Showing posts with label B/X Classes. Show all posts
Showing posts with label B/X Classes. Show all posts

On Classic Classes: Dandy

Dandy

The Dandy is an adventurer who has no need for money. They are used to moving among high society and receive a +1 to all social rolls among high class people, kings, nobles, and other well off types. They receive a similar penalty to charisma checks among low-lifes, thugs, and criminals. 

If the Dandy is wearing clothing and jewelry of value greater than 10 times their level in gold pieces, they may apply their Charisma bonus to their Armor Class as if it was a Dexterity bonus to Armor Class (i.e. 13+ is a 1 point bonus, 16+ is a 2 point bonus, etc.). This is in addition to their Dexterity bonus to Armor Class. 

If a Dandy is present and involved in both for looting and sale of an item, they can gain a 10% bonus to the amount of gold received. This also increases appropriate experience gained for selling the item. They have the ability to appraise treasure and identify magic items on a 1-4 on a 1d6. At level five, this becomes 1-5 on a 1d6, and a Dandy of name level can automatically appraise and identify items. 

As long as the Dandy is in his home area, he receives an income of 10 gp per month per level from investments. (e.g. a third level Dandy receives 30 gp/month in income). Every time a Dandy gains a level, they also receive 100 gp per level in items or gifts. This could be a single gift from a noble, a variety of small gifts and trinkets, or even a small magic item. The Dandy can make known what they would like by dropping hints, but the final decision is the Dungeon Masters. 

The dandy receives a 90% reduction in cost associated with hiring henchmen (retainers). This does not apply to their ongoing cost, such as shares of treasure and such. Their level is treated as one higher for henchmen (retainer) level that will follow the Dandy i.e. they will not abandon the Dandy until they are one level higher than the Dandy. This plus their high charisma is the strength of the class, they can attract powerful and loyal followers. 

At third level, the dandy gains the ability to Open Locks and Pick Pockets as a thief two levels lower than the Dandy. This ability increases as the Dandy gains levels. 

They fight as a thief and save as a Dwarf/Halfling. The prime requisite for the Dandy is Charisma and if the Dandy has a Charisma of higher than 13, they gain bonus experience. 

They can wear no armor and use no shields, but can use any light weapon and firearms (if available) .
  
LevelTitleExp. PointsHit Dice123456
1Beau01d6
2Toff1,0002d6
3Man about Town2,0003d6
4Boulevardier4,0004d6
5First Class8,0005d6
6Mel16,0006d6
7Dude32,0007d6
8Rake70,0008d6
9Dandy150,0009d6
1010th level Dandy300,0009d6+1
1111th level Dandy450,0009dX+2
1212th level Dandy600,0009dX+3
1313th level Dandy750,0009dX+4
1414th level Dandy900,0009dX+5

Support me on Patreon and help 2021 be a better year for having each other in our lives!

On Classic Classes: Abjurer

The race as class presented in Basic/Expert (Old School Essentials) is not a limitation, but rather a guide on how to model and create classes for players. 

Abjurer
The abjurer is a special focus of wizards who specialize in defensive magic and wards. Abjurers may add spells from the abjurer spell list through spell research. (p. X51) 

The prime requisite for Abjurers is Constitution. An abjurer with a Constitution score of 13 or higher gains a bonus to experience. 

Abjurers fight as magic users and save as a dwarves/halflings. They can wear non-metallic armor and shields.  They can use staves, daggers, and cudgels. They have an inability to use ranged weapons, and receive a -2 to hit with any ranged or thrown weapon.

Abjurers may create any magic items at 10th level or above, though they are able to create bracers, rings, and other magic items of protection and warding at 6th level. The prime requisite for Abjurers is Constitution. An abjurer with a Constitution score of 13 or higher gains a 


Level Title Exp. Points Hit Dice 1 2 3 4 5 6
1 Guard 01d4 1
2 Recanter 2,500 2d4 21
3 Bulwark 5,0003d4 22
4 Restricter 10,0004d4 32
5 Shieldweaver20,0005d4 32 1
6 Interdictor 40,0006d4 432
7 Obstructer 80,000 7d4 4 3 2 1
8 Obviator 120,000 8d4 4 3 2 2
9 Shieldwall 200,000 9d45 3 2 2 1
10 Abjurer 280,000 10d4 5 4 3 3 1
11 11th Abjurer 360,000 10d4+2 6 4 3 3 1 1
12 12th Abjurer 440,00010d4+47 4 3 3 2 1
13 13th Abjurer 600,000 10d4+6 8 5 4 3 2 2
14 14th Abjurer 800,000 10d4+8 8 5 5 4 3 3


Abjurer Spell lists
First Level Abjurer Spells
1. Detect Magic
2. Floating Disc
3. Hold Portal
4. Light
5. Protection from Evil
6. Shield
7. Read Languages
8. Read Magic
9. Alarm
10. Verminward
11. Aegisward
12. Armor

Second Level Abjurer Spells
1. Protection from Poison
2. Protection from Plants
3. Protections from Birds
4. Everwatching Skull
5. Magic Missile Reflection
6. Protection from non-magical gas
7. Stunning Shield
8. Cloak of Warding
9. Invisiblity
10. Mirror Image
11. Wizard Lock
12. Sanctuary

Third Level Abjurer Spells
1. Protection from Evil 10' Radius
2. Nondetection
3. Protection from Normal Missiles
4. Gust of Wind
5. Protection from Undead
6. Protection from Fire/Cold
7. Dispel Magic
8. Glyph of Warding
9. Counterspell
10. Magic Circle
11. Resistance to Elements
12. Wall of Ice

Fourth Level Abjurer Spells
1. Minor Globe of Invulnerability
2. Remove Curse
3. Banishment
4. Private Sanctum
5. Death Ward
6. Stoneskin
7. Freedom of Movement
8. Minor Spell Turning
9. Protection from Elements
10. Wall of Fire
11. Wall of Force
12. Poison Ward, 10' Radius

Fifth Level Abjurer Spells
1. Avoidance
2. Dismissal
3. Invulnerability to non-magical weapons
4. Lower Resistance
5. Protection from Elements 15' Radius
6. Planar Binding / Dimensional Anchor
7. True Form
8. Spell Invulnerability
9. Spell Shield
10. Sphere of Environmental Protection
11. Spell Absorption (as Counterspell, but absorb the spell)
12. Blade Barrier

Sixth Level Abjurer Spells
1. Antimagic Shell
2. Globe of Invulnerability 
3. Repulsion
4. Spell Turning
5. Wizard Seal
6. Blade Barrier
7. Mind Blank
8. Spiritwrack
9.  Forbiddance
10. Guards & Wards
11. Break Enchantment
12. Undead Bulwark

Aegis-ward (Abjuration)
Level 1
Components: V, S, M (10gp of silver dust)
Range: Touch
Casting Time: 1 Turn
Duration: Till dismissed or broken.
Area of Effect: One Creature

This allows the abjurer to create a magical ward that protects a creature. It takes 10 gold pieces of silver dust in order to create a ward. While under the effect of this ward, the target gets a +1 to saves for every 4 levels of the spellcaster (minimum +1) and protects the wearer for 2 hit points of damage per level of the caster. (An eighth-level casters Aegisward would provide a +2 bonus to saves and absorb 16 hit points of damage) A creature can only be under the effect of one Aegisward at a time. It lasts until dismissed, dispelled, or it absorbs the full amount of damage. 

Stunning Shield (Abjuration)
Level 2
Components: V, S, M 
Range: 0
Casting Time: 3 
Duration: 1 turn/level or broken.
Area of Effect: Self

The target is covered in a shield that provides a +1 bonus to armor class and saves. If attacked, the target must make a saving throw versus paralyzation or become stunned for 2d4 rounds. After this attack, the shield is discharged.

Cloak of Warding (Abjuration)
Level 3
Components: V, S,
Range: 0
Casting Time: 3 
Duration: 1 rnd/level or broken.
Area of Effect: Self

Upon casting this spell, the caster is wreathed in force that absorbs 3d4 points of damage + 1d4 points per caster level. It deflects attacks until depleted or the duration expires.

Sphere of Environmental Protection (Abjuration)
Level 5
Components: V, S, M
Range: 0
Casting Time: 5 
Duration: 24 hours
Area of Effect: Self

An invisible sphere with a 20' radius surrounds the caster. Inside this sphere, the temperature is between 65 and 78 degrees as the caster desires, and no precipitation, dust, or environmental hazards can enter. It provides breathable oxygen as Airy Sphere. This protects the caster from weather between 140 degrees and -40 degrees. It makes the everyone inside immune to harmful gasses and vapors. It does not affect other solid material surfaces, such as magma.

Support me on Patreon and help 2021 be a better year for having each other in our lives!

Related Posts Plugin for WordPress, Blogger...