Playable Species: Goblins for LotFP

Goblins

Goblins are tiny, crazed, insane, chaotic, murdering, backstabbing, comical, curious, silly, monstrous, evil, cute, criminal, cowardly, conniving, deadly, sneaky, scheming, little people who have few friends but are sometimes generally loyal to those friends for at least some of the time.
Goblins are considered a plague by most other sentient species, much like locusts, but this mostly unfair propaganda and hearsay.
Goblins are a type of Faerie, and as such, tend to be treated as “special” cousins to other faerie folk. While goblins may be invited to faerie parties as individuals, faeries will always politely decline invitations to goblin parties. They are more tied to this world than most other faerie, and so do not have the innate magical powers enjoyed by most other types of faerie.
Goblins will eat just about anything, having stomachs capable of breaking down the most rotten and vile organic matter. They are also often the carriers of disease, due to their scavenging and lack of hygiene habits.
Goblins procreate at every given opportunity, and female gestation periods are very short; only a few months, and they usually produce d4 children at a time.
Goblins aren’t particularly interested in building things, unless they directly help the goblin achieve an immediate goal. Like, goblins won’t build catapults to defend their villages from possible future attack, but will build them to launch themselves over fortifications that get in their way.
Lastly, goblins are mostly nocturnal creatures, who live in the darkest forests and in natural cave systems, or mines they’ve taken over from other beings.
Hit Die: d6
Alignment: Chaotic (while most non-magical sentients are Neutral in alignment, goblins exist
Saves: Fortitude: 16, Reflex: 15, Willpower: 18, and these decrease by 2 every four levels. Or use the saves as an LotFP Specialist.
Abilities: +1 To Hit at first level. Can see in the dark, but is -1 on all rolls in daylight.
Experience: As LotFP Halfling
Level Up: Roll once on the table at first level and every level afterwards. Young, inexperienced goblins tend to be more level-headed and easier to get along with than older goblins. This table is based on the work of Joseph Manola and his blog post:
  1. Tinkerer: You love fiddling with things, especially when you have a specific goal in mind. Whether it is deactivating a trap, cracking a safe, designing a hot air balloon made from hundreds of giant spider bladders… you get a +1 to Tinker skill.
  2. Beast Affinity: Pick one of the following creatures: giant bat, giant rat, giant spider, or wolf. You have an intuitive rapport with such creatures, and they won’t attack you except in self-defence or when really, really hungry. If you encounter such a creature with a number of hit dice equal to or less than your own, you can try to press it into service as a mount by spending 1d6 hours ‘taming’ it and making a Charisma roll. If you succeed, it will let you ride it for as long as you keep it well fed, but if you fail then it attacks you once and then runs off. Receive a +1 to your Charisma Mod useable only for this ability, when this is re-rolled.
  3. Biter: All those hours spent filing your teeth has finally paid off! You have a mouth full of razor-sharp teeth, which you can use to chew through wood, ropes, etc. Instead of making a weapon attack, you can bite for 1d4 damage. Add a +1 to bite damage when this is re-rolled.
  4. Bouncer: You can jump a distance equal to your full height straight up from a standing start. You take half damage from falling. Add a foot to jump height whenever this is re-rolled.
  5. Coward: You know how to serpentine. You gain a +1 bonus to AC and whilst running away screaming.
  6. Crazy Reflexes: Your body constantly jerks around in unpredictable ways, giving you a +1 AC bonus.
  7. Filth Eater: You can survive on a diet of just about any kind of organic matter. You gain a +1 bonus to saves against poison and disease.
  8. Survivalist: Having spent so much time in the wilderness, you have developed a certain awareness and knowledge of the wild. You know which worms are safe to eat, and which tracks belong to scary monsters you don’t want to cross paths with. +1 to Bushcraft skill.
  9. Hyperactivity: Once per day you can go completely hyper for 1d6 rounds, moving at twice your normal speed and attacking twice per round. However, you are -1 To Hit.
  10. Lunatic: Your mind is so warped that it’s very difficult for other people to control. You gain a +1 bonus to saves against mind-affecting powers and spells. Also you are crazy, but frankly you were probably crazy already.
  11. Mimic: You can perfectly mimic the voice of anyone you have heard in the last 24 hours, but can only maintain this mimicry for a maximum of 1d6 rounds before breaking down into fits of hysterical giggling. Add 1 round every time this is rolled again.
  12. Mushroom Mystic: Pick one first-level Magic-User or Cleric spell. You can cast this spell once per day, but only while feeling the effects of a hallucinogenic drug. Rolling this result again allows you to pick a second first-level spell.
  13. Poison Spit: Your saliva is so bacteria-laden that you can envenom any edged weapon by licking the blade. The next person stabbed with it must save vs. poison or suffer 1d6 days of horrible, incapacitating sickness, which begins 1d3 hours after they are stabbed. Rolling this again makes the victim -1 to save.
  14. Rat Head: You’re a rubbery little freak, and as long as you’re not wearing inflexible armour you can squeeze your whole body through a the width of your own head.
  15. Sneak: As long as you’re not heavily burdened, you can move as soundlessly as a cat. Receive a +1 to Stealth skill. When this is re-rolled, you keep getting a +1 to Stealth, until you have 6 points in the skill. After that, you get a +1 to Sneak Attack.
  16. Spider Climb: You are a nimble climber, able to scale surfaces and angles that seem impossible to others. +1 to your Climb skill.
  17. Desecration: You love to smash things and smear your own feces all over other people’s stuff. Given 1 turn, you can permanently lower the value of everything in a 10ft square area by 10%. Rolling this again means 20%, then 30%, etc.
  18. Swarm King: You have a swarm of pet vermin of some kind (rats, spiders, centipedes, etc), which either follow you around or are carried with you in a sack. On your command they can be ordered to swarm people, who then suffer a -1 penalty to attack rolls, damage, and AC for as long as they’re covered in swarming vermin. (They don’t get a save against this, but the effect ends if they find a way of getting the swarm off them: jumping in water, for example.) You can also use them for anything else you think a swarm of vermin would be useful for, but you can’t give them any command more complex than ‘go over there’ and ‘come back’. Your swarm is big enough to engulf up to one person per level. If this is rolled again, then re-roll for a different result.
  19. Twitchy: You only sleep 1d4 hours per night, but never seem to suffer any ill effects as a result. Because of this, you are only surprised on a 1 in 6, and receive a +1 bonus to Reflex saves.
  20. Stab Frenzy: When you successfully hit someone in melee with a small or tiny weapon, you may immediately attempt to stab them again, with a -1 penalty to hit and damage; if you hit then you may attack a third time (with an additional -1 to hit and damage, for -2 total), and so on until you either miss, hit but inflict 0 damage, or kill them. You can only use this ability while screaming and gibbering incoherently. If this is rolled again, then re-roll for a different result.

Class: Yon Ape People v3

Yon Ape People

The Yon are a species of highly intelligent ape. Their society is very close-knit and orderly, with each village based around two industries; cultivating the flowering fruits their diet is based on, and tending the giant honeybee hives that form the center of each village. As village populations grow, members take a queen bee and hive materials and set out to create a new village and hive complex.
Every member of Yon society reveres bees, in fact, they worship them. The huge hive at the center of the village is also a temple where the Yon gather to pray, exchange news, and organize for work projects. The hum of the giant bees in and around the hive is soothing to the Yon and gives them a clear-headed that can’t be found away from the hive. Tending and protecting the hive, and glorifying the queen, gives the Yon purpose. It is everything to them.
But not all of them.
Some Yon do not hear the call of the bee queen. They find the hum of the hive distracting. They may have an uncharacteristic fondness for violence. They may discover that other people value gold and jewels and money, and with those things, they can become powerful in their own right. They think they’re crazy, or maybe everyone else is crazy. Either way, they leave their village as an outcast. An outcast free to adventure and make their fortune in the world. Many find quick work as warriors for hire due to their great strength and intimidating visage.

Yon Ape Adventurer

Hit Die: d8
Bonuses: +1 melee damage, +1 To Hit. Open Doors, Bushcraft, and Climb skills start at 2 in 6.
Saves: Fortitude: 16, Reflex: 17, Willpower: 16. At levels 4, 8, 12, 16, and 20 all saves receive a +2 bonus. If using the regular LotFP saves, then the Yon saves as a Fighter.
Experience: As Dwarf
Level Up: Roll once on the following table every level after 1st.
  1. No need for armor: You have a +1 to AC in melee when you are not wearing armor, other than a helmet and/or shield.
  2. 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. You can pick anything from mosquitoes to bears to dragons to humans.
  3. Intimidate: +1 to Charisma checks to instill fear against others. Opposed check: your Charisma mod + d20 vs their Wisdom mod + d20. High roll wins. If they lose, they are immediately put in a defensive stance for d4 rounds. If they lose by 10 or more, they immediately flee.
  4. Save Bonus: +1 to all saves.
  5. Attribute Bonus: +1 to any attribute.
  6. Bonus of +1 to a skill.
  7. To Hit bonus: +1.
  8. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
  9. Defensive Stance: +1 to Armor Class, -2 to hit.
  10. Offensive Stance: +1 to hit, -2 AC.

Yon Ape Men Update and Addtitional Material

This is not only a revision of the previous post about the Yon Gorilla People, but has added content in the form of NPC stats, and a separate sub-class of cleric, exclusive to the species.

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; namely beetles and mantis. 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. These are considered half-suits from the armor rules here.

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. Yon beekeepers are shamans with limited cleric powers.

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 Boogab, 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.

Yon Player Characters use the following:

Warrior

  • Hit Points: d10 + Constitution modifier.
  • Encumbrance as Dwarf: five additional slots before taking an encumbrance point.
  • Combat Options: Same as Fighter.
  • Skill bonuses: +1 to Open Doors and Bushcraft, +2 Climb. An additional +1 to these three skills at levels 4, 8, 12, and 16.
  • 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 Dwarf. 
  • Alignment: Yon Warriors are Neutral

Shaman

  • Hit Points: d6 + Constitution
  • Encumbrance is standard.
  • Combat Options are standard for non-fighters.
  • Skill Bonuses: +2 Bushcraft, +2 Climb. Additional +1 at levels 4, 8, 12, and 16
  • Saves as Cleric
  • Choose or roll 3 level one spells from the Yon Spell list. Choose one additional spell every level of experience. Spells available are 1/2 the level of the Shaman, rounding up.
  • Spells cost 2 HP per level of the spell.
  • Wield giant-sized weapons two-handed, and Great Weapons one-handed.
  • Experience Points as Elf
  • Alignment: Yon Shamans are Lawful.

Non-Player Characters

Yon NPCs who follow Oogam use the following:

  • Armor Class: as leather with shield
  • Hit Dice/Hit Points: d8
  • Saves as 0 level Fighter
  • Number of Attacks: 1 with weapon
  • Combat bonus: +1 to hit, +1 damage in melee
  •  Size: Large (8ft tall)
  • Weapons: Great Club, Spear, Blowgun with Poison dart (1 HP dart, save vs petrification)
  • For every 8 Yon warriors, there will be a Captain of 3 HD.
  • For every 36 Yon warriors, there will be a Shaman of 4 HD (d6) with 4 spells from the Yon Shaman spell list

 NPCs who follow Boogab have the following changes

  • Patrols are a mixture of Yon Warriors and Carnivorous Apes in an equal ratio.
  • For every 8 Warriors/Apes, there will be one Shaman of 3 HD with 3 spells.
  • For every 36 Warriors/Apes, there will be one Shaman of 5 HD with 5 spells.
  • For every 64 Warriors/Apes, there will be one Shaman of 7 HD with 7 spells.

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