Showing posts with label Conversions. Show all posts
Showing posts with label Conversions. Show all posts

Friday, 29 July 2022

Fortnightly Fiends: The Beldrake

"The Beldrake is oft assumed - incorrectly - to be a product of the upheavals of Shroudfall. Rare even in its semi-desert homeland, this dangerous beast is a creation of Azbrekt, the Dragon-deluded Sage of Vildekam, a by-product of that strange man's attempts to blend dragonkind with other monstrous creatures. 

The Dragon-deluded, although clearly mad, as well as utterly incognizant of the costs and consequences of magical experimentation, was motivated in his early experiments by the desire to clear his homeland of the Single Purpose Army and to end the subjugation of his people (and the land itself, beast and bough, which he loved far more than he loved his people). That his experimentation soon became an end rather than a means, and his joy in the bleak beauty of his land turned to a lust for its destruction (so that he might create something better in its place) must not be permitted to diminish the nobility of his original aim. If only he had possessed humility..."

        Falgrin Knolk, last Lord Scrivener of the Forge of Soryth Hamelle.

A Beldrake is the outcome of forced breeding between a captured Copper Dragon (Blood & Treasure - Monsters, p.57) and a controlled Eloko (Blood & Treasure - Monsters II, p.67). The Beldrake functions in all particulars as does the Eloko, but also gains a breath weapon and some draconic immunities.

The Beldrake is a small creature, appearing much as does the Eloko, although it is possessed of coppery scales beneath its wild grass-like hair. Beldrake are always hungry, very non-discriminating with regard to food sources, and utterly sadistic, debasing their victims through use of their suggestion ability before devouring them. Their great rarity is a cause for much relief. A Beldrake will sometimes ally with Gnolls, joining their raiding parties in the hope of a feast. Beldrake speak Common, Dragon, Gnoll and occasionally Xeph or Sphinx.



Adventure Seed: A Beldrake by the name of Kevag (13 hp) - a little more intelligent than most of her kind, a little more measured in her appetites and cruelties - has taken control of a small drylands community (mostly populated by Xeph and Humans, with a few other desert-dwelling vagrants). She rules the community with an iron hand - helped by the always present threat of devouring those who oppose her and by her Gnoll helper, Yazek:

Yazek: Gnoll Fighter 2; CE; AC 16; hp 7; SV 16; MV 30’; Atk: +4 melee/+3 ranged (+5 w/handaxe/+4 w/thrown handaxe); Attacks:  Handaxe, Spear; STR 16, INT 11, WIS 6, DEX 15, CON 14, CHA 12; Skills: Riding +4; Other Abilities: leadership, dominate lesser foes; Feat: weapon focus (handaxe)Equipment: Ring Mail, Buckler, Handaxe, Spear, inkling ringBackground/Secondary Skill: Villein/Watchman; XP: 100/2. Yazek's inkling ring is a useful item, providing him with +2 to AC vs. backstab attacks and allowing him to reroll, once per day, a failed surprise check. It is carved from the bones of a Grimlock and set with two dark onyx stones.  

Kevag keeps the community's children imprisoned in a corral in order (under the watchful eye of Yazek) to ensure the good behaviour of the adult population, to whom she has given the task of excavating a ruined Temple of Abarrikhet, at the behest of her own master, a Criosphinx in the service of Abarrikhet's Cult. When the work flags, Kevag consumes one of the children. This has only occurred twice: normally, it is sufficient for the Beldrake to simply approach the corral for the adults to redouble their efforts.

If Yazek were to be somehow overcome and the children freed, Kevag would most likely withdraw: although quite powerful, she is not strong enough to subdue the whole community, particularly given that her actions have awakened power in one of the bereaved Xeph parents, and this individual is slowly gaining an understanding of her abilities and considering possible ways of ridding her community of Kevag:

Kahel nari Kohann: Xeph Sorceror 1; N; AC 12; hp 3; SV 15; MV 30’; Atk: -1 melee/+1 ranged; Attacks:  Staff, Knife; STR 6, INT 10, WIS 13, DEX 13, CON 14, CHA 15; Skills: Alchemy +1; Spells Known: (1st level, can cast 3/day) daze, jump, mind thrust; Other Abilities: sense magic 60', can cast haste 1/day, impromptu casting, brew potions ; Feat: iron willEquipment: Staff; Background/Secondary Skill: Villein/Hunter; XP: 50/1. 
 



  

Tuesday, 15 September 2020

Labyrinth Lord House-Rules: Skills

 I'm a glutton for systems - there are so many fascinating ones out there. My players, however...not so much. As I've mentioned, we mostly play - or played - Rolemaster, from 2nd edition through to the RMU playtest. They love it, and haven't really wanted to change. I managed to convince them to try Pathfinder, but it didn't take, sadly. We meet up about twice every five weeks on Skype - these days, none of us live in the same city - so PF just seemed too unwieldy for irregular 3-4 hour sessions (as was RM, but there was a great deal of system mastery in the group, so that helped). In addition, we don't always get a full turnout - and running PCs and NPCs just gets a bit much for yours truly.

So we settled on Advanced Labyrinth Lord - quick, clean combat and character generation, and easy for me to run PCs when the player is absent. it has been, for the most part, a bit of a blast. The ease of combat, in particular, makes a huge difference when sessions are short and infrequent. I recently did something of a survey of the players to see whether we wanted to continue in this vein: the feedback was mostly positive, but it was mentioned that PF and RM had more nuance in terms of creating characters, and that players liked a skill system.

So, at the risk of being very un-OSR, I set to work (it's not as if I need much persuasion for that sort of thing). I didn't want a whole bunch of skills, but I wanted reasonable coverage, which meant replacing the various quirky mechanics peculiar to the various classes (we use a wide range of classes drawn from third-party sources) with a more unified system that still promoted differences between the classes.

Fortunately, some of that work, at least, had been done for me: I borrowed the basic framework from Brave Halfling's Delving Deeper: Skill Systems. But I didn't want a 'skill rank' system, although I did want my players to be able to decide - at least in part - where they were more competent. So I settled on skill points, and a table containing 5 levels of proficiency that improve as one advances in levels. The table works exactly like the Saving Throw tables in Labyrinth Lord, but the column used is a function of how many skill points a character has in a particular skill. The categories - and the number of points required to qualify - are as follows: 

Unschooled 0 skill points

Familiar 1-5 skill points

Practiced 6-12  skill points

Experienced 13-19 skill points

Mastered 20 or more skill points


SKILL MATRIX

Level

MASTERED

EXPERIENCED

PRACTICED

FAMILIAR

UNSCHOOLED

1-3

15

16

17

18

19

4-6

13

14

15

17

19

7-9

11

12

13

15

18

10-12

10

11

13

15

18

13-15

8

9

12

14

17

16+

6

8

12

14

17


Characters accumulate skill points - and allocate them - as they level up, but they also get boosts from various sources during character generation: Backgrounds, Culture/Lineage and Class. All up, characters get a total of 70 skill points plus 4 per level. Given that there is a reasonably large number of skills, it's pretty hard to master more than a couple - especially being as how I've added in some Combat Maneuvers and Weapon Competencies (of which more later). 

One last thing about this system: no matter how many points your Magic-User spends on the Stealth skill, they are extremely unlikely to outperform a Thief, especially at higher levels. Thieves add half their level (rounded up) to Stealth checks to Move Silently and Hide in Shadows. but the Magic-User can, at least, have a chance of successful skulking.

The skills - most of which are self-explanatory (which will not, of course, stop me from elaborating on them in the next post) - are listed below: they're the bastard child of Fantastic Heroes & Witchery, Pathfinder and the Delving Deeper book referred to above.

Arcana, Athletics, Brawn, Concentration, Deception, Detection, Endurance, Expression, Etiquette, Healing, Legerdemain, Lore, Manipulation, Mechanics, Movement, Nature, Religion, Riding, Stealth  Streetwise.

Actually, this information is already out of date - stuff being constantly refined, trimmed, elaborated. I've realised, essentially, that I'm creating a new game (Heartbreaker, anyone?), albeit one with a B/X engine, mediated by the rules in Labyrinth Lord.


Wednesday, 9 September 2020

Portrait of a Guardian: Gedner Hallop

 Every so often, it comes - the feeling that here is not the right place, that moldering in this backwater is no fate fit for such a talented son of the Church, that such skill and power is better deployed somewhere else,where the need is more urgent, more real...not some imagined residue of ill, but real problems. But of course, the ill is not imagined but fabricated, probably by enemies within the Church hierarchy, those jealous of such ability, who have used this stupid notion to effectively sideline a potential rival...

Gedner Hallop shakes his head, cursing gently under his breath: they come more often lately, these errant thoughts, self-serving meanderings. His duty here is truly important - the odd thoughts and impulses he has been fighting lately are proof enough, for he knows whence they come: the Chaos Well. He knows that the Well - or the force that powers it - is in some sense alive, active and straining to break free of its bindings. No longer content with the slow leakage of the last century, the Chaos walled away at the bottom of the Well is pushing, stretching the bonds that hold it. Dark thoughts rise like bubbles to the surface of the Well and then drift, miasma-like towards the village, seeking to take hold of minds willing and unwilling. In the case of the guardians and observers, it would be useful to convince one or more - or all - of them to find something better to do with their mortal lives, so frail and short in the face of Chaos Eternal... 

Gedner Hallop is the local Priest of Vlynn, God of Good Fortune and Lost Things Found. A hale and cheerful fellow in his early fifties, he is outwardly no more than an ordinary priest of his faith, in a quiet village with just enough of a congregation to justify the expenditure of building and maintaining a Temple. However, he is in truth an experienced and gifted priest - his powers mostly kept secret from the villagers and the few visitors who bother with Chelmsey. Mostly, aside from his regular priestly duties, Gedner provides a willing ear and wise counsel to those who need it or spends time using his considerable skills as a carpenter to repair anything that needs fixed or to help build a new barn (or other such things). 

Gedner came to Chelmsey at the behest of his superior, the Bishop of Brejlgard - as one of the more experienced and capable priests in Rakhanay, seasoned by long service dealing with the Demon-cultists that continually attempt to subvert the provinces of the north-west and a stint as a mediator in the conflicts between Khoul and Reymedo, to serve for six years, watching over village and Chaos Well. This Gedner has done willingly - he is not particularly ambitious, and, like many priests of Vlynn, detests intrigue. Although he is often bored with his bucolic living, he enjoys the opportunity to serve the villagers - most of whom are decent folk - and the Kingdom. Keeping an eye on the Well appeals to his veiled sense of romanticism.

Gedner Hallop
Human Cleric 7
Neutral Good
STR 10 INT 16 WIS 17
DEX 8 CON 13 CHA 16
AC 14 HP 31
Saving Throw: 13
Attacks
+1 dismissive Footman's Hammer ATK+4 DMG 1d6; Bolas ATK +4 DMG 1d4 (+entangle)
Height 5'9" MV 30'
Feats: Extend Spell, Iron Will, Skill Focus (Lore)
Skills: Conversion +9
        Healing         +9
        Lore         +5
Languages: Common, Celestial, Dwarf, Elf, Halfling, Infernal, Sylvan
Abilities:
Turn Undead
Spells Prepared: (1st level) bless, cure light wounds (2), detect evil, divine favor, mending; (2nd level) augury, cure moderate wounds, gentle repose, shield other; (3rd level ) cure disease, locate object*; (4th level) change fate   
Background/Secondary Skill:
Yeoman/Carpenter
Gear:
Leather Armor +1
Shield +2
Footman's Mace +1, dismissive
ring of free action
wand of canny effort (4 charges)
potions (darkvision, gaseous form, healing [2], stoneskin)
scroll of protection from outsiders
candle of invocation
seer's diadem
temple bell

Here is Gedner Hallop for Fantastic Heroes & Witchery

Gedner Hallop
Friar 5
STR 10 DEX 8 CON 13 INT 16 WIS 17 CHA 16
AC 15
HP 4w/19v
SAVING THROW 13 
BtH: +3 melee/+2 ranged
Movement: 12”/30 ft.
Attacks: +1 Dismissive Hammer; Bolas
Damage: 1d6/1d4
Skills: Persuasion +4, Healing +4
Special Abilities: +2 CHA & WIS saves, Prayers (d12), Community Ear (+5), Churchman (+5)
Social Class: Middle-class/Decent
Background: Ecclesiastic
Personality: Altruistic
Allegiance: Vlynn
Equipment: see above

& here he is for my heavily house-ruled Advanced Labyrinth Lord campaign:

Gedner Hallop
NG Priest (Cleric) 7
STR 10 DEX 9 CON 14 INT 15 WIS 18 CHA 15 PER^ 18 LUCK^ 13
AC 4
HP 30
SAVING THROWS B 14 PD 9 PP 12 W 10 S 12 
Attack Matrix ^C
Movement: 120'(40')
Attacks: +1 Dismissive Hammer; Bolas
Damage: 1d6+1/1d4
Combat Maneuvers ^: Block +3, Defend Other +4
Skills ^: Arcana, Concentration, Religion 13; Detection, Endurance, Etiquette, Lore, Manipulation, Movement 15; Others 18
Special Abilities: Turn Undead
Lineage/Culture^: Villager (Human)
Backgrounds: Carpenter, Novice, Envoy
Social Status^: 10
Spells Prepared: 1st level:  create water, cure light wounds (2), detect magic, purify food and drink, remove fear; 2nd level: bless, know alignment, hold person, reveal charm, spiritual weapon; 3rd level: cure disease, dispel magic, locate object*; 4th level: cure serious wounds, divination.
Eldritch Resonance ^: bless, ceremony, combine, detect lie, holy chant, know alignment. 
Equipment: see above
* as a Cleric of Vlynn, Gedner Hallop can cast this spell with double the normal range and duration.
^ "Eldritch Resonance", "Backgrounds", "Combat Maneuvers", "Attack Matrix", "Skills", "Perception", "Luck", "Lineage/Culture", "Social Status" are all importations or elaborations of rules taken from elsewhere. 


Thursday, 23 July 2020

Murder and Blood-Guilt: the Forlarren for Blood & Treasure

I've always been fond (if that's the right word, and probably isn't) of the Forlarren, and having noted their absence from B&T Monsters and B&T Monsters II, I thought I'd convert them, using Pathfinder's Forlarren as a model. Then I encountered Purple Duck Games' Monstrous Races: Second Horde, which offers Forlarren as a playable option. I wanted Forlarren in the New Kingdoms to be a bit more common, rather than just being the grisly outcome of the Demonic 'seduction' of a Wood Nymph. In the Demon-Cultists of Elaar I had a pretty plausible source for magic that would seek to create Forlarren-like abominations, and in the extensive list of Nymph 'sub-races' in B&T Monsters II, I found a certain amount of inspiration for various Forlarren lineages. Hope you like them.

FORLARREN

These pitiable Fey creatures are anathema to most decent folk, as they live their lives overcome with self-loathing and murderous rage. This unwholesome combination arises from their mingled heritage: they represent the outcome of malign experimentation by the crazed Demon-Cults that subjugate Elaar. That once-fair land has long been overcome by the forces of Chaos, and one result of this domination has been a sequence of bizarre, profane hybridisations. In the case of the Forlarren, they represent the fusion of the faerie beauty of the Nymph peoples with the pure, putrid elemental matter of the Abyss. This experimentation has led to several different varieties of Forlarren dependent upon their Fey and Demonic antecedents. Of particular note are the Cambionites, the Lampadaeans, Pyreans, Hyperboreans and the Dretchenn.

Forlarren, although found mostly in the wilds of Elaar (or in Elaar’s benighted cities, living in miserable servitude to the Demon-Priests) have spread across the face of the world - possibly empowered by the Chaos energies released by Shroudfall - and can now be found in many places. They are most often seen in the slums of human cities, the Chaos-tinged wilderlands of Old Yrena and the Kolsec lands and the Dumir Wastes. Some have even made their way to the wilds of Avronakiya (where the Dretchenn and Hyperborean lineages are most often found).

Forlarren tend to carve out niches as brigands, infiltrators, cultists and hired killers - but few like working with them, never knowing when the Forlarren’s desire to inflict cruelty, pain and death upon others will be visited upon those who are brave - or foolhardy - enough to work with them.

Of the main Forlarren lineages, the Cambionites are most likely to be found in cities (often in the company of Tieflings, Half-Orcs and other misbegottens), wielding their charm as others might deploy a brutal weapon. The Dretchenn are also found in cities, working as particularly repulsive and cowardly goons - or pursuing a private path as a serial killer.

Most Forlarren average 66” in height , but Dretchenn and Lampadaeans are substantially shorter, averaging 60” and 58” respectively. All Forlarren are hairless, have the legs of a goat, sharp claws, slick grey skin, a bestial mien and dark, wrathful eyes, but otherwise vary somewhat in appearance. Common (or “Mongrel”) Forlarren are as described above, but other lineages differ in the following manner:

Cambionite:  Born of the infusion of the subtle, charming Cambion with a Wood Nymph, these Forlarren are swarthily handsome, with vestigial horns jutting out an inch or so from their foreheads. They have a sardonic smile and are more muscular than the usual Forlarren, whilst their skin is the colour of blood illuminated by sooty torchlight, as might be found in some hopeless subterranean torture chamber. They also possess a blood-hued forked tongue that flits across their plump lips when they contemplate a particularly clever cruelty. They favour rich clothes and fine jewellery.

Dretchenn: Ugly products of the blending of the repulsive Dretch with the Oreads (“Mountain Nymphs”), the Dretchenn are the most numerous of the various Forlarren “breeds”. They are pot-bellied, jowly and have dark-grey skin that flakes incessantly, causing them considerable irritation. Nonetheless they have powerful arms and legs - all the better to run away with. They tend to wear ragged clothing, often stolen from their victims.

Hyperborean: When the vile stuff of the Hezrou demons is mingled with the warlike Nymphs of the Taiga the result is pure abomination: bloated amphibian heads (in which the sensitive might perceive the trapped memory of a Nymph’s beauty), awkward bodies with mismatched arms (one slender, one saggily-muscled) and an urge to violence that transcends that of other Forlarren. They wear crude hides and furs, and love adornments of bone and tattoos depicting the agonised deaths of those they have slain. 

Lampadaean: The unholy merging of Torch Nymph and Vrock demon, these Forlarren retain much of the Nymph’s beauty and grace, but as if somehow twisted and sickened. They have long, vulturine necks, hopeless grey eyes and a strange, hardened top lip, as if caught in mid-transition from human mouth to vulture’s beak. However, Lampadaeans are the Forlarren most capable of suppressing their innate desire for murder.

Pyrean: These Forlarren are born of the fusion of the battle-loving Marilith and the Fire Nymph. Their beauty remains, almost untouched, although given an unwholesome twist by the dry redness of their skin and the sullen cast of their eyes and mouth. Always quick to seek combat, the eyes of Pyreans are kindled to bright, fiery light during battle and their skin begins to radiate an unpleasant (but non-damaging) heat. For this reason, they are often encountered in loose-fitting robes of crimson and gold that can be shed quickly in a fight revealing the armor beneath.

Although Forlarren are potentially long-lived, they seldom live for more than 50 years, as their horrendous desire for murder and their overwhelming self-hatred almost inevitably conspire to lead them to a dark, despairing end. They commence play with the following tongues: Vaerylle, Urugraz and one local human language (usually Avronakiyan, Yrenaic or Urdrinn).

All Forlarren are swift, perceptive and somewhat foolish, their intellects corrupted by their dark longings. They gain +1 to Dexterity and Wisdom, but take a -1 penalty to Intelligence. Those of a specific lineage gain the following variations:

Cambionites: Lose their bonus to Dexterity, but gain +1 to Charisma.

Dretchenn: Lose their bonus to Wisdom, but gain +1 to Constitution and take a -1 penalty to Charisma.

Hyperborean: They retain the bonus to Dexterity and Wisdom, but take a -2 penalty to Intelligence.

Lampadaeans: Lose their bonus to Dexterity, but take no penalty to Intelligence.

Pyreans: Lose their bonus to Wisdom, but gain a +1 bonus to Strength and Constitution. 

Regardless of lineage, Forlarren have the following minimum/maximum ability scores: STR 7/18, INT 3/17, WIS 3/18, DEX 8/18, CON 6/18 and CHA 3/18. They roll 1d4 + 2 for their Heritage score.

All Forlarren can use their claws in combat, doing 1d4 damage.

Common Forlarren can cast each of the following spells once per day: faerie fire, heat metal and light. They may add their unmodified attack bonus as damage to any fire spells they cast (if multi-classing, use the lowest attack bonus), and foes save against a Forlarren’s fire spells at -1.

Other lineages modify these talents - and gain their own unique abilities - as follows:

Cambionite: instead of casting light, Cambionites may cast hypnotism once per day. They retain the enhanced damage to any fire spells they cast, but the -1 penalty to the saving throw of foes is applied to any Enchantment spells they may cast.

Dretchenn: Dretchenn lose the ability to cast daily spells but retain enhanced fire damage and the -1 penalty to a foe’s saving throw against their fire spells. Instead, of casting daily spells, a Dretchenn can, three time a day vomit up a grisly caustic mess that sickens anyone within 20’ for 1d4 rounds.

Hyperborean: Hyperboreans lose the ability to cast light, instead casting cause fear. They lose the enhanced damage and modified saving throws for fire spells, but instead add +1 to hit with bows and gain the ability to speak with burrowing animals.

Lampadaean: Lamapadaeans lose the ability to cast light and faerie fire, instead casting sound blast once per day. They retain the enhanced damage and modified saving throws with regard to fire spells. They also, upon rolling a natural 20 when making a melee attack, force a foe to pass a saving throw (with Charisma modifier added) or take 1 point of Wisdom damage.

Pyrean: Pyreans are treated as Common Forlarren with regard to special abilities, but also gain resistance to fire.

All Forlarren have the following classes open to them: Anarchist, Anticleric, Antipaladin, Assassin, Barbarian, Beastmaster, Blackheart, Bounty Hunter, Chaos Mage, Chthonic Druid, Demonologist, Diablo, Fey Mage, Fighter, Magic-User (Conjuror, Evoker, Transmuter), Pariah, Priest (Death, Fighting, Trickster, Weird), Scout, Shadowdancer, Sorceror (Demon or Fey bloodline only), Thief, Warlock.

Cambionites may also select the following: Alchemist, Bard, Charlatan, Duellist, Enchanter, Illusionist, Saboteur, Sentinel, Slave Girl, Venturer.

Dretchenn: Poltroon, Thug.

Hyperboreans: Marksman, Sentinel.

Lampadaeans: Abjurer, Alchemist, Defender, Necromancer.

Pyreans: Alchemist, Saboteur.

Forlarren may also pursue the following multi-class options: Assassin-Conjuror, Assassin-Demonologist, Demonologist-Fighter, Demonologist-Thief, Fighter-Conjuror, Scout-Conjuror, Thief-Conjuror. Cambionites may also select from the following options: Alchemist-Demonologist, Alchemist-Thief, Duellist-Conjuror, Duellist-Thief, Sentinel-Conjuror.

Hyperboreans gain the following options: Marksman-Sorceror, Sentinel-Scout, Sentinel-Conjuror.

Lampadaeans may select the following: Alchemist-Demonologist, Alchemist-Thief, Assassin-Necromancer, Defender-Thief, Defender-Conjuror, Defender-Abjurer.

Monday, 29 June 2020

New Roles for Multi-Classed Characters in Fantastic Heroes & Witchery

One of the things that finds me moving ever closer towards Fantastic Heroes & Witchery is the free supplement detailing multi-classing. It gives a number of fairly elastic templates that allow for the creation of various 'roles' - ways of blending two NPC classes (Clergyman, Professional, Magic-User, Thug, Fighting-Man and Cultist) to create one multi-class (where, for example, the combination of the Clergyman and Professional produces the Versatile Clergyman). These basic combinations are then elaborated further into 'roles'. The Versatile Clergyman, for instance, has three examples provided: the Canonist, Goliard and Missionary. the system gives a very nifty means of creating niche characters not exactly provided for in the FH&W rule book. In applying this I'm inspired in part by some of the variant classes in Blood & Treasure and the kits of 2nd edition. So with no further ado, I present several new roles for multi-class characters below:

The Sentinel

The first offering is the Sentinel, a variant on the Mage Combatant. These individuals draw upon the skills of a Fighting-Man (one does feel that this should be renamed "Warrior" or some such) and the Magic-User to create a watchful warrior with considerable magic to enhance their martial capabilities.

Classes Combined: Magic-User + Fighting-Man
Requirements: Strength 9+ and Intelligence 11+
BtH Progression: as per Fighting-Man
Hit Points: half the sum of 1d4 + 1d8 (rounded up)
Saving Throws: +2 to Strength and Constitution saves; and +4 to all saves vs. magic (note that this cannot stack with the STR and CON bonus)
Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2. Note that wearing armor creates the following hindrances: casting time is doubled and the percentage chance for failure of the spell (as per the type of armor) is applied.
Abilities: Fighting-Man specialty - Guard: add level to Detection checks; +1 to rolls to avoid surprise. Add level to Arcane Lore checks. Spell-casting as Magic-User. Although the type of magic is most likely White or Gray, Sentinels who wield Black magic are not unheard of: such are usually found as wardens of vile temples and cult safe-houses. 

The Emissary

Here we have the Emissary, a variant on the Versatile CombatantThese warrior-types have a wide range of skills to support them in their role as diplomats in distant and hostile lands.

Classes Combined: Professional + Fighting-Man
Requirements: Strength 9+ and Dexterity 9+
BtH Progression: as per Fighting-Man
Hit Points: half the sum of 1d6 + 1d8 (rounded up)
Saving Throws: +4 to Strength and Constitution saves.
Weapons/Armors: All armors and shields, and six weapon proficiencies of the player's choice. The penalty for non-proficiency is -2. 
Abilities: Fighting-Man specialty - Cavalryman: add level to Riding checks; +1 to hit with melee weapons when mounted. Skills (add level +2 to all checks): Animal Handling, Deception, Detection, Gaining Information, Knowledge - Known World, Linguistics, Persuasion and Survival. 


The Hedge Witch

The Hedge Witch is a variant on the Versatile MageSkilled in the lore of enchantment, demonology and the natural world, he or she can draw on any source of power according to their disposition and allegiance. The Hedge Witch simulates the local or 'rustic' practitioner of magic who serves a small community - or broods on the margins of civilisation, contemplating the ruin of those who have driven him out.

Classes Combined: Professional + Magic-User
Requirements: Intelligence 11+ and Dexterity 9+
BtH Progression: as per Professional
Hit Points: half the sum of 1d4 + 1d6 (rounded up)
Saving Throws: +4 to Intelligence saves and all saves vs. magic (these two bonuses do not stack).
Weapons/Armors: Dagger, staff and leather armor. The penalty for non-proficiency is -4. Note that wearing armor creates the following hindrances: casting time is doubled and the percentage chance for failure of the spell (as per the type of armor) is applied. 
Abilities: Arcane Lore (add level to skill checks), plus spellcasting ability. This may be White, Gray or Black Magic. Skills (add level +2 to all checks): The skills selected vary according to the Hedge Witch's magical source.
Those who practice White Magic select the following skills: Astronomy/Astrology, Healing, Knowledge - Local, Knowledge - Nature, Knowledge - Occult, Linguistics, Persuasion and Survival. 

Gray Magic: Alchemy, Astronomy/Astrology, Healing, Knowledge - Local, Knowledge - Nature, Knowledge - Occult, Persuasion and Survival.

Black Magic: Astronomy/Astrology, Deception, Knowledge - Nature, Knowledge - Occult, Knowledge - Undead, Persuasion, Poisons and Stealth.  

Sunday, 30 December 2018

The B/X Essentials Amaghli



I’ve been busily converting my old Rolemaster races over to several different formats, by way of an experiment, and finding out just how much potential for difference – and therefore disaster – there is between four descendants of the same system. The race in question is the Amaghli:  in my RM campaigns, they’re master spell casters, sages and contemplatives. Small, winged mountain dwellers (they can’t fly, but can use their wings to glide), they’re not very good in combat, but deep in wisdom and possessing an inner harmony with the elements of wind, earth and cold. I’ve already written up a treatment of them for Blood & Treasure, but that leaves three more (gulp) systems to consider.

So: conversion to B/X Essentials. Of the four systems, it’s the least immediately complex, but, when coming from a much more simulationist system like RM, that can be problematic. The Amaghli become a racial class, but defining that in light of the above is more difficult than I at first assumed. They must be a spell-using class, but they can’t be easily confined to the Cleric or Magic-User spell lists, as in RM they draw on multiple magical traditions, able to progress well as Druids, Magicians, Clerics, Healers and Mentalists (of fond memory, one of my players once created an Evil Lay Healer). So the list has to draw upon multiple sources, and I had to step across from B/X Essentials to draw upon Labyrinth Lord. Their spell list – representing these multiple potentials – includes spells from the B/X Cleric and Magic-User, plus Druid, Cleric and Magic-User spells from the Labyrinth Lord Advanced Edition Companion and a few new spells and picks from Necrotic Gnome’s Theorems and Thaumaturgy.

Next step is coming up with adequate numbers for Saving Throws and such: Amaghli fight pretty much as do Magic-Users (i.e. not well at all: in RM I didn’t allow them to develop as Fighters or Rogues, Thieves and Delvers being their best combat professions), and have strong Resistance Roll bonuses against Essence and Mentalism in RM, but not much else. This translated into better saves against Spells and Wands.

The final step is to allow for the sage-like capabilities of the Amaghli and their cliff-dwelling lifestyle. I’ve always been a fan of precision and complexity (which I feel one ought to restrain to some extent when working with a B/X-derived system), so I considered, and then dismissed using the abilities of the Sage hireling from OSRIC. Instead, I gave them the ‘Arcane Lore’ ability, expressed as a chance on a d10 roll, reflecting the Amaghli knowledge of – and obsession with – all things magical. They can use this score to answer questions pertaining to one minor field of interest, selected from a fairly limited range, but roll on a d12, instead. With regard to their mountain habitat, I gave them the same chances as a Thief to Climb Sheer Surfaces and a +2 bonus to saves against cold-based attacks.

Here, in any case is the finished product: the Amaghli class for B/X Essentials.

Amaghli

Small and delicate, these mountain-dwelling sages are famed throughout the New Kingdoms as practitioners of magic and purveyors of wisdom. When they venture out of their quiet hermitages, they are usually seeking out some new magical knowledge or rare item. Amaghli average 2’6” in height and have a movement rate of 100’. Although they possess fragile translucent wings, they cannot fly, but can use their wings to glide great distances when the winds are favourable. They can glide 80’ per round. Amaghli are very slender with almost skeletal torsos and limbs. Their skin is a pale, light blue and their narrow faces are dominated by their long, droopy noses and mirthful green eyes. They live for up to 1000 years.

Requirements: Minimum INT 9, minimum WIS 9, maximum STR 12
Prime Requisite: WIS
Hit Dice: 1d4
Maximum Level: 10
Allowed Armour: none
Allowed Weapons: dagger, staff, sling
Languages: Alignment language, Maghlic, Ketelcqa, Vandori, High Kantari, one human lingua franca

Abilities:
Combat: Poor combatants, Amaghli may not wear armour or bear shields. They have a very limited range of weapons.
Arcane Lore: Exceptional scholars of all things magical, Amaghli are able to answer many obscure questions pertaining to magic items, spells and spell casters and the history of magic. To determine if they can answer a particular question, they must roll equal to or less than their Arcane Lore target number (see the table below) on a d10. They may also attempt to answer more general questions from two chosen secondary fields by rolling under their Arcane Lore target number on a d12. They may select from the following fields: demons & devils, monsters, humanoids, fey, history, geography, religion or nature.
Climb Sheer Surfaces: Experienced mountain dwellers, Amaghli possess the climbing ability of a Thief of equivalent level.
Spells: Amaghli prepare and cast spells in exactly the same manner as a Magic-User, maintaining a spell book and memorising them at the start of each day. However, their spell list (see below) is far more eclectic in nature, reflecting their closeness to both nature and the divine. They also gain Read Magic as a free spell in their spell book at first level.
Defensive Bonus: Like Halflings, Amaghli gain an advantage due to their diminutive nature, reflected in a -2 to their AC when engaged by foes of Giant size or larger.
Cold Resistant: Seasoned dwellers amid the snow and ice of high peaks, Amaghli gain a +2 to Saving Throws against cold-related magic.






Arcane Lore
Climb Sheer Surfaces
Spells by Level
Saving Throws
Level
XP required
HD (1d4)
AC 0
1st
2nd
3rd
4th
5th
Death
Wands
Paralysis
Dragon Breath
Spells
1
0
1
19
4
87%
1
-
-
-
-
15
14
15
16
14
2
2200
2
19
4
88%
2
-
-
-
-
15
14
15
16
14
3
4400
3
19
5
89%
2
1
-
-
-
15
14
15
16
14
4
8800
4
18
5
90%
3
1
-
-
-
15
14
15
16
14
5
17500
5
18
6
91%
3
2
1
-
-
12
11
13
14
11
6
35000
6
18
6
92%
4
2
1
-
-
12
11
13
14
11
7
70000
7
17
7
93%
4
3
2
1
-
12
11
13
14
11
8
140000
8
17
7
94%
5
3
2
1
-
12
11
13
14
11
9
260000
9*
15
8
95%
5
4
3
2
1
10
8
10
12
8
10
500000
9+1
15
8
96%
5
4
3
2
2
10
8
10
12
8

AMAGHLI SPELL LIST
1st Level Spells
3rd Level Spells
Comprehend Languages*
Clairvoyance
Detect Magic
Create Water
Hold Portal
Dispel Magic
Light
Fog Cloud^
Magic Aura*
Hold Person
Protection from Evil
Infravision
Purify Food & Water
Protection from Evil 10' radius
Read Languages*
Protection from Normal Missiles
Read Magic
Remove Curse
Reveal Charm**
Shower of Stones (N)
Scribe*
Shield
4th Level Spells
Barkskin***
2nd Level Spells
Confusion
Briar Burst (N)
Cure Disease
Continual Light
Cure Serious Wounds
Cure Light Wounds
Gust of Wind*
Detect Evil
Speak with Plants
Detect Invisibility
Wall of Ice
Detect Snares & Pits***
Wizard Eye
Knock
Levitate
5th Level Spells
Locate Object
Commune
Ray of Ice^
Conjure Elemental
Resist Cold
Contact Higher Plane
Speak with Animals
Dispel Evil
Enchant Arms*
Ice Storm*
Stone Shape***
Wall of Stone

Advanced Edition Companion Magic-User spells are designated “*”.  
AEC Cleric spells are designated “**”.  
AEC Druid spells are designated “***”.
 Elementalist Spells from Theorems & Thaumaturgy are denoted by “^”.
Spells marked (N) are new, and described below.
All other spells are from B/X Essentials Cleric & Magic-User Spells.

Briar Burst

Duration: 1 turn
Range: 50’

This spell conjures an explosion of multiple hardened thorns – about 1” in length – that expand to fill a 10’ radius.  All foes caught within the radius must save vs. spells or take 1d6+1 damage (foes wearing chain or better take 1d4 damage).
·         Visibility is reduced for the duration. Those attempting to fire missiles from within the radius suffer a -2 penalty to hit.
·         Spell casters caught in the radius whilst attempting to cast a spell who fail their Saving Throw have their concentration broken and fail to cast the spell. The spell is not lost, however.
Shower of Stones

Duration: Instant
Range: 100’

A ray of small pebbles and sharp stones strikes on foe, causing 1d4 damage per level of the caster. A successful save vs. spells halves the damage.
·         The ray hits the target automatically, with no roll required.

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