Tuesday, November 9, 2021

Character Class: Fighter

Now we're going to talk about Fighters.  These are most like the ones presented in the Labyrinth Lord rulebook.  They are Humans and can use any Armor and Weapon.  They use their normal Saving Throws, but they use the Level Progression XP Chart from the Rules Cyclopedia.




Fighters in my game have two Special Abilities that are not in that book.  They can Battle Charge and gain an advantage when they deliver a Killing Blow.

BATTLE CHARGE

At the beginning of any melee fight, a Fighter may emit a battle cry as they charge (at least 20 feet) at an enemy.  The Fighter rolls a 1d3.  A roll of 1 means a +1, a roll of 2 means a +2, and 3 means a +3 to attack and damage.  

But that's not all!

KILLING BLOW

As the fight goes on, if the Fighter delivers the attack that kills an enemy, the Fighter then gains a +1 on his/her next Attack and Damage rolls...unless the fight is ended.  This does NOT carry over from one encounter to the next.

So, if a Fighter finds three Goblins, he charges at the nearest one.  He rolls a 2 for his Charge Bonus, so the Fighter attacks at +2.  He kills the Goblin with one hit, so on his next turn he attacks the second Goblin with a +1.  He hurts the Goblin, but fails to kill it.  The next round he attacks the Goblin again, but without any bonus.  He kills that Goblin and turns to the last Goblin.  Now he has the +1 Bonus again, and kills the Goblin with one hit.

The fight is now done, and the Fighter loots the bodies.  He proceeds deeper into the dungeon and finds a pair of orcs, but he does NOT have the Killing Blow from killing the last Goblin.  But he CAN use his Battle Charge again...

FROM THE BOOK

LANCE CHARGE

If you are Mounted and armed with a Lance, your Steed can charge ahead (Running, Swimming, or Flying) at least 20 (Feet if indoors, Yards if outdoors).  If you make a successful Attack Roll with your Lance then you automatically achieve a Critical Hit.

If your Steed's Charge is LESS than 20 feet/yards a successful Attack only achieves Normal Damage.

SET AGAINST CHARGE

If you are armed with a Spear, Trident or Pole Arm and you expect a Charge attack from some Mounted Enemy, Animal or Monster (or Fighter) you can Set your Weapon to receive their Charge.  When this enemy charges you you make a normal Attack Roll.  If they Charge 20 (Feet if Indoors, Yards if Outdoors) then your successful Hit is an automatic Critical Hit.  However, if they charge LESS than 20 Feet/Yards your successful Hit only achieves Normal Damage.

IMPROVED ABILITIES

Starting at 4th Level (and at every Level where the Fighter's Saving Throws improve), the Fighter gains one ability from the list below, OR from the list of Improved Combat Options available to ALL Characters.  The same ability can be taken (improved) up to 3 times.

1  Fighter permanently gains 2 HP to his/her Max HP

2  Fighter permanently improves his AC by 1 

3  Fighter permanently gains +1 to all Melee attacks

4  Fighter permanently gains +1 to all Ranged attacks

5  Tactics-offense=all party members within 30feet gain +1 to Attack Rolls

6  Tactics-Defense=all party members within 30feet gain +1 to AC

7 Smash=once per day you may add your entire Strength Score to your Damage:  roll Normal Damage+all bonuses+Strength Score= Total Damage.  Besides the obvious use in Melee Combat (NOT missle Combat), this ability can be used to break down stuck/locked doors, or to break through thin walls into the next room.  CanNOT break down a 10 foot thick stone perimeter wall or similar.

FIGHTER STARTER PACK

Scale Mail (AC 13)
1 Two-Handed Weapon and
1 Short Sword and 
1 Ranged Weapon
OR
1 One-Handed Weapon and
1 Shield (+1 to AC) and
1 Ranged Weapon
Backpack
Wineskin
Tinderbox
Torches x10
Tools (oil, whetstone, hammer)
2d6 Gold


Character Class: Cleric

Clerics start off just as they are described in the Labyrinth Lord book.  They are Human and their Prime Requisite is Wisdom.  They can wear any armor and can use any non-edged weapon.  They can cast spells beginning at Level One, but they cast spells by using their pool of Magic Points.  They can Turn Undead as per the chart in the rulebook.  They use the Savings Throws as listed in Labyrinth Lord, BUT they use the Level Progression XP chart from the Rules Cyclopedia!




CLERICAL REQUIREMENTS

Clerics must select a God or Pantheon that they serve, and may gain additional special abilities depending on the deity they serve.

If one is not already established, the Cleric MUST choose a type of food that they will NOT consume, as it is forbidden by their religion. 

If one is not already established, the Cleric MUST choose 1 day of the week that is Holy to their Order.  

On Holy Days and Holidays, the Cleric is forbidden to travel or adventure and must spend the day performing rites and ceremonies in honor of their religion.  Many Clerics have a small Statuette that they can take with them on expeditions so that they may conduct whatever prayers and ceremonies they may be required to perform, even though they are away from their Church or Temple.

Clerics must pray to their God EVERY day.  These Daily Prayers last for 1 hour of Game Time.  It is with these Daily Prayers that Clerics replenish their Spell Points (see below) and acquire new spells to their Repertoire (see below).

TURNING UNDEAD


Clerics roll a 1d12 to turn undead instead of 2d6.  If you roll a 1 you must consult the Clerical Failure Chart below.

SPELLCASTING

Clerics do NOT learn spells as Magic-Users do.  Instead, once per day, the Cleric beseeches his/her God to bestow a new spell upon them.  Once this Spell is known to the Cleric, it is part of their Repertory and can be cast as long as the Cleric has enough Spell Points.

Clerics begin with 2 1st Level spells and 1 2nd Level in their Repertoire.  

Clerics have a pool of Spell Points.  To begin, they have 1 Spell Point for being Level 1, plus 1 Spell Point equal to their Wisdom Bonus.  

So a First Level Cleric with a 17 Wisdom (+2 Bonus) would have a total of 3 Magic Points.  When that Cleric reaches Level 2, his pool of Spell Points will increase by 4 (2 points for reaching Level 2 plus 2 more points for his Wisdom Bonus).  This gives the Cleric a total of 7 Spell Points.

When a Cleric casts a spell, they must use Spell Points to attempt the casting.  The Spell Level determines the number of points that are required to cast it.  It costs 1 Spell Point to cast a First Level Spell, but it costs 2 Points to cast a Second Level Spell, and so on.

Magic does NOT automatically work in Leauvalar.  Clerics who cast a spell must roll 1d20 to see if the spell is cast successfully.  

A Cleric can cast a Spell of his/her own level by rolling 15 or higher.  So, a First Level Cleric who wants to cast a First Level Spell must roll a 15 or higher on a d20.  Rolling a natural 20 can yield exceptional results; while rolling below your target number means the spell fails.

Why?  Who knows?  Perhaps your deity was distracted by other matters and failed to hear your prayer for their interference.  Perhaps they heard your plea but chose to ignore it.  Hey, the Divine Plan of an Almighty Deity is beyond the scope of Mere Mortals.

If a Cleric rolls a 1, they must roll on the Clerical Failure Chart below.

Suppose that same First Level Cleric wanted to cast a Second or Third Level Spell.  First of all, they cost more points, of course.  Then, any spell that is a higher level than the cleric attempting to cast it, requires a higher target number.

The First Level Cleric who tries to roll a Second Level Spell must roll a 16 or higher.  To cast a Third Level Spell, he/she must roll a 17 or higher.  This continues with spells of even higher level.

Once that Cleric gains Second Level, the spellcasting becomes easier.  Now he must roll 15 to cast a Second Level spell, and only needs a 14 to cast any First Level Spell.  

TO CAST A SPELL

Roll the d20, add your Wisdom Bonus.  If this number is equal to or higher than your Target Number, then you successfully cast your spell!

For example, let's use our First Level Cleric with the 17 Wisdom.  This Cleric wants to cast a First Level Spell.  The Clerics rolls a d20, gets a 13, then adds his +2 Wisdom Bonus for a total of 15, which means a success!

Use this handy chart:


ACQUIRING NEW SPELLS

When a Cleric performs their Daily Prayers, then can request their God to bestow a New Spell upon them.  To do this, the Player must roll a 20 on 1d20.  The Dungeon master will then determine what Spell the Cleric has acquired.  This spell WILL be a new one that the Cleric did not already possess and will NOT be more than 1 level higher than the Cleric's level.

A Cleric may cast any spell that he/she is aware of.  If a PC's Cleric sees another Cleric (PC or NPC) cast a spell, the PC Cleric can try to use Divine Knowledge (see below) to identify the spell.

Once the spell has been successfully identified, the Cleric may request that spell during their next Daily Prayer.  This time when they roll a 1d20 the Cleric may add their Wisdom Bonus to the roll.  If they hit the Target Number of 20 they have added it to their Repertoire.  

If a Cleric finds a scroll with Cleric Spells, they must cast the spell normally from the scroll.  Once cast, the spell is automatically identified and they may pray for that spell during their next Daily Prayer using the manner above.

REPLENISHING SPELL POINTS

Spell Points are renewed with Daily Prayers and rituals that last approximately 1 hour per day.  This is intended to be done only once per day, and a Cleric will regain all missing Spell Points.  

However, if a Cleric attempts to pray to regain Spell Points more than once per day, they risk the ire of their Deity.  So at the end of the prayer session, the Cleric must roll 1d20.  If they roll higher than their Wisdom score, nothing happens.  If they roll their Wisdom score or less (except for a natural roll of 1), they will only regain HALF their missing Spell Points.  If they roll a 1, they must consult the Clerical Failure Chart below.

CLERIC FAILURE CHART

(ROLLED 1 ON SPELLCASTING OR TURNING UNDEAD, ROLL 1D8 FOR EXTENT OF FAILURE)

8—Suffer from doubt, Cleric gains -1 Penalty to the failed ability for 24 hours

7— Suffer from doubt, Cleric gains -1 Penalty to the failed ability until absolved by Superior Cleric

6—Lose that ability for 24 hours (whichever ability failed, Spellcasting OR Turning)

5— Lose that ability (whichever ability failed, Spellcasting OR Turning) until absolved by Superior Cleric

4— Lose all Cleric Abilities until donate to Church (PC Level x500gp)

3— Lose all Cleric Abilities until donate to Church (PC Level x500gp) and absolved by Superior Cleric*

2— Lose all Cleric Abilities until donate to Church (PC Level x1000gp) and perform rituals in local shrine/church for 3d6 days to reconnect with god*

1— Lose all Cleric Abilities until donate to Church (PC Level x1000gp) and must go on religious retreat in the wild for 3d8 days, then make WIS check# to reconnect with god*

*Failure means abandon Cleric class, become another class

#Roll your Wisdom Score or lower on 2d12

DIVINE KNOWLEDGE

A Cleric can use this to determine the presence of a rival Religion or Cult based upon the presence of Icons and Symbols of some Deity.  (Like how Owls, olive trees, and snakes are all symbols of the Greek goddess Athena.)  This can also be used to Identify Spells cast by other Clerics, Religious Rites/Rituals or possibly identify Divine or Infernal Monsters.

If the Cleric witnesses a Spell that is not currently in their Repertoire, they can make a second Wisdom Check to add it. To do this, the Cleric must roll their Wisdom score or Lower on 2d12.

ALTAR CLEANSING

Clerics can cleanse any altar or shrine they find out in the world.  This is a long and complicated process, taking 1 Full Hour of game time and 3 successful die rolls.  First, the Cleric must sever the connection to the current God, then the Cleric must successfully cleanse the altar of any lingering aura.  Finally, the Cleric can connect the altar to their own God if they have specialized to serve ONE God.

EQUIPMENT REQUIRED:  Holy Book, Holy Water, 2 Holy Symbols (1 to leave upon the shrine being converted, one to conduct the ritual).  The Cleric conducting the Ritual may be assisted by up to 3 Clerics of lesser level.

The Cleric then proceeds to recite the Scriptures and Chants for 1 hour (6 Full Turns) without interruption.  Interruption=automatic fail

Every 2 Turns (20 mins game time) the Cleric must roll a target number on 1d20, add Wis Bonus of main Cleric conducting ritual.  The DM will know the Target Number, but the player will not!  The Player will not know if the ritual is a success until it is completed!

Further Bonuses can be had with extra paraphernalia such as:  up to 3 assisting clerics, Silver Holy Symbol, Holy Candles, Incense, Various Symbols or Icons of the Deity you wish to invoke, proper Ritual Vestments, etc.  Any additional Bonus is strictly up to the DM!

If any step of the Ritual fails, all following steps automatically fail.  Again, the Player will not be aware of this until this until the Ritual is completed.

PANTHEON VS SINGLE FAITH

Clerics automatically belong to the Pantheon appropriate to their Home Kingdom.  A Pantheon is composed of multiple Gods.  A Cleric may serve a Pantheon or be devoted to the service of a Single God.  It is the Player's choice whether to serve a Single God or an entire Pantheon, and may receive special bonuses or abilities based upon the character's chosen faith. 

You can see the available Gods and Pantheons here.

IMPROVED ABILITIES

Every time you achieve a Level where your Saving Throws improve, you may select 1 of the Improved Combat Abilities listed on the Combat Page.

CLERIC STARTER PACK

Scale mail (AC 13)
1 Two-Handed Weapon and
1 Ranged Weapon
OR
1 One-Handed Weapon and
1 Shield (+1 to AC)
Backpack
Wineskin
Tinderbox
Torches x2
Tools (Holy Water, Holy Oil, Holy Symbol, Holy Book and Small Deity Statuette)
3d6 Gold

Monday, November 8, 2021

Character Creation

All right, so most of us have played D&D before, so this shouldn't be too hard.

STEP 1

I feel that Leauvalar is a tough, dangerous world populated by normal, fragile people.  To reflect this, I ask that you roll 3d6 to determine the 6 ability scores.  You may then assign the numbers to whichever ability you want, to achieve the Prime Requisites for the character class you prefer.

There is NO point exchange.  If you have a character with NO ability scores above 12, I suggest you reroll for ALL scores.  ...You MAY play these low scores if you want a further challenge, but it is not really intended or recommended. 

You may use the normal charts in the Labyrinth Lord rulebook OR the Rules Cyclopedia to determine the bonuses or penalties for each ability score, and your Prime Requisite Bonus.




STEP 2

Choose your character class.

Being based on older versions of the game, there are seven character classes to choose from:  Cleric, Fighter, Magic-User, Thief, Dwarf, Elf and Halfling.

At present, there is NO multi-classing.  If you want to multi-class, I suggest playing a demi-human.  For all intents and purposes, Elves are Fighter-Magic-Users, Dwarves are Fighters with extra abilities, and Halflings are Fighter-Thieves.  Please note that the character classes as used in my game are different than the ones in the rulebook.

STEP 3

Roll 3d8, multiply this number by 10 to determine the amount of gold you start with to purchase weapons, armor, and equipment. 

OR just select one of the Starter Packs.

Now that you have equipment, determine your Armor Class, and the Damage you can inflict.

STEP 4

Develop some of the traits of your character.  Answer these questions to help flesh out the psychology and motivations of your character.  I have a short series of questions (and possible answers you can choose from).  Find these questions here.

You may come up with a brief background for your character, but even if you choose not to, answering these questions should provide enough inspiration to work your character into the ongoing story.

STEP 5 

Superfluous physical information.  Roll or choose on various charts to determine your character's height, weight, and beginning age.

Find these charts here.