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Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Monday, June 20, 2022

[Now Available] Vampire Class

By James Mishler and Jodi Moran-Mishler

This new class booklet presents a 20-level Vampire class for use with Labyrinth Lord, easily adaptable to any other classic style OSR Role-Playing Game.


The Vampire Class booklet includes details and rules on:
  • Becoming a vampire.
  • Vampire hit points and ability scores.
  • Special defenses, resistances, and immunities.
  • Vampire special abilities.
  • Vampire combat, bringing back the blood drain!
  • Vampire weaknesses.
With this class, a player’s character who has been transformed into a vampire no longer need become a non-player character! One can also run an entire campaign with vampire player characters! And of course, it is an excellent source for creating unique vampire enemies.

16-page booklet, 11 pages of content. $2 – CHEAP!


Saturday, April 25, 2020

Now Available -- Expanded 20-Level Core Four Classes -- Cleric, Fighter, Magic-user, Thief!

Expanded 20-Level Core Four Classes
Cleric, Fighter, Magic-user, Thief
Designed for use with Labyrinth Lord and Advanced Labyrinth Lord
25-pages, $4.00, now on sale for $2.00 -- CHEAP!

Click here to buy it on DriveThruRPG

The Expanded 20-Level Core Four Classes provides a new, expanded version of each of the four core Labyrinth Lord classes, for use with Labyrinth Lord and Advanced Labyrinth Lord. In the vein of the original concept of the “companion rules” to the original BX series, this gives players something to look forward to at higher levels – indeed, at every level!


In addition to the core class abilities of Spellcasting and Turning Undead (which now goes all the way to 20!), the Cleric gains Ritual Magic, Holy Smite, Divine Intercession, Guardian Angel, Sphere Spells, and the awesome power of Deus Ex Machina!

Fighters regain their long-lost Battlefield Dominance, Multiple Attacks, and Weapon Specialization, plus the ability to Seize Initiative and perform Heroic and Super-Heroic Surges!

Magic-users are no longer fire-and-forget one-shot wonders, gaining Magic Bolt, Magic Duel, Read Magic, Sense Magic, Counterspell, Invoke Entity, Enchanted Wand, Evoke Spell, the mighty Retributive Strike, powerful Personal Enchantments, and the ultimate Archmage ability!

Finally, the Thief gains the respect and versatility they always deserved, with an entirely new and expanded thief ability system! The thief can choose which of the core seven abilities advance each level, and how quickly they advance – plus, each ability is useful at 1st level, while only a 20th-level thief can attain true grand mastery at all thieving skills! Additionally, thieves gain the following abilities – Backstab, Artful Dodger, Luck Not Skill, Skill Specialization, Read Languages, Special Skills, and Read Scrolls. Special Skills choices include Acrobatics, Art of Distraction, Art of the Ordinary, Beggar, Buffoonery, Cantrips, Climb Overhangs & Ceilings, Dual-Wielding, Find and Remove Magical Traps, Gamble, Grifting, Hide in Plain Sight, Locksmith, Mimic Voices, Pick Arcane Locks, Read Lips, Stunning Blow, Swift and Silent, Tailing, Trapsmith, Troubadour, and Ventriloquism.

If you like these expanded classes, you will love the Expanded 20-level Demi-Human Classes, also available, and Pay-What-You-Want!

Tuesday, April 14, 2020

[Labyrinth Lord] 20-Level Gnome Class

20-LEVEL GNOME CLASS
Requirements: Strength 9, Dexterity 9
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Artist David Sutherland 
Gnomes are said to be cousins to dwarves, elves, and halflings, and share many of their idiosyncrasies while still having their own unique cultural ways. Gnomes generally dwell in hills or on mountainsides, dividing their time equally above and below ground. Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each other. 

Gnomes average about 3’3” to 3’6” tall, and range from slender to roly-poly, averaging 80 to 90 pounds. Gnomes typically live for 600 to 760 years.

Male gnomes have a base height of 3’6”, females 3’3”. To this (d6) 1-3 Subtract or 4-6 Add 1d4”. Male gnomes have a base weight of 90 pounds, females 80 pounds. To this (d6) 1-3 Subtract or 4-6 Add 2d6 pounds for males, 2d4 pounds for females.

Gnomes start out at 80+3d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (55 to 89) -1 to Wisdom and +1 to Constitution. 
  • Adult (90 to 299)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (300 to 449) +1 to Intelligence and +1 to Wisdom.
  • Elderly (450 to 599) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (600 to 760) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Burrow-Wise: Gnomes have a 2 in 6 (1-2 on 1d6) chance of detecting decrepit or unsafe structures above or below ground (walls, floors, ceilings, etc.), knowing current depth underground, knowing direction while underground, or noticing if passages are sloped. Gnomes must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Gnome Senses: Gnomes can see in the dark with Infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. Gnomes are attuned to illusions and phantasms; at 5th level they gain a +1 bonus to save versus illusions and phantasms. This bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. Also beginning at 5th level, if a gnome saves against an illusion or phantasm by 4 or more than is needed to save, she gains control of the illusion or phantasm and directs it against the caster!

Hardy Folk: Gnomes are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks.

Languages: Gnomes speak their alignment language, Common, and Gnomish. They also speak Dwarvish, Goblin, Halfling, Kobold, and Orcish. At 2nd level they may communicate with burrowing animals.

Small Sized: Gnomes may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. At 4th level gnolls, bugbears, ogres, trolls, giants, and titans suffer a -1 penalty to hit the gnome in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Spellcasting: Gnomes may learn, memorize, and cast illusionist spells. Gnomes begin play with a spell book containing three 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level illusionist spell tables. Gnomes gain new spells by finding them in scrolls, trading with other gnomes and illusionists, or through spell research. Gnomes are able to use any magic item usable by fighters, illusionists, and gnomes, and at 13th level, druids. They can use illusionist scrolls. Beginning at 3rd level gnomes may learn 1st level druid spells as though they were illusionist spells; these must be learned from another gnome or from a druid. Gnomes may learn 2nd level druid spells at 8th level and 3rd level druid spells at 13th level.

Tunnel-Rats: Gnomes may be small, but they are fierce. They are proficient with all weapons not restricted due to their size (see below). Gnomes may wear any armor; however, they cannot cast spells while wearing any armor other than padded or leather. Gnomes can use shields. At 2nd level gnomes gain a +1 bonus to hit kobolds and goblins; this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. At 4th level gnomes gain the ability to move silently, as per a thief, with a 2 in 6 chance of success. This chance increases to 3 in 6 at 9th level, 4 in 6 at 14th, and 5 in 6 at 18th level. The gnome can moving silently only while wearing no armor, padded armor, or leather armor.

Reaching 9th Level:  When a gnome reaches 9th level, she can build a stronghold. Gnome strongholds will be in homey forested earthen burrows or in stone-carved tunnels in rocky hill formations, and gnomes will travel from great distances to settle there. The character becomes the leader of her people and must rule them wisely and well. The gnome might also be invited to become the leader of an existing burrow or tunnel settlement.

Click to embiggen

Click to embiggen

Click to embiggen


Sunday, April 12, 2020

[Labyrinth Lord] 20-Level Halfling Class

20-LEVEL HALFLING CLASS
Requirements: Dexterity 9, Constitution 9
Prime Requisites: Strength and Dexterity
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Halflings have a gentle nature, and value free time, good food, and good drink. They engage in playful activities when not on an adventure. They love comfort and often spend their riches on the most extravagant items. Halflings prefer to live a bucolic, rustic lifestyle, amidst fertile meadows, rolling hills, and shady forests, with well-tended gardens and farmland, amidst their own kind in realms known as “shires.”

Halflings are even smaller than gnomes, only attaining a height of around 2’9” to 3’ and averaging about 50 to 60 pounds. They are as diverse in appearance as humans but have furry feet and curly hair. Halflings typically live for 150 to 200 years.

20th-level Sheriff and dumb Daikini. Art by Jeff Dee.

Male halflings have a base height of 3’0”, females 2’9”. To this (d6) 1-3 Subtract 1d4” or 4-6 Add 1d4”. 

Male halflings have a base weight of 60 pounds, females 50 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d4 pounds, 2d4 for females.

Halflings start out at 20+2d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (22 to 32) -1 to Wisdom and +1 to Constitution. 
  • Adult (33 to 69)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (70 to 99) +1 to Intelligence and +1 to Wisdom. 
  • Elderly (100 to 149) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (150 to 200) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Agile: Halflings have keen coordination that grants them +1 bonus to hit on any missile or thrown weapon attacks; this bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Any creature larger than man-sized suffers a -2 penalty to hit halflings; this increases to -3 at 6th level, -4 at 11th level, and -5 at 16th level. At 1st level, man-sized creatures suffer a -1 penalty to hit halflings; this improves to -2 at 4th level, -3 at 8th level, and -4 at 16th level.

Burglars: At 5th level a halfling chooses one of following thief abilities: find and remove traps, pick locks, or pick pockets. The halfling has a 2 in 6 chance of performing this ability. This ability increases to 3 in 6 at 10th, 4 in 6 at 15th, and 5 in 6 at 19th.

Hardy Folk: Halflings are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. At 13th level halflings suffer half damage/effect on a failed save versus Poison, Death, and Paralysis attacks and one-quarter damage/effect on a successful save (or none, as the case may be with all-or-nothing rolls).

Languages: Halflings speak their alignment tongue, Common, and Halfling.

Lucky: At 7th level once per day a halfling may reroll a single die roll of his own or force the reroll of an enemy’s die roll; an enemy must be present and in line-of-sight of the halfling for the halfling to be able to use this ability but does not need to be targeting the halfling. The halfling gets the better of the two rolls, the enemy the worse (for them) of the two die rolls. The halfling may do this once per day. The halfling may do this twice per day at 12th level and three times per day at 17th level.

Quick: Halflings are dexterous folk who get a +1 bonus to initiative rolls when alone or in a party composed only of halflings.

Small Sized: Halflings may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. They may otherwise use any weapon, wear any armor, and may use shields.

Stealthy: Halflings have an uncanny ability to disappear in the wilderness. In forest, shrub, tall grasses, or other similar outdoor cover, halflings can hide with 90% ability; this increases 1% every odd level up to 99% at 19th level. They have a 2 in 6 chance to hide in shadows or behind other forms of cover (including man-sized beings) when indoors, underground in labyrinths, or caverns; this chance increases to 3 in 6 at 3rd, 4 in 6 at 7th, and 5 in 6 at 14th. In any case, they must remain silent and motionless to hide outdoors or in shadows. At 2nd level they gain the ability to move silently on a 2 in 6 chance. This increases to 3 in 6 at 8th, 4 in 6 at 12th, and 5 in 6 at 18th. Halflings are very stealthy, and whenever in woods or meadows alone or only with other halflings, elves, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).

Reaching 9th Level:  When a halfling reaches 9th level, he can build a stronghold. Halfling strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the sheriff of the people (their leader) and must rule them wisely and well. The halfling might also be invited to become sheriff of an existing shire.

Click to Embiggen

Click to Embiggen

Note: In the Original Edition, all halfling saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level halfling fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the halfling did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Halfling Saving Throws (Corrected) chart below has been corrected from the original errors in calculating halfling saving throws. It is not as generous, but it more closely fits the intent of the original design.

Click to Embiggen

Click here to get the PDF on Google Drive

[Labyrinth Lord] 20-Level Elf Class

20-LEVEL ELF CLASS
Requirements: Strength 9+
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Elves are very long lived, and each elf deals with this in different ways – some are flighty, others are solemn; many are cautious and restrained, others are wild and reckless. Elves are almost never grumpy or cantankerous, which exacerbates elven relations with dwarves. Though they are generally peaceful people who enjoy merriment and frivolity, elves are very talented fighters and users of magic. 

Artist Erol Otus
Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, moreso than humans, and there are said to be different kinds of elves in distant locations. Elves typically stand 4’6” to 5’ tall and weigh about 110 to 140 pounds. Elves typically live for 1,200 to 1,700 years. Elves generally have brilliant skin, vivid hair, and dazzling eyes.

Male elves have a base height of 5’0”, females 4’6”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 1d6”. Male elves have a base weight of 140 pounds, females 110 pounds. To this (d10) 1-2 Subtract 3d6 pounds for males, 2d6 pounds for females, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 3d6 pounds for males, 2d6 pounds for females.

Elves start out at 150+9d8 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older. 

Age provides the following modifiers to 1st level characters:
Adolescent (100 to 179) -1 to Wisdom and +1 to Constitution. 
Adult (180 to 574)  +1 to Strength and +1 to Constitution. 
Middle-Aged (575 to 874) +1 to Intelligence and +1 to Wisdom. 
Elderly (875 to 1,199) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
Venerable (1,200 to 1,700) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.

Elf Eyes: Elves have infravision of 60’, which increases to 90’ at 6th level and 120’ at 17th level. Their keen eyes also allow them, when actively searching, to detect hidden and secret doors with a chance of 2 in 6 (1-2 on 1d6). This chance increases to 3 in 6 at 11th level, 4 in 6 at 14th, and 5 ion 6 at 18th. Beginning at 7th level they can detect hidden and secret doors merely by passing within 10’, even when not searching, with a chance of 1 in 6; this increases to 2 in 6 at 13th and 3 in 6 at 19th.

Fey Immunities: Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict. Beginning at 3rd level elves have a 10% resistance to sleep and charm spells. This increases 10% per level thereafter to 90% at 10th level, then increases 1% per level thereafter to a maximum of 99% at 20th level.

Languages: Elves speak their alignment language, Common, and Elvish. Due to their frequent battles with these folks, they can also speak Gnoll, Hobgoblin, and Orcish.

Skilled Warriors: Elves are proficient with all weapons, may wear any kind of armor, and may use shields. Unlike magic-users, elves can cast their spells while wearing armor. Elves gain additional attacks when wielding a short bow, long bow, long sword, or short sword: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. At 3rd level an elf may move, make their bow attack(s) during the movement phase, then may finish their move without stopping after attacking. At 14th level an elf ignores any cover a target of her bow may have other than complete cover and suffers no penalties therefrom. Being both warriors and magicians, beginning at 4th level once per day an elf can enchant their weapon to be a magical weapon. One weapon (which must be wielded by the elf) acts as a +1 magical weapon for one turn; this can be used twice per day at 8th level. The bonus improves to +2 at 12th level and can be used three times per day at 16th level. This will not work on a weapon that is already magical.

Spell-casting: Elves may learn, memorize, and cast magic-user spells. Elves begin play with a spell book containing read magic, plus two other 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level magic-user spell tables. Elves gain new spells by finding them in scrolls, trading with other elves and magic-users, or through spell research. Elves are able to use any magic item usable by fighters, magic-users, and elves. They can use magic-user scrolls.

Stealthy: Elves are very stealthy, and whenever in woods or meadows alone or only with other elves, halflings, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).

Reaching 9th Level:  Elves can establish a stronghold in a natural setting, such as a forest, glen, or grotto, when they reach 9th level. Rather than impose upon nature, this fortress must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven sort may be hired o recruited.

Click to embiggen

Click to embiggen

Click to embiggen

Saturday, April 11, 2020

[Labyrinth Lord] 20-Level Dwarf Class

20-LEVEL DWARF CLASS
Requirements: Constitution 9+
Prime Requisite: Strength
Hit Dice: 1d8 (1d10 Advanced Edition Option)

Artist Larry Elmore
Dwarves have a reputation for having surly attitudes and are particularly gruff with elves. Dwarves value precious metals and stones, and usually live underground or in semi-subterranean structures. Dwarves are stout, short, bearded* demi-humans who average a height of approximately 3’10” to 4’ and weigh about 120 to 150 pounds. Dwarves typically live for 350 to 450 years. Dwarves have skin, hair, and eye colors in earth tones. * Consult your Labyrinth Lord regarding dwarf women and beards in her campaign.

Male dwarves have a base height of 4’0”, females 3’10”. To this (d6) 1-3 Subtract or 4-6 Add 1d6”. 

Male dwarves have a base weight of 150 pounds, females 120 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d6 pounds.

Dwarves generally start out at 35+4d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:

  • Adolescent (35 to 55) -1 to Wisdom and +1 to Constitution. 
  • Adult (56 to 149)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (150 to 249) +1 to Intelligence and +1 to Wisdom. 
  • Elderly (250 to 349) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (350 to 450) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.

Doughty Warriors: At 2nd level dwarves gain a +1 bonus to hit humanoids (kobolds, goblins, hobgoblins, orcs, and half-orcs); this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. Dwarves gain additional attacks when wielding a battle axe or war hammer: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. Beginning at 3rd level a dwarf can tinker with his crossbow such that he can attack with it every round, rather than every other round; this requires one day of work and materials equal to the cost of the crossbow (this only works for the dwarf, and the crossbow is ruined if he rolls a “Natural 1” to hit).

Dwarven Senses: Due to their habit of living underground in mines, dwarves have the ability to see in the dark with infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level.

Hardy Folk: Dwarves are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. Dwarves do not have to rest after forced marches. At 13th level dwarves suffer half damage on a failed save versus Breath Attack and one-quarter damage on a successful save.

Languages: Dwarves speak their alignment tongue, Common, and Dwarvish. Because of their frequent interaction underground with these creatures, dwarves also speak Gnomish, Goblin, and Kobold.

Short & Stout: Due to their short height, dwarves cannot use two-handed swords or longbows. However, they can use any other weapons or armor. At 4th level ogres, trolls, giants, and titans suffer a -1 penalty to hit the dwarf in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Stonecunning: From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Reaching 9th Level:  When a dwarf reaches 9th level, he has the option of creating an underground stronghold that will attract dwarves from far and wide. Dwarves usually live in clans, so dwarves of the character’s clan will be attracted to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A dwarf ruler is able to hire dwarven soldiers or mercenaries, but, may only hire members of other races for other tasks, such as human alchemists or elves for spell casting.

Click to embiggen

Click to embiggen

Note: In the Original Edition, all dwarf saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level dwarf fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the dwarf did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Dwarf Saving Throws (Corrected) chart below has been corrected from the original errors in calculating dwarf saving throws. It is not as generous, but it more closely fits the intent of the original design.

Click to embiggen

Wednesday, October 16, 2019

[Now Available] Marilith-Kin and Nalfeshnee-Kin Racial Classes for Labyrinth Lord

Just in time for Halloween, we are pleased to present you with the Marilith-Kin Racial Class and Nalfeshnee-Kin Racial Class for Labyrinth Lord!


The Marilith-kin are cousins of the Marilith Demons of great infamy. They have many of the same powers, but no two Marilith-kin are alike, as is befitting their Chaotic Demonic origins!

Marilith-kin have the following abilities:
  • Armored Skin
  • Creatures of Infernal Darkness
  • Creatures of Magic
  • Movement
  • Multi-Armed Warriors
  • Natural Magicians (can use spell-like powers of 1st to 4th level).
  • Serpent Form

The Marilith-kin racial-class has 8 levels, each more fiendishly powerful than the last.

Click here to buy the Marilith-Kin Racial Class on DriveThruRPG


The Nalfeshnee-kin are cousins of the Nalfeshnee Demons of great infamy. They have many of the same powers, but no two Nalfeshnee-kin are alike, as is befitting their Chaotic Demonic origins!


Nalfeshnee-kin have the following abilities:
  • Armored Skin
  • Creatures of Infernal Darkness
  • Creatures of Magic
  • Movement
  • Natural Attacks
  • Natural Magicians (can use spell-like powers of 1st to 4th level).
  • Tough

The Nalfeshnee-kin racial-class has 10 levels, each more fiendishly powerful than the last.

This Halloween, get ready to get your demon on!







Sunday, October 13, 2019

[Now Available from JMG] Balor-Kin Racial Class for Labyrinth Lord

Balor-Kin Racial Class for Labyrinth Lord

Just in time for Halloween, we are pleased to present you with the Balor-Kin Racial Class for Labyrinth Lord!

This is your chance to finally play a “young balor,” as has often been described in early gaming!

The balor-kin are cousins of the Balor Demons of great infamy. They have many of the same powers, but no two balor-kin are alike, as is befitting their Chaotic Demonic origins!

Balor-kin have the following abilities:
  • Armored Skin
  • Creatures of Fire and Shadow
  • Creatures of Magic
  • Dual Wield Warriors
  • Immolation
  • Inhuman Stature
  • Movement
  • Natural Magicians (can use spell-like powers of 1st to 4th level).

The balor-kin racial-class has 10 levels, each more fiendishly powerful than the last.

This Halloween, get ready to get your demon on!





Wednesday, May 29, 2013

[In Memoriam] Vancian Adventurer

In honor of the inestimable Jack Vance, who we sadly lost this last week, I am re-posting my Adventurer class for use with Labyrinth Lord.

ADVENTURER
The adventurer class is an alternative to most other human classes (it is suggested that only the fighter and thief be used otherwise, and if using other races, use only racial classes for those races). It enables players to play a character that can do a little bit of everything. This class is inspired by the adventuring, sneaky, sword-wielding dilettante rogue spell casters of Smith’s Hyperborea and Vance’s Dying Earth. Examples include Turjan of Miir, Cugel the Clever, and Rhialto the Marvellous.

Prime Requisite: None.
Minimum Ability Scores: None.
Racial Level Limits: Human Unlimited.

Hit Dice: Adventurers use eight-sided dice (d8) to determine hit points. Adventurers gain one hit die per level up to and including 9th level. Two hit points are gained per level after 9th, with Constitution modifiers no longer applicable

Armor: Any, however, armor use can cause issues when using magic spells or thieving abilities.

Fight As: Thief
Proficient Weapons: Choose any four
Non-Proficiency Penalty: -2

Adventuring Abilities: An adventurer begins play at 1st level with the following abilities:
  • 1st rank of weapon mastery in one weapon of proficiency;
  • 1st rank of skill in all eight thieves abilities;
  • The ability to cast spells, along with four spell books, each containing one spell.
Saving Throws: An adventurer begins at 1st level with a base saving throw of 16 in all five categories. At 1st level he divides 10 points among the five to lower the scores; he may spend no more than 5 points on any one saving throw in this fashion. Every level thereafter the adventurer lowers two saving throw scores by 1 point each. Once a saving throw reaches 7, it can only be improved 1 point by applying both points for that level to that saving throw. No saving throw may be improved to better than 3. Example: Artano the Erudite begins play at 1st level by hedging his bets and divides the 10 points equally by placing 2 points in each saving throw, for saving throw scores of 14 across the board. At 2nd level he decides to put 1 point in Breath Attacks and 1 point in Wands, lowering those scores to 13. At 3rd level he lowers his saves in Poison or Death and Petrify or Paralyze. Then at 4th he lowers Spells or Spell-like Devices and Wands again.

Spell Casting: An adventurer can cast spells. Spells are cast at a level equal to the adventurer’s level.

If an adventurer has a low Intelligence score, he has a base chance of spell failure with each spell based on the “Spell Failure” chance listed under Wisdom modifiers.

If the adventurer casts a spell while wearing armor, there is a chance of spell failure. The chance is equal to any base spell failure chance plus 10% per point of defense the armor provides (not including magical bonuses) plus 5% per level of the spell, less 5% per adventurer level, less 5% per point of Intelligence bonus. If the failed roll is in the lower 10% of the chance to fail (rounded up), Something Bad happens.

Example: Ffaunce the Fair (6th level Adventurer, Intelligence 17, wearing chain mail [AC 5, 4 points of armor]) tries to cast Melf's Third Invocation of the Incandescent Orb (fireball) at a pack of voormis. His chance of failure is 40% (armor) +15% (3rd level spell) -30% (adventurer level) -10% (Intelligence) = 15% chance of failure, with a 2% chance of Something Bad happening.

Spells named as rituals require both hands be free, and additionally the caster suffers double the normal spell failure chance if he is wearing armor. Spells named as spells and formulae require that both hands be free to cast the spell. Spells named as cantrips and charms require at least one hand free; the other may hold a weapon, shield, or other item. Spells named as eyebites and invocations do not require any somatic components, do not require a free hand, and, if the caster makes a saving throw versus Spells, can successfully be cast out of initiative order (though counts as that round’s act). Note that Arturzax’s Invocation of the Roundabout Plummet is of such efficacy that it can always be cast instantly without need to make a saving throw.

The adventurer begins play at 1st level with four spell books, each containing one spell: Murgen’s Primary Arcane Filter Spell (read magic) in one and random spells in the other three. To determine the spells known, roll a d6 and a d20 on the 1st level spell table. On the d6, on a 1 or 2 add nothing to the d20, on a 3 or 4 add 20, and on a 5 or 6 add 40. If you re-roll a spell it means you were stiffed by your master and were taught one less spell.

Note that spell books are quite large and very bulky. Each book contains only one spell, and thus spell books are virtually impossible to carry with on an adventure unless the adventurer carts them in a wagon or carries them in a bag of holding or similar magical item.

The adventurer can only learn spells that are of a spell level equal to half his level rounded up. An adventurer must have a minimum Intelligence of 18 to learn 9th level spells, a minimum Intelligence of 17 to learn 8th level spells, and a minimum Intelligence of 16 to learn 7th level spells.

While Murgen’s Primary is not needed to determine an unknown spell contained within a spell book, its use is required in order to read and attempt to learn the new spell (the spell is required to interpret the arcane ciphers, runes, sigils, and diagrams included in the spell). The adventurer must spend the usual time and gold to learn the spell, roll a Learn Spell check based on his Intelligence score, and if he learns it, he can thereafter memorize it. He can only learn spells by acquiring other spell books or by researching and recreating a spell (i.e., the bonus spell gained by choice at each level).

Scrolls and scroll-like devices cannot be used to learn spells.

If an adventurer fails to learn a spell, he may attempt to learn that spell from another spell book after he has gained a level. Note that the Intelligence-based minimum and maximum spells known is not applicable to adventurers.

The adventurer must memorize spells in order to cast them, just as in the normal rules. The adventurer can memorize a total number of spell levels at any one time equal to his level plus his Intelligence bonus. He cannot memorize the same spell twice. He must have the spell book of the spell to be memorized present in order to memorize the spell. Spell memorization is automatic and requires merely one minute per spell level if the adventurer had at least eight hours of sleep since the last time he memorized spells (singly or as a group of spells memorized immediately after sleep). Otherwise, memorization requires 10 minutes per spell level and the chance to successfully memorize a spell is equal to the adventurer’s chance to learn a spell less 5% per spell level; if the failed roll is in the upper 10% of the chance to fail, Something Bad happens.

As each spell of a type is always the exact same regardless of who owns the spell book containing the spell, an adventurer can memorize a spell he knows from spell books other than his own. Thus, if Artano the Erudite already knows Melf’s Magic Missile Charm he can memorize it normally from another adventurer’s spell book without additional chance of failure.

An adventurer can attempt to cast a known but not memorized spell directly from a spell book. This requires one full round per level of the spell. The chance to successfully cast the spell is equal to the adventurer’s chance to learn a spell, plus 5% per level, less 10% per spell level; if the failed roll is in the upper 10% of the chance to fail, Something Bad happens.

An adventurer can also attempt to cast any spell from a spell book, even one he does not know, providing he is able to apply Murgen’s Primary to read it. The chance to successfully cast the spell is merely 5% per level, less 5% per spell level; if the failed roll is in the upper 10% of the chance to fail, Something Bad happens. And yes, negative percentages increase the critical failure chance accordingly! Note that the Judge should not inform the adventurer the level of the spell before he attempts to cast it!

Adventurers can make one-shot magic items that function as scrolls, though anyone is able to use these items. One-shot items cost 100 gp and one week time per level of the spell, and can usually be sold for two to five times the cost (if a buyer can be found). When the item is used, the wielder checks against a chance equal to the maker’s chance to learn a spell; if the roll fails, the item fails, and if the failed roll is in the upper 10% of the chance to fail, Something Bad happens.

Thieves Abilities: Adventurers possess all the basic thieving abilities at 1st level, and may advance in them as part of their adventure path. No thieving ability may ever be at a higher rank in ability than the level of the adventurer. The backstab ability advances as follows: max plus roll at 1st rank, double maximum plus roll at 5th rank, triple maximum plus roll at 9th rank, and quadruple maximum plus roll at 13th rank.

An adventurer may wear armor while attempting thieving abilities, but suffers the usual penalties for doing so.

Weapon Mastery: At each rank of weapon mastery gained after the 1st rank the adventurer gets 1 hit point permanently. When fighting with the mastered weapon, the adventurer fights as though he were a fighter of the level of his weapon mastery rank or as a thief of his level, whichever is better. At 1st rank of weapon mastery the adventurer gets a +1 bonus to hit and a +1 bonus to damage with that weapon. At 3rd rank of weapon mastery the bonus improves to +1/+2, at 5th to +2/+2, at 7th to +2/+3, at 9th to +3/+3, at 11th to +3/+4, at 13th to +4/+4, at 15th to +4/+5, and at 17th to +5/+5. At 6th rank they may make 3 attacks every 2 rounds with their specialized weapon; at 10th rank they may make 2 attacks every round; at 14th rank they may make 5 attacks every 2 rounds; and at 18th rank they may make 3 attacks every round. Second and third attacks come at the end of the round, after both sides have moved and attacked.

Adventure Path: An adventurer chooses his own path for advancement in his fighting, thieving, and magic skills, though at times his previous adventures may choose his path for him. Every level gained the adventurer may choose one of the following:
  • Advance weapon mastery in one existing weapon mastery by  one rank and advance four thieves abilities each one rank; or
  • Advance weapon mastery in one existing weapon mastery by  one rank and learn one new spell of his choice of any level he can cast (provided he can find and hire a teacher); or
  • Gain 1st rank weapon mastery in a proficient weapon (provided he can find and hire a teacher) and advance four thieves abilities each one rank; or
  • Gain 1st rank weapon mastery in a proficient weapon (provided he can find a teacher) and learn one new spell his choice of any level he can cast (provided he can find and hire a teacher); or
  • Advance in all eight thieves abilities each one rank and gain proficiency in one weapon; or
  • Automatically learn two new spells of his choice of any level he can cast (provided he can find and hire a teacher) and gain proficiency in one weapon; or
  • Learn one new spell of his choice of any level he can cast (provided he can find and hire a teacher), advance any two thieves abilities each one rank, and gain proficiency in one weapon; or
  • Gain proficiency in two weapons and advance any three thieves abilities each one rank; or
  • Provided he can find and hire a teacher, gain the ranger’s tracking ability at a base of half that of normal; or
  • Advance his ranger tracking ability base percentages each by 5 points (up to the normal Ranger class level), and gain proficiency in one weapon; or
  • Provided he can join a temple hierarchy (usually requiring training, bribes, and certain spell casting knowledge, if not also adherence to dogma), he can gain the cleric’s turn and/or control creature ability at 1st rank. The ability applies to any one of the creatures or creature types that are considered abominable or congenial to the deific entity (note the broader the group, the more powerful the temple, and thus more difficult and expensive it is to join). Many temples have both an abominable foe (turn) and congenial ally (control); or
  • Advance his clerical turn or control ability one rank and learn one new spell of his choice of any level he can cast (from among those taught by his temple); or
  • Provided he is a member of an appropriate temple, has attained the 5th rank in his control ability, gain the ability to assume a normal animal shape appropriate to the congenial type of the temple once per day; or
  • Gain one additional use per day of his ability to assume normal animal shape; or
  • Provided he has gained three uses per day of his assume normal animal shape, he may gain the ability to assume a giant version of the appropriate animal shape once per day; or
  • Provided he can find and hire a teacher, learn the fighter’s Sword & Board technique; or
  • Provided he can find and hire a teacher, learn the assassin’s Disguise ability; or
  • Provided he can find and hire a teacher, learn the assassin’s Poison Use ability; or
  • Provided he has already gained the Disguise and Poison Use ability and can find and hire a teacher, gain the 1st rank in the assassin’s Assassination ability; or
  • Provided he has already gained the assassin’s Assassination ability, advance one rank in that ability.
1st Level Adventurer Spells
1. Ahlissa's Invocation of Beguiling Amity (1st level Magic-user spell, Charm Person)
2. Ahlissa's Invocation of Dissident Beauty (1st level Magic-user spell, Allure)
3. Al'Akbar's First Apotropaistic Invocation (1st level Magic-user spell, Protection from Evil)
4. Allanon's Cantrip of Covert Perambulation (1st level Druid spell, Pass without Trace)
5. Allanon's Charm of Bindings Verdural (1st level Druid spell, Entangle)
6. Allanon's Charm of Zoomorphic Elucidation (1st level Druid spell, Speak with Animals)
7. Allanon's Invocation of Adenoidal Vellication (1st level Druid spell, Divine Weather)
8. Andoq’s Invocation of Plastic Solitude (1st level Cleric spell, Sanctuary)
9. Arturzax’s Invocation of the Roundabout Plummet (1st level Magic-user spell, Feather Fall)
10. Atsum’s Ritual of Cool Manumission (1st level Cleric spell, Resist Cold)
11. Bakke’s Charm of Small Static (1st level Magic-user spell, Shocking Grasp)
12. Balul’s Invocation of the Discoid Curiosity (1st level Magic-user spell, Shield)
13. Barchier’s Cantrip of Irrepressible Luminosity (1st level Magic-user spell, Dancing Lights)
14. Bigby's Jarring Hand Charm (1st level Magic-user spell, Jarring Hand)
15. Biriga's Bestial Binding Ritual (1st level Druid spell, Animal Companion)
16. Calling Forth and Binding of the Arcane Disjunction Ritual (1st level Magic-user spell, Summon Familiar)
17. Calling Forth of the Silvertine Mists Ritual (1st level Illusionist spell, Wall of Vapor)
18. Chisirion's Charm of Amaranthine Caliginosity (1st level Illusionist spell, Darkness Globe)
19. Chisirion's Invocation of the Scintillated Refulgence (1st level Magic-user spell, Light)
20. Cuthbert's Obdurate Enhancement Formula (1st level Druid spell, Shillelagh)
21. Dostaan's Formula of Aqueous Fabrication (1st level Cleric spell, Create Water)
22. Eddives’s Hungry Essence Eyebite (1st level Cleric spell, Putrefy Food and Drink)
23. Felojun's First Hypnotic Spell (1st level Illusionist spell, Hypnotism)
24. Ferdi’s Invocation of the Bleak Masquerade (1st level Illusionist spell, Refraction)
25. Genneriel’s Invocation of Proportionate Opposition (1st level Magic-user spell, Hold Portal)
26. Harrizang’s Invocation of Parabolic Escape (1st level Magic-user spell, Jump)
27. Immanent Manipulandum of Imix Charm (1st level Magic-user spell, Manipulate Fire)
28. Keoghtum's First Ritual of Revivifying Melioration (1st level Cleric spell, Cure Light Wounds)
29. Llothol's Invocation of Arachnidic Escalation (1st level Magic-user spell, Spider Climb)
30. Lo-Pan's Charm of the Seventh Scarlet Hell (1st level Magic-user spell, Burning Hands)
31. Melf's Magic Missile Charm (1st level Magic-user spell, Magic Missile)
32. Mikelchan’s Unobtrusive Attendant Ritual (1st level Magic-user spell, Unseen Servant)
33. Murgen's Arcane Impressarium Ritual (1st level Magic-user spell, Identify)
34. Murgen's Occultic Penetration Eyebite (1st level Magic-user spell, Detect Magic)
xx. Murgen's Primary Arcane Filter Spell (1st level Magic-user spell, Read Magic)
35. Naroth's Cantrip of the Chromatic Wave (1st level Illusionist spell, Color Spray)
36. Nodrog's Charm of Victual Lustration (1st level Cleric spell, Purify Food and Drink)
37. Nolzur's Efficient Erasure Formula (1st level Magic-user spell, Erase)
38. Nolzur's Invocation of Phantasmal Discernment (1st level Illusionist spell, Detect Illusion)
39. Nolzur's Puissant Ritual of Enscription (1st level Magic-user spell, Scribe)
40. Nystul's Spell of Arcane Aura Enticement (1st level Magic-user spell, Magic Aura)
41. Oberon's Fey Aura Eyebite (1st level Druid spell, Faerie Fire)
42. Oberon's Fey Invocation of Spriggan Aggrandizement (1st level Magic-user spell, Enlarge)
43. Oquilda's Aqueous Annihilation Eyebite (1st level Cleric spell, Destroy Water)
44. Palgora's Facile Reconstruction Ritual (1st level Magic-user spell, Mending)
45. Phargon's Phantasmal Force Charm (1st level Illusionist spell, Phantasmal Force)
46. Phora’s Charm of Somnolent Usurpation (1st level Magic-user spell, Sleep)
47. Quaal's Charm of Pupillary Refraction (1st level Druid spell, Invisibility to Animals)
48. Quaal's Charm of Propitious Revelation (1st level Druid spell, Detect Snares and Pits)
49. Rao's Invocation of Recreant Amelioration (1st level Cleric spell, Remove Fear)
50. Rao's Invocation of Malominious Ascertainment (1st level Cleric spell, Detect Evil)
51. Riggby's Invocation for the Denouncement of the Veil (1st level Illusionist spell, Detect Invisibility)
52. Sargath's Charm of Otic Punctuation (1st level Illusionist spell, Auditory Illusion)
53. Shimrod's Excellent Linguistic Concordance Formula (1st level Magic-user spell, Read Languages)
54. Shimrod's Magical Missive Charm (1st level Magic-user spell, Message)
55. Shimrod's Occulted Utterance Invocation (1st level Magic-user spell, Ventriloquism)
56. Siandor's Invocation of Authority Nonpareil (1st level Cleric spell, Command)
57. Tasha's Desultory Disguise Eyebite (1st level Illusionist spell, Doppelganger)
58. Tasha's Ineluctable Charm of Auric Discernment (1st level Druid spell, Locate Creature)
59. Tenser's Floating Disc Formula (1st level Magic-user spell, Floating Disc)
60. Zulquor's Invocation of Etheric Cerebral Cocatenation (1st level Magic-user spell, Comprehend Languages)

Sunday, March 31, 2013

[Vanth] Moth-Man Race and Racial Class


MOTH-MAN
Ability Requirements: Dexterity 9+, [Charisma 12+ (female only)]
R&C Racial Base XP: 1,500

Moth-Men are a race from an altogether different dimension. Even they do not know their ultimate origin, as their race has travelled the worlds, planes, and dimensions since time immemorial. They arrived in Vanth through the use of their Portal Power. They are found in small clan-based settlements (5d4 males, 5d4 females, and a number of children equal to both) in out-of-the-way places, usually in deep forests, jungles, mountains, or wastes, often near ruins, centered on a location where the boundaries in time and space are weak.

Male Moth-Men are regarded by other races as appearing quite hideous, being 6’ to 7’ tall humanoids (though appearing shorter due to their hunched posture) with scrawny, boney builds; hairless, cadaverous, bald skull-like heads with large bulbous eyes that glow like headlights; clawed three-fingered hands and feet; dark grayish powdery skin; and dull grayish-white tattered moth wings.

Female Moth-Men are, on the other hand, quite beautiful by human and elven standards, being 5’ to 6’ tall humanoids with slender but buxom build; possessing beautiful human heads with fair skin and luxurious hair; lovely almond-shaped eyes with glowing red irises; cute feathery antennae; clawed three-fingered hands and feet; and beautiful, colorful, glittering moth wings.

Male Moth-Men fear and loathe other, more handsome races of men, as they fear that their females will prefer them. However, they have little to fear as female Moth-Men find their own males most attractive, and believe “handsome” men of other races are quite ugly. If anything, male Moth-Men only have to fear from ugly men of other races, as they may more resemble male Moth-Men than their own race.

Most Moth-Men are distrustful of other races, as they are usually hunted as an aberrant or mutant species on many of the worlds, planes, and dimensions they have lived; ergo, their continual nomadic way of life. Thus, they tend to live in out-of-the-way places by preference as much as by necessity. Some clans trade or even deal more regularly with other races, but these are few and far between, and usually only found where many different races congregate and thus they are not considered unusual. If attacked, Moth-Men prefer to flee, either elsewhere on their world or to another.

Moth-Men subsist off of nectar, leafy vegetation, and small animals, preferring small insects, lizards, and mammals. They are usually fairly primitive in technology, requiring few tools as their claws are lethal weapons. They prefer to lair in tree-huts, tall ruined buildings, or in caves high on mountain peaks. The only product that they tend to make is silk; they raise silk-worms and the like, and weave fine silks, which are usually reserved for their females to wear. They trade silks for fine jewelry, which again, the females like to wear.

Female Moth-Men lay silky eggs in their lairs, which after six months hatch, opening to reveal a wingless Moth-Man child. The child rarely leaves their home lair for their first six years. At about six years, the child forms a cocoon, and after another six months emerges in a winged form. Moth-Men achieve full adult size and social adulthood at age 12.

Claw Attack: A Moth-Man can make two claw attacks per round, in a combination of hands or feet, each dealing 1d4 points of damage. These attacks may be made “on the fly,” in the midst of the Moth-Man’s full flying movement, though if the Moth-Man misses an attack by less than 4 he must stop and engage the target in melee.

Detect Portal: A Moth-Man can detect any rifts or weakness in the time-space continuum. If it merely passes by one, at a distance depending on the strength of the rift, the LM should make a d6 roll for the character. If the roll is less than or equal to 1 plus the Wisdom bonus of the Moth-Man, the Moth-Man detects it. He can always spend time actively searching for a rift or weakness, in which case discovery is automatic, but this requires one minute of searching for a 10’ by 10’ area.

Flight: A Moth-Man can fly at double its normal ground movement rate.

Hypnotic Eyes: A Moth-Man’s large, glowing red eyes are quite hypnotic to most races. If the Moth-Man has surprise, those within 30’ who look directly at the Moth-Man must make a saving throw versus Spells or become stunned and unable to move for 1d6 rounds. Those who fail the save with a Natural 1 are stunned for 1d6 minutes. The only race immune to this effect is the Klengon race; if they fail their save they become enraged and must attack the Moth-Man with a bonus of +2 to hit for 1d6 rounds.

Infravision: A Moth-Man has 60’ Infravision.

Open Portal: A Moth-Man can open an inactive rift in time and space; however, this requires much time and concentration. Every hour a Moth-Man concentrates on opening the portal it rolls a d6; if the roll is less than or equal to 1 plus the Intelligence bonus of the Moth-Man, the portal opens. Every hour it tries to open a portal, successful or not, the Moth-Man suffers 1d6 points of damage. Once the portal is open, it remains open as long as the Moth-Man concentrates, plus 1d6 rounds thereafter.

Radioactive Eyes: A Moth-Man can loose a pulse of radiation from its glowing red eyes, This burst is instant, the radiation very short lived and such that remains being noted on a Geiger counter but not of any real consequence. However, any being within 10’ of the Moth-Man, within a 90’ arc from its eyes, suffers a Radiation attack; roll the Radiation Class randomly for each attack (d6): 1-3 Class 1, 4+5 Class 2, 6 Class 3. The Moth-Man can perform this attack once per day, plus one time per day per point of Constitution bonus. Moth-Men are immune to their own personal radiation, if it is somehow reflected back on them, but have no immunity to other forms of radiation. 
MOTH-MAN PROPHET RACIAL CLASS
Racial Class Base XP: 3,000
Hit Dice: d6
Fight As: Rank III
Strong Saving Throws: 5, 6
Weak Saving Throws: 2, 3
Prohibited Multiclass: None

Moth-Men Prophets are the natural-born leaders of the Moth-Men clans. It is they who lead their clans to new worlds, planes, and dimensions, seeking a new home. Both males and females may be Prophets. Other than in time of migrations, Prophets only lead their clans in major, long-term decisions; more martial Moth-Men are usually elected as war chiefs, and more earthly chiefs are elected for day-to-day issues, though both usually defer to their Prophet should he or she choose to intervene. Clan Prophets also train the new, young Prophets who are destined to lead new clans to new lands.

Augury: A Moth-Man Prophet may use the augury spell three times per day, plus once per day per level above 1st.

Charming Eyes: If a victim is stunned by the Moth-Man Prophet’s Hypnotic Eyes, the Moth-Man Prophet may attempt to charm the victim, as per the charm person spell. It may do so no more than once per day, plus once per day per level above 1st.

Contact Other Plane: A 5th level Moth-Man Prophet, if near a rift or weakness in the time-space continuum, may contact other plane as per the spell. Use of this ability more than once a week is dangerous; each use after the first in a 7-day period adds 5% to the Moth-Man Prophet’s chance of going insane.

Exodus: At 9th level and thereafter, a young Moth-Man Prophet has the ability to lead an exodus of his people, gathering followers from his home clan and other nearby clans to travel to and settle in a new world, plane, or dimension. The Prophet attracts 1d4 Moth-Men, equally divided among males and females, to his new clan per point of Charisma. Once the clan is settled in its new land, as long as the clan thrives, a new Prophet shall be born to the clan every few years, to continue the process of migration and colonization anew.

Moth Dust: A Moth-Man Prophet is covered in a fine, glittering dust or powder. It can release this powder by shaking, distributing it in a cloud in a 5’ radius around itself. Those caught in the cloud must make a saving throw versus Poison or become confused, as per the spell, for 1d6 rounds plus one round per level of the Moth-Man Prophet. The Moth-Man Prophet can release this dust once per day, plus one time per day per point of Charisma bonus.

Improved Open Portal: A Moth-Man Prophet can open any local inactive rift or weakness in the time-space continuum after one round of concentration and making a successful saving throw versus Spells. If the attempt fails, he may attempt to do so every round. Once the portal is open, it remains open as long as the Moth-Man Prophet wills it to remain open.

Improved Radioactive Eyes: A Moth-Man Prophet’s radioactive eye attack has a range of 20’ and deals Class 1d6 Radiation damage.

Terrifying Shriek: A Moth-Man Prophet can let loose with a terrifying shriek. All non-Moth-Men within 60’ must make a saving throw versus Spells or be affected as though by a cause fear spell. The Moth-Man Prophet may perform this shriek once per day, plus once per day every three levels (twice at 3rd, three times at 6th, etc.)