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dangerousdungeons:chapter1 [2019/06/02 23:57]
robertfreemanday TOC work
dangerousdungeons:chapter1 [2019/09/22 16:36] (current)
robertfreemanday
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 **CHAPTER 1: CHARACTERS** **CHAPTER 1: CHARACTERS**
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-     Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief.  +Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief.  
  
-     Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield.  They are also required to tithe at least 10% of their wealth, and to supply a living sacrifice to their demonic patrons - at least once per level. Unlike Paladins, they have no restrictions on which alignments they may associate with. Indeed, in the cause of Chaos, they may actively seek to infiltrate and corrupt Lawful or Good groups or communities. However, an Anti-Paladin who changes his alignment from Chaotic Evil will be instantly slain by his infernal master and his soul will be forfeit to the flames of the Abyss.+Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield.  They are also required to tithe at least 10% of their wealth, and to supply a living sacrifice to their demonic patrons - at least once per level. Unlike Paladins, they have no restrictions on which alignments they may associate with. Indeed, in the cause of Chaos, they may actively seek to infiltrate and corrupt Lawful or Good groups or communities. However, an Anti-Paladin who changes his alignment from Chaotic Evil will be instantly slain by his infernal master and his soul will be forfeit to the flames of the Abyss.
  
-     Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/level) - a particularly powerful form of undead, as a reward for their faithful service. +Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/level) - a particularly powerful form of undead, as a reward for their faithful service. 
  
  
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 **Patron Demonic Lords** **Patron Demonic Lords**
  
-     Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to.  In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign.+Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to.  In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign.
  
  
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 Elementalists have the ability to influence all types of elementals encountered. The 'Neutral' column in the table shows the percentage chance the elemental will either ignore the elementalist or return to their home plane. The 'Friendly' column shows the percentage chance the elementalist can gain control of the elemental for 1d6 turns. This ability may also be used to influence elementals already under the control of another. Two elementalists vying for control must compare their two scores from the 'Friendly' column. The elementalist with the higher score will subtract the lower's score to determine the percentage chance of  wresting or maintaining control. The elementalist with the lower score will have no chance of wresting or maintaining such control whatsoever.  Elementalists have the ability to influence all types of elementals encountered. The 'Neutral' column in the table shows the percentage chance the elemental will either ignore the elementalist or return to their home plane. The 'Friendly' column shows the percentage chance the elementalist can gain control of the elemental for 1d6 turns. This ability may also be used to influence elementals already under the control of another. Two elementalists vying for control must compare their two scores from the 'Friendly' column. The elementalist with the higher score will subtract the lower's score to determine the percentage chance of  wresting or maintaining control. The elementalist with the lower score will have no chance of wresting or maintaining such control whatsoever. 
  
- Only Humans may become Elementalists. +Only Humans may become Elementalists. 
  
  
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 **Elementalist Spell List** **Elementalist Spell List**
  
- Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. +Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. 
  
  
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 **FREEMAN (Optional)** **FREEMAN (Optional)**
  
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 Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters.  Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters. 
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- Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1<sup>st</sup>-lvl Freeman, a Master Blacksmith a 5<sup>th</sup>-lvl Freeman while a noblewoman ruling over an entire town might be a 10<sup>th</sup>-lvl Freewoman. +Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1<sup>st</sup>-lvl Freeman, a Master Blacksmith a 5<sup>th</sup>-lvl Freeman while a noblewoman ruling over an entire town might be a 10<sup>th</sup>-lvl Freewoman. 
  
- Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. +Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. 
  
  
dangerousdungeons/chapter1.txt · Last modified: 2019/09/22 16:36 by robertfreemanday