August 26, 2014

LL Custom Class: Orionixie

by Fairyjar18
Orionixies all appear to be slender and lithesome green skinned women.  They are amphibious, equally at home on land as they are in lakes and streams.  Their fingers and toes are partially webbed, and they can breathe underwater using the four gill slits on each side of their neck.  Orionixie skin color ranges from the yellowish greens of chartreuse and lime to the blueish greens of turquoise and teal.  Their hair is typically dark black, but some prefer to use potions and dyes to make their hair more colorful.  Orionixie consorts have come to set the standard of sophistication within the cities.  In recent years it has become fashionable for them to make use of many dyes, cosmetics, and tattoos to create dramatic and eye-catching effects, but many still prefer the classic natural look.

All appearances to the contrary, Orionixies are not actually female.  Technically they are neither male nor female, but a mutable third sex.  They are able to control the shape and movement of their sexual organs allowing for a surprising range of intimate interactions.  Orionixies are found intriguing by males and females of many species.  While Orionixies are all of the same sex and very similar physically, they do have two separate genders which they can distinguish easily by smell.  Orionixies can only become pregnant by Orionixies of the opposite gender, but either gender can carry the child.  Pregnancies are somewhat rare though because Orionixies seem to fall in love with members of other species as often as with each other.  It's complicated.

Orionixies occasionally gain random innate magical talents that manifest over time.  These are at-will abilities with no fancy hand gestures or chanting involved.  Although some Orionixies can develop the ability to decipher and read magical runes, they do not seem to be able to cast spells or use magical scrolls.  However, they do have an aptitude for using magical wands and staves.
by Araniel




Orionixie
Requirements: Str 8 or less
Prime Requisite: CHA and INT
Hit Dice: d6
Max Level: 10th
Hit Progression: as Cleric/Thief
Saving Throws: as Elf
Weapons: Any
Armor: Padded, Leather, Studded Leather, and Shield

Special Abilities
Water Breathing
+1 Skill Point each level
Sneak (2 in 6)
Swimming (2 in 6)
Subterfuge (2 in 6)
Random once per day innate magical ability each level

At first level and each level thereafter roll for a random first level Magic-User AND Cleric spell.  In my game we're rolling a d12 and a d8.  The player chooses which one of those options will become the Orionixie's once per day magical ability.  If one of the options rolled is already possessed then the Orionixie can choose to gain an extra use per day for any one of her existing abilities rather than gaining a new one.

1st level Magic-User spells-------------- 1st level Cleric spells
1. Charm Person ------------------------- 1. Cure Light Wounds
2. Detect Magic -------------------------- 2. Detect Evil
3. Floating Disk -------------------------- 3. Detect Magic
4. Hold Portal ---------------------------- 4. Light
5. Light ------------------------------------ 5. Protection from Evil
6. Magic Missle -------------------------- 6. Purify Food and Drink
7. Protection from Evil ----------------- 7. Remove Fear
8. Read Languages ----------------------- 8. Resist Cold
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism


by Luka Basyrov

It is said that the first Orionixies were created by Enki, the cleverest and most sympathetic of the Anunnaki.  According to legend, Enki's wife Ninhursag was spending all of her time creating and refining the other slave races.  Ninhursag became known as "The Great Mother" due to this important work, but Enki missed her company and grew lonely.  He sought to spend more time with her by helping with her designs, but she became annoyed and irritated by his interference.  She bid him to leave and design his own project rather than tamper with her delicate experiments.  Hurt and dejected, Enki decided to heed her advice.  He worked to create a lovely companion for himself, one who might spark Ninhursag's jealousy.  He eventually created several alluring women with quick wits, tender hearts, and impressive "natural talents".

Enki touted his creations as a great success, and the other Anunnaki were envious of his harem.  Before long he was creating Orionixie playmates for others.  His ploy worked.  Ninhursag was at once jealous and impressed.  Soon the two of them were spending all of their time collaborating together to create a new species, the human race.

Enki's testing methods did not match Ninhursag's level of care and stringency.  Eventually the Orionixies were revealed to pose certain unintended difficulties.  Some of the Orionixies seemed to possess unpredictable magical talents, each individual having a different set of abilities.  This distressed some of the Anunnaki who did not want their playthings to have access to such power.  Especially feared was a charm that clouded the mind and made their Anunnaki masters suggestible and compliant for a time.  In addition, although Enki had made sure that these green skinned women would not become pregnant by any other species he was surprised to discover that they could somehow reproduce by having relations with each other.  This disappointed many of the Anunnaki who did not want the complication of children within their harems.  Steps were taken to limit these pregnancies.  Orionixes who did not obey the new edicts were threatened with exile from the harems.  Exile would mean leaving behind their friends, family, and the life of luxury that was all that any of them had ever known.  It was a powerful deterrent, but the heart wants what the heart wants.  Eventually certain Orionixies were cast out of the Anunnaki harems and forced to make a home for themselves within the cities or to take their chances in the wilds.

Over time their population has not grown much, there are only a few hundred living in each of the cities.  Today a large percentage of Orionixies can be found living and working in exclusive brothels and bathhouses throughout the cities.  As consorts their allure and mystique ensures them a good income, but some individuals prefer to try other professions.  Few employers would turn down the opportunity to hire an Orionixie, simply having one on staff would draw customers and boost the employer's reputation.


by Samshank



These are the numbers I plugged into my customized class thingamabob to make an XP table.

Orionixie
100 Base
70   Hit Dice: d6
40   Hit Progression: Cleric/Thief (+1hp after L9)
15   Max Level: 10th
35   Elf saves
20   Armor: Padded, Leather, Studded Leather and Shield
90   Weapons: any
40   Magic: no divine scrolls, no arcane scrolls

Special Abilities
25  Water Breathing (neck gills, and webbed fingers and toes)
0    +1 Skill Point each level (if using LotFP skills)
10  Sneak (2 in 6) {or MS + HS as a Thief of the same level}
0    Swimming (2 in 6) {free with Water Breathing}
10  Subterfuge (2 in 6)
25  Random once per day magical ability gained each level, equivalent to first level spell

480 - TOTAL

Standard Base Experience X Orionixie Class 480%
0 -----------Level 1 ----------- 0
400 --------Level 2 -------  1920
800 --------Level 3 -------  3840
1600 ------ Level 4 ------   7680
3200 ------ Level 5 -----   15360
6400 ------ Level 6 -----   30720
12800 -----Level 7 -----   61440
24000 -----Level 8 ----- 115200
48000 -----Level 9 ----- 230400
_________Level 10+_________
1hp/Level = +100,000 each
~~~~~~~~~~~~~~~~~~~~~~~
Level 10 @ 330,400 XP




August 17, 2014

Ancients & Aliens: Session 4 - The Babbling Blade

Like most sessions, we begin inside Watchkeeper Hall.  The group is gathered beneath the giant cocoon of Ony the Mutant and listening as the young magi Lithsharric tells them what he has learned about the magical silver sword recovered last session.  Ony had asked Lithsharric to look into the nature of the sword as a final favor for Saruk; whose life was lost in the very room where the sword was found.  Ony also told him that the sword might be cursed and warned him not to touch it directly.

Lithsharric sits with the group and explains that not all of the runes on the sword are magical.  Some of the writing is in an ancient language, possibly Elvish, which he can not decipher.  Lithsharric says that his master might know how to read the language, but he suspects that his master might "keep the item for further study" and never return it.  The older magi compensate adventurers with gold, but they tend to keep any magical item that is brought to them.  Lithsharric has kept the sword hidden in his room for the past two weeks while studying it.

Some of the magical runes are simply beyond his current understanding, but he was able to learn a few things.  This silver sword has multiple magical abilities.  The sword can detect invisibility, and evil, and some kind of necromatic something or other.  It has some kind of restoration magic that isn't exactly healing.  Also, "these runes over here are some kind of anti-necromancy something.  Oh, and there is this very elaborate line of magical runes that swirls from the pommel around the hilt and all the way down the blade.  I don't have any idea what those do, but they sure look impressive."  Finally, Lithsharric tells them that he has an identify spell which should reveal all of the sword's magical powers, but this spell requires that he touch the sword, except Ony had insisted that he not touch the blade because it might be cursed, but Lithsharric doesn't really think the sword is cursed because it has so many enchantments and besides who would put restorative magic on a cursed blade, so I was thinking that....

At this point Sura the Orionixie just reaches out and grabs the sword.   She is one of the newest watchkeepers, and was assigned to the group in order to fill the vacancy left by Saruk's untimely passing (it's the dice, I swear).  Her sword arm begins moving around on it own and holds the sword up near her face.  "Me'atma thainos inth Shivurill" says the sword.  "Hoshin civithil doezen shrive?" after a few moments with no response her moves out toward other people nearby as the sword says "Commastay?" and "Nithliven?".

Everyone just looks around at each other in confused silence for a while.  The sword sighs and mumbles "Sozha impuur".

by 14-bis
Sura suddenly goes into a trance and starts to see images in her head.  It's like a memory that she doesn't recognize.  She sees an oval hallway, a strange door, and then a room with a large stone sarcophagus inside.  After this vision the sword begins tugging her toward the exit of Watchkeeper Hall.  Based on Sura's descriptions of the petrified wooden walls the others think that the sword must be leading them back to the roots of Xylarthen's tower.  Everyone decides to gear up and follow Sura, who can't seem to break free from the sword's grip.  Even Lithsharric volunteers to follow along (played by Glenn since his mutant hasn't emerged from the cocoon yet).

The sword eases up and stops pulling at Sura once she starts walking down the road, but she still can't let go of it.  They spend the whole day traveling along the old dwarf road and make camp at the usual spot where a trail through the forest meets the road.  During the night Jakob the Ratling is watching over the camp from up in a tree.  He hears movement and sees rustling as if multiple creatures are slowly approaching his sleeping friends below, so he calls out an alarm to wake them up.  As he shouts Jacob can see the creatures break cover and rush forward toward the camp.  The party is just getting to their feet and pulling weapons as the first two orcs leap out from the bushes.  Jakob takes aim with his sling and calls out to the others "I see eight of them!"  Lithsharric decides eight is more than enough orcs to justify a sleep spell, so he casts just as some of the other orcs are coming into the light of the campfire.  All of the orcs succumb to the magical slumber and the party decides to light torches and poke through the bushes to find and dispatch them all.

The next morning Lithsharric explains that he has no more magic to aid them with.  He has cast his only spell and he'll have to return to town in order to memorize another.  Like most magi, he does not own a Tablet of Fate (spellbook/Anunnaki iPad) and has to use the communal one that is kept under guard back in Niru.

The group decides to head back to town, not wanting to risk the entering the dungeon without a sleep spell at the ready.  They pack up their things and start walking, but after a few steps the sword swings itself around until the blade points skyward in front of Sura's face and says "Hoshah ibbil vor, asa kleftinduur?"  She says "we'll come back later" and continues walking toward town.  The sword says "Velthix mohn" and swings around behind her pointing down the side trail.  She struggles against the sword, but cannot pull it any further down the road or pry her fingers away from the hilt.  No one wants to leave Sura behind, so they all decide to follow and see where the sword is leading them.  As Sura starts moving toward the trail the sword says "Shonda" and she regains control of her arm.  Lithsharric wonders aloud if the sword might be speaking old elvish.

After a few hours they reach the lake.  They leave the trail and skirt around the southeast edge of lake, then head for the northernmost hill on the other side.  Soon they are at the remains of Xylarthen's tower.  They haul open the heavy round trap door, and see a hand print of died blood on the underside of the lid.  They decide to be extra careful, so Jakob the Ratling goes down first to sneak around and have a look while the others wait up top.  Jokob climbs down the ten foot ladder.  The small landing is lit by the shaft of light coming from the top of the ladder, there are blood stains on the floor and walls here, and dried blood on the rungs of the ladder.  He can also see a dead orc at the top of the stairway going down to the hallway ten feet below.  That's when Saruk shambles into view.  Saruk died on the last expedition, and the party was forced to leave his body behind.  Zombie Saruk staggers up the stairway, much of his flesh is gone now revealing the bones beneath.  A couple of giant maggots seem embedded within and feeding on him as he walks.  Jakob gets the hell out of there and hurries back up the ladder.  Everyone backs away from the ladder and waits while Sir William begins a rumbling growl.  They watch warily as Saruk emerges up and out of the dungeon.  Saruk climbs to his feet and then slowly turns in a circle as if looking for something.  No one is quite sure if he recognizes them before he shambles off westward.  They watch silently as he begins his long walk to Kutha and the entrance to the Underworld.

The sword tugs Sura toward the dungeon entrance.

Everyone goes down the ladder this time.  The trip down to the first landing is somewhat complicated by Rina the Halflingon's new war dog, Sir William.  Rina opted to buy the most expensive dog in town, and he is well behaved as she ties ropes around his legs and body into a makeshift harness.  However, when he is lifted up into the air he goes totally berserk.  Sir William tries to bite Rina once, paws at the air frantically, and starts making these panicked piercing yelps as he is being lowered down the hole.  Everyone gets out of the way and gives the dog some space.  Sir William calms down a bit once his paws hit the landing, but he still whines and paces around for a while.  Rina climbs down and gives him a jerky treat, unties the ropes, and gets her dog under control.

Everyone follows Sura now, as the sword tugs her along through the dungeon.  They defeat a giant python that tries to constrict multiple members of the party at the same time, swing through the room with the giant weasel nest that they cleared out last time, and then enter the room that Sura saw in her vision with the giant sarcophagus.  The sword says "Felthan RELCH issin bessle weir", and Sura regains control of her sword arm.

The sarcophagus is over ten feet long and six feet wide, a big iron chain is wrapped around it and held in place with a heavy rusty lock.  Everyone searches the room for clues, and Jakob finds a hidden compartment with a key.  They unlock and then remove the chains.  A few of the party members work together to remove the heavy stone lid.

The lid flies open and swings aside as a ogre wight sits up and grabs for the party members with horrible long claws.  The sword yells "Shadamor̃gh!" and swings Sura into melee.  The fight goes on for a while.  Shields are splintered.  Rina is hit by the wight's icy tough and feels some of her life force drain away as it leaves a bloody welt on her skin.  Soon after this the ogre wight is destroyed and crumbles down into a pile of dust.
by Vshen
After the battle the sword leads Sura over to Rina and says "Shonda nicht issil halthen, bonna Mazzlien" and then it begins to glow bright white.  They sword says "Mazzlien mortho?" and as they puzzle over the meaning, the sword juts forward and stabs at Rina.  It cuts her, but not badly.  It hurts a bit, but at the same time Rina can feel her strength return as the bloody welt turns into a bruise.

After this they pull out the bag and wrappings that they had kept the sword in previously.  Sura tries to talk the sword into going back into the bag.  It takes some time, but eventually the sword says "konda duvlien" and Sura fingers open dropping the sword inside.

After that they all went back to town.  Lithsharric tried to study the sword some more, but got possessed by it.  The sword marched him around town with his eyes shut and his head lolling about.  It eventually found Rina while she was shopping.  The sword babbled some things at her and then Lithsarric set down at her feet.  He fell to the ground and then immediately woke up thinking that the sword had teleported him to the market.  Rina took the sword, and they've been happy together so far.

The party took another trip into the dungeon after that.  I don't remember much of that except that they found a bunch of orc zombies and the sword started glowing white and actually turned some of the them.  Then the zombies died... again.  Oh, and they found a bunch of treasure under a piles of wight dust.

I'm tired now.  The End.

August 12, 2014

LL Custom Class: Primitive

Whoops.  I hit the submit button before this was finished.  Oh well, I guess I'll do a quick patch and call it done.


Primitive
Requirements: Intelligence of 8 or less
Prime Requisite: STR and DEX
Hit Dice: d8
Max Level: 12th
Hit Progression: as Fighter
Saves: as Dwarf/Halfling
Weapons: Any
Armor: Leather, Studded, or Hide.  No shield

Special Abilities
Sneak (2 in 6)
Hear Noise (2 in 6)
Hunting/Tracking (2 in 6)
Savagery:  The ferocity of their melee attacks makes any object a formidable weapon.  Sticks and stones may indeed break bones. (Primitives use d8 for melee weapon damage, or d12 if 2-Handed)

*Dual-Wielding House Rule* - When holding a weapon in each hand, roll the attack roll as normal.  If successful roll a damage die for each weapon, but only the weapon with the higher roll struck successfully.  If the damage rolls are tied, then the target takes damage from both weapons. The primitives in my game will be taking advantage of this house rule, so I thought I should go ahead and mention it.



Primitives are individuals who grew up in the wild, far removed from civilized society.  This class is a bit of a catch-all and can include Neanderthals, wild elves, feral halflings, humans raised by wolves, Prehistoric Batman...




or generic cavemen types...


Anyhow, here is the XP chart I'd use for any of those...


Caveman
100 Base
120 Hit Dice: d8
70   Hit Table: Fighter (+2hp after L9)

0     Bonus +1hp after L9
25   Max Level: 12th
55   Dwarf/Halfling Saves
15   Armor: Leather, Studded, or Hide.  No shield
70   Weapons: No bows (long, short, or cross). No flexible weapons

30   Magic: no wands, no spell scrolls
-
0     +1 Skill Point each level
20  Sneak (2 in 6) {or HS + MS as a Thief of the same level}
10   Hear Noise (2 in 6) {or as a Thief of the same level}
10   Hunting/Tracking (2 in 6) {or use Find/Remove Traps percentages as a Thief of the same level)
30   Savagery (use d8 for melee weapon damage, or d10 if 2-Handed)
---------------
555 - TOTAL

Standard Base Experience X Primitive Class 555%
0 --------- Level 1 -----------0
400 ------ Level 2 ------- 2220
800 ------ Level 3 ------- 4440
1600 ----- Level 4 ------- 8880
3200 ----- Level 5 ------ 17760
6400 ----- Level 6 ------ 35520
12800 ---- Level 7 ------ 71040
24000 ---- Level 8 ----- 133200
48000 ---- Level 9 ----- 266400
_________Level 10+_________
3hp/Level = + 130,00 each
~~~~~~~~~~~~~~~~~~~~~~~
+130,000 - Level 10 --- 396400
+130,000 - Level 11 --- 526400
+130,000 - Level 12 --- 656400

August 10, 2014

LL Custom Class: Halflingon

Halflingons are one of the many slave races created millennia ago by the Anunnaki's genetic experiments in splicing the DNA of various alien species with the native races found on this newly conquered planet.  Now halflingons are known throughout the lands for their aggression and brutality.  Although they are typically only a little over three feet tall they are freakishly strong for their size, easily as strong as a full sized human.  Halflingons are easy to identify due to their short stature, skull ridges, hairy feet, and goatee/fu manchu facial hair.
By Malloriel

Halflingon
Requirements: Wisdom 8 or less
Prime Requisite: STR and CON
Hit Dice: d8
Max Level: 12th
Hit Progression: as Fighter
Saving Throws: as Dwarf/Halfling
Weapons: No 2-Handed Melee or Longbow
Armor: Any

Special Abilities
Sneak (3 in 6)
+1 Initiative
+1 Melee Attack Rolls
-2 AC bonus when attacked by large creatures
Redundant Organ Systems


Halflingons are rash and impulsive, easy to anger, and difficult to kill.  Even piercing their lung, heart, or brain is no guarantee of death thanks to their redundant organ systems.  People talk about the gladiator matches they've seen.  Everyone has heard stories about halflingons fighting each other, or wild beasts, or trolls.  Most people think twice before messing with a halflingon.

Initially regarded as a failed experiment, the Anunnaki felt that the halflingons were too aggressive and uncontrollable to serve any useful purpose.  For many centuries the halflingons were bred only to fight in the gladiator pits of the cities for the amusement of the populous and their Anunnaki masters.  They were kept apart from the general population, locked away in the gladiator schools.  Although some few won the admiration of the crowds and became famous, as a whole the halflingons were always socially marginalized and segregated.  Throughout this time they were uneducated, illiterate, and trained only for combat in the pits.

Eventually small numbers of halflingons were brought into the military to help root out the remaining pockets of dwarven and elven resistance.  They were sent to scout within the cramped dwarven tunnels and used as shock troops to soften up the ranks of enemy humanoids.  Through this military service they gained respect from their fellow soldiers, and as veterans they gained citizenship rights for themselves and their offspring.  The Anunnaki were wary of letting the halflingons roam free within their cities.  They worried that the halflingon penchant for violence would increase crime and be a bad influence on the other slave races.  The city guards were always told to keep a close eye on them.  Halflingons were often restricted to live only in certain areas of a city, and sometimes had curfews imposed upon them.

The Anunnaki have been gone now for fifty years.  The magi still pray to the Anunnaki and rule in their name from the ziggurat temples, but many of the old policies and programs have become neglected.  The halflingons are enjoying a new found sense of freedom and equality within most of the cities.  Now they can seek education at the ziggurats along with the other citizens, and enforcement of the other restrictions is no longer a priority.

Most halflingons live in tight-knit communities.  The elders have a very "us vs. them" view of the world.  Halflingons tend to be very private people.  They don't talk much about their family or their past, but these are often their primary concerns.  It can take them quite a while to warm up to outsiders.  It is unwise to walk into a halflingon home uninvited, only the most immediate family members are allowed within.  Being invited inside is a great honor, and accepting means that you are now a member of the family.


Halflingon
100 Base
120 Hit Dice: d8
70   Hit Progression: Fighter (+2hp after L9)
0 Bonus +1hp after L9
25   Max Level: 12th
55   Dwarf/Halfling saves
60   Armor: Any
55   Weapons: no 2-handed weapons or longbows
30   Magic: no wands, no divine scrolls, no arcane scrolls

Special Abilities
40   Sneak (3 in 6) {or HS + MS as a Thief who is 4 levels higher}
5     +1 Initiative
10 +1 Melee Attack Rolls
15   AC -2 when attacked by large creatures
15 Redundant Organ Systems (half damage from critical hits, and any critical with "instant death" is now survivable)

590 - TOTAL

Standard Base Experience X Halflingon Class 600%
0 -----------Level 1 ------------- 0
400 --------Level 2 -------  2400
800 --------Level 3 -------  4800
1600 ------ Level 4 ------   9600
3200 ------ Level 5 -----   19200
6400 ------ Level 6 -----   38400
12800 -----Level 7 -----   76800
24000 -----Level 8 ----- 144000
48000 -----Level 9 ----- 288000
_______Level 10+__________
3hp/Level = +130,000 each
~~~~~~~~~~~~~~~~~~~~~~~~
----------- Level 10 ----- 418000
----------- Level 11 ----- 548000
----------- Level 12 ----- 678000