The Canting Crew

Before we get on with the new class (which may or may not work, but it’s a fun experiment), I want to announce that all my hard copy books are 10% off right now at Lulu.com. Go check ’em out if you’ve been waiting, and keep your eyes open for Lulu.com sales to make the deals even sweeter.

THE CANTING CREW

In my quest to create yet another odd character class, I have dreamed up the canting crew. Actually, the inspiration for the class was a small band of robbers cutting a swathe through time after stealing a map of creation. You’ve probably heard of them. Watching Time Bandits made me think of a band of halflings causing trouble, and that made me think of the swarm rules in d20 and one thing led to another and … the canting crew. Obviously, this is not a traditional character class, so it’s not only not for every player, but not for every campaign. Truth be told – I have no idea if this will even work.

REQUIREMENTS
Dexterity 9+, Charisma 13+
Non-lawful, non-good; robber gangs are not necessarily evil, but they are certainly not good
Halfling or gnome (or other small races, if allowed in your games)

ARMOR ALLOWED
Padded and leather armor; no shields

WEAPONS ALLOWED
Club, dagger, dart, hammer, light mace and sling

SKILLS
Hide in Shadows, Move Silently

CLASS ABILITIES

A canting crew starts out as a single rogue, the boss. As the crew gains levels, it also gains members, with each member representing one hit dice, or level, of the crew. Each time a new member is added to the crew, that member should be named, and a dice should be rolled on the following table to get an idea of what that new member brings to the crew.

When a member of the crew brings a competence in a task, that particular member is skilled in that task, and his presence and tutelage makes Gives rest of the members a knack in that task. If a canting crew is divided, this distinction might be important.

The canting crew attacks as a swarm. Attacks against the crew deal damage to the band’s collective hit points. The crew can split up to make attacks, or even choose not to throw all their weight against a single opponent. For however many members of the crew are attacking a single foe (usually no more than eight against a medium-sized creature), treat the attacks as coming from a robber crew of that level. Thus, three robbers attacking a creature attack as a 3rd level crew, i.e. with a +2 attack bonus. The crew, no matter how they are split up, uses saving throw values for their crew’s full level. Any feat taken by the robber crew is assumed to be held by all members of the crew. Feats or abilities that come with individual members are possessed only by that member.

On the downside, robber crews are composed of multiple halflings or gnomes, and each member requires his or her own equipment and rations. This makes running a robber crew a bit expensive, so make sure you don’t pass up a chance for treasure or theft!

Damage against a robber crew must also be addressed. When a robber crew’s hit points are reduced to 0, it is assumed that all of the members have been killed, the boss being the last to fall. For every three points of damage a crew suffers, there is a 10% chance that one member, chosen at random, is killed and must be replaced when the crew next reaches civilization. While the crew is short a member, they are also short that member’s skills or abilities and their help in a fight. When the crew does reach civilization, a new random member is added to the crew.

A 3rd level canting crew learns how to cover one another’s retreats. Members of the crew can retreat at a full run without drawing an attack from their foes.

A 5th level canting crew’s chattering and dodging about has a chance of confusing their opponents. Each round a crew decides to caper instead of actually attacking, their foe must pass a Will saving throw or be stunned for that round. To confuse an opponent, at least three members of the crew must be engaged in combat with that opponent.

A 7th level canting crew learns how to look out for each other. They roll their chance of being surprised on 1d8 instead of 1d6. In addition, when they fight, each member of the canting crew engaged with a single creature over the first member increases the Armor Class of the group fighting that creature by one.

A 9th level canting crew can establish a hideout for themselves, per the thief class. The canting crew does not attract a lieutenant, but they do attract a number of lesser rogues and thieves, with the members of the canting crew each taking on a small gang of their own to tutor and control.

Demigods, the First Adventurers

It would be hard to tell who the first adventurer in literature ever was, but I suppose Gilgamesh might fit the bill. Gilgamesh is the son a human king and the goddess Ninsun, making him a demi-god. In the annals of adventuring, he has good company – Heracles, Achilles, Cuchulainn, Hanuman, Māui, Perseus, Theseus, and many more.

So if demigods can be adventurers in myth and literature, why not in Blood & Treasure?

First things first – we need to define our demigods. If one has some experience in fantasy role playing games, they’ll know that demi-gods are usually depicted as extraordinarily powerful entities. Obviously, characters that powerful would not work well as adventurers, unless one was doing some pretty epic adventuring.

Our demigods are going to be a bit more human (or demi-human), and like other adventurers, are going to become more powerful as they advance in levels. In other words, they’re going to be on par with the other characters – don’t expect them to eclipse the magic-users, thieves and fighters in the party.

REQUIREMENTS
No ability score lower than 10, one ability score higher than 15

ARMOR ALLOWED
Padded, leather, studded leather; bucklers and shields

WEAPONS ALLOWED
Any weapon

SKILLS
Bend Bars, Break Down Doors, Find Secret Doors, Ignore Pain, Jump, Monster Lore

CLASS ABILITIES
At 1st level, a demigod’s player must choose their character’s divine ancestry. Whether a god or goddess, they must choose one of the following domains for their character’s divine parent based on their character’s highest ability score.

  • STR Destruction, Strength, War, Water
  • INT Knowledge, Magic
  • WIS Death, Healing, Sun
  • DEX Air, Fire, Travel
  • CON Animal, Earth, Plant, Protection
  • CHA Love, Luck, Trickery

The demigod gains one power based on his or her parentage, as follows:

  • AIR: Resistance to electricity damage, feather fall at will
  • ANIMAL: Speak with animals at will, charm animal three times per day
  • DEATH: Command undead three times per day
  • DESTRUCTION: Smite opponent once per day (+2 to hit and double damage if you hit)
  • EARTH: Resistance to acid damage, +1 bonus to saving throws while standing on bare earth
  • FIRE: Immune to fire damage
  • HEALING: Laying on of hands ability, per the paladin
  • KNOWLEDGE: Legend lore ability, per the bard
  • LOVE: Charm person once per day, three times per day at 4th level
  • LUCK: Re-roll one saving throw once per day
  • MAGIC: Save vs. magic at +2
  • PLANT: Speak with plants at will, command plants once per day
  • PROTECTION: Barkskin three times per day
  • STRENGTH: Can wield two-handed weapons with one hand
  • SUN: Use light at will, daylight once per day
  • TRAVEL: Haste once per day for one round per level
  • TRICKERY: Trickery as class skill, spell abilities of a gnome
  • WAR: Deals double damage on a charge (if birthed by a war god like Ares) or command double the normal numbers of henchmen (if birthed by a war goddess like Athena)
  • WATER: Resistance to cold damage; cannot sink in water (though can be held under and drowned)

Demigods are supernaturally tough, and gain the Armor Class bonuses as a monk.

Demigods are born to greatness, and are expected to do great things. A 1st level demigod is given an ordained labor by his divine parent. This works as a geas, and requires the demigod to do one of the following by the time he or she reaches 4th level.

  1. Capture a monster* with twice as many Hit Dice (minimum 2 Hit Dice more) as the demigod
  2. Complete a heroic task that would be considered very difficult for the character (the Treasure Keeper has to use his or her best judgment on this one)
  3. Slay a monster* with twice as many Hit Dice (minimum 3 Hit Dice more) as the demigod
  4. Steal a relic (must be worth as many gp as the demigod as XP or be magical)

* Monster in this connotation refers to magical beasts, monstrous humanoids, dragons, prehistoric animals, giants and outsiders

Until the labor is completed, the demigod cannot advance beyond 4th level. A new labor is ordained when the hero reaches 5th level, and must be completed by the time the demigod reaches 8th level. Additional labors must be completed by 12th and 16th level.

  • The first labor completed earns the demigod a one-time use of the restoration spell on him or herself.
  • The second labor completed earns the demigod a one-time use of the raise dead spell on him or herself.
  • The third labor completed earns the demigod a one-time use of the resurrection spell on him or herself.
  • The fourth labor completed earns the demigod the right to ascend into Heaven (or wherever mom or dad are from) when they die.

Demigods are renowned for one of their physical or mental abilities, and this ability grows as their fame grows. A demigod increases his or her highest ability score by one point at 2nd, 4th, 6th, 8th and 10th level.

A 3rd level demigod can make pleas for assistance to his divine parent. Demigods can appeal for 0 to 2nd level spells by passing a Charisma task check with a penalty equal to the level of the spell. At 7th level, the demigod can begin appealing for 3rd to 4th level spells. At 11th level, the demigod can begin appealing for 5th to 6th level spells. Each time an appeal is answered, the demigod must pledge 10% of their earned treasure to the cult of their divine parent (a minimum of 50 gp per spell level).

A 5th level demigod gains magic resistance equal to 1% per level, to a maximum of 10%.

A 9th level demigod may establish a hero cult for themselves. The demigod must construct a temple in his own honor and in the honor of his divine parent. The demigod then attracts 1d6 men-at-arms per level, 1d6 first level clerics or druids and a 4th level cleric or druid to serve as his high priest.


DEMIGOD ADVANCEMENT
LVL
XP
HD
ATK
F
R
W
TITLE
1
0
1d12
+0
13
13
13
Scion
2
2,500
2d12
+1
12
12
12
Exemplar
3
5,000
3d12
+2
12
12
12
Champion
4
10,000
4d12
+3
11
11
11
Hero
5
20,000
5d12
+3
11
11
11
Cynosure
6
40,000
6d12
+4
10
10
10
Archon
7
80,000
7d12
+5
10
10
10
Paragon
8
160,000
8d12
+6
9
9
9
Superhero
9
300,000
9d12
+6
9
9
9
Demigod
10
600,000
10d12
+7
8
8
8
Demigod
11
900,000
+3 hp
+8
8
8
8
Demigod
12
1,100,000
+3 hp
+9
7
7
7
Demigod
13
1,400,000
+3 hp
+9
7
7
7
Demigod
14
1,700,000
+3 hp
+10
6
6
6
Demigod
15
2,000,000
+3 hp
+11
6
6
6
Demigod
16
2,300,000
+3 hp
+12
5
5
5
Demigod
17
2,600,000
+3 hp
+12
5
5
5
Demigod
18
2,900,000
+3 hp
+13
4
4
4
Demigod
19
3,200,000
+3 hp
+14
4
4
4
Demigod
20
3,500,000
+3 hp
+15
3
3
3
Demigod

Establishing a New Dungeon Order with the Masons! [New Class]

Here’s the deal – Freemasonry, whatever you think of it, has some uber-awesome level titles. And level titles, my friend, mean Old School gaming to me. In short – I had no choice but to create this class. I hope it goes without saying that I mean no disrespect to actual Freemasons out there – this is just me having a bit of fun.

Guilds are common among the artisans of NOD, but none have gained such infamy as Fraternity of Stonemasons. Actually many different fraternities organized in lodges, the migratory nature of masonry has led to the formerly autonomous fraternities becoming an international network of lodges, controlled by a Great Lodge, the location and membership of which is a well-kept secret, even from most of the members. Because of the size of this network, and its being spread across many city-states, empires and faiths, there is a vague sense of hostility towards the Fraternity by many rulers and high priests, who question the loyalty of the members.

For their part, the masons are primarily dedicated to their work, traveling from castle to monument to Great Wall to dungeon, cutting and setting stone. The travels of a mason, though, send them through many strange and dangerous lands, making those masons who travel beyond the borders of their home city or town adventurers in their own right. These adventuring masons, or freemasons, make up the elite of the ancient Fraternity, garnering wealth, influence and knowledge for their lodges.

REQUIREMENTS
Intelligence 11+, Strength 9+, Dexterity 13+
Lawful (LG, LN)

ARMOR ALLOWED
Padded armor, leather armor
No shields

WEAPONS ALLOWED
Club, dagger, hammer, handaxe, heavy pick, light crossbow, light mace, light pick, quarterstaff, sap, sling, warhammer

SKILLS
Bend Bars*, Break Down Doors*, Find Secret Doors**, Notice Unusual Stonework***

* Requires mason’s tools; otherwise counts as a knack

** Masons are skilled when looking for secret doors disguised as stone, but only have a knack for finding other secret doors

*** As the dwarf ability, or see New Tasks in this book

CLASS ABILITIES

All masons are capable of cutting stone, earning a wage of 1 silver piece per day for normal masonry and 1 gp a day for ornamental masonry or overseeing up to 10 lower-level masons. Ornamental masonry requires a Reflex task check; naturally, you treat the mason as though he were “skilled” at this task.

In order to earn these wages, the mason must carry a set of mason’s tools. These tools include a pair of wooden compasses, a piece of chalk or charcoal to make marks, chisels of different sizes, a hammer, plumb, a trowel, iron and wooden dowels. These tools are kept in a large canvas or leather bag or backpack, and weigh 20 pounds.

Finally, 1st level masons learn the secret signs, tokens, grips and words of their fraternity. This counts as a secret language, much like the thieves’ cant, that allows masons to identify one another and communicate without others understanding them. Masons can also learn Earth Elemental as one of their starting languages.

A 3rd level mason (master mason) scores double damage against elemental earth creatures and other creatures made entirely or primarily of rock, stone or earth, not including gargoyles, who are just big fakers.

A 6th level mason (master elect) learns the secret rites of the Fraternity, the Rites of Elemental Earth, handed down from the ancient dwarven founders of the Fraternity. These rites permit the mason to cast a small number of spells using the same rules as a magic-user. The mason must carry a special manual filled with his spells, which are recorded in the secret signs of the Fraternity. Other masons can interpret these signs, but must pass a special Decipher Codes check as though they were skilled in the task.

Masons prepare and cast the same number of spells per day as a ranger.

1st level: Elemental weapon (acid only), magic stone, mason mark*, mending**, pass through element**, shatter, soften earth and stone

2nd level: Explosive runes, meld into stone, shockwave***, spike stones, stone shape, summon small earth elemental

3rd level: Move earth, passwall, stoneskin, summon medium earth elemental, transmute mud to rock, transmute rock to mud, wall of stone

4th level: Earthquake, earthwalk, repel stone****, stone of flesh, summon large earth elemental

* As wizard mark

** Affects earth/stone only

*** Mason must strike the ground with a hammer or pick to cast this spell

**** As repel metal or stone, save it only repels stone

In addition, a 6th level mason (master elect) learns to turn elemental earth creatures as a cleric turns undead. The mason turns earth elementals as a cleric five levels lower than his mason level.

A 9th level mason (knight of the sword) earns the right to establish a lodge of the Fraternity in a town or city-state in which no lodge already exists. A mason who becomes a worshipful master attracts 1d6 normal masons (i.e. 0-level artisans) per level, 1d6 first level masons who wish to train under him and one 5th level mason protégé.

A 9th level mason (knight of the sword) also begins to learn to carve powerful runes, as follows:

Knight of the Sword (9th) | Rune of sleep

Knight of the East and West (10th) | Rune of pain

Knight of the Rosy Cross (11th) | Rune of persuasion

Grand Pontiff (12th) | Rune of fear

Master Ad Vitem (13th) | Rune of stunning

Knight of the Royal Axe (14th) | Rune of weakness

Prince of the Tabernacle (15th) | Rune of insanity

Knight of the Brazen Serpent (16th) | Rune of death

Runes work as the symbol spells, but must be carved in stone and are triggered when first looked upon by an intelligent creature. The mason can carve no more than one such rune per day, and can have no more than five runes (of any type) active at any one time.

Upon achieving 12th level (Grand Pontiff), a mason gains command over a Grand Lodge, which simply encompasses all the lodges within a given region (the definition of region here being determined by the Treasure Keeper in regards to his or her own campaign). If there is already a Grand Pontiff in the region, assume that they achieve 13th level and hand down the duties to the new Grand Pontiff. Grand Pontiffs also gain the ability to planeshift into the Elemental Earth Plane (and return to the Material Plane at a time of their choosing) once per day.

Beyond 17th level (knight of the sun), there can be only one mason at each level. A mason cannot rise beyond 17th level without supplanting a higher level mason. This can be done by waiting for them to die (arranging or causing death is not permitted, though of course one can attempt to get away with it if they are bold and stupid enough to forget all those sweet divination spells that can be used to convict them) or challenging them to a contest of masonry. These contests are usually epic in scope, requiring extraordinarily difficult works of masonry that are either decided by a series of task checks, each more difficult than the last, or by judgment from a council of masons that have achieved a minimum of 12th level.

The Grand Inspector Inquisitor (18th) of masonry may issue commands to fellow masons that are the equivalent of a quest spell. The Grand Inspector Inquisitor is the highest level mason whose identity is known to other masons. He knows the identity of the Sublime Prince of the Royal Secret.

The Sublime Prince of the Royal Secret (19th) is capable, once per day, of communing the powers of elemental earth (per the commune with nature or contact higher power spells). He alone knows the identity of the Sovereign Grand Inspector General.

The Sovereign Grand Inspector General (20th) controls the Great Lodge, which consists of all lodges and grand lodges within a single reality. As the leader of all masons, he or she is capable, once per day, of summoning an earth elemental swarm to do his or her bidding.

Edit: Crap – forgot the class advancement table with all the kickass level titles …

Precision Swiss Dungeoneering

Image by Joshua Sherurcij

I honestly don’t know. I go on a walk. A funny idea pops into my head, which I quickly dismiss. Then a couple more thoughts pop in to flesh out the original idea, and the next thing you know I’m writing up a Blood & Treasure class called the Switzer. On the other hand, one of the founders of the hobby was of Swiss origin, so maybe this class is way overdue!

The Switzer

Switzers are folks from mountainous regions who live up to several flimsy stereotypes (and outright fabrications!) and delve in dungeons. Hey, the inspiration behind this idea is pretty sparse, just do me a favor and roll with it.

Switzers advance in level as rangers.

A life in the mountains has given the 1st level Switzer (regular) a knack at noting unusual stonework and slopes as a dwarf (or count these abilities as skills if the Switzer is a dwarf). Switzers also have an innate money sense. They can calculate a number of coins and the value of gemstones with 80% accuracy. When buying goods, they can make an Intelligence check to either find a bargain (10% discount) or to find superior merchandise (pay a 50% premium, gain a +1 bonus to checks or attacks when using the item).

Switzers must remain true neutral for their entire careers, but they have mercenary hearts and can commit Lawful, Chaotic, Good or Evil acts at the cost of 10 gp per Switzer level. A Switzer who strays from neutrality becomes a normal fighter with the fighting ability of a cleric until he or she receives an atonement spell.

The mountain homes of Switzers are lousy with mad wizards and scientists, so 3rd level Switzers (mountaineer) thus gain particular skill at combating one of their most common and hideous creations, the flesh golem. Against a flesh golem, a Switzer gains a +1 bonus to hit and scores double damage on a successful hit. At 7th level (hellebardier), the Switzer’s innate familiarity with clockworks gives him a similar advantage against iron golems, antikytheres, automatons (i.e. mechanical men) and other clockwork creatures.

A 4th level Switzer (gardist) becomes a master of the pole arm and pike, gaining a +1 bonus to hit and damage with them. When fighting in formation, the Switzer also gains a +1 bonus per 5 fellow warriors (similarly armed) in the formation to Armor Class, up to a +4 bonus.

A 5th level Switzer (Alpinist) can undertake a quest, guided by a divine vision, to find and gain the service of an unusually intelligent, strong, and loyal St. Bernard to serve him. If the Switzer’s dog dies, he must wait until gaining another level of Switzer to undertake the quest again.

The St. Bernard has the following stats:

St. Bernard, Medium Magical Beast: HD 2+2; AC 16; ATK 1 bite (1d6); MV 40; F12 R12 W16; AL N (LN); XP 200; Special—Resistance to cold, cask of wine (produces enough restorative brandy to restore a total of 2 hp per Switzer level per day), low intelligence.

A 6th level Switzer (yodeler) can cast a small collection of spells by yodeling. The spells are drawn from the following list. The Switzer can cast as many spells as the paladin (see B&T Player’s Guide).

Level One: Cause fear, charm person, daze, hideous laughter, message, open/close, sleep

Level Two: Animal trance, daze monster, enthrall, hold person, rage, shatter, sound burst

Level Three: Charm monster, confusion, crushing despair, good hope, speak with animals

Level Four: Dominate person, hold monster, repel vermin, shout

An 8th level Switzer (Reisläufer) gains the ability to manufacture magical cheeses. The cheeses must be created from the milk of a magical beast (one with the proper equipment, of course), and can be infused with a spell effect that duplicates one of the monster’s special abilities or one spell up to 4th level that the monster can cast. Making the cheese takes as long as brewing an equivalent potion, and requires a proper kitchen.

A 10th level Switzer (Burgrave) can choose to establish a stronghold in the wilderness and gain followers (see High Level Play below). The lands controlled by the burgrave are called a canton. A Switzer who commands a canton attracts 1d6 men-at-arms per level, 1d6 first level Switzers who wish to train under them and one 3rd level Switzer to serve as a leutnant. These Switzers should be generated as characters under control of the player.

Edited 9/19 – Made a correction in the text and added an ability

Anti-Classes

F Schoonover … Nothing to do with the post, just awesome

Those who have delved into the OBBs will recall that the early game had not only clerics, but also anti-clerics. The anti-clerics were, of course, just chaotic clerics who cast the reverse of some of the traditional cleric spells.

Today I started wondering … what about other anti-classes. The cleric’s opposite is based on an opposing alignment. The anti-classes buzzing around in my head, though, are focused on opposing the overall class functions of the other classes to act as an in-game counter to the PC’s.

Anti-Fighters (Harrier): A fighter fights, so an anti-fighter … doesn’t fight? Not much room for a class there. One possibility would be a character that calms tensions and ends fights, but that has more of a magical feel to it, and, frankly, removing combat from the game doesn’t improve the game experience.  To keep our anti-fighter non-magical and to make it fun and interesting, we could instead make the anti-fighter a specialist at countering the tactics and abilities of traditional fighters. When they engage a fighter in combat they slowly improve against that fighter in particular, increasing their AC against them and perhaps forcing the fighter to pass some sort of test or saving through to disengage with them without suffering a free back attack, as many rules allow against combatants that turn and run from a fight. The point of the anti-fighter is to tie up fighters and keep them from doing damage, making them especially potent when accompanied by a large body of 0-level or 1 HD monsters.

Anti-Magic-User (Witch Hunter): This one seems simple. Anti-magic-users cancel out the magical abilities of magic-users. I’m thinking you would use something like the turn undead chart for counter-spelling. In fact, maybe you could extend the concept. Where a cleric destroys or takes control of lesser undead, the anti-magic-user could turn the spell back on the spell caster or block the spell caster from preparing/memorizing the same spell again for a number of days equal to the anti-magic-user’s level. The anti-magic-user should probably have improved saves vs. magic and maybe be able to sniff magic out. Another cool ability would be the ability to drain scrolls, perhaps using that energy to heighten their own magical defenses. Since these dudes wouldn’t have much in the way of fun, active (rather than re-active) abilities, we could ramp up their combat abilities a bit, allowing them to attack as thieves and use the same armor and weapons as thieves.

Anti-Thief (Thief-Taker): The first thing that springs to mind is the classic thief-taker. Where the thing has a set of skills that makes them good at stealing, the anti-thief would have a different set of skills meant to counter them – hide/set traps (find/remove traps), penetrate shadows (hide in shadows), hear footfalls (move silently), silent signals (hear noises), note pilfering (pick pockets) and, well, I can’t think of anything to counter climb walls (nor do I think I need to). I suppose they would also be able to save vs. backstabs, or perhaps their heightened ability to hear the thief creeping up behind them would render back-stabs unlikely. Since their abilities are also focused on defense, one might heighten their combat abilities, perhaps allowing them to attack as a fighter rather than thief, though restricting them to the same equipment as thieves.

So, what do you think? Probably not great as player characters, but they could be interesting as NPCs designed to frustrate the players and force them to switch up their tactics.

I’m picturing a scene where a party busts into an ogre mage’s throne room and finds the ogre mage accompanied by a smattering of goblins (let me at ’em, thinks the party fighters) and four human beings, an anti-cleric, harrier, witch hunter and thief-taker. The party thief attempts to slink into the shadows, but the thief-taker’s eyes follow him unerringly, shouting out his position for the benefit of his comrades in the room. One of the party fighters engages the gibbering goblins, but the other finds himself countered by the harrier, who matches him stroke for stroke. The party magic-user raises his hands to cast magic missile, but finds the spell not only fizzle, but the very knowledge that such a spell exists stricken from his mind! The anti-cleric does his best to match the cleric spell for spell as well.

Kinda like this, only more D&D … image found HERE

Woodland Classes I – The Unicorn

A maiden’s best friend, unicorns (and pegasi and other little ponies) are all the craze these days with girls and a few (slightly disturbing) men. We’ve endured many years now of sneering, leather-clad, spiky-shouldered, ridiculously-large-weapon wielding wannabe badasses in dungeons, perhaps it’s time for something sparkly.

Requirements: Wisdom and Charisma 13+, Lawful (Good) in alignment

Hit Dice: d6, +2 per level after 10th

Weapons allowed: None

Armor allowed: Up to chainmail barding

Skills: Find Secret Door, Jump, Listen at Doors, Move Silently, Survival

Advance: As paladin

Attack: As cleric

Saving Throws: As paladin

First level unicorns are medium-sized creatures, with the bodies of goats, heads of horses, snowy-white hair and pearlescent horns growing from their foreheads. They are capable of speaking both Common and Sylvan. They can make one attack each round, either with their alicorn (their horn – yeah, there’s a fancy word for it!) for 1d8 damage, or with their two hooves (as though attacking with two weapons) for 1d4 damage. Unicorns are naturally immune to poison.

A note on climbing: Unicorns, having the legs of goats, are actually quite capable climbers, so long as they have even the smallest ledge (or its equivalent) on which to rest their hooves. For sheer surfaces, unicorns are going to need some help involving ropes and people to pull them.

A 2nd level unicorn’s alicorn strikes as a +1 weapon. This innate magical bonus improves to +2 at 4th level, and +3 at 8th level.

A 3rd level unicorn becomes immune to charm and compulsion-type spells, unless they are cast by a lawful (good) female spellcaster.

A 4th level unicorn gains the innate ability to cast spells with its alicorn. The unicorn prepares and casts spells as a paladin, with each spell being cast from its horn. Spells that require a touch require the unicorn to touch the subject with its horn. The unicorn need not speak to cast these spells, nor otherwise move.

A 5th level unicorn can undertake a quest, guided by a divine vision, to find and gain the service of a chaste, lawful (good) female elven companion. This companion is either a cleric, fighter, magic-user or paladin (roll 1d4) who begins as a 1st level character, but advances one level each time the unicorn advances one level. If the unicorn’s companion dies, it must atone (per the atonement spell) and then wait until gaining another level of unicorn to undertake the quest again.

A 10th level unicorn can establish a serene woodland clearing as its lair. A 12 mile radius circle around the clearing must be cleared of all evil influences before the unicorn can consecrate the clearing. Once consecrated, the unicorn attracts 1d10 creatures to act as guardians of the clearing and associates in its fight for law and good. Roll on the following table to determine these companions.

ROLL D10
1 – Aasimar warrior (2 HD, chainmail, longsword, longbow, 20 arrows)
2 – Brownie
3 – Celestial brown bear
4 – Celestial eagle
5 – Celestial wolf
6 – Druid (1st level; either human, elf or gnome)
7 – Druid (2nd level; either human, elf or gnome)
8 – Dryad
9 – 1d6 pixies
10 – Unicorn

UNICORN SPELLS

First Level: Bless, calm animals, charm person, cure light wounds, detect evil, detect poison, freedom of movement, light, obscuring mist, remove fear, sanctuary, shield of faith, slow poison, virtue

Second Level: Aid, animal messenger, cure moderate wounds, dimension door, lesser restoration, magic circle against evil, neutralize poison, remove paralysis, shield other

Third Level: Charm monster, cure serious wounds, prayer, protection from energy, remove curse, searing light, teleport

Fourth Level: Air walk, cure critical wounds, divine power, holy smite, restoration, teleport without error

How to Make a New Class – The Land of Nod Way

I got an email recently asking about whether I used a formula of some sort when creating a new class. I figured the answer might make a good (and easy) post for the blog, so my process is as follows:

1) I read something and think that a particular character would make a good class. I usually look for something from classic fantasy literature, folklore or fairy tales, and a character type which spans a few different sources, even though one in particular might be the original or best known (i.e. there are lots of barbarians in fantasy stories, but Conan is the best known).

It’s quite fun and old school appropriate to base a character class on a particular character from fantasy, including adding in quirks about that character – i.e. the AD&D ranger being able to specifically use crystal balls because Aragorn could use a palantir. If you want to do a “mystic knight” class, go ahead and make it the Luke Skywalker class and include a whining ability – inside jokes like that are integral to the origins of the hobby.

2) I come up with level titles. Seems weird to do that second, but if I can’t come up with eight or nine synonyms for the class, it probably isn’t based on a broad enough concept.

3) I think up one or two specific abilities that not only fit the character, but which set it apart from existing classes. I try not to just make a new class with a mix of abilities from older classes, though sometimes an existing ability is appropriate.

4) I next look for a similar existing class and use it as my base in terms of attack bonus, save bonuses, etc. I throw in the special abilities and then try to figure out how comparable it is to the existing class in terms of power to help me decide which XP chart to use.

And that’s pretty much it. I try to keep in mind that I’m making up a bit of make believe nonsense for a game – i.e. I don’t take the process to seriously. Have fun. Be a little silly.

By the way – Tanner Yea’s Races of Lore now joins his Heroes of Lore as a download on the Blood & Treasure page.

The Anarchist Class

In case anyone is unaware, the following class is based on my reading of the first few chapters of The Man Who Was Thursday, a “surreal” little volume by G. K. Chesterton about the fight between the Central Council of Anarchists and the poets who form the New Police Force.

The Anarchist

There are anarchists – the garden variety of folks who talk about toppling governments in the name of ultimate freedom, and back it up with a bomb or two, and there are the true anarchists, who look to a higher form of anarchy that cannot exist within the human (or, in fantasy terms, the humanoid) community. These fellows seek not the toppling of governments, but the toppling of humanity (or humanoidity – weird word, have no idea if it’s correct) itself.

As this would be an unpopular tack to take among the living, the true anarchists face a great deal of opposition, and therefore must organize themselves, ruthlessly and efficiently, to achieve their goals. To this end, there exists a great organization of anarchists governed by a council of seven, each member of this inner council being named for a day of the week. All anarchists seek to rise to this council, but all anarchists must first start on the ground floor, advancing the byzantine aims of the central council in the world. Just as the forces of Law delve underground in search of treasure and magic to fuel their fight against chaos, so chaos must delve to match them.

Requirements

True anarchists are artists and intellectuals; they must have a Int of 11+ and a Cha of 11+

Armor Allowed

Padded (under their expansive black cloaks), no shields

Weapons Allowed

Bomb, dagger, hand crossbow, pistol, sword-cane (treat as rapier)

Skills

Hide in Shadows, Move Silently, Trickery

Advance As

Thief

Special Abilities

Anarchists bring many special abilities to the table in their fight against Law (especially the likes of vigilantes and paladins – yuck!), but among the most important is their ability to concoct explosives. A 1st level anarchist can concoct normal explosives that become more powerful as they advance in level. In addition, they gradually learn to concoct different forms of explosives, per the following table:

LVL / BOMB / COST TO CREATE
1 Grenade (1d6 damage) 10 gp
3 Smoke grenade (per fog cloud spell) 200 gp
5 Grenade (2d6 damage) 50 gp
7 Gas grenade (per stinking cloud spell) 300 gp
9 Grenade (3d6 damage) 100 gp
11 Death Grenade (spews a black fog, per the cloudkill spell) 500 gp
13 Grenade (4d6 damage) 200 gp
15 Incendiary Grenade (per incendiary cloud spell) 800 gp

All of these bombs have a blast radius of 5 feet. An anarchist of higher than 1st level can choose to sacrifice one dice of damage to increase the radius by 10 feet.

Anarchists have their own secret language, in the manner of the thieves’ cant. Called the “black tongue”, it is, more than anything else, a gobbledygook of quotations and dialectics.

With their bombs and their secret tongue, anarchists are sent into the world to work the will of their shadowy masters. To this end, they are given instructions that must be carried out – instructions they will rarely understand, so dark and brilliant are the workings of their president. Before each adventure begins, an anarchist receives a random instruction. If it is carried out, the anarchist earns an additional +10% earned XP. If the anarchist fails at his mission, he loses 10% of his earned XP.

ROLL / MISSION
1 Must befriend and protect the first to third (1d3) NPC he meets
2 Must kill the first to third (1d3) NPC he meets
3 Must pilfer the first to third (1d3) magic item he encounters
4 Must dispose of the first to third (1d3) magic item he encounters (i.e. get rid of it)
5 Must betray (at all costs) a random comrade
6 Must support (at all costs) a random comrade

A 3rd level anarchist is capable of unleashing a raging oratory that works in some ways as a bard’s ability to fascinate sentient creatures with his music. Those within the sound of the anarchist’s voice must pass a Will saving throw or suffer under the effects of the rage spell and vent their spleen upon the nearby symbols and agents of authority. Lawful individuals enjoy a +6 bonus to save vs. this effect, while chaotic creatures suffer a -3 penalty to save against it.

A 5th level anarchist possesses a madman’s sense of purpose and certainty. By taking a swig from their ever-present flask of brandy, they become immune to fear and magical persuasion for 1 round per level.

A 9th level anarchist may build a hideout beneath the streets of a major city, hiding within it a vast armory of weapons and bombs, and attracting to him or her 1d6 rogues per level, 1d6 first level anarchists who wish to learn from the master and a 3rd level anarchist to serve as his or her lieutenant.

Once an anarchist has a hideout, he or she is eligible to be elected to the central council, gaining a random name from Monday to Saturday. Each game month, there is a 1 in 20 chance that a sitting member will die and must be replaced, and the anarchist has a percentage chance equal to his level of being named to the position (with bonuses for any clever campaigning the anarchist does).

A similar chance exists for anarchists already on the council to assuming the presidency of the council and taking the name Sunday.

The Vigilante

The war on chaos cannot be won in the streets alone, for beneath those streets, in hidden places, the lords of chaos lurk and plot the destruction of all that is lawful and good. The vigilante is a warrior against chaos who isn’t afraid to get his hands dirty. He’s not a shining knight, like the paladin, or a beacon of hope like the cleric, but rather a rugged street warrior on par with the thief, but playing for the other side.

The vigilante really doesn’t belong in medieval European fantasy. He is a creature of the lurid penny dreadfuls, dime novels and pulp magazines of the late 19th and early 20th centuries. The Shadow is one of the more famous of these dark avengers, but he is not alone and the stock type survives to this day. Vigilantes are expected to be resourceful, cunning, handy with their fists (and whatever else they can find to bash in their opponent’s head) and sneaky. They employ many of the techniques and skills of their less exotic foes, thieves and assassins, and thus also dress and arm themselves much like these rogues.

ROLL D8 FOR HIT POINTS

REQUIREMENTS
Strength, Dexterity and Intelligence of 13+; Vigilantes must be Lawful (Good)

ARMOR ALLOWED
Padded armor, leather armor, studded leather armor, ring mail, mithral chainmail and bucklers

WEAPONS ALLOWED
Crossbows (any) and all light melee weapons

SKILLS
Balance, climb walls, escape bonds, hide in shadows, jump, listen at doors, move silently, open lock, tracking, trickery

XP ADVANCEMENT
Vigilantes advance as paladins

CLASS ABILITIES
Vigilantes must hide their true identity, lest their value as a crime fighter be negatively affected. While wearing their mask, the vigilante enjoys a +2 bonus to save vs. fear and other mind affects, including mind control. In addition, they can attempt to cause fear (per the spell) in humanoid creatures with no more than half the vigilante’s hit dice. Thus, a 1st level vigilante can cause fear in 0 hit dice creatures, while a 10th level vigilante can cause fear in creatures with 0 to 5 hit dice. If unmasked, the vigilante loses these bonuses and abilities.

Vigilantes have the same need to disable foes quickly that thieves and assassins have, but are often bound by their code of conduct not to kill their victims. A vigilante has the same skill at backstabs as thieves, but any time they would normally kill their target and are employing a bludgeoning weapon, they can instead choose to reduce their victim to 1 hit point and knock them unconscious for 1d6 turns. The victim can attempt a Fortitude saving throw to cut this time in half, but make sure the vigilante is unaware of whether this saving throw is successful or unsuccessful.

Vigilantes are known for their resourcefulness, often having just the piece of equipment they need to beat any situation. As long as a vigilante has at least ten pockets, pouches or sacks (or their equivalent) on their person, they can spend 50 gp to fill them with “miscellaneous gear”. When, during an adventure, a vigilante suddenly needs something that is not on their equipment list other than a weapon, armor, money or magic item, they can attempt a Will saving throw modified by Intelligence to find that item in one of their pouches. If the item costs less than 10 gold pieces, there is no modifier to this saving throw. For every 10 gp of value an item has, this roll is modified by -2. If the roll is successful, the contents of one pouch are now known (i.e. the vigilante can only do this as many times as they have pouches or sacks) and the item is added to the vigilante’s equipment list.

At 6th level, the vigilante can choose an arch-nemesis for themselves. If this is a unique creature (i.e. Gork, the Guildmaster of Assassins in the city of Yorok), the vigilante enjoys a +2 bonus to hit and damage them, a +2 bonus on task checks made to find or defeat them, and a +2 bonus to save vs. their special abilities (if any). Once this unique arch-nemesis is defeated, the vigilante may choose a new arch-nemesis.

The vigilante can, instead of choosing a unique arch-nemesis, choose an entire class of creatures as his arch-enemies. Sample arch-enemies could be goblins, thieves, chaotic magic-users, green dragons or devils. Against his arch-enemies, the vigilante enjoys a +1 bonus to hit and damage them, a +1 bonus on task checks made to find or defeat them, and a +1 bonus to save vs. their special abilities (if any).

A 9th level vigilante can establish a hideout to serve as his secret base of operations within a settlement or in the wilderness near a settlement. This signifies that the settlement is under the vigilante’s protection. The vigilante attracts a 3rd level vigilante to serve as his sidekick and apprentice, and earns one contacts per level within the city-state. Use the following table to determine the general occupation of these contacts.

Contacts are a source of information (and adventures) and have varying amounts of loyalty to the vigilante based on their alignment:

This loyalty is the percentage chance they will cooperate with the vigilante and do special (though not overtly dangerous favors) for the vigilante. Dangerous favors, or resisting torture to protect the vigilante, are made at half normal loyalty.

Holly Jolly Warriors for Your Dungeon

‘Tis the season for being goofy, don’t you know, so I present this long overlooked fantasy archetype for your favorite fantasy game. Check you stocking for dice, roll up a kringle, and go slip the hobgoblins some coal (and cold steel) upside their pointy heads.

KRINGLE

H/T Trey’s Sorcerer’s Skull Blog

Kringles are holy warriors dedicated to generosity to the poor, protection of the weak and punishment of the wicked. They adventure to take their war on naughtiness into dungeons and to acquire enough wealth to one day build a fortified workshop of their own.

ROLL D8 FOR HIT POINTS

REQUIREMENTS
Strength and Wisdom of 13+; Kringle’s must be Lawful or Lawful Good, depending on what alignment scheme you use.

ARMOR ALLOWED
Any armor and shields

WEAPONS ALLOWED
Any bludgeoning weapon

SKILLS
Escape Bonds, Move Silently, Riding

XP ADVANCEMENT
Kringles advance as paladins

CLASS ABILITIES
A kringle can use the know alignment spell at will; he knows just by looking at you whether you’ve been naughty or nice. In addition, they are capable of squeezing through very small openings, as though they were tiny in size.

A 2nd level kringle is capable of using the minor creation spell, though they can only create an item if they have a sack from which to pull it. At 6th level, a kringle can use minor creation three times per day, and major creation one time per day. A 9th level kringle can use minor creation at will, and major creation three times per day.

A 3rd level kringle is immune to fear. Each ally within 10 feet of him gains a +2 bonus on saving throws against fear. In addition, a xxx gains immunity to all diseases, including supernatural and magical diseases.

A 4th level paladin (gallant) gains the ability to turn constructs, as a cleric turns undead, as a cleric three levels lower.

A 5th level kringle can undertake a quest, guided by a divine vision, to find and gain the service of an unusually intelligent, strong, and loyal reindeer to serve her in her crusade against naughtiness. If the kringle’s mount dies, he must atone (per the atonement spell) and then wait until gaining another level of kringle to undertake the quest again.

A 9th level kringle is capable of using time stop once per day. This increases to three times per day at 16th level.

At 9th level, a kringle is permitted to use crystal balls as though they were magic-users. How else could they know when folks are sleeping or when they’re awake?

An 11th level kringle can choose to establish a workshop in the wilderness and gain followers (see High Level Play below). A kringle who becomes a lord or lady attracts 1d6 gnome artisans per level, 1d6 automatons (1st level fighters – toy soldiers, get it?) and one 3rd level kringle to serve as a foreman. The automatons and the kringle should be generated as characters under control of the player.