Optional Character Classes (Barbarian & Warlock)


Barbarian Hero

Description:
The Barbarian Hero (or Tribal Prodigy) is the exceptional warrior of the tribe - a physically strong, instinctive, and resilient fighter that can overcome hardship and remain standing after others have fallen. Less exceptional warriors in the tribe, that do not match the physical requirements, will become Barbarian Fighters or Berserkers with the same (or similar) taboos as the Barbarian Hero. Training is conducted by another Barbarian Hero or a Shaman (holy man) that has a strong bias against wizardry. Only Humans may become a Barbarian Hero. Because of their highly instinctive nature they cannot be Lawful. The Barbarian must have at least 16 in Strength, 14 in Dexterity, 17 in Constitution, and 14 in Charisma. The Strength score roll is calculated by rolling 1d4 and adding it to a base number of 15. Any score above 18 requires an exceptional strength percentage roll. The starting Wisdom score cannot be greater than 15. Their Prime Requisites are Strength, Constitution and Charisma. Hit Dice are rolled using 1d12 up to and including 9th level with +4 per level thereafter. In barbarian tribes composing of physically strong individuals all warriors will roll 1d12 for hit points. Experience per level is double that of a fighter.

Barbarian Types:
Desert Tribes, Temperate Forest Tribes, Mounted (Steppe) Nomads, Northmen, Highlanders, Sea Raiders, Jungle Tribes, Savannah Natives.

Proficiencies:
Initial weapon and non-weapon slots are the same as any warrior. Proficiency progression is the same as Rangers and Paladins. Although not trained to be specialised in weapons use, because of their many skills, they may at 1st level use specialised attacks per round for the same cost (weapon expertise) and may advance to a de facto specialisation at 3rd level (with partial specialisation). Thereafter they can learn Weapon Mastery, costing two slots, which thusly cannot be achieved until reaching 9th level.
Barbarians start play as both Punching and Wrestling specialists, which only costs one weapon proficiency slot (for both). They must also be proficient with at least two tribal weapons. At first level Barbarians gain as a bonus, without any cost, the non-weapon proficiencies of Survival and Jumping, but never begin play knowing how to read or write. They are required to take Endurance as one of their initial proficiency skills. Recommended: Animal Handling, Blind Fighting, Direction Sense, Fire Building, Hunting, Healing, Riding (Land-Based), Running, Set Snares, Tracking, Weather Sense.

Weapons Allowed:
Any, but must include two melee weapons used by their tribe including Hand or Battle axe, Harpoon, Spear, Bastard Sword, Club, or Knife/Dagger. Horse tribe Barbarians must also learn the use of a Composite Short Bow. 

Armour allowed:
They may wear armour or armour pieces that are not overly restrictive and does not exceed AC 5.

Shields:
Barbarians may use shields of any type.

Special Benefits:
*Their base movement rate is 15.
*Gain +4 to Saves vs Poison and +3 to saves against attacks of a Magical Nature including Dragon Breath.
*Healing at twice the normal rate (1hp per day without rest, including fighting, 2hp per day while not engaged in strenuous activity, 6hp per day of bed rest - not applicable to magical healing).
*Climb cliffs or trees at 85% +1% per level + the dexterity bonus. Half the climbing rate is applied to unfamiliar and difficult to climb surfaces on the first attempt (like walls).
*Hide in Natural Surroundings at 25% +6% per level + the dexterity bonus. Half in unfamiliar terrain or in urban environments.
*Detect Illusions at 5% per level to a maximum of 75%. Requires 1 round of concentration.
*Detect Magic at 25% plus 5% per level to a maximum of 90%. The skill does not detect spellcasters and requires 1 round of concentration.
*Back Protection at 5% per level. Success means the attack is treated as normal and an automatic free counter attack (an attack of opportunity) is made.
*Barbarians can only ever be surprised on a roll of a 1 regardless of any penalty modifiers.
*Chi Power, where, beginning at levels 1-4, the character is able to damage creatures that can only be struck by silver, cold iron or those that enjoy a similar unique immunity:

Character Level                  Character Hits as a…
1-4                                  magical weapon/silver/iron/etc.
5-9                                       +1 magical weapon
10-14                                   +2 magical weapon
15-19                                   +3 magical weapon
20                                        +4 magical weapon

Special Hindrances:
*Detests Wizardly magic and high strangeness Priestly magic (although seemingly natural processes, like laying hands on healing is accepted) so that the Barbarian cannot adventure with individuals so identified - viewing them as enemies. At 3rd level a Barbarian may adventure with these types but only earns 1/2 experience while full experience is earned from 8th level onwards.
*Must refuse or destroy all 'obviously foul' Magical Items such as potions, scrolls, or rings - gaining the experience value of the item in the process (if an item is destroyed).
*Cannot wittingly use Magical Weapons, armour or other items except:
a. Drums of Panic b. Horn of Valhalla c. Horseshoes of Speed d. Mattock of the Titans e. Maul of the Titans f. Saw of Mighty Cutting g. Spade of Colossal Excavation h. Trident of Submission [source].
*If it is later found that the Barbarian has been using a magical weapon, armour or other item (that was taken or given as decoration or a gift), and that it has caused no noticeable 'ill' effects, then the item can be retained. Only one magical item can be retained every 4 levels.
*Up until reaching 6th level, if two (seemingly viable) options exist to 'solve' a problem and one option involves combat or breakage then the Barbarian must engage in such action at the earliest opportune moment - even if other party members have decided otherwise. The Barbarian will not engage in such measures when faced by insurmountable odds or if it is obvious that stealth is essential to achieving a certain objective.
*Regardless of level the Barbarian must always consider a combat or action-orientated approach to any situation.


Warlock

Description:
The Warlock is an advocate and devout worshipper of Demonic Forces. They are essentially multi-classed characters and receive both Priest and Wizard spells, where learning the latter comes from guidance provided by dark forces. They also have a number of special abilities which are essentially Dark Powers, although these come at a cost and severe restrictions. A Warlock must be either Human, Half Orc, Half Elven or Elven and have scores of 13 in Wisdom, 15 in Intelligence, 12 in Dexterity, and 16 in Constitution. Their prime requisites are Wisdom and Intelligence, and the class can never be abandoned. If the Warlock is used in a campaign then the wizard kit 'Witch' (CWHB) is only open to females where they are able to cast a limited number of priest spells (see the full Witch details below). Experience points for the Warlock is the same as a Wizard but they use the THACO table of a Priest. Warlocks roll 1d6 for hit points per level and +1 per level after 10th. The alignment can be any evil.

Proficiencies:
Warlocks have the same number of weapon and non-weapon proficiencies as a wizard and progress at the same rate.  They do not gain extra weapon skills using the bonus conferred by high intelligence scores, except for unarmed fighting, but may gain extra non-weapon proficiencies - choosing freely from proficiencies available to wizards and priests. Warlocks receive Spellcraft and Religion as bonuses. However, they must chose Herbalism as one of their skills and also chose two thief non-weapon skills from either Move Silently, Hide in Shadows, Hear Noise or Read Languages upon creation (see non-weapon proficiencies).

Weapons allowed:
A Warlock may only use a dagger or knife as a weapon.

Armour and Shields:
A Warlock may not wear armour, except magical bracers, or use any kind of shield.

Special Benefits:
*+4 to saves against necromantic spells.
*+2 to saves against all other magic.
*Sense living and undead creatures within a 10 feet radius plus 5 feet per level of the Warlock. The Warlock must concentrate mildly for one round to do so. At 8th level or higher knowledge about the physical condition of nearby creatures is also conferred, their health, emotional state of mind etc.
*Turn or Control Undead as if they were a priest 2 levels below their ability.
*Require no Holy Symbol to cast priest spells or to Turn/Control Undead.
*Warlocks can cast Cantrips like a bard except the damage caused can hit magical creatures and does 1d3 damage rather than 1d2.
*Casts Wizard and Priest spells as if the character were multi-classed, but using the progression table as a bard except that spell casting begins at 1st level. No extra Priest spells are gained for high wisdom scores. Warlocks may study Mage spells in the Schools of Abjuration, Alteration, Necromancy, Greater Divination, Lesser Divination, Conjuration/Summoning and Enchantment/Charm. Warlocks may receive Priest spells from Demon masters from the following spheres Necromantic (major), All (major), Charm (major), Divination (major), Astral (major), Summoning (major), Healing (minor), Protection (minor) and Wards (minor).
*Warlocks that engage in (animal or humanoid) sacrifice lower the cost of Ritual Magic significantly to a half (or less) than what is required to create a desired spell effect or to generate an unmemorised spell.

At 3rd level the Warlock may Bestow Curse once per week every 3 levels of the caster that causes, from 1-50%, the drop of one ability score, at the Warlock's choosing, to 3, from 51-75%, a -4 penalty to attack and saving throw rolls, or 76-100% the victim drops what they are doing and does nothing for one turn per level of the caster. When choosing what ability score to drop the caster does so through a specific rhyme, for instance: "Grown thee well and strong of heart, now all of this shall come apart". The curse, that lasts one turn per level of the caster, is inflicted using a touch attack or via the possession of an item from the victim. A saving throw will negate. Warlocks also become protected from the natural elements, so that excessive cold or heat has no effect upon them.

5th Brew Flying Potion that takes one hour to make and lasts 24 hours. May induce Fear once per week for every 5 levels of the caster.

At 7th level the Warlock is able to brew poison (Class L) that causes 15/0 damage in 2d4 rounds that coats one weapon initially and an additional one every two levels thereafter. A save vs poison negates the effect. A weaker ingested version (+2 to saves) can also be created that affects double the number of individuals. The ingested version causes 10/5 damage. Brewing takes one hour and it lasts 24 hours. The poison has no impact on creatures or persons greater than 8HD.

At 9th level the Warlock may summon a Minor Demon (Daemon) that will serve for 666 turns one time per month. The chance of success is 5% per sacrifice in a ceremony that lasts 3 turns +1 turn per level of the Hit Dice summoned. The cost of the ceremony is 1000gp per Hit Dice of the summoned monster.

At 11th level the Warlock gains the ability to regenerate as a troll.

At 13th level the Warlock may Bestow a Major Curse once per week per 6 levels of the caster. It is similar to Bestow Curse except that two specific abilities scores can be dropped to 3 with the utterance of the appropriate words, the penalties to hit and saving throws are -8, and for 76-100% rolls the result will be Cause Disease (exactly as the spell), an 'unrecoverable' Energy Drain one level per day (in AD&D THCAO Dragon lost Energy drained levels return after time), or permanent Aging 6 years per day where the spell duration is between 6 to 24 days. No saving throws are allowed but the Warlock must still touch the victim or be in possession of one of their items.

At 15th level the Warlock may summon a major Demon in the same way they may summon a Minor Demon except that at each attempt there is a 35% chance, -1% per level of the Warlock, that the demon takes the Warlock's soul in return for the service demanded.

Hindrances:
*Warlocks may be kept at bay via Protection from Evil or a circle of warding.
*Warlocks are affected by Holy Water as Anti Paladins taking 1d6 damage per vial (undead normally take 2d6).
*Pure salt acts like acid upon the Warlock, the equivalent to holy water causing 2d6 damage.
*Weapons and items of cold wrought iron do double normal damage to Warlocks.
*They can be crippled if cold wrought iron (nails) are driven into impressions on the ground left by the Warlock, with one attack allowed per impression ie., footprints. No damage is sustained except that the pain from such an attack is judged to cause an equivalent amount of incapacitation. Phantom hit points are deducted. If the Warlock's hit points reach zero they fall unconscious. Phantom damage sustained to their feet causes a loss in movement rate or immobilisation. Warlocks always go barefoot but are protected from the natural elements. To alleviate or counter such damage causing attacks the Warlock must brace his feet against a surface that is not connected to the ground ie a floating platform, or even a plank of wood held against raised feet.
*Warlocks may not tread upon consecrated (Holy) ground. To do so causes the Warlock 1d6+2 points of damage/round.
*Warlocks can only heal themselves. If they are healed by Priests of any good or neutral faith, they take damage in the amount they would have been healed. If healed by evil priests, they only get 1/2 the normal amount healed.
*When other beneficial Priest spells are cast upon the Warlock they must make a Saving Throw to see whether it is effective. At first level they need to roll a 4 or above on a d20. Each level the saving throw roll increases by one point.
*All natural animals, with the exception of creatures of the night and darkness (serpents, black cats, ravens, etc), are unfriendly towards Warlocks, and will back away from them if at all possible. If cornered by a Warlock, the animal will attack to the best of its ability.
*Warlocks cast an unnatural shadow on their surroundings (similar to a Demon or Devil) that allows them to be detected via various means. Flames burn pure blue in their presence, milk curdles overnight in their presence, bread will not rise in their presence, horses or similar beasts sweat in the morning in their presence. This effect essentially disrupts natural processes and extends 20' or impacts a building or property occupied by the Warlock.
*If fresh blood of a Warlock is obtained , and a special 'Compass' of brass is constructed, a Priest can track a Warlock so long as the Warlock is within 1 mile per level of the Priest and so long as the blood does not dry up. This 'Compass' requires about 4 days to make and the materials cost about 15gp.
*Warlocks receive a -3 to -5 (primitive societies) to reaction rolls for those that suspect their profession. There is a 20% chance per day in populated areas that a mob will form of 4d6 people that will attempt to drive the Warlock away. Mobs are often led by spellcasting NPCs that view the Warlock as a danger or heretic. Where serious crimes are suspected of being committed by the Warlock the mob, or local authorities, will hold a trial where burning at the stake or drowning will be the punishment.


Witch (CWHB kit, modified)

Description:
The Witch gains power and knowledge from supernatural forces, including from nature, and from extra planar entities, often malevolent. While their spells are the same as those taught in traditional schools of magic they often learn their craft in an unconventional manner, casting the same type of wizard spell in a highly unusual way. These differences, and the power gained from unconventional sources, mark them as heretics forcing them to live in isolation or in remote communities. Witches require 13 in both Intelligence and Wisdom and 16 in Constitution (previously 9 in the kit). A witch may be of any alignment. Experience is the same as a Wizard with 1d4 hit points per level.

Proficiencies:
Are the same as a wizard.  They receive bonus non-weapon proficiencies of Herbalism and Spellcasting, and no penalties for choosing priest proficiencies.

Weapons:
 Dagger, knife, sling, staff or club.

Armour:
None allowed except for those allowed to Wizards (magical bracers, robes, cloaks etc)

Shields:
None allowed.

Special Benefits:
*Gains 1500gp worth of rustic magical items from the DMG where any leftover monies are lost.
*Cantrips that cause damage can hit magical creatures and do 1d3 damage rather than 1d2.
*Witches that engage in (animal or humanoid) sacrifice lower the cost of ritual magic significantly to half (or less) than what is required to create a desired spell effect or to generate an unmemorised spell.

At first level, in addition to their wizardly magic, a Witch can cast Druid spells, but with an additional access to Necromancy, where they use the same progression table as a Bard, except improving one level for every three as a Wizard. At first level they may cast one such spell. No bonus spells are received for high wisdom scores.

At 3rd level the Witch can secure a familiar, in the same way as Find Familiar by only concentrating for 1 turn. They may also brew a Flying Ointment, the Witch's noted special ability, that takes one hour to make and lasts 24 hours.

At 5th level a Witch can brew a calmative that causes sleep on contact, that coats one weapon initially and an additional one every two levels thereafter. A save vs poison negates the effect. A weaker ingested version (+2 to saves) can also be created that affects double the number of individuals. Brewing takes one hour and it lasts 24 hours. The calmative has no impact on creatures or persons greater than 8HD. If three Witches of 5th level or above come together in a covenant they may cooperatively cast spells as described under the monster description for Hag.

At 7th level the Witch is able to brew poison (Class L) that causes 15/0 damage in 2d4 rounds. An ingested version is also possible that causes 10/5 damage. The details for this are the same as the sleep calmative. Also at 7th level the Witch must memorise Remove Curse or Bestow Curse as part of their active repertoire of spells, automatically being successful in learning the spell. When Bestow Curse is cast a Witch can choose what ability score to drop to 3 (see Warlock for full details of the spell).

At 9th level a Witch can Beguile opponents. This is the same as the spell Charm Monster, where the Witch need only concentrate for 1 round while pointing at the target. No verbal component is required and no saving throw is allowed. The charm cannot affect creatures or persons with greater than 8HD and can be used three times per week. In addition to their normal spells the Witch can select one 4th level Druid spell every week (Sticks to Snakes etc).

At 11th level the Witch's Constitution score is calculated at being 20 for Saves Against Poison and other checks and allows for limited regeneration of hit points at 1 every 6 turns.

At 13th level the character can Bestow a Witch's Curse on an opponent once per week per 6 levels of the caster. Rolling 1d8 results in (1-3) two specific ability scores dropping to 3, (4-5) causes a -4 penalty to hit, damage (unlike a Warlock, with a minimum of 1 damage) and saving throw rolls, (6) blindness for 24 hours, (7) a -1 drop to hit points per hour for 24 hours where magical or natural healing is ineffective, and (8) causes the target to enter Temporal Stasis for 24 hours as per the 9th level Wizard Spell. No saving throws are allowed.

Hindrances:
*Witches receive a -3 to -5 (primitive societies) to reaction rolls for those that suspect their profession. There is a 20% chance per day in populated areas that a mob will form of 4d6 people that will attempt to drive the Witch away. Mobs are often led by spellcasting NPCs that view the Witch as a danger or heretic. Where serious crimes are suspected of being committed by the Witch the mob, or local authorities, will hold a trial where burning at the stake or drowning will be the punishment.
*At night, for 12 hours, for 7 days a month the Witch suffers from struggles with supernatural forces that cause -2 penalties to hit, damage, and saving throws.
*They cannot enter the holy ground of the major deities (or even minor deities), whether good or evil, or associated buildings, or become nauseous where their physical attributes drop to 3 after 2d4 rounds. Each score returns at a rate of one per day.
*All natural animals, with the exception of creatures of the night and darkness (serpents, black cats, ravens, etc), are unfriendly towards Witches, and will back away from them if at all possible. If cornered by a Witch, the animal will attack to the best of its ability.
*Magical Healing on a Witch is only half as effective as normal.
*When beneficial Priest spells are cast upon the Witch she must make a Saving Throw to see whether it is effective. At first level they need only roll a 2 or above on a d20. Each level the saving throw roll number increases by one point.
*Good or neutral aligned Witches face intermittent attack, once yearly, by supernatural creatures, that can be warded against using protection circles. These random attacks only target the Witch, although they will strike those trying to defend her. They are always 1HD per level of the Witch. The attack often occurs during one of the nights where the Witch suffers penalties due to the influence of supernatural forces or at some point during the following day provided the area can be described as desolate (ie an abandoned, drought affected farm). After 2d6 hours the attackers melt away. At higher levels multiple attackers of lower level are commonly encountered. Before these attacks come the Witch becomes aware of the impending confrontation, with up to 12 hours notice.


End Note: The original source material for the Warlock can be found at this link: https://groups.google.com/forum/#!topic/rec.games.frp/vLvGUyMEhRo where the ideas for the concept are derived from the film of the same name.



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