Category Archives: House Rules

Claw and First Weapons for Labyrinth Lord

Claw and Fist Weapons for Labyrinth Lord

Some adventurers want to get close and personal with their foes and shred them to bits, pound them into the ground with a flurry of punches, or slip in like a deadly shadow to silently remove them with a hidden blade.

Whatever your preference, these will be helpful for any class that wants to be a bit more discrete or urban than more traditional adventurers.

Each weapon type lists some of the qualities of the weapon and a magic item you may add to your campaign along with a description for the item. Most of these weapons make use Class-based Weapon Damage, but I also included traditional weapon damage.

Claw weapons

Combat Claws:

  • 1d6 damage or as per one’s class
  • Cannot use objects in that hand without taking 3 rounds (30 seconds) to remove the claw. Requires same amount of time to attach properly; does half damage if not secured.
  • When attached correctly, the wielder cannot be disarmed.
  • 50 gp cost

Hashin’s Razorclaws +2; On a natural 19-20, hits cause a bleeding wound. The wound damage per round is equal to your STR bonus to damage. Can go into a battle frenzy 1d4 rounds per day; gain +2 to hit and damage. Cannot be disarmed.

Long steel claws, several inches long and made to resemble a bear’s, are attached to a steel frame padded with leather and fur. Overlapping plates and wide leather straps offer some protection of the forearms and allow some wrist-movement. A padded handle helps provide leverage during strikes. Magical symbols are painted onto each plate. Enchanted feathers and etched beads are braided into the leather straps.

Scissor Katar:

  • 1d6 damage or as per one’s class
  • May attempt to disarm opponent’s weapon; opposed Dex Saves; if failed, the katar is not dropped.
  • 150gp cost

Bladesunder or ‘Xotlicohl’ +3: Whenever a weapon is successfully disarmed using this weapon, the next successful hit also deals damage as if you’d used that weapon. The damage bonus from disarming a new weapon replaces any unused bonus. After being disarmed, that weapon deals a maximum of 1 damage and temporarily loses all magical ability for 1 Turn. Non-magical weapons that are disarmed by this weapon must Save vs Destruction; use a d6; wooden hafts Save on a 1, iron hafts and blades 1-2, steel and ironwood 1-3, adamantium 1-5.

Three blades fan out from the center; two shorter, thinner blades on the side and a wider, longer blade in the middle. Each blade is etched with graceful Elven lettering. The handle is braced on either side. A trigger near the grip causes the two smaller blades to snap inward with incredible force.

Warmage Power Claw:

  • 1d8 base damage or as per one’s class
  • Hits add +1d4 energy damage; it can only have one energy type
  • Unlike other claw weapons, the user can manipulate objects with limited dexterity using the claw.
  • Cannot be disarmed
  • This is a magical weapon, so it has no listed cost

Maelbolgian Witch-claw +3: Deals +1d4 force damage on successful hits. 1/day may make a ranged attack against a target within 40’ as if it were a melee strike (use Str instead of Dex). 2/ day may interact with an object up to 80’ away, within line of sight. This ability can’t apply or carry more than 5 pounds of weight or force.

The claw fits snugly over one’s hand and wrist and leather straps keep it in place. Each finger is several inches longer than normal and has an extra joint. The inner edges and the needle-like fingertips are razor sharp. Each knuckle is embedded with a smoky purple gem. The entire claw is covered with hundreds of tiny magical runes arranged in a spiral towards the sigil in the palm; the mark of the secretive magic school Maelbolgia.

Climbing Claws:

  • Technically a tool, not a weapon. Does 1d3 damage or improvised weapon damage
  • Provides +15% to climbing checks
  • Works best in softer materials; ie ice, wood and very rough, cracked stone. Experienced climbers can use these in harder materials, but causes damage 50% of the time.
  • Failed climb checks results in damage; it will wear out after 1d4 damage.
    • Note that this assumes regular repairs and maintenance
    • Adamantium climbing claws cost 100x as much and can take 3d4 damage
  •  30gp cost

These fur-lined gloves have leather fingertips, but a bulky palm that conceals the steel reinforcement that support a row of downward saw-toothed blades jutting from the palm. Two belted straps help to keep them in place.

Fist Weapons

Punching Dagger / Katar:

  • 1d4 damage or as per one’s class
  • Usable only by Thief, Assassin, and Monk
  • +5% chance to conceal it against discovery
  • 75gp cost

The Shank +2: When performing a Backstab and on a hit with an adjusted 20+ the dagger attacks twice more. Roll the extra attacks separately. Only the first attack is doubled.

The single blade is about six inches long and has a cruelly serrated edge. Engraved on the center of the blade are Dwarven runes that read: “Informants get stitches”, though something may have been lost in translation. The handle has holes to fit one’s fingers through while a bar rests against one’s palm.

Spiked Gauntlet:

  • 1d4+1 damage
  • If a Monk’s unarmed damage is higher, use the Monk’s damage.
  • Any weapon bonuses or effects are added to the Monk’s unarmed damage.
  • 30 gp per pair

Fists of the Earthquake +2: 2 / day slam the ground in a 15 ft square. All enemies in the area must Save vs Paralysis at -2 or be knocked down and take damage as if struck by an unarmed attack. Unattended items get no Save. The Slam area must contain the character or be adjacent to him.

These heavy gauntlets are made of polished iron and each knuckle has a short obsidian spike embedded into it. Thin lines of fiery rubies and tiger’s eye stones create a branching web on the palm and back of the gauntlets.

Brass Knuckles:

  • 1d4 damage
  • If a Monk’s unarmed damage is higher, use the Monk’s damage.
  • Any weapon bonuses or effects are added to the Monk’s unarmed damage.
  • +10% to conceal it against discovery
  • 15gp cost

Holy Jawbreaker +1: Used by a Monk or a Paladin this weapon becomes +4 and deals 1.5x damage to Demons and Devils. On a natural 19-20 the target’s jaw is smashed; he cannot talk, cast spells that require verbal components, or eat. Time or magic will cure this.

These knuckles are made largely of shining brass covered in silver filigree. Above each finger is a tiny rectangular capsule made of brass, capped with a diamond, and engraved with a different holy sigil. It’s said that each capsule contains holy water and a bone fragment from the hand of Saint Martinus, who is said to have fought demons bare fisted.

Sap:

  • 1d4 nonlethal damage
  • Does x4 damage instead of x2 when used in a Backstab.
  • 25gp cost

Bounty’s End +2: When a target is knocked unconscious by this weapon, the wielder may choose to teleport the target anywhere within 60 ft. The destination must be a reasonable surface, not midair or inside another object. The destination must be known and familiar to the user. The creature being teleported cannot be larger in size than an ogre.

The sap resembles a very short club. Heavy rubber is covered by black silk embroidered with two intertwined jade dragons. From the wooden handle hangs a miniature set of silver manacles that jangle slightly.

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Shipwright Professions – Part 2

This is Part 2 of the Shipwright Profession, detailing the cost of various items Shipwrights and sailors might need.

The Ram and the Catapult were added directly from the Labyrinth Lord book; they’re included mainly for the purposes of completeness.

Nautical Items

  • Spyglass: 1,000 gp base price, requires 2 weeks to craft
  • Sundial: 8 gp
  • Compass: 10 gp
  • Astrolabe: 15 gp
  • Sextant: 25 gp

Piers

  • Piers are 10 ft wide and as long as the vessel that’s meant to dock there, rounded to nearest 10 ft increment, plus 20 ft to get to deeper water, in most cases. They cost 30 gp / 10 ft length and 1 week construction time per 20 ft of length.
    • There are two types of piers: floating and fixed. A floating pier is easier for a single person to build, but may be more easily damaged or washed away during a storm or flood.
  • For example: a 40 ft long vessel would need a 60 ft pier, cost 180 gp to build, and take a single builder 3 weeks to complete.

Naval Weapons

Ram
Range: Touch
Attacks as: Monster of under 1 HD
Damage: (1d4 +4) x10 shp or 3d8 hp; (1d6+5) x10 shp or 6d6 hp
The different damages listed for a ram apply as follows. The first shp value listed applies to rams on small vessels when attacking another vessel. The first hp value listed applies to attacking large aquatic monsters. Similarly, the second damage values apply to rams on larger ships to other ships or large aquatic monsters, respectively.

Cost: 30% of the total ship cost

Catapult
Rate of fire: variable; 1/5 rounds with 4 crew; 1/8 rounds with 3 crew; 1/10 rounds with 2 crew
Range: 150-300 yards
Attacks as: Fighter level equal to crew number firing
Area effect: 10′ square
Damage: 3d6 shp or 1d6 shp fire per turn
Catapults can be operated by a variable number of crew, and this will affect rate of fire and attack ability as indicated above. The standard 3d6 damage reflects firing a solid missile.

Burning damage from combustible loads and pitch do the indicated fire damage. In takes a minimum of 5 crew members 3 turns to extinguish flames caused by a fire attack. For every five additional crewmembers, this time can be reduced by 1 turn to a minimum of 1 turn. A catapult cannot be used to attack a ship that is closer than the minimum range indicated.

Cost: 20% of the total ship cost

Ballista
Rate of fire: variable; 1/4 rounds with 4 crew; 1/6 rounds with 3 crew; 1/8 rounds with 2 crew
Range: 100-250 yards
Attacks as: Fighter level equal to crew number firing
Area effect: 5′ square
Damage: 2d6 shp or 1d6 shp (spear ballista)
Ballista require a crew to operate properly; two to crank the bow back, one to load the bow and the leader directs the others, sets the ammunition, sights the target, and fires. Damage represents holes punctured in the hull.

Ballista have the advantage of being able to be set inside the hull for their crews protection if the builder chooses. On the deck, “spear ballista” can be use against large flying targets, but deals only 1d6 shp (1d6 x 5 hp)

Cost: 25% of the total ship cost

Gunpowder Cannon
Rate of fire: variable; 1/4 rounds with 3 crew; 1/5 rounds with 2 crew
Range: 150-500 yards
Attacks as: Fighter level equal to crew number firing
Area effect: 15′ square
Damage: 5d6 shp
Cannons use gunpowder, a relatively new invention of the gnomes, to propel a heavy iron ball to punch huge holes in ship hulls. They hit so hard they are practically explosive.

These weapons are so heavy that only the largest vessels can bear to carry them or fire them without tearing themselves apart. Only Large Sailing Vessels, War Galleys, and Dreadnoughts can carry cannons.

Cost: 50% of the total ship cost. 30% when added to Dreadnoughts.

Vessels

Rank 1 vessels

  • Raft:
    • Crew needed: 1
    • Builders needed: 1 (self)
    • Cost to build: 1 ep / sq ft
    • Base time to build: 1 week
    • SHP: 5 / sq. ft
    • Weapons: none
  • Canoe:
    • Crew needed: 1
    • Builders needed: 1 (self)
    • Cost to build: 25 gp
    • Base time to build: 2 weeks
    • SHP: 5 to 10 (1d6+4)
    • Weapons: none
  • Lifeboat:
    • Crew needed: 1
    • Builders needed: 5
    • Cost to build: 400 gp
    • Base time to build: 4 weeks
    • SHP: 12 to 18 (2d4+10)
    • Weapons: none
  • Sailing boat:
    • Crew needed: 1
    • Builders needed: 5
    • Cost to build: 1,000 gp
    • Base time to build: 8 weeks
    • SHP: 20 to 45 (5d6+15)
    • Weapons: none

Rank 2 vessels

  • River boat:
    • Crew needed: 10
    • Builders needed: 5
    • Cost to build: 2,000 gp
    • Base time to build: 8 weeks
    • SHP: 20 to 45 (5d6+15)
    • Weapons: none
  • Small Sailing Ship
    • Crew needed: 12
    • Builders needed: 10
    • Cost to build: 3,500 gp
    • Base time to build: 12 weeks
    • SHP: 65 to 90 (5d6+60)
    • Weapons: none
  • Small Galley
    • Crew needed: 100
    • Builders needed: 15
    • Cost to build: 6,000 gp
    • Base time to build: 12 weeks
    • SHP: 75 to 100 (5d6+60)
    • Weapons: Ram and one ranged weapon; added separately
  • Longship
    • Crew needed: 75
    • Builders needed: 10
    • Cost to build: 8,500 gp
    • Base time to build: 10 weeks
    • SHP: 65 to 80 (5d4+60)
    • Weapons: One ranged weapon; added separately

Rank 3 vessels

  • Large Sailing Ship
    • Crew needed: 70
    • Builders needed: 25
    • Cost to build: 11,000 gp
    • Base time to build: 14 weeks
    • SHP: 125 to 180 (5d12+120)
    • Weapons: Two ranged weapons; added separately
  • Transport Sailing Ship
    • Crew needed: 12
    • Builders needed: 25
    • Cost to build: 15,000 gp
    • Base time to build: 14 weeks
    • SHP: 125 to 180 (5d12+120)
    • Weapons: none
  • Large Galley
    • Crew needed: 250
    • Builders needed: 20
    • Cost to build: 16,000 gp
    • Base time to build: 12 weeks
    • SHP: 95 to 120 (5d6+90)
    • Weapons: Ram and two ranged weapons; added separately
  • War Galley
    • Crew needed: 400
    • Builders needed: 25
    • Cost to build: 32,500 gp
    • Base time to build: 18 weeks
    • SHP: 125 to 150 (5d6+120)
    • Weapons: Ram, included, and three ranged weapons that can be added separately.

Rank 4 vessels

  • Dreadnought (Complete stats
    • Crew needed: 500
      • 300 rowers, 150 per side
      • 200 regular crew, including command
    • Builders needed: 60
    • Cost to build: 64,000 gp
    • Base time to build: 36 weeks
    • SHP: 175 to 270 (5d20+170)
    • Weapons: Ram and six ranged weapons; all included
      • Cannons can replace a ranged weapon for 30% per cannon added.
    • Speed: 100 ft / round sailing, 60 ft / round rowing
    • Miles traveled per day: 60 mi / day sailing, 36 mi / day rowing
    • Cargo: 45,000 lbs
    • Size: 60 ft wide, 220 ft long, draft of 8-12 ft

Shipwright Profession – Part 1

A Shipwright looks over his design

For newcomers, I’ll refer you to Secondary Professions and Skill Checks and Training and Improving Secondary Skills.

For campaigns that take place on the high seas, having a fleet of ships at your command is extremely helpful. Even underground, exploring the still lakes and hidden rivers of the Underdark can be made easier with the addition of a Shipwright. This professions focuses on the construction of vessels, hiring crews, and influencing those who respect the Shipwright’s craft. Learning this craft is rather expensive, but so are the ships being constructed.

Major Stat: INT     Minor Stat: WIS or DEX

Rank 1: Requires logs, nails, rope, wood glue, parchment, geometry tools, pencil, feather pen, etc. 150gp initial cost.

  • Make a skill check to craft a raft, canoe, sailing boat, or lifeboat. Failure indicates that half the materials are lost and it must be reattempted.
  • Make a skill check to craft a dock. Failure indicates that half the materials are lost and it must be reattempted.
  • Make a skill check to determine if a vessel is sea-worthy. Failure indicates a false determination half the time, uncertainty the other half. It cannot be reattempted on the same vessel until the character levels up again.
  • Make a skill check to determine one’s location and/or date reasonably accurately. This does require the proper astronomical equipment and no significant travel can be made that day.

Rank 2:

  • Make a skill check instead of a CHA check to influence the disposition of dockworkers and sailors.
  • Make a skill check to craft a river boat, small galley, a small sailing ship, and a longship. Failure indicates that half the materials are lost and it must be reattempted.
  • All Rank 1 vessel types do not require a skill check to craft.
  • Make a skill check to hire an especially skilled construction crew. This reduces building time by 10% (rounded up to the nearest full day) but increases the cost by 10%. The reverse is also possible. Failure indicates only ordinary builders are available, though the DM may decide that no workers are available at all.
  • Make a separate skill check to add weapons to a vessel that is not described as having one by default. Adding a ram costs 30% of the base cost. Adding a catapult costs 20% and a ballista is 25%. Failure reduces the SHP of the finished vessel by 20%.

Rank 3:

  • Make a skill check instead of a CHA check to influence the disposition of dockworkers, sailors, captains, and pirates.
  • Make a skill check to craft a large galley, war galley, a large sailing ship, and a transport sailing ship. Failure indicates that half the materials are lost and it must be reattempted.
  • Make a skill check to build a dry-dock. Failure indicates that half the materials are lost and it must be reattempted.
  • Make a skill check to hire an especially skill construction team. This will reduce the construction time needed by 20% but increasing the cost by 10%. Conversely, make a skill check to reduce the cost by 20% by increasing the time required by 10%. This replaces the Rank 2 ability.
  • When rolling for the SHP of a new vessel (or if the DM rolls for SHP at the time of purchase), roll twice and use the better result. No check required. Alternatively, a shipwright can tell whether two vessels have more, less, or roughly equal SHP compared to one another. This ability does not provide an exact value.
  • Make a skill check to create nautical astronomic equipment, including a spyglass for 75% of the cost. Failure indicates that half the materials are lost and it must be reattempted.
  • Make a skill check to hire a ship crew that can repair SHP 50% faster than normal.

Rank 4:

  • Make a skill check instead of a CHA check to influence the disposition of dockworkers, sailors, captains, pirates, admirals, and pirate kings.
  • Make a skill check to craft a Dreadnought.
  • Adding a weapon to a vessel now requires no check.
  • Make a skill check to reduce the cost of adding weapons to a vessel that doesn’t have on by default by half. Failure doubles the cost of a single weapon (the most expensive one).
  • May purchase vessels built by others for 75% of the retail value

Notes on the construction of vessels:

As a general rule, building any sea vessel requires the following:

  • Lumber, materials, and construction crew totaling half the purchase price of the vessel. Each takes up a third of the total cost. It is possible to stockpile building materials. To make things simple, however, it’s easier to merely purchase the materials at the time of construction. I mention these mainly for players that want to minimize a price.
    • For Rank 1 vessels: 1 gp of lumber weighs 5 lbs. For Rank 2 vessels: 1 gp of lumber weighs 10 lbs. For Rank 3+ vessels: 1 gp of lumber weighs 20 lbs. This represents the fact that one is buying in bulk and the quality of the lumber. Smaller vessels need high quality, lighter woods. Larger vessels need mostly cut lumber. To stockpile lumber for Rank 2 vessels and above, characters must purchase lumber in bundles of at least 5x short tons (10,000 lbs total). When building a new ship, if a character’s stockpile has less what is needed, a lumberyard will often charge double if it is less than 10,000 lbs.
    • On average, 1 gp of miscellaneous materials weighs 1 lb. These can be purchased in any quantity.
    • Crews take up the final third of the cost and are paid up front for their work. Hiring double the crew will reduce the construction time by 50%, but double the pay the crew members will need. Doubling the crew again will reduce the time by an additional 50% (so a total of 75% reduced time), but again double the cost. Halving the number of workers keeps the total cost the same (due to accidents and screw ups on the job), but doubles the amount of time needed.
      • One cannot double a crew of one (yourself), but if the character hires or enlists another character to assist, pay the assistant his third. Even if payment is refused, it must be spent in some other way (food, lodgings, etc).
  • In the wild, building a raft or canoe still requires the expenditure of resources, even if the tools are makeshift and the wood is local. With proper tools, materials can found in 1 day, preparation takes 1 day, the remainder of the normal building time. Without proper tools, all aspects of construction take twice as long.
  • Creating a raft or a canoe does not require a dock because they are small and relatively lightweight. All vessels need to be built in a shelter protected from the elements. Anything that requires a crew to build may need a frame built, but that is included in the cost. However, a dock will be needed to launch the vessel. A dock is generally the same length as the vessel + 20 ft so that the water will be deep enough.
  • For very large vessels, a dry-dock may be desirable for repairs and for easy construction of new ships. A dry-dock reduces repair time by 25% and only the dry-dock is needed to launch ships.

Next week, I’ll be posting the prices, times, and crews needed for the various vessels and items I’ve described above.

Demonologist Spell List

Demonologist Spell List

The Demonologist class is located here.

Level 1 LEvel 4 Level 7
1 Augury 1  Bestow / Remove Curse 1  Limited Wish
2 Burning Hands 2  Enchant Arms 2  Power Word: Stun
3 Detect Magic 3  Fear 3  Simulacrum
4 Identify 4  Fire Shield 4  Summon Demon
5 Light / Darkness 5  Polymorph Self 5  Summon Monster 6
6 Protection from Evil / Good 6  Polymorph Other
7 Read Languages 7  Summon Monster 3
8 Read Magic 8  Wall of Fire
9 Summon Familiar
10 Summon Minor Monster
Level 2 LEvel 5 Level 8
1 Bane * 1  Animate Dead 1  Mind Blank
2 Darkness Globe 2  Cloudkill 2  Power Word: Blind
3 Detect Evil / Good 3  Contact Other Plane 3  Summon Monster 7
4 Detect Invisible 4  Magic Jar 4  Symbol
5 Ray of Enfeeblement 5  Summon Monster 4 5  Trap the Soul
6 Scare 6  Summon Shadow
7 Strength 7  Teleport
8 Summon Monster 1 8  True Seeing
Level 3 LEvel 6 Level 9
1  Dispel Magic 1  Cone of Flame ** 1  Astral Projection
2  Flame Arrow 2  Death Spell 2  Gate
3  Fireball 3  Dweomer of Rage 3  Meteor Swarm
4  Infravision 4  Legend Lore 4  Power Word: Kill
5  Protection from Evil / Good 10′ radius 5  Spirit Wrath 5  Summon Monster 8
6  Slow * 6  Summon Monster 5 6  Wish
7  Tongues
8  Summon Monster 2

* This spell cannot be cast as the reverse
except to counter another spell of the same
name.
** Like cone of cold, except it deals fire
damage.

New Spells

Summon Monster, Minor
Level: 1 (Demonologist)
Duration: 1 round + 1 round per level
Range: 20’
This spell conjures 1d6 creatures with less than 1 HD or 1d2 1st-level (or 1 HD) creatures that arrive at the beginning of next round to an exact location within range which is specified by the caster. The monsters summoned are determined by the referee. Summoned monsters may be commanded to fight nearby foes and do so until death or until the spell duration ends. Creatures may be commanded to perform other tasks and do so if it is within their abilities.

Summon Monster 8
Level: 9 (Demonologist)
Duration: 9 rounds + 1 round per level
Range: 100’
This spell conjures (1d3) 8 HD creatures that arrive at the beginning of next round to an exact location within range which is specified by the caster. The monsters summoned are determined by the referee. Summoned monsters may be commanded to fight nearby foes and do so until death or until the spell duration ends. Creatures may be commanded to perform other tasks and do so if it is within their abilities.

Elemental Binding Collar – Random Binding Form Table

As a variant on the Elemental Binding Collar, every time it’s used, the elemental takes on a new form. The Standard column can be used if the elemental isn’t one of the other types or just want a simple table. The others are creatures that are, more or less, part of an elemental theme. 

As a reminder, the bound elemental retains its HD, knowledge, personality, alignment, and known languages. It loses any elemental powers it once had and gains all the abilities of the new form. It gains the size, shape and coloration of an ordinary creature of its type. It has the AC, movement modes, special sight types, attack forms, and special abilities of its new form. The exception is that magical powers are not gained.

 

d% Standard Fire Air Water Earth
1 – 10 Ordinary Cat Ordinary Cat Ordinary Cat Ordinary dog Giant Spitting Beetle
11 – 20 Toad Camel Robin (bird) Cow Ordinary Dog
21 – 30 Ordinary Dog Giant Fire Beetle Ordinary Bat Ordinary cat Giant Badger
31 – 40 Raven Hawk Giant Bat Pig Giant Centipede
41 – 50 Hawk Lizard Giant Bee Toad Giant Ferret
51 – 60 Pony Spitting Cobra Giant Fly Salamander Giant Rat
61 – 70 Lynx War dog Hawk Seagull Giant Shrew
71 – 75 Spitting Cobra Wolf Horse Horse Baboon
76 – 80 Baboon Giant Spider Strige Giant Crab Boar
81 – 85 Wolf Giant Scorpion Giant Wasp Giant Crayfish Camel
86 – 90 Chimpanzee Wolverine Crystal Statue Giant Frog Horse
91 – 92 Lizardfolk Hyena Cheetah Spitting Cobra Spitting Cobra
93 Dwarf Homunculus Goblin Crocodile Homunculus
94 Homunculus Half Orc Halfling Homunculus Kobold
95 Wood Golem Orc Homunculus Human (pirate) Gnome
96 Pixie Wood Golem Pixie Elf Duergar Dwarf
97 Imp Imp Sprite Nixie Neanderthal
98 Quasit Quasit Brownie Sahaugin Crystal Statue
99 Pesudo-dragon Hell Hound Imp Dryad Satyr
100 Small Dragon (any) Small Dragon (Red) Small Dragon (Blue) Small Dragon (White) Small Dragon (Black)

Demonologist Class

Demonolgist by Luigi Castellani

This class was recently featured in Issue #3 of Brave the Labyrinth, a fan-written magazine by Small Niche Games. I’m glad to have been a part of it. Go buy a copy! Available in pdf.

Demonologist

Requirements: INT 12, WIS 9, CHA 15
Prime Requisite: INT and CHA
Hit Dice: 1d4
Maximum Level: 20

The Demonologist is a specialized variation of the magic-user class that offers up the stillwarm hearts of his victims to receive favor from his dark master, including taking on the Infernal or Demonic aspects of his master. In some places they are called Summoners of Orcus. In others, Ritualists of Bael. They are the foremost experts on the Lower Planes, masters of summoning beings from across the world and beyond to do their murderous bidding.

Demonologists share the same restrictions on armor and weapons as a magic-user and use the same tables for attack rolls. They must be of evil alignment and must worship a Demon Lord or other evil god. The prime requisite score requirements for both INT and CHA must be met in order to get an experience bonus.

Demonologists learn and prepare spells as a magic-user. They may also learn a new spell (up to the spell level they can cast) upon gaining a new level. Spells may also be learned from scrolls and other spellbooks that contain spells from the Demonologist spell-list (see below).

A Demonologist can cast spells from magic-user scrolls so long as they are on his spell list. He can also use other items such as wands, rods, and staves, as long as the spells they replicate are on his spell list.

Demonologists are often found working as spiritual advisers behind the throne and are valued for their ability to consult with supernatural beings. Due to the dangerous beings they summon, they might also be found in isolated towers far from civilization. When adventuring, they often have a specific goal in mind such as acquiring a demonic weapon, finding a tome of lost and forbidden magic, a quest for their patron, or simply the pursuit of personal power. Continue reading

Random Underworld Contact Generator

A merchant who will buy stolen jewelry and treasure

This table is meant to be used with the post earlier this week about the Street-hood Profession. If you want to make up an interesting NPC on the fly when the Street-hood creates a Contact, just roll 3d20 to generate a name and use their nick-name as a seed for their backstory or an interesting detail. If the player isn’t picky about what kind of Contact they want, their specialty can also be found.

If anyone has more suggestions, please leave a comment. If I get enough, I’ll add them to the table. Enjoy!

d20 Name Prefix Suffix Optional Specialty
1 Alec Dead- Boy Bodyguard of a local aristocrat
2 Arik Empty- Coin Bodyguard of a local crime boss
3 Bronn Fancy- Dagger Bouncer at a private club
4 Cathi Flat- Eye Connected to hitmen
5 Dalga Four- Face Crime scene cleanup / disposal
6 Eskal Glitter- Finger Fence (jewels only)
7 Galf Gold- Foot Fence (magical)
8 Hershk Grab- Girl Fence (mundane)
9 Ingrit Hide- Hand Guard at local prison
10 Itani Know- Head Information on Assassins
11 Jalk Light- Knife Information on Illusionists
12 Lutho One- Lip Information on local clergy
13 Morfo Pretty- Mouse Information on the city’s criminals
14 Otho Silver- Mouth Information on the city’s underworld
15 Rynph Solid- Pants Information on Theives Guild
16 Soren the Rat Master Locksmith
17 Taigec the Ring Officer in the local law enforcement
18 Turg Three- Shoe Retired cat-burgler
19 Vik Tight- Tongue Retired smuggler
20 Worrt Two- Tooth Sells specialty ammunition