New Spell Ideas for Pits & Perils

New Spells

Here are some spell ideas, none of them playtested by me. PEST is just a generic retheming of CROW, created by Damn Elf Press. Some of my ideas are frivolous, and some are more serious. If you can think of a better four letter word for them, by all means please do share them. And if you think that any of these effects can be achieved by just retheming existing Pits & Perils spells, please tell me! I dislike redundancy. It’s a minimalist system, so let’s be minimal.

As usual with my writings, this list of spells is public domain. Enjoy them.

Bolt Spells

The Fear Fire Foes! supplement details some variants to the standard Bolt spell, including Fire, Force, Ice and Lightning. Using the same base damage, we can create other bolt spells.

Necrotic Bolt – A bolt of putrescence causes the target to break out in sores, boils, and rotting flesh. This will also rot leather armor, food, waterskins, backpacks, ropes, planks on a wooden bridge, or anything else organic.

Holy bolt – A beam of divine light that will inflict double damage to an undead or demonic target. This spell only harms undead or demons. This spell is often found embedded into wands created by magicians in cooperation with high level clerics.

Acid Bolt – A bolt of acid burns the flesh of the target and damages metal armor, weapons, or any other metal object.

Other Spells

PEST

Summon a swarm of pests that peck, sting or poison anyone near the caster.   The pests can be a flock of birds, bees, ants, wasps, frogs, or any conceivable plague of nuisance creatures suitable to the game setting. The effects are identical to CROW created by Damn Elf Press. Click the link to see his spell.  Particular effects can be created for a given pest type.  For example, the frogs may be covered with a poison that does not cause damage but causes hallucinations to those who touch them.  A swarm of locusts might a racket so loud it attracts other foes in the dungeon, and so on.

FART

Summon a stinking cloud of noxious vapor within 60′ feet of the caster, having a radius of 20′ from the target point. Any breathing creature within the cloud must save or be disabled by coughing, choking and heaving, resulting in being at -2 to all actions while in the cloud. The spell duration is 1d6 + 1 per three levels of the caster.

HURL

Cause one man sized object within 30′ to be flung forcefully at any target within javelin range. The attack roll and damage are +1 per three levels of the caster. Even if the attack misses, the flung victim takes 1d3 damage and is at -1 for one round.

SAND

Range 60′. Cause a 20’x20′ sandy or dirt floor to become a pit of quicksand for 1d6 rounds. Extend the duration by +1 rounds per three levels of the caster. Anyone partially sunk into the quicksand will be trapped in the ground when the quicksand fades away.

FALL

Cause a target within 60′ to save or trip and fall whenever it tries to move. This spell lasts 1d6 rounds, with +1 round per three levels of the caster.

BUFF

Cause all persons within 30′ of the caster to gain +1 to all actions for 1d6 turns. Extend the duration by +1 per three levels of the caster.

LUST

Range 30′. Cause the target save or become sexually enamored with another target within the caster’s line of sight. This lasts 1 turn, or until the target’s advances are violently rebuffed.

VILE

Range 30′. Cause one gallon of drink or up to six regular meals to become poisonous for one turn. Anyone consuming must save or take one hit, and be at -3 due to gut pain and vomiting for 1d6 rounds.

DUMB

Range 60′. Target loses all powers of speech, including screaming and yelling, for 1d6 rounds. Extend the duration by +1 per three levels of the caster.

RACE

Range 30′. The target can run at 3 times normal movement for one turn.

HONE

Range 30′ radius. Edged weapons deal +1 damage for 1d6 rounds. Extend the duration by +1 per three levels of the caster.

BASH

Range 30′ radius. Blunt weapons deal +1 damage for 1d6 turns. Extend the duration by +1 per three levels of the caster.

HATE

Range 30′. Cause target save or become enraged at another target within the caster’s line of sight for one turn. The spell is broken if the first target is violently struck.

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Six Magicians for Pits & Perils

This is the final installment of my series of creating basic characters for Pits & Perils.

Creating Magicians is a little different because what shapes them is not just their favored stat or background, but also the initial choice of magic spells. You could be a battle mage, a discoverer of secrets, a maker of illusions, or a necromancer. So the following six magicians are not to suggest that there are only six kinds, but rather six among many. As your magician advances, he will discover new spells, artifacts, and secrets that shape his development.

The initial spell choice may reflect either an interest or a practical consideration of the magician. The subsequent spell choices may also reflect either consideration. As such, magicians may well be the most varied characters as far as mechanical effects are considered.

That being said, mechanical effects are sometimes less important than how the character is played. Magicians only wield daggers and staves, but that does not mean they are wimpy. Perhaps they cannot take a lot of punishment, but that does not mean they cannot dish it out. A Strong Magician, for example, may be a beefy knife fighter  (previous link to off-site fictional podcast about a knife fight) preferring his weapon to offensive magic. A dexterous Magician may also be a skilled knife fighter, but preferring quick slashes and pokes to heavy strikes. A Wise Magician may well observe his foes’ patterns, and striking in the weak point of the enemy routine. Same mechanics, different flavor. Hopefully a good referee and good player takes this into account when narrating combat scenes. Perhaps this interpretation is more suited to Blood Of Pangea, but I would not rule out a thematic knife fighter who uses his magic to befuddle, debuff, and confuse his adversaries.

All spells taken from the Complete Pits & Perils.

I use 40 gp for money like the other characters I made.


Strong Magician

Background: Farmer

Spells: Mend, Obey, Cure

Gear: pack, bedroll, rations(7), staff, dagger, cloak, lamp, oil, sack, rope, 23gp

Adelaide served as wizard to a village of farmers. Her surprisingly great strength helped in restraining difficult animals, but also she could cure their diseases and fix the farmers broken equipment.


Dexterous Magician

Background: Bowyer

Spells: Ruse, Keen, Bolt

Gear: pack, bedroll, rations(7), Short Bow, arrows(20), dagger, dagger, cloak, torch(6), sack, 26gp

A bowyer by trade, Biff offsets his lack of facility with weapons with his magical powers. Even if he misses, his spellcraft gives the illusion of accuracy.

Note: I cannot imagine a bowyer not being able to fire the weapon of his creation. So this magician is allowed to fire a bow. Otherwise the same as an ordinary magician.


Intelligent Magician

Background: Fisherman

Spells: Fear, Form, Ally

Gear: pack, bedroll, rations(7), staff, cloak, dagger, lantern, oil(2), sack, sextant, rope, 7gp

Charlie uses his magic for practical purposes, often driving fish into the waiting nets of his fellow fishermen.


Wise Magician

Background: Carpenter

Spells: Lift, Find, Hole

Gear: pack, bedroll, rations(7), dagger, mallet, cloak, lantern, oil(2), sack, mirror, stakes(6), rope 6gp

Dana built cranes and assisted researchers in digging up ancient sites.


Sturdy Magician

Background: Gambler

Spells: Link, Ring, Obey

Gear: pack, bedroll, rations(7), dagger, dagger, cloak, latern, oil, sack, mirror, mule, feed(7), playing cards, 5gp

Gina cheated at cards and was good at it. When she wasn’t, her sorcery was sufficient to drive off any displeased persons.


Charismatic Magician

Background: Performer

Spells: Urge, Vine, Wink

Gear: pack, bedroll, rations(7), staff, dagger, cloak, lantern, oil, sack, shackles, rope, 18 gp

Harry earned his daily bread with parlor tricks and escape acts.

Rhino Men Version 2 For Pits & Perils

Rhino Men v2

The Rhino men are a hybrid creation of the High Elves, blending human and rhino traits. Originally created to be a servile soldier class, the human free will and conscience combined with rhinoceros stubbornness made them unreliable soldiers, often disobeying unjust orders and instead killing their elvish commanders. Rhino Men joined the coalition of humans, dwarfs and sea elves in the Great Rebellion that eventually destroyed the Empire.

Adult rhino men are very tall and broad, ranging six to seven feet tall, and easily 250 to 400 pounds. Rhinomen live in tribal villages, and their homes are spartan in furnishing. They have a very martial culture, their main professions being mercenaries and caravan guards. Some take to the wilds alone or with wanderers of other species to protect the trail-ways and back-ways from being overrun with monsters.

Rhino culture values honor and heroism, and their bards create extravagant operas and orchestral hymns that are performed at seasonal festivals. Despite having only three fingers, they are adept musicians, playing bagpipes, flutes and drums. Their great voices range from soprano to deep bass, with many of their marching hymns having multiple overlapping harmonies. The rhinomen, while learning the literacies of other races, have no written language of their own. They dispense knowledge through song, rhyme, and poetry. Rhinos are well regarded in human settlements.

Rhino Men are vegetarian and do not eat flesh.

Rhino Men have Strength plus whatever else they roll. The tough rhino hide gives all Rhino Men +1 armor. Due to their great size, strength, and sharp rhino horns, if Rhino Men charge 20′ or more, they add +1 damage to any hit. Rhinos have an acute sense of smell, but like their rhinoceros relatives they have poor eyesight. Ranged attacks beyond 60′ feet are at -1.

Rhino men gain combat maneuvers at level 3, and every third level thereafter.

As their combat prowess increases, so too does their ability to withstand combat damage. Rhino men gain +1 armor at level 3, and every third level thereafter.

Rhino men wield all weapons and wear all armor.

Rhino Men speak the common trade lingo of men, their own tongue, and can speak with wild rhinoceros.

Level HP XP TITLE

1 10 0 Warrior

2 12 200

3 14 400 Charger

4 16 800

5 18 1,600 Slayer

6 20 3,200

7 22 6,400 Hero

8 24 12,000

9 26 24,000 Chief

10 28 50,000


Designer Notes:

My Rhino Men are public domain. Enjoy them.

I revised the mechanics to simplify the class. What I envisioned for Rhinomen was a strong warrior that charged into melee and did a lot of damage, and could keep on fighting for a long time. I considered giving them +1 damage across the board (and may try that at a later date), but I wanted to emphasize the charge and fearlessness. So the charge, the improvement in armor, plus combat maneuvers,  may well be enough mechanical advantage.

In my imagination I see a wedge of rhino men charging on foot with pikes like mounted cavalry, smashing into their enemies, and then enduring the resulting melee without taking any serious injury. I can see a shield wall of Rhinomen hurling javelins and then charging into the opposing shield wall.

I asked myself, why give them extra armor, and not more hit points? I’m thinking because they could still be slain by poison, magic, or other evil things that bypass armor.

I cannot imagine Rhino Men giving each other titles besides “honored brother/sister”.

What do you think?

Cat Men Version 2

Cat Men v. 2

A creation of the ancient high elves, cat men resulted from mixing humans with felis domesticus. The resulting hybrid had the intelligence of humans and the will of feral cats, and proved useless as servants to the high elves. Left to their own devices, the cat men retreated to isolated forest communities usually ruled by a chief who proved himself in combat. They have very little need to trade with the world of men, but occasionally travel and interact with them. Rare cat men are known to take up adventuring with parties of humans. They care not for monetary wealth, but do value gems and jewelry as decorative trophies.

They’re dexterous warriors, leaping from trees and the shadows to ambush their prey and foes alike. They are excellent infiltrators, charging past enemy formations to attack them from behind. They speak their own tongue and a variant of the common human tongue. They are naked and not ashamed, but will wear simple tunics or trousers to fit in among other humanoids.

While they prefer their claws in combat, cat men are known especially for hunting with knives, bola, javelins, and thrown nets.

Mechanics

-Cat men have Dexterity plus whatever else they roll.

-If an unarmed cat man forgoes his combat action, he can move at double movement rate.

-On a successful save, cat men can detect invisible enemies within 30 feet, including spirits.

-Cat men have the dodge maneuver at level 1.  Cat men gain combat moves at 3rd level, and every 3rd level thereafter.

-Cat men do not wear armor.  They wield small one handed melee weapons and missile weapons.

HP 7, +2 per level thereafter


Designer notes:

My Cat Men are public domain. Enjoy them.

This is version 2 of the Cat Man. My previous version had too much mechanical fluff compared to the character classes in P&P. I look at the Aaron Gustwiller’s Durulz duck-men and see simple elegant mechanics and the rest taken care of by role play. That seems to be the heart of P&P and I wish to replicate that.

After both reading about and observing feline reactions to paranormal phenomena, I gave the cat men the power to detect invisible enemies.

Since the cat men have dexterity and claw attacks, with the ambidexterity rule they inflict +1 damage on a successful hit, and can divide that between multiple targets in melee range.

With dexterity, the cat man can effectively sneak, and thus I don’t think it needs an extra bonus to ambushes. Ambush attacks would warrant an attack bonus anyway (such as +1 for outflanking) And secondly, I don’t see the need to tread too much upon the niche of the thief.

I’m still torn about the movement rate. I want them to be faster than the typical hero. I’m not sure if the double move is the way to go, or if I should just boost the base movement rate. I must playtest this.

Given their preference for bare handed combat, I figured they would not train with shields. And given their nakedness and speed, they would not wear armor. The weapons choices are vague, but sufficient to keep magic longswords out of their hands and in the hands of the warrior classes.  I’m also torn on giving them combat maneuvers.

I erased the original mechanical comment on hunting for food as hunting is mentioned in the race description.

Observing my own cats when they fight or stalk each other, I imagined the cat men as agile infiltrators, ambushers, scouts and escorts. Being glass cannons, they get in quick, hit hard, and need to otherwise avoid prolonged melee with heavily armored foes. Think of them as a hybrid of the Monk and the Thief.

Six Thieves for Pits & Perils

In my previous posts I created fighters and clerics for Pits & Perils. In this post I will create thieves. Note that all thieves have dexterity plus whatever stat they roll. So the Dexterity thief will have double dexterity. I will roll a random background for each one, re-rolling or choosing if I get the same background twice. Starting gold will be 40gp like the other characters.

Note that I use all the optional rules for thieves from both Fear Fires Foes and Infernal Realms. In this way I can vary their weapons a bit more.  By the standard rules they use only daggers.

I preferred to make shorter backgrounds for these characters. Sometimes it’s better to keep it simple and expand as you play the game.


Strong Thief

Background: Performer

Gear: bedroll, pack, rations(7), club, dagger, leather, rope, lantern, oil, cloak, sack, lockpicks, 13gp

Jerome made his living as a bodyguard and magician’s assistant in a traveling circus act.

Dexterous Thief

Background: Fisherman

Gear: bedroll, pack, rations(7), dagger, dagger, leather, iron spikes(6), rope, fishing pole, sling, stones(20), lockpicks, tinderbox, 2gp

For Kaitlin, fishing helped to make ends meet when she couldn’t meet others’ ends.

Intelligent Thief

Background: Beggar

Gear: bedroll, pack, rations(7), blowgun, darts(20), dagger, leather, cloak, lantern, oil, rope, lockpicks, 14gp

A compassionate apothecary let Larry sweep the floor in return for a place to sleep. Larry stayed up late and learned about all kinds of toxins and medicines. Since then, he learned to make a dart pay more than begging.

Wise Thief

Background: Carpenter

Gear: bedroll, pack, rations(7), dagger, dagger, leather, mallet, lockpicks, crowbar, tinderbox, wooden stake(6), rope, cloak, sack, 6gp

Malloy studied stolen jewelry boxes well enough to manufacture his own.

Sturdy Thief (constitution)

Background: Blacksmith

Gear: bedroll, pack, rations(7), club, dagger, leather, mirror, cloak, tinderbox, sack, rope, lockpicks, 16gp

Ned would say there’s nothing like burgling a mansion secured with locks of your own design.

Charming Thief

Background: Bowyer

Gear: bedroll, pack, rations(7), blowgun, darts(20), dagger, cloak, sack, rope, ale(3), lockpicks, 28 gp

Customers of Opehlia’s fletching shop could never figure out how they paid one price for arrows but always seemed to be missing twice as much money afterward.

Six Clerics for Pits & Perils

In my previous post I created six Fighter characters for Pits & Perils, each with a different stat. I will do the same for the Cleric class in this post. Again I will use 40 gold pieces as the standard.  I used the Triune Saints  as a guide when creating the story of most of the clerics.


The Strong Cleric

Background: Merchant

Gear: Pack, bedroll, rations(7), mace, leather, pole, cloak, tinderbox, lantern, oil, holy oil, ale, rope, holy symbol 4gp

Abner worked as a laborer on a trader’s ship.  Spending two years lugging crates and barrels of silver, gold and spices for the wealthy, he became aware of the plight of the poorer people in the shipyards. Tiring of strenuous manual labor, and realizing he could earn his daily bread doing something more noble, he entered the priesthood of the Order of St Agnes. Little did Abner know that he would be volunteered for the grunt work during his year as an acolyte!

The Dexterous Cleric

Background: Farmer

Gear: pack, bedroll, rations(7), hammer, leather, shield, tinderbox, waterskin, torch(6), blessed mulberry jelly (as holy oil), holy symbol, 2gp

As an orphan, Beatrice worked at St. Elmo’s orchard in the summer, climbing the tall mulberry trees to tend the sick branches and harvest the sour fruit. In the autumn, working in the cookery preparing jellies and pies. Then one evening the nearby cemetery opened up and a swarm of the dead stormed the abbey. Being but ten years old, and seeing the priests fleeing in panic at the skeletal army, Beatrice charged defiantly with torch in hand, and they fled at the sight of her. It was considered a miracle, and Beatrice was sent to train as a crusading nun of the order of St Elmo.

The Wise Cleric

Background: Performer

Gear: pack, rations(7), bedroll, club, donkey (as pony), saddle, lantern, oil, tinderbox, holy symbol, 1gp

Garret the conman earned his bread pretending to be a priest. Carefully observing the ritual, patterns of speech, and liturgies of the Triune faith, he visited the homes of the wealthy posing as a Friar of St Julian. Eventually he was caught in an affair with a lord’s wife and flogged. It was observed by members of the order of St Julian that his act was so convincing that he might as well take the vows and become a cleric. After being branded as an adulterer and conman, Garret saw no other option but to try it. To this day, he preaches that being caught in his deception was the best thing that ever happened to him.

The Intelligent Cleric

Background: Gambler

Gear: pack, bedroll, rations(7), quarterstaff, club, leather, sling, stones(20), tinderbox, waterskin, dice, chessboard, holy symbol, 12gp

Donald is well versed in all dice games, as well as games of abstract strategy. He made his living hustling the dice and the chessboard, but always made a point to tithe from his winnings. When applying to be accepted as a novice of order of St Gregory, it was his argument that Triune made the laws of probability. By wisely playing games and giving charitably from ones winnings, one does honor to the Triune. Also, if the unvirtuous gamble and invest their winnings in sinful pursuits, it is the duty of the virtuous to deprive them of their money through fair play so the money is put to righteous use.

The Sturdy Cleric (constitution)

Background: Bowyer

Gear: pack, bedroll, rations(7), prodd, bullets(20), Yeti fur, club, knife, tinderbox, torches(6), holy symbol

In the subarctic region, Eric eked out a living making archery equipment for hunters and militia. He designed a bullet firing crossbow that suited the Triune clerics’ preference for weapons that minimize bloodshed. To prove its utility, he spent a week on a glacier tracking a Yeti through a snow storm that would have frozen lesser men, and slew it with the crossbow.

[You will notice that I gave him the Yeti fur, which itself would be quite expensive. However, it suits his background, and serves merely as a warm cloak.  Therefore I ignored the otherwise expensive cost of this cloak.]

The Charismatic Cleric

Background: Town Crier

Gear: pack, bedroll, rations(7), mace, chain, waterskin, tinderbox, torch(2), rope, holy symbol

Gordon was the the town crier of his district, but also his natural charm made him persuasive in calling the faithful and the unfaithful to the Church of Triune. However, it so happened that the crowds would rather listen to him preach than attend the local church. Tithes dropped, and Gordon found himself distributing the funds to the needy that would otherwise maintain the church. It was agreed the order of St Leonard would train him in the priesthood and send him off where he would cause the least amount of grief for local congregations. He would bring the good news of the Triune to the poor, the lame, and the lepers, and to anyone else away from normal civilization.

New Crossbow Weapon for Pits & Perils

I adapted the Prodd to Pits & Perils after creating a cleric with a background of a Bowyer.

The heavy bullet firing crossbow

With twice the cost of a regular crossbow, it’s main purpose is to provide the clerical class with an easily trained projectile weapon that doesn’t offend their sensibilities about shedding blood in combat.

A bag of 20 round lead bullets cost twice that of arrows or quarrels.

It is a heavy weapon that must be braced and cranked to reload.  As such, it only fires every other combat round.  It could also be loaded with small clay pots of holy water for destroying undead at a distance.

If I were to read this, my first question would be, “Why buy this when I can buy a sling for 5gp and twenty shots for 1gp?”

Good question.  The crossbow is better suited for dungeons as it does not need the extra room to be twirled about as a sling might.  And by my own optional rules, if the crossbow wielder is loaded and ready to fire, but loses initiative, he can still fire.

For twice the cost, the cleric gets a decent projectile weapon. And anyone wishing to kill without leaving a blood trail can do the same.

 

 

 

Fighters for Pits & Perils

After creating a draft for adapted AD&D classes, Google+ user Michael Julius inspired me to create basic P&P characters, each with a different stat and background. I want to see how far I can push the basic rules and create a variety of characters. And so, I will make a version of all four basic human classes, each with a single stat and a secondary skill. I will assume average money rolls, rounding up, and therefore give them 40 gp to work with.

For those unfamiliar with Pits & Perils stats, for each character you roll 2d6 and consult the stat chart.  For whatever stat comes up, your character excels in that ability.  For example, on a roll of 2 you character has strength, where on a 6 or 7 the character has Wisdom.  On a roll of 11-12, you can pick two stats to excel in.  So a fighter with Strength could be called a Strong fighter.

This post will cover the Fighter class with one stat.

The Strong Fighter

background: farmer

Gear: pack, bedroll, rations(7), flail, hand ax, dagger, sling, stones(20), leather, waterskin, tinderbox, rope, sack, Mule

Fred is a poor farmer known for being a fierce scrapper and his knack for wrangling livestock without any help. After a bad harvest, he was forced to eat all his animals except his best friend Ford, a mule. Fred set out with Ford to seek his fortune as an adventurer.

Wise Fighter

background: hunter

Gear: pack, bedroll, rations(7), short bow, leather, hand ax, dagger, cloak, rope, mallet, wooden stake(6), tinderbox, torch(6), waterskin, arrows(20), 1gp

Abel makes his living on animal pelts and wild herbs. He’s used to sleeping in the wild, and in fact prefers it to civilization because there’s less noise. People talk to much, and say too little. Animals, on the other hand, talk little, but say exactly what they mean: “go away”, “I don’t mind you”, “sure I’ll have a bit of that you’re cooking”, “I know you caught the fish but I’m taking it.”

Intelligent Fighter

background: Merchant

Gear: pack, bedroll, rations(7), Longsword, chain, dagger, waterskin

Bruce served as a merchant caravan guard, but learned the rudiments of appraising various trade goods. Pottery, rugs, silks, and wines (the last one, especially) are his expertise. After pursuing a clever mountebank over some fake jewels, only to be outnumbered by his hired goons, he decided that risking his life for other people’s profit wasn’t the lifestyle he wanted.

Dexterous Fighter

background: Fisherman

Gear: pack, bedroll, rations(7), short sword, dagger, net, leather, cloak, rope, waterskin, sewing kit, lantern, oil, sack, 3gp

Charlie made his living on a fishing galleon as chief of the topmen, spending more time in the rigging than on the deck. He made a name for himself when he helped repel a boarding party of sea elves, swinging from the ropes and cutting them down with his short sword. After that experience, he decided he could earn more as a hero than a fisherman.

Sturdy Fighter (constitution)

background: performer

gear: pack, bedroll, rations (7), mace, shield, crossbow, bolts(20), waterskin, tinderbox, balls, 2gp

Desperate Dan entertained with the absurd, and it paid well: snake handler, flame spitter, brick breaker. No snake bite, no burn, no concussion could deter him from his calling. That is, until he juggled poisoned knives, and cut himself. He survived a dose that would have knocked down a bear. Upon recovering, Dan decided it was time to stop temping fate for coppers and do it for gold, and set out adventuring.

Charismatic Fighter

background: Beggar

gear: pack, bedroll, rations(7), quaterstaff, dagger, sling, stones(20), leather, waterskin, mirror, cloak, lantern, oil, set of ragged filthy clothes, 6gp

It is said that Eleanore could deceive the gods themselves with her acting skills. Faking helplessness and distress was her bread and butter, her wine and meat, and her gold and silver. She learned the arts of combat brawling with other beggars for territory.  Caught trying to scam an undercover sheriff, she knocked him out and fled the city.

Cat Men Class for Pits & Perils

I’ve yet to decide whether to call them Cat Men or Cat People.  Fighting Fantasy has them as Cat People, and it seems to roll off the tongue well.  You tell me what you like better.

 

Cat Men

A creation of the ancient high elves, cat men resulted from mixing humans with felis domesticus. The resulting hybrid had the intelligence of humans and the will of feral cats, and proved useless as servants to the high elves. Left to their own devices, the cat men retreated to isolated forest communities usually ruled by a Chief who proved himself in combat. They have very little need to trade with the world of men, but occasionally travel and interact with them. Rare cat men are known to take up adventuring with parties of humans. They care not for monetary wealth, but do value gems and jewelry as decorative trophies.

They’re dexterous warriors, leaping from trees and the shadows to ambush their prey and foes alike. They are excellent infiltrators, charging past enemy formations to attack them from behind. They speak their own tongue and a variant of the common human tongue. They are naked and not ashamed, but will wear simple tunics or trousers to fit in among other humanoids.

While they prefer their claws in combat, cat men are known especially for hunting with knives, bola, javelins, and thrown nets.

GMs should use their judgment as to the efficacy of claw attacks against certain monsters such as gargoyles and animated constructs.


Cat men have Dexterity plus whatever else they roll.

Cat men have a base movement rate of 60′

Cat men can feed themselves as long as there’s small game available such as rats, snakes, birds or mice.

On a successful save, cat men can detect invisible enemies, including spirits.

If a cat man forgoes his combat action, he can move at double movement rate.

The cat man gains +1 to attack and +1 damage when attacking an unaware foe.

If a cat man is unarmed, his claw attacks count as daggers.

Cat men have the dodge maneuver at level 1.

Cat men gain combat moves at 3rd level, and every 3rd level thereafter.

Cat men can carry shields, but otherwise do not wear armor.

Cat men can wield one handed melee weapons but do not use bows.

HP 7, +2 per level thereafter

Adapting AD&D classes to P&P

In the spirit of the original fantasy role playing game, stats must be rolled in advanced before picking these classes. Each has prerequisites. These classes are powerful, and having stat prerequisites makes them rare and special.  Per the standard P&P stat generation rules, only a roll of 11 or 12 on a 2d6 allows the choice of two stats.  So rangers, paladins and bards will be rare indeed.


Ranger prerequisites: Wisdom and Constitution

 

A ranger has +1 to notice tracks, odor, scat, or other signs of recent activity. This increases by +1 at 3rd, 6th and 9th level.

In the wild, a ranger gain +1 to foraging attempts, and get an additional +1 at 3rd, 6th and 9th level. This provides enough food for 1d6 people, or 1d3 doses of medicinal herbs.

Being skilled hunters, rangers get +1 bonus to ranged attacks.

A ranger can wear armor up to chain and a shield.  The ranger can wield all weapons and all magical items particular to fighters.

A ranger gains one spell point at 3nd,6th and 9th levels.  Rangers can cast CALL, CALM, ROUT and OBEY.

Rangers get combat moves at third level, and every third level thereafter.

HP 10, +2 per level


Paladin prerequisites: Wisdom and Charisma

A paladin gains 1 faith point at levels 3, 6 and 9 and can use it to cast clerical spells at 1/3 his level. So a ninth level Paladin can heal like a third level cleric for 1d6+1.

Paladins have the fighter’s +1 combat bonus.

Paladins get +1 damage against undead and demons.

Paladins can wield all weapons and wear all armor.

Paladins can wield all magical items particular to fighters.

Paladins get combat moves at 3rd level and every third level thereafter.

A paladin may retain 100 gp after personal expenses, but must otherwise donate his treasure to good works.

A paladin can request room and board at any church of his faith. The vicar of said church may require a favor of the paladin such as help with a troublesome monster, aiding in an exorcism, cleaning duties, chopping firewood, etc.

A Paladin who does evil will have his powers revoked by Triune and become a regular fighter until he redeems himself.  A priest of his order will give him the mission after he confesses his sin.

HP 10, +2 per level


Bard Prerequisites: Intelligence and Charisma

The Bard has 1 spell point at first level, and gains 1 spell point every other level. Bards begin with one spell, and gain a new spell every other level. The power of a bard’s spells do not increase with level.

As entertainers preferring to be light on their feet, Bards can wear leather and use a shield. Bards can wield all one handed melee weapons and all missile weapons.

A bard can entertain at inns, taverns, camps and castles for room and board.

On a successful save, bards can earn 1d6 gp per day entertaining. Add an extra +1 to entertaining and gold rolls at 3rd, 6th, and 9th levels.

At third level, bards can specialize in a weapon, and gain +1 to attack with that weapon.

Bards get combat moves at 3rd level and every third level thereafter.

HP 7, +1 per level