Showing posts with label Character Class Codex. Show all posts
Showing posts with label Character Class Codex. Show all posts

Monday, March 6, 2017

New B/X Character Classes: 3 Barbarians

Please note: this is a preview/beta version only. It is not considered Open Gaming Content until the official release of Old School Adventures™ Accessory CX1: Character Class Codex. AND BEFORE YOU ASK!!!! It will be late 2017 or early 2018 AT THE EARLIEST!!!! This is not priority right now. I am simply releasing some "stockpiled" material because it feels like the OSR blogosphere needed it.

This PDF has the following three classes: a "berskerker" barbarian, a "wildling" barbarian (with survival skills, tracking abilities and the like), and a "horde" barbarian (adapted from the 1e Oriental Adventures barbarian).

Click here to download the PDF. >>


Tuesday, February 14, 2017

New B/X Character Class: Factotum

Can't decide what class to be? Be all of them! (Sort of.)

Please note: this is a preview/beta version only. It is not considered Open Gaming Content until the official release of Old School Adventures™ Accessory CX1: Character Class Codex. AND BEFORE YOU ASK!!!! It will be late 2017 or early 2018 AT THE EARLIEST!!!! This is not priority right now. I am simply releasing some "stockpiled" material because it feels like the OSR blogosphere needed it.

Click here to download the PDF. >>

Friday, December 23, 2016

New B/X Character Class: Skinwalker (Free PDF Download)

I feel guilty for letting this blog sit so idle the past couple of months (I've been super-busy with client stuff the last couple of months, which is a Godsend, given how slow 2016 was for me business-wise). So here's something simple, and though fairly complete it's being given away as an "as is WIP"--a skinwalker class for B/X. Click here to download the free PDF of this B/X Skinwalker character class (clicking the pic will only get you a bigger pic).

Thursday, August 25, 2016

Free PDF Download:
New BX Character Class - Half-orc

Almost a year ago, I mentioned that the Character Class Codex would include a half-orc, which I saw as a way "to fill in the BX need for an assassin (but using a race class to do it)."

This statement last year was not how I envisioned a BX half-orc, it was how I'd already written it. Yes. This class has existed for about a year, and I'm just sharing it now. That being said, I do believe I made this an option during my "Cold Fingers of Fate" game at NTRPGCon this past year (and IIRC, somebody actually played it; I just don't have my notes from the game handy to confirm).

Enough of my jibber-jabber. Onto that link...

Click here to download the
Half-ord character class PDF.

Wednesday, February 10, 2016

New BX/LL Character Class: Cavalier

As far as I know, no one's really taken the Unearthed Arcana stuff and converted it for BX/LL. So with that goal in mind, here's my take on the cavalier. I know that, at first glance, it seems pretty long (especially compared to some of my 1-pager character classes), but I promise, in my normal 2 column format (per most of the NBD books), it's only 1-1/2 pages.

Illustration by Walter Crane
(from The Faerie Queene by Edmumd Spenser).




THE CAVALIER

The cavalier is the quintessential knight in shining armor. Most cavaliers belong to the upper social class or nobility of a society. The cavalier dedicates their life to the service of a higher authority, such as a noble or sovereign, deity, military or religious order, or a special cause. Theirs is a hereditary honor that comes with the price of lifelong service to their monarch, country, or other object or entity. The cavalier is expected to participate in any wars or other armed conflict in which their lord or cause is engaged. Cavaliers in service to other nobles often serve their master beyond the battlefield as well, performing such duties as their skills, and their noble lord, see fit. The cavalier often pursues such selfless goals as the eradication of evil and chaos from the world, and justice for all the subjects of his land. He can also be a bully and a braggart who uses his status and privileges to pursue only his own self-aggrandizement.

The prime requisite of a cavalier is Strength. Cavaliers with a Strength score of 13 or greater gain a bonus on earned experience points. Cavaliers use the same attack and saving throw tables as fighters. Because cavaliers have the support of their lords or orders, they begin twice as much money as standard character classes (6d6×10 gp, instead of 3d6×10 gp).

RESTRICTIONS: Cavaliers use eight-sided dice (d8) to determine their hit points. They may use any weapon, wear any type of armor except leather or padded (see “Armor” below), and may use a shield. Cavaliers are permitted those magic items normally permitted a fighter. A cavalier must have a minimum Charisma score of 9.

SPECIAL ABILITIES:

Weapon Proficiencies. As cavaliers rise in level, they receive a number of melee (“to hit”/damage) weapon-based bonuses as outlined below:


Horsemanship. Cavaliers are born and bred for the saddle. As such, they benefit from a number of horsemanship abilities, as outlined below:
At 1st Level: the cavalier is able to vault into the saddle and have the steed underway during the same round.

At 3rd Level: the cavalier is able to coax additional speed out of a steed, increasing its movement by 30'(10').

At 5th Level: a cavalier may ride a pegasus as a steed.

At 7th Level: a cavalier may ride a hippogriff as a steed.

At 9th Level: a cavalier may handle a griffon (or similar creature of lawful or neutral alignment) as a steed.
Cavaliers benefit from a number of other special abilities, including the following:
Fear Immunity. Cavaliers are immune to all fear effects (magical or otherwise).

Strong Will. There is a 90% chance that any attempt to control a cavalier magically or psionically (e.g., charm, domination, hold, hypnosis, possession, sleep, suggestion, etc.) will fail. If the resistance roll fails, saving throws are made normally by the attempt to control.

Charge. The charge of the cavalier is among the most devastating offensive weapons any culture can hope to field. When mounted and using a lance, the cavalier recieves a damage bonus equal to his or her level (e.g., a 5th level cavalier would receive a +5 damage bonus when using a lance while mounted).

Reputation. As a cavalier rises in level, the character’s reputation precedes them, providing them a bonus on all reaction rolls for all intelligent creatures with whom the cavalier is capable of speaking. For example, if the cavalier meets a goblin king who doesn’t speak common, and the cavalier is not capable of speaking goblin, then the reaction modifier does not apply to the roll.

Banner. Beginning at 7th level (as a Grand Knight), a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner remains clearly visible, all allies within 60' receive a +1 bonus on saving throws against fear; additional and all companions of the party (hirelings, henchmen, etc.) within that range receive a +1 bonus on morale checks. For each 3 additional levels, the bonus increases by +1 (i.e., +2 at 10th level, and +3 at 13th level). The banner must be large enough to be clearly seen from the 60' distance, and must be carried or displayed by the cavalier (or his mount) in order to function.
ARMOR: To a cavalier, armor is more than protection—it’s a badge of station. With appearance being just as (if not) more important than function, cavaliers will seek to own the best and most elaborate armor they can afford. Plate is the cavalier’s armor of choice, with lesser types of armor ranking increasing lower on the scale of desirability (with banded/splint next in line behind plate, then chain, then scale and ring mail). This succession of desirability for armor supercedes its protective abilities (e.g., a cavalier would rather wear standard plate armor than +3 chain mail). A cavalier may never wear leather or padded armor; being the dress of theives and commoners, such armor is below the cavalier’s station.

COAT OF ARMS: Every cavalier has a coat of arms and armorial bearing (a heraldry design depicted on a shield) which the cavalier wears in order to identify himself in tournaments and on the battlefield. While traveling, the cavalier’s armorial bearing may be hidden, but it must be revealed when an encounter occurs with intelligent creatures that might understand its importance (see “Banner” above).

CODE OF CONDUCT & ETHICS: Cavaliers are required to follow a code of conduct and ethics, or risk losing the prestige (and, to some degree, the abilities) provided by their class.
Serve a Person or Cause: Normally, this is a deity, a greater noble, an order of knighthood, or a similar cause.

Sustain the Knightly Virtues: In all actions, the cavalier must seek to sustain the following chivalric virtues: prowess, courage, honesty, loyalty, generosity, faith, courtesy, and franchise. Franchise is the virtue of practicing the other eight virtues without any though of profit or personal gain. It is the purest motive—selflessness in every action

Adhere to the Knight’s Code: Cavaliers fight not to defeat foes, but to prove their honor, demonstrate their prowess, and win renown. As stories rise from their deeds, they seek to lead by example, and encourage others to live righteous lives. The Knight’s Code, therefore, focuses on fair play; victories won through skill gain more glory than those achieved through chicanery. Any victory won that violates the following code will not earn experience points for the cavalier.
A cavalier never attacks from behind.

A cavalier never strikes a foe that has not prepared themselves for battle. (A cavalier may never attack during a round in which his party has surprise.)

A cavalier never attacks a helpless foe in a manner that will cause the foe hit point damage. A cavalier may, however, strike a foe as long as the damage imposed does not deal hit point damage (e.g., magical effects).

A cavalier of neutral or lawful alignment never uses poison against a foe.
STRONGHOLDS: Beginning at 6th, any cavalier with enough money may choose to build a manor house, but must hire any personnel required to manage it (especially in the cavalier’s absence). Even after the manor house has been constructed, the cavalier is still considered to be in the service of their lord or order. However, beginning at 9th level, a cavalier may petition their lord or order to establish their own lordship or order, respectively. Should this privilege be awarded (and assuming the cavalier has enough money) the cavalier may then build a stronghold (usually a village castle), which will attract additional settlers beyond those in the employ of the cavalier.

Thursday, October 29, 2015

Free PDF Download:
New Psionic BX Character Class - Dromites

Here's another psionic character class for you, this time downloadable as a PDF. Dromites already appear in the monster section of the Basic Psionics Handbook, but they seem a natural fit for a BX character class (and are already a playable race in newer game editions).

Click here to download the Dromite character class PDF.

Click here to buy the Basic Psionics Handbook at a special introductory price. (The price will go up when the print copies are released for sale in a little over a week).

Other additional psionic classes:
The Devine
The Savant
The Sauteur

Sunday, October 25, 2015

New BX/LL Psionic Class: The Devine

As I've mentioned previously, the two main sources that fed the input for what Tim Kask developed as psionics in Eldritch Wizardry was a mystic class penned by Steve Marsh (which provided the source for the psionic disciplines) and a devine class created by Gary Gygax (which provided the source for psionic combat). The mystic class for the Basic Psionics Handbook was developed by me under the guidance of Mr. Marsh (and, again, I thank him profusely for his input and advice). Unfortunately, I don't have the same luxury of being able to ask Mr. Gygax for his input on a devine class. I do, however, have as reference a version of the devine class penned by Mr. Marsh under the class title of "Psychics" which I believe was either published in, or intended to be published in, an issue of The Cupric Text zine (I'll need to get clarification from him on this). His psychic class employs combat modes, and it was Mr. Marsh's "rock/paper/scissors" idea that fed the basis of the way psionic combat works in the Basic Psionics Handbook.

What you'll find below is my take on the devine character class for use with the Basic Psionics Handbook, inspired by the demon slayers of hindu legend. (Take a moment and go get your 1e Monster Manuals; you'll find that all greater demons possess psionics.) This class will for sure appear in the Character Class Codex, but will likely appear sooner in an addenda volume for the Basic Psionics Handbook (tentatively titled Addenda Psionica) which will include some additional psionic classes, powers, monsters and items I've been working on.

[BTW, I'm still slated for a PDF release of the BPH tomorrow morning.]



THE DEVINE

Please note that this character class requires use of Old School Adventures™ Accessory PX1: Basic Psionics Handbook.

The devine is a mystical combatant who balances physical prowess (with traditional weapons) and psionic prowess (through the use of psionic combat modes). Although the powers of a devine are derived from innate psionic talent, devines are akin to clerics in that they receive assistance from divine patrons known as devas (benevolent divinities) and asuras (malevolent divinities). Devines often find themselves in the roll of demon slayer, in service to a deity (or deities).

The prime requisites of a devine are Strength and Wisdom. If a devine has a score of 13 or greater in both Strength and Wisdom, the character will gain a +5% bonus on earned experience points. If a devine has a Strength of 13 or greater AND a Wisdom of 16 or greater, the character will gain a +10% bonus on earned experience.

Devines use the same attack and saving tables as clerics.

RESTRICTIONS: Devines determine their hit points with six-sided dice (d6). Devines may wield any type of weapon, wear any type of armor, and use a shield. They are permitted the magic items normally permitted a fighter, and the psionic items normally permitted a mystic. A devine must have a minimum score of 9 in both Intelligence and Charisma.

When a devine reaches name (9th) level, he or she may choose to build a fortress, which must contain a shrine. The cost of the construction is 125% of the normal cost for a similar fortress, as the devine will spare no expense in furnishing the building and decorating it in such as a way as to honor the divinity(s) to which the devine pledges his or her honor. Once constructed, the fortress will attract 2d6 1st level fighters who will serve the devine as a personal guard. There is a 50% chance that one of those fighters will, instead, be a 1st level devine.

SPECIAL ABILITIES: Through a combination of meditation and devotion to the gods, devines are endowed with a number of special abilities. The greatest of these is their knowledge of psionic attack and defense modes, which devines gain as they rise in level. Because the devine dedicates himself to both the physical and the divine, devines earn PSPs at a much more restricted rate than mystics, but at a much greater rate than monks, gaining 4 PSPs per psionic level. Devines are subject to the same “character time” requirements as other psionicists for the daily regeneration of PSPs—an undisturbed period of meditation and prayer (usually about an hour) after a full-night (8 hours) of rest.

As the devine rises in level, a number of other special abilities are gained as outlined below:
Third Eye. Beginning at 3rd level, a devine gains a permanent third eye. While it precludes the use of third eyes (as psionic items), it does provide the devine with a number of permanent abilities based on his or her level, including the following:
– 3rd Level: infravision to 120'
– 5th Level: ability to see into the Ethereal Plane
– 7th Level: psionic true seeing
All of these abilities are usable concurrently if the devine so chooses.

Detect Planar Natives. Beginning at 4th level, a devine gains the ability to sense the presence of planar natives to a radius of 360' (if in the same plane as the devine). This ability works through all materials except iron, and includes bound creatures (e.g., through magic jar or in a soul gem). The type of being detectable depend on the level of the devine as below:
– 4th Level: Ethereal natives
– 6th Level: Astral Natives
– 8th Level: natives of the inner/outer planes
Devines are unable to detect the presence of natives of the Shadow or Dream Planes.

Extra Limbs. Beginning at 9th level, a devine gains access to the use of an extra pair of arms. These arms take 1 round of concentration to manifest and they remain for 3 turns, though the devine may dismiss them before the end of that duration. From 9th through 11th level, this ability is usable 3 times per day. Beginning at 12th level, it is usable 5 teims per day. These arms provide one additional one additional attack per round (as outlined below), but do not allow the use of a second shield:
a) 1 additional melee attack per round with a 1-handed weapon against the same opponent as the first attack (made with a separate 1-handed or 2-handed weapon) or
b) 1 additional arrow attack per round against the same target as the first attack, using the same bow as the first shot
While manifested, these extra limbs provide the opportunity to wear/use additional magic items (e.g., bracers, gloves, rings, etc.), increase the amount of weight a character may carry/lift/drag by 25%, and provide a +3 bonus to any Strength check or grappling attempt.

Banishment. Beginning at 10th level, a devine gains knowledge of the psychoportative discipline banishment. The devine may use this ability at will, but with the same PSP cost as a mystic (3 PSPs per use).

Concurrent Use of 2 Attack Modes. Beginning at 11th level, a devine may use 2 attack modes concurrently. The PSP cost for each is the same as normal. Victims must make separate psionic saving throws for each or suffer the effects of each attack as normally prescribed.

Concurrent Use of 2 Defense Modes. Beginning at 13th level, a devine may use 2 defense modes concurrently. The PSP cost for each is the same as normal. The benefits provided by the concurrent modes do not stack; instead, the more beneficial option of the 2 modes employed is used for the sake of determining saving throws, and the more beneficial option of the 2 modes employed is used for the sake of determining effects on a failed saving throw.


Sunday, August 30, 2015

CX1: Character Class Codex Update

Because I know people will ask, there will still be an animal classes book. It will be CX2: Animal Class Codex. I do not have a date on it, but will likely be the early part of 2016. Today, I will be discussing the Character Class Codex (CX1) only.

On a side note, the Basic Psionics Handbook is moving into final editing stages, and I will be starting the illustrations for it soon. Don't want to share target release dates yet for fear of getting ahead of myself (there is, after all, that yet-to-be-announced 5e project that's getting juggled in there too). I would like for the Basic Psionics Handbook and the Character Class Codex to release at the same time so people don't have to wait on the other in order to order. That will likely be the determining factor for release date.

Okay, 'nuff housekeeping, now on to the nitty gritty...



Right now, the Character Class Codex is clocking in at 92 pages, and the content list looks something like this.



Alchemist: more of an NPC; includes descriptions for 60 potions, and information about hiring them to create potions

Archer-Rogue: follows the Robin Hood archetype (prev. shared on blog)

Bard (Version I): mixes Norse skald, Celtic bard and French jongleur; BX-only, w/ thieve's abilities and MU spells in addition to charm and lore skills

Bard (Version II): out of Welsh tradition; has druidic spellcasting (uses AEC) in addition to charm and lore abilities

Beastmaster: pretty self-explanatory (prev. shared on blog)

Bogatyr: Russian-inspired knight-errant with ability to grow to giant size (prev. shared on blog)

Challenger: a fighter class that gets better in melee the longer he fights a single opponent; also gains a sworn with each level

Dragi: class adaptation of dragon-headed spellcasters from the Creature Compendium; includes 2 new dragi spells

Elves: includes drow, gray, shadow, wild, wood and half-elf; the shadow elf includes 20 new shadow-elf-specific spells

Florentine: a two-fisted fighter class

Gnomes: includes 3 types, the grey gnome (miner/fighter/illusionists), the brown gnome (miner/thief/illusionists), and the green gnome (live in trees and use druidic magic); the first two have limited magical abilities (dancing lights, ghost sound, prestidigitation) but no learned spells; the latter includes information for all of its 42 druid-like spells, about a dozen of which are new

Half-Orc: I'm using this to fill in the BX need for an assassin (but using a race class to do it); the half-orc also has an intimidation melee ability

Kineticist: a telekinetic psionicist with ability to use some attack/defense modes (uses Basic Psionics rules)

Martial Acrobat: an acrobat that is not a thief, but instead using tumbling and agility to deflect, evade, and attack

Metathurge: my take on the incantatrix (a spellcaster that focuses on affecting magic itself); still working on this, but will include about a dozen new spells

Ranger: the BX-only ranger I shared on the blog the other day

Runecasters: human and dwarven; introduces a new magic approach built around the runecasting; includes (spell) descriptions for 43 runes

Sauteur: a mystical combatant w/ psychoportative powers (uses Basic Psionics rules)

Savant (Version I): a clairsentient combatant (uses Basic Psionics rules)

Savant (Version II): a traditional intellectual savant; at lower levels has detection and comprehension skills; starts gaining both cleric and MU spells as mid-level

Scribe: more of an NPC type; includes costs for hiring the scribe for specific duties

Shapeshifters: 2 types... the polymorpher (able to polymorph into any type of creature) and the manimal (able to polymorph into only normal or giant animals, but not fantastic creatures)

Skald: a bardic fighter; includes a new approach to magic through the use of songs; includes (spell) descriptions for 42 songs

Spy: has most of a thief's abilities, plus escape, bluff and disguise

Steppe Shamans: 2 types (white and black); adapted from Valley of the Five Fires, but tweaked to be more BX-specific (e.g., spell durations); includes the 38 spell descriptions from the module (tweaked to BX)

Telepath: a telepathic psionicist with ability to use some attack/defense modes (uses Basic Psionics rules)

Tinkers: 2 types (human and dwarven); still working on this, but planning on giving them "contraptions" instead of spells (with requirements for materials and construction time); also function for lock-picking, trap-finding, etc.

Varlet: a deceiver based on the mentalist (TV show) archetype (prev. shared on blog)

Völva: adapted from Dragon Horde Zine #2 to be more BX-specific; includes the 20 new spells that were appeared in the zine

Warslinger: the halfling sling-master combatant (already shared on the blog)

Wenwet: an Egyptian inspired spellcaster; part priest, part MU; spells come from both lists but focus on transformation

Woodland Races: centaurs (fighters), fauns (charm and illusory magic), and satyrs (charm magic, no illusions)



There will likely be a couple of additional appendix items: one with new psionic disciplines (not included in Basic Psionics Handbook), and one with some new spells. There are a couple of other appendices I'm considering, but want to reserve sharing those yet.

Wednesday, August 26, 2015

New BX/LL Character Class: (Halfling) Warslinger

Okay, so the second week of "New BX/LL Classes Week" is in full swing. Today continues with the warslinger. This is an old-school adaptation of one of the few later edition prestige classes that I find "fun enough" to be old school--the Warsling Sniper (simplified by me to "warslinger").

Again, I've gone ahead and made this a downloadable PDF. Unlike some of the other classes I've done that are sprawling, multi-page affairs, all of the new classes this week have been contained on a single page. That's one of the reasons you're seeing them as PDFs rather than text content with JPG snapshots of the class tables. And--oooh... today you get an illustration on the page!

Anyway, here you go...

Click here to download a free PDF of the
Warslinger BX/LL Character Class page from MediaFire.


Tuesday, August 25, 2015

New BX/LL Character Class: The "Purely BX" Ranger

So we had some quickie storms pass through yesterday afternoon, which caused a bit of a power outage in my neighborhood. That meant I couldn't do any client work (which is all on my desktop computer), so I grabbed my laptop and my sketchbook/notebook/journal thing, and decided to knock out a ranger class. The ranger has been on my mind lately not because I had intended a ranger for the Character Class Codex (I didn't), but because I happened to recently stumble across my copy of Dragon #106 (which has new skills for rangers). That got me to thinking about doing a ranger.

I've never really liked the 2 HD at first level thing from the Strategic Review, or how they tried to adjust for it in the AD&D PHB by reducing the HD for the ranger from d10 to d8, but I figured I'd see if I could come with another answer. Which is what I've done here... giving the ranger 1d6+1 at each level rather than 1d8 as a standard BX fighter. If you think about it from a mathematical POV, all it really does it average the randomness of the ranger's hp acquisition, but I feel like it still keeps the spirit of the original somehow. (BTW, don't get me wrong. I love any character that starts at first level with 2 HD. In fact, I'm currently playing a ranger in Steve Balog's group and that extra HD has come in handy at least once!)

The other thing I wanted to do was streamline the spells into a single list, and have them come solely from BX D&D (without having to rely on the LL AEC druid spells). So I culled the list to fit my conception of what a ranger's magic should do, and shifted them around a bit knowing that the original ranger got the druid spells at 1 level sooner than the MU spells, and created a list specifically for the ranger. That makes this a "purely BX" (i.e., "non-AEC") ranger! (No druid spells, no skill checks.)

Also, don't go and get all spoiled with another PDF download today. I'm just proud of the fact that I did the ranger in one page, and I wanted to show that off! Anyway, here you go...

Click here to download a free PDF of the Ranger BX/LL Character Class page from MediaFire.

Monday, August 24, 2015

New BX/LL Character Class: The Dragi

Welcome to day #2 of week #2 of "New BX Classes" week! Today, instead of just posting the copy for the new class into the blog post, I'm making the entire page available as a downloadable PDF.

Those of you who own the Creature Compendium will likely recognize today's class--the dragi. Essentially, this character class is an adaptation of that creature. The dragi was never meant to be any sort of OSR version of the dragonborn. I actually originally approached the idea of a draconic humanoid race from the POV of "What kind of creature would I have created in the early 80s that would be a dragon-headed humanoid?" The dragi are generally solitary, and hate other draconic types (a party can only ever include 1 dragi). They see themselves as cultured and refined (in fact, building a stronghold costs them double the normal price because of their demands on quality and aesthetics). That's the gist. Now download the PDF!

Click here to download a free PDF of the Dragi BX/LL Character Class page from MediaFire.

You'll notice this PDF is copyrighted. When the book is completed and published,
all of the character classes I've been posting will designated as open game content at that point.


Sunday, August 23, 2015

New BX/LL Character Class: The Bogatyr

Welcome to week #2 of "New BX Classes" week. For a while, Welbo and I have been trying to develop a steppe-warrior class--the baghatur. Today's new class obviously comes from the same root language, and has the same underlying meaning of "hero"--the bogatyr (a Russian/Slavic inspired class). The differences between the two as classes are pretty drastic, despite the similarity in name. The baghatur is mounted bowman who's eventual goal is starting his own khanate. The bogatyr is more of a knight-errant, wandering in search of adventures to prove his heroic worth.

I'm taking a little liberty with the source materials, and drawing more from the legend of Svyatogor and stretching it a bit. Though Svyatogor was a giant bogatyr, he is the antagonist of the tale, and did not change size from normal human to giant (though my bogatyr below does). I just thought that made for a cool concept--a paladin-like figure whose deeds are rewarded with the supernatural ability to grow to giant size. The concept of premonitions comes from the same legend, and the Feats of Competition come from similar stories. All around, I think this gives some nice flavor to what is otherwise a fighter class.



THE BOGATYR

The bogatyr is a paladin-like fighter akin to the knight-errant—a warrior who wanders the land in search of adventures to prove his or her chivalric virtues. Unlike normal knights, however, bogatyrs possesses a number of supernatural abilities that truly set them apart. Though bards have been known to sing the praises of bogatyrs as being demigods, there is no proof of such a thing being true.

The prime requisites for bogatyrs are Strength and Wisdom. A bogatyr who has an Strength Score greater than 12 will earn a +5% bonus on earned experience. A bogatyr with an Strength score of 13 or greater AND a Wisdom score of 15 or greater will gain a +10% bonus on earned experience.

Bogatyrs use the same attack and saving tables as fighters.

RESTRICTIONS: Bogatyrs determine their hit points with eight-sided dice (d8). They may wear any type of armor and use a shield. Bogatyrs are permitted any type of weapon, as well as any magic item normally permitted a fighter. Bogatyrs may progress beyond the 14th level of experience, but all of their special abilities (e.g., giant growth), max out at 14th level. A bogatyr must have a minimum score of 9 in Charisma.

SPECIAL ABILITIES: A bogatyr benefits from a number of special abilities as outlined below:
Premonitions. Bogatyrs are predisposed to having premonitions—dream-like visions of people, places and things they are destined to encounter. The distance and the clarity of these premonitions increase with level (e.g., a 1st level bogatyr would have a much fuzzier vision of something no more than a day or two away, while a 14th level bogatyr would have a much clearer vision of something that may not happen for months or even years). The type, clarity, and frequency of premonitions is at the discretion of the DM, but provide opportunities to create suspense and intrigue for players in the adventure or campaigns.

Giant Growth. Every day, a bogatyr is able to grow to a larger size, temporarily increasing his or her Strength and the damage caused in melee combat (similar to a potion of growth). The number of turns per day that the bogatyr may spend in giant form rises with the character’s level, as does the height to which the bogatyr may grow, and the damage done while at that size.

Feats of Competition. At each level, beginning at 1st level, the bogatyr acquires one Feat of Competition. This feat can be used to automatically defeat an opponent in a contest that might otherwise seem unwinnable by the bogatyr (e.g., footrace against a character with a movement rating greater than the bogatyr’s). The feat must be accomplished in direct competition with a single NPC (and may not be a member of the bogatyr’s party). The bogatyr may use the feat at any time he or she wishes, but once used it is permanently lost. Unused feats may be “carried over” to the next level.
At 9th (name) level, the bogatyr may petition for ennoblement to the highest ranking noble in his or her district. Those bogatyrs that have proved themselves greathearted will generally find their request fulfilled. Once the bogatyr has been designated as aristocracy, he or she may choose to build a barony (at his or her own expense) by building a palace, clearing the land around it, and maintaining control of the area (by retaining footmen, horsemen, etc.). There is a 50% chance that the king will allow the bogatyr to clear an area of his or her choosing. Otherwise, the area of land on which the bogatyr will establish his or her barony will be chosen for him, based on the strategic needs of the kingdom.

Friday, August 21, 2015

Thoughts Toward a New BX Class: The Runecaster

I had originally planned to post my gnome classes today, but I've decided to extend "New BX Classes Week" into a two week event, and will posting the gnomes on Monday. Instead, what I share with you today is a partially formed (but nearly completed) class... the runecaster.

I've been trying to figure out how to do a BX runecaster for a while. On the one hand, I want to keep the concept in line with a shaper who inscribes items with runes. On the other, I know that to be viable as a PC, the class must be functional enough to bring the character's abilities to the table on a daily basis. After all, what good is a runecaster if he serves no function in the day-to-day actions of the party (e.g., dungeon crawling). I think that's one of the reasons the runecaster has oft been relegated to the role of NPC—somebody the PCs visit to request a special item, then come back to in 1d12 days to retrieve their item.

I think I've found a fairly elegant answer that solves my issues. I will say, I don't think I would have come up with this answer had I not first developed my psionics rules. It was the psionics rules that made me really think about mechanics that are "simple enough" for BX, but still retain the spirit of the underlying subject. So here are the basic concepts...
I'm essentially converting the standard "required shaping time" (which, in the past, has been a random die roll to determine the time taken, e.g. 1d6 days), and assigning the rune a "Shaping Value" (essentially a complexity rating for the individual rune). Then, the number of runes that can be shaped per hour (or per day) is determined by the level of the runecaster (see the chart below). So while adventuring, a runecaster can shape 1 hour's worth of runes (after a full 8 hours rest). While not adventuring, the runecaster can shape 8 times that amount (assuming the full day is dedicated to shaping runes).

The runecaster may only have a maximum number of active runes equal to his or her level (e.g., a 7th level runecaster could have 7 runes active at one time). The number of active runes is unrelated to the shaping value (which only determines how many runes can be shaped in one hour, based on the shaping value of the rune).

Unlike spells, the "level" of the rune doesn't reflect a power level (that's reflected by the shaping value). Instead, it simply denotes how may runes must be known as a prerequisite to that rune (e.g., a 2nd level rune requires knowledge of a particular 1st level rune, and a 3rd level rune requires knowledge of a particular 2nd level rune; I have yet to create a 4th level rune, and doubt that I will).

So that's basically it. The info below should help tie it all together. (I've also worked out the prime reqs, armor/weapon allowanced, etc., but that's generally unimportant right now. Though it should be noted, I'm really looking at upping the XP requirements for the dwarven runecaster.)

Thursday, August 20, 2015

New BX Character Class: The Varlet

Welcome to fourth post of "New BX Classes" week. A while back, I was talking about some character classes that I thought might complement the mystic from the Basic Psionics Handbook. This is one of those... the varlet. If you've ever watched the show "The Mentalist," the Patrick Jane character is sort of how I picture the varlet. So without further ado, here 'tis!



THE VARLET

The varlet (pron. “vär-luht”) practices the art of deception in many forms. Through the use of his or her abilities, the varlet seeks to gain access to those places which are literally and figuratively prohibited to others. The varlet is a moderately capable combatant, but is out of his or her element in the dungeon. Instead, the varlet is more valuable as an asset in personal relations and adventures where interaction is crucial.

The prime requisites of a varlet are Intelligence and Dexterity. If a varlet has a score of 13 or greater in both Intelligence and Dexterity, the character will gain a +5% bonus on earned experience points. If a varlet has an Intelligence of 13 or greater AND a Dexterity of 16 or greater, the character will earn a +10% bonus on earned experience.

Varlets use the same attack and saving tables as theives.

RESTRICTIONS: A varlet has the same armor, shield, and weapons restrictions as a thief. A varlet must have a minimum score of 9 in Charisma.
Aliases: A varlet is never allowed to use his or her true identity, regardless of whom with the varlet interacts (including the varlet’s own party). Instead, the varlet must operate under a number of aliases. The varlet may choose as many or few aliases as he or she deems necessary. However, the varlet must have at least one alias for each assumed identity possessed by the character (see Assumed Identities below).
SPECIAL ABILITIES: The special abilities of a varlet are centered around the varlet’s goal furthering his or her agenda.
Pick Locks: As the thieves’ ability.

Pick Pockets: As the thieves’ ability.

Forge: This ability permits a varlet to make documents that appear as authentic (e.g., deeds, titles, etc.). A failed roll on this ability will result in the forgery being flawed and, therefore, easily detectable as such by any qualified person attempting to determine its authenticity. A varlet is able to forge a number of pages each day equal to their level. A varlet will never willingly accept commissions to produce forged documents. In fact, unless coerced (e.g., by charm), a varlet will never admit he or she possesses such a skill. Each forgery costs 100 gp per attempt (regardless of the attempt’s success).

Distract: This ability permits the varlet the following opportunities:
1) hold a person or monster’s attention while performing another unnoticed action

2) move a person or monster’s attention from one point to another (e.g., moving the monster’s attention away from the archer-rogue to another character)

3) intentionally draw a person or monster in motion to a specific area or object
Disguise: Allows the varlet to disguise him or herself as a general type of personage (e.g., an old lady, a priest, etc.). The percentage noted represents the chance of the varlet passing off as the alternate identity with someone familiar with the varlet. The chance of success is increased by +25% for total strangers, and by +10% for those with Intelligence scores of 8 or lower. Additionally, the varlet is able to appear as ±1" taller/shorter per level, to a maximum of 12". This ability is different than an assumed identity, in that it is used most often to have the varlet appear as someone else to someone who is familiar with the varlet, while an assumed identity is about convincing someone that the varlet is who he or she claims to be.

Assumed Identities: At each level, the varlet cultivates a new identity under which he or she may operate. This identity include details like personal history, tone of voice, mannerisms, etc. Identities will often include, but are not limited to the following: nobles, high-level classed characters, merchants & traders, and experts in various fields. The varlet gains no abilities possessed by any of these identities (e.g., posing as a high-level fighter does not give the varlet the abilities of a fighter). At first level, the varlet’s assumed identity must be a commoner, but requires no additional gp investment in clothing or accoutrements (beyond the character’s normal equipment). However, beginning at 2nd level, the varlet may choose to cultivate any type of identity, with the monetary investment required at the discretion of the GM (e.g., assuming the role of a noble may cost as much as 500 gp). The chances for a varlet to convincingly portray any of these identities among a crowd of peers (of that identity type) increases with each level gained by the varlet. The chance of the varlet convincingly portraying an identity outside of that identity’s group of peers is automatic. A peer is considered to be any character that might normally interact with that type of identity (e.g., a bishop might be considered a noble’s peer, but a parish priest might not, unless that parish priest was of noble birth).

Reaction Adjustment: Through personal experience and the ability to quickly “read” an adversary or acquaintance, varlets are able to gain positive reaction adjustments through a combination of body language, tone of voice, and choice of words. Noted adjustments are in addition to any bonuses the varlet gains from a high Charisma score. This ability does not affect reactions by non-intelligent creatures.

At 4th level, a varlet is able to read languages as a thief. At 10th level, a varlet is able to read magic-user scrolls as a theif.

A varlet is never allowed to build a fortress, nor attract a group of followers. However, upon reaching 9th level, a varlet may choose to accept an apprentice, guiding that apprentice in his or her career as a varlet. Often, the master of an apprentice varlet is the only person who will know the apprentice’s true identity.

Monday, August 17, 2015

New BX/LL Psionic Class: The Savant

Welcome to Day 2 of my new BX character classes week. Today's new class is a psionic-based class similar to the sauteur from last week. As mentioned in the sauteur post, I've been considering for a while the idea of several new character classes, each dedicated to one of the chakra/discipline groups (per the in-progress Basic Psionics Handbook). This is the second one I've fleshed out... what I'm calling "The Savant (Version I)." The reason I say "Version I" is because I've already written another savant (not surprisingly referred to as "Version II"). Version II is more of a general genius possessing a mix of sage/MU/cleric abilities.



THE SAVANT (VERSION I)

Please note that this character class requires use of Old School Adventures™ Accessory PX1: Basic Psionics Handbook.

The savant is a individual who has accessed his or her mystical powers of clairsentience, and applies that knowledge practically to the art of combat.

The prime requisites of a savant are Intelligence and Wisdom. If a savant has a score of 13 or greater in both Intelligence and Wisdom, the character will gain a +5% bonus on earned experience points. If a savant has an Intelligence of 13 or greater AND a Wisdom of 16 or greater, the character will gain a +10% bonus on earned experience.

Savants use the same attack tables as fighters, and the same saving throw tables as clerics.

RESTRICTIONS: Savants determine their hit points with six-sided dice (d6). In order to access his or her abilities, the sauteur must be able to gain as much sensory perception as possible. Metal armor and shields disrupt this ability. Therefore, a savant is restricting to wearing only hide or leather armor, and may use only hide or wood shields. Furthermore, a savant may never wear a helmet. A savant may use any type of weapon, and is permitted to use any type of magic item with one exception: only those items which provide clairsentient abilities may be worn on a savant’s head. A savant may not progress beyond 14th level of experience.

When a savant reaches name (9th) level, he or she may choose to build an academy to train young clairsentients. Once constructed, the academy will attract a new “class” of 1d6 students (first level savants) every three years.

SPECIAL ABILITIES: Through concentration, study, and practice, savants have learned to attune their minds into the wavelengths of the space around them, allowing them to harness the power of clairsentience. As savants rise in level, they gain access to major sciences and minor devotions in the clairsentient discipline. Additionally, they grow in the practical application of their sensory abilities and are able to apply them to combat. Because the savant is dedicated to such practial application of knowledge, savants earn PSPs at a much more restricted rate than mystics, gaining only 2 PSPs per psionic level. Savants are subject to the same “character time” requirements as other psionicists for the daily regeneration of PSPs—an undisturbed meditative period (usually about an hour) after a full-night (8 hours) of rest.

As the savant rises in level, a number of other special abilities are gained as outlined below:
Danger Sense. For all savants this ability is automatic, with a range of 10' per level, a permanent duration, and no PSP cost. From 1st through 8th level, a savant is surprised only on a 1. Beginning at 9th level, a savant is never surprised. When the psionic ability of the same name is used by a savant, it doubles the range for the duration of the ability.

Understand Enemy. The savant has an innate ability to pick up on the most minor of clues (a look, a thought, a gesture, etc.), and to understand the move that his or her enemy will take next. This provides the savant a bonus in combat for all ranged and melee attacks.

Combat Premonition. With this ability, the savant is able to know instinctually when an attack is being made against him, providing the savant an AC bonus.
Note Regarding Psionic Combat Mode Vulnerability
For the purposes of psionic Combat Modes, savants are considered to be psionic individuals. However, savants cannot possess Combat Modes (as they fall outside the clairsentient disciplines to which they have access). This makes savants particularly susceptible to psionic attacks! For DMs running psionic campaigns, this vulnerability should be kept in mind when designing encounters for characters of the savant class.



Sunday, August 16, 2015

New BX/LL Character Class: The Archer-Rogue

Guess what kids! IT'S NEW BX CHARACTER CLASS WEEK! That's right! A week's worth of new classes for BX. Kicking it off is this Robin Hood inspired class... the archer-rogue.



THE ARCHER-ROGUE

The archer-rogue is more scoundrel than thief. Often living by a unique agenda, the archer-rogue relies mainly on cunning and deception in furtherance of his or her goals. Although archer-rogues may sometimes choose the lifestyle of a bandit, they are not trained in the same manual dexterity skills as common thieves (e.g., archer-rogues are not trained to pick pockets or pick locks).

The prime requisites of an archer-rogue are Intelligence and Dexterity. An archer-rogue with Intelligence and Dexterity scores of 13 or greater will gain a +5% bonus on earned experience points. An archer-rogue with an Intelligence of 13 or greater and a Dexterity of 16 or greater will gain a +10% bonus on earned experience points. Archer-rogues use the same attack and saving throw tables as thieves.

RESTRICTIONS: Archer-rogues use six-sided dice (d6) to determine their hit points. They may use any weapon with the following exception: they are prohibited from using any two-handed weapon except a quarterstaff. Archer-rogues may only wear leather armor and they may not use a shield. Archer-rogues may use only those magic items generally permitted thieves. However, archer-rogues do not gain the ability to read languages or magic, nor the ability to use existing magic-user/elf scrolls. They may advance to a maximum of 14th level. An archer-rogue must have a minimum Charisma score of 9.

Like thieves, archer-rogues may not build a castle or stronghold. However, at name (9th level), they may build a hideout. Any archer-rogue that builds a hideout will attract 2-12 individuals to serve in the archer-rogue’s band. These individuals will generally be fighters of various levels. However, there is a 50% chance that one of these individuals will be a cleric, and a further 50% chance that 1-2 of these individuals will be thieves.

SPECIAL ABILITIES: The ability which sets the archer-rogue apart from all others is the character’s skill in archery with the short bow and long bow. As the archer-rogue rises in level, the character becomes more proficient with these bows, providing greater chances to hit, increased damage with successful blows, and even the ability to shoot at multiple targets within the same round. Beginning at first level, the archer-rogue begins to earn “to hit” and damage bonuses for a single shot made during a melee round. Beginning at 4th level, the archer-rogue may choose to make 2 shots per round at a single target (instead of 1). Various “to hit” and damage bonuses apply to each shot in the sequence. Similarly, beginning at 9th level, the archer-rogue may choose to make 3 shots per round per round against a single target, or 2 shots per round against multiple targets within a 45° arc. Finally, at 14th level, the archer-rogue may make up to 4 shots in a single melee round vs. a single target, or up to 3 shots per round at multiple targets within a 90° arc. All indicated bonuses are in addition to those bonuses provided by a high Dexterity.

Level Single Target Multiple Targets
1-3 1 shot/round
4-8 2 shots/round
9-13 3 shots/round 2 shots/round
14 4 shots/round 3 shots/round

As an archer-rogue rises in level, the character becomes increasingly proficient in a number of of special abilities per below:
Hear Noise: As the thieves’ ability.

Detect Snares & Pits: Allows the archer-rogue to detect traps (e.g., missile traps) and pits to a distance of 10' in the direction the archer-rogue is searching.

Climb: Represents the chance of success for the archer-rogue to climb trees, rock faces, overhangs on building, or similar pinnacles. Wet surfaces will modify the attempt by -10%. Slick surfaces (e.g., covered with oil) are impossible for an archer-rogue to climb. A failed climb attempt will result in a fall (which does 1d6 per 10' fallen to a maximum of 20d6). The roll should be made for each 100' climbed.
Catwalk: This ability permits an archer-rogue to move across very narrow surfaces at their normal movement rate (even with running/fleeing). The archer-rogue is able to walk across the indicated width for their level without any chance of falling.

Hide: This works similarly to the thieves’ ability Hide in Shadows. Additionally, it allows the archer-rogue to camouflage him or herself in the wilderness and to go unnoticed when hiding behind minimal cover. All attempts should appear to succeed to the player (with the GM reacting accordingly if the attempt actually fails).

Surprise: This ability allows the archer-rogue, when standing/acting alone, to surprise opponents with a greater chance of success than normal. This ability only works if the archer-rogue is separated from his or her party, and is actively attempting to surprise a known adversary. A successfull Hide roll (see above) is required before an archer-rogue may attempt to Surprise. This ability does not apply to standard encounter surprise rolls.

Trip/Disarm: Represents the chance for an archer-rogue using a quarterstaff to trip an opponent of roughly human-size or smaller, or disarm them of a single melee weapon. There is a –25% penalty for opponents of ogre-size. An archer-rogue is unable to trip or disarm creatures of larger than ogre-size. If an archer-rogue fails in the attempt, he or she must make a Dexterity check or drop their quarterstaff.

Disguise: Allows the archer-rogue to disguise him or herself as someone else. The percentage noted represents the chance of the archer-rogue passing off as the alternate identity with someone familiar with the archer-rogue. The chance of success is increased by +25% for total strangers, and by +10% for those with Intelligence scores of 8 or lower. Additionally, the archer rogue is able to appear as ±1" taller/shorter per level, to a maximum of 12".

Distract: This ability permits the archer-rogue the following opportunities:
1) hold a person or monster’s attention while performing
another unnoticed action

2) move a person or monster’s attention from one point
to another (e.g., moving the monster’s attention away
from the archer-rogue to another character)

3) intentionally draw a person or monster in motion to
a specific area or object

Wednesday, August 12, 2015

New BX/LL "Planar" Class: The Sauteur

So I guess I'm making this "planes" week on the blog. Following Sunday's post about the hierarchy of the Abyss, and Monday's post with the new Abyssal vermin creatures, I'm using today to introduce a new character class — the sauteur (the French word for "jumper"). For a while, I've been considering the idea of several new character classes, each dedicated to one of the chakra/discipline groups (per the in-progress Basic Psionics Handbook). And given that I've decided to make this week dedicated to planar posts, I figured it was time to flesh this one out.



THE SAUTEUR

Please note that this character class requires use of Old School Adventures™ Accessory PX1: Basic Psionics Handbook.*

The sauteur is a mystical combatant capable of subverting the physical limitations of the Prime Material Plane, and accessing the powers of psychoportation.

The prime requisites of a sauteur are Strength and Wisdom. If a sauteur has a score of 13 or greater in both Strength and Wisdom, the character will gain a +5% bonus on earned experience points. If a sauteur has a Strength of 13 or greater AND a Wisdom of 16 or greater, the character will earn a +10% bonus on earned experience.

Sauteurs use the same attack and saving tables as fighters.

RESTRICTIONS: Sauteurs determine their hit points with six-sided dice (d6). In order to access his or her abilities, the sauteur must be able to “tune” his or her body into wavelengths of the various planes of existence. Metal armor and shields disrupt this ability. Therefore, a sauteur is restricting to wearing only hide or leather armor, and may use only hide or wood shields. They may use any weapon, and are permitted the same magic items as fighters. Sauteurs may not progress beyond 14th level of experience. A sauteur must have a minimum score of 9 in Constitution.

When a sauteur reaches name (9th) level, he or she may choose to build a fortress. If the sauteur has access to the major science of probability travel, he or she may construct that fortress on any plane accessible by the sauteur. The sauteur will not attract followers. However, planar natives may be hired by the sauteur to serve in the fortress. Should the sauteur’s means allow, he or she may build additional outposts in other planes as well.

SPECIAL ABILITIES: Through concentration, study, and practice, sauteurs have learned to attune their bodies to the wavelengths of the various planes of existence, allowing them to harness the power of psychoportation. As sauteurs rise in level, they gain access to major sciences and minor devotions in the psychoportative discipline. Because the sautuer dedicates himself to both the physical and the mystical, sauteurs earn PSPs at a much more restricted rate than mystics, gaining only 2 PSPs per psionic level. Sauteurs are subject to the same “character time” requirements as other psionicists for the daily regeneration of PSPs—an undisturbed meditative period (usually about an hour) after a full-night (8 hours) of rest.

As the sauteur rises in level, a number of other special abilities are gained as outlined below:
See into the Ethereal. This allows the sauteur to see directly from the Material into the Ethereal Plane.

Strike Planar Natives. Through a “partial phasing" of his or her body, the sauteur is able to make a melee strike against a native of a specified plane that would otherwise require a +1 magical weapon “to hit” (e.g., at 7th level, the sauteur would be able to strike an elemental with a normal weapon).

Strike Planar Natives with Bonus. As Strike Planar Native above, except the sauteur strikes with +1 bonuses on “to hit” and damage rolls against the specified planar native. Alternately, this ability allows the sauteur to make a melee strike against a planar native that would otherwise require a +2 weapon “to hit” (but without the +1 “to hit” and damage bonuses).
Note Regarding Psionic Combat Mode Vulnerability
For the purposes of psionic Combat Modes, sauteurs are considered to be psionic individuals. However, sautuers cannot possess Combat Modes (as they fall outside the psychoportative disciplines to which they have access). This makes sauteurs particularly susceptible to psionic attacks! For DMs running psionic campaigns, this vulnerability should be kept in mind when designing encounters for characters of the sauteur class.







* And before you ask, I'm still working on it, but it's VERY close. I hope to release it in the next couple of months!

Monday, August 3, 2015

New BX Character Class: The Bard (Version II)

This version of the bard character class comes mainly out of the Welsh tradition of the bard known mainly through the stories in the Mabinogion tetralogy, though it also acknowledges the illusionist connection given to the Mabinogion by more contemporary authors. This version of the bard character class requires use of AEC rules.

[Please note: While this class is new for B/X, it is an adaptation and revision of the AD&D bard created by Jeff Goelz in Dragon Magazine #56, which was a "revision of the bard class" from the AD&D PHB, which was based upon the bard class introducted by Doug Schwegman in Strategic Review Vol. II, No. 1.]

The bard is the quintessential entertainer—a musician, charmer, and loremaster.

The prime requisites of a bard are Intelligence and Wisdom. If a bard has a score of 13 or greater in both Intelligence and Wisdeom, the character will gain a +5% bonus on earned experience points. If a bard has a Wisdom of 13 or greater AND an Intelligence of 16 or greater, the character will earn a +10% bonus on earned experience.

Bards use the same attack table as fighters, but the same saving throw table as magic-users.

RESTRICTIONS: Bards may use any weapon with the following exceptions: they are prohibited from using any two-handed weapon except a quarterstaff, and they may not use bows of any sort (including crossbows). Bards may wear only leather armor and may use a wooden shield. However, a bard is not permitted to actively use a shield while charming (as it requires the use of both hands to play his or her instrument). Bards may only use those magic items generally permitted to fighters and thieves, any magical weapons or armor used must also adhere to the general restrictions for use by bards. A bard must always have a stringed instrument, which is required for all charming attempts (see below). A bard may not be in an adventuring party with another bard (though two or more bards may gather to practice). Like rangers, bards lead a vagabond life, and may only possess what they can carry on their person, but will buy the most exquisite instrument he or or she can afford. A bard must have a minimum Charisma score of 9.

SPECIAL ABILITIES: The bard has command over several special capabilities, including the use of illusionist and druid spells, the power to influence others through song with the accompaniment of an instrument, an extensive knowledge of lore, and the ability to read and understand languages.
Charm: This ability provides the bard a chance, through his or her music, to mesmerize all creatures within hearing range. Undead are immune to this charm, and this ability does not affect the bard’s own party. Additionally, the chance to charm any creature is modified by –5% for each HD/level above 4. To determine if the charm attempt works, roll percentage dice. All those within hearing range whose adjusted percentage is equal to or greater than the roll will remain mesmerized as long as the bard continues performing. This ability may be used once per day per level.

Other Song Effects: Through song, the bard is able to influence others in the following ways:
Counteract Charms. The performance of a bard will automatically counteract the charms of a harpy. Additionally, the preemptive playing of a bard will provide a +1 bonus to all saving throws by the bard’s party vs. charm and charm-like effects. Use of this ability requires the bard to play his or her instrument. The benefits of this song do not begin until the second round after the bard begins the song.

Boost Morale. The bard may perform a song that boosts the morale of the members of the bard’s party, providing a +1 bonus to morale, “to hit” rolls, and damage rolls while the bard is performing. This same song will also cause enemies within hearing range to incur a –1 penalty to morale, “to hit” rolls, and damage rolls. Use of this ability requires only the bards voice, allowing the bard to engage in melee while performing this song. The benefits of this song do not begin until the second round after the bard begins singing.
Lore: Bards have a chance to know about the legends and lore surrounding people, places and things (including runes). This includes the ability to know what certain objects are, what they do, where they were manufactured, etc., including magical items (even the properties of intelligent swords). Use of the item is not required to know any information about it, as the information comes from the bard’s knowledge and experience.

Read Languages: As a bard rises in level, he or she becomes more able to read unknown languages and comprehend them. The percentage indicated notes both the chance the bard has to comprehend the language, as well as how much of what is written will be understandable by the bard should the attempt succeed. This skill does not provide the ability to speak languages or comprehend them when spoken. The bard will automatically be able to read any language that is actually known by the bard.

Additional Languages: In addition to the languages provided a bard by a high Intelligence, the bard will learn to read, write, and speak a number of additional languages. Bards with an Intelligence of 8 or less will only be able to read and write these additional language as indicated by the penalties for that Ability Score (e.g., a bard with an Intelligence of 4-5 will only be able to speak the additional language, but will not be able to read or write that language).

Spell Use: Bards are able to use a number of illusionist and druid spells. Although the bardic ability to charm requires only the use of the bard’s instrument, the use of spells is subject to the same requirements as the spell type being used by the bard (i.e., rest and memorization for illusionist spells, or rest and prayer for druid spells).
A bard is cannot employ hirelings or henchmen until he or she reaches name (9th) level.

Upon reaching 10th level (Master Bard), a bard is able to assume an animal shape (as a druid), three times a day.

Sunday, August 2, 2015

New BX Character Class: The Bard (Version I)

This version of the bard character class incorporates aspects of the norse ‘skald’ (a warrior/historian), the celtic ‘bard’ (from the druidic tradition), and the southern european ‘minstrel’ along with the French jongleur (both entertainers and sometime scoundrels). This version of the bard is differentiated from the other in that this version possesses thieves’ abilities.

The bard is nothing if not versatile—a jack-of-all-trades and a font of knowledge, capable of both combat and and magic.

The prime requisites of a bard are Dexterity and Intelligence. If a bard has a score of 13 or greater in both Intelligence and Dexterity, the character will gain a +5% bonus on earned experience points. If a bard has a Dexterity of 13 or greater AND an Intelligence of 16 or greater, the character will earn a +10% bonus on earned experience.

Bards use the same attack and saving tables as thieves.

RESTRICTIONS: Bards may use any weapon with the following exceptions: they are prohibited from using any two-handed weapon except a quarterstaff, and they may not use bows of any sort (including crossbows). Bards may not use a shield. Bards may wear only leather armor, except they may wear magical or elfin chain. However, wearing chain armor (even magical or elfin) reduces the bard’s chances to move silently and climb sheer services to 0%. Bards may only use those magic items generally permitted to fighters and thieves, any magical weapons or armor used must also adhere to the general restrictions for use by bards. Bards get no “to hit” or damage bonus when striking from behind. A bard must always have a stringed instrument, which is required for all charming attempts (see below). A bard must have a minimum Charisma score of 9.

SPECIAL ABILITIES: The bard is both an amateur thief and magic-user, and the bard’s music has the ability to charm.
Charm: This ability provides the bard a chance, through his or her music, to mesmerize all creatures within hearing range. Undead are immune to this charm, and this ability does not affect the bard’s own party. Additionally, the chance to charm any creature is modified by –5% for each HD/level above 4. To determine if the charm attempt works, roll percentage dice. All those within hearing range whose adjusted percentage is equal to or greater than the roll will remain mesmerized as long as the bard continues performing. This ability may be used once per day per level.

Lore: Bards have a chance to know about the legends and lore surrounding people, places and things (including runes). This includes the ability to know what certain objects are, what they do, where they were manufactured, etc., including magical items (even the properties of intelligent swords). Use of the item is not required to know any information about it, as the information comes from the bard’s knowledge and experience.

Read Magic: This percentage represents the chance for a bard to be able to read and cast spells from magic-user/elf scrolls. A failed roll indicates that unexpected result happens when the scroll is read, creating potentially disastrous effects (at the DM’s discretion).

Comprehend Languages: As a bard rises in level, he or she becomes more able to comprehend unknown languages when they are spoken. The percentage noted is the chance the bard will accurately comprehend any single use of a language which is unknown to the bard, even if the bard has heard the language used before. This skill does not provide the ability to read or write languages. The bard will automatically comprehend any language that is actually known by the bard.

Additional Languages: In addition to the languages provided a bard by a high Intelligence, the bard will learn to read, write, and speak a number of additional languages. Bards with an Intelligence of 8 or less will only be able to read and write these additional language as indicated by the penalties for that Ability Score (e.g., a bard with an Intelligence of 4-5 will only be able to speak the additional language, but will not be able to read or write that language).

Spell Use: Bards are able to use a number of magic-user spells (or druid spells, if using AEC rules). Although the bardic ability to charm requires only the use of the bard’s instrument, the use of spells is subject to the same requirements as the spell type being used by the bard (i.e., rest and memorization for magic-user spells, or rest and prayer for druid spells).

Thieves’ Abilities: Bards are able to perform thieves’ abilities at a skill level of approximately half that of thieves (e.g., a 6th level bard uses thieves’ abilities about as well as a 3rd level thief).
As a bard rises in experience level, he or she will attract a number of wayfarers who will follow (and serve) the bard on his or her journeys. Every three levels, beginning at 4th level (i.e., at 4th, 7th, 10th, and so on) the bard should roll on the appropriate table below to determine the type of wayfarer attracted:
BX/LL (roll 1d10)
1-4bard
5-6elf
7-8fighter
9magic-user
10thief
AEC (roll 1d10)
1-3bard
4-6druid
7-8fighter
9magic-user
10thief
The wayfarer will join the bard as a first level character, and remain in the bard’s company until the character (or the bard) dies. Wayfarers need not be paid (though the bard may choose to pay them or share treasure with them). Furthermore, should a wayfarer die, he or she will never be replaced. All of a bard’s followers (including hired henchmen and other retainers) benefit from a +3 loyalty bonus (in addition to the bard’s standard Charisma modifiers).