Saturday, February 27, 2016

LotFP Race and Class

I really want the Lamentations of the Flame Princess Race as Classes as Races, so I did a little editing on the standard descriptions so they could be used as Races.

Dwarf
As a race, Dwarfs are short and stocky, about four feet tall, and one hundred thirty-five pounds. They live about three hundred years. They typically have a ruddy complexion and rather gruff personalities; joviality is an unknown quality in Dwarfs, even those roaming the surface. All Dwarfs value their beards, and the length of one’s beard is the real measure of a Dwarf ’s virility and worth, and often the beard is exquisitely styled and decorated.

Dwarfs are not a magic-using race, but are fierce and resilient warriors. They can also be specialists or clerics. They do have a natural connection with the Earth itself and a cultural understanding of construction and due to this has a greater initial Architecture score than other characters. Their Architecture skill starts at 3 in 6, and goes up by 1 every 3 levels at 4th, 7th, and 10th levels. Dwarves use d10 for hit dice.

Dwarfs are able to bear incredible burdens; it takes five additional items for a Dwarf to gain the first encumbrance point. A Dwarf receives a +1 bonus to his Constitution modifier (so a Dwarf with a 12 Constitution has a +1 modifier instead of the usual 0 modifier, for example). A Dwarf also continues
to apply his Constitution modifiers, if any, to Hit Points gained after level nine. Due to their size, Dwarves cannot use large weapons, and must use medium weapons two-handed.

Elves
Elves are creatures of magic related to the faerie. As such, they typically enjoy living in the deep wilderness
and adapting their homes to be in harmony with their surroundings. They are on average about five feet tall, and usually slender. Their most striking features are their pointed ears (how large these ears are will differ from region to region) and disproportionately large eyes which are often a color not found in the other races.

Elves can be fighters, magic users, or speciaists. They can also combine fighter and magic user into a single class called warrior mage. Elves use the same spell lists and spell progressions as Magic-Users. Full details of an Elf’s magical abilities are detailed in the Magic section. Elves’ enhanced senses allow them to Search more effectively than others (2 in 6 chance), and they are less often surprised than other races (1 in 6 chance). Their Search skill starts at 2 in 6, and goes up by 1 every 3 levels at 4th, 7th, 10th, and 13th levels. Elves use d6 for hit dice.

Halflings
Usually standing about three feet tall, all other physical features of Halflings will differ by region, but one never varies. They have rather large, hairy feet and prefer to go barefoot. Their feet are sufficiently protected and insulated that they suffer not frostbite in the winter, nor disease or parasitical infestation in warmer climes. Halflings as a race do tend to take their pleasures very seriously, and the fat and happy Halfling stereotype has taken hold because rural farmers, while dedicated and fastidious in their work, have all the food that they could ever want and not a lot of reason to engage in moderation. Those used to that stereotype are very surprised the first time that they meet a chiseled, battle-scarred warrior Halfling. Halflings live on average about one hundred years.

One stereotype of Halflings that rings true is that while they tend to be gracious to guests and not shy about invitations, they do prefer to be home. Halfling Player Characters are those that have left their homelands to seek adventure and fortune. They are generally seen as troublemakers (and perhaps a touch crazy) by their kin who are not so inclined. Halflings can be fighters or specialists.

Halflings are very quick and agile folk, and so add one to their Dexterity modifier and receive a one point bonus to Armor Class when not surprised. In the wilderness, Halflings have the uncanny ability to stay hidden and so have a 5 in 6 Stealth skill. Halflings also begin with a 3 in 6 Bushcraft skill due to Halfling society being traditionally in harmony with nature. Their Bushcraft skill goes up by 1 every 3 levels at 4th, 7th, and 10th levels. Halflings use d6 hit dice.

Due to their size, Halflings cannot use large weapons, and must use medium weapons two-handed.

Ranger Class for Delving Deeper

(A friend was looking for a Delving Deeper ranger class and no one fessed up. So I wrote one for him.)

Rangers are highly trained fighters of the wilds, using stealth and woodcraft to defeat their enemies. They fight most effectively against goblins and giants, learning their ways and weaknesses to protect the wilderness from their deprivations. 

They may wear leather or chain armor and shields, as well as wield any weapon. Rangers can use magic swords and most other weapons, especially missile weapons. 

As a protector of the wild places and the plants and animals therein, a ranger's greatest enemies are the goblins and giants. A ranger may add their level to the damage when fighting goblins, hobgoblins, orcs, bugbears, ogres, trolls, and giants. 

Rangers are especially skilled in woodcraft techniques including:
  • Hide and move silently through cover,
  • Track game and enemies, as well as avoiding being tracked,
  • Forage for food and water,
  • Calm and pacify wild animals, and
  • Surprise or ambush enemies in the wilderness.
A ranger accomplishes all of these with a throw of 3-6 on a six-sided die.

At 6th level, rangers gain the ability to cast spells. They cast magic user spells first, learning cleric spells at 7th level. Rangers commune with the wilderness to cast cleric spells, just like a Cleric. They memorize and cast magic user spells like a magic user does. Rangers will start a spellbook at 6th level, writing their spells in it. The referee will determine which spells are in the spellbook.

Strength is the Prime Requisite of Rangers.


Table 1.24: Ranger Progression

Ranger Level
Experience Points Required
Hit Dice
Poison
Wands Rays
Paralysis Petrify
Breath Weapons
Spells
1
0
1+2
12
15
14
13
16
2
2,000
2+1
12
15
14
13
16
3
4,000
3
10
15
12
11
14
4
8,000
4
10
12
12
11
14
5
16,000
5
10
12
12
11
14
6
32,000
6
8
12
10
9
12
7
65,000
7
8
12
10
9
12
8
130,000
8+1
8
9
10
9
12
9
240,000
9+2
6
9
8
7
10
10
360,000
10
6
9
8
7
10
11
480,000
10+2
6
9
8
7
10
12
600,000
11
4
6
6
5
8

A ranger requires 240,000 experience points per level beyond the 12th.
A ranger adds one hit die per two levels beyond the 9th.

Ranger Level
1st Level MU Spells
2nd Level MU Spells
3rd Level MU Spells
1st Level Cleric Spells
1st Level Cleric Spells
1st Level Cleric Spells
6
1
-
-
-
-
-
7
2
-
-
1
-
-
8
2
1
-
2
-
-
9
2
2
-
2
1
-
10
2
2
1
2
2
-
11
2
2
2
2
2
1
12
2
2
2
2
2
2

(This class is mostly drawn from +James Spahn and his White Box Companion, before converting to DD. Thanks for your inspiration.)


Wednesday, February 17, 2016

De-Bar-Ka, Tinalíya Specialist

[I got an idea for the adventure I want to run next fall at U-Con, but this scenario requires six or seven 8th-10th level characters and a similar number of 5th-7th level PCs (players will play one of each). I decided to test out Heroic Age of Tékumel with high-level PCs. In the process, I came up with an idea for dealing with the magical abilities of Pé Chói and Tinalíya, two of the nonhuman races. Here're the rules:

Pé Chói and Tinalíya have Innate Spellcasting as a Species Trait. 

Innate Spellcasting: Any members of these species with a PSY Mod of +1 or more can purchase one 1st level spell per level as a background skill.

This will allow them to essentially multi-class magic user with anything else.

Here is the final Tinalíya character.]

De-Bar-Ka is a scholar priest in the Temple of Ksárul in Purdimál at a rank of Licentiate, specializing in devices of the ancients. It is not just an academic, though, and it has taken several expeditions to the underworld and distant sites to study ancient artifacts in their natural habitat. In the process, it has also become quite expert in finding and disarming traps and locks of the ancients.

De-Bar-Ka, 9th Level Tinalíya Specialist


Gender: Neuter

STR: 47
INT: 94 +1
PSY: 99 +2
DEX: 88 +1
CON: 60
CHA: 43

AC: 14
HP: 7d6 / 27
Cash: 7 káitars
Spell Pool: 14
Skill Points: 53

Species Traits
Innate Spellcasting

Species Skills
Survival (underground)

Languages
Tinalíya (native), Tsolyáni, Livyáni, Yán Koryáni, Mu'ugalavyáni, Classic Tsolyáni, Expert in Engsvanyáli, Bednálljan Salarvyáni, Tsáqw, Llyáni.

Skills
Expert Lore (ancient devices), Master Locksmith, Expert Trap Detector, Expert First Aid, Expert Spy, Master Engineer-Architect, Glassblower, Mathematics, Mimic, Survival (forest, underground, swamp), Dagger, Pistol crossbow, Sword

Spells
Warding, Soperiferousness, Summon Creatures I, Alleviation, Excoriation of Contagion, Recuperation, Light and Darkness, Perception of the Energies, Seeing Other Planes

Equipment
Short sword
Pistol crossbow with 30 bolts
Dagger
Sorcerer's Bag
First aid kit
Locksmith tools
Mechanical tools
Rope
Language notebook
Notebook about ancient devices
Leather harness with straps and pouches (counts as AC 13)
+2 enchanted steel dagger
Steel dagger (x2)
Abominable Eye of Detestation: 30 charges, labelled in Llyáni.

I'm pretty happy with the level of competence. 

Friday, February 5, 2016

A Human Sub-Race for LL and AEC: The Seventh-Born

A while ago I started converting magic users from Chivalry and Sorcery to OSR D&D. I created the Primitive Talent magic user, a kind of add-on class that combined with other classes. I really didn't like the design, so I've rewritten it as a human sub-race for Labyrinth Lord and AEC. This allows it to operate without complicating class. The Seventh-Born is a reference to the magical abilities that folk tales give the seventh son of a seventh son, etc.

Human Sub-Race: The Seventh-Born

Requirements: WIS 12

At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, including intelligence, community, and tools. Magic was one of those tools. Often the seventh child and their descendants could do things others couldn't. In the mists of time, there were no teachers nor books from which to learn spellcraft. These persons gained talents from life experience, not because someone told them how to do it. These are the Seventh-Born. Their heritage remains in humans through the present.

The seventh-born can cast spells, but they cannot learn spells from teachers or books, nor can they create magic items nor research new spells. They do not memorize, but must sleep and meditate to regain spells. They can cast up to their level in spells per day. They can use magic items made by other magic users. A seventh-born does not spend long hours studying spells, so they can be any character class. The initial list of spells a character knows is based on social class:

Yeoman or Serf
Animal Invisibility
Detect Magic
Divine Weather
Protection from Evil
Charm Person (if CHA = 16+)

Townsman
Detect Magic
Hold Portal
Protection from Evil
Read Languages
Charm Person (if CHA = 16+)

Guildsman
Detect Magic
Protection from Evil
Read Languages
Read Magic
Charm Person (if CHA = 16+)

Nobleman
Detect Magic
Locate Creature
Protection from Evil
Read Magic
Charm Person (if CHA = 16+)

The GM picks (or randomly rolls) an additional spell for every 10,000 XP the character gains. Magic User and Cleric spell lists (and Druid, if using AEC) are eligible. Spells are limited to level equal to half the character's level, rounded up. For example, a level 3 seventh-born fighter can have 2nd level spells.