Monday, April 25, 2022

Character Class: Halfling

Halflings are a little more complicated than in the Labyrinth Lord book.  They still require a DEX and CON of 9 or higher; the prime requisites are still STR and DEX.  They still use a D6 for HP and cap out at 8th Level.  They CANNOT use 2-Handed weapons, but CAN wear any armor.


HALFLING SKILLS

Halflings were always sort of a cross between Fighters and Thieves, so we're going to use Bruce Heard's experimental Thief skills for Halflings.  Our Halflings have modified skills as per this chart:


FINGER WORK
This is an all-purpose roll for Picking Pockets, Picking Locks, and Disarming Traps.  

OTHER SKILLS
These should be self-explanatory.

HALFLINGS VS MAGIC

Halflings have a unique and special connection to the world.  Halflings NEVER wear shoes because they must feel a direct connection to the earth.  In fact, if a Halfling is standing directly in dirt, mud, or grassland they enjoy a +1 Bonus to all Savings Throws against Magic in any shape or form, including from spells, wands, staves, rods and (possibly) some artifacts.  This ability does NOT work in sand, on rock or stone, on brickwork, or on wooden planks.  A grassy forest floor will work, standing on a fallen tree will NOT.

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.

HALFLING STARTER PACK

Studded Leather Armor (AC 7)
1 One-Handed Weapon and
1 Ranged Weapon OR 1 Shield
Backpack
Wineskin
Tinderbox
Candles
Tools (Lockpicks, Crowbar, Skeleton Key, Rope, Grappling Hook)
2d6 Gold

Character Class: Elf

Elves start off just as they do in the Labyrinth Lord Book.  They can fight and cast Magic-User spells.  They can use any weapons and armor.  They use the Savings Throws from the Labyrinth Lord book, and they are still capped at Level 10 BUT we're going to use the Level Advancement from Bruce Heard's blog.  



PRIME REQUISITES

Elves must have a score of 13 or higher in BOTH Strength and Intelligence to receive +5% XP.  Elves must have a Strength of 13 or higher AND an Intelligence of 16 or higher to receive +10% XP.

ELF ABILITIES

Elves can see up to 60feet away with Infravision.

Elves can detect Secret Doors on a 1-2 on 1d6.

If their downtime is spent resting in a forest, an Elf can regain 2 HP per day instead of just 1.

At every level where their Savings Throws improve, an Elf gains a +1 on any attack with a bow (long or short).

Elves, being magical in nature, can cast Magic-User spells, but do not require Spellbooks like humans do.

ELF DRAWBACKS

Each Elfclan has a magical artifact called the Tree of Life.  This is a living tree.  Each member of the clan has a special amulet with a clipping from the Tree of Life.  So long as the Tree lives, the clipping is also alive and vibrant.  This is the source of their mystical connection to nature and magic.

If their Tree of Life Amulet is lost or damaged, the Elf begins to suffer from the loss of this connection.  They must return to their clan's Tree of Life and receive a replacement.  This must be done in the number of days = to the Elf's Constitution score.  

Day 1-7=The Elf suffers from fatigue and has a -1 to ALL attack and damage rolls.

Day 8-14=The Elf now suffers a -2 to ALL attack and damage rolls, AND a -1 to ALL Saving Throws.

Day 15-on=The Elf now suffers a -3 to ALL attack and damage rolls, AND a -2 to ALL Saving Throws.

If the Elf fails to return to their clan before the window closes, the Elf then becomes an NPC and suffers a fate worse than death.

The Tree of Life Amulet is, of course, magical itself.  It has an AC2 and can only be harmed by Magic and Magical Weapons.

COMBAT ABILITIES

These are availalbe from Level 1.

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.

SPELLCASTING

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

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

When an Elf 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.  Elves who cast a spell must roll 1d20 to see if the spell is cast successfully.  

An Elf can cast a Spell of his/her own level by rolling 15 or higher.  So, a First Level Elf 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?  Magic is strange and wild, ebbing and flowing across the lands like ocean waves.  Some speculate it is some sort of living essence and may have a will of its own.  Perhaps it is simply manipulated by fickle and petty Gods.  However you feel about it, Magic is the Force that Mortals Were Not Meant To Know and Elves are basically playing with plutonium.

If an Elf rolls a 1, they must roll on the Magical Failure Chart below.

Suppose that same First Level Elf 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 Elf attempting to cast it, requires a higher target number.

The First Level Elf 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 Elf 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 Intelligence 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 Elf with the 17 Intelligence.  This Elf wants to cast a First Level Spell.  The Elf rolls a d20, gets a 13, then adds his +2 Intelligence Bonus for a total of 15, which means a success!

Use this handy chart:


MAGICAL FAILURE CHART

(IF CASTING ROLL IS SPELL LEVEL OR LESS, ROLL 1D20 FOR EXTENT OF FAILURE)

01-Spell explodes-1d6/per intended spell level to all creatures within 10’ per caster level (Save Vs Magic for ½ Dam)

02-Caster polymorphed into a 1=toad, 2=slug, 3=dung beetle, 4=hermit crab

03-Caster takes 1d6 Dam/spell level (Save Vs Magic for ½ Dam)

04-All nearby non-magical metal melts—INCLUDING GOLD!

05-Random Weird Shit

06-Orb of Darkness engulfs Party & lasts 1 Turn per Caster Level

07-Orb of Darkness engulfs Party & lasts 1 Round per Caster Level

08-Bizarre Gravity- EVEN=Heavy (Move 1/2ed & Dam x2), ODD= Light (Move x2 & Dam 1/2ed) area 10ft/Spell Level

09-Caster emits Blinding Light, Blindness last 1 Turn/Caster Level

10- Caster emits Blinding Light, Blindness last 1 Round/Caster Level

11-Spell is weak; ½ Dam/Effect

12-Spell is strong. Dam/Effect x2

13-Right Spell, wrong target (pick random target)

14-Wrong spell-all Enemies within 10’/Caster Level gain 1HP/Caster Level

15-Local Earthquake-all creatures within 10’/Caster Level suffer 1d8 Dam from falling rocks

16-Caster Stunned for 1 Round/Spell Level—CON check (2d12) to resist

17-Spell hits Caster’s nearest Ally

18-Spell hits Caster instead of intended target

19-Caster is weak, -4 to STR for 1 Round/Spell Level—STR check (2d12) to resist

20-Different Random Spell is cast

 

SPELLBOOKS/LEARNING SPELLS

Elves do NOT have to copy their spells into a Spellbook to use them.  However, they should keep a list of Spells that they know.  

To learn a new spell, an Elf must study from a Scroll or a Spellbook.  The Elf must study 1 Day/Spell Level, then roll d100 according to their Intelligence.  If the Elf is the same level as the Spell being learned, use the % on the chart below.  If the Elf is higher level than the Spell, add 10% for every level difference.  If the Elf is lower level than the Spell, subtract 10% for every level difference.

Example:  A4th Level Elf with a 16 Intelligence wants to learn 3 spells from a Spellbook:  a 2nd Level Spell, a 4th Level Spell, and a 6th Level Spell.  

To Learn the 4th Level Spell, the Elf must spend 4 days studying it, then roll 65 or less on d100.  

To learn the 2nd Level Spell, the Elf only needs to spend 2 days studying but must roll an 85 or less on d100.

To learn the 6th Level Spell, the Elf must spend 6 days studying it and roll a 45 or less on d100. 

Whether the Elf succeeds or fails, once this attempt is finished, the formula for the spell vanishes from the Scroll, having been "absorbed" by the Elf.  The Spell remains in a Spellbook.

If the Elf fails, the spell still vanishes from a Scroll and cannot be used by anyone else; while the spell in a Spellbook seems to "turn invisible" and can never again be seen by that Elf.  The Elf must find another written copy of the spell to try again.

Certain magical spell or effects (like an Amnesia spell for instance) CAN erase a spell from an Elf's mind, requiring them to re-learn the spell.




REPLENISHING SPELL POINTS

Spell Points are renewed with a good night's rest (approx. 8 hours).  

ELF STARTER PACK

Leather Armor (AC 12)
1 Two-Handed Weapon and 1 Ranged Weapon
OR
1 One-Handed Weapon and 
1 Ranged Weapon OR 1 Shield (+1 to AC)
Backpack
Wineskin
Tinderbox
Lantern & Oil
Tools (parchment, ink, quill)
3d6 Gold

Character Class: Dwarf

Dwarves start off just as they are described in the Labyrinth Lord book.  Their Prime Requisite is Strength and require a Constitution of 9 or higher.  They cannot use two-handed weapons, but otherwise can use any other weapons or armor.  They use the Savings Throws as listed in Labyrinth Lord and/or Rules Cyclopedia, BUT they use the Level Progression XP chart from the Rules Cyclopedia!





DWARF ABILITIES 

A Dwarf has Infravision up to 60feet.  

A Dwarf can detect a Mechanical Trap, Sloping Corridor, False Walls, or New Constructions on a roll of 1-2 on 1d6.

A Dwarf can "smell gold".  They can detect a large deposit of gold or gems up to 100feet away.  A single gold coin can be smelled up to 40feet away.  If the Dwarf and his party members are carrying 50gp or more, this confuses the Dwarf's sensing ability.  They can point the right direction on a 1-5 on 1D10.  For every addition 50gp carried by the Dwarf and his/her party, this lowers the chance of detection by 1.

For example:  Dwarf has 50gp=1-5 on D10 to detect treasure.  Dwarf has 100gp=1-4 on D10 to detect treasure.  Dwarf has 150gp=1-3 on D10 to detect treasure.  Dwarf has 200gp=1-2 on D10 to detect treasure.  Dwarf has 250gp or more, treasure can only be detected on a roll of 1.

IMPROVED SHIELD BASH

Due to their cultural fighting preference and their low center of gravity, all Dwarves start off with 1d3x2 Damage on their Shield Bash ability.  On a roll of 19-20 any Man-sized creature or smaller is knocked to the ground and loses 1 combat round in climbing to its feet.  

COMBAT ABILITIES

All Dwarves start with these abilities at Level 1.

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.

*Please note this is the only instance that a Dwarf can use a Pole Arm without penalty.  Due to their short stature, Dwarves normally use Pole Arms with a -5 Penalty to Attack and Damage.

DWARF STARTER PACK

Scale Mail (AC 13)
1 One-Handed Weapon
1 Ranged Weapon 
OR
1 Shield (+1 to AC)
Backpack
Wineskin
Tinderbox
Torches x3
Tools (oil, whetstone, hammer)
3d6 Gold

Character Class: Thief

Thieves start off just as they are described in the Labyrinth Lord book.  They are Human and their Prime Requisite is Dexterity.  They use a D4 to determine HP and use the Saving Throw chart for Thieves as it appears in Labyrinth Lord or the Rules Cyclopedia.  Use the Level Advancement chart from the Rules Cyclopedia.  They can wear anything up to leather armor, cannot use shields, and can use any weapon.  





Thieves have a wide array of skills, but we are going to use an improved ability list from Bruce Heard's blog.  Thieves MUST have a set of Thieves' Tools or they CANNOT Pick Locks, or Remove Traps.

There is a Beginner's Luck rule:  if a 1st Level Thief attempts a skill and rolls a 91 or higher they may reroll ONCE.  A 2nd Level Thief may reroll a 96 or higher.  A 3rd Level Thief may only reroll a 00.  From 4th Level on, there are no more rerolls.

LOCAL CONTACTS

In his/her hometown, a Thief has a network of informants and fences.  This network will aid the Thief in learning sensitive information, like town guard shifts or merchant shipments.  This group can help the Thief obtain Poisons, Drugs, specialized equipment and other illegal items.  

To accomplish this, the Player will roll a target number or higher on a 1d20.  The Thief character will receive a +1 Bonus to this roll every time the character reaches a level where the Savings Throws change.

Also, this network will increase the money paid by merchants for stolen property and/or recovered artifacts.  These favors will almost certainly cost a small price or a small percentage of the artifact's selling price. The Thief can improve the money up to 25% by rolling a 1d10 (1-2=+5%, 3-4=+10%, 5-6=+15%, 7-8=+20%, 9-10=+25%) and adding it to the currently offered price.

THIEVES' GUILDS

Thieves may want to join a Thieves' Guild.  This is a gang that can do the work of a Thief's Local Contacts, but usually on a bigger scale.  Some may allow a Thief to ask to join their ranks, others will only accept carefully chosen recruits (rarely before they reach 3rd Level).  A Guild demands loyalty, and a cut from all jobs performed by a Guild Thief.  However, they can be called on for help and will hide a fellow Thief from authorities.

A Thief does NOT have to join a Guild, but some Guilds do NOT like independents operating on their turf.     

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.


THIEF STARTER PACK

Leather Armor (AC 11)
1 Hand Weapon and
1 Shield (+1 to AC) 
OR
1 Ranged Weapon
Backpack
Wineskin
Tinderbox
Candles
Tools (Lockpicks, Crowbar, Skeleton Key, Rope, Grappling Hook)
1d6 Gold


Thursday, April 21, 2022

Character Class: Magic-User

Magic-Users (Wizards) start off just as they are described in the Labyrinth Lord book.  They are Human and their Prime Requisite is Intelligence.  They cannot wear any armor and the only weapons they can use are daggers, slings, darts and staffs.  They can cast spells beginning at Level One, but they cast spells by using their pool of Magic Points.  They use the Savings Throws as listed in Labyrinth Lord, BUT they use the Level Progression XP chart from the Rules Cyclopedia!





Magic-Users can cast spells, of course.  They also have a chance of knowing esoteric bits of knowledge due to their diligent studies.  In addition to this, they can create scrolls, but these are expensive to make and require long periods of time to craft.  

SPELLBOOKS

All Magic-Users MUST have a spellbook containing all the spells that they know.  They do NOT have to study every day, but it is assumed that they look over their notes at least twice a month in an attempt to avoid catastrophic spell failures (see below).

Magic-Users start with READ MAGIC, 2 1st level spells and 1 2nd level spell + Int Bonus.  Example:  Wizard has +3 Intelligence bonus, can start with 3 extra 1st level spells OR 1 1st and 1 2nd level spell OR 1 3rd level spell.

If a Magic-User loses his Spellbook, he then suffers a -4 penalty to ALL spell casting until it is replaced.  Also, the Magic-User cannot scribe spell scrolls (see below).

A Magic-User can rewrite his Spellbook from memory.  The Magic-User has a window of time to begin this process before he starts to forget fine details of his magical formulae.  The Magic-User's Intelligence  score is equal to the number of days in which he must begin this process.

So, a Magic-User with a 15 Intelligence must begin rewriting his spellbook in 15 days, or there is a chance of learning contaminated formulae.

To successfully rewrite spells of the Magic-User's Level or below, roll your Intelligence or lower on 1d20.  

To successfully rewrite spells of a level higher than the Magic-User's Level, roll your Intelligence or lower on 2d12. 

Success means that you have successfully remembered and transcribed all the formulas related to that spell and may continue to cast it with no extra penalties.

Failure means that you have made some small but vital errors, and all castings of the spell are performed at a -8. 

ADDING SPELLS TO A SPELLBOOK

A Magic-User can copy new spells into his Spellbook, new pages magically appear as needed.  Spells can be copied from other Wizards' spellbooks or from scrolls.  Either source requires a Read Magic Spell.  

To copy a new spell into a Spellbook, a Magic-User must copy it from a Scroll or a Spellbook.  To properly copy the complex formulae and charts, the Magic-User must spend 1 Day/Spell Level, then roll d100 according to their Intelligence.  If the Magic-User is the same level as the Spell being learned, use the % on the chart below.  If the Magic-User is higher level than the Spell, add 10% for every level difference.  If the Magic-User is lower level than the Spell, subtract 10% for every level difference.

Example:  A 4th Level Magic-User with a 16 Intelligence wants to copy 3 spells from a Spellbook:  a 2nd Level Spell, a 4th Level Spell, and a 6th Level Spell.  

To Learn the 4th Level Spell, the Magic-User must spend 4 days copying it, then roll 65 or less on d100.  

To learn the 2nd Level Spell, the Magic-User only needs to spend 2 days copying but must roll an 85 or less on d100.

To learn the 6th Level Spell, the Magic-User must spend 6 days copying it and roll a 45 or less on d100. 

Whether the Magic-User succeeds or fails, once this attempt is finished, the formula for the spell vanishes from the Scroll, having been "absorbed" by the new Spellbook.

If the Magic-User fails, the spell still vanishes from the Scroll and cannot be used by anyone else, but the writing remains in a Spellbook, though the Magic-User can never use this formula.  The Magic-User must find another written copy of the spell to try again.



SPELLCASTING

Magic-Users have a pool of Spell Points.  To begin, they have 1 Spell Point for being Level 1, plus 1 Spell Point equal to their Intelligence Bonus.  

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

When a Magic-User 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.  Magic-Users who cast a spell must roll 1d20 to see if the spell is cast successfully.  

A Magic-User can cast a Spell of his/her own level by rolling 15 or higher.  So, a First Level Magic-User 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?  Magic is strange and wild, ebbing and flowing across the lands like ocean waves.  Some speculate it is some sort of living essence and may have a will of its own.  Perhaps it is simply manipulated by fickle and petty Gods.  However you feel about it, Magic is the Force that Mortals Were Not Meant To Know and Magic-Users are basically playing with plutonium.

If a Magic-User rolls a 1, they must roll on the Magical Failure Chart below.

Suppose that same First Level Magic-User 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 Magic-User attempting to cast it, requires a higher target number.

The First Level Magic-User 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 Magic-User 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 Intelligence 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 Magic-User with the 17 Intelligence.  This Magic-User wants to cast a First Level Spell.  The Magic-User rolls a d20, gets a 13, then adds his +2 Intelligence Bonus for a total of 15, which means a success!

Use this handy chart:


REPLENISHING SPELL POINTS

Spell Points are renewed with a good night's rest (approx. 8 hours).  

MAGICAL FAILURE CHART

(IF CASTING ROLL IS SPELL LEVEL OR LESS, ROLL 1D20 FOR EXTENT OF FAILURE)

01-Spell explodes-1d6/per intended spell level to all creatures within 10’ per caster level

            (Save Vs Magic for ½ Dam)

02-Caster polymorphed into a 1=toad, 2=slug, 3=dung beetle, 4=hermit crab

03-Caster takes 1d6 Dam/spell level (Save Vs Magic for ½ Dam)

04-All nearby non-magical metal melts—INCLUDING GOLD!

05-Random Weird Shit

06-Orb of Darkness engulfs Party & lasts 1 Turn per Caster Level

07-Orb of Darkness engulfs Party & lasts 1 Round per Caster Level

08-Bizarre Gravity- EVEN=Heavy (Move 1/2ed & Dam x2), ODD= Light (Move x2 & Dam 1/2ed) area 10ft/Spell Level

09-Caster emits Blinding Light, Blindness last 1 Turn/Caster Level

10- Caster emits Blinding Light, Blindness last 1 Round/Caster Level

11-Spell is weak; ½ Dam/Effect

12-Spell is strong. Dam/Effect x2

13-Right Spell, wrong target (pick random target)

14-Wrong spell-all Enemies within 10’/Caster Level gain 1HP/Caster Level

15-Local Earthquake-all creatures within 10’/Caster Level suffer 1d8 Dam from falling rocks

16-Caster Stunned for 1 Round/Spell Level—CON check (2d12) to resist

17-Spell hits Caster’s nearest Ally

18-Spell hits Caster instead of intended target

19-Caster is weak, -4 to STR for 1 Round/Spell Level—STR check (2d12) to resist

20-Different Random Spell is cast

 

#Roll your Ability Score or lower on 2d12

ARCANE KNOWLEDGE

A Magic-User can try to determine the magical nature of Magical Architecture (Doorways, Pillars, etc); or guess how to use Arcane Machinery or Infernal Devices (things too large to plunder).  This can also be used to Identify Magical Rites/Rituals or possibly identify Magical Monsters.

To do this, the Magic-User must roll their Intelligence score or Lower on 2d12.

SCROLL SCRIBING

A Magic-User can write scrolls from the magic spells in their spellbook.  If their spellbook is lost, they CANNOT scribe scrolls until it is replaced.  This costs 500gp (in materials) AND 1 week of in-game time AND the daily spell points it would cost to cast the spell per spell level.

So, to compose a scroll with one 1st level spell would take 1 week, 1 spell point and 500gp.  To compose a scroll with 2 1st level spells would take 2 weeks, 2 spell points and 1000gp.  A scroll with 1 1st level spell, 1 2nd level spell would cost 3 weeks, 3 spell points and 1,500 gp.  

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.

MAGIC-USER STARTER PACK

Clothing (AC 10)
Spellbook
1 Staff OR
1 Dagger
Backpack
Wineskin
Tinderbox
Lantern & Oil
Tools (parchment, ink, quill)
3d6 Gold

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