Wednesday, February 1, 2012

Druid of Dannu

:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric

Druids with 13+ WIS earn 25% XP bonus.  They must have a WIS of 16+ to earn 50% XP bonus.  May only use simple wooden bludgeoning weapons, i.e. those that don't draw blood.  May not harm animals, abuse nature, etc. unless in great need.

Druids are clerics of Dannu (aka Demeter/Gaia, Ceres, Sif/Jord, Geb) the goddess of mercy, compassion, home, harvest, and the Earth.  They are free agents that bring aid to the needy and freedom to the oppressed.  Druids seek a balance in the natural world and to banish unatural outsiders (demons, dragons, undead, seraphs, celestials, etc).

"Divine Prayers"
  Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.

"Favored of the Gods"
  2x multiplier for Divine Intervention.

"Shield of Faith"
  20% per level magic resistance vs arcane, divine, faerie magic.  100% at 5th level.  Only applies when direct target of spell, not spell effect.  Idea from Supplement VI The Majestic Wilderlands.

"Beastmaster"
  May "recruit" animals as henchmen.

"Turn Outsiders"
  As Cleric of same level.


Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%.  Good to hit progression is what Clerics get.  I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered.  Litanies are divine version of ritual casting (10min + 10gp/lvl).  Divine Intervention is last ditch appeal to gods d100 <= character level.

Monday, January 30, 2012

Pitfighter

:Requirements:  Porcine ancestry
:Primes: STR, CON
:Max Level: 9
:Hit Die: d6+2
:Combat: Great To Hit Progression, Med Armor, Small Shield
:Saves: as Fighter

"To crush your enemies, to see them driven before you, and to hear the lamentations of their women."-- Pitfighter answer to "what is best in life?"

Pitfighters roll abilities differently:

 * STR 2d6+6
 * DEX, CON 3d6
 * INT, WIS, CHA 3d4

Pitfighters need 13+ in both CON and STR to earn 25% XP bonus. Those with a CON of 13+ and STR of 16+ to earn 50% XP bonus.

"Star-eyed"
  Low-light vision; see clearly even in the dimmest of light.

"Dirty Blow"
  Once per combat. If target hit, attack does no damage, target must Save vs Death or be stunned for d4max rounds.

"Finishing Move"
  When melee attacking Stunned/Unawares/Incapacitated otherwise defenseless opponent, the damage die explodes on >= half die size. So, on 4-6 with d6, on 7-12 with d12.

"Die Hard"
  Roll twice (take best) when required to use the Death and Dismemberment Table.



Notes:
Orcs derive from pigs.  They are prized as Pit Combat Gladiators.  The "Finishing Move" is same as I handle backstab damage.  "Great to-hit" is whatever fighters get.  d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends.  Feel free to replace that with normal d6, I just don't like to track things).  The rest should be interpretable.

Brute


:Requirements:  Ogre Ancestry
:Primes: None
:Max Level: 9
:Hit Die: d6+4 (two HD at 1st level)
:Combat: Great To Hit Progression, any Armor, any Shield
:Saves: as Fighter
"Urgh, me smashy now?"
-- Bubba Twoclub
Brutes do not gain any XP bonus for high abilities and roll them differently:

 * STR d6+12
 * DEX 2d8
 * INT, WIS, CHA 3d4

Brutes are dumb, dull, ugly and strong.  Large, 6.5' - 8' tall.

"Brutish"
   d8 damage die size.

"Slaughterhouse"
  May melee attack up to X opponents where X is character's to-hit bonus.  All opponents must be <= 1HD (2HD at 5th level, 3HD at 9th).

"Bloodlust"
  After dropping foe, roll free attack against different foe that is within range.

"Rampage"
  Declared after successful hit. Keep making attack rolls until you miss or choose to stop. If you miss, your turn is over and you are over-extended; no action next round. If natural unmodified roll <= number attacks this round you're exhausted for d6max rnds; 2x(worst), no attacks, 1/2 move.


Notes:
Based on various house rules.  I'm not overly concerned with balance but other classes get 25/50% XP bonus for high stats which mitigates the Brute's brutish abilities.  Most classes use d6 damage die (for all normal weapons). "Great to-hit" is whatever fighters get.  d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends.  Feel free to replace that with normal d6, I just don't like to track things).  2x(worst) means for every required die roll (saves, attacks, etc.) roll two dice and take worst result. The rest should be interpretable.

Friday, January 27, 2012

What Movies / TV Shows Illustrate Your Game

While writing up blurb to announce afterwork game for coworkers I started a list of movies / shows to give folks a feel for the game.  I kept list a bit old school, cause that's how I roll (haha!). 

Also see my past RPG Movie Posts.


This http://www.youtube.com/watch?v=MUOSsQlV2Qw

Everything in this Ray Haryhausen compilation.

Fire Lances of the Ancient Hyperzephyrians

Conan the Barbarian

Krull

Legend


Clash of the Titans (this fan made trailer flippin rules!)


What's your list?

Daughter of Delphi

:Requirements:  Human, Female, CHA 9+, CON 9+
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Med Armor, Any Shield
:Saves: as Cleric

"Your own reason is the only oracle given you by heaven, and you are answerable for, not the rightness, but the uprightness of the decision." -- First Daughter Kalliste

Daughters with 13+ WIS earn 25% XP bonus.  They must have a WIS of 16+ to earn 50% XP bonus.  May only use bludgeoning weapons, i.e. those that don't draw blood.

Daughters of Delphi are clerics of Apollo the god of sunlight, seers and medicine.  They are all that remains of the Cult of Apollo centered around the ancient Oracle of Delphi.  The Daughter's advise, protect and heal those who value truth and beauty.  They delude, obstruct and harm those who do not.

"Divine Prayers"
  Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.

"Shield of Faith"
  20% per level magic resistance vs arcane, divine, faerie magic.  100% at 5th level.  Only applies when direct target of spell, not spell effect.  Idea from Supplement VI The Majestic Wilderlands.

"Prophecy"
  50% chance of vision. (d20 + 5 + lvl >= 20) vision completely correct without omissions.  A vision is either an answer to one yes/no question or a fleeting glimpse of past, present or future.  1/day, (2/day 4th level, 3/day at 7th level).

"Healing Touch"
  Curative prayers heal +1 hitpoint per die, (+2 3rd level, +3 5th level, +4 7th level, +5 9th level)

"Favored of the Gods"
  2x multiplier for Divine Intervention.

"Turn Undead"
  Turn undead as Cleric of same level.


Notes:
Based Judges Guild Dungeoneer 1-6 Compendium article.  Utilizes various house rules I might have mentioned in past blog posts...  Feel free to replace 25/50% XP bonus with more standard 5/10%.  Good to hit progression is what Clerics get.  I don't require Clerics to memorize spells.  But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered.  Litianies are divine version of ritual casting (10min + 10gp/lvl).  Divine Intervention is last ditch appeal to gods d100 >= character level.

I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.

Wednesday, January 25, 2012

Elves, they are Freaky



This is how Elves (Skandians) work in GnG




Also, Die Antwoord rules.

Circean Enchanter


:Requirements:  Human, Female, INT 9+, CHA 14+
:Primes: INT, CHA
:Max Level: 12?
:Hit Die: d4 (+1 after level 9)
:Combat: Gimped To Hit Progression, Light Armor, No Shield
:Saves: as Magic-user

"You think a few tears upset me?  My friend, every woman is a pragmatist at heart."
-- Circean

Circeans must have 13+ in both INT an CHA to earn 25% XP bonus.  Must have a CHA of 16+ and INT of 13+ to earn 50% XP bonus.

Circeans are temptresses, beguilers of men, and poisoners of mind.

"Arcane Magic"
  Intrinsic Arcane Magic, focii oriented, not memorized, CHA based.
  Requires casting checks; d20 >; spell level. New spells gained only via capture.

"Shield of Magic"
  20% per level arcane magic (i.e. not divine, not faerie) resistance.  100% at 5th level.  Only applies when direct target of spell, not spell effect.  Idea from Supplement VI The Majestic Wilderlands.

"Arcane Perception"
  Can identify potions, sense magical auras, and the like. Must sample potion, handle object, etc. 2 in 6 chance, (3 in 6 at 3rd level, 4 in 6 at 5th level, 5 in 6 at 7th level)

"Arcane Prestige"
  Minor magical effects based on currently memorized spells.  May Counter Arcane Magic and engage in Arcane Duels.

"Beguiling"
  Once per day a Circean may attempt, (d20 + 2x Circean's level - target's level >= 20), to charm a human male by merely speaking to him.  This charm is broken if victim leaves the sight of Circean for more than a moment.

"Elixirs"
  Circeans know the secrets to brewing non-magical potions. See Dungeoneer 1-6 Compendium pg 18 for details.

"Astrology"
  Ability to discern Fate's path.  Requires access to astrological structures, orrery, library or the like.



Notes:
Based on Judges Guild Dungeoneer 1-6 Compendium article.  Utilizes various house rules I may have mentioned in past blog posts... Feel free to replace 25/50% XP bonus with more standard 5/10%.  "Gimped to-hit" is whatever magic-users get.  Not posting Arcane Duel, Counter spelling, or Astrology rules, use your imagination (or Google).  Intrinsic Arcane Magic, think D&D3.5 sorcerers and illusionist spell lists.  Or this.

I don't let real life males play this class, it's a "reward" for girls cool enough to nerd out around the table with us obnoxious males.