Posts Tagged ‘classes



17
Aug
10

Red Box Workshop: The Kobold PC

KOBOLDS

These dwarfish subterranean dog-people are renowned for their cowardice, preferring to defend their lairs with sadistic traps than to risk their lives in battle. Nonetheless, some choose the path of adventure, whether from overweening greed, an unsatisfied bloodthirsty streak or some unkoboldish vein of courage. Their hairless, scaly red-brown hides blend in with the dirt and stone of their lairs; only the dull red glow of their eyes gives them away.

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

RESTRICTIONS: Kobolds use four-sided dice (d4) to determine their hit points. They may advance to a maximum of 4th level of experience. Kobolds may use any type of weapon that has been “cut down” to their size. Thus, they cannot use a two-handed sword or long bow, but may use a sword or short bow. They may wear nothing more protective than leather armor, and cannot use a shield. Kobolds must have a minimum score of 9 in Dexterity.

SPECIAL ABILITIES: Kobolds live in underground caverns and warrens, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. A kobold’s sneaky nature and tricksy upbringing allows it to open locks, find and remove traps, climb walls, move silently, hide in shadows, pick pockets and hear noise as a thief. Due to their small size and skill at dodging, kobolds have a bonus of -2 to their Armor Class when being attacked by creatures larger than man-sized. All kobolds speak Common, Kobold and the alignment language or dialect of the character, plus the languages of goblins and orcs.

SAVING THROWS: As thieves.

ATTACK PROGRESSION: As thieves.

ADVANCEMENT: As per the thief advancement table.

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16
Aug
10

White Box Archaeology: More Lakofka Goodies!

Greyharp over at ODD74 has taken Len Lakofka’s Pyrologist and compiled it into a booklet along with additional Lakofka class material from Liaisons Dangereuses—the Hobbit Druid, the Hobbit/Dwarf Cleric-Fighter and the Dwarf Craftsman. The booklet is styled in the manner of the OD&D supplements.

Thanks to Greyharp for putting this together! View his discussion thread on the subject here; it includes links to various incarnations of the PDF.

12
Aug
10

White Box Archaeology: The Pyrologist

Let’s set the wayback machine to the ’70s, at the dawn of Dungeons & Dragons. For you kids out there, this entirely predates the Internet as we know it; there were no blogs or forums on which to share ideas. Gamers who wanted to broadly disseminate gaming material would submit their work to fanzines, which were compiled on a typewriter, printed via photocopier or mimeograph, and sent out via snail mail.

One such fanzine was “Liaisons Dangereuses,” a Diplomacy ‘zine run by Len Lakofka. As an early D&D player, Len used his ‘zine to print up some D&D material that he and Gary Gygax had written. There are a few gems to be found here, such as the Pyrologist, a new character class appearing in LD #74 (September 1976). The class is a gonzo mess, allowing for Pyrologist/Cleric dual classing, psionic abilities, spells and bonus powers, weapon choices varying by level, and other oddball rules. Well worth looking at for a peek into how idiosyncratic things could get in old-school play!

You can read the original ‘zine here. More recently, an old-school fan transcribed the whole thing up on the forums at The Delver’s Dungeon, a 1e AD&D fan site. The transcription can be found here.

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.




Past Adventures of the Mule

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