It slipped under my radar, but +Nathan Irving quietly released his excellent Basic Illusionist a few days ago.
If you remember the Basic Illusionist was Nathan's entry into the S&W Appreciation Day back in April of 2014. Since then the book has seen some edits and it is now available as a proper DriveThruRPG download.
I talked about this book at length back in May. Everything I said then applies still.
http://timbrannan.blogspot.com/2014/05/pwwo-basic-illusionist.html
I mentioned a few games it works well with (PWWO) but since that time I have also used it in conjunction with other books.
ACKS Player's Companion
The Gnomish Trickster has a number of good spells that work well for the Illusionist. All the arcane spells tagged as (ill) for illusion would work nicely as well.
Adventures Dark and Deep
This game has both an illusionist and a mountebank classes. Not to mention plenty of spells.
The Companion Expansion
This is another "Companion" style book for Basic-era D&D and clones and is something of a forgotten treasure. It also has an Illusionist Class that is roughly equal with the Basic Illusionist, but the real feature of this book is the expanded spell list. If you are looking to extend your illusionist a bit more with more spells then this is a good way to do it.
Labyrinth Lord Advanced Edition Companion
Given it's aim to emulate AD&D via the Basic D&D-like rules it is no surprise then this illusionist cleaves very close to the source material.
I stand by my assessment of this book that I made then. This is hands down one of the best books of this type you can get and really captures what the OSR is about. Also, if you are playing an illusionist of any sort in any of the games I have mentioned, then by all means get this book.
Showing posts with label class. Show all posts
Showing posts with label class. Show all posts
Monday, December 1, 2014
Friday, November 7, 2014
Kickstart Your Weekend: Barrel Rider Games
James Spahn over at Barrel Rider Games has been quietly releasing a steady stream of work for Labyrinth Lord and Old-School Games for a couple of years now.
I have posted a number of times about BRG over the years and reviewed a lot of his work.
http://timbrannan.blogspot.com/search?q=barrel+rider+games
Where BRG really shines is getting out PDFs of a single class for a buck. You don't have to buy everything they make, but there is certainly something for everyone.
So it is my pleasure to let you all know about BRG's fund-raising drive to get some new equipment to put out the Class Compendium. Promising to over 200 pages (and I expect it will be more than that even) the BRG Class Compendium will feature some of class from his catalog with plenty of updates to some of the earlier ones.
https://www.indiegogo.com/projects/class-compendium-for-labyrinth-lord
He is asking for a modest $550 via Indiegogo. Which honestly I feel is reasonable. You are making an investment in his company and getting nice book of classes in return. Also this means the BRG can keep doing what they have been doing the best; short sweet pdfs for a buck.
I think this is a good cause. You spend some money, you get a book.
You can also find him on the web at:
https://www.facebook.com/BarrelRiderGames
I have posted a number of times about BRG over the years and reviewed a lot of his work.
http://timbrannan.blogspot.com/search?q=barrel+rider+games
Where BRG really shines is getting out PDFs of a single class for a buck. You don't have to buy everything they make, but there is certainly something for everyone.
So it is my pleasure to let you all know about BRG's fund-raising drive to get some new equipment to put out the Class Compendium. Promising to over 200 pages (and I expect it will be more than that even) the BRG Class Compendium will feature some of class from his catalog with plenty of updates to some of the earlier ones.
https://www.indiegogo.com/projects/class-compendium-for-labyrinth-lord
He is asking for a modest $550 via Indiegogo. Which honestly I feel is reasonable. You are making an investment in his company and getting nice book of classes in return. Also this means the BRG can keep doing what they have been doing the best; short sweet pdfs for a buck.
I think this is a good cause. You spend some money, you get a book.
You can also find him on the web at:
https://www.facebook.com/BarrelRiderGames
Thursday, July 10, 2014
Healers in Old School D&D
That got me thinking and I dug up my 1st Ed AD&D characters and found my character Celene (enspired by this bit of Elmore art). She was a Healer. Not a Cleric. Also she was my first 2nd character. Stuffed into the wrong folder I guess.
The healer I used back then was an odd mix of materials I had written for the witch, a necromancer class that no one has seen and the Sun Priest.
They all related in a weird way.
I tended to use Clerics more as the Occult Researchers of D&D. If it was an evil monster then they knew about it.
So healers, even pacifist ones, had more to do in my games.
Did any of you use Healers as a seperate class? If so how did it work out for you? Did they have awesome 80s hair?
Friday, May 23, 2014
PWWO: The Basic Illusionist
Time for another edition of Plays Well With Others.
The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.
The Basic Illusionist is the brain-child of +Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.
Go to his blog now and grab a copy. Oh. Did I mention it was 100% free?
http://secretsoftheshadowend.blogspot.com/
Before I delve into the book itself. Lets take a moment to look at this cover.
Seriously. That is a cool ass cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac) but I love it. The title works in seemlessly, like they were meant for each other. The woman in foreground is no longer the "beauty" but she is now an Illusionist.
Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here keeping you from using any Original of Basic inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already (more on that later).
Getting into the book now we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally I think Nathan should also put that FAQ on his blog as a page so every knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over what ever the Wizard or Magic-user is using in your game of choice and give them -1 bonus to saves when it comes to illusions.
The Illusionist gets a power or feature every odd level, but nothing that is game breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con-artist. Not sure how it compares to other classes of the same name.
One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great even if you never play the class.
What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I for one am glad to see them here. Spells are alphabetical instead of sorted by level.
A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal we tend to forget that 3.x and later games did in fact have some good innovations and ideas; this is one of them.
We end with a couple of monsters and a two page OGL statement.
Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.
Playing Well With Others
The design of the Illusionist class (and the book) is such that adding it to any game should really be a breeze. Adventurers enter a new land and discover a new brand of wizard. Compared to other custom wizards out there the illusionist is more powerful than his counterpart in 1st Ed. AD&D. This is not power creep in my opinion, I think Nathan has has actually fixed the classic Illusionist and brought it more in line with the Wizard.
Magical Theorems & Dark Pacts
+Dyson Logos' Magical Theorems & Dark Pacts is an excellent book for playing all sorts of wizard types. That is oddly enough except Illusionists. This however is not issue; The Basic Illusionist fits in quite nicely here. The Enchanter from MT&DP would have some spells that might be good for the Illusionist as well.
Theorems & Thaumaturgy
Another great free product. Theorems & Thaumaturgy comes to us from +Gavin Norman and introduced his Vivmancer class. Vivimancers and Illusionists are about as different as one can get really. But Theorems & Thaumaturgy does have some things that the Basic Illusionist can use. For starters there some more Illusionist spells in T&T that the Basic Illusionist could use. Both books make the assumption that Illusionists should have access to 8th and 9th level spells. If you are going to play a Basic Illusionist then it is worth your time and effort to get a copy of Theorem & Thaumaturgy.
Nathan, I would talk to Gavin and see if you can use his spells if you ever expand your Illusionist book. Maybe toss over some elementalist spells his way if you have them.
Astonishing Swordsmen & Sorcerers of Hyperborea
+Jeff Talanian's fantastic Astonishing Swordsmen & Sorcerers of Hyperborea also has an Illusionist class. Like all the classes in the book it is limited to 12th level. I had a quick glance over the spell lists last night and there wasn't anything that jumped out at me; the spells are drawn from similar sources. There is is information though that owners of either could use. Obviously the Basic Illusionist cover many more spells but more importantly it has the guidelines for covering how illusions in the game work.
The Witch
Of course I want to mention my own book. Witches and Illusionists share the ability to cast various figments and charms/mind affecting spells. I would say that in any game that has both classes that Illusionists should be limited to charm spells up to 5th level and witches any type of figments up to 5th level. Illusionists then get all (or most) of the Illusion spells and witches get all the curses.
What I Would Want Next
I know. I sound greedy. Nathan Irving works his butt off on this, puts it together and gives it away for free and I am over here saying "yeah, but do you have any more?"
But my motives are pure.
I would love a print version of this. It would really be awesome. At 34 pages it is a bit smallish for print, but that is easily fixed. Add a few more spells (plenty of OGC), some illusion based magic items, a couple more monsters (not a lot) an appendix for using this class in different retro-clones (LL, OSRIC, ACKS) and maybe even stats on adding gnomes as player characters. Call it "The Complete Illusionist" sell it for a couple of bucks on DriveThru and get a print copy made. OR Keep it free as a PDF and have print copies up on Lulu. In any case it would look good on my "OSR" shelf. There is enough OGC out there now to do all of this in fact. There is enough OGC in the 4 books mentioned above!
Bottom Line: This is a great book. I loved the awesome art and the fact that it is free. Though I would have gladly paid for it.
The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.
The Basic Illusionist is the brain-child of +Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.
Go to his blog now and grab a copy. Oh. Did I mention it was 100% free?
http://secretsoftheshadowend.blogspot.com/
Before I delve into the book itself. Lets take a moment to look at this cover.
Seriously. That is a cool ass cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac) but I love it. The title works in seemlessly, like they were meant for each other. The woman in foreground is no longer the "beauty" but she is now an Illusionist.
Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here keeping you from using any Original of Basic inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already (more on that later).
Getting into the book now we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally I think Nathan should also put that FAQ on his blog as a page so every knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over what ever the Wizard or Magic-user is using in your game of choice and give them -1 bonus to saves when it comes to illusions.
The Illusionist gets a power or feature every odd level, but nothing that is game breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con-artist. Not sure how it compares to other classes of the same name.
One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great even if you never play the class.
What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I for one am glad to see them here. Spells are alphabetical instead of sorted by level.
A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal we tend to forget that 3.x and later games did in fact have some good innovations and ideas; this is one of them.
We end with a couple of monsters and a two page OGL statement.
Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.
Playing Well With Others
The design of the Illusionist class (and the book) is such that adding it to any game should really be a breeze. Adventurers enter a new land and discover a new brand of wizard. Compared to other custom wizards out there the illusionist is more powerful than his counterpart in 1st Ed. AD&D. This is not power creep in my opinion, I think Nathan has has actually fixed the classic Illusionist and brought it more in line with the Wizard.
Magical Theorems & Dark Pacts
+Dyson Logos' Magical Theorems & Dark Pacts is an excellent book for playing all sorts of wizard types. That is oddly enough except Illusionists. This however is not issue; The Basic Illusionist fits in quite nicely here. The Enchanter from MT&DP would have some spells that might be good for the Illusionist as well.
Theorems & Thaumaturgy
Another great free product. Theorems & Thaumaturgy comes to us from +Gavin Norman and introduced his Vivmancer class. Vivimancers and Illusionists are about as different as one can get really. But Theorems & Thaumaturgy does have some things that the Basic Illusionist can use. For starters there some more Illusionist spells in T&T that the Basic Illusionist could use. Both books make the assumption that Illusionists should have access to 8th and 9th level spells. If you are going to play a Basic Illusionist then it is worth your time and effort to get a copy of Theorem & Thaumaturgy.
Nathan, I would talk to Gavin and see if you can use his spells if you ever expand your Illusionist book. Maybe toss over some elementalist spells his way if you have them.
Astonishing Swordsmen & Sorcerers of Hyperborea
+Jeff Talanian's fantastic Astonishing Swordsmen & Sorcerers of Hyperborea also has an Illusionist class. Like all the classes in the book it is limited to 12th level. I had a quick glance over the spell lists last night and there wasn't anything that jumped out at me; the spells are drawn from similar sources. There is is information though that owners of either could use. Obviously the Basic Illusionist cover many more spells but more importantly it has the guidelines for covering how illusions in the game work.
The Witch
Of course I want to mention my own book. Witches and Illusionists share the ability to cast various figments and charms/mind affecting spells. I would say that in any game that has both classes that Illusionists should be limited to charm spells up to 5th level and witches any type of figments up to 5th level. Illusionists then get all (or most) of the Illusion spells and witches get all the curses.
What I Would Want Next
I know. I sound greedy. Nathan Irving works his butt off on this, puts it together and gives it away for free and I am over here saying "yeah, but do you have any more?"
But my motives are pure.
I would love a print version of this. It would really be awesome. At 34 pages it is a bit smallish for print, but that is easily fixed. Add a few more spells (plenty of OGC), some illusion based magic items, a couple more monsters (not a lot) an appendix for using this class in different retro-clones (LL, OSRIC, ACKS) and maybe even stats on adding gnomes as player characters. Call it "The Complete Illusionist" sell it for a couple of bucks on DriveThru and get a print copy made. OR Keep it free as a PDF and have print copies up on Lulu. In any case it would look good on my "OSR" shelf. There is enough OGC out there now to do all of this in fact. There is enough OGC in the 4 books mentioned above!
Bottom Line: This is a great book. I loved the awesome art and the fact that it is free. Though I would have gladly paid for it.
Friday, April 25, 2014
Review and PWWO: The Complete Vivimancer
I recently downloaded The Complete Vivimancer the new book from Necrotic Gnome Productions, the same folks that gave us Theorems & Thaumaturgy.
+Gavin Norman, of the City of Iron blog, gives us a new(ish) class, the Vivimancer. The book is 88 pages and advertised as Labyrinth Lord compatible with both Basic and Advanced stats (more on that in a bit).
The class was introduced in Theorems & Thaumaturgy. The basic class is a type of Wizard/Magic-User and detailed on two pages. The experience per level, saves, spells, and attacks are not too different from the Magic-user normal.
For the Advanced option elves and half-elves can also be vivimancers. Interestingly enough elves can advance to 11th level and half-elves to 10th. I would have expected it to be the other way around.
The next substantial chapter is on Spells and Laboratory procedures.
The biggest expense in gold and time for the vivimancer is his laboratory. The vivimancer according to the rules needs to spend 6 hours per day in his lab. I wonder how much time this leaves for adventuring, eating and sleeping. Update: This is only when a magical procedure is underway, so not something the vivimancer does everyday. Upkeep costs is 10 gp per spell level, so about 1980gp per month at 20th level. Not unreasonable really.
The next 65 pages detail spells levels 1 to 9. Like most Labyrinth Lord compatible products the spells are compatible across a wide variety of products. You could use these with any old school product wizard, magic-user and yes witch. Though to do so I think robs the class of some it's charm and power.
The spells are a varied sort. There are some very useful, some are variations on a theme and others will have limited utility to the adventuring vivimancer. But all have a lot of style. If you prefer your games a little more G-rated then this isn't a book for you. While not as over the top as Carcosa or Lamentations of the Flame Princess, there are a lot of cutting things up and putting them back together.
The chapter on magic items is nice varied lot as well, with attention paid to things the vivimancer needs to perform his craft.
We also get Appendices on Psionic Powers and Mutations. Both are fine and work but in use I might swap out the same rules in the Labyrinth Lord compatible Mutant Future.
Overall I really liked it. Like the book said why let Necromancers have all the fun. There is a lot here that can be used in any game really even if you never use them as a class. Personally I wonder what a bad guy team of a Vivimancer and Necromancer might produce. Heck with the Advanced rules, a Vivimancer/Cleric.
There are couple of places where Insanity is mentioned but not a lot of details on how insanity would work in a game.
The art is somewhat sparse, but it is all original and unique to this book (ok maybe 1 or 2 are in T&T). So that gives it a sum positive in my mind.
The book is 88 pages, as mentioned above, and lists at $10.00 for the PDFs. Maybe a bit higher $/page ratio, but I'll be honest I am not sure where to price these things. I think $7.50 would have been best, but I am not judging.
I have to admit I was set to like this book. "The Complete Vivimancer" reminds me of the old Bard Games "The Compleat Spellcaster" and "The Compleat Alchemist". Not just in terms of title and feel, but in terms of content. This is the sort of thing I enjoy from the OSR/Old School publishing realms. I like something I can drop into my games with no issues. Plug and Play gaming.
I would like to recommend this book. I particularly recommend it as a change of pace from the evil Necromancer NPC.
There is a lot to love about this book.
Plays Well With Others: The Witch and The Vivimancer
Since The Complete Vivimancer is designed for Labyrinth Lord overtly and Basic Era game in general it should theoretically drop into any Old-School D&D game. Well as it turns out, it does and it does so rather nicely. Limit the spell levels to a max of 6 and you have a great new class for Astonishing Swordsmen & Sorcerers of Hyperborea and one that fits right in really. It is also a nice compliment to Magical Theorems & Dark Pacts. It also plays really nice with my own Witch class.
There are several spells that both Witches & Vivimancers can use from their respective books. These are just my ideas, your GM would have to choose their own and it is possible that Vivimancer author +Gavin Norman might have some different ideas.
Vivimancer Spells for the Witch
First Level: Entangle, Hormone Control
Second Level: Arcane Sight, Insect Messenger, Pair Bonding, Bleeding Wounds (reverse of Staunch Blood Flow)
Third Level: Accelerated Reproduction, Anthropomorphism (perfect witch spell), Paralysis
Fourth Level: Immunity to Disease, Insanity
Fifth Level: Nature's Secrets, Psionic Awakening (for Aquarians only), Transfer Pregnancy (as a Witch Ritual)
Sixth Level: Impregnate
Seventh Level: none
Eighth Level: none
Ninth Level: witches can't cast ninth level spells.
Witch Spells for the Vivimancer
*Cantrips: Analyze Fertility, Daze, Detect Curse, Detect Poison, Detect Pregnancy, Flavor, Freshen, Inflict Minor Wounds, Irritate, Quick Sleeping, Sobriety, Summon Vermin
First Level: Analgesia, Bless Growth, Blight Growth, Block the Seed, Drowsy, Endure Elements, Far Sight, Fey Sight, Sickly, Silver Tongue, Sour Stomach, Vertigo
Second Level: Agony, Broca's Curse of Babel, Delay Poison, Fever, Mind Obscure, Weaken Poison, Youthful
Third Level: Aphasia, Body of Eyes, Clairaudience/Clairvoyance, Lesser Strengthening Rite, Remove Blindness/Deafness, Toad Mind
Fourth Level: Abomination, Confusion, Elemental Armor, Narcolepsy, Neutralize Poison, Polymorph, Vomit, Bount/Strength to the Unborn (Ritual)*
Fifth Level: Baleful Polymorph, Dreadful Bloodletting, Gnawing Pain, Steal Youth, Control Outcome of Birth (Ritual)*
Sixth Level: Evaporate Fluids, False Memory, Mass Agony, Repulsion, Crossbreed (Ritual)
Seventh Level: Insanity**, Magickal Conception (Parthenogenesis), Wave of Mutilation
Eighth Level: Mind Blank
Ninth Level: There are no 9th level witch spells.
*Ritual spells should be cast by a lone Vivimancer at one level higher.
**(Called Greater Insanity to differentiate it from the 3rd level Vivimancer spell)
In both cases I am just listing the level of the spell as it appears in it's respective book. Some spells might need to be shifted up or down a level depending on the GM. Also there is some overlap in the spell effects but the casting and mechanics might be different
New Spell: Magickal Creation (Thaumatogenesis)
This new spell is usuable by either Witches or Vivimancers.
Magickal Creation
Latin: Thaumatogenesis
Level: Vivimancer 9, Witch 8
Casting Time: 2 hours
Range: Touch
By means of this spell a new life form can be created purely from magic. Unlike Magickal Conception, which takes exsiting life force and shapes into a new life, Magickal Creation uses only magic.
This spell maybe used to impregnate a female or even a male subject. Typically a female subject is used since is most cases (95% of the time) the impregnated male dies in the birth process.
The casting of this spell takes two hours, during which time the caster must be not interrupted. The casting witch must be able to see the target of the spell, either directly or by scrying. The target, if willing, gains no saving throw, but an unwilling target if aware of the spell can make a save vs. Spells. A target unaware of the casting must become aware of the situation before they can save. Many charlatans play on the paranoid nature of many and sell talismans that protect against this spell.
Since this is using the stuff of magic to produce a life, the spell always works and produces a living life form. What sort of life form produced is indicated by the table below.
Gestation depends on the species of the mother, but time in months is often reduced to time in hours. So if the mother is human then nine months of pregnancy is reduced to nine hours. The minimum gestation time in any case is two hours. The Caster may also impregnate themselves in this manner producing a clone.
Material Components
Vivimancer: A tissue sample from either the gestating mother or the caster. The tissue is placed in a vat where it is boiled with Agaric, Basil, Figs and Mandrake root till forming a loose, liquid ooze. This ooze is placed onto the gestating mother (or caster).
Witch: Root Agaric, Basil, Figs and Mandrake root (harvested only by the new moon) are combined into a paste, dried and burned. An athame and a cup, symbolizing male and female powers to direct the spell are required as the focuses.
Section 15: Magickal Creation (Thaumatogenesis) Copyright 2014 Timothy S. Brannan.
All text of this spell is considered Open for terms of the OGL.
+Gavin Norman, of the City of Iron blog, gives us a new(ish) class, the Vivimancer. The book is 88 pages and advertised as Labyrinth Lord compatible with both Basic and Advanced stats (more on that in a bit).
The class was introduced in Theorems & Thaumaturgy. The basic class is a type of Wizard/Magic-User and detailed on two pages. The experience per level, saves, spells, and attacks are not too different from the Magic-user normal.
For the Advanced option elves and half-elves can also be vivimancers. Interestingly enough elves can advance to 11th level and half-elves to 10th. I would have expected it to be the other way around.
The next substantial chapter is on Spells and Laboratory procedures.
The biggest expense in gold and time for the vivimancer is his laboratory. The vivimancer according to the rules needs to spend 6 hours per day in his lab.
The next 65 pages detail spells levels 1 to 9. Like most Labyrinth Lord compatible products the spells are compatible across a wide variety of products. You could use these with any old school product wizard, magic-user and yes witch. Though to do so I think robs the class of some it's charm and power.
The spells are a varied sort. There are some very useful, some are variations on a theme and others will have limited utility to the adventuring vivimancer. But all have a lot of style. If you prefer your games a little more G-rated then this isn't a book for you. While not as over the top as Carcosa or Lamentations of the Flame Princess, there are a lot of cutting things up and putting them back together.
The chapter on magic items is nice varied lot as well, with attention paid to things the vivimancer needs to perform his craft.
We also get Appendices on Psionic Powers and Mutations. Both are fine and work but in use I might swap out the same rules in the Labyrinth Lord compatible Mutant Future.
Overall I really liked it. Like the book said why let Necromancers have all the fun. There is a lot here that can be used in any game really even if you never use them as a class. Personally I wonder what a bad guy team of a Vivimancer and Necromancer might produce. Heck with the Advanced rules, a Vivimancer/Cleric.
There are couple of places where Insanity is mentioned but not a lot of details on how insanity would work in a game.
The art is somewhat sparse, but it is all original and unique to this book (ok maybe 1 or 2 are in T&T). So that gives it a sum positive in my mind.
The book is 88 pages, as mentioned above, and lists at $10.00 for the PDFs. Maybe a bit higher $/page ratio, but I'll be honest I am not sure where to price these things. I think $7.50 would have been best, but I am not judging.
I have to admit I was set to like this book. "The Complete Vivimancer" reminds me of the old Bard Games "The Compleat Spellcaster" and "The Compleat Alchemist". Not just in terms of title and feel, but in terms of content. This is the sort of thing I enjoy from the OSR/Old School publishing realms. I like something I can drop into my games with no issues. Plug and Play gaming.
I would like to recommend this book. I particularly recommend it as a change of pace from the evil Necromancer NPC.
There is a lot to love about this book.
Plays Well With Others: The Witch and The Vivimancer
Since The Complete Vivimancer is designed for Labyrinth Lord overtly and Basic Era game in general it should theoretically drop into any Old-School D&D game. Well as it turns out, it does and it does so rather nicely. Limit the spell levels to a max of 6 and you have a great new class for Astonishing Swordsmen & Sorcerers of Hyperborea and one that fits right in really. It is also a nice compliment to Magical Theorems & Dark Pacts. It also plays really nice with my own Witch class.
There are several spells that both Witches & Vivimancers can use from their respective books. These are just my ideas, your GM would have to choose their own and it is possible that Vivimancer author +Gavin Norman might have some different ideas.
Vivimancer Spells for the Witch
First Level: Entangle, Hormone Control
Second Level: Arcane Sight, Insect Messenger, Pair Bonding, Bleeding Wounds (reverse of Staunch Blood Flow)
Third Level: Accelerated Reproduction, Anthropomorphism (perfect witch spell), Paralysis
Fourth Level: Immunity to Disease, Insanity
Fifth Level: Nature's Secrets, Psionic Awakening (for Aquarians only), Transfer Pregnancy (as a Witch Ritual)
Sixth Level: Impregnate
Seventh Level: none
Eighth Level: none
Ninth Level: witches can't cast ninth level spells.
Witch Spells for the Vivimancer
*Cantrips: Analyze Fertility, Daze, Detect Curse, Detect Poison, Detect Pregnancy, Flavor, Freshen, Inflict Minor Wounds, Irritate, Quick Sleeping, Sobriety, Summon Vermin
First Level: Analgesia, Bless Growth, Blight Growth, Block the Seed, Drowsy, Endure Elements, Far Sight, Fey Sight, Sickly, Silver Tongue, Sour Stomach, Vertigo
Second Level: Agony, Broca's Curse of Babel, Delay Poison, Fever, Mind Obscure, Weaken Poison, Youthful
Third Level: Aphasia, Body of Eyes, Clairaudience/Clairvoyance, Lesser Strengthening Rite, Remove Blindness/Deafness, Toad Mind
Fourth Level: Abomination, Confusion, Elemental Armor, Narcolepsy, Neutralize Poison, Polymorph, Vomit, Bount/Strength to the Unborn (Ritual)*
Fifth Level: Baleful Polymorph, Dreadful Bloodletting, Gnawing Pain, Steal Youth, Control Outcome of Birth (Ritual)*
Sixth Level: Evaporate Fluids, False Memory, Mass Agony, Repulsion, Crossbreed (Ritual)
Seventh Level: Insanity**, Magickal Conception (Parthenogenesis), Wave of Mutilation
Eighth Level: Mind Blank
Ninth Level: There are no 9th level witch spells.
*Ritual spells should be cast by a lone Vivimancer at one level higher.
**(Called Greater Insanity to differentiate it from the 3rd level Vivimancer spell)
In both cases I am just listing the level of the spell as it appears in it's respective book. Some spells might need to be shifted up or down a level depending on the GM. Also there is some overlap in the spell effects but the casting and mechanics might be different
New Spell: Magickal Creation (Thaumatogenesis)
This new spell is usuable by either Witches or Vivimancers.
Magickal Creation
Latin: Thaumatogenesis
Level: Vivimancer 9, Witch 8
Casting Time: 2 hours
Range: Touch
By means of this spell a new life form can be created purely from magic. Unlike Magickal Conception, which takes exsiting life force and shapes into a new life, Magickal Creation uses only magic.
This spell maybe used to impregnate a female or even a male subject. Typically a female subject is used since is most cases (95% of the time) the impregnated male dies in the birth process.
The casting of this spell takes two hours, during which time the caster must be not interrupted. The casting witch must be able to see the target of the spell, either directly or by scrying. The target, if willing, gains no saving throw, but an unwilling target if aware of the spell can make a save vs. Spells. A target unaware of the casting must become aware of the situation before they can save. Many charlatans play on the paranoid nature of many and sell talismans that protect against this spell.
Since this is using the stuff of magic to produce a life, the spell always works and produces a living life form. What sort of life form produced is indicated by the table below.
d20 | Outcome of birth |
1-5 | The child is born with only the mother’s traits. |
6-10 | The child is born with both the traits of the mother and the caster |
11-12 | The child is born a Chaotic outsider, with both the mothers and casters traits. |
13-14 | The child is born a Chaotic outsider, with only the mothers traits. |
15-16 | The child is born a Lawful outsider, with both the mother and casters traits. |
17-18 | The child is born a Lawful outsider, with only the mothers traits. |
19 | The child is born as a half fiend, with only the mothers traits. |
20 | The child is born as a half-celestial, with only the mothers traits. |
Gestation depends on the species of the mother, but time in months is often reduced to time in hours. So if the mother is human then nine months of pregnancy is reduced to nine hours. The minimum gestation time in any case is two hours. The Caster may also impregnate themselves in this manner producing a clone.
Material Components
Vivimancer: A tissue sample from either the gestating mother or the caster. The tissue is placed in a vat where it is boiled with Agaric, Basil, Figs and Mandrake root till forming a loose, liquid ooze. This ooze is placed onto the gestating mother (or caster).
Witch: Root Agaric, Basil, Figs and Mandrake root (harvested only by the new moon) are combined into a paste, dried and burned. An athame and a cup, symbolizing male and female powers to direct the spell are required as the focuses.
Section 15: Magickal Creation (Thaumatogenesis) Copyright 2014 Timothy S. Brannan.
All text of this spell is considered Open for terms of the OGL.
Thursday, April 10, 2014
A to Z of Witches. I
I is for Incantatrix and Imbolc Mage
The Incantatrix is an interesting character class in the D&D game. She began her life in the pages of Dragon Magazine (issue #90) as something akin to a "spell thief" or a magic-user that could steal spells out of the minds of other spellcasters. When the game was updated to 3rd Edition another Incantatrix appeared. This one, in the lands of Faerûn, became a mistress of meta-magical skills.
We even got an "OSR" version for Swords & Wizardry.
For me these are all interesting, but not what I had in mind as an Incantatrix.
Incantatrix comes from the Latin meaning "witch" or "enchantress". Now games (and books and movies) have played pretty fast and loose with names in the past, but lets use this one to our advantage.
If the name is related to Enchantress then I would expect them to be able to cast, if not master, enchantment spells. In Pathfinder (and most versions of D&D prior to that) have had schools of magic. Enchantment is one of those schools. The Incantatrix then specializes in magic from this school, more so than an Enchantress type Wizard and more so than a Witch. Also I think I would want to throw in some Abjuration type spells as well.
I did a quick check with my spell spreadsheets and Enchantment and Abjuration spells are about 20% of all spells, 20% of witch and 20% of wizard spells too. There are also a lot of Enchantment spells that are not Witch or Wizard. A lot of Bard ones for example.
So I am getting an idea here.
So for me an Incantatrix would need to be focused on her Enchantment and Abjuration spells, almost to the inclusion of all else.
Like the Imbolc Mage I did a while back, the Incantatrix would be a spellcasting Prestige Class.
For those not in the know, that is like Grad School. You focus on something to the exclusion of all else.
Incantatrix
Hit Dice: d6
Requirements
To qualify as an Icantatrix, a character must fulfill all of the following criteria.
Ability: Charisma score of 16 or better.
Feat: any metamagic feat
Knowledge (arcana): 10 Ranks
Spell casting: Ability to cast 3rd level Enchantment spells; Arcane Spellcaster
Class Skills
The Incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magical Device (Cha)
Skill points at Each Level: 4 + Int modifier
Class Features
All of the following are class features of the incantatrix prestige class.
Weapon & Armor Proficiency: The incantatrix only learns to use simple martial weapons. They gain no additional proficiency in armor.
Special: The Incantatrix gains special powers at each level of her progression.
Spell Use: The incantatrix continues to gain spell levels in her arcane spell class. If she has more than one arcane spell casting class then she chooses one to advance in. The Incantatrix only gains spells, she doesn't gain extra abilities as if leveling up in that class, such as Witches' Hexes.
Charm Resistance (Su): The incantatrix is extra resistant to the tools of her own trade. She gains an additional bonus equal to her CHA + 1/2 her Incantatrix level bonus to saving throws against Enchantment, Charm and Compulsion magic.
xxx: Still working these out. ;) There are some good powers for the Icantatrix, but I have not worked them all out.
Supernatural AtoZ
The Incantatrix is an interesting character class in the D&D game. She began her life in the pages of Dragon Magazine (issue #90) as something akin to a "spell thief" or a magic-user that could steal spells out of the minds of other spellcasters. When the game was updated to 3rd Edition another Incantatrix appeared. This one, in the lands of Faerûn, became a mistress of meta-magical skills.
We even got an "OSR" version for Swords & Wizardry.
For me these are all interesting, but not what I had in mind as an Incantatrix.
Incantatrix comes from the Latin meaning "witch" or "enchantress". Now games (and books and movies) have played pretty fast and loose with names in the past, but lets use this one to our advantage.
If the name is related to Enchantress then I would expect them to be able to cast, if not master, enchantment spells. In Pathfinder (and most versions of D&D prior to that) have had schools of magic. Enchantment is one of those schools. The Incantatrix then specializes in magic from this school, more so than an Enchantress type Wizard and more so than a Witch. Also I think I would want to throw in some Abjuration type spells as well.
I did a quick check with my spell spreadsheets and Enchantment and Abjuration spells are about 20% of all spells, 20% of witch and 20% of wizard spells too. There are also a lot of Enchantment spells that are not Witch or Wizard. A lot of Bard ones for example.
So I am getting an idea here.
So for me an Incantatrix would need to be focused on her Enchantment and Abjuration spells, almost to the inclusion of all else.
Like the Imbolc Mage I did a while back, the Incantatrix would be a spellcasting Prestige Class.
For those not in the know, that is like Grad School. You focus on something to the exclusion of all else.
Witch by Bloodyman88 |
Hit Dice: d6
Requirements
To qualify as an Icantatrix, a character must fulfill all of the following criteria.
Ability: Charisma score of 16 or better.
Feat: any metamagic feat
Knowledge (arcana): 10 Ranks
Spell casting: Ability to cast 3rd level Enchantment spells; Arcane Spellcaster
Class Skills
The Incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magical Device (Cha)
Skill points at Each Level: 4 + Int modifier
Incantatrix Progression | ||||||
Class Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
1st | +1 | +0 | +0 | +2 | Charm Resistance | +1 level of existing class |
2nd | +1 | +1 | +0 | +3 | xxx | +1 level of existing class |
3rd | +2 | +1 | +1 | +3 | xxx | +1 level of existing class |
4th | +2 | +1 | +1 | +4 | xxx | +1 level of existing class |
5th | +3 | +2 | +1 | +4 | xxx | +1 level of existing class |
6th | +3 | +2 | +2 | +5 | xxx | +1 level of existing class |
7th | +4 | +2 | +2 | +5 | xxx | +1 level of existing class |
8th | +4 | +3 | +2 | +6 | xxx | +1 level of existing class |
9th | +5 | +3 | +3 | +6 | xxx | +1 level of existing class |
10th | +5 | +3 | +3 | +7 | xxx | +1 level of existing class |
Class Features
All of the following are class features of the incantatrix prestige class.
Weapon & Armor Proficiency: The incantatrix only learns to use simple martial weapons. They gain no additional proficiency in armor.
Special: The Incantatrix gains special powers at each level of her progression.
Spell Use: The incantatrix continues to gain spell levels in her arcane spell class. If she has more than one arcane spell casting class then she chooses one to advance in. The Incantatrix only gains spells, she doesn't gain extra abilities as if leveling up in that class, such as Witches' Hexes.
Charm Resistance (Su): The incantatrix is extra resistant to the tools of her own trade. She gains an additional bonus equal to her CHA + 1/2 her Incantatrix level bonus to saving throws against Enchantment, Charm and Compulsion magic.
xxx: Still working these out. ;) There are some good powers for the Icantatrix, but I have not worked them all out.
Supernatural AtoZ
Thursday, March 20, 2014
Same Class
Random thought this morning between cups of coffee.
Have you ever been in a game where every character was the same class?
If so what class and how did it work out?
At Gen Con a couple years back I played a Castles and Crusades game where everyone played an assassin. Another time I played some 4e where everyone was a dwarf fighter.
The assassin one worked, the fighter one not as well, but A for effort.
How about you all?
Have you ever been in a game where every character was the same class?
If so what class and how did it work out?
At Gen Con a couple years back I played a Castles and Crusades game where everyone played an assassin. Another time I played some 4e where everyone was a dwarf fighter.
The assassin one worked, the fighter one not as well, but A for effort.
How about you all?
Thursday, January 30, 2014
Custom Classes from Thoul's Paradise
One of my favorite Dragon articles of all time was from Dragon #109 dealing with customized classes for the D&D Basic game. We of course adapted it over to AD&D, though to be fair we played a combination of D&D and AD&D back then. From that article came the Riddlemaster, Shadowmaster and Beastmaster classes from my DM and the Healer, Sun Priest and Death Mage classes from me. I had already started notes on the witch including an XP by level that I was fond of and didn't want to change it.
Last week Perdustin over at Thoul's Paradise posted a reflection on this article and got me thinking about the custom classes I had made then. This week he posted a little on his analysis of the the classes with his tweaks.
I thought I would have a look at my Witch class as well.
Here are his posts:
Customized Classes (part I) and
Customized Classes (part II)
Here is my attempt.
So the biggest issue for me is that the Witch advances to Spell level 8, not 7 like the Cleric or 9 like the Magic-User. So I roughly split the difference on the Magic cost, rounding up for the more Magic-user like nature of the Witch spells.
If you look at the XP values for the Witch and compare them to Thoul's my Witch is coming up a bit short on needed XP. But that is based on MU magic. The adjusted Magic cost puts mine and Thoul's a little closer together (see Delta Col).
I'd like to try this again with my old Healer class and see how it worked out.
Last week Perdustin over at Thoul's Paradise posted a reflection on this article and got me thinking about the custom classes I had made then. This week he posted a little on his analysis of the the classes with his tweaks.
I thought I would have a look at my Witch class as well.
Here are his posts:
Customized Classes (part I) and
Customized Classes (part II)
Here is my attempt.
So the biggest issue for me is that the Witch advances to Spell level 8, not 7 like the Cleric or 9 like the Magic-User. So I roughly split the difference on the Magic cost, rounding up for the more Magic-user like nature of the Witch spells.
If you look at the XP values for the Witch and compare them to Thoul's my Witch is coming up a bit short on needed XP. But that is based on MU magic. The adjusted Magic cost puts mine and Thoul's a little closer together (see Delta Col).
I'd like to try this again with my old Healer class and see how it worked out.
Thursday, January 9, 2014
PWWO: Magical Theorems & Dark Pacts + The Witch
Here is one of my first "official" Plays Well With Others posts.
Recently I spent some quality time with Dyson's Magical Theorems & Dark Pacts.
Well I rather enjoy this book and I have been looking for more ways to use it. It occurred to me while reading over the Pact Bound and Enchanter that many of the spells would work great with my Witch class and a number of my spells would work great with these classes.
So I went through the book and my book and figured out which "witch" spells would work good for the MT&DP classes. You can see the fruits of my efforts here:
https://docs.google.com/spreadsheet/ccc?key=0Aus4EyYHejOidFlsQVhVUVJPcDhIYWpoQ1RyYmFQMXc&usp=sharing
All my witch spells and the MT&DP classes, with levels. I want do the reverse later as well, which new MT&DP spells can be used with the Witch. If you pop into that sheet you might actually see me working on it live. I am getting rather fond of Google Drive for collaboration.
Dyson is also talking about his book today, looking at some of the Elven classes and subclasses. Worth checking out and adding in a bunch of new spells.
This book also works quite well if you use his "d12 subclasses" idea. Here are his tables for the Wizard, Cleric, Enchanter and Elven Warder.
I could do something like that with the Witch, using the Traditions as a guide.
Recently I spent some quality time with Dyson's Magical Theorems & Dark Pacts.
Well I rather enjoy this book and I have been looking for more ways to use it. It occurred to me while reading over the Pact Bound and Enchanter that many of the spells would work great with my Witch class and a number of my spells would work great with these classes.
So I went through the book and my book and figured out which "witch" spells would work good for the MT&DP classes. You can see the fruits of my efforts here:
https://docs.google.com/spreadsheet/ccc?key=0Aus4EyYHejOidFlsQVhVUVJPcDhIYWpoQ1RyYmFQMXc&usp=sharing
All my witch spells and the MT&DP classes, with levels. I want do the reverse later as well, which new MT&DP spells can be used with the Witch. If you pop into that sheet you might actually see me working on it live. I am getting rather fond of Google Drive for collaboration.
Dyson is also talking about his book today, looking at some of the Elven classes and subclasses. Worth checking out and adding in a bunch of new spells.
This book also works quite well if you use his "d12 subclasses" idea. Here are his tables for the Wizard, Cleric, Enchanter and Elven Warder.
I could do something like that with the Witch, using the Traditions as a guide.
- Amazon: +1 to all hits, able to use a sword, spear and bow as weapons. See also.
- Aquarian (from the Witch)
- Classical (from the Witch)
- Craft of the Wise (from the Eldritch Witchery)
- Faerie (from the Witch)
- Family (from the Witch)
- Gypsy (from the Eldritch Witchery)
- Maleficia (from the Witch)
- Tradition of the Magna Mater (Great Mother) (from the Eldritch Witchery)
- Venefica: Bonus to creation of potions, poisons and balms.
- Eclectic: Mix
- Choose one or make up a new one.
Certainly works for me.
Monday, December 30, 2013
Warlocks
Just a quick one, still out and on the road.
What do you all think about warlock classes?
I know of a number of different ones, AS&SH, D&D4 and others. What are your favorite ones and why?
More on this in a bit.
What do you all think about warlock classes?
I know of a number of different ones, AS&SH, D&D4 and others. What are your favorite ones and why?
More on this in a bit.
Thursday, December 5, 2013
AS&SH and Magical Theorems & Dark Pacts: Plays Well With Others
I often buy games together. Recently my two purchases were Astonishing Swordsmen & Sorcerers of Hyperborea and Magical Theorems & Dark Pacts. While not explicitly designed for each other, they share a common DNA in terms of Basic D&D via the d20 SRD.
AS&SH has a number of new classes, in particular magic-using ones. MT&DP is nothing but new classes and spells. AS&SH is a grittier, almost primitive, experience. MT&DP is straight up Basic/Expert/LL with spells that go up to level 10. So where does the commonalty lie?
Ok take the MT&DP classes and limit them to 12 levels only. Typically not an issue. And in some cases also reduce the spells to just 6th level. Use the Magician as the base class. As far as the powers each class gets, well I would deal with them on a class by class basis. Maybe give them some of the spells as powers.
Let's take the classes in detail.
Cleric and Wizard
These classes are pretty much the standard archetypes, use the classes in AS&SH instead and swap out spells as desired.
Elven Swordmage and Elven Warder
These classes can't be used, no elves, but you could make a Swordmage or Warder and split their Casting Ability and Fighting Ability evenly.
Enchanter
Similar to the other Sub-classes"
Fleshcrafter
This class has so much potential in AS&SH. Given the horror elements in the game (and even the mythos elements) this classes takes on a more malevolent tone.
Healer
A subclass of the cleric. I would reduce the fighting ability, so "0" for levels 1, 2, 3; "1" for 4, 5, 6 and so on for a maximum of of 4.
Inquisitor, Merchant Prince, Unseen
I think these guys would work a little like the warlocks. The warlock is a bit of a fighter and mage, so these classes are all a bit like thieves and mages.
Necromancer
AS&SH has a necromancer. Just use these spells.
Pact-Bound
This is closer to the concept of the Warlock
Theurge
These guys are neat ideas. They are close to what would be a cultist in AS&SH. Spellcasters learning from long lost liturgical texts.
So a lot of really good choices. Honestly there plenty of class choices in AS&SH already, but these can give your game an interesting twist. Plus they feel right together.
Links
AS&SH has a number of new classes, in particular magic-using ones. MT&DP is nothing but new classes and spells. AS&SH is a grittier, almost primitive, experience. MT&DP is straight up Basic/Expert/LL with spells that go up to level 10. So where does the commonalty lie?
Ok take the MT&DP classes and limit them to 12 levels only. Typically not an issue. And in some cases also reduce the spells to just 6th level. Use the Magician as the base class. As far as the powers each class gets, well I would deal with them on a class by class basis. Maybe give them some of the spells as powers.
Let's take the classes in detail.
Cleric and Wizard
These classes are pretty much the standard archetypes, use the classes in AS&SH instead and swap out spells as desired.
Elven Swordmage and Elven Warder
These classes can't be used, no elves, but you could make a Swordmage or Warder and split their Casting Ability and Fighting Ability evenly.
Enchanter
Similar to the other Sub-classes"
Fleshcrafter
This class has so much potential in AS&SH. Given the horror elements in the game (and even the mythos elements) this classes takes on a more malevolent tone.
Healer
A subclass of the cleric. I would reduce the fighting ability, so "0" for levels 1, 2, 3; "1" for 4, 5, 6 and so on for a maximum of of 4.
Inquisitor, Merchant Prince, Unseen
I think these guys would work a little like the warlocks. The warlock is a bit of a fighter and mage, so these classes are all a bit like thieves and mages.
Necromancer
AS&SH has a necromancer. Just use these spells.
Pact-Bound
This is closer to the concept of the Warlock
Theurge
These guys are neat ideas. They are close to what would be a cultist in AS&SH. Spellcasters learning from long lost liturgical texts.
So a lot of really good choices. Honestly there plenty of class choices in AS&SH already, but these can give your game an interesting twist. Plus they feel right together.
Links
Thursday, October 3, 2013
Even More New Classes from Barrel Rider Games
I have talked about Barrel Rider Games and their collections of classes before. Here and here.
I figured with yesterday's posting about Basic D&D this would a good one to do.
Barrel Rider keeps coming out with all sorts of classes. The idea is simple really, fill in the niches that the four core human classes (and three demi human ones) don't quite fill. I think now all BRG needs is a class compendium of all the classes in one edited book.
But until then you can pick up a class for a buck. All these classes are compatible with Labyrinth Lord or other "basic" old school game. The Mercenary is actually for Starships & Spacemen, but it is still compatible.
The thing I think I like the most that each release is a bit better than the last. Well that and also I can get a class for a buck. Good for me since my youngest never wants to play a standard class.
Acrobat
Six pages, 1 for the cover and 2 for OGL. This is more ore less an update of the Thief Acrobat class found in the Unearthed Arcana for 1st ed. This is a full class, not one that starts at 6th level. It is also redesigned with the LL/Basic rules in mind. The results are good. It feels different enough from the Thief (and Buglar and Bandit) to justify being it's own thing.
Archer
This is an older class compared with some of the others here. Five pages, 1 for cover, 2 for the OGL. The archer is exactly what is says. It is a bow and arrow focused fighter. This one doesn't have the utility for me as the other BRG classes, but my youngest son loved it. Still I think something like an extra attack per round before level 15 would have been nice.
Bandit
This class is something of a cross between a fighter and a thief. Think along the lines of Robin Hood or a Highwayman. He has some thief skills, but some new ones like ambush and disguise. Honestly it would make a good compliment to the thief.
Barbarian
Another fairly self-obvious class. Your typical barbarian features are here; survival, calling a hoard, and savage strikes. No beserker like abilities though. I would have liked to seen more details on the Wilderness Survival skill. Does failure mean they don't find food for example. This is one of the earliest classes from BRG so I am sure an update would clear these up. Five pages, 1 for cover and 2 for the OGL.
Burglar
This might one of the signature classes of BRG. The Burglar brings one of the most iconic figures of fantasy to Labyrinth Lord; the Halfling Burglar. Simply put the Burglar is a thief option for a halfling. Since Labyrinth Lord is Race-as-a-class then this is required. Otherwise this is a really fun class if you enjoy playing a halfling.
Dark Elf
Another older one. The Dark Elf is exactly that, the Chaotic, underground dwelling, cousin of the the Light Elves. They have some innate thief like abilities and some magic. On paper they most resemble a thief/magic-user multi-classed character. All-in-all a pretty satisfying class.
Dragon Slayer
This one I have avoided reviewing since I have my own Dragon Slayer. Well technically "mine" was written by my oldest son. The Dragon Slayer has a lot of nice features which actually make the class more useful than some "Single Purpose" classes. In fact it could be re-tweaked and be any sort of monster hunting class.
Gladiator
The Gladiator is a professional show fighter. There are a lot neat tricks for this kind of fighter say over the regular fighter. You could of course do some of this with clever role-playing. Though the rules here are pretty nice and well thought out.
Half-Elf
The Original Basic rules and the games they have inspired have missed one important race; the Half-elf. This race-as-a-class gives you a 15-level class that is a combination of fighter and thief. The class to me seems to be missing something, but I am not quite sure what. Thinking back to the Half-elves I have read in tales, this class would work fine.
Half-Orc
Another one of the missing races from the "Basic" versions of the books. The Half-orc is a fighter with some nice abilities to cause extra damage and fear in others. Compared the classic Dwarf and Halfling classes this one works quite well.
Halflings: Tales from the Fireside
This one is a bit different. First it is longer than all the other books at 23 pages. This is guide on playing halflings and what you can do with them. It is actually a rather fun book. It even has an evil counterpart in a monster section.
Mercenary
This one is really neat. It's a Starships & Spacemen class for starters. And it works great for that. In truth it is three classes that you can use how you need. This takes S&S from something that mostly "Star Trek" and makes it more Traveller. What I think is most interesting here is the market this opens up for BRG. Suddenly LL classes could now be converted to S&S classes with this template in mind.
I noticed the S&S compatibility license but not the OGL. Might need to add that.
Minotaur
The Minotaur seems to be one of those classes/races that people either love or hate. Myself I am not a fan. BUT that doesn't mean that this is not a good class. It is one of BRG newer classes, so it is well thought out and written. Plus it is a good class. I mean there is nothing about it that says it is unplayable to me and I am sure that the people out there that love Minotaurs will be very happy with this. For me, I might "skin" it and make a Half-Ogre class.
Plague & Shadow Wererats
All about Were-rats. Again this is not a class book, more of an indepth monster guide. There is history, new creatures and magic items. Not at all what I expected and I mean that in the most positive way. It was much more than I expected.
Swashbuckler
I am not a fan of pirates. I know people love them, I never quite got it myself. For me it is always "ninjas" that get the vote. The Swashbuckler class allows you to channel your inner pirate. Like all the BRG class the book is not long (5 pages with 1 for cover and 2 for the OGL) but it gets right to the point and delivers a solid class. If you like Swashbucklers (and this one is more Erol Flynn and less Captain Jack Sparrow) then this is a good buy.
Sylvan Elf (with Spell list)
This is one of the newer classes. Five pages, 1 for cover and 2 for the OGL, this is for wood or Sylvan elves. Like the normal elf, this one is part fighter and part spellcaster. But in this case the spell caster is Druid. To support this the package includes a 13 page document of spells. Actually it is really nice. To date this is one of my favorite of the BRG classes. It takes a very simple idea and gives you a simple (as in elegant) solution.
The King Betrayed
This one was another surprise. It is an adventure for characters 3rd to 5th level. The art in this is greatly improved and the adventure itself looks like it is a lot of fun. Complete old-school feel. At 15 pages it is just about perfect for an afternoon.
Wanderer
This seven page document details the Wanderer class. It's like a non-magical (and less combative) Ranger. It has some nice skills and powers and would work well in any game. What struck me is how quickly I was thinking of NPCs to fill this class and sending him in with my current Old School game. Lots and lots of potential with this one. Also unlike the other classes with have some archetypes I can relate to earlier editions, this one seems fairly unique to me.
I figured with yesterday's posting about Basic D&D this would a good one to do.
Barrel Rider keeps coming out with all sorts of classes. The idea is simple really, fill in the niches that the four core human classes (and three demi human ones) don't quite fill. I think now all BRG needs is a class compendium of all the classes in one edited book.
But until then you can pick up a class for a buck. All these classes are compatible with Labyrinth Lord or other "basic" old school game. The Mercenary is actually for Starships & Spacemen, but it is still compatible.
The thing I think I like the most that each release is a bit better than the last. Well that and also I can get a class for a buck. Good for me since my youngest never wants to play a standard class.
Acrobat
Six pages, 1 for the cover and 2 for OGL. This is more ore less an update of the Thief Acrobat class found in the Unearthed Arcana for 1st ed. This is a full class, not one that starts at 6th level. It is also redesigned with the LL/Basic rules in mind. The results are good. It feels different enough from the Thief (and Buglar and Bandit) to justify being it's own thing.
Archer
This is an older class compared with some of the others here. Five pages, 1 for cover, 2 for the OGL. The archer is exactly what is says. It is a bow and arrow focused fighter. This one doesn't have the utility for me as the other BRG classes, but my youngest son loved it. Still I think something like an extra attack per round before level 15 would have been nice.
Bandit
This class is something of a cross between a fighter and a thief. Think along the lines of Robin Hood or a Highwayman. He has some thief skills, but some new ones like ambush and disguise. Honestly it would make a good compliment to the thief.
Barbarian
Another fairly self-obvious class. Your typical barbarian features are here; survival, calling a hoard, and savage strikes. No beserker like abilities though. I would have liked to seen more details on the Wilderness Survival skill. Does failure mean they don't find food for example. This is one of the earliest classes from BRG so I am sure an update would clear these up. Five pages, 1 for cover and 2 for the OGL.
Burglar
This might one of the signature classes of BRG. The Burglar brings one of the most iconic figures of fantasy to Labyrinth Lord; the Halfling Burglar. Simply put the Burglar is a thief option for a halfling. Since Labyrinth Lord is Race-as-a-class then this is required. Otherwise this is a really fun class if you enjoy playing a halfling.
Dark Elf
Another older one. The Dark Elf is exactly that, the Chaotic, underground dwelling, cousin of the the Light Elves. They have some innate thief like abilities and some magic. On paper they most resemble a thief/magic-user multi-classed character. All-in-all a pretty satisfying class.
Dragon Slayer
This one I have avoided reviewing since I have my own Dragon Slayer. Well technically "mine" was written by my oldest son. The Dragon Slayer has a lot of nice features which actually make the class more useful than some "Single Purpose" classes. In fact it could be re-tweaked and be any sort of monster hunting class.
Gladiator
The Gladiator is a professional show fighter. There are a lot neat tricks for this kind of fighter say over the regular fighter. You could of course do some of this with clever role-playing. Though the rules here are pretty nice and well thought out.
Half-Elf
The Original Basic rules and the games they have inspired have missed one important race; the Half-elf. This race-as-a-class gives you a 15-level class that is a combination of fighter and thief. The class to me seems to be missing something, but I am not quite sure what. Thinking back to the Half-elves I have read in tales, this class would work fine.
Half-Orc
Another one of the missing races from the "Basic" versions of the books. The Half-orc is a fighter with some nice abilities to cause extra damage and fear in others. Compared the classic Dwarf and Halfling classes this one works quite well.
Halflings: Tales from the Fireside
This one is a bit different. First it is longer than all the other books at 23 pages. This is guide on playing halflings and what you can do with them. It is actually a rather fun book. It even has an evil counterpart in a monster section.
Mercenary
This one is really neat. It's a Starships & Spacemen class for starters. And it works great for that. In truth it is three classes that you can use how you need. This takes S&S from something that mostly "Star Trek" and makes it more Traveller. What I think is most interesting here is the market this opens up for BRG. Suddenly LL classes could now be converted to S&S classes with this template in mind.
I noticed the S&S compatibility license but not the OGL. Might need to add that.
Minotaur
The Minotaur seems to be one of those classes/races that people either love or hate. Myself I am not a fan. BUT that doesn't mean that this is not a good class. It is one of BRG newer classes, so it is well thought out and written. Plus it is a good class. I mean there is nothing about it that says it is unplayable to me and I am sure that the people out there that love Minotaurs will be very happy with this. For me, I might "skin" it and make a Half-Ogre class.
Plague & Shadow Wererats
All about Were-rats. Again this is not a class book, more of an indepth monster guide. There is history, new creatures and magic items. Not at all what I expected and I mean that in the most positive way. It was much more than I expected.
Swashbuckler
I am not a fan of pirates. I know people love them, I never quite got it myself. For me it is always "ninjas" that get the vote. The Swashbuckler class allows you to channel your inner pirate. Like all the BRG class the book is not long (5 pages with 1 for cover and 2 for the OGL) but it gets right to the point and delivers a solid class. If you like Swashbucklers (and this one is more Erol Flynn and less Captain Jack Sparrow) then this is a good buy.
Sylvan Elf (with Spell list)
This is one of the newer classes. Five pages, 1 for cover and 2 for the OGL, this is for wood or Sylvan elves. Like the normal elf, this one is part fighter and part spellcaster. But in this case the spell caster is Druid. To support this the package includes a 13 page document of spells. Actually it is really nice. To date this is one of my favorite of the BRG classes. It takes a very simple idea and gives you a simple (as in elegant) solution.
The King Betrayed
This one was another surprise. It is an adventure for characters 3rd to 5th level. The art in this is greatly improved and the adventure itself looks like it is a lot of fun. Complete old-school feel. At 15 pages it is just about perfect for an afternoon.
Wanderer
This seven page document details the Wanderer class. It's like a non-magical (and less combative) Ranger. It has some nice skills and powers and would work well in any game. What struck me is how quickly I was thinking of NPCs to fill this class and sending him in with my current Old School game. Lots and lots of potential with this one. Also unlike the other classes with have some archetypes I can relate to earlier editions, this one seems fairly unique to me.
This is a great deal. 16 of BRG products. For 10 bucks you get Halflings: Tales from the Fireside, Archer, Half-elf, Swashbuckler, Half-orc, Dark Elf, Bandit, Bounty Hunter, Undead Slayer, Barbarian, Assassin, Dragon, Smith and Scholar, King Betrayed, Wanderer and the new (and not available separately) Combat Styles. Not a bad deal at all.
So if you have a couple of bucks and like classes then you can do worse than Barrel Rider Games.
Thursday, September 12, 2013
Prestige Class: Imbolc Mage
Trying some more Prestige Classes for Witches. This one is actually quite near and dear to me. It was also one of the first Prestige Classes I ever wrote.
The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess. They are nominal leaders of the Imbolc Guard. I wanted to create something that felt it could have been a part of witch history for a long time and work in the game. I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage. The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.
Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons
Imbolc Mage
Witches speak of Warlocks in hushed tones. Most are disgusted by these betrayers of the Goddess' law, but more
than few also fear them. But there is one witch that even the darkest Warlocks
of the Scholomance fear, for she is the righteous fury of the Goddess made mortal.
She is the Imbolc Mage.
The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.
Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.
Hit Dice: d8
Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.
Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.
In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.
Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?
Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier
Class Features
All of the following are class features of The Imbolc Mage prestige class.
Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.
Special: The Imbolc Mage gains special powers at each level of her progression.
Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.
Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.
Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.
Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.
Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.
Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.
Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.
Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.
For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.
Imbolc Mages use the same spell list as witches.
The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess. They are nominal leaders of the Imbolc Guard. I wanted to create something that felt it could have been a part of witch history for a long time and work in the game. I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage. The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.
Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons
Imbolc Mage
Incantation by `Eireen |
The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.
Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.
Hit Dice: d8
Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.
Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.
In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.
Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?
Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier
Imbolc Mage Progression | ||||||
Class Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
1st | +1 | +0 | +0 | +2 | Awesome Presence | +1 level of existing class |
2nd | +1 | +1 | +0 | +3 | Favored enemy +1 | +1 level of existing class |
3rd | +2 | +1 | +1 | +3 | Bilocate | +1 level of existing class |
4th | +2 | +1 | +1 | +4 | Favored enemy +2 | +1 level of existing class |
5th | +3 | +2 | +1 | +4 | Wild Shape 1/day | +1 level of existing class |
6th | +3 | +2 | +2 | +5 | Favored enemy +3 | +1 level of existing class |
7th | +4 | +2 | +2 | +5 | Ethereal Shift | +1 level of existing class |
8th | +4 | +3 | +2 | +6 | Favored enemy +4 | +1 level of existing class |
9th | +5 | +3 | +3 | +6 | Astral Shift | +1 level of existing class |
10th | +5 | +3 | +3 | +7 | Favored enemy +5, Extended Life | +1 level of existing class |
Class Features
All of the following are class features of The Imbolc Mage prestige class.
Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.
Special: The Imbolc Mage gains special powers at each level of her progression.
Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.
Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.
Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.
Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.
Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.
Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.
Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.
Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.
For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.
Imbolc Mages use the same spell list as witches.
“A Bhrigid, scar os mo chionn, Do bhrat fionn dom anacal. Oh, Brigid, spread above my head, your mantle bright to guard me.” - Prayer to Brigid |
Tuesday, August 13, 2013
Anyone wnat to lend me a quick hand?
I need someone (or multiple someones) to have a look at new Basic Era class I am working on.
By quick I mean something like 12-18 hours from now I would need your feedback.
Obviously not enough time to playtest, so I am looking for eyeballing it.
Shoot me an email at timothy.brannan@gmail.com and I will email you the docx file.
Thanks!
By quick I mean something like 12-18 hours from now I would need your feedback.
Obviously not enough time to playtest, so I am looking for eyeballing it.
Shoot me an email at timothy.brannan@gmail.com and I will email you the docx file.
Thanks!
Monday, July 29, 2013
Prestige Class: Tempestarii
Trying my hand at some more witchy Prestige Classes. This one has been rolling around in my mind for a while. I have a couple of things going on here. First, I wanted another Prestige Class that a witch could take, but was open enough for others. I also wanted to try to convert one of my older Traditions into a Prestige Class to see how it might work. To top it all off I found this wonderful bit of art from SirTiefling and he has graciously allowed me to use it for this post.
I chose the Tempestarrii because I felt I needed to go back and give the idea another, different go. I am using some OGC here as well to do some of the "heavy lifting".
Section 15: Tempestarii (Storm Witch), Copyright 2013, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
Art is owned by SirTiefling and is NOT open and is used here with permission.
Based on the "Weather Witch" from Magic of Arcanis, Copyright 2005 Paradigm Concepts, Inc.
Tempestarii (Storm Witch)
First Witch
When shall we three meet again
In thunder, lightning, or in rain?
Second Witch
When the hurlyburly's done,
When the battle's lost and won.
Third Witch
That will be ere the set of sun.
Witches have long been suspected of raising storms or foul weather against their foes. King James even spoke of such witches and believed they were attacking him when he had visited Scotland. The Tempestarii is the ultimate expression of the storm raising witch.
While any class that cast spells can become a Tempestarii. Witches, druids, wizards and sorcerers of an elemental bent, and even some clerics of storm Gods choose this path.
The first Tempestarii were mighty witches that used clouds as carriages and rode storms into battle.
Hit Dice: d4
Requirements
To qualify as a Tempestarii, a character must fulfill all of the following criteria.
Concentration and Knowledge (Nature): 7 Ranks each
Feats: Iron Will
Spell casting: Ability to cast spells
Alignment: Any.
Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.
Class Features
All of the following are class features of The Tempestarii prestige class.
Weapon and Armor Proficiency: The Tempestarii gains no additional weapon or armor proficiencies
Spells per Day: With the exceptions of 3rd, 6th, and 9th level, the character’s caster level increases when a Tempestarii level is gained if she had also gained a level in a previous class that allows them to qualify for this class.
This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Tempestarii, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.
Resist the Elements (Su): Beginning at first level, a Tempestarii learns she has nothing to fear from a storm or a sunny day. She becomes resistant to weather conditions as if she had the relevant endure elements cast. This effect is continuously active.
Wind Dance (Sp): Starting at 2nd level, the Tempestarii may use gust of wind as a spell like ability once per day. At 5th level, the Tempestarii can use this ability an additional time each day. Whenever she casts gust of wind either as a spell or use of this ability it is treated as a 4th level spell, the range is increased to 90 ft., and affects creatures as if they were one size smaller then they actually are. At 9th level, the Tempestarii can use this ability three times per day. Whenever she casts gust of wind either as a spell or using this ability it is treated as a 6th level spell , the range is increased to 120 ft., and creatures are effected as if they were two sizes smaller then they actually are.
Air Domain (Ex): At 3rd level the Tempestarii’s connection to the weather is strengthened. She gains the special ability of the Air Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestarii who do not already have them. If the Tempestarii already has the Air domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Rain Chant (Sp): At 4th level, the Tempestarii may perform a rain chant. After ten minutes of chanting, the Tempestarii summons a rain storm which causes a light rain to fall in a 500-ft. radius for one hour per caster level. At 8th level, the radius of effect increases to a 1,000-ft. radius.
Storms Embrace (Sp): Once per day as an immediate action, the Tempestarii can enwrap herself in a cloak of whipping winds. This ability mimics a wind wall spell cast at her caster level that only affects the Tempestarii.
Weather Domain (Ex): At 6th level, the Tempestarii’s connection to the fury of the storm is strengthened. She gains the special ability of the Weather Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestariies who do not already have them. If the Tempestarii already has the Weather domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Bend the Storm to Thy Will (Su): The Tempestarii learns to manipulate the currents of air and storms around her as her innate connection and knowledge of weather increases. This acts as a limited form of control weather. The Tempestarii can affect any naturally occurring storm, be it a mild rain or raging storm. She can either calm or intensify the storm. She may do this only once per day. Storms of divine origin, such as the storm created by the Wrath of gods.
Sudden Storm (Sp): Weather responds more rapidly to the Tempestarii’s call. Once per day the Tempestarii may cast control weather, except that the casting time only requires a full round action. The storm’s effects manifest in ten rounds, instead of the standard ten minutes described in the spell.
Furious Storm of Vengeance (Sp): Becoming almost one with the flow of air and weather, the Tempestarii discovers that the forces she is bound with can express her fury. Once per day, as a full round action, the Tempestarii can unleash her anger, creating the effects of an Enlarged Storm of Vengeance cast at her caster level.
New Minor Artifact: Cloud Ship of the Magonians
The Sky Kings of Magonia called upon a group of Tempestarii to build for them giant ships of war out of clouds. From these clouds, they waged war by pelting huge hail stones and lighting on their enemies below. However, the Sky Kings failed to pay the witches for their ships. The witches chased them as they flew away in their ill-gotten magical clouds.
No one knows what happened to the Sky Kings after that. They have never been seen again, but the sky ships remain. The witches created these magic items as a way of getting back at the Sky Kings; now anyone can use their ships of war. This item appears a gallon sized earthen jug. Once the stopper is uncorked, thick cloud-like mist will roll out and form a cloud.
The cloud is secure and can carry up to 800 pounds of people and gear for 24 hours, or twice that much for 12 hours. After that point, the cloud will dissipate. Each jug contains only one cloud. The clouds themselves act much like carpets of flying, obeying spoken word commands for directions.
I chose the Tempestarrii because I felt I needed to go back and give the idea another, different go. I am using some OGC here as well to do some of the "heavy lifting".
Section 15: Tempestarii (Storm Witch), Copyright 2013, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.
Art is owned by SirTiefling and is NOT open and is used here with permission.
Based on the "Weather Witch" from Magic of Arcanis, Copyright 2005 Paradigm Concepts, Inc.
Tempestarii (Storm Witch)
Witch by SirTiefling |
First Witch
When shall we three meet again
In thunder, lightning, or in rain?
Second Witch
When the hurlyburly's done,
When the battle's lost and won.
Third Witch
That will be ere the set of sun.
Macbeth, Act 1, Scene 1
Witches have long been suspected of raising storms or foul weather against their foes. King James even spoke of such witches and believed they were attacking him when he had visited Scotland. The Tempestarii is the ultimate expression of the storm raising witch.
While any class that cast spells can become a Tempestarii. Witches, druids, wizards and sorcerers of an elemental bent, and even some clerics of storm Gods choose this path.
The first Tempestarii were mighty witches that used clouds as carriages and rode storms into battle.
Hit Dice: d4
Requirements
To qualify as a Tempestarii, a character must fulfill all of the following criteria.
Concentration and Knowledge (Nature): 7 Ranks each
Feats: Iron Will
Spell casting: Ability to cast spells
Alignment: Any.
Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.
Class Features
All of the following are class features of The Tempestarii prestige class.
Weapon and Armor Proficiency: The Tempestarii gains no additional weapon or armor proficiencies
Spells per Day: With the exceptions of 3rd, 6th, and 9th level, the character’s caster level increases when a Tempestarii level is gained if she had also gained a level in a previous class that allows them to qualify for this class.
This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Tempestarii, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.
Resist the Elements (Su): Beginning at first level, a Tempestarii learns she has nothing to fear from a storm or a sunny day. She becomes resistant to weather conditions as if she had the relevant endure elements cast. This effect is continuously active.
Wind Dance (Sp): Starting at 2nd level, the Tempestarii may use gust of wind as a spell like ability once per day. At 5th level, the Tempestarii can use this ability an additional time each day. Whenever she casts gust of wind either as a spell or use of this ability it is treated as a 4th level spell, the range is increased to 90 ft., and affects creatures as if they were one size smaller then they actually are. At 9th level, the Tempestarii can use this ability three times per day. Whenever she casts gust of wind either as a spell or using this ability it is treated as a 6th level spell , the range is increased to 120 ft., and creatures are effected as if they were two sizes smaller then they actually are.
Air Domain (Ex): At 3rd level the Tempestarii’s connection to the weather is strengthened. She gains the special ability of the Air Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestarii who do not already have them. If the Tempestarii already has the Air domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Rain Chant (Sp): At 4th level, the Tempestarii may perform a rain chant. After ten minutes of chanting, the Tempestarii summons a rain storm which causes a light rain to fall in a 500-ft. radius for one hour per caster level. At 8th level, the radius of effect increases to a 1,000-ft. radius.
Storms Embrace (Sp): Once per day as an immediate action, the Tempestarii can enwrap herself in a cloak of whipping winds. This ability mimics a wind wall spell cast at her caster level that only affects the Tempestarii.
Weather Domain (Ex): At 6th level, the Tempestarii’s connection to the fury of the storm is strengthened. She gains the special ability of the Weather Domain, and adds all of the domain spells to her list of spells known. This ability does not give domain spell slots to Tempestariies who do not already have them. If the Tempestarii already has the Weather domain she may choose another, appropriate domain or sub-domain with the GM's approval.
Bend the Storm to Thy Will (Su): The Tempestarii learns to manipulate the currents of air and storms around her as her innate connection and knowledge of weather increases. This acts as a limited form of control weather. The Tempestarii can affect any naturally occurring storm, be it a mild rain or raging storm. She can either calm or intensify the storm. She may do this only once per day. Storms of divine origin, such as the storm created by the Wrath of gods.
Sudden Storm (Sp): Weather responds more rapidly to the Tempestarii’s call. Once per day the Tempestarii may cast control weather, except that the casting time only requires a full round action. The storm’s effects manifest in ten rounds, instead of the standard ten minutes described in the spell.
Furious Storm of Vengeance (Sp): Becoming almost one with the flow of air and weather, the Tempestarii discovers that the forces she is bound with can express her fury. Once per day, as a full round action, the Tempestarii can unleash her anger, creating the effects of an Enlarged Storm of Vengeance cast at her caster level.
Class Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
1st | +1 | +0 | +0 | +2 | Resist the Elements | +1 level of existing class |
2nd | +1 | +1 | +1 | +3 | Wind Dance | +1 level of existing class |
3rd | +2 | +1 | +1 | +3 | Air Domain | - |
4th | +2 | +2 | +2 | +4 | Rain Chant | +1 level of existing class |
5th | +3 | +2 | +2 | +4 | Wind Dance 2/day | +1 level of existing class |
6th | +3 | +3 | +3 | +5 | Weather Domain, Storms Embrace | - |
7th | +4 | +3 | +3 | +5 | Bend the storm to thy will | +1 level of existing class |
8th | +4 | +3 | +3 | +6 | Sudden Storm | +1 level of existing class |
9th | +5 | +4 | +4 | +6 | Wind Dance 3/day | - |
10th | +5 | +4 | +4 | +7 | Furious Storm of Vengeance | +1 level of existing class |
New Minor Artifact: Cloud Ship of the Magonians
The Sky Kings of Magonia called upon a group of Tempestarii to build for them giant ships of war out of clouds. From these clouds, they waged war by pelting huge hail stones and lighting on their enemies below. However, the Sky Kings failed to pay the witches for their ships. The witches chased them as they flew away in their ill-gotten magical clouds.
No one knows what happened to the Sky Kings after that. They have never been seen again, but the sky ships remain. The witches created these magic items as a way of getting back at the Sky Kings; now anyone can use their ships of war. This item appears a gallon sized earthen jug. Once the stopper is uncorked, thick cloud-like mist will roll out and form a cloud.
The cloud is secure and can carry up to 800 pounds of people and gear for 24 hours, or twice that much for 12 hours. After that point, the cloud will dissipate. Each jug contains only one cloud. The clouds themselves act much like carpets of flying, obeying spoken word commands for directions.
Friday, July 19, 2013
More New Classes from Barrel Rider Games
A while back I posted about Barrel Rider Games.
Well they have some more classes out and just like a potato chips they are cheap, fun and I can't stop at just one.
These classes are all for Labyrinth Lord or your favorite Basic Era clone.
Dhampir
The Dhampir is another Labyrinth Lord compatible class from Barrel Rider Games. For less than the cost of a 20oz Mt. Dew you can get a complete class.
LL (and Basic before it) had an interesting artifact of the the original D&D game in that races were also classes. So you could be a 3rd level Elf for example. This book takes advantage of that and gives us a race class that works rather well.
The Dhampir is the mortal offspring of a human (usually female) and vampire (usually male). So think Marvel's Blade of Rayne from the Bloofrayne video games. There are a number of features to this class that give a unique spot in the party. Combine this with a few of BRGs other classes and you could have a kick-ass party of undead hunting experts.
6 pages -1 for cover and 1 for the OGL it has everything you need.
A couple of minor quibbles though.
The HD for this guy are d6. Vampires and Dhampirs have always been portrayed as robust. Honestly a d8 would be better.
The text also says that the Dhampir is not bound for evil, but the powers it gets at 7th and 9th level pretty much mean it is destined for evil. I suppose you could argue that to stay good a Dhampir needs to stop advancing and retire and grow sugar beets or something; such is the tragedy of the character. Doing he was born to do turns him in to the thing he hates the most.
In any case this is a fun class.
Fairy
Another fun class from Barrel Rider Games. The fairy is the counterpoint to the Lost Boy class.
It's a nice combination of thief, elf and magic-user.
Honestly this, plus Lost Boy, would make for a great introduction to LL/Basic for any young children.
$1.00, full class. Art + OGL statement. A steal really.
Lost Boy
What a really interesting concept.
You can play a "Lost Boy". The Peter Pan ones, not the Kiefer Sutherland ones.
The class is, like all of BRGs, classes, simple and easy to read and use.
My only gripe with this is a minor one. The Lost Boy can "Grow up" which is fine, but he gets to convert over to a new class. I say when a Lost Boy grows up he should retain some abilities from his past (but not all) but restart at 1st level.
Otherwise this is a fun class.
Tanuki
The Tanuki is new to me. I have heard of similar creatures from other myths, but this is the first time I have seen this one. So credit to BRG for giving me something new.
I have been following Barrel Rider Games' books for a while now and they have all improved with over the course of their publication, this one being no exception.
Presented here is a class/race that is similar in many respects to the halfling; that is if halflings could shape shift into raccoon-dog like creatures. Everything you need to play is here, XP per level, to hits, saves, and special abilities. Drop this little guy into your games and watch the fun.
Ninja
You can't buy a lot for just a buck these days. But Barrel Rider Games is in the business of giving you a class for a buck.
Not a bad deal really. I used to spend $3 for a Dragon magazine back in the day, often to get a new class.
This time BRG is giving us a Ninja class. Part thief, part assassin and part ranger this class has everything you would expect to see in a ninja class (almost, and I'll get to that). I have been following BRG classes for some time now and each of these pdfs gets a little bit better. So I am pleased to say that the class book here is complete. Saving throws, attacks, xp per level, and all the special abilities of ninja are here and ready for you to drop it into Labyrinth Lord...well like a ninja.
I only noticed one small, tiny thing. Typically with a ninja class we get a number of new weapons. This doesn't have those. I did not down-grade the pdf because of this because it is outside of the scope of the call books and that material is easily found elsewhere.
Shootist
I am one of those guys that despite all real world logic I DON'T have guns in my FRPGS. That being said I do know there is a history (both in game and out of the game) to include them.
If you are playing a "Basic Era" game and want to include guns then this is the class for you. Like all BRG classes you get about 5-6 pages of a class (with cover and OGL) for a buck. Not a bad deal at all really. You also get expanded rules for firearms in this one.
The class itself is solid and has everything you need to play.
Well they have some more classes out and just like a potato chips they are cheap, fun and I can't stop at just one.
These classes are all for Labyrinth Lord or your favorite Basic Era clone.
Dhampir
The Dhampir is another Labyrinth Lord compatible class from Barrel Rider Games. For less than the cost of a 20oz Mt. Dew you can get a complete class.
LL (and Basic before it) had an interesting artifact of the the original D&D game in that races were also classes. So you could be a 3rd level Elf for example. This book takes advantage of that and gives us a race class that works rather well.
The Dhampir is the mortal offspring of a human (usually female) and vampire (usually male). So think Marvel's Blade of Rayne from the Bloofrayne video games. There are a number of features to this class that give a unique spot in the party. Combine this with a few of BRGs other classes and you could have a kick-ass party of undead hunting experts.
6 pages -1 for cover and 1 for the OGL it has everything you need.
A couple of minor quibbles though.
The HD for this guy are d6. Vampires and Dhampirs have always been portrayed as robust. Honestly a d8 would be better.
The text also says that the Dhampir is not bound for evil, but the powers it gets at 7th and 9th level pretty much mean it is destined for evil. I suppose you could argue that to stay good a Dhampir needs to stop advancing and retire and grow sugar beets or something; such is the tragedy of the character. Doing he was born to do turns him in to the thing he hates the most.
In any case this is a fun class.
Fairy
Another fun class from Barrel Rider Games. The fairy is the counterpoint to the Lost Boy class.
It's a nice combination of thief, elf and magic-user.
Honestly this, plus Lost Boy, would make for a great introduction to LL/Basic for any young children.
$1.00, full class. Art + OGL statement. A steal really.
Lost Boy
What a really interesting concept.
You can play a "Lost Boy". The Peter Pan ones, not the Kiefer Sutherland ones.
The class is, like all of BRGs, classes, simple and easy to read and use.
My only gripe with this is a minor one. The Lost Boy can "Grow up" which is fine, but he gets to convert over to a new class. I say when a Lost Boy grows up he should retain some abilities from his past (but not all) but restart at 1st level.
Otherwise this is a fun class.
The Tanuki is new to me. I have heard of similar creatures from other myths, but this is the first time I have seen this one. So credit to BRG for giving me something new.
I have been following Barrel Rider Games' books for a while now and they have all improved with over the course of their publication, this one being no exception.
Presented here is a class/race that is similar in many respects to the halfling; that is if halflings could shape shift into raccoon-dog like creatures. Everything you need to play is here, XP per level, to hits, saves, and special abilities. Drop this little guy into your games and watch the fun.
You can't buy a lot for just a buck these days. But Barrel Rider Games is in the business of giving you a class for a buck.
Not a bad deal really. I used to spend $3 for a Dragon magazine back in the day, often to get a new class.
This time BRG is giving us a Ninja class. Part thief, part assassin and part ranger this class has everything you would expect to see in a ninja class (almost, and I'll get to that). I have been following BRG classes for some time now and each of these pdfs gets a little bit better. So I am pleased to say that the class book here is complete. Saving throws, attacks, xp per level, and all the special abilities of ninja are here and ready for you to drop it into Labyrinth Lord...well like a ninja.
I only noticed one small, tiny thing. Typically with a ninja class we get a number of new weapons. This doesn't have those. I did not down-grade the pdf because of this because it is outside of the scope of the call books and that material is easily found elsewhere.
Shootist
I am one of those guys that despite all real world logic I DON'T have guns in my FRPGS. That being said I do know there is a history (both in game and out of the game) to include them.
If you are playing a "Basic Era" game and want to include guns then this is the class for you. Like all BRG classes you get about 5-6 pages of a class (with cover and OGL) for a buck. Not a bad deal at all really. You also get expanded rules for firearms in this one.
The class itself is solid and has everything you need to play.
Tuesday, May 7, 2013
Catgirls for Old Scool Games
Here is a version of the Catgirl for "Race as a Class" flavors of Old School Games.
Nekojin
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all
Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features. These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet. Their nails are in fact retractable claws. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.
The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).
Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather. A nekojin must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.
Nekojin see very well int eh dark and they have ultravision out 120'. This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6. Nekojin though can not see in color. They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic. Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.
Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise. The nekojin can add +1 point of damage per level (max +9) to any sneak attack.
Falling: A nekojin can reduce falling damage by twisting and landing on her feet. For each level of experience or HD she can ignore 10 feet worth of falling damage. So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet. This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.
Nekojin have a maximum level of 9th. At 9th level they they may settle down to form a small Pride.
Table 1: Nekojin Advancement and Saving Throws
Table 2: Nekojin to Hit vs. AC
OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.
ETA: Thanks to +Benjamin Baugh for reminding me of falling.
Catgirl spotted at Gen Con 2009 |
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all
Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features. These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet. Their nails are in fact retractable claws. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.
The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).
Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather. A nekojin must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.
Nekojin see very well int eh dark and they have ultravision out 120'. This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6. Nekojin though can not see in color. They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic. Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.
Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise. The nekojin can add +1 point of damage per level (max +9) to any sneak attack.
Falling: A nekojin can reduce falling damage by twisting and landing on her feet. For each level of experience or HD she can ignore 10 feet worth of falling damage. So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet. This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.
Nekojin have a maximum level of 9th. At 9th level they they may settle down to form a small Pride.
Table 1: Nekojin Advancement and Saving Throws
Nekojin | HD | Saves | |||||
Level | XP Required | 1d6 | Death | Wands | Paralysis | Dragon Breath | Spells |
1 | 0 | 1d6 | 12 | 14 | 12 | 16 | 15 |
2 | 2,000 | 2d6 | 12 | 14 | 12 | 16 | 15 |
3 | 4,000 | 3d6 | 12 | 14 | 12 | 16 | 15 |
4 | 8,000 | 4d6 | 10 | 12 | 11 | 14 | 13 |
5 | 16,000 | 5d6 | 10 | 12 | 11 | 14 | 13 |
6 | 32,000 | 6d6 | 10 | 12 | 11 | 14 | 13 |
7 | 64,000 | 7d6 | 8 | 10 | 9 | 12 | 11 |
8 | 128,000 | 8d6 | 8 | 10 | 9 | 12 | 11 |
9 | 256,000 | 9d6 | 8 | 10 | 9 | 12 | 11 |
Table 2: Nekojin to Hit vs. AC
To Hit | ||||||||||||||
Level | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
2 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
3 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
4 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
5 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
6 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
7 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
8 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
9 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.
ETA: Thanks to +Benjamin Baugh for reminding me of falling.
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