Spells of the Yon Gorilla People

Yon player characters have limited access to magic spells. These spells reflect their culture, religion, and environment.

Yon are gifted a single spell every level of experience from their god, Oogam. The exact spell is rolled randomly or chosen, but the maximum level of the spell is half the level of the caster, rounding up.

Yon magic costs 2 Hit Points per level of the spell. Magic is draining and tiring to the caster. A level 1 spell will cost 2 hit points, a level 2 spell will cost 4 hit points, and level 3 will cost 6 hit points, and so on. There is no limit to the number of times a day spells can be cast, other than hit points.

The following list contains the spells available to the Yon character. Spells with descriptions are new, spells without description are from the LotFP Rules & Magic book (Grindhouse edition). Yon have a close relationship with Giant Bees, using honey and wax for a variety of uses.

Spell Level One

  1. Melt Bee’s Wax: Range: Touch. Duration: Instant. The caster can instantly melt bee’s wax in their hand, or within a hand held container.
  2. Bee’s Wax Glue: Range: Touch. Duration: Instant. Turns bee’s wax into a powerful adhesive and sealant, able to glue together most types of material. 
  3. Bless
  4. Detect Evil/Good
  5. Protection from Evil/Good
  6. Purify/Spoil Food and Drink
  7. Light
  8. Comprehend Languages
  9. Feather Fall
  10. Mending
  11. Message
  12. Sleep

Spell Level Two

  1. Friend of Bees: Range: Self. Duration: One ten minute Turn per level of the caster. Bees of all types (but not wasps or other stinging insects) regard the caster as a friend and will not attack. They will allow the caster access to their hive and to remove wax and honey. 
  2. Create Candy: Range: Touch. Duration: Permanent. Caster can create hardened candy out of honey. Great for sore throats and a variety of other common ailments. Can turn up to one pound of honey into candy per level of experience.
  3. Cure Light Wounds
  4. Delay Poison
  5. Heroism
  6. Resist Cold
  7. Silence
  8. Detect Invisible
  9. Force of Forbidment
  10. Speak With Animals
  11. Wall of Fog
  12. Wizard Lock – uses bee’s wax as a component.

Spell Level Three

  1. Bless Food: Range: 10 feet. Duration: Permanent. Blessed food is impervious to spoiling magic and doubles the length of time that the food would spoil normally.
  2. Seal Wound: Range: Touch. Duration: Instant. The caster uses melted bee’s wax to seal open wounds. This will stop bleeding and stabilize a wounded individual. The wounded person also heals an additional hit point every 24 hours. 
  3.  Dispel Magic
  4. Magic Vestment
  5. Remove Curse
  6. Sacrifice
  7. Army of One
  8. Gust of Wind
  9.  Light, Continual
  10. Locate Object
  11. Speak With the Dead
  12. Turn Undead

Spell Level Four

  1. Honey Medicine: Range: Touch. Duration: Permanent. Turns honey candy (level 2 spell) into medicinal lozenges. Works the same as Cure Disease and heals d6 Hit Points.
  2. Detect Lie
  3. Divination
  4. Neutralize Poison
  5. Protection from Evil, 10ft radius
  6. Spell Immunity
  7. Charm Monster
  8. Protection from Normal Missiles

Spell Level Five

  1. Commune
  2. Cure Serious Wounds
  3. Dispel Evil
  4. Insect Plague
  5. True Seeing
  6. Hold Animal/Monster/Person

Spell Level Six

  1. Find/Lose the Path
  2. Heal
  3. Word of Recall
  4. Legend Lore
  5. Holy Word
  6. Control Weather
Art by Kolsga

    Yon: New Race/Species LotFP

    Yon, or Ape-men, are a species who have created their own civilization in the vast forest that bears their name, the Yonwood.

    The yon live on platforms built high up in the trees; trees that grow 100+ feet high with trunks a dozen feet thick.

    Physically, they are slightly larger on average than humans, with longer arms than legs, and a fur covered body. Some tribes shave parts of their body and put on body paint, some shave and cover their skin in tattoos. Generally, only warriors shave, and then only shave the parts that would be covered by armor.

    Yon wear armor made of giant insect shells. Full suits of armor are too restrictive, hot, and unwieldy for the furred, tree dwelling species, so armor consists of breastplates, helms, bracers, and wooden shields.

    Their largest export to human realms is honey cultivated from the hives of Giant Bees. Yon beekeepers are able to produce honey with incredible properties. The knowledge to do this is considered a gift from the Yon god, Oogam.

    The Yon worship, or at least recognize, a single god who they call Oogam. Oogam is benevelent and provided the Yon with gifts of knowledge and civilization. Oogam has a malevolent counterpart called Oogab, who is the god of the Carnivorous Apes – uncivilized, evil creatures who constantly war with the Yon.

    Forged metal items are greatly prized, as the Yonwood is devoid of mines and forges. Favorite weapons are clubs, spears, and blowguns with poisoned darts.

    Mechanically important information:

    • Hit Points: d10 + Constitution modifier.
    • Encumbrance as Dwarf: five additional slots before taking an encumbrance point.
    • Combat Options: Just standard attack, no others.
    • Skill bonuses: +1 to Open Doors and Bushcraft, +2 Climb. An additional +1 to these three skills at levels 4, 8, 12, and 16.
    • One first level spell. Yon are shamanistic and learn an additional spells as they grow in experience. They cannot be taught spells or learn them through research. These are considered gifts from Oogam. Every new level of experience, the Yon character learns a single spell of level equal to or less than their current level minus one. This spell can be randomly determined (yay) or chosen by the player (boo). Yon have their own spell list to choose from.
    • Damage bonus: Yon are stronger than humans and in addition to their bonus to Open Doors, they have a +1 to melee damage.
    • Can wield giant-sized weapons two-handed, and Great Weapons one handed.  
    • Saves as Fighter
    • Experience Points and leveling up are the same as Elves. 
    • Alignment: Yon are considered Lawful for alignment purposes.

     Here is a picture of a Yon with a human magic user.

    art by Brom

    Warrior 4.0 BFRPG LotFP edition

    The Warrior class combines elements of the classic Fighter, Barbarians, Rangers, Monks, and Knights. The reason for this is because I don’t think individual “prestige” classes are necessary and just make character creation more confusing and difficult, especially for players new to the game or role playing games in general.

    This class gives the player options to build, over time, the character they want.

    Hit Dice: d8
    Saves: As a first level fighter. These do not improve with level; they improve with the following table.
    Bonus to Hit: +1 at first level, and every level after.

    Pick or roll twice from the following list. Do this at first level and every level after.

    1. Weather Resistance:Bonus of +1 to any save against extreme temperature or inclement weather.
    2. Primal Attraction: Use both Charisma and Strength modifiers for Morale and Reaction rolls.
    3. Defensive Stance: +1 to Armor Class, -2 to hit. Re-rolling this gives another +1/-2
    4. No need for armor: You have a +1 to AC and a +1 to damage in melee when you are not wearing armor, other than a helmet and/or shield. Re-rolling this grants an additional +1/+1.
    5. Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Reaction rolls with creatures of that type every time this is rolled. You can pick anything from mosquitoes to bears to dragons to humans.
    6. Two-Weapon fighting: You can hit with weapons in both hands. Your off hand has a -2 to hit, with no Strength bonus applicable. Re-rolling this gives a +1 to hit with the off hand.
    7. You have an extra attack/action per round.
    8. Fists of Steel: Your punches and kicks inflict +1 damage
    9. Increase Hit Die by one type. In other words, your d8 is now a d10. Hit points are not re-rolled.
    10. Intimidate: +1 to Charisma checks to instill fear against others. Intimidated opponents will cower or flee.
    11. Attribute Bonus: +1 to any attribute, up to species maximum.
    12. Save Bonus: +1 to all saves.
    13. Bonus of +1 to a skill. So instead of 1 in 6, you have a 2 in 6.
    14. Taunt: +1 to Charisma checks to taunt an opponent. Taunted opponents will attack against their own better judgement. Taunting counts as a non-attack action.
    15. Ranged Bonus: Pick a specific ranged weapon type (short bow, heavy crossbow, sling, etc). You can attack twice as fast with that weapon. Re-rolling means 3x as fast.
    16. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
    17. Mounted bonus: You have a +1 bonus to damage with melee weapons while mounted, and can ride without a saddle or gear with no penalty. +1 damage whenever this is re-rolled.
    18. Berserker Rage: When angry, you can enter into a trance-like state of fury. This grants a +2 to hit and damage, but a -4 to AC. The trance lasts for your Constitution in rounds, or until every living thing in sight is dead. Re-rolling this grants a +4 to hit and damage, but a -8 to AC.
    19. Offensive Stance: +1 to hit, -2 AC. Re-rolling this gives another +1/-2
    20. Animal Domination: With a Reaction roll you can befriend a wild animal who will now act as a retainer. The animal can not have been attacked by you or your allies in the past. Asking the animal to risk harm to itself requires another reaction roll. Failure means it will run away. Only one animal can be dominated at a time. Re-rolling this means an additional animal can be dominated. 

    Magic Users 2.5

    Much like the Fighter, I’ve smooshed all the magic classes together into a single class. Except for Illusionists, because I don’t like Illusionists and they have no place in the setting I’m developing. Also Bards. Bards can suck it.

    While the title of this class is Magic User, you can write in whatever you want on your character sheet; Wizard, Cleric, Druid, Summoner, Magus, whatever.  You will notice that Clerics do not automatically know every spell of a given level. Why should they? They need to study and memorize prayers and keep a prayer book just like a Wizard needs to study and memorize spells and keep a spell book.

    Spells will either be condensed into a single list, or players can choose to go with one of the traditional lists. I’m seriously considering incorporating magic Circles from Palladium Fantasy. I think it would add something cool and different. On the other hand, it would also add a level of complexity, which is what I want to avoid. So ignore that bit for now.

    Anyway…

    Prime attribute: Player’s choice of Intelligence or Wisdom
    Hit Die: d4
    Abilities:

    • Starting Spells: 3 level one, 2 level two, 1 level three.
    • Cost to cast: 1 Hit Point per spell level, per level of current Encumbrance.
    • Note about Class Skills: unless chosen/rolled from the list below, the Magic User has a base of 18 on any skill check. Level bonus does not apply, although attribute modifiers do apply.

    Humans choose two of the following abilities every level of experience, non-humans choose one:

      1. Increase Hit Die by one type. So your d4 is now a d6. Hit points are not re-rolled.
      2. Increase a Prime attribute by 1 point, up to racial maximum.
      3. Natural Aptitude: Learn a spell equal or less than your own level. No research needed.
      4. Decrease casting cost by 1 HP, after multiplication. Minimum casting cost of 1 HP. So, if you’re lightly encumbered and have this ability, your cost to cast a spell is 2 HP per spell level, -1. 
      5. Create Scroll (as per LotFP). Roll this again and the cost and time is reduced by 10%
      6. Create Potion (as per LotFP). Same as number 5.
      7. Your hand eye coordination is better than average: +1 to hit.
      8. Enlarge: Range and Area of effect of spells is increased 25%
      9. Power: Duration of spells is increased 25%, and damage is +1
      10. Reach: Spells with a range of Touch can be extended 5 feet from the caster.
      11. Cantrips: Learn two Level 0 spells. These cost 1 HP regardless of encumbrance level.
      12. Saving Throw bonus: +1 to all non-prime saves.
      13. Duck and Move: +1 to Armor Class
      14. Retroactive Magic Detection: Detect magic used in past 24 hours in a 30 square foot area, with a Wisdom check.  Roll this again and you can determine what spell was cast. Roll it again and you can detect if a magical creature or magic user of 5 HD or higher passed through. Roll it any more times and you get a +1 to your attribute check.
      15. You automatically see the aura of any creature of 1 HD or less.  Roll again and this increases to 2 HD or less.
      16. Enchant Object: Magic rings, wands, talismans, etc. Same as number 5.
      17. Pick or roll an ability from the Fighter or Specialist ability lists. This is your chance to multi-class!
      18. Choose a class skill from the following list: Climb (STR), Decipher Script (INT), Listen (WIS), Swim (CON), Move Silently (DEX), Hide (DEX), and Language (INT). Class skills receive a bonus equal to your level, as well as attribute modifiers. 
      19. Choose a 1st level spell that you already know. You can cast this spell 1x per day at no hit point cost. 
      20. Counterspell: When another magic user casts a spell against you, or anyone within 10 feet of you, you can roll a save vs magic to counter it, and send the spell back at its caster. Every time you re-roll this, you get a +1 to your save.

      Fighter 3.5

      The Fighter class combines elements of the classic Fighter, Barbarians, Rangers, Monks, and Knights. The reason for this is because I don’t think individual “prestige” classes are necessary and just make character creation more confusing and difficult, especially for players new to the game or role playing games in general.

      This class gives the player options to build, over time, the character they want.

      Prime Attribute: Strength. Humans pick two more Prime Attributes. Non-humans
      Hit Dice: d8
      Abilities:

      • Bonus to Hit: +1 at first level, and every level after. The Fighter is the only class that gets a bonus to hit every level.
      • If human, pick or roll twice from the following list. Non-humans pick or roll one time.
      • Note about Class Skills: unless chosen/rolled from the list below, the Fighter has a base of 18 on any skill check. Level bonus does not apply, although attribute modifiers do apply.

      1. Weather Resistance: Choose one; Arctic or Desert. Effects from cold or heat are reduced by 10%, rounding up. +10% whenever this is re-rolled or chosen.
      2. Primal Attraction: You can use your Strength attribute instead of Charisma for anything requiring a Charisma check.
      3. Defensive Stance: +1 to Armor Class, -2 to hit. Re-rolling this gives another +1/-2
      4. No need for armor: You have a +2 to AC when you are not wearing armor, other than a helmet and/or shield. Re-rolling this grants an additional +2.
      5. Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Charisma checks with creatures of that type every time this is rolled. You can pick anything from mosquitoes to dragons to humans.
      6. Two-Weapon fighting: You can hit with weapons in both hands. Your off hand has a -2 to hit, with no Strength bonus applicable. Re-rolling this gives a +1 to hit with the off hand.
      7. You have an extra attack/action per round.
      8. Fists of Steel: Your punches and kicks inflict +1 damage
      9. Increase Hit Die by one type. In other words, your d8 is now a d10. Hit points are not re-rolled.
      10. Intimidate: +1 to Charisma checks to instill fear against others. Intimidated opponents will cower or flee.
      11. Attribute Bonus: +1 to any Prime attribute, up to species maximum.
      12. Save Bonus: +1 to all non-prime saves.
      13. Choose one of the following as a Class Skill: Climb (STR), Listen (WIS), Swim (CON), Move Silently (DEX), Hide (DEX), Traps (INT), Poison (INT), Survival (WIS), Track (INT), Seamanship (WIS). Class skills take the place of attribute checks; attribute modifiers apply and class level applies. If the associated attribute is Prime, the skill check base is 12, otherwise it is 18.
      14. Taunt: +1 to Charisma checks to taunt an opponent. Taunted opponents will attack against their own better judgement. Taunting counts as a non-attack action.
      15. Ranged Bonus: Pick a specific ranged weapon type (short bow, heavy crossbow, sling, etc). You can attack twice as fast with that weapon. Re-rolling means 3x as fast.
      16. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
      17. Mounted bonus: You have a +1 bonus to damage with melee weapons while mounted, and can ride without a saddle or gear with no penalty. +1 damage whenever this is re-rolled.
      18. Berserker Rage: When angry, you can enter into a trance-like state. This grants a +2 to hit and damage, but a -4 to AC. The trance lasts for your Constitution in rounds, or until every living thing in sight is dead. Re-rolling this grants a +4 to hit and damage, but a -8 to AC.
      19. Offensive Stance: +1 to hit, -2 AC. Re-rolling this gives another +1/-2
      20. Animal Domination: With a Charisma check at +1, you can befriend a wild animal who will now act as a retainer. The animal can not have been attacked by you or your allies in the past. Asking the animal to risk harm to itself requires another charisma check. Failure means it will run away. Only one animal can be dominated at a time. Re-rolling this means an additional animal can be dominated. 

      Fighters like it Rough

      This is a rough draft of some stuff I’m considering. Hence the title. My previous post about fighters is here, and I just want to give a shout out to Zak, since his posts on Barbarians and Fighters inspired much of this.

      I’m still messing around with formatting posts. I like to add pics to give a visual presentation of the ideas I’m trying to convey. Sometimes I think I overdo it, though.

      This is essentially an idea to combine Fighters and Barbarians and Monks and Knights and Paladins into a single, all encompassing, class.

      Fighter
      Prime Attribute: Strength
      Hit Die:

      • d8: Roll or pick 4 abilities from the list
      • d10: Roll or pick 3 abilities from the list
      • d12: Roll or pick 2 abilities from the list
      • All: Roll or pick twice from the list when you level up.

      Special: Trade 1 ability to learn 1 spell of any level below your own. If this is chosen at character creation, the spell is a level 0 or 1. If chosen after level one, the spell must be one known by someone willing to teach you. This grants the ability to cast a spell, it does not automatically give you a spell. The cost to cast such a spell is 3 HP per level of the spell.

      Abilities:

      1. Weather/Element Resistance: Wearing a chain mail bikini in shin deep snow doesn’t bother you.
      2. Animal Domination: Big, scary, wild animals take a liking to you and do what you want them to do.
      3. Primal Attraction: have you seen those Frazetta paintings? Or in the following case, Brom? Through charisma, pheromones, or whatever, other people are attracted to you. No matter how ugly you are or how much gore you’re splattered with.
      4. Defensive Stance: +1 AC, -2 to hit. This can be taken multiple times
      5. Armor costs 1 less encumbrance
      6. Unarmored AC bonus: for the barbarian types
      7. Tactics: Intelligence check to give allies +1 to all combat rolls for first round of combat.
      8. Two weapon fighting: penalty for off-hand attacks is reduced
      9. Extra attack
      10. Improved unarmed combat: +1 damage with bare fists
      11. Giant-killer: +1 hit and damage against creatures at least 1 size level bigger than you
      12. Intimidation: Charisma +1 vs opponent’s Wisdom or Fear
      13. Strength bonus: +1 to strength up to racial max
      14. Pain tolerance: +1 vs pain saves
      15. Saving throw bonus: + to all saves
      16. No Fear: +1 vs fear saves
      17. Skill point
      18. Taunt: Charisma check +1 vs opponents Wisdom
      19. Ranged weapon bonus: Faster reloads, trick shooting, etc
      20. Use two handed weapon one-handed (like Guts in Berserk!)
      21. Mounted fighting bonus (Knights, Lancers, Mongols, etc)
      22. Berserker rage
      23. Offensive stance: +1 to hit, -2 AC. This can be taken multiple times
      24. Improvised Weapon