Posts Tagged ‘classes



10
Aug
10

Red Box Workshop: The Centaur PC

CENTAURS

While these half-human, half-horse hybrids are known to dwell in sylvan settings apart from men, some few seek out the pleasures and wonders of civilization. Some have been cast out by their herds for unsavory practices; others find that their desires cannot be fulfilled in the stultifying presence of their brethren. In any setting, centaurs enjoy carousing and bibulous overindulgence, often to the detriment of those around them.

The prime requisite for a centaur is Constitution. A centaur character whose Constitution score is 13 or higher will receive a bonus on earned experience.

RESTRICTIONS: Centaurs use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Centaurs may use any type of weapon or shield, but they may not wear armor. Due to their large size and unwieldy equine bodies, they have difficulty turning around in enclosed spaces; they cannot climb ladders or ropes, nor can they enter small openings.

SPECIAL ABILITIES: Being half-horse, a centaur has twice the base movement rate and carrying capacity as a normal man. Centaurs may attack with their hooves instead of with a weapon; a successful hit inflicts 1d6 points of damage. Starting at 4th level, a centaur may make 2 attacks/round, one with a weapon and one with its hooves.

SAVING THROWS: As dwarves.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the fighter advancement table.

24
Jun
10

Red Box Workshop: The Ghoul PC

GHOULS

Ghouls are living corpses who feed on the flesh of the living and the dead. Withered and cunning, their clotted hair only partially conceals their red eyes and sharp, pointed teeth. Most ghouls are bestial creatures with no interest beyond hunger. A few, however, conquer their appetites and retain their will. Though not as ferocious in battle as their feral kin, they can be valuable allies—if they can be trusted.

The prime requisite for a ghoul is Constitution. A ghoul character whose Constitution score is 13 or higher will receive a bonus on earned experience.

RESTRICTIONS: Ghouls use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Ghouls may use any type of weapon. Their tough hides grant them a base AC of 6, but they may not wear armor or use shields. Clerics may turn, destroy or command player-character ghouls, though this grows more difficult as the ghoul increases in level. Use the following table to see what type of undead to treat the ghoul as for this purpose.

Ghoul’s Level Turn As:
1-2 Ghoul
3-4 Wight
5-6 Wraith
7-8 Mummy

SPECIAL ABILITIES: A ghoul’s ragged nails and teeth carry a necrotic disease. An unarmed attack by a ghoul inflicts 1-3 points of damage and paralyzes a living target who fails to save vs. paralyzation. Paralysis lasts for 2-8 turns and is removed by any cure wounds spell. A starting ghoul may make one unarmed attack per round; this increases to two attacks/round at 4th level, and three attacks/round at 8th level.

SAVING THROWS: As fighters.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the magic-user advancement table.

11
Jun
10

Red Box Workshop: The Trader PC

TRADERS

Not every merchant is a sedentary copper-pinching clerk. Those who make their living buying and selling in foreign lands must be amiable, quick-witted and ready to draw steel to protect their wealth and property. Such traders make good companions to an adventuring band.

The prime requisites for a trader are Intelligence and Charisma. A trader character whose Intelligence or Charisma score is 13 or higher will receive a 5% bonus on earned experience. Traders whose Intelligence and Charisma scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Traders use six-sided dice (d6) to determine their hit points. They may use any type of weapon or shield, but they may not wear any armor more protective than leather.

SPECIAL ABILITIES: A trader’s candid demeanor and experience with outsiders merits a +1 bonus to reaction rolls. The trader may also assess value when examining an item of treasure; this has the same chance of success as a thief’s ability to hear noise. A successful roll provides the item’s exact worth, while a failed roll means the trader is unsure. (This is contingent on how much information the trader has, such as whether an item is magical.) If the DM rolls a 6 on the assess value check, the trader’s assessment is wildly inaccurate. Lastly, the trader pays 10% less when buying goods and services and haggles for 10% more when selling treasure. This does not increase XP earned.

SAVING THROWS: As fighters.

ATTACK PROGRESSION: As thieves.

ADVANCEMENT: As per the thief advancement table.

07
Jun
10

Red Box Workshop: The Berserker PC

BERSERKERS

These barbarian warriors practice the art of the berserkergang, or battle trance. This state imparts great strength and fearlessness in battle, but makes it difficult to distinguish friend from foe.

The prime requisites for a berserker are Strength and Constitution. A berserker character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Berserkers whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Berserkers use eight-sided dice (d8) to determine their hit points. They may use any type of weapon or shield, but they may not wear any armor more protective than leather.

SPECIAL ABILITIES: A berserker enters the berserkergang by spending a full round working himself up into frenzy. (Starting at 4th level the berserker may enter the trance state instantly.) In this state, he gains +2 to hit and damage, 2 additional hit points per hit die (which are lost when the frenzy ends), +1 to individual initiative and a 10’ bonus to his movement rate. However, he suffers a +2 penalty to AC, and he may take no actions when not in melee other than moving into melee. If a berserker engaged in melee finds that he has no opponents left but is in melee range of an ally, he must save vs. spells or attack an adjacent ally; this save may be repeated each round until it succeeds. Terminating the berserkergang before combat ends also requires a successful save vs. spells. Upon leaving the battle trance, the berserker is fatigued for the next hour, suffering a -2 penalty to hit and damage and a +2 penalty to AC.

SAVING THROWS: As dwarves.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the fighter advancement table.

* * * * *

NOTE: The author recommends that any group which restricts PC-on-PC conflict should not use the Berserker class, as it may be seen as a tool for evading such restrictions.

02
Jun
10

Red Box Workshop: The Spellbender PC

SPELLBENDERS

Spellbenders have an affinity for the shape and flow of magic. Instead of learning spells, they hone the knack of countering or controlling the spells of others.

RESTRICTIONS: Spellbenders use four-sided dice (d4) to determine their hit points. They may use any type of weapon, but they may not use shields, nor any armor more protective than leather.

SPECIAL ABILITIES: Spellbenders gain a +4 bonus to saving throws against magic due to their understanding of magical energies. They may also use any magical item that can be employed by magic-users or clerics. In addition, a spellbender may employ the warp spell ability when any character within 60′ casts a spell, uses a magical item or otherwise creates some magical effect, or when the spellbender encounters the manifestation of a magical effect, such as an area of magical light or a wall of fire. The spellbender may only make one attempt to affect any given magical effect. The spellbender rolls 2d6 and consults the following table:

Level of Spellbender 1st Level Effect 2nd Level Effect 3rd Level Effect 4th Level Effect 5th Level Effect 6th Level Effect
1 D7+
2 D6+/M11+
3 D5+/M10+ D7+
4 D4+/M9+ D6+/M11+
5 D4+/M8+ D5+/M10+ D7+
6 D4+/M7+/C11+ D4+/M9+ D6+/M11+
7 D4+/M6+/C10+ D4+/M8+ D5+/M10+ D7+
8 D4+/M5+/C9+ D4+/M7+/C11+ D4+/M9+ D6+/M11+
9 D4+/M5+/C8+ D4+/M6+/C10+ D4+/M8+ D5+/M10+ D7+
10 D4+/M5+/C7+ D4+/M5+/C9+ D4+/M7+/C11+ D4+/M9+ D6+/M11+
11+ D4+/M5+/C6+ D4+/M5+/C8+ D4+/M6+/C10+ D4+/M8+ D5+/M10+ D7+

A “D” result indicates that the spellbender has successfully dispelled the chosen spell or spell effect.

An “M” result indicates that the spellbender may modify the chosen spell or spell effect. The modification must be relatively limited in nature, but is otherwise limited only by the player’s imagination and the DM’s discretion. Examples include creating a small gap in a wall of fire or a fireball, adding or subtracting two pips from each die of damage inflicted by a lightning bolt or healed by cure light wounds, increasing the range of a magic missile spell from 150’ to 200’, enhancing a sleep spell so it affects targets of up to six hit dice, or transforming the targets of massmorph into rocks instead of trees.

A “C” result indicates that the spellbender may control the chosen spell. When a spellbender controls a spell as it is being cast, the spell originates from her rather than from the caster, and she makes all decisions called for by the spell—the target(s) of a hold person spell, the location of a wall of ice, the form she will assume for polymorph self, and so forth.

On a roll of “2” or “3”, the spellbender fails critically, suffering a number of points of damage equal to the spell’s level from magical backlash.

A spellbender who obtains a “C” or “M” result can choose to take a lower result. She may control or dispel a spell instead of modifying it, she may dispel a spell instead of controlling it, and she may always decline to affect the spell at all.

SAVING THROWS: As magic-users.

ATTACK PROGRESSION: As magic-users.

ADVANCEMENT: As per the cleric advancement table.

* * * * *

SPELLBENDER-MAGES

A rare few magic-users also possess the talent for spellbending. These spellbender-mages function exactly as normal magic-users, but they may also use the spellbender’s warp spell ability. A spellbender-mage may try to warp her own spells in hopes of obtaining a modify result, allowing her to alter a spell’s effects.

ADVANCEMENT: As per the elf advancement table.

19
May
10

Red Box Workshop: The Ogre PC

OGRES

Eight to ten feet tall and disproportionately broad, these hulking humanoids generally live brutish lives in the wilderness, killing and eating animals and the occasional passing human. But a few have higher ambitions than living in a cave atop a heap of stinking furs and broken loot. These ogres—some young, some old, some sickly, some simply strange—have been known to associate with adventurers and similar outcasts.

The prime requisites for an ogre are Strength and Constitution. An ogre character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Ogres whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Ogres use ten-sided dice (d10) to determine their hit points. They may advance to a maximum of 8th level of experience. Ogres may wield polearms, two-handed swords and enormous clubs that deal 1-10 damage per hit. They cannot fit through narrow tunnels and openings designed to accommodate creatures smaller than man-sized, such as goblin warrens and halfling holes. Ogres’ tough hides grant them a base AC of 5, but they may not wear armor or use shields. Ogres must have a minimum score of 9 in Strength and Constitution.

SPECIAL ABILITIES: Ogres live in caves and caverns, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. Their long arms give them an impressive reach in combat; when rolling for individual initiative (an optional rule), ogres add +1 in addition to any Dexterity bonus. Even the weakest ogre is tough and resilient by human standards: an ogre takes the maximum result of 10 on its initial hit die at first level. All ogres speak Common, Ogrish and the alignment language or dialect of the character, plus the language of orcs.

SAVING THROWS: As fighters.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the fighter advancement table.

12
May
10

Red Box Workshop: The Mentalist PC

must... control... minds!

MENTALISTS

Countless forms of magic exist throughout the planes, not all of which rely on arcane books and spells. Adepts of the art of mentalism hone the powers of the mind to achieve purely psychic feats. Their powers range from simple extrasensory tricks to outright mind control.

The prime requisites for a mentalist are Wisdom and Charisma. A mentalist character whose Wisdom or Charisma score is 13 or higher will receive a 5% bonus on earned experience. Mentalists whose Wisdom and Charisma scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Mentalists use four-sided dice (d4) to determine their hit points. They may not employ armor or shields, and may only use a dagger for a weapon. Mentalists must have a minimum score of 9 in Intelligence and Wisdom.

SPECIAL ABILITIES: A mentalist has a number of psychic powers (see PSYCHIC POWERS, below). The mentalist’s player chooses which powers to take at each level. Mentalists are allowed a saving throw vs. spells to avoid the effects of mental powers and abilities that do not normally allow a saving throw, such as the ESP spell. Due to their powers of mind over matter, mentalists may base their bonus hit points off of Wisdom or Charisma instead of Constitution.

PSYCHIC POWERS: Mentalist powers are innate. Mentalists do not need spell books, nor do they prepare spells as do clerics, elves and magic-users. Instead, a mentalist has a number of psychic powers that she may employ at will, once per round, during the magic phase of the combat sequence. Treat these as magic spells for purposes of saving throws, dispel magic, etc. The DM is encouraged to adjust the spell selection as desired; for example, a DM with access to AD&D or OSRIC rules might add command, sanctuary, scare and tongues to the mentalist’s power selection.

Whenever the mentalist employs a psychic power, she suffers damage equal to the power’s level due to strain. This is as lethal as physical injury! A full night’s rest restores all hit points lost to psychic strain; such damage cannot be cured by any other means short of a wish.

Mentalist abilities are blocked by willpower. If a target successfully saves against a psychic power, it gains a non-cumulative +4 bonus to all saving throws against all psychic powers until the next time it rests. Furthermore, the target will perceive the source and general intent of the failed power; this may provoke an unwelcome response.

First Level Psychic Powers:
1) Detect Evil
2) Psychic Invisibility (as Invisibility, but each observer of equal or higher hit dice gets a save vs. spells to spot the mentalist)
3) Know Alignment
4) Mesmerize (as Snake Charm, but affects any creatures of at least animal intelligence)
5) Mind Over Matter (as either Resist Cold or Resist Fire, only affecting the caster)
6) Remove Fear (the reverse, Cause Fear, may not be used until the mentalist reaches level 4; treat this as a second level psychic power)

Second Level Psychic Powers:
1) Boost Morale (aka Bless)
2) Charm Person
3) ESP
4) Psychic Phantasm (as Phantasmal Force, but only one target perceives the illusion)
5) Sleep
6) Speak with Animals

Third Level Psychic Powers:
1) Clairvoyance
2) Locate Object
3) Hold Person
4) Mind Bar (used in response to a psychic power or other mind-affecting ability, gives the mentalist an additional saving throw)
5) Psychic Invisibility 10’ Radius (as Invisibility 10’ Radius, but each observer of equal or higher hit dice gets a save vs. spells to spot the invisible group)
6) Speak with Plants

Fourth Level Psychic Powers:
1) Charm Monster
2) Confusion
3) Feeblemind
4) Magic Jar

Fifth Level Psychic Powers:
1) Contact Other Plane
2) Geas
3) Hold Monster
4) Psychic Crush (aka Finger of Death)

Powers
Level Title 1 2 3 4 5
1 Sensitive 1
2 Percipient 2
3 Empath 3
4 Hypnotist 3 1
5 Telepath 3 2
6 Psychic 4 2
7 Clairvoyant 4 2 1
8 Mesmerist 4 2 2
9 Mentalist 4 3 2
10 Master Mentalist 4 3 2 1
11 11th Level Master Mentalist 4 3 2 2
12 12th Level Master Mentalist 4 3 3 2
13 13th Level Master Mentalist 4 3 3 2 1
14 14th Level Master Mentalist 4 3 3 2 2

SAVING THROWS: As magic-users.

ATTACK PROGRESSION: As magic-users.

ADVANCEMENT: As per the magic-user advancement table.

05
May
10

Red Box Workshop: The Blink Dog PC

BLINK DOGS

Blink Dog

Now you see it, now it's behind you chomping you on the ass.

Blink dogs are large, highly intelligent wild canines that resemble dingoes. They have a unique ability to teleport freely across short distances. While most blink dogs prefer to remain in the company of their own kind, a few choose to leave the pack for their own reasons—such as wanderlust or love of a human partner—while others may be cast out for some terrible crime. Their doggish need to belong to a group often leads these blink dogs to join forces with bands of human or demi-human adventurers.

The prime requisite for a blink dog is Dexterity. A blink dog character whose Dexterity score is 13 or higher will receive a bonus on earned experience.

RESTRICTIONS: Blink dogs use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Blink dogs are nimble and thick-skinned; this grants them a base AC of 5, but they may not wear armor or shields, nor may they use weapons. Their lack of opposable thumbs also limits their ability to use other magic items; rings don’t fit on their paws, for example, while they require another character’s help to drink a potion. Specific magic items, such as necklaces, may fit them at the DM’s discretion. Blink dogs must have a minimum score of 9 in Dexterity.

SPECIAL ABILITIES: Blink dogs have a natural bite attack that inflicts 1d6 points of damage on a successful attack; this increases to 2d4 at level 5 and 2d6 at level 8. Due to the blink dog’s magical nature, this bite attack counts as a magic weapon for the purpose of damaging opponents that can only be hit by magic weapons. Blink dogs may “blink” both at the start and at the end of their initiative. “Blinking” allows the blink dog to teleport to a location within line of sight that is no more than (level x 10) feet away. A blink dog’s instincts protect it from teleporting into a solid object. All blink dogs speak Common, Blink Dog and the alignment language or dialect of the character.

SAVING THROWS: As fighters.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the fighter advancement table.

29
Apr
10

Red Box Workshop: The Thief-Dabbler PC

THIEF-DABBLERS

The fields of magic and roguery are not immiscible. Some inquisitive apprentice thieves investigate the mysteries of the arcane, while certain acquisitive apprentice magic-users turn their hands to larceny. Such thief-dabblers and their protégés practice legerdemain in both magical and mundane forms.

The prime requisites for a thief-dabbler are Intelligence and Dexterity. A thief-dabbler character whose Intelligence or Dexterity score is 13 or higher will receive a 5% bonus on earned experience. Thief-dabblers whose Intelligence and Dexterity scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Thief-dabblers use four-sided dice (d4) to determine their hit points. They may use any type of weapon, but they may not use shields, nor any armor more protective than leather. Thief-dabblers must have a minimum score of 9 in Intelligence and Dexterity.

SPECIAL ABILITIES: Thief-dabblers have access to all of an ordinary thief’s skills: bonuses to hit and damage for striking unnoticed from behind, along with the ability to pick pockets, climb steep surfaces, move silently, hide in shadows, open locks and remove traps (with appropriate tools) and hear noises. In addition, a thief-dabbler may prepare and cast spells as a magic-user of half the character’s level (rounded up). Thief-dabblers may read magic-user spells from scrolls. In addition, they may utilize wands and miscellaneous magical items normally usable only by magic-users, but there is always a 10% chance that any spell or power evoked from such an item will backfire, having an unexpected result. All thief-dabblers speak Common and the alignment language or dialect of the character.

SAVING THROWS: As thieves.

ATTACK PROGRESSION: As thieves.

ADVANCEMENT: As per the magic-user advancement table.

27
Apr
10

Red Box Workshop: The Living Statue PC

LIVING STATUES

Living statues are among the more common varieties of magical constructs. While most lack volition, a rare few have wills and personalities of their own. Some serve as vessels for bound ghosts, demons or other spirits; others are constructed to house synthetic, artificial intellects. Whatever their nature, these sapient sculptures come into being fully formed, and they require time and experience to master their innate physical talents.

The prime requisites for a living statue are Strength and Constitution. A living statue character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Living statues whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Living statues use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Living statues may use any type of weapon or shield. Their durable construction—whether it be bronze, crystal or stone—grants them a base AC of 4, but they may not wear armor. Living statues must have a minimum score of 9 in Strength and Constitution.

SPECIAL ABILITIES: Living statues do not need to eat, drink, breathe or sleep. As such, they are unaffected by sleep spells and are immune to paralyzation, poison, disease, nausea, fatigue, starvation, dehydration, suffocation, drowning and the like. All living statues speak Common and the alignment language or dialect of the character.

SAVING THROWS: As dwarves.

ATTACK PROGRESSION: As fighters.

ADVANCEMENT: As per the magic-user advancement table.




Past Adventures of the Mule

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