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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.