Total Pageviews

Wednesday, October 28, 2020

Revised LotFP OSR Spells: First Level

The spells listed below are the first level magic-user spells from the Lamentations of the Flame Princess core rule book but they have been reworked, and modified. Let me know what you think of them. The original LotFP spell names are listed in parentheses after the new spell names that I have provided.

*Updated on July 20th 2021*

 

First Level Elf and Magic-User Spells

1. Arachnid Sacrifice (Spider Climb)

2. Arcane Vivisection (Magic Missile)

3. Bind with Corpse Hair (Mending)

4. Breath of a Slain God (Light)

5. Caress of Chaos (Detect Magic)

6. Coagulated Wings (Feather Fall)

7. Devouring the Walls of Self (Charm Person) 

8. Directed Hallucination (Magic Aura)

*Dispromulgate the Orderly Mind (*Read Magic)

9. Drink Knowledge from the Damned (Identify)

10. Emaciated Floating Corpse (Floating Disc)

11. Guttural Ear Worms* (Comprehend Languages*)

12. Infernal Hands (Hold Portal)

13. Restless Spirit Servant (Unseen Servant)

14. Screaming Libris (Bookspeak)

15. Shatter the Seals of Order (Summon)

16. Spirit Scapegoat (Shield)

17. Torn Flesh & Expanded Bone* (Enlarge*) 

18. Unconscious Nightmares (Sleep)

19. Undulating Corpusant Skin (Faerie Fire)

20. Voices of the Mind (Message)


Arachnid Sacrifice (Spider Climb)

Magic-User Level 1 

Duration: 1 Round +1 Round/level 

Range: Touch 

Optional Requirement: Devour a living spider.

The subject can climb and travel on vertical surfaces or even traverse ceilings as a spider does. The affected creature must have its hands and feet free to climb in this manner. Any objects weighing less than 5 pounds cling to the spell recipient’s hands and feet. This spell can be used on another being (touch required) with no saving throw.


Arcane Vivisection (Magic Missile) 

Magic-User Level 1

Duration: Instantaneous

Range: 60'+10'/level

Optional Requirement: Hold a dagger in your off-hand that has killed a living creature.

A blade of magical energy shoots forth from the caster’s fingertip and wickedly slashes the flesh of its victim, dealing damage equal to 1d4 per level of the caster (so a second level Magic-User deals 2d4 points of damage). The sharp blade strikes unerringly, even if the target is in mêlée combat or has less than total cover or total concealment. Specific parts of a creature cannot be singled out.

The caster can throw the full force of the blade at a single target, but if the caster is 2nd level or higher, he can choose to divide the dice of damage between targets as he wishes (creating multiple blades). Dice must be assigned to targets before any damage is rolled, and targets of these divided dice are allowed a saving throw versus Magic, with success meaning that the target takes half damage. Each Magic-User’s magical blade is unique in appearance and always looks the same.


Bind with Corpse Hair (Mending)

Magic-User Level 1

Duration: Instantaneous

Range: 60'

Optional Requirement: Caster must be wearing a necklace or bracelet made from corpse hair. 

This spell repairs small breaks or tears in objects by summoning corpse hair from the nearest cemetery. It will "fix" broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be almost as strong as new. A hole in a leather sack or a wine-skin is completely filled with corpse hair. The spell cannot repair magic items, nor does it affect creatures.


Breath of a Slain God (Light)

Magic-User Level 1

Duration: 3 Turns/caster level

Range: 0

Optional Requirement: Hold a stolen relic or object from a church or temple.

This spell illuminates the breath of the caster and creates a light source equivalent to that of a torch. The caster has no control over the light, but can end the spell if he so wishes. If cast on a person who does not wish to be the target of the spell, that person is allowed a saving throw versus Magic; success means that the spell fizzles.

The light caused by the spell emits no heat, nor can it be extinguished by water or high winds.

The reverse of this spell causes the breath of the caster to emit magical darkness; even creatures able to see in the dark are blind near the caster.


CARESS OF CHAOS (DETECT MAGIC)

Magic-User Level 1

Duration: Instantaneous

Range: 30' radius

Optional Requirement: Drawing a magic circle in chalk and spilling blood upon it.

This spell allows the caster to feel if anything within a 30' radius (or on his person) is in any way magical. Their skin crawls, tingles, or feels like some being from beyond the confines of the world is running their finger across their skin. They have a rough guess as to where the sources of these magical emanations are coming from to a 5' square area. This includes magical creatures, magical items, or any creature or object under the effect of an ongoing spell. Spellcasters such as Magic-Users and Elves do not detect as magic with this spell, but anyone that is under the effects of an active spell does. The spell does not identify the nature of the magic, only that magic is present.


COAGULATED WINGS (FEATHER FALL)

Magic-User Level 1

Duration: See Below

Range: 10' / level

Optional Requirement: Caster has to bite his own tongue and then spit blood in the air above them.

The affected creatures grow magical wings made from crusty blood and fall slowly. This spell instantly changes the rate at which the targets fall to about 5' per Round, and the subjects take no damage upon landing while the spell is in effect. The spell ends in 1 day or when the caster reaches somewhere to land whichever cones first. 

The spell can affect one or more creatures, including gear and carried objects up to each creature’s maximum encumbrance. The maximum weight of 200 pounds + 200 pounds per level can be affected, such that a 1st level Magic-User can affect 400 pounds. 

The spell can be cast to save the caster or another creature if he unexpectedly falls, but Initiative, if appropriate, must be on the side of the caster. The spell can be cast on creatures but is ineffective against creatures firmly on the ground or flying. No saving throw is permitted.


Directed Hallucination (Magic Aura)

Magic-User Level 1

Duration: Permanent

Range: Touch

Optional Requirement: Hold a part of a magical creature in your hand.

This spell weaves false strands of Chaos around an object, giving the item an aura that causes it to register as a magical item to Detect spells (and spells with similar capabilities). If the object bearing this enchantment is physically examined (touched), the examiner recognizes that the aura is false if he succeeds in a saving throw versus Magic. Otherwise, he believes the aura, but no amount of testing reveals what the true magic is.

The reverse of this spell, cast on a legitimate magical item, bends mundane reality around the object, hiding its true magical nature. A Magic-User casting Detect Magic spells and actually handling the item is permitted a saving throw versus Magic to see the magical aura of the item.


*Dispromulgate the Orderly Mind (*Read Magic)

Magic-User Level 1

Duration: Instantaneous

Range: 0

Optional Requirement: Walk without rhythm in a circle.

By means of this spell, the caster can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This does not normally invoke the magic contained in the writing, although it can do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, he thereafter is able to read that particular writing without needing to cast this spell again. All spellbooks are written such that only the Elf or Magic-User who owns the book can decipher it without the use of this spell. Each casting of the spell allows the reading of 1d4 items.

If a character loses access to this spell (a spellbook is stolen or destroyed, for instance), the character must research the spell as if it was unknown to him and then written up in a new spellbook.

 

DEVOURING THE WALLS OF SELF (CHARM PERSON)

Magic-User Level 1

Duration: See Below

Range: 120'

Optional Requirement: Devouring a few strands of hair, drinking blood, or eating flesh of the spell's target. When the spell ends the caster will vomit out what was ingested.

This spell makes a single subject utterly enamored with the caster and desperate to
please him if the saving throw versus Magic is failed. This is not mind control, as the subject retains his personality and controls how he acts but for his utter fascination with the caster. The caster must articulate his desires if he expects the subject to fulfill them. 

Any request which is not against the subject’s interests or personality will be followed. Any request which is against the subject’s interests or personality triggers a saving throw to refuse the request. If the saving throw is successful, the request will be refused, but this will not break the spell. If as part of a request, the caster promises the subject something that the subject is normally inclined to want, then this saving throw is not necessary, and the subject will comply.

This spell works on all humans and human-like creatures (except Elves); other (non player character class) humanoids are not affected if they have more than four Hit Dice. Abuse or neglect of the subject will trigger another saving throw to negate the Charm, and murderous violence towards the subject also triggers a save, but with a +5 bonus to the roll. The subject, if intelligent, will realize that he has been victim to mesmerism, and retain full memory of his actions while under the spell after the spell ends.

 

DRINK KNOWLEDGE FROM THE DAMNED (IDENTIFY)

Magic-User Level 1

Duration: Instantaneous

Range: Touch

Optional Requirement: Drinking an alcoholic herbal mixture from a skull dug up from a cemetery.

This spell allows the Magic-User to discern the magical properties of an item. The spell requires one uninterrupted day meditating in a cemetery to cast. At the end of the day, the Magic-User will have successfully determined one magical property of an item. The character will not know if there are additional properties unless he casts Identify again and another magical property of the item is determined. He will only know all of the magical properties of an item when he casts the spell and no new property is identified; both the “wasted” day and the “wasted” casting of Identify confirming that the item has no further properties. Note that a cursed item will not be identified as cursed, but as the item it pretends to be. This spell does not reveal command words.

 

EMACIATED FLOATING CORPSE (FLOATING DISK)

Magic-User Level 1

Duration: 6 Turns

Range: 20'

Optional Requirement: A bone from a cemetery grave that needs to be broken/destroyed.

The caster summons the decrepit body of a corpse that has died within a number of years equal to the caster's level. The corpse floats and follows the magic-user about and carries a heavy load for him. The corpse can lie flat or use its limbs to hold things. It can hold 500 pounds. The corpse floats approximately 3 feet above the ground at all times. It floats along within spell range and will accompany the caster with an equal movement rate. If not otherwise directed, it maintains a constant interval of 6' between itself and the caster, and will follow the caster without prompting to maintain a minimum of 6' distance. When the corpse winks out at the end of the spell’s duration, whatever it was supporting or holding falls to the surface beneath it. 


GUTTURAL EAR WORMS* (COMPREHEND LANGUAGES*)

Magic-User Level 1

Duration: 1 Turn/level

Range: 0

Optional Requirement: Devour a regular earth worm covered in blood.

The caster can understand the spoken words of creatures or read otherwise incomprehensible written messages by summoning extraplanar worms directly into his ear canals to translate for him. The creature or the writing must be touched by the caster before the worms can deliver any translation. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster to understand or read an unknown language, not write it. It is up to the referee if the player character can repeat the words uttered in his ear correctly or not.

Rupture Guttural Ear Worms, the opposite of this spell, dispels the effects of Guttural Ear Worms, or can be used to make spoken or written language incomprehensible. 

 

INFERNAL HANDS (HOLD PORTAL)

Magic-User Level 1

Duration: 2d6 Turns

Range: 10'

Optional Requirement: Break a finger on a recently severed hand.

This spell summons extraplanar hands from some Hellish plane of existence to magically hold shut a door, gate, window, or shutter of wood, metal, or stone. The hands affect the portal just as if it were securely closed and normally locked. A Knock spell or a successful Dispel Magic spell can negate this spell.


Restless Spirit Servant (Unseen Servant)

Magic-User Level 1

Duration: 6 Turns +1 Turn/level

Range: 0

Optional Requirement: Call upon the full name of a person whom you have killed.

An Restless Spirit Servant is an invisible, mindless, shapeless spectral entity that performs simple tasks at the caster’s command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can open only normal doors, drawers, lids, and the like. It can lift 20 pounds or drag 40 pounds. The Servant cannot attack in any way, and it cannot be killed a second time.


SCREAMING LIBRIS (BOOKSPEAK)

Magic-User Level 1

Duration: 1 Round/level

Range: Touch

Optional Requirement: Drip blood on the book's cover.

When the subject of this spell touches a book, it violently animates, forming a quivering mouth around the edge where the paper shows. The subject can ask the book one question per Round, and if the information is contained within the book, it will answer by screaming the words in a guttural voice. If anyone else approaches or asks questions the book instead growls, snaps, and will attack them for one Round. It has a +2 bonus to bite and deals 1D4 damage. Intelligent books can save to resist the spell (as a Magic-User of a level equal to the author). Magical books do not impart their effect when they answer and if they attack they deal 1D6 damage. The spell is a shortcut to actually reading a book, and it will not give more information than a careful reading would. 


Shatter the Seals of Order (Summon)

(Use the Summon LotFP spell with no changes).


Spirit Scapegoat (Shield)

Magic-User Level 1

Duration: 2 Turns

Range: 0

Optional Requirement: Call upon a name of someone you know has died or who is likely being eternally punished.

Magic-Users summon shades from a tormented underworld which will protect the caster from many attacks which would otherwise harm him. Against missile attacks, the spell grants the caster AC19, and an effective AC17 for all other attacks. Even if an attack hits, it does one less point of damage than it otherwise would have. This spell completely blocks the effects of Arcane Vivisection (Magic Missile). Once the spell ends the shade is completely destroyed, never to return to its torment below.


TORN FLESH & EXPANDED BONE (ENLARGE)

Magic-User Level 1

Duration: 1 Turn/level

Range: 5'/level

Optional Requirement: The caster gargles a cup of blood.

The forces of magic do not recognize the relationships of size and distance between things; it is the limitations of the mind’s ability to master magic that results in strictures such as “spell range,” but sometimes the infinite nature of magic can be applied to material objects. This spell causes instant painful (1D4 damage) growth (and corresponding increase in weight and damage done) of a single object or creature that is in visible range. This increase changes a creature’s size by 20% per caster level, up to three times the original size of the creature. The effectiveness of this spell is half of this on non-living objects, which are only enlarged 10% per level and to a maximum of double the original size of the object. The caster can affect a 10' cube of living matter per level.

Magical item properties are not affected by this spell. For instance, a wand will have the same function even though it is increased to the size of a staff, and potion dosages are not increased, though they may take longer to drink. A person enlarged will have a strength appropriate to his size (as an ogre or a giant, for example) with corresponding strength adjustments.

The damage done by an enlarged character during mêlée is increased by the same percentage as his size.

The reverse of this spell, can creatures in size by the same proportions as Enlarge. These spells cancel each other out. For either version of the spell a saving throw versus Magic is allowed to negate the effect. This save can be forfeited if the recipient desires. This reversed version also deals 1D4 damage to the target.


Unconscious Nightmares (Sleep)

Magic-User Level 1

Duration: d4 Turns

Range: 30' + 10'/level

Optional Requirement: By casting this spell you doom yourself to experiencing fragments of the same nightmares the targets of this spell had.

This spell causes a deep magical slumber to come upon creatures with 4+1 or fewer Hit Dice. The caster can only affect 1 creature if it has 4+1 or more Hit Dice, but the spell will otherwise affect creatures totaling no more than 2d8 Hit Dice. Calculate monsters with less than 1 Hit Die as having 1 Hit Die, and monsters with a bonus to their Hit Dice as having the flat amount. For example, a 3+2 Hit Die monster would be calculated as having 3 Hit Dice. Excess Hit Dice that are not sufficient to affect a creature are wasted. Creatures with the fewest Hit Dice are affected first. The creatures affected by this spell will wander through Hellish dreamscapes, reliving their worst fears. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect undead, constructs, or other magical or unnatural creatures (such as Elves).

 

UNDULATING CORPUSANT SKIN (FAERIE FIRE)  

Magic-User Level 1

Duration: 2 Rounds/level

Range: 80'

Optional Requirement: A fistful of dust collected from a shrine to St. Elmo (or similar saint/deity) must be tossed in the air.

A pale electric glow begins to be emitted by the target's skin, making them hypervisible. This shed light makes them visible in darkness at a distance of 80', or half this if the creatures are near a light source. The Magic-User can affect creatures within a 40' radius, and may affect up to one human-sized creature per caster level. The spell's light can be any color according to the Magic-User’s choice at the time of casting. The electric glow does not cause any harm to the objects or creatures thus outlined, but it is similar to the effects of static electricity. However, their greater visibility grants attackers a +2 bonus to hit them while the spell is in effect.


Voices of the Mind (Message)

Magic-User Level 1

Duration: Instantaneous

Range: 60'+10'/level

Optional Requirement: You will hear echoes of unintelligible voices for 1 turn after this spell is cast.

This spell grants the caster the ability to whisper messages and receive whispered replies. The caster points his finger at a creature he wants to receive the message. The target must be in direct line of sight, with no barrier. The whispered message is audible only to the target. The creature that receives the message can whisper a reply that the caster can hear. The spell transmits sound, not meaning. It does not transcend language barriers. Unlike casting most spells, the gestures of this spell are subtle, and it is easy to conceal that the spell is being cast.


Here are some other blog posts about LotFP spells:

Friday, October 9, 2020

The Wayward Scrounger / Gutter Cook: a LotFP Class

THESE INDUSTRIOUS FOLK CAN FIND FOOD IN THE STRANGEST OF PLACES. Even in the depths of the earth, buried in a refuse pile, behind an old grave, or under a corpse... Wayward scroungers or "gutter cooks" have a knack of finding edible food that others would never eat. They know ancient techniques on how to prepare such normally disgusting food in ways that won't make their compatriots vomit violently. It might not taste like the soup at the local inn but it will keep the characters alive to see another day. They might WANT to die after eating these prepared meals however... 

These vagabonds rarely stay in any one place for long. Their wanderlust serves them well as adventurers for hire. They tend to take assignments that will introduce them to new places and bygone backwater towns few have ever heard of. They often collect new recipes and cooking techniques from new cultures in recipe books.


With the use of ancient lore passed down from parent to child gutter cooks have tricked herbs to grow right on their own skin in small patches. They begin play with 1D4 herb patches on their skin from the random table below. Each patch has 1D6 doses of herb that regrow in one week once harvested. They can grow one additional patch on their skin at each new character level (roll randomly for the type of herb that grows in the new patch).

Those who eat food that a Gutter Cook prepares have a +2 bonus to any saving throw rolled that day vs. anything they eat. The food they prepare is treated as if a Purify Food & Drink spell was cast on it. These improvisational cooks can also deal +1 extra damage per character level to all forms of fungi and plants with a successful attack. They get +1 to all dice rolls (attack, damage, etc.) when they are hunting or gathering/scrounging for food.

Wayward scroungers are at home in natural areas and start with a 2 in 6 chance to use Bushcraft. They can track creatures in the wilderness with a base 5 in 6 chance and in dungeon environments with a 3 in 6 chance. This chance is reduced by 1 for each day that has passed since the creature left its mark there. It is also reduced by one for each hour of rain since the creature passed that way in wilderness areas. Obvious trails left by bleeding creatures, herds of animals, or large groups of people should automatically be successful.

Thanks go to Dyson Logos for finding the public domain image that I used in this post.


LvlXPHPParPoisBrthDevMag BushcraftHerb
Patch
101D414141112122 in 6+1
21800+1D414141112122 in 6+1
33600+1D414141112123 in 6+1
47200+1D414141112123 in 6+1
514400+1D41212910103 in 6+1
628800+1D41212910103 in 6+1
757600+1D41212910104 in 6+1
8115200+1D41212910104 in 6+1
9230400+1D410107884 in 6+1
10345600+110107884 in 6+1
11449280+110107885 in 6+1
12561600+110107885 in 6+1
13673920+1883445 in 6+1
14786240+1883445 in 6+1
15898555+1883446 in 6+1
161010875+1883446 in 6+1
171123195+1662446 in 6+1
181235515+1662446 in 6+1
191347835+1662446 in 6+1
20+112320
/lvl
+1
/lvl
662446 in 6+1

1D20 Roll
Herbs
1
Verusktorild / She of the Crimson Eye – When you grind the stem into a powder it can be blown into the eyes of your target to daze and partially blind them for 1D2 rounds.
2
Lorenbannysy / Bloodroot Broth – If you mix a few drops of blood into the crushed roots of this plant it will produce heat for 1D6 hours equal to that of smoldering coals.
3
Enisghatora / Purple Limb – The leaves of this plant when chewed to a pulp are toxic. If this substance is smeared onto a blade and enters through a wound the area near the wound will swell drastically causing intense pain and then the affected flesh will turn a dark purple.
4
Serechtonalde / Garland's Berry – A creature that eats the fruit of this plant will not take any violent action unless they are attacked.
5
Ormagetasechight / Vurnon's Cauldron – If you mix the buds of this plant with sand it will produce a noxious substance that reeks horribly for 1D6 days.
6
Agetontiaundler / Spit of the Widow – Chewing and spitting the leaves of this plant in to the face of a dying thing will keep them from crossing over to the other side into death until natural or magical healing can be used on them.
7
Deltherdentonem / Pangs of the Dog – If you dehydrate the flower petals of this plant they can be ingested to get rid of hunger for 1D12 hours. If used for a week however the creature or person will no longer be able to digest food correctly and will start to die no matter how much food is ingested.
8
Rynhonbanunty / Milk of the Infant – Sucking out the milk from the stem and drinking it provides energy for staying awake for 1D4 days. After its effects wear off the person that drank it will fall into a deep coma that lasts 1D2 days.
9
Yerestenthkinon / Girnin's Giggling Root – Eating the roots of this plant will heal injuries (1D4 hit points plus 1 point of any stat damage). A side-effect of this herb is that the creature or person that ate it will giggle uncontrollably for 1D6 minutes.
10
Dynuskuntinga / He of the Still Form – If you grind the flower petals of this plant and mix it in a drink it will paralyze the person that drinks it for 1D6 minutes.
11
Undildgarserage / Eyes of the Sleeper – Someone that is in a deep slumber (natural or magical) that smells this pungent fruit will instantly awaken.
12
Ansayarhat / Cold's Demise – When the entire plant is sprinkled with the ground up leaves of the Yerestenthkinon plant (see above) it will produce a short-lived fire. The fumes are said to be beneficial for getting over minor sicknesses too.
13
Serackuskhon / Marlae's Bruise – A wrap made out of the entire plant will heal 1D10 hit points worth of damage that were caused by blunt weapons.
14
Achesselmaro / Bug Wall - If you lie these plants on the ground end to end around a campsite or around a dwelling all insects will not cross it.  It can also be used as a way to scare of larger more violent insects from attacking you, or to bind insectoid demons in a circle.
15
Tonelminaorusk / Bindings of the Martyr – Bleeding can be stopped by cutting a section of this plants' leaf and placing it over a wound caused by a slashing weapon (treat as a binded wound). If the patient engages in any fighting or athletic maneuvers before the injury is healed the wound will tear open again.
16
Bangharakiaril / Death of the Leech – If the juice of this plants' berries is slightly heated and imbibed it will reduce fevers and kill any parasites in or on the patient.
17
Nalechingnygar / Savage Mask – By tying all of the long tubers from one of these plants into your hair you can gain the trust of one animal. It is up to the referee's discretion as to what that animal does for you, or if they become a temporary ally.
18
Seringildageia / Orange Dream – If you place and hold the buds of this plant in your mouth you can spit out an orange substance. This substance produces hallucinogenic dreams if it is drizzled into someone's eyes.
19
Emechpolon / Hollistor's Pollen – If the pollen is painstakingly collected it can be sniffed to give the inhaler a burst of speed and an increase in movement (double movement for 1D6 rounds).
20
Issangeldir / Amalthea's Lizard Skin – If the entire large plant is ingested (roughly the same as a large meal) the creature or person that ate it will have their skin toughen much like scales or natural armor (+1 AC for 1D2 days).



Thanks go to Dyson Logos for posting the public domain image I used.

Friday, September 18, 2020

The Null Monk: A LotFP Class


NULL MONKS ARE THE BANE OF MAGIC. From birth they begin the slow process of covering every inch of their skin with anti-magic symbology. This ritual scarring and their elaborate tattoos helps to protect them from spells and to combat the everpresent use of arcane magic. Their visage can be a bit intimidating at first due to the marks on their face.


The Order of the Reposeful Void teaches their adherents to meditate several times throughout the day. They teach the concept of being in nature to observe it but to wall themselves off from its chaotic energies. Many of their thought exercises during meditation are about visualising energy absorbing stones being built into defensive walls. They also devote time contemplating that even magic will come to nought ere the end. They teach that magic will fade and join with the nothingness in the void. Entropy reigns.


Those who follow the Null Path have a resistance to magic that starts at 2% and increases at higher levels. This ability kicks in whenever a spell targets them. If the player rolls that percentage or less on D100 the spell fizzles out and has no effect. They also get a +2 saving throw bonus when touching cursed, intelligent, and/or malign magic items.


These monks can counter spells that are being cast a number of times per day based upon their level. If a spell is being cast and the Null Monk wants to counter it the caster of the spell then needs to make a saving throw vs. magic. If their saving throw fails the spell being cast instantly fizzles.


Null monks train with a variety of weapons and also learn how to use improvised weapons effectively (they ignore any negative modifiers to use such items). 

LevelXPHPParPoisBrthDevMagCntr Spl Mag Res
0*-1D6161616101000%
101D61414158812%
22100+1D614
14156614%
34200+1D61414156627%
48400+1D612121344210%
516800+1D612121344313%
633600+1D612121322317%
767200+1D61010922421%
8134400+1D61010922425%
9268800+1D61010922529%
10402000+1D688722534%
11534660+1D688722639%
12668325+1D688722644%
13801990+266522749%
14935655+266522754%
151069320+266522860%
16+89110 /lvl+244322+1+6%

Optional: Spells that are countered and fizzle could affect the nearby area in harmless ways as if the chaotic energies are converted into something else. The colors of things can change, it could rain pebbles, feathers, or blossoms, insects and worms could crawl from the earth and writhe, birds could begin chirping oddly, patterns could form from leaves on the ground, etc.

Optional: If a GM/referee thinks that the magic resistance percentages are too low or if they think the number of counterspells given is too low they should increase them.

Thanks go to the following people who helped tweak this class: Dianli Zhang, Hxppy Thxughts, John Rudd, Johnny Normal, John Rudd, Ian Borchardt, and Michael Moceri.

Art is public domain and the symbols were designed by me.





Thursday, September 17, 2020

Dwarven Sapper: Alternate Dwarf LotFP Class




THE DWARVEN PEOPLE STRUGGLE AGAINST THEIR ENEMIES WITH NO HOPE. They expect to die off before the end of the world due to their culture's gloomy prophecies. They continue to fight because it would seem strange for them to do otherwise. Stubbornly they refuse to quit. 

Dwarven sappers have often been the difference between defeat and victory on the battlefield. They bring outer city walls down, dig beneath defensive structures, set up earthen pit trap ambushes, and find secret ways into places that others could never find. 

Sappers often sign up with foreign armies, sell their skills as mercenaries, or aid risky subterranean adventures. They are often eccentric, quirky, and slightly odd as a general rule. They use normal Dwarf saving throw numbers except for Breath which uses the better Halfling numbers. They have 1D8 hit dice.

These dwarves sometimes get vertigo when they are above ground. When on the surface any time a natural 1 is rolled on a D20 they are affected by vertigo for 1D6 rounds and suffer a -2 penalty to all dice rolls. When beneath the ground ignore this flaw. 

Dwarven sappers start with the following 2 in 6 skills: Architecture, Climb, Search, and Tinker and they increase at higher levels. The can excavate at twice the normal rate (LotFP page 33). They often join causes to thwart their enemies. They recieve +1 to attack and damage rolls vs. one type of "enemy." They are also only surprised on 1 in 6 (due to their heightened paranoid senses).

Note: This class does NOT use the fighter special combat moves, recieves no Con modifier bonus, and gets no encumbrance advantage as per the normal Dwarf class.

LevelXPHPParPoisBrthDevMagDwarf Skills
0*-1D612101511142 in 6
101D8108139122 in 6
22200+1D8108109122 in 6
34400+1D8108109123 in 6
48800+1D88677103 in 6
517600+1D88677103 in 6
635200+1D88647104 in 6
770400+1D8644584 in 6
8140800+1D8642585 in 6
9281600+1D8642585 in 6
10422400+2422366 in 6
11563200+2422366 in 6
12+140800/lvl+2222246 in 6

*NPCs only, all Player Characters begin at Level 1.

Optional: Sappers can create simple black powder mining charges that are similar to the fire bomb information found in the LotFP firearms section. They are designed to deal damage to structures but they deal 2D8 damage to everything in a 15' radius (half damage with a successful Breath saving throw).

The art is public domain.


Friday, September 11, 2020

Alternate Halfling Class for LotFP

Here is my modified Halfling Class for Lamentations of the Flame Princess. It was originally designed for the Bahalt Bahalt setting but I tweaked it so that it can be more versatile.


HALFLING BLOOD IS HOLY. They have been hunted and enslaved as blood donors by the other races and species of the world due to the incredible healing properties their blood possesses. It is the main ingredient in almost every healing potion and cure that is known to the world. Sadistic blood farms are hidden away in remote locales to gather a crimson harvest.

Halflings (of the more adventurous variety) strike out at their oppressors and engage in a doomed stealth war to free their drained brethren that rot in unhealthy blood vats.

Due to the tyrannical practices of the other races and species Halflings live in fear and are prone to being secretive and hide away from others. They rightly fear the outside world, but those who face their phobias and overcome them often become adventurers. These individuals are often seen as being ornery, insane, or wildly quirky by their brethren.

Halflings are very quick and agile folk, and so add one to their Dexterity Modifier and receive a one point bonus to Armor Class when not surprised. They have an uncanny ability to be quiet and so begin with a 3 in 6 Stealth skill. As a result of their small size they cannot use large weapons, and must use medium weapons two-handed.

Due to their blood Halflings naturally heal twice as much as the regular daily rate for hit points and ability damage. They heal at these rates even when badly injured or unconscious. They can heal even while in dangerous environments such as dungeons where normally that is impossible.

LevelXPHPParPoisBrthDevMagStealth
0*-1D612101511143 in 6
101D6108139123 in 6
22000+1D686107103 in 6
34000+1D686107103 in 6
48000+1D6647584 in 6
516000+1D6647584 in 6
632000+1D6424364 in 6
764000+1D6424365 in 6
8128000+1D6222245 in 6
9256000+1D6222245 in 6
10+128000
/ lvl
+2**222246 in 6

*NPCs only, all Player Characters begin at Level 1
**Constitution modifiers no longer apply.

The art is public domain.

Friday, August 28, 2020

You Got a Job on the Garbage Barge! OSR Adventure


You Got a job on the Garbage Barge looks like OSR gold. I'll have to add it to my wishlist. I hope it is a bit like Metamorphosis Alpha but with more of a fantasy theme of course.


The idea of a massive slowly sinking barge / dungeon / thing is very evocative to me. I've been wanting to run a sci-fantasy X-Com style game for awhile with the main theme being Landlubbers vs. Aquatic Creatures.


So if you got some change jangling in your pocket check it out.


https://amandalee.itch.io/you-got-a-job-on-the-garbage-barge





Thursday, August 20, 2020

Skeleton Parasite / Possessed Flesh LotFP Class


WEAK-WILLED HOSTS ARE AN OPEN INVITATION TO US. Parasitic skeletons are said to have been created by a necromantic ritual gone awry. A small group of necromancers fell prey to their own devious machinations and their minds were trapped within spell-wrought bones. These bones thirsted for living hosts, and the trail of withered corpses from that need are littered through history in a meandering path of destruction.

The unfortunate hosts of these malign bones only last a short while (1D12 days) before their life energy is completely devoured and the enslaved flesh dies. The pale cracked parasite can only survive for 6 turns without a host before their lingering magical energy ceases to be and their bones crumble into a pile of dust; utterly destroyed.

If the unwitting host is in close range and fails a saving throw vs. paralyze the arcane-infested parasitic organism sinks in its bony fingers, grasps the spine, and then rips out the host's entire skeletal structure through the bleeding wound. The parasite then crawls in the bloody exit wound like it's a new set of clothes, before sealing up the injury. The whole process of "melding" with a host takes a full turn as the nervous system and other bodily connections join with the new skeleton. The horrendously scarred back of a host in the shape of shredded skin flaps are a tell-tell sign of bodily possession.

Parasitic bone structure can tear free of a used up host in one full round, but they can only do this if they have one hit point or more. If they are reduced to negative hit points they are trapped within the host and are destroyed along with the flesh if they are not healed before they get to -3 hit points. Those that witness a skeleton emerging this way are often traumatized.

Intelligent creatures can tell that they are "not quite right" with a roll of 2-in-6. Parasitic skeletons also have a -2 penalty to reaction rolls when they are in a host because of how unnatural they are.

In regards to healing, if your parasitic character is in a host they will heal normally but if the naked skeleton is out of a body then only the reverse of healing spells work on the bony creature. With a GM's permission damaged or broken bones can be replaced or repaired with new bones from victims the character has slain. Holy water hurts them because they are undead (even if they are wearing a living meat suit).

They can use all forms of armor, but weapons that they wield deal one dice-step less of damage. For example, a longsword would only deal 1D6 of damage instead of 1D8. The parasite has a difficult time manipulating the flesh puppet with it's spliced nerve connections. Their fists can be used as if they were a medium sized melee weapon and they deal 1D4 damage. 

Bludgeoning weapons deal full damage to them, but edged and sharp weapons deal only half damage. They are immune to sleep effects. Turn Undead affects the character as if they were an Undead of the same HD as their character level.

LevelXPHPParPoisBrthDevMag
0-1D6*1710171518
101D8*158161316
22800+1D8*156161316
35600+1D8*156161316
411200+1D8*134141114
522400+1D8*134141114
644800+1D8*132141114
789600+1D8*11210912
8179200+1D8*11210912
9358400+1D8*11210912
10537600+2*928710
11715000+2*928710
12893750+2*928710
13+ 180000
/lvl
+2*72658

*Constitution modifiers do not affect a parasitic skeleton's hit point total.

Thanks go to: Jeff Cape, Ignacio Bergkamp, and Shawn Urban for their feedback and suggestions on how to improve this class.

Saturday, August 15, 2020

Thousand Suns: My First Impressions (Grognardia, James Maliszewski)


Thousand Suns is a game about an immense galactic empire (or federation or republic) which is starting to possibly stagnate and crumble due to inner pressure and exterior threats. That's left up to the GM of course, but there is a tone of optimism throughout the text which is refreshing. The future can ideed be bright and ripe for the picking for those willing to risk it all by hurling themselves out into the void. 


Thousand Suns... it's 100% of your daily allowance of awesome sci-fi RPG goodness! It'sssss great. :D

You can pick up a PDF or physical copy here:
https://www.drivethrurpg.com/m/product/97661

The influence of Traveller is strongly felt, because it cites many of the same retro sci-fi space opera novels as its source material. As I read through it I was reminded of the Foundation books by Isaac Asimov as an example. Some of the early adventurous spacefaring episodes from The Twilight Zone and The Outer Limits also came to mind as I flipped through. 

The game makes the reader dream of campaigns in which to use the resources that are provided in its inspiring pages. I want to start tinkering on GM prep for a campaign using it right away. It's nice when a game/setting can inspire that sort of excitement.

Aliens, humans, and genetically modified "clades" populate the known universe of thousands of possible worlds. The clades remind me of some of the oddly designed species in The Skyrealms of Jorune. Come to think of it... many of those species could be cut and pasted right into this game... *Tim scribbles notes* 

It seems fairly simple to design your own homebrewed species too. As I read along I really just want to make my own species and jump right into playing. I love the hooks for each of the listed species too. They are pure imagination fuel. The hooks as a mechanic is something that I suspect will grow on me even more with play.

The exact nature of the enourmous space setting however is implied rather than dictated by the text. I rather like its laissez faire old school attitude. It's modular like the rules that are provided, and it acts more like a GM's toolbox of ideas to use as you see fit. It acts more like a setting outline than a typical published setting. Take what you like and ignore the rest. In some ways it all reminds me of the GURPS: Space book which is an awesome sci-fi tome of goodness.


The main dice mechanic is roll 2D12 where rolling lower is better. Your target number is your skill rank plus your stat and you need to roll that or under to be successful. That's the meat and potatoes of it all. Nice and simple. Snake eyes (2) are a dramatic success (crit) and a 24 is a dramatic failure (fumble).

Degrees of success are counted when you roll beneath (success) or above (failure) a target number. For instance if your TN is 8 and you rolled a 5 you have 3 degrees of success. This matters for contested dice rolls and for doing extra damage in combat. The roll with more degrees of success wins.

Character creation is via point buy but there is a random method of rolling 1D12 for each stat. When in doubt I tend to opt for the random option so I'm glad that it's there.

The stats are Body, Dexterity, Perception (a bit like Intelligence too), Presence, and Will. Resolve (Social Hit Points) and Vitality (Hit Points) are derived from your stats. Initiative is rolled via 1D12 plus an average of Dexterity and Perception.

You pick a generic type of homeworld package (or roll for a random one which I prefer). Core, civilized, the marches, spacer, and wildspace are your options. This gives you some skills. If the GM has some worlds pregenerated then they will have some named planets for you to choose from that fit the type of planet you have. There are some tables to generate them later in the book which look like a lot of fun for players and GMs to use.

You can pick up to three careers or stick with one to be more of a focused character, and they give you a good many skill ranks. There are detailed guidelines on making your own careers (awesome) but the provided ones are: academic, aristocrat, army, barbarian, belter, bounty hunter, civil servant, colonist, criminal, diplomat, doctor, entertainer, journalist, law enforcer, marine, missionary, navy, pirate, rebel, scientist, scout, spy, starship crew member, survivalist and trader. Phew. That's a lot of fun options! Plus there are two psi-classes: esper and espo.

The longer you stick with one career the more Benefits you get (Assets, Membership, Retainer, and Starship Mortgage are your choices).



In regards to the skill list, there seems to be a nice medium number of them. In sci-fi games I tend to like a lot of skills and I'm happy with the ones I see in this game. It also wouldn't be hard to add in a few more as a GM. ;D You would just have to designate one stat to associate it with.

You get to make up 5 hooks that are a bit like Fate's Aspects or short phrases that help describe your character and their quirks, but the mechanical use of them is that they let you use Action Points which are a bit like Hero or Fate Points in other games. When a hook can be used in a session you get to use an Action Point. Simple enough. New characters start with 5 Action Points to burn up. You can get extra points when your negative hooks come into play during a session too. I like the versatility of the Hooks, especially as a means of bringing into play a character's background. It also seems like a nice way to differentiate one character from another.

The example aliens are standard and also retro-cool and some are quite odd like the space ents (Czanik). Groot has made that type of alien more popular though. ;D My personal favorite is the Kriilkna! They remind me of a creature formulated from the dreams of H.R. Giger and David Lynch.

There are a good variety of psi-powers but for this game I really want to hone in on a more hard sci-fi feel without them. They are there though to bring in The Force or psychic powers if that's what you like in your space knight shenanigans. 

The ships section has a good many examples for your characters to zoom around in with their FTL "D-Drives." I think there is another supplement about ships too for the Thousand Suns line.


There is so much info crammed into this book that I'll have to chat about it later.

P.S. Sorry for the amateur phone pictures but I'm a low-tech RPG caveman... "Ugh, ooh, grunt."

LotFP Style Maps Part 2

Here's another map in the same style as the last post I made. I feel like I'm finding my own style or rather my own twist to this style I saw in a Lamentations of the Flame Princess book. This next one still needs some work...



These are so fun to tinker on, and I find that I don't even mind the "mistakes." It's freeing in a way to doodle these up. :D



Sunday, August 9, 2020

LotFP Style Maps Part 1


I've been having a blast doodling up these garish blocky letter style maps. I saw this map style in a Lamentations of the Flame Princess book and wanted to put my own spin on it.

I've never enjoyed making continent maps, but this was a totally different experience! It was fun! I just improvised away. Why not give it a shot?  I like using Sharpie markers and highlighters.


Friday, August 7, 2020

#RPGaDay2020 #RPGaDay Videos

Hello,

Here are some videos that I filmed for #RPGaDay2020.  I hope that I can find time to film the rest of them for the month.

https://www.youtube.com/playlist?list=PL5NHK6rtYgB0Kkgfv7ciaLdB7zuHO15HP

Thursday, August 6, 2020

Myrkálfr / Murk Elves Class for Lamentations of the Flame Princess (LotFP)


Myrkálfr (or murk elves) are the masters of stone and they dwell far beneath the surface of the world in places long forgotten or otherwise unexplored by humankind. They are also known as the Mörkalver. It is thought that they are an elf/gnome hybrid conjured by some ancient wizard but they refute that claim. Perhaps they have always been here... and wished they had never been found. Their myths talk of emerging from a hallowed deep sping at the dawn of time.

They prefer to be left alone and rarely interact with other beings, often greeting strangers with violence. Those however that choose a life of adventuring are different as they did not quite fit in with their reclusive kind. Those that flee their sheltered subterranean homelands are often ornery, mischievous, and reckless.

Myrkálfr settlements tend to be near to underground lakes and rivers. They revere water (elevating it as a deity) and love to immerse themselves in it. They use it in all manner of cultural rituals. They are known to drown those who are seriously ill or who are close to death as a form of mercy killing. At times they need to be thwarted from giving "The Kiss of Water" as they will try to kill those who will recover.

Murk elf limbs are long, thin, and spindly but they are as tough as ancient roots covered in a naturally tough skin (granting a +1 armor class bonus). Their feet and hands are broad and strong which gives them a 2-in-6 climbing ability which improves at higher levels. Their hair is often auburn, black, or red. Their mucus dripping eyes are oddly large without any pupil, and they rarely blink. They also gain skills at a reduced rate, and have the sneak attack ability like a specialist does.

Myrkálfr have an innate ability to destroy stone in all of its many shapes and varieties. While Dwarves craft exquisite tunnels murk elves dig crude utilitatian ones but at a brisk pace (they can excavate 6 plus strength modifier cubic feet of earth per hour with proper equipment). They have a +2 attack bonus to hit stone creatures in combat. Also, statues and stone creatures always take maximum damage when hit by a Myrkálfr.

Murk Elves have their own unique spell list of arcane and divine spells but they can only cast up to 4th level spells.

*Note that Myrkálfr do not get the combat maneuvers that a regular Elf has.

MU SpellsPerLvl
LvlXPHPParPoisBrthDevMagSkills1 234Climb
0-1D61014151414-- ----
101D681213141421 ---2-in-6
23200+1D6612101414+11 ---2-in-6
36400+1D6612101414+12 1--2-in-6
412800+1D641071414+12 1--3-in-6
525600+1D641071314+13 21-3-in-6
656200+1D621041212+13 21-3-in-6
7112400+1D62841212+13 3214-in-6
8224800+1D62821212+14 3214-in-6
9449600+1D62821112+14 3324-in-6
10674400+1262118+14 4325-in-6
11876720+126278+15 4335-in-6
12986310+124278+15 4435-in-6
131152000+124278+15 5435-in-6
14+236800
/ lvl
+122256+16 5446-in-6

Myrkálfr Spell List

First Level
1. Bestow Elf Curse
2. Comprehend Languages
3. Cure Light Wounds
4. Detect Magic
5. Featherfall
6. Hold Portal
7. Identify
8. Light
9. Purify Food & Drink
10. Spiderclimb
11. Stone Shape (Lesser)
12. Transmute Rock to Mud

Second Level
1. Audible Glamour
2. Barrier
3. Change Self
4. Delay Poison
5. Force of Forbidment
6. Forget
7. Knock
8. Levitate
9. Phantasmal Force
10. Silence 15' Radius
11. Stone to Flesh (Lesser)
12. Transmute Rock to Bleeding Flesh

Third Level
1. Army of One
2. Dispel Magic
3. Gaseous Form
4. Hold Person
5. Magic Vestment
6. Protection from Normal Missiles
7. Remove Curse
8. Speak with Dead
9. Strange Waters II
10. Telekinesis (Lesser)
11. Water Walk
12. Water Breathing

Fourth Level
1. Airy Water (Lesser)
2. Charm Monster
3. Confusion
4. Creation, Minor
5. Cure Serious Wounds
6. Dig
7. Move Earth (Lesser)
8. Neutralize Poison
9. Protection from Normal Weapons
10. Spell Immunity
11. Wall of Ice
12. Wall of Rock


Beginning Spells

A murk elf begins play with Read Magic and 2 of the new spells found below in their spellbook.


New Myrkálfr Spells

AIRY WATER (LESSER)
Myrkálfr Level 4
Duration: 1 Turn/level
Range: 0
The caster of this spell creates a bubble of altered water in a body of water (or water-based medium). Within this bubble there is a breathable atmosphere. The bubble sinks in water; the center of the bubble is on the caster and moves with him. The area of effect is either a 15' radius globe, or a 30' radius hemisphere, caster’s choice. Aquatic creatures cannot swim while in this bubble, as it is only slightly denser than air. Likewise, water breathing
creatures cannot breathe within the area of affect. Intelligent aquatic creatures will not enter the area of effect by mistake.

BESTOW ELF CURSE
Myrkálfr Level 1
Duration: Instantaneous
Range: Touch
This spell can bring about any number of unfortunate effects upon a being, determined by the caster and Referee. Some limits of effect must be enforced. Typical possibilities are limited to no more than a –1 penalty to saving throws or –2 to hit. These effects can have any number of creative symptoms. The victim can avoid being affected by this spell with a successful saving throw versus Magic. Non-mechanical curses might be something like: bleeding from the eyes and ears, excessive hair growth, passing gas every minute, swelling or pain in a part of the body, vomiting blood or other substances, and urinating black liquid.

MOVE EARTH (LESSER)
Myrkálfr Level 4
Duration: Instantaneous
Range: 100'
A 20' cube of loose soil can be moved per Turn within the spell’s range. Solid stone cannot be moved.

STONE SHAPE (LESSER)
Myrkálfr Level 1
Duration: Instantaneous
Range: Touch
This spell can form an existing piece of stone into any shape that suits the caster’s purpose, to a total volume of 2" cubed per level. While it is possible to make small crude amulets, cups, dice, holy symbols and so forth with stone shape, fine detail is not possible.

STONE TO FLESH (LESSER)
Myrkálfr Level 2
Duration: Instantaneous
Range: Touch
This spell returns a petrified creature to its normal state, restoring both life and goods. Only petrified creatures of human size or smaller, can be restored.

TELEKINESIS (LESSER)
Myrkálfr Level 3
Duration: 1 Round/level
Range: 60'
By concentrating on nothing else and taking no other actions, the caster can move objects or creatures by concentrating on them. A total of 10 pounds per caster level can be moved 10' per Round. Living beings can also be moved, but they are allowed a saving throw versus Magic to resist being moved by the spell.

TRANSMUTE ROCK TO BLEEDING FLESH
Myrkálfr Level 2
Duration: Permanent
Range: 60'
This spell turns 15 square feet of rock 10' deep into edible blood-soaked flesh for 1 day. To pass through this flesh it will need to be cut or hacked by weapons, which will reduce movement by 50%. This flesh vaporizes 1 day after it is created, and all those who ate the transmuted flesh will be nauseated for 1D4 days (-2 penalty to all rolls).

TRANSMUTE ROCK TO MUD (LESSER)
Myrkálfr Level 1
Duration: Permanent
Range: 60'
This spell turns 30 square feet of rock 10' deep into mud for 1 day. Any beings passing through the mud have their movement reduced by 90%. This mud can easily be removed and is often used by Myrkálfr to aid them in tunneling through solid stone.

WALL OF ROCK
Myrkálfr Level 4
Duration: Permanent
Range: 60'
The caster brings a rock wall into being that can be any form that the caster desires, to a maximum of 800 cubic feet. This wall is permanent unless otherwise destroyed or a Dispel Magic spell is cast upon it. The wall cannot be evoked so that it occupies the
same space as a creature or another object, and it must rest on a solid surface.

Thanks go to the following people who helped me make this class better: Andrew Knapp, Ian Christiansen, Jeff Cape, and Jeff Rients.

Tuesday, August 4, 2020

Sin-eater / Corpsegrinder Class for Lamentations of the Flame Princess (LotFP)


THE DEAD ARE CORRUPT AND THE STOMACHS OF SIN-EATERS PURIFY THEIR ROTTING FLESH. The ghastly life of the poor sods who end up devouring the dead is never chosen, rather it is often a form of punishment handed down by fate.

Theologians have debated about the qualities of these unfortunate souls who seem to be holiness garbed in disgusting wretchedness. Are they malign beings warped by arcane chaos, do they belong to a cursed bloodline, or are they touched by some cruel god? Are they even human or are they some hybrid form of life? Many believe that their souls are eternally damned as the cost for forgiving those they eat. When a sin-eater dies their bodies are salted and burned and their remains are not allowed to be buried in the hallowed ground of most cemeteries.

If society has a caste system, sin-eaters are always considered to be the lowest of the low, but they are believed to be a spiritual necessity to cleanse those who's evil deeds weigh on them. From the lowliest peasant, to the grandest King, many call for their skills ere the final end so that they might peace in the hereafter.

Some cults and churches in backwoods areas elevate their dead upon lofty external biers to let the carrion birds eat the holy meat and take it to paradise. The parts that are refused by them are considered to be sinful, and it is the grisly task of these "corpsegrinders" to finish the rest of the remains (including gristle, joints, and bones). It is believed that those who die with the taint of dark sin will rise eventually as the Undead.

Their skin is greasy, pockmarked, and sickly looking and their thick warped limbs are malformed. They require armor to be specially made or modified (150-200% of normal cost) to fit their unusual bodies. Due to their horrid appearance they have a -2 penalty for all interactions that use the Reaction Roll table.
Sometimes sin-eaters acquire memories and temporary abilities from those they devour (1-in-6 chance to start; results are left up to the referee). They often file and sharpen their ever-growing teeth which grant them a savage bite attack which increases in effectiveness at higher levels. Their bite is an extra attack that can be used in addition to other normal attacks, so for example a sin-eater could swing with a weapon and attempt to bite a foe in close range in the same round.

Sin-eaters gain half as many skills as a specialist. Once per level per day they can appear to be a rancid corpse for as long as they remain completely motionless and prone. When they play dead they can surprise foes with a 3-in-6 chance. Unless they are attacked by the sin-eater Undead will attack other targets and completely ignore them.

Alchemists have bottled their highly caustic stomach acid and it seems to be quite efficacious against Undead. This typically costs 50 silver pieces and deals 1D8 damage but with a duration of 1D4 rounds.

*Optional Ability* Referees who want this class to be a bit more over-the-top could grant a ranged vomit attack that damages Undead within a 10' range (1D8 dmg for 1D4 rounds). This ability could also replace the bite attack and damage.


LevelBite
Dmg
XPHit PointsParalyzePoisonBreathDeviceMagicSkillsAbilities
Memories
01D2-1D61010161416--
11D201D88816121521-in-6
21D42200+1D886161215+11-in-6
31D44400+1D886161215+11-in-6
41D68800+1D864161015+11-in-6
51D617600+1D864161012+12-in-6
61D835200+1D862141012+12-in-6
71D870400+1D84214812+12-in-6
81D10140800+1D84214812+13-in-6
91D10281600+1D8421489+13-in-6
102D6422400+2221269+14-in-6
112D6563200+2221269+14-in-6
12+2D8+140800
/lvl
+2221048+15-in-6

Thanks to the following people who helped me tweak this class: Andrew Knapp, Gregorious21778, Ian Christiansen, Ignacio Bergkamp, Jeff Cape, Jeff Rients, John Scheib, and Ronnie Ortiz.

This was submitted for use in an upcoming issue of the Flame Princess Cult 'zine from Jeff Rients. It is an unofficial 'zine for Lamentations of the Flame Princess.