Saturday, October 26, 2024

Warlord class [2e]

 Created using my CP D&D rules

 Updated on 2024-10-29

The warlord is designed to be a non-magical combatant, whose primary purpose is supporting other characters; giving them extra attacks, and bonuses to attack and defense. This can be hard to model in 2e, where such abilities are usually the domain of spells... a cleric can Bless you, or cast Prayer, or a Wizard can use Haste, but let's see what we can build.

Warlord
A warlord is a warrior subclass who, while capable combatants themselves, are highly skilled in the leading of troops into battle. As Warriors, they have a d10 HD, can use any weapons or armor, and receives the warrior bonuses for exceptional Strength or Constitution. Beginning at 7th level, they may make additional attacks per round, as other warriors. They may use general or warrior magic items, and pay standard cost for non-weapon proficiencies of the General, Warrior, and Priest groups. Their XP table is as follows:

Level Experience
2 2000
3 4000
4 8000
5 20000
6 40000
7 80000
8 150000
9 280000
10+ 300000/ additional level
(Suggestion: Just use fighter table)

At 1st level, they may Alter Moods, Read Languages, and know History (including magic items) like a bard.
*Twice per day, they may quickly bind wounds, healing 2hp/level/day
*They may also Inspire their allies within 10 feet; after spending three rounds exhorting and directing their allies, they receive a +1 to attack rolls and saving throws, and +2 to Morale. The bonuses continue so long as the warlord continues to exhort them, and for 1d3 rounds after. The Warlord can walk while Inspiring their allies, but no other action.

At 3rd level, a Warlord begins to expand their skills
*At 3rd level, and every level thereafter, the Warlord learns the language of one human, demi-human, or humanoid creature that they have joined in battle, either as allies or as enemies.
*Also at 3rd level, when a warlord joins battle (leading from the front, or in the melee), their allies gain a +1 to attack rolls and suffer no morale penalties.
*They may train allies in the use of weapons that they, themselves, are proficient with. They may train a number of student equal to their level, and training requires 8 hours of practice a day for a month. At the end of training, the students make an intelligence check; if they succeed, they receive the weapon as a bonus proficiency, without spending slots or character points.

At 4th level, a warlord expands their martial skills; they may choose one tight group of weapons; thereafter, they gain a +1 to hit and damage with those weapons.

At 5th level, they gain the services of a loyal squire. This squire is a fighter of one-half the experience of the Warlord, and will remain in the Warlord's service. Most often, this will be a single-classed fighter of the warlord's race, but, depending on the campaign, other characters may be appropriate.

At 6th level, a Warlord can, three times a day, let out a thunderous battle cry that affects all beings in front of them within 20'. Beings whose hit dice are less than or equal to theirs must save vs. spells or be stunned for 1 d4 rounds from the force of the yell.. A victim who saves is deafened for 1d4 rounds. Beings whose Hit Dice are higher than the character's are unaffected.

At 7th level, they are able leaders, able to effectively direct up to 100 troops/level.

At 10th level, a warlord becomes a warlord, in truth. Their loyal squire becomes the captain of a troop of soldiers (as a fighter's), and they also gain the services of 10d6 0th level warriors. The troop of soldiers comes prepared, but the warlord will need to find arms and armor for 0th level warriors.

There you have it. A Warlord can do well in small-group setting, being a capable combatant... not quite as good as a fighter, but good, getting better at 4th and great at fighting mooks at level 6. They eventually get a sizable army, and they have some basic ability to heal. Access to priest group NWPs means they can learn things like Healing, Engineering, and Literacy.

Saturday, October 12, 2024

Gnome Alchemist [RC]

Again, thanks to Erin Smale's Creating a More Perfect Class https://breeyark.org/building-a-more-perfect-class/

Gnome Alchemist

HD: d4 (100/100)
Saving Throw: Dwarf (400/500)
Attack: Magic-User (100/600)
Armor: Restricted (100/700) (Leather)
Weapons: Restricted (0/700) (Knife, Dagger, Sling, Crossbow, Club)
Spells: Cleric, Magic-User 1/4 (400 + 400/1500)
Skills: Speak Gnome, Dwarf, Kobold, Goblin; Alchemy (General Skill); Science: Chemistry (General Skill) (300/1800)
Racial Abilities: Infravision 90'; Detection Abilities (as dwarves); Saving Throw Bonus as dwarves against poison and spells (300/2100)
Weapon Mastery: Non-fighter (0/2100)
Level Limit: 8th; Name level (-100/2000)

Gnomish Alchemists have studied the art of alchemy to a degree amazing to non-gnomes; far beyond simply brewing antidotes, they may use their arts to create short-lived potions on the spot, by mixing reagents to form an immediate reaction. When they reach 7th level, they may create magical potions of longer duration, as any magician might.

Like magic-users, gnome alchemists must maintain a "spellbook"; in their case, it is quite literally a book of recipes. Their alchemical concoctions are usually the mix of two or more ingredients; stable individually, but causing a reaction once mixed. Commonly, these will be powders placed into a liquid, though they may be two liquids combined, or a powder set on fire.

Alchemists are not limited by "spells per day"; rather, they are limited by the depths of their purses. In consumed components, alchemist concoctions cost one gold piece per level of the spell, and components for a single concoction weigh 10 cns per spell level. An adventuring alchemist must carry these with them, though they may gather 1 gold piece per level worth of ingredients each day with a successful alchemy skill check. Such gathered ingredients will not survive more than the day. At 1st level, they may create concoctions that mimic 1st level spells. At 4th, they may make 2nd level concoctions, 3rd at 6th, and 4th at 8th.

Available Concoctions
1st: Cure Light Wounds, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sleep*, Faerie Fire**
2nd: Bless, Hold Person, Resist Fire, Silence 15' Radius, Speak with Animal, Entangle*, ESP*, Invisibility*, Web*, Heat Metal**, Produce Fire**
3rd: Continual Light, Cure Blindness, Cure Disease, Growth of Animal, Remove Curse, Speak with Dead, Striking, Create Air*, Fireball*, Fly*, Haste*, Protection from Normal Missiles*, Water Breathing*, Protection from Poison**
4th: Animate Dead, Create Water, Cure Serious Wounds, Dispel Magic, Neutralize Poison, Speak with Plants, Polymorph Self*, Protection from Lightning**

Most concoctions are as Cleric spells; those marked with an asterisk (*) are as equivalent magic-user spells. Those with two asterisk (**) are as druid spells.

Saturday, October 5, 2024

Duneright [2e]

Duneright

 Duneright is an attempt to integrate the domain rules from Birthright into Dark Sun. As Dark Sun does not have Birthright's assumed "divine right", nor Cerillia's "basic ability to sustain life", some changes had to be made. This was hashed out on the message boards of The Piazza, and can't be considered my work alone; Stephen Kissinger helped refine the product, and converted the many different Dark Sun units from Battlesystem to Birthright's War Cards. It should also be noted that this is all thorr-kan's fault; he asked if it had been done, and it got in my head.

TL;DR: Some Key Differences

Assuming you are familiar with Birthright, here are some key differences between the domain rules as laid out in the Birthright Boxed Set, and as implemented in Duneright.

1) No blood score. You are not a divinely ordained scion of a dead god; you are an ex-gladiator trying to survive in a desert. Your Regency doesn't come from your blood, but from your blood, sweat, and tears, and from your time and treasure.

2) "Gold Bars" don't make sense as a currency for Dark Sun. They are instead slightly abstracted into "Trade Units", or TU. All references to GB should be in TU. For the purposes of the Finances action, 1 TU is equal to 2000cp, just as 1 GB is equal to 2000gp.

3) No Temple holdings. Dark Sun priestly magic doesn't work off belief, so being able to muster a lot of people praying doesn't aid one magically. Priests and wizards both make use of Source holdings.

4) Subsistence ratings. In Dark Sun, there's no guarantee that your province will be able to support the number of people you have on the land. Not having total Subsistence ratings equal to your Province level will cost TU or RP.

5) No limit to how many people can control holdings of a certain type in a province. Your level 3 province may have three different level 1 Guild Holdings, and several 0 level Guild Holdings that are contesting those.

Thursday, October 3, 2024

Red Card!

 Red Card, a Savage Worlds supplement for playing semi-pro football, is now live!