Thursday, August 31, 2017

50 Tavern Specials

This is what happens when you order 'the special' at any tavern.

Leech Dinner [47]

50 Tavern Specials

[1] Edible Metal. Easily chewed if warm, tastes metallic but not nearly as bad as you'd think. Gives you +1 AC tomorrow, your piss is rust colored.

[2] Purple speckled egg. 1 in 6 chance for Wizards and 3 in 6 chance for Rangers/Druids to recognize what kind of creature's egg this is. Tastes delicious but must be eaten raw.

If taken and incubated the egg will hatch into a Wumpher, which is like a tiny 1 HD basilisk that makes people fall over if they make eye contact with it. Exception is the first person it sees after hatching, who it imprints upon as its mother.

[3] Bottled Dinner. Looks like a tiny vial of water, but you drink just a few drops at a time and you are totally full and satisfied. You save enough liquid for 10 rations, no carry weight.

[4] Tiny animated animagolems. Look realistic, but flesh is like taffy and they react like animals do. Taste like the animals they represent; plate is filled with tiny pigs, chickens, cows, goats, and doves. Not for the faint of heart.

[5] Wizard bread. It's like a typical loaf of bread cut into a bunch of slices, but each piece has a 'unique' flavor. Every piece also has crazy colors and patterns. Player with the lowest charisma score will grab a piece of bread that tastes like baked scorpion anus.

[6] Ectoplasm soup. Literally ghost ectoplasm, boiled so it cannot cause possession. Tonight you will dream a few scattered and strange memories, 1 in 20 chance that one of them features your parents or elderly people you know.

[7] Extremely realistic and expertly sculpted meatloaf that is shaped like a sleeping puppy, complete with a collar. Nobody but you seems disturbed by picking it apart with knife and fork.

[8] Pig trotters. These pigs walked along a holy road, so it's actually really delicious.

[9] 14 Apples surprise. Each 'apple' is really just a hollow edible apple-skin shell. Within each is a different kind of fruit, meat, or even a cream filled one for desert. Extremely good, but expect the chef to be angry with you if you don't finish it since it's a very difficult dish to make.

[10] Ogre Pies. The moment you try to cut into or bite a pie, a single ogre-like fish of dough and stuffing comes out and starts punching you and knocking your knives away. Treat it as a 1 HD combat encounter that deals nonlethal damage.

[11] Shark buried in the backyard for decades and allowed to rot with a specific type of mold. It smells, looks, and tastes as bad as it sounds.

[12] Indescribable sheep organ stretched over a bowl filled with water and veggies. You're supposed to gently suck on the membrane to draw out the moisture and some of the veggies, and when you're done you finish by eating the organ.

[13] The barkeeper claims it's bottled dinner and many of the inn's residents pat their bellies contently with it. It's actually just water and this is a scam.

[14] Pickled Spider eggs. You get a +2 saves vs poison the next day. 1 in 20 chance a live spider comes out of your mouth and crawls away after your meal, but nothing else comes of it.

[15] Riceballs, nothing on it, just rice. Nobody in this tavern has ever even seen a grain of rice before, so the meal isn't totally bland.

[16] Sustenance berry. Tiny tasty berry that counts as a large meal. Dinner is over immediately.

[17] Hot scones, sprinkled with sugar.

[18] Roasted chicken with figs stuffing its belly so full it looks pregnant. Wholesome meal.
The chef will barge in after the meal is over and claim that someone ate his wedding ring that was in the chicken but it's just a stupid prank he pulls to newcomers.

[19] Marinated duck with sugar caramelized and flattened into the shape of long feathers for a candy desert.

[20] Solid block of honey, with bees still inside of it. They're considered part of the meal.

[21] Extremely basic meal but you get a little imp named Bethex chained to the center of the table to serve you and slap around with your spoon.

He's grumpy and angry and knows he is there as part of his contract just to entertain people. He does have a very sensitive ear though and will relay any juicy table gossip to demons abroad.

[22] You're given a bucket with a live fish in it. That's the meal. The tavern master offers a gold piece to anyone who can get the fish out with both hands tied behind their back and without knocking the bucket over.

[23] An old sage comes to the table and starts describing the most incredible and delicious dinner you could imagine. He's a great storyteller and changes it to suite each guest based on what they would like.

At the end of the story it is revealed that the story was the dinner, and you are all sated as though you ate, but incredibly unsatisfied.

[24] Regular tavern food but you're treated to a shitty talent show where all the village commoners try to impress you with shitty talents.

At least one of them will actually show some talent and could become a useful first level hireling of a class related to their act. Arm wrestling for fighter, juggler for thief, word games and riddles for magic user, etc.

[25] After ordering the special every single member of the tavern has to let you take a few pieces, bites, and swigs of whatever they are eating and drinking.

[26] Horse testicles.

[27] Pasta tied into an incredibly complicated knot. You're supposed to just cut it with your knife, but if you manage to untangle it the tavern owner will give you the night's stay free.

1 in 6 chance to untangle. Add your Int modifier.

[28] Grass, ivy, dandelions, briers and other useless weeds and inedible plants. The chef in the back is actually a goat man and forgets that other people can't eat that stuff like he can.

[29] It's a watermelon as big as your head.

[30] Alcohol soup. Barely fills you up, but gets you drunk. You humiliate yourself while drunk but heal 1 HP.

[31] Cyclops eyeball. The chef admits he had no idea what to do with it and decided to make it a special. Actually not that bad. It's actually years old but never spoiled or dried out.

[32] Very cheap shish kebab. You hear rumors about it being made of rat meat, but the chef will deny it unless you march into the kitchen and see for yourself. 50% chance of it being true.

[33] Tray of cookies set up with a checker board. It's magically enchanted so you can't actually eat any except the opponents pieces you capture. Can also be chess, Go, etc.

[34] Extreme novelty farm set. You have a tiny plot of land set up on your table, where you thresh tiny crops, separate the tiny wheat from the tiny chaff, grind it in a tiny finger-pinching millstone and then bake your own bread with it.

If you're friends with the tavern owner and on the run from a powerful force he'll offer to let you shrink down and hide in that mini farm which would become regular sized for you. Expect giant (regular) sized rat attacks.

[35] Bowl of regular beans, seasoned and salted. Kind of boring meal, but one of the beans has a little paper fortune inside which hints at the party's next dungeon or hex-crawling adventure.

[36] Seared flank of a famous and feared type of monster. Served fresh. The chef has a couple of them locked in the basement, but sadly they aren't worth any experience points. They've been domesticated and all the fight in them is gone.

[37] Chocolate fountain.

[38] It's a rock. Everyone is given a spoon with a magical stone to flesh enchantment, so you can scrap against the rock and get a little dollop of meat. It's pretty bland and tasteless.

[39] Root vegetable marinated in a rare ingredient soup for months on end. The root is bland and tasteless but the sauce is exquisite.

[40] The meat of a creature people don't normally eat, like a horse, donkey, lizard, gorilla, etc. You get a lot for the price, probably due to the unpopularity.

[41] Edible giant teeth. You have both hands on a big metal clamp to crack them open then suck out the meat inside.

[42] Slippery eels sausages. You'll leak slime from the bottom of your feet an hour after eating them.

[43] Chunky pasta sauce and noodles. The character with the lowest dexterity gets a big nasty stain on their tunic, cloak, or spellbook cover.

[44] Huge squash, requites a strong jaw to eat. If you fail a saving throw, you'll hurt your jaw and have a -1 to reaction checks tomorrow.

[45] Rose tinted taffy. Can be stretched far and hold a lot of weight, and you get enough of it that you'll have some left over. Can be used as makeshift rope in a pinch.

[46] Premium Elf Salad. If you're an elf, you'll get 1d6x100 experience points and feel like you're back home. If you aren't you'll get a +2 saving throws vs paralysis and bonus to reaction checks against elves until the next time you chop down or set fire to a tree.

[47] Several fat leeches, who were fed on a rich diet of different animal and human bloods before being friend and served to you. If you're a vampire this meal heals you 2 HP, if you aren't you just think it's kind of gross.

[48] Generic gray slop which a Wizard waves his wand over to change into something that looks and smells appealing. Secretly, all the food they sell is that gray slop, they just prestidigitate it all.

[49] Giant spider legs. You break them open no different then a crab.

[50] Fish fillet of a golden magic talking fish, which most people say grant wishes. The next time your character makes a wish out loud (as in “I wish X”), he'll burp up a little paper drawing that looks like that wish coming true with the words “Then you shouldn't have eaten me, asshole!”

Wednesday, August 30, 2017

Everyone Crafts Magic Items + Crafting Rules

Last time I made a post about conceptual balance, I mentioned how everyone should be able to craft in a 'balanced' fantasy game world. I stand by that, and here are some simple rules to show how that works.

Every character can make magic items, regardless of their class. In order to create a magic item, you need downtime to craft the items, as well as the raw materials if its being made from scratch. Items can also be made from other items, or repurposed if its makes sense. Items have levels of power that go in categories from Minor, Significant, and Major.

Minor Magic Items
Every character may have or sustain one minor magic item at a time, with an extra one being added every 10 levels. These items can be given away/stolen but have little staying power. If lost you can make another up to cap.

Fighters enhance their favorite mundane pieces of equipment and continue mystic warrior traditions. Anoint their sword in moon-oil. Meditate under a waterfall while wearing their talisman. Stick a letter from home in their boot.

Fighter minor items grant either +1 to a physical stat (Str, Dex, or Con) while worn, or grant +1 AC or to hit against a specific creature type.

Rogues keep around 'lucky' items and gadgets that help them be sneaky and crafty. They carry a coin with its eyes scratched eye to sneak past the city guard. Cloak woven with a child pickpocket's hair in the seam, to remember them and grant the Rogue their deftness.

Rogue minor items grant +1 to a single saving throw category, or grant +1 to stealth or reaction checks against a specific creature type.

Wizards collect weird magical stuff and bits of obscure ancient lore. Small chunks of fulgrite tied to their staff to enhance lightning spells. Diary of a crazy person, notes in the margins trying to find the meaning in the babbling.

Wizard minor items grant +1 to the damage of a specific element when rolled, or they grant a 1 in 6 to identify items of a similar origin. Items when worn grant +1 to a mental stat (Int, Wis, Cha)

Significant Magic Items
Once you reach name level, you may spend a significant amount of downtime and money to craft a significant item. This item requires either a rare and exotic material for its construction; like sun metal, rare animal leather, or a magic crystal; OR it will require a complex ritual of the player's invention. Doing both may allow the item to be slightly stronger then a normal significant item. You can only forge one of these per level you have past name level.

Fighters make items better then mundane equipment. Special wood from the elf grove lets this shield withstand an axe's swing. Torch passed to all members of fighting-man secret society is imbued into sword's crossguard, granting you a portion of their collective ferocity.

Fighter Significant items count weapons and armor as magic and usually grant +1 to hit or AC. If made specific, like vs a certain creature, grants +2 or kills on a 20. Armor can grant +1 to saves and +1 or +2 resistance to a certain element.

Rogues can create items of hidden or secretive natures, things that tap into the power of shadow and stealth. They can also enchant bows and daggers to be especially deadly.

Rogue Significant items can grant +1d6 on the first stealth attack of the day if weapon. Armors can grant +1 to all saving throws or grant +1 AC if you don't attack on the same round. Any item can grant you a +1 to their X in 6 chance to perform a skill check of a specific type, like hide or climb.

Wizards start to create items that have or sustain spell effects beyond normal levels. Items brimming with magic and meta-magic.

Wizard Significant items can enhance the spell or caster level of a specific spell cast with it. Wizards can start forging arcane tools like wands and staves, which can have constant cantrips or activated low level magic powers.

Major Magic Items
Once beyond name level, you can choose to craft a major magic item instead of your normal level up bonuses if you choose. You do not gain health, better saves, or any other bonuses but your level and cost to level up against both go up; you are pouring a piece of yourself into this work. These items are sometimes called Artifacts. These items usually require several rare items, rituals to complete, as well as giving up your own strength to make them. You can only make a single artifact per character, your magnum opus.

Fighters make major items out of monster parts, adamantium, pieces of a god's armor, and other extremely rare and potent items related to war and combat prowess.

Fighter major items can change the entire rules of a combat encounter and may give them the ability to fight hoards of normal warriors. Swords that grant many bonus attacks, or if you give up your attack for a round deflects any amount of arrows or other attacks sent at you. Fighter major armor can grant damage reduction against all types of damage of -2, ignoring weak attacks entirely. If against a specific element or type of weapon (like axes, arrows, fire, etc) reduces all incoming damage by -6 instead. Fire proof cloaks for dragon slayers are a classic.

Rogues start to collect and create items belonging to other legendary thieves and explorers from the past. Things that meld away identity and collect darkness, and items with a mind of their own that might try to escape if their master's ambition doesn't live up to the item's potential.

Rogue major items grant entirely new supernatural thievery abilities and can manipulate minds. Supernatural lightness lets you run on water or balance on the smallest tree branch. Rogue weapons can start to bypass AC entirely, or be coated in deadly venom that can kill most mortal foes, especially of a specific type. Rogue gear might allow you to become flat, smoke, or disappear once a day the moment you get hit.

Wizards craft these extremely potent magical artifacts out of rare and carefully collected magical items and reagents. Magic of this level requires dragon egg shells, crystals found only in the core of the earth or the glowing dots in the sky, ancient treaties of magic written by the first witches and the souls of powerful creatures trapped in stones.

Wizard major items grant immediate meta-magic abilities, constant magic of spell-casting level, and go beyond the normal limits of spellcasting. Boost every spell cast with this staff as though cast in a higher spell level, or a magic hat that grants 1 extra spell slot of the highest one you can cast. Magic mirror that can bounce enemy spells back, or bottle that can trap a demon inside and force it to answer 1 question truthfully when let back out.

Tuesday, August 29, 2017

Conceptual Balance

“Conceptual Balance” is a buzzword I made up and am trying to spread it around. Basically, it's a way for me to explain why I dislike a lot of magic systems in other games, retroclones, spell failure tables, item crafting lists, and so on.

What do I mean by conceptual balance? Well, numerical, combat, power, and utility balance are difficult if not impossible to do in a lot of games, and many OSR games and DMs don't concern themselves with it too much. But what the conceptual balance? Well that should be that in a given campaign or length of story/game time, everyone has the ability to contribute to the overall status and progress of the group to some degree.

What does this have to do with magic users? Well, the problem with why magic users are usually considered overpowered is, beyond the difficulty in balancing magic compared to the more mundane actions of other characters, is that magic tends to take up too many niches and in general conceptually unbalance the setting.

Example; who brews potions in most settings? How about creating magic items? Usually, it's the Wizards that do this. This is part of the issue here, even if Wizards or magic users are not technically more powerful then anyone else in your game, they're overrepresented in all the cool shit that happens, which makes the setting and game conceptually unbalanced.

This is yet another reason why adding in spell failure tables is not a good way to keep magic users from being the most interesting character class. It may make them “balanced”, but it doesn't stop them from being the overloaded and overhyped magical class, in fact it only makes the issue worse by giving them both more ways to do things and more ways to fuck up.

How do we fix conceptual unbalance? The first is to divorce the concept of unnatural = magic in every game and setting. Worlds where the laws of physics are exactly like ours but magic goes on top of it like a weird energy field is lame. Anti-magic fields should not be a thing, you resist spells by throwing a pinch of salt over your shoulder, not by casting some anti-magic shell or some shit.

Secondly, you have to make normally magic actions that serve everyone's purpose into something anyone can do. Anyone can learn to brew potions, but you should probably let professional alchemists do it. Anyone can make magic items fitting their class and role in the world. I can't tell you how much I despise the 'wizards take mundane items and then enchant them' to make magic items. It means that every single cool and powerful item in the world is at the hands of some fucking Wizard- it ruins the balance.

Hopefully this rant made you think of how you structure your game worlds, just in case you were annoyed how Wizards seemed to be at the core of every plot, the main factors of good and evil sides of a conflict, and generally just being annoying and taking up the spotlight like fat pigs.

Monday, August 28, 2017

4 Unusual Monsters

Mawstick (1 HD, 1d4 regular attack, 1d6+1 when wrapped up by one)
AC: 9
Number Appearing: 3d8
Morale: 10

Lives in groups that stand together like a small forest. Use short-range teleportation magic to 'sprout up' around prey, which they attack in a group. By making an attack roll -2, it can attempt to wrap itself someone which increases the damage they do and prevent the victim from moving.

Gravel Gobbler (1 to 3 HD, 1d6+HD rock launch attack, +2 to hit)
AC: 12
Number Appearing: 1d6
Morale: 7

Lives in areas filled with gravel and small stones. Eats dirt and rocks to grind up food in its gizzard, but can launch them out of its blowhole as a defense mechanism. Dust and dirt it eats sometimes collects into shining green pearls in its stomach, 1 in 6 chance any gravel gobbler has one, worth 50 coins if sold at a market.

Stucco Stalker (2 HD, 4 in 6 to surprise party, +2 to hit, 1d6 damage)
AC: 11
Number Appearing: 1d4+1
Morale: 9

Ambulatory piece of wall in roughly humanoid form. Lays flat up against walls in ruined cities and abandoned villages who use this style. Walls often have depressions in the area that show where the stucco stalkers normally rest.

Like to sneak up on people and rend them with claws. Unnaturally strong despite its flatness and lightweight body. Can enter and leave occupied squares without provoking attacks of opportunity, if you use rules like that. Prefers hit and run tactics.

The Unconquerable Ulazoo (5 HD, 1d4 peck attack, can grow arms)
AC: 12
Number Appearing: 1 in 10 chance of breeding pair, otherwise just 1
Morale: 14

Extremely protective of its nest, the flightless Ulazoo's territorial nature means it commonly fights dangerous creatures like adventurers, ogres, gnolls, and so on. Naturalistic scholars believe it developed its incredible abilities so it can survive in a dungeon environment.

The first time it is struck, it grows two arms. By giving up its peck attack for a round, it can grow another arm. By not moving it can grow two arms. Every arm grows with a fully formed weapon and can be used to make an attack or to grant +1 AC to the Ulazoo for a round by parrying attacks. If you're using an axe, you can target its arms with a +1 attack roll, on a hit destroy one arm. The Ulazoo does not feel pain or take damge from its arms being destroyed.

Its arms, despite appearing totally human and fleshy, provide seemingly no nutritional value and rot three times as quickly as normal meat. The weapons they drop rot at the same rate as the meat, quickly rusting away and crumbling to dust, but can be used as normal weapons until then.

Sunday, August 27, 2017

Serf's Magic Resistances

I've always been a big fan of folklore and folklore-inspired elements in tabletop games. They tend to fit the theme of low fantasy mud and grime dungeon crawling a lot of OSR seems to fit into.

Much of magical traditions in real life revolve around protection and curing of 'negative energy' and curses cast by other people. I've decided to combine that with some ways for players to get elemental resistances at low levels using similar methods, for the following tables.

The Serf's Elemental Resistances

Doing one of these reduces all Fire Damage taken by 1. Doing all of them reduces it by 2
  • Wear a shard of an iron or ceramic cookpot woven into your armor or as a talisman.
  • Powder your skin with ash, enough to cover you from head to toe.
  • Carry a paper kite flown on the same day as a dragon was sighted overhead.
  • Deal 1d4 damage to yourself and quench a candelabra with your blood. Lasts 1 day.

Doing one of these reduces all Cold Damage taken by 1. Doing all of them reduces it by 2
  • Adorn your cap or staff with a feather. Must be taken from a migrating bird.
  • Bear paw talisman worn on the belt. You must kiss the paw each morning.
  • Carry a glass bottle of melted snow from at least one winter ago, older is better.
  • Carry a hot stone warmed by a fire. Only counts for as long as the stone is warm.

Doing one of these reduces all Shock Damage taken by 1. Doing all of them reduces it by 2
  • Wear any garment sown from eel skin. Gloves are traditional.
  • Wear a piece of polished rose quartz. Can be by itself or set in a ring/amulet.
  • Put leaves in the bottom of your boots. Works until leaves become dust.
  • Touch a building which is taller then a giant. Lasts until you wash that hand.

The Serf's Hex Breaker

Curse Resistance
Each of these grant +1 to saving throws vs magic against curses up to a maximum of +3.
  • Carry a lock of your sister's hair. Blonde sisters work best, red hair sisters actually grant -1 so don't even ask them for any hair.
  • Tie a Gordian knot around your shield. Must be tied by someone with a higher Intelligence score then you, you can't know the solution to the knot.
  • Wear any piece of clothing sown by your mother or grandmother. Not wife.
  • Carry any 'lucky' item. Rabbit's foot, horseshoe, four leaf clover, etc.
  • Throw a pinch of salt over your shoulder the moment the curse is laid upon you.
  • Swear using your God's name. Take 1d4 Charisma damage from blasphemy.
  • Kiss the standing stone. If your village doesn't have one, a neighboring town probably does. Lasts for a season, only works if you have kids.

Curse Breaking
Each of these has a 1 in 6 chance of breaking a minor curse. You can only attempt each method once. Your village elder knows and can teach you one of these, roll 1d6.
  1. Partake in a great feast. Can only be done for a 'legit' reason, like a new chief is selected or a good harvest, etc.
  2. Mock marriage with a pig. You have to actually throw the whole ceremony and pay a dowry. Very embarrassing. Pig gets the curse after you give it a kiss.
  3. Everything you drink for the next month must have a bezoar in the cup.
  4. Have sex on a powerful animal's fur made into a rug. If its the same beast that gave you the curse, 5 in 6 chance instead.
  5. Get really high and go on a spirit quest. Take 1d6 Wisdom damage whether the curse is lifted or not.
  6. Take a bath filled with special flowers, herbs, and spices. Costs 1d10x10 copper worth of materials.
    Now you're ready to fight dragons, right?

Saturday, August 26, 2017

2d6 Door Traps

Triggered the Doormaw [12]
 2d6 Door Traps
For OSR Adventures

[2] Door bursts into flames and explodes outwards. Person who opened door takes 2d6 fire damage, save for half. Everyone nearby takes 1d6 fire damage, save to avoid.

[3] Door animates and wraps itself around person who opened the door. It crawls on them like a monkey, resisting all action to get it off. Encumbers as plate armor, or 2 standard carrying units. This could be burned off, but burns the person who the door is attached to as well. Once you return to town a carpenter can make a nice doorframe as a new home for the door to lift the curse safely.

[4] Poison gas released. Everyone nearby the door saves or takes 1d6 poison damage over the next few turns, 1 damage per exploration turn.

[5] Thick door frame was actually hollow, filled with Big Centipedes.

[6] Metal ball on chain punches through doorway, deals 1d8 damage. If you have a shield you can absorb the hit with the shield but the shield gets damaged.

[7] Blade hidden within planks or doorframe. Save or take 1d6 damage.

[8] Bells and chimes hidden nearby, make noise. Roll for a random encounter.

[9] Door becomes splotchy and moldly, crumbling to dust. The person who opened the door is cursed by a corrupted power, making them have -1 to all saves until they plant 10 trees or help in the harvest.

[10] All light sources are snuffed out, including magical ones. You're trapped in unnatural darkness for 1d6 turns. The following room was sanctified to the Gods of the Dark, hence the darkness trap.

[11] The person who opened the door has their skin turn the color of wood. They take 1d10 Dexterity damage, save for half. Goes away slowly over time or by having sex with a lumberjack.

[12] Door rips in half, its hinges become the joints in the jaws of its new mouth, made by folding half the door on top of itself and animating like a giant snapping set of dentures. Door Maw.

Door-Trap Creatures

Big Centipedes (1 HD, +1 to hit, bite d4 damage, can crawl up walls and pants)
Number Appearing; 1d4+1
Morale; 6

Door Maw (2 HD, +2 AC, weak to fire, wide bite deals 1d6 damage to 2 adjacent targets)
Number Appearing; 1
Morale; N/A

Friday, August 25, 2017

Miitopia Inspiried Friendship Levels & Perks

While I haven't played the game myself, I've seen several videos and know someone who has played the recent Miitopia game. I think the turn based battle system, while very simple and obviously easy since it's more of a fun casual Mii game is pretty good. But most interesting of all is how characters who bond throughout the adventure actually get in-game bonuses to their actions during their turn.

Many new roleplaying games, both rules-lite and retroclones, seem to be fond of character bonds, which for those who don't know are sort of like generated roleplaying in the game's character creation. I feel as these two elements could be combined together to create a sort of character growth and relationship building exercise.

Bonds & Friendship
Every time you fulfill or complete a bond between two characters, write down the other character's name and a +1 on each character's sheet. This is their relationship or friendship level. When one of these characters saves the other's life, add another +1 to their bond.

This means that, in most games, you could get a maximum of +4 per relationship level. +1 for each character completing a bond with the other character, and then +1 for each character saving the other's life. You could extend this depending on the length of your campaign and depth of roleplaying, but this seems simple enough to be implemented early level.

Friendship Level Perks
1- You can now aid your friend. On any d20 roll, NOT inluding saves and attacks, you can roll as well. If you succeed your roll, add +2 to their roll. This can be encouragement, holding out your hand so they can jump up, teaching them how to do it, etc.

2- You can now aid your friend for saves and attacks.

3- Once per day, you may take an attack for your friend. You have to be in position (in front of or next to) your friend to take the attack for them. This is done before the attack is rolled, which means your AC is used when calculating if it hits.

4- Mind affecting spells now don't let you act against your friend. If you'd be charmed into hurting your friend, you don't. If you'd be enraged into hurting your friend, you don't. If both of you are enraged you might wrestle or break each other's equipment but not actually hurt the other person. Other spells, like Sleep, may or may not be resisted depending on how much your friends needs you to not be under the effect of the spell for their own well being.

Thursday, August 24, 2017

100 OSR Class Pyramid

I've wanted to do this for a long time, but after about a month of effort it's finally here. I don't have any idea how you should balance these, this is just to give some rules for all those classes on this old image. I didn't make the pyramid by the way, I just thought I should write up what all those classes actually do.
01- Cavalier
HP- As Fighter

You get +2 to hit and damage when on your mount. You start with a +1 horse, which is like a high quality horse. +2 or +3 horses are rare and you can tell just by looking at a horse how good it is. Horse armor is half off for you and you get +1 to hit and damage with lances.

02- Knight
HP- As Fighter +1 each level

You can add your AC bonus to your attack once per day equal to your level. You can take the damage for another nearby character if you give up your attack to do it. You can wear heavier armor then most and +1 AC in full plate.

03- Beserker
HP- As Fighter

Every time you are hit in combat, or when you kill an opponent, you get +1 to hit and damage. This stacks up to a maximum equal to your level. Mind-affecting magic to try and calm you or put you to sleep is better resisted with a bonus equal to your current rage level.

04- Pugilist
HP- As Fighter

Your bare fists count as regular weapons. All stun effects are reduced in duration by one round on you, and are just resisted if they are only one round. You can Uppercut an enemy once per day which stuns them a number of rounds equal to your level over their HD, with a minimum of 1.

05- Shield Bearer
HP- As Fighter

Must be wielding a shield to use abilities. You can block damaging or cursing spells of spell level equal to your level once per day. You can throw small shields as d4 weapons that bounce back to you next round or use big shields as a battering ram that can smash down doors and knock over small creatures.

06- Weapon Master
HP- As Fighter

Every level pick a new weapon. Weapons have to be specific, you can pick a Rapier or Cat-of-Nines, but not all swords or whips/flails. Each of your weapons gets a specific bonus, +2 damage vs humanoids, +2 to hit, +2 initiative, +2 AC, and so on. You can switch weapons every round freely.

07- Dragoon
HP- As Fighter

Heavily armored spear user. You can fight on horseback as well as you do on foot and can use all your abilities on horseback. You can do a spinny move that deals your weapon damage to all enemies next to you once a day equal to level. You can also do a super thrust move that damage all enemies in a straight line up to 10 + (5 per level) ft.

08- Sentinel
HP- As Cleric +1 every odd level

You never sleep. You are never surprised in combat and can warn up to 1 other person per level about impending attack so they are also not surprised.

09- Fencer
HP- As Rogue, +1 every level

Every time you defeat an opponent of near equal fighting skill, note the weapon they used; you get +1 AC versus that weapon type, up to the maximum AC. You cannot use heavy armor. As long as you fight with a one handed weapon and do not use your other hand, add +2 to hit.

10- Soldier
HP- As Fighter

You're used to how war sucks. You can use rusty, shitty equipment as though it was fully repaired and functional until it literally falls apart. You get no penalties for traveling and can survive without rations twice as long as everyone else. Otherwise, you get a bonus for fighting with swords and spears.

11- Samurai
HP- As Fighter

You owe fealty to a local authority which opens a lot of doors for you with few obligations. You can only wear light or medium armor, but always hit first with a sword. You're get +2 to hit with bows, swords, and black-powder firearms if the exist in the setting.

12- Martial Artist
HP- As Rogue +1 each level

Both your arms and your legs + body combo act as independent attacks or 'weapons' you can use. Add your level to your to hit with fists/feet. You can sacrifice any of these three attacks to increase your AC to attacks coming from that direction by +1d4. If you use weapons you lose the body and to-hit bonuses, but do more damage with a sword then with your fists.

13- Monk
HP- As Cleric +1 each level

You're a kung-fu style monk, and get Chi points equal to your level+1. You can imbue your strikes with chi with makes them capable of hitting people through armor as well as ghosts, which costs 1 chi point per attack. You can meditate for an exploration turn to give you a life-force shield that lets you ignore the spell effects, which takes up chi points equal to the spell's level.

14- Dragon Knight
HP- As Fighter +1 every odd level.

You can ride any willing dragon as a mount and fight without issue from their back. You get +2 to saves vs breath attacks. You can smell gold and silver, the same way dragons do, up to 10 ft per level away. Nearly airtight containers like chests or bags will be very faint.

15- Dark Knight
HP- As Fighter

To use your abilities, you must be wearing a helmet or mask that covers your face. You get +1 to hit with all weapons and +2 damage to people scared of you. You can issue a challenge to any other knight or honorable warrior which they must accept or be humiliated. Give up your turn to force a morale check on any enemy who is not a Knight or honorable warrior.

16- Archer
HP- As Rogue, +1 at level 1 only

Must be using a bow to use your abilites. You can fire multiple arrows at once; make an attack roll vs all enemies in a cone in front of you which can hit a number of enemies equal to your level. You can do this as much as you want but it uses up a lot of your arrows.

17- Corsair
HP- As Fighter, -1 per level

Has all the necessary skills of a sailor. can use cannons, cutlasses, boarding axes and other pirate weapons. Can follow any treasure map even if cryptic or in another language by following the landmarks. Swig of grog grants +1 to all saves for an hour.

18- Beast Rider
HP- As Fighter, -1 per level

By capturing a beast, you can tame it as a semi-domesticated mount. Each beast has a special ability, and your beast-mount's maximum HD is equal to your level. While reading the beast only you or the beast can attack under your control.

19- Ronin
HP- As Fighter

You are a wandering samurai, without a master. You have the same weapons proficiency, but instead of always attacking first you get +1d6 temporary health points each day. You get another temp health dice every odd level.

20- Warlord
HP- As Fighter

You have skill with heavy armor and blunt weapons. You can stop a number of creatures from fleeing battle, on your side or the enemy side, equal to your level per day. You will always have a single Lieutenant, loyal as a dog by your side, who advances as a Fighter two levels below you.

21- Herald
HP- As Cleric

You cast Divination spells, but as a Cleric. Religious followers of all religions, include monster religions, must let you but not necessarily your friends go free and cannot attack you unless you instigate. Every time you level up, you draw the apocalypse or the rapture one day closer.

22- Inquisitor
HP- As Cleric

You can sense alignment of an object, place, or person a number of times per day equal to your level. If you put someone through torture, you can extract a number of true facts or things they know from them equal to your level.

23- Blade Singer
HP- As Cleric

Chant war songs while in battle that affect all allies who can hear it. Chants can increase your AC by your level for one turn, chant deals 1d6 sonic damage that channels through your weapon, or chant that blocks enemies from using special abilities for one turn. Can chant number of rounds per day equal to your level +1

24- Paladin
HP- As Fighter

Holy Warrior, highly respected. Immune to fear and disease. You can Smite once per day per level, which lets you deal bonus damage equal to your level against evil beings. You can make an inspiring warcry that lets your allies take a second morale check against evil foes.

25- Marksman
HP- As Rogue

You can use any ranged weapon and get +2 to hit. Can double your range and to-hit bonus by aiming for a round, up to your level maximum rounds. On any attack roll you can reduce your damage by ½ to suppress an enemy so they can't move towards you or shoot at you.

26- Duelist
HP- As Fighter, -1 per level

Spend a round studying a humanoid opponent instead of fighting to get +1 to hit, damage, and +1 AC against them, stacks up to your level. If you're hit by another enemy make a save or lose the bonus.

27- Marauder
HP- As Fighter

Wear or drink the blood of slain foe to get a barrier that blocks a single attack of that enemy's HD or less. You can choose when it activates, and can have a number of barriers equal to your level at any given time.. You get a bonus with axes and get +1 AC when fighting naked. Enemy's make morale checks -1 against you.

28- Raider
HP- As Rogue, +1 each odd level

You get two attacks as long as you have a one-handed weapon in both hands. Attacking the same target lets you take the best attack and damage roll for one attack only. Raiding houses and villages lets you find +1d6x100 extra gold or an extra rare item.

29- Adventurer
HP- As Rogue, +1 each level

You may use any weapons or armor. You get 1 experience point for each floor tile (10 feet) uncovered. Every time you leave town you have an adventurer pack which you can pull any common supply item or tool when you need it. Uses of the pack equal to your level.

30- Strategist
HP- As Cleric

Add your level to the saving throw difficulty of enemies who step on caltrops or traps set up by you. If prepared for combat, you give everyone in the party +your level for the first round. Once per day per ½ your level you may shout an order at a party member to shake them from a stun or illusion.

31- Diplomat
HP- As Wizard, +1 per level

Every level you can learn a new language. Deals you sign with willing entities are considered legally binding by most governments. Once per day per level, you can substitute any bad reaction check to neutral, or neutral to good.

32- Templar
HP- As Cleric, +1 per level

Make your mace glow like a lantern for one exploration turn, number of uses equal to your level. You can consecrate a weapon so the next time it hits an evil creature, it deals +1 damage. You know secret code phrases that let you get into the Templar hideout in every major city.

33- Spellsword
HP- As Cleric

You can prepare touch spells into your melee weapon. Maximum number of spells equal to level +1 per day can be used this way. All swords count as +1 if you polish them with your moon oil.

34- Death Knight
HP- As Fighter

Whenever you kill an enemy, you may sacrifice your next turn to raise it as a zombie servant, maximum amount of servant HD equal to your level or less, requires you to take 1d6 damage in bloodletting. Once per day per level you may deal 1d4 damage to any living enemy and restore that much life; absorbing their life force.

35- Battlemage
HP- As Cleric

You have no armor penalties and cast spells in combat. You must fight with a metal staff that can channel heat, cold, or electricity to deal +1d6 elemental damage on a hit once per day per level. You must study your spellbook twice as long and ritually polish your armor to keep your magic working.

36- Bandit
HP- As Fighter, -1 per level

You can use any other character's attack bonus in the party if it is higher then yours. You are skilled with daggers, arrows, shortswords and bucklers. Leather armor for you counts as Chainmail. You can barricade a road to stop people passing in 1d6 turns.

37- Gunslinger
HP- As Rogue

You can reload fast enough to fire every round with any gun. Once per day per level you can curve your bullets, letting you ignore enemy cover and shield bonuses.

38- Assassin
HP- As Rogue

You are skilled with knives, needles, and other hidden weapons. Whenever you sneak attack a target from behind add your level to the damage.

39- Ranger
HP- As Rogue, +1 per level

You are skilled with the bow and axes, and can add your level to reaction checks with wild animals. Every level you learn something new about your home biome; like the weakpoint behind a camalclop's neck or how to eat tree-bark safely.

40- Ninja
HP- As Rogue, +1 at level one

If you are wearing all black you add +1 to your AC. You are skilled with weapons derived from farming tools and can secretly keep a number of throwing stars on your person equal to your level. You can take a number of steps on top of water without falling in equal to your level if you're sprinting.

41- Merchant
HP- As Rogue, -1 at level one

You start with double starting currency. You can appraise items and can always tell if offers you get are far above or far below what they should be. You can carry an additional weight unit per level without becoming encumbered. You begin at 1st level with either a beautiful, fleet-footed talking horse with a silver mane or a 8ft tall half-ogre hireling who is incredibly strong but cannot speak.

42- Bard
HP- As Cleric, -1 per level

You must have an instrument to use your powers. You can play a war song that grants allies +2 to hit and AC while you play the song, or do the opposite reversed values for enemies. You can also play a song to counter enemy sound-based illusions or songs. Once daily per level; play a song that stuns enemies for 1 round and interrupts spellcasting.

43- Dancer
HP- As Rogue, +1 at level one

Give up your attack this round to add your level to your AC, can still move while doing this. If you have a scarf, ribbon, or other long fabric equipped on you or your weapon you can distract an enemy before attacking, making them unable to attack you if you attack them.

44- Arcane Archer
HP- As Rogue, -1 per level

You get mana points, 2 every level and starting with 2 at first level. Fire magic arrows that can hurt magic creatures, costs 1 mana. You can also imbue your arrows with an element to deal +1d4 damage of that element, cost 2 mana points. Bouncing arrow can hit multiple targets, each target in succession having -1 to hit which costs 3 mana points. Mana points recover once a day when you wake up.

45- Red Mage
HP- As Rogue

Every level, choose either to learn a new magic user OR cleric spell, learn how to use a new weapon and add +1 to hit, or learn how to wear one heavier armor category. You start with basic weapons skill with +1 to hit, can cast one spell, and can wear cloth armor only. You are the most versatile class.

46- Blue Mage
HP- As Wizard, +1 each level

Whenever you succeed a saving throw vs magic, you can 'store' that spell's effects inside of you to be released against an enemy. You get +1 savs vs magic per level. You can copy the magic effects creatures have, as long as your level is at least equal to their HD.

47- Cleric
HP- As Cleric

You can cast Cleric spells, one per day per level. You can also turn undead ½ your level times a day, minimum of 1. Undead equal to your level are stunned, below are scared away. If your level exceeds the enemy undead's health points as well as HD; they are destroyed.

48- Battle-Priest
HP- As Cleric

During battle you may recite a prayer instead of attacking which protects your allies from save vs death effects at +2 while you chant. You may lay hands on someone who is dying with negative HP equal or less then your level and put them to 0 HP. You can use this power once per day.

49- Cutpurse
HP- As Rogue

Once per day per level you can replace an item someone is carrying with something else of roughly equal weight and shape without them noticing. You get a bonus to hit with a knife equal to ½ your level and can evade a number of people trying to find you in a crowd equal to your level.

50- Scout
HP- As Rogue

You can travel as fast on foot as others do on horseback (not in combat), and twice as fast on horseback as everyone else. You get a bonus to stealth checks, but not stealth attacks, so you can scope out opponents. You get a number of useful, exploitable facts you learn from scouting equal to your level.

51- Hunter
HP- As Rogue, +1 at first level

Gather info on a monster or animal by following its trail and finding marks and clues. Droppings, trails, scorch marks, bones of victims, etc. Each one grants you +1 AC, +1 to hit and +1 to saves vs that specific creature. You are skilled with medium armor as well as ranged weapons and spears.

52- Explorer
HP- As Rogue, +1 each level

Every time you discover a new location, you get 10% experience points to your next level. You see in the dark better then most people. Skilled with all basic weapons and medium armor. You begin with a magic compass that can point towards the nearest most important landmark.

53- Beast Master
HP- As Rogue, +1 each level

You can tame wild beasts, up to a number of TOTAL beast HD of all your beasts equal to your level. You can spend a combat round identifying a beast to get a general idea of how strong (damage and to hit), and tough (AC and HD) it is, as well as maybe a clue to its special abilities. You get +2 AC vs animals and +2 to saves that come from wild beasts and monsters.

54- Horizon Walker
HP- As Cleric

You have an innate sense of what the weather will be like when you travel somewhere. If on foot and with a walking stick, you can walk long into the night and morning and travel level+1 times distance you should have. At 8th level you can cross between planes doing this.

55- Strider
HP- As Fighter

You can run as fast as a horse for combat rounds each day equal to your level +1. You can jump between rooftops or in the trees at this speed as well, using the same resource. You can wear up to medium armor and use any weapon.

56- Loremaster
HP- As Wizard, +1 at first level

Every time you level up, you get to learn another local legend that is related to your adventure. You can decode spellbooks and ancient lore documents in 1d6 days. You can identify magic items equal to your level or less in power based on the legends and stories you've learned.

57- Enchanter
HP- As Wizard

Once per day per level, you can imbue an item with magical power giving it +1 to a weapon or armor. You can also enchant a weapon with near human levels of intelligence and the ability to speak OR the ability to move under your command. Each of these uses costs a use of your power. Duration lasts all day, but with a sacrifice of gemstones can be made permanent.

58- Summoner
HP- As Wizard

You can conjure a creature of HD equal or less to your level, multiple creatures can also be summoned as long as their total HD is less or equal to your level. You only have partial control over these creatures, and they must be placated with sacrifices when you first summon them. All creatures last 1d6 turns, add +1 turn per 5 Summoner levels.

59- Psion
HP- As Rogue, -1 per level

You have telekinetic power. You can lift items equal to your level in stone with your mind, start a fire, create telekinetic barriers that absorb up to your level in physical damage, and can levitate for a number of minutes equal to your level. Every time you use your powers you gain 1 stress. If you have 7 stress or more when you use your next power or see something shocking; 2d6 roll under stress or pass out.

60- Elementalist
HP- As Wizard

You can conjure a moderate amount of any element (room-sized cloud of fog, bonfire, barrel sized amount of water, or a large stone) once per day per level. You can conjure this as is or as an attack. You can conjure a minor amount or about 1/3 a moderate amount of any element twice per day per level. Every 3rd level and starting at 3rd level you can conjure a very large amount of an element once per day, like a house-fire, a mini-tidal wave, small lightning bolt, or boulder.

61- Necromancer
HP- As Wizard, -1 per level

You can raise and control an army of undead minions. Up to your level+1 in HD. You need a corpse and once destroyed the body cannot be used again. Skeletons and zombies up 1 HD, large creatures count as 2 HD. Small animal skeletons like pigs and dogs count as ½ HD. They last until destroyed or turned, but do not have any special powers.

62- Druid
HP- As Cleric

You can freely turn into an animal at will, the number of animal forms you have is equal to your level. Once per day per level, you can command plants to obey you, either giving you food and water or entangling your foes. You can learn the languages of animals the same way you learn person languages, and get bonus animal languages equal to your level.

63- Acolyte
HP- As Cleric

You can join any religion regardless of their alignment and serve them as an apprentice and acolyte. You can learn one spell or magic ability from each religion every level and can leave them at any time. When you die there is a 1 in 6 chance the various Gods fight over your soul and you can slip away back to 1 HP instead.

64- Highwayman
HP- As Rogue, +1 at first level

When you meet travelers on the road, you can force them to give up to 10x your level worth of goods in gold coins or other treasures and supplies, and they will not call the guards on you. You deal +1 damage on ambushes per level, and are adept at hiding.

65- Ballistician
HP- As Rogue

You are skilled with crossbows and siege weapons. You can use explosive ammo without it going off on you. Enemies who save to avoid your projectiles or disease-ridden corpses you throw over the walls get -1 to saves per level. At 6th level, you can fling yourself or another person with a catapult without hurting them, letting you fling them over walls.

66- Spy
HP- As Rogue

Each week you spend investigating a political power from within you get to learn one dirty secret about it, such as a secret passage or where their well is so you can poison it. It takes a number of people suspicious of you equal to your level or more for them to figure out that you're a spy. You get +1 to hit with knives and enemies who ingest poison food & drink brought by you get no save.

67- Poisoner
HP- As Rogue, -2 at first level

You get +2 to saves vs poison. You can mix one basic poison per day per level, dealing an additional 1d6 damage to targets hit or poisoned with food & drink. Every 3rd level you learn how to craft a special poison that deals 1d6 per poisoner level but only towards a single specific creature or person. You can identify any normal poison both on its own and after it starts hurting someone.

68- Trap-Master
HP- As Rogue

Enemies must subtract your level from their saving throw vs traps you set. You can set up a trap in 1d4 turns made of normal materials that deals 1d6 damage, and can catch 2 rations worth of food per day by using your traps. You can also set a non-damaging special trap that can catch creatures up to your level in total HD once per day. At 4th level you can tweak the trigger conditions of a trap you set, such as only small creatures or only big creatures will set it off. At 8th level you increase your trap damage to 2d6 that counts as magic damage and can trap ghosts and other supernatural enemies in your cage traps.

69- Dark Delver
HP- As Fighter

You are an expert spelunker and get to add your level to climbing checks in dungeon or caves. You get dark vision once you reach 3rd level and get +1 to hit with all weapons in very cramped quarters. You can understand the monster scratch language written on the wall, and learn 2 words of it each level.

70- Gambler
HP- As Rogue

Once per day you may make a Hunch roll; roll a d20 and you can use that roll instead of rolling at any time during the day. You can hustle people in towns, gaining 1d6x10 per day in silver for low class areas and gold for high class ones. Once per day per level, you can 'double or nothing' any roll. Success means you get a double success, such as bonus damage or avoiding all damage instead of taking half, but failure means you get a double failure and must take more damage or put into bad situations.

71- Mentalist
HP- As Magic User, +1 per level

You can read the surface thoughts of others once per day per level, which let you tell basic emotions and lies but cannot learn everything they think or now with this power alone. You can send short mental messages to others in a nearby area and get +2 saves vs all mind affecting spells. If you pierce something as an illusion, you can roll a save vs magic to gain control of it for three rounds.

72- Tinker
HP- As Rogue, -1 per level

You can repair and craft technological clockwork gizmos and gadgets. You have a 1 in 6 chance to discover the use and repair ancient machines in dungeons, this chance increases every even level. You can tinker with people's gear and can add +1 to hit, +1 to damage, or +2 resistance to a random element with a 25% chance to instead do an opposite negative version of the above effects. These can be fixed by spending a day in the workshop.

73- Technomancer
HP- As MU, +1 at first level

You can create magitech devices. You can break down magic items and gain magic dust and shards equal to the magic bonus of the item. Shards can be used to create magical devices that can replicate any spell effect equal to your level or less once a day. You must feed one of your devices with thunderstrikes, gold, or fresh blood every 1d6 days or else it will stop functioning.

74- Animist
HP- As Cleric, -1 per level

You can bottle the spirit energy of living things as they die, which can be consumed by another living thing to restore 1d4+HD of creature's essence. If you bottle a person you can bring them back in a nonliving object, which they can then animate but their soul is trapped within. Your power of spirit magic lets you see the true form of nature spirits and druids who take animal form.

75- Geomancer
HP- As MU, +1 per level

When you approach a natural barrier or superstitious location, you can feel the layline energy of the place which grants you +3 to all saving throws and AC for the day OR can be used to create golems of mud and clay who obey you. Golems have HD equal to your level but only deal 1d4+1 damage and are very slow. You have a supernatural sense for magnetic north when standing on a layline.

76- Dream Walker
HP- As MU, +1 per level

Whenever you sleep, you may invade the dreams of anyone within a radius of miles equal to your level as long as you have a lock of their hair or a personally important item of theirs. Once inside their dreams, you can send them messages or terrorize them with nightmares. Make attack roll + your level and they get AC 10 + wisdom to avoid taking 1d6 mental damage from your attacks. At 3rd level you can do this by just touching a sleeping person.

77- Channeler

You can create 1 point of magic from any item or object, the magic point is 'flavored' as a specific element or force. You cannot drain any object twice. Bones grant death magic, plants grant plant magic, weapons grant steel magic, etc. Each point of magic can be spent to cast a spontaneous magic spell, equal in level to the magic points spent on it. You can create a number of magic points equal to your level per day.

78- Sage

Once per day you can spend an exploration turn meditating to gain a bonus equal to your level to any skill you wish. Every time you heal someone using herbs and medicine you get to add +1d6 to the health restored, and can restore +1d4 points of any attribute they lost. Every time you level up, you gain +1 in a random skill even you never practiced before, like politics, religion, armor smithing, etc.

79- Theurge
HP- As MU, +1 at first level

You may touch a person, place, or object to grant it an aura that resists magic and creatures of the opposite alignment, which lasts until sundown. You can do this once per adventure per level. Doing rituals and chants for the gods may grant you a prophecy, which gives one random party a +1 to all saves of a certain category until some major objective is accomplished.

80- Warlock

You can summon demons by blood sacrifice, one demon will be called equal to your level in HD+1d6. The demon will serve you one task, but will require something in return if it has HD greater then ½ your level. Each HD it has over your level it will demand something extra from you, be it blood, gold, or humiliation. If you cannot pay the demon will take your soul.

81- Thief
HP- As Rogue

You get a bonus to picking locks equal to your level, and get +1 damage with knives and sneak attacks. If you find yourself disarmed or with your gear stolen, you can pull out a hidden lockpick once per day. Whenever you attempt to sneak you may add your level as long as they are distracted by something.

82- Infiltrator
HP- As Rogue

When performing a sneak attack, you can instead make it nonlethal damage and add your level to knock out guards. You have a sixth sense and only have a 1 in 6 chance of being surprised by guards, as you can hear them coming. Every time you enter a new room in a place you are sneaking around in, you have a 50% chance to find a map, key, or some other useful item or bit of information to help you.

83- Cat-Burgler
HP- As Rogue, -1 at first level

You can squeeze in through bars and windows, and reduce the damage taken from falls by your level.

84- Philanderer
HP- As Rogue, -1 per level

You can cast
Charm as a nonmagical effect on someone once per day per level. Once you reach 9th level, a powerful and rich person will want to have sex with you and cheat on their spouse, potentially getting you into trouble but also getting you access to political power by proxy.

85- Stalker
HP- As Rogue

You can select a 'target' by talking to or speaking with someone. You will have an innate sense of where they are, but they also have an innate sense of being followed or watcher. You get +1 bonus to stealth and damage when sneaking up on your target, but can also protect them instead granting them +1 AC if you sense they are in danger.

86- Chameleon
HP- As Rogue, -1 per level

By standing still, you can change the color and texture of your skin once per level per day.

87- Trickster
HP- As Rogue

You can make people think that an item you are holding is something of a similar size, such as a rock is a pearl or a knife is a flower. Additionally, you can imitate voices. When cornered you can disappear in a puff of smoke or by running behind a curtain once per day. Your powers fail to work on people once a number of people equal to your level or more know you are a dirty trickster, and you'll have to find a new place to terrorize.

88- Magician
HP- As MU, +1 at first level

You can cast an unlimited amount of 1st level spells per day, but require special objects to cast them with, such as powder for sleep or paper streamers for magic missile. You know a number of weak magical spells equal to your level. You can make one of your hirelings your Assistant which makes enemies take -2 to all their saves when they're present and they can cast a single trick.

89- Shadowmancer

You can bend and change the shape and action of your own shadow at will. By piling shadows in a corner or other area, you can grant +1 to all stealth attempted there. Once per day per level you can make a shadow into a semi-physical thing that can be attack or move as a 1st level creature. If you manage to stick an iron pin in another being's shadow they must save or cannot move.

90- Alchemist

You can identify potions a number of times per day equal to your level. If you mix two potions you can cancel out the effects of one potion while keeping the other effects, create a combination potion, or make the potions into a bomb that deals 2d6 damage to enemies of a random element when thrown. You can also brew potions in your laboratory by using herbs and animal parts, and can create 1d6+ level potions each season.

91- Binder

By concentrating and taking a full round to incant a spirit or ghost's true name, you can force them to inhabit an object like a vase, bottle, box, or bag. This only works on beings who have HD equal to or less your level. Once per day, you may force a spirit you've trapped to reveal a secret to you or perform some minor action for you, but you must banish them to the spirit realm after you force a spirit to obey you three times. More powerful creatures can give better secrets or even cast spells for you.

92- Conjurer
HP- As MU, +1 at first level

You can conjure forth basic objects of simple construction, like some clothes, bundle of arrows, a sword, etc. You can do this a number of times per day equal to level and all objects fade away after a day if you do not use them or touch them. You can use this power to create non-magical food or drink but must spend time with whoever ate it or else it will fade in their belly and cause them to starve.

93- Illusionist

You can create illusions that can fool one sense per level+1. Touch includes heat and friction in this case. Illusions can be dispelled by beings that don't believe them or by taking too much magical damage. Illusions people believe can affect them at about ½ the power of an actual being or spell of that type if it was actually real.

94- Shaman
HP- As Cleric, -1 per level

When wearing a spirit mask, you get +2 to saves for wise masks OR enemies get -2 to morale for scare masks. When banging a drum, all allies gain +1 to hit and damage and initiative. The shaman can burn the bones of an animal who had a strong spirit or dutiful life and the smoke from this fire will heal 1 hit point per HD of the animal to all who breathe it in.

95- Seer
HP- As MU, +1 at first level

By reading a palm, with a crystal ball, or with tea leaves you can spin a fortune which grants anyone else a hunch roll or +4 AC against a single attack from an enemy you know of in advance. You can do this once per day per level, but only once per person. Additionally, you can meditate to astrally project outside your body a number of yards up to your Seer level.

96- Arcanist

You can cast spells through the carving of magic runes. Any spell effect you've learned from an item or studying the bones of a creature can be inked onto paper to create a simple sigil that can be used once and is then burned, or carved into a piece of equipment to be used by the person holding it or into a wall, door, or book to be cast as a trap. These spell effects are reduced and weakened versions of the normal spells you know.

97- Witch

You can curse people. This requires a ritual and you can only have a number of these curses active equal to your level or less. If you curse someone with polymorph they may instead just turn into that animal when they sleep, or only during certain phases of the moon since the curses are limited.

98- Sorcerer

You can press your own magical presence onto other people to influence them, either by granting +1 per level to reaction checks with that creature or granting them -1 to morale checks. You can only do this once per being per adventure. You can force the world to damage an enemy or object, which either takes the strain directly or nearby objects lash out at them to accomplish your will. Deals 1d6 damage and can do this only enough times it makes sense in your environment. You can twist fate once per day, roll d20 + your level to change circumstances.

99- Wizard

You can learn magical spells. By reading a scroll or spell book you can write down and formulate new magical powers for you to cast. You can cast a number of spells per day equal to your level. You start with two spells.

100- Warrior 
HP- As Fighter

+1 to all attacks with weapons per level. Add +1 damage to your attacks every even level. Once per adventure, heal 1d6+level as you let out your fiercest battle cry.