Second draft, with demi-humans. Comments?

Here is an updated draft. I’ve added the non-humans, so now the classes are Hero, Wizard, Dwarf, Elf, Munchkin, and Woodwose. Some parts are still pretty sketchy, but it’s something. I didn’t repost the spell lists because they need to be edited again.

There is no Thief or Cleric “class” but back stabbing and turning (undead, unseelie, and seelie) may be attempted by any hero or wizard.

Reaction rolls will use 2d6 & Labyrinth Lord table

Race is significantly changed. Half-orcs and Half-elves use the normal Hero and Wizard classes, as they are mechanically identical to humans in all respects. Some social and background differences may apply. Demi-humans, Munchkins, and Woodwoses are separate classes.

Hero

PRIME ATTRIBUTE: Pick Three

ALIGNMENT: Any

HIT DICE: d8

WEAPONS: Simple, Light, Thrown, Missile, and Long

ARMOR: Light and medium

Level HD BtH Skills &

Saves

Ability Experience
1 D8 +1 +1 3 Prime Powers 0
2 D8 +2 +2 Cleave 1,000
3 D8 +3 +3 Weapon Mastery 2,000
4 D8 +4 +4 Inspire or Demoralize 4,000
5 D8 +5 +5 Cohort 8,000
6 D8 +6 +6 16,000
7 D8 +7 +7 Weapon Mastery 32,000
8 D8 +8 +8 Inspire & Demoralize 64,000
9 D8 +9 +9 Lordship 128,000
10 D8 +10 +10 2nd attack 256,000
11 D8 +11 +11 512,000
12 D8 +12 +12 1,024,000

Hero Abilities

Cleave-As per 3rd edition May cleave up to level times.

Weapon Mastery: +1 to hit and +2 Combat maneuvers (parry, block, disarm, trip) while using the weapon, at seventh level he may choose a second weapon or gain +2 damage.

Inspire and Demoralize: A hero presence encourages allies and henchmen. While present, allies gain +1 to morale checks. Alternative he chooses to penalize enemies’ morale by -1. At 8th level he does both simultaneously. Mike maybe this should be people inconstant with the hero. Only the highest level hero ability is used.

Cohort: gains a 3rd level henchman and 2d6 men at arms. The henchman and men at arms will have equipment and primes determined by the CK.

Lordship: If the Hero establishes a stronghold, he will attract additional men-at-arms and also civilian tenants if he clears a suitable swath of land of monsters.

Prime Powers

StrengthMelee Bash: The hero is proficient with “heavy” and “great” weapon. They also gain +1 to damage with a -1 to hit up to their level.

WisdomFavored enemy: Chooses one type of creature as a favored enemy (Giants, humanoids, Fairies, Mortals, Dragons, Aberrations, Beasts, Magical Beasts, Undead, or Outsiders). The Castle Keeper should require the player to choose an enemy that is consistent with the past history and storylines involving the character. Knowledge of the favored enemy confers numerous bonuses to ability checks. When combating a favored enemy he gains additional combat bonuses due to an advanced fighting style developed through the experience of repeatedly fighting that type of creature. He gains a +2 bonus to hit against a favored enemy and receives a +2 bonus to armor class when fighting a favored enemy. Further, when tracking the favored enemy, he receives a +2 bonus to ability checks combating their special enemy. If their enemy is also able to make special attacks like poison or penalization the hero will know of some natural cure that will neutralize

DexterityNimble: The Hero can rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. So long as he is unencumbered or carrying a light load he gains +2 to his armor class.

Constitution- Tough: The hero is used to marching and drilling. May use Heavy armor and gain +1 HP/LV.

Charisma- Aura.The hero can emanate one of the following “auras”

Aura of Bravery (Prerequisite: None): The hero’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers (including the hero) within 30 feet of the hero gains a bonus of +1 to saving throws, and +1 to attack. This ability can be used, once per day and lasts a number of rounds equal to the Hero’s level. Use of the ability is not action in itself and usually tied to a heroic act performed by the hero.

Aura of Divinity (Prerequisite: Good): Here emanate a permanent divine aura that wards against attacks from outsiders, fairy, undead, or summoned and conjured creatures. It creates a magical barrier around the hero that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against “evil” creatures. The divine aura also prevents bodily contact by such creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. However, if the hero attacks the creature he loose this protection but retains the +2 save and AC)

Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does ½ normal damage and moves ½ rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x ½ +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.

Aura of Encouragement (Prerequisite: None): This is the Hero’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance. Some invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor. With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear, and must be within 60 feet. The Castle Keeper may rule that certain uses of this ability are infeasible. The hero can use this ability once per day per level, and can maintain the effect for a number of rounds equal to his level.

IntelligenceExpert choose one of the following

Martial Arts: The character has studied the ways of unarmed combat. He does 1d6 damage with unarmed attacks and gains +2 to grappling, overbearing, disarm, and trip attacks.

Death attack: If a Hero studies a victim for 3 rounds and makes a sneak attack (see below) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a constitution saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal sneak attack.

Intuition: answer 1 question per level (Y/N) truthfully. EX: Do red dragons breathe fire? CK: Yes.

Suggested Hero character “builds”

Fighter (STR, CON primes)

Paladin (STR, CON, and CHA primes; choose Aura of Divinity and Good alignment)

Ranger (STR, DEX, and WIS primes)

Assassin (STR, DEX, and INT primes; choose death attack)

Thief (DEX, INT primes; choose intuition)

Monk (DEX, INT, CHA primes, choose martial arts)

THE WIZARD

PRIME ATTRIBUTE: Pick Three

ALIGNMENT: Any

HIT DICE: d4

WEAPONS: Simple*

ARMOR: Light*

Level HD BtH Skills &

Saves

Ability Experience
1 D4 0 +1 3 Prime Powers, cast spells 0
2 D4 +1 +2 Scribe scrolls 1,000
3 D4 +1 +3 2,000
4 D4 +1 +4 4,000
5 D4 +1 +5 Brew potions 8,000
6 D4 +2 +6 16,000
7 D4 +2 +7 Research new spells 32,000
8 D4 +2 +8 64,000
9 D4 +2 +9 Tower 128,000
10 D4 +3 +10 256,000
11 D4 +3 +11 Enchant items 512,000
12 D4 +3 +12 1,024,000

Wizard Abilities

Cast spells-Wizards can choose to learn White, Black, or Green magic (choose two colors). They can cast any spell from a scroll, but can only copy and memorize spells of their chosen colors. White magic spellbooks are called “Prayerbooks,” Black magic, “Grimoires,” and Green magic, a “Book of Shadows.” Each type of magic has some restrictions. White magic can be cast only by Good or Lawful wizards. Green magic cannot be cast while wearing or holding any item of iron or steel (including most weapons and armors). Black magic cannot be cast wile wearing any kind of armor.

Scribe scrolls-At 2nd level wizards gain the ability to scribe scrolls <couldn’t find rules for this in C&C PHB>

Brew potions-At 5th level, a wizard may brew potions.

Research new spells-At seventh level, the wizard’s mastery of magic has reached the point that he can research new spells.

Tower: The wizard may build a tower; the exact nature is up to the CK and player but should be based on the wizard’s background. The tower will attract apprentices who will join the wizard’s service for no pay but he must spend some time and resources training them.

Enchant items-An 11th level wizard can create magic items.

Prime Powers

StrengthMartial training: The wizard may use light, long, and missile weapons OR may use any blunt weapon (Good only).

DexterityPrestidigitation: The wizard has the ability to use slight of hand and misdirection (May make DEX check to pick pockets, retrieve small objects, force cards, and other magic tricks even while under observation). Magic tricks require appropriate preparation and/or equipment.

WisdomDetect evil

Constitution-Use d6 for hit dice, and choose either:

Yoga Master: The wizard may ignore the need to eat, drink, or sleep for up to 24 hours per level, but must remain relatively still (lotus position, etc.). He may also detoxify himself, delaying and then removing the effects of poison, but this takes 24 hours of uninterrupted meditation.

Martial order: May wear any armor.

Charisma- Aura The wizard emanates one of the following “auras”

Aura of Fear (Prerequisite: None): The wizard’s unearthly mien and strange demeanor instills unease and fear. Any enemies or hostile forces within 30 feet of the wizard take a penalty of -1 to saving throws, and -1 to attack. This ability can be used once per day and lasts a number of rounds equal to the wizard’s level. Use of the ability is not action in itself and usually tied to a spell being cast, a ritual being chanted, or a trick performed by the wizard.

Aura of Divinity (Prerequisite: Good): The wizard emanates a permanent divine aura that wards against attacks from outsiders, fairy, undead, or summoned and conjured creatures. It creates a magical barrier around the hero that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against “evil” creatures. The divine aura also prevents bodily contact by such creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. However, if the hero attacks the creature he loose this protection but retains the +2 save and AC)

Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does ½ normal damage and moves ½ rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x ½ +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.

Aura of Encouragement (Prerequisite: None): This is the wizard’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance. Some invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor. With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear, and must be within 60 feet. The Castle Keeper may rule that certain uses of this ability are infeasible. The hero can use this ability once per day per level, and can maintain the effect for a number of rounds equal to his level.

IntelligenceArcane knowledge. Pick one of the following:

Intuition: answer 1 question per level (Y/N) truthfully. EX: Do red dragons breathe fire? CK: Yes

Detect magic: Being highly attuned to magic, the wizard can sense the presence of magic effects, magic items, and spell-users within 30’. He must concentrate and face the general direction in which he wants to detect.

Suggested Wizard character builds:

Fanatic/Cleric/Warrior saint-STR, CON and CHA primes (choose Blunt weapons, Martial order, and Divine Aura); White magic.

Druid-CHA, WIS, STR primes (choose Animal friendship); Green magic

Illusionist-CHA, DEX, INT primes (choose aura of fear or encouragement); Green magic

Sorcerer-CHA, INT primes; Black magic

Mystic-CON, INT, WIS primes (choose Yoga master); White magic

Other ideas:

Diversify: trade one prime for one more color of magic

The colors of magic: Magic comes in White, Green, and Black forms.

White magic is mainly protective and restorative. A wizard may not cast White magic unless he is good or lawful and does not use a pointed, spiked, or edged weapon.

Green magic is associated with the glamour of the fairy realm, and no wizard may cast Green magic while holding or wearing any object of iron or steel.

Black magic is destructive, causing damage and gating in extraplanar beings or matter. Because of this destructive nature, Black magic can only be cast by wizards wearing no armor.

Elves
Wpns: Simple, Light, Long

Armor: Light

HD: d6
May not cast White magic or use White magic items.
-2 to all checks if holding/wearing iron or steel, can’t cast in iron/steel armor

No soul; can’t be raised/energy drained
Learn & cast Green spells as Wizard
+2 AC in no/light armor
Need less sleep

Primes: DEX and WIS primes + 1 choice, which will also determine the elf’s type

StrengthHigh elf. Use any weapon and armor (still adversely affected by iron/steel)
ConstitutionWood Elf. Disappear in woods (Wood elves may hide in woodland settings even if there is no cover or shadow)

IntelligenceDark Elf. Use Black magic in addition to Green magic.
CharismaFair Elf. Magic song.

Level HD BtH Skills &

Saves

Ability Experience
1 D6 +1 +1 Cast Green spells 0
2 D6 +2 +2 1,000
3 D6 +3 +3 Weapon mastery (Bow or sword) 2,000
4 D6 +4 +4 4,000
5 D6 +5 +5 Cohorts 8,000
6 D6 +6 +6 16,000
7 D6 +7 +7 32,000
8 D6 +8 +8 64,000
9 D6 +9 +9 128,000
10 D6 +10 +10 Lordship 256,000
11 D6 +11 +11 512,000
12 D6 +12 +12 2nd attack 1,024,000

Woodwose
d8
Wpn: Light,Simple
Armor: L

Fast Move 40’
-1 starting language

+2 Armor class in no armor

Animal friendship

Primes: Wisdom, Charisma, and choose 1

Prime Powers

StrengthSavage fighter. Increase unarmed damage to D6; may use Great and Heavy weapons
Dexterity-(Choose one)

Brachiation (may climb/leap in trees using only arms; climb at normal ground speed)

Camoflague (Disappear in woods as a wood elf)
ConstitutionFurry, thick hide. (+2 AC in no armor; +1 HP/HD; resist heat and cold)
Intelligence-(Choose one)

Ancestral memory. (As Intuition)

Natural healing. (d4 hp first aid, reroll poison save w/+1)

Level HD BtH Skills &

Saves

Ability Experience
1 D6 +1 +1 Speak with animals 0
2 D6 +2 +2 1,000
3 D6 +3 +3 2,000
4 D6 +4 +4 Woodland Cohorts 4,000
5 D6 +5 +5 8,000
6 D6 +6 +6 16,000
7 D6 +7 +7 32,000
8 D6 +8 +8 64,000
9 D6 +9 +9 Lordship of the woods 128,000
10 D6 +10 +10 2nd attack 256,000
11 D6 +11 +11 512,000
12 D6 +12 +12 1,024,000

Dwarf
Wpn: Simple, Light, Heavy, Long

Armor: any
HD: d10
must prime in STR, CON, INT.
No additional prime powers.

Power Attack with Heavy weapons as per Hero’s Melee bash.

Move 20’

Detect depth and direction underground automatically

Stone body, Can’t swim, -1 damage from blunt attacks.

+2 magic, Poison, fear, fire saves

No soul (cannot be raised/cannot be energy drained)

See twice as far by torchlight

Cantankerous -1 Reaction see Muchkin below. Dwarves hate everyone and are known for carry money.

Level HD BtH Skills &

Saves

Ability Experience
1 D6 +1 +1 Craft items (double speed) 0
2 D6 +2 +2 1,000
3 D6 +3 +3 Weapon mastery (Axe or Hammer) 2,000
4 D6 +4 +4 4,000
5 D6 +5 +5 8,000
6 D6 +6 +6 16,000
7 D6 +7 +7 Forge magic items 32,000
8 D6 +8 +8 64,000
9 D6 +9 +9 128,000
10 D6 +10 +10 Lordship 256,000
11 D6 +11 +11 512,000
12 D6 +12 +12 2nd attack 1,024,000

Munchkin
Wpn: Simple, Light
Armor: L
HD: d6
Disappear in natural environment (See wood elf)

+1 on all reactions.

Iron stomach (+2 poison save bonus, eat anything)

+3 Dodge

Primes: Dexterity, Charisma and choose one

StrengthTall Fellow. Heroic fighter (use Hvy and Long weapons and heavy armor)
ConstitutionGnome. Speak with Animals.
IntelligenceBurglar/ Puzzler. The Munchkin is exceeding clever. Sometimes it seems like they made a mistake but in reality they were only testing the water. In non combat the Mucnkin can call do over on their last action. However, they can only redo something in game time that took one round. They have LV do over per session.
WidsomScout. Acute senses.

Level HD BtH Skills &

Saves

Ability Experience
1 D6 +1 +1 0
2 D6 +2 +2 1,000
3 D6 +3 +3 Weapon mastery (Sling or thrown) 2,000
4 D6 +4 +4 4,000
5 D6 +5 +5 8,000
6 D6 +6 +6 Fellowship (followers) 16,000
7 D6 +7 +7 32,000
8 D6 +8 +8 64,000
9 D6 +9 +9 128,000
10 D6 +10 +10 Sheriff (establish stronghold) 256,000
11 D6 +11 +11 512,000
12 D6 +12 +12 2nd attack 1,024,000
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Published in: on June 18, 2010 at 1:41 pm  Comments (3)  
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3 CommentsLeave a comment

  1. How about Hero, Wizard, Elf, Demihuman, Humaniod/Brute
    Demihumans being a combination of dwarf/gnome/halfling
    All have INT and CON prime then Dwarf=STR, halfling=DEX, and gnome=WIS

    Humaniod (minotaur, 1/2 ogres etc) being like the brutes STR, CON, WIS primes. WIS since they live in the wild.

    • I also really liked the brute class you did for Thundarr C&C, I think that’s a good idea.

  2. That’s a great idea!

    Woodwoses could be demoted to monster/NPC or just be a flavor of Humanoid/Brute.


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