change shapes as if casting off an old cloak and donning a new one.

They are known, if such can be truly known at all, as the Shapeshifters.

REQUIREMENT: Con 12
PRIME REQUISITES: Wis & Con
Hit Dice: d8

ABILITIES:
The primary power of the shapeshifter is the ability to assume the form of any normal animal of equal Hit Dice to their level. They gain the movement, armor class, and attack forms of that creature, as well as any special attacks or abilities of a non-magical or spell like nature, with the exception of poisons, the webbing of spiders, and the ink of octopi and squids.

Thus, a 4th. level shapeshifter transformed into a black bear might gain the bear's hug attack. A 2nd. level shapeshifter transformed into a camel gains the beast's ability to carry 300 lbs. of baggage and go for days without water. Etc.

A shapeshifter cannot speak in animal form unless they are one level higher than the chosen creature's Hit Dice.

The shapeshifter can transform into composite, "mythic" creatures if they have sufficient levels to encompass the hit dice of the component creatures.

The shapes of creatures with a bilateral human component, like satyrs, minotaurs, lizard men, gnolls, or centaurs, are gained at their listed Hit Dice level. In creatures with a human component among multiple other composite animals, like a manticore, gain the human part for an additional level.

For example, a shapeshifter would have to be 8th. level to become a gryphon (3 for the giant hawk, 5 for the lion).

However they cannot gain any sort of magic like effects or breath weapons. A 13th. level shapeshifter could assume the form of a chimera (2 for giant bat, 2 for goat, 5 for lion, and 4 for giant serpent) but would not gain the beast's fiery breath. A 12th. level shapeshifter becoming a manticore (2 for giant bat, 5 for lion, and 4 for giant scorpion, 1 for human) would gain the tail spikes, however.

Demi humans and humanoids without a distinct animal component cannot be transformed into, so orcs, elves, dwarves, halflings, ogres, etc. are off limits.

A shapeshifter is forbidden by ancient and inscrutable laws to assume the form of a ki rin or unicorn, regardless of level.

They may assume something akin to the shape of a dragon at 18th. level or higher, gaining all the attack forms save a breath weapon, but this is an action fraught with risk as it tends to uncannily draw the attention of true dragons who might be in the area. They cannot assume the color of any of the chromatic or metallic types, tending toward scales that match their normal skin and hair coloration.

It's up to the Labyrinth Lord's final discretion what components contribute to a creatures' Hit Dice.

The shift from one shape to another takes as much time in rounds as the target form's Hit Dice. Thus, it would take a high level shapeshifter 9 rounds to become a chimera, but only a single round to transform into a house cat. They may revert to their human form at will.

Shapeshifters are completely immune to the curse of lycanthropy.

In exchange for this mastery over the many forms of the animal world, the shapeshifter forgoes the tools of man, and can wear no armor and wield no weapons. Due to their protean nature, they tend to carry little beyond what can fit in a pack, and wear clothing that is easily cast off and replaced, should they choose to wear any at all.

As far as treasure is concerned, they are still quite happy to claim their fair share, as gold and jewels buy creature comforts, and can be laid aside for a rainy day. Individual tastes may vary from shapeshifter to shapeshifter. Some may favor abiding in nature, away from the hurlyburly of civilization, while others are perfectly happy in the warm conviviality of a tavern or inn.

When it comes to magic items, they favor jewelry that may be worn in many forms like bracelets and necklaces, and potions always come in handy. They have no use for scrolls, wands, armor, or weapons.

A shapeshifter is ostensibly a human, although there is usually something odd about them that marks them out as different even when they're wearing their human shape.

Roll 1d20 on the following table every 5 levels.
01: Animal like eyes. Roll 1d4 1: Cat-like 2: Sheep-like 3: Faceted 4: Dog-like
02: Fine patterned scales
03: Feathers instead of hair
04: A tail Roll 1d8 1: Fox 2: Cow 3: Lizard 4: Monkey 5: Swallow 6: Horse 7: Dog 8: Cat
05: Raccoon like mask on face
06: Mobile, animal like ears. Roll 1d4: 1: Dog-like 2: Cow-like 3: Rabbit-like 4: Bat-like
07: Striped or spotted patterns on skin
08: Short, downy fur matching hair color
09: Dog like pads on feet and palms.
10: Odd teeth Roll 1d4 1: Fangs 2: Huge buck teeth 3: Small tusks 4: Insectoid mandibles
11: Completely hairless
12: Spiny ridge starting at forehead and extending down the spine.
13: Digitigrade legs
14: Odd face Roll 1d4 1: Beak 2: Muzzle 3: Reptilian 4: Huge Nose
15: Mute. Can imitate animal sounds flawlessly, but must communicate in sign language.
16: Unusual diet Roll 1d4
1:Obligate Carnivore 2: Obligate Herbivore 3: Carrion 4: No cooked food of any kind
17: Make random animal noises if Save vs. Spell failed in stressful situations.
18: Talons on hands and feet do 1d4 in combat
19: Arms are vestigial wings (fully functional as arms, but oddly formed and proportioned)
20: Completely different human appearance each time the human shape is resumed. Gender is maintained, but descriptors such as looks, hair and skin color, and the like change radically. Re-roll Charisma each time.

Upon reaching 9th. level, a shapeshifter may choose to claim a hex of wilderness that becomes their domain. Usually, this area will center on some striking natural feature, like a distinctive rock outcropping or a waterfall. All the animals of less than 9 HD found there pay him or her fealty, and develop the ability to speak in a language that the shapeshifter alone can understand.

The shapeshifter must come to amicable terms with more powerful creatures in their neighborhood, or defeat them in battle and drive them away. As they gain levels, the shapeshifter may command the loyalty of the more powerful creatures who co-exist in their territory.

In return, the shapeshifter is expected to defend the land and its denizens from external threats, but they may freely negotiate hunting or logging rights with more civilized neighbors.

Shapeshifters use the elf table for level advancement, and use halfling saving throws.

This class is hereby designated as Open Game Content via the Open Game License.

Sunday, January 10, 2010

New Class: The Handsman

Now is the time for punching!

The following is an attempt to create an unarmed fighting class for Labyrith Lord with a more Western flavor. I envision them more as pugilists, wrestlers, and overall tough guys than as Shaolin style aescetics dropped into Medieval fantasy settings. Think Samson, Hercules, Little John, Popeye, Asterix, or any character Brian Blessed ever played, and you're pretty much thinking of these guys.

This is a conversion from the Handsmen that appeared in the Fort Standish sandbox campaign using the 3rd. Edition D&D Monk rules.


REQUIREMENT: Str 12
PRIME REQUISITE: Str & Con
Hit Dice: d10

Across the land, there have been despotic overlords who have decreed that certain fractious villages were no longer permitted to arm themselves. Being, as they were, fractious, these communities chose to obey the letter of these laws, but not the spirit, electing to strengthen their bodies and train in the art of fighting with bare hands or whatever weapons could be improvised, and thus the Handsmen were founded. From Clobberton and Musseldorf, Donnybrook and Greater Fracas, legends have grown of the feats of strength and daring these hearty folk were capable of.

Handsmen (and Handswomen) of different areas have taken to traveling to other villages to test their mettle with other schools, usually in contests of strength (such as hurling stones, wrestling bears, bending bars, or hurling bears) or, more commonly, public brawls. When two Handsmen from different villiages meet while travelling, it is not uncommon for them to enter into a challenge right on the spot. The loser of these challenges is often compelled to undergo an embarrassing punishment, or if they fought well and the winner likes the cut of their jib, to owe the victor a favor to be collected later.

Handsmen of certain traditions are known to cultivate impressive mustaches and/or beards (the Handswomen of these villiages respond to this with heavy pigtails that can often be used as weapons in their own right). Handsmen from the hamlet of Lucalibra fashion colorful masks that they never remove except in defeat. Handsmen live large and boisterously, and are prone to great joy, great rage, great melancholy, and great adventure.


ABILITIES:
Handsmen are rigorously trained to fight unarmed, and have a higher damage when they do so. Starting at 1d4 at first level (plus Str. Bonus), at certain levels they gain the ability to hit for even higher damage.
Handsmen may only use clubs, flails, hammers, and quarterstaffs as weapons, and have an uncanny ability to create these weapons out of any furniture or foliage that comes to hand. (Hercules Haas, the strongest man in Musseldorf, once beat an entire garrison of the Duke Sable's elite guards senseless with a milking stool.) There comes a point in a Handsman's development, however, where such weapons are merely ways to offer themselves a challenge, simply because they can do equal or greater damage barehanded. (Proud Molly Stubbett, a Handswoman from the coastal villiage of Garsmack, once wielded a rowboat as a weapon for an entire year on a bet.) Handsmen fight using the Fighter's to hit progression.

Handsmen also have a special ability in combat, known as the Clobber. When a Handsman declares they are Clobbering a foe, they roll a d20 normally to hit, and then roll a d20 to see if they have knocked their foe unconscious for 1d4 turns. Their chance to Clobber is equal to their level, so a 1st. Level Handsman clobbers on a 1 in 1d20, while a 12th. level Handswoman, for example, would clobber on 1-12 on a d20. A failed clobber attempt only does 1d4 damage if it doesn't knock the foe out. Undead and constructed beings like golems are immune to this power, while large creatures like giants and dragons gain a save vs. Paralysis to avoid this effect. (Ugly Stan Bransson from Plugville once punched out a black dragon that had been devouring his cattle, then he decked one of his prize bulls for leading the herd into the swamp in the first place...)

Handsmen also train to increase their strength, although there are rumors that they enhance their prodigious abilities with magic potions brewed by local druids, or diets rich in leafy green vegetables. They gain a strength bonus at certain levels in addition to whatever strength bonus may come from their STR. stat, due to their knowledge of leverage and pressure. This bonus only applies to feats of strength such as forcing doors, bending bars, and lifting gates.

Finally, Handsmen disdain the use of armor (It is often difficult to get them to
even wear a shirt.) Instead, they toughen themselves through exercise and mortification regimes, like frequent dips in frozen streams or sleeping in wolverines' burrows. At certain levels, the Handsman's armor class gains a natural bonus. They also do not use shields, but can benefit from protective magic items like Bracers of Armor if they can get them. (Although they risk derision from their fellow Handsmen for being pantywaists...)

Their abilities improve according to the following chart:


Upon reaching 9th. level, a Handsman may choose to found a school to train others in the unique fighting style they have developed. These schools take the form of a fortified building, and may be built anywhere, from large cities to remote wilderness locations. Upon doing so, 3d6 1st. level Handsmen (and Handswomen) will come to study under the school master's tutelage. Once they hit 5th level, these students will strike out on their own, to be replaced by 1d6 new 1st. level apprentices. If any students are killed in the course of their studies, they will not be replaced.

Handsmen use the Dwarf saving throw chart and advance using a Magic User's level advancement.


"C'mon boys, lets go beat up some ogres..."

This class is hereby designated as Open Game Content via the Open Game License.

Tuesday, November 10, 2009

It was the Monster Mash.

As promised, here are the custom Labyrinth Lord classes I had on hand for my frightful Halloween dungeon crawl. I figure I oughta get these up before we're too far along toward turkey time, and monsters, pumpkins, and wads of candy are too far in the past.

Enjoy...

DAMPYR
Blah! Do the Batusi!

REQUIREMENT: Cha 9
PRIME REQUISITE: Str & Cha
Hit Dice: d6
Maximum level: 12

The blood of the dampyr is a strange mingling of human and vampiric bloodlines. While mortal, they possess the rudiments of a vampire's power. They are cruelly handsome folk, with pallid skin and feral eyes. They may fight with any armor and weapons, and may also cast spells like a magic user. Their supernatural background grants them 60 ft infravision, as well as uncanny senses with half the range on a surprise roll (i.e. if surprise is on a 1-2 on a d6, it is only on a 1 for a dampyr.) Dampyr are uncomfortable in daylight, and suffer a -1 penalty to all rolls made while in direct sunlight. They may be turned by a priest as an undead of their level, but are allowed a save vs. wands to resist this. They are immune to the paralysis effect of ghouls, as well as charm and sleep type effects.

A dampyr must have a 13 in both prime requisites to get the +5% experience bonus. They must have a Cha of 16 and a Str of 13 to get the +10% bonus.

Upon reaching 9th. lvl, a dampyr may establish a stronghold, usually in a remote, moody castle overlooking a village of fearful peasants, who count themselves lucky that it's only a half vampire occupying their neck of the woods. Dampyr may hire soldiers of any race, although they do not generally trust other dampyr.

NOTE: DAMPYR use the ELF experience and saving throw progressions from Labyrinth Lord.



GRIMLINGS
When you absolutely, positively, need a body dug up overnight...

REQUIREMENT: Dex 9, Con 9
PRIME REQUISITE: Str & Dex
Hit Dice: d6
Maximum Level: 10

Furtive, grimy little lurkers in graveyards, catacombs, and dark alleys, grimlings are distrusted by most, but their willingness to do any task, no matter how vile or menial, means they fill many niches at the edges of society. A typical grimling is 3-4 feet tall, and prefers to keep their face hidden by wrappings and deep hoods, from which red eyes glitter. A grimling's wiry, ape like build allows them to climb as if they were thieves of their level. They have an uncanny ability to vanish in graveyards and ruins, hiding with a 90% ability. They are also able to hide in shadows on a 1-2 on a d6 if they hold absolutely still. They have keen senses of smell, especially when it comes to finding dead bodies, so they will find a corpse (dead or undead) on a 1 in d6 if there is one to be found. Due to their short stature, and skill at ducking when they've made themselves enough of a nuisance, they gain a -2 to AC when fighting foes larger than human size. While short, they are immensely strong, and can use large or two handed weapons with ease, and may wear any armor.

A grimling must have one prime requisite at 13 to get the +5% experience bonus. They must have both prime requisites at 13 to get +10%.

Upon reaching 9th. level, a grimling can establish a community of their kind in a suitable graveyard, tunneling out a network of subterranian passages and chambers and ruling this territory as an underlord. It goes without saying, aside from certain eccentric necromancers and other humanoids, only grimling would want to take up residence there, let alone hire on as soldiery.

NOTE: GRIMLINGS use the HALFLING experience and saving throw progressions from Labyrinth Lord.

HOMANCULUS
Rrrr! Fire bad! Bread good! Candy better!

REQUIREMENT: Con 9
PRIME REQUISITE: Str
Hit Dice: d10
Maximum Level: 10

These hulking creatures are not born of nature, but are instead the work of wizards, alchemists, and other dabblers in forbidden knowledge. A homanculus is usually over six feet tall and powerfully muscled, with drab green skin and red, sunken eyes. A homanculus cannot wear armor, but they have a natural armor class of 5 from their tough, leathery hides. They can, however, carry shields. They have 60 ft. infravision. A homanculus is very easy to resurrect from the dead, requiring only the application of a cure spell and a lightning bolt. Their unnatural origins make them outcasts from most societies, and therefore they suffer a +2 to reaction adjustments, and cannot hire human retainers.

Upon reaching 9th. level, a homanculus may choose to adopt an area to protect or terrorize (depending on their alignment) up to a single map hex in size. This territory will always be in a wilderness area, generally rather remote. All natural animal life in the hex will befriend the homanculus, serving as their eyes and ears and giving what aid they can. Lawful homanculus tend to get on well with deer, rabbits, squirrels, and birds, while Chaotic homanculus will generally befriend bats, snakes, wolves, and toads. Neutral homanculus may befriend any animal they wish, as long as they don't pet them too hard.

NOTE: HOMANCULUS use the DWARF experience and saving throw progressions from Labyrinth Lord.

The entirety of these classes are hereby designated as Open Game Content via the Open Game License.

Saturday, October 24, 2009

New Class: The Largomani


Digging the deep desert.

So here's the last of my new race replacements for my Arabian Nights themed Labyrinth Lord campaign in development. These guys are built out of dwarf and lizardman bits, which is fitting since they are essentially dwarf lizardmen. The female is an amalgamation of random bits held together with modeling putty. I figured all the races have a diaphanous veiled dancer, the Largomani should get one too.

They're named in honor of Largo, a mutant turtle (and heavy weapons enthusiast) a good amigo of mine played in my old Gamma World homebrew campaign. Hope you dig.

REQUIREMENTS: Con 9
PRIME REQUISITES: STR
Hit Dice: 1d8
Maximum Level: 12

The stocky, reptilian Largomani (singular: Largoman) are creatures of the deep desert, able to survive and prosper in the merciless dune wastes that stretch from the perimeter fertile crescent to the Mount of Ages. While the harshness of their environs make survival their main concern, they are also a kindly folk, willing to extend hospitality to those in need.

A typical Largoman is about four feet tall, weighing about 170 pounds (all of which is muscle) and covered in a smooth, slightly waxy olive green hide. Their lizard like faces are rigid and inscrutable, so much of their personality comes through in vocal inflection and body language. (In fact, they are well known for their grace and skill at dancing, which comes as quite a surprise to the other peoples.) Their hands, while dextrous as any man's, are rough and thorny with thick nails that allow them to burrow through sand with amazing speed. Large, taloned feet and a four foot tail grant them very solid footing on shifting sands, should they choose to move above ground. In day to day life largomani dress very pragmatically, in simple kilts and cloaks, favoring as heavy armor as they can get.

From the day they come of age, every largoman is given a special device known as a dewwok, which resembles a small shield with strange hollows on one side and a polished metal surface on the other, that when set out at night allows them to gather enough water to sustain them for a whole day. A largoman dewwok is usually carried strapped to their back when they are mobile during the day, and adds a +1 to their armor class in addition to whatever other armor and shield they may be using. It is generally their most prized posession, and they will go to great lengths to protect it.

Largomani have the ability to see heat, granting them infravision out to 60 feet. They are also able to burrow through loose earth or sand at a movement rate of 30'. Their intimate knowledge of the wastelands allows them a 1-2 on a d6 roll to detect pitfalls, hidden tunnels, quicksand, or buried water in earthen or sandy environments. Their inherent toughness grants them good saving throws against magic. An unencumbered Largoman has a movement rate of 60', but only suffer encumbrance if they are carrying over 80 lbs. Due to their short stature, they can't use pole arms or large 2 handed weapons. Largomani speak their own language, the common tongue, and their alignment language. They harbour a fierce hatred of the tomb rats, and gain a +1 to damage against them in battle. All Largomani understand something of the tomb rats' debased language.

Reaching 9th. Level: When a Largoman reaches a this level, they will find a likely spot and construct a sietch: an underground warren of tunnels that features large meeting halls, deeply buried cisterns, colonies of docile giant insects that the occupants raise for food, and creche chambers for Largomani eggs and hatchlings. The sietch is defended by Largomani soldiers, but may harbor experts and spellcasters of other races. Largomani seitches operate under a strict code of hospitality. If a wayfarer comes to one in peace, they will be housed, fed, and protected for up to three days.

Largomani use the Dwarf saving throws and the Dwarf level progression from the Labyrinth Lord rulebook, with a d8 for hit dice.

Thursday, October 8, 2009

New Class: The Kedai


Princes of Purrrrrrrrsia.

The main reason for these guys is 'cos I got all these awesome minis from the Alkemy tactical game. How can you not dig cat people in Arabian Nights gear? They are also a revamp of a race my friends and I came up with for a shared worldbuilding/Savage Worlds campaign. (Factoid: Kedai is derived from "Kedi" which is cat in Turkish)

REQUIREMENTS: Dex 9, Wis 9
PRIME REQUISITES: STR, DEX
Hit Dice: 1d6
Maximum Level: 10

The Kedai are an exalted race of felines originating in the ancient temples of a forgotten deity that can be found at oasis' across the land. Before vanishing, this unknown patron bestowed a final blessing on the sacred cats dwelling in these sprawling ruins, giving them the gifts of speech, sense, and skill. The Kedai refer to this diety in their language as "Ohai", which translates as "She who will return." They revere her as their creator, but do not attach much significance to her beyond that. Aside from a small but fervent order of albino priestesses, they generally ignore their patron deity.

Were a leopard to rise up upon its hind legs and begin dressing and acting as a human, that is the general appearance of the Kedai. Their short fur coats come in shades of gold or orange with black rosettes, with all black and albino specimens infrequently appearing as well.

They are very proud of their appearance, and prefer to dress in loose, colorful clothing that accentuates their pelts to greatest effect. Kedai at their best are bright and vivacious, and intensely curious, at their worst they are lazy, flighty, and vain. Fierce when wronged, but quick to forget grudges. Kedai speak their own language, as well as common and gnoll. Those with Intelligence over 13 may speak the Ancient tongue, while those with Wisdom over 13 may speak the langage of the Jinni.

A kedai gains a +5% bonus to experience if they have a 13 in either prime requisite, and gain a +10% if they have a 13 in both. They gain a +1 bonus to initiative rolls when alone or in a party composed completely of their own kind. They posess infravision out to 60 feet, but their eyes glow in the dark, possibly revealing their location to enemies. They are capable of making great leaps of 20 feet in any direction, as long as they are unencumbered. A kedai may make a saving throw vs. Petrify while falling distances of 30 feet or less to land safely on their feet without harm.

Reaching 9th. Level: A kedai of high enough level may seek out an unoccupied temple ruin and establish a community there, where they may rule as a Bey answering to the Kedai Pasha once they have cleared it of any unwarranted occupants and restored the complex to a liveable state. Such communities often become caravan waypoints and centers of trade and culture, and it often will behoove the ruler to attract learned sages, wizards, and clerics, as well as merchants, tradesmen, and entertainers. The complex may be defended by mercenaries of any kind, but the Pasha prefers his vassals to make as much use of kedai soldiery as possible.

Kedai use the Elf saving throws and the Fighter level progression from the Labyrinth Lord rulebook, with a d6 for Hit Dice.

Saturday, October 3, 2009

New Class: The Jann


"Ho HO! Am I not GLORIOUS ?!"

Here is one of the first "race replacements" for the Thousand Year Sandglass. One of the beauties of Oldskool Moldvay-Cook, BX Labyrinth Lord yada yada style race as class is the ease with which you can swap out these race as classes to change the character and tone of your campaign world. For this setting, having Tolkeinian elves, dwarves, and halvlings running around an Arabian Nights style desert setting just doesn't work. (That's not to say it can't work ever, but fer my purposes, nah...) So here is my replacement for the Elves, the Jann.

REQUIREMENTS: CHA 9
PRIME REQUISITES: STR & CHA
Hit Dice: 1d8
Maximum Level: 10

Among the tribes and nations of mankind, there are those in whose veins flow the magical blood of the jinni. These individuals are known among men as the jann. They are gifted with both skill at arms, as well as the power to cast spells as wizards do. Many jann are indistinguishable from humanity, albeit with a greater tendency towards comeliness, but just as many bear outward signs of their lineage, such as unusually colored eyes or hair, or greatly increased height. Regardless of their physical appearance, they are invariably strong, commanding personalities capable of great passions. Many find them arrogant, high handed, and boastful, but often their boasts have considerable power backing them up. The life of a jann is one fraught with destiny and adventure.

Jann may wield any weapon and use any armor, and may cast spells from a list they share with the Sha'ir, using the Magic User's spell progression chart for the number of spells they may cast per day. They do not need to choose spells in advance, instead picking spells from among the spells they know for an appropriate slot on the fly.

They must have at least a 13 on both prime requisites to get a +5% bonus to their XP, and must have a 16 in CHA and a 13 in STR to get the +10% bonus. Due to their magical nature, they can spot illusions on a 1-2 on a d6 when actively searching. Also due to their lineage, they are immune to the paralysing touch of ghuls. Jann can speak common, their alignment language, gnoll, kedai, and the language of the jinni.

Reaching 9th. Level: When a jann reaches this level, they may choose to either build a fixed stronghold in the traditional fashion, generally at an isolated oasis or mountain top, or found a nomadic camp that they rule over as a shaykh, claiming a number of hexes equal to the shaykh's level in the desert. The camp moves from hex to hex every 1d3 months, with a 1d6 to randomize the direction it heads within its ruler's territory. While the hexes in a sheikh's domain remain wild in terms of clearing out monsters and other perils, the hex the camp is currently residing in must be free of threats, and a force must be sent to clear out a hex to be occupied in the future. Warriors of all kinds may be hired, but a personal honor guard of jann stock must be retained.

Jann use the Elf Level Progression and Saving Throws from the Labyrinth Lord Rulebook.

The entirety of this class is hereby designated as Open Game Content via the Open Game License.