Sunday, January 12, 2014

Barbarians of Phaedos -- Classes

THE FIGHTER


Level 1:  0 - 1,999 XP
Level 2:  2,000 - 3,999 XP
Level 3:  4,000 - 7,999 XP
Level 4:  8,000 - 15,999 XP
Level 5:  16,000 - 31,999 XP
Level 6:  32,000 - 63,999 XP
Level 7:  64,000 - 127,999 XP
Level 8:  128,000 - 255,999 XP
Level 9:  256,000 - 511,999 XP
Level 10: 512,000+ XP

HIT DICE:  3
* 4th level => +1 HD
* 7th level => +1 HD
* 10th level => +1 HD

SAVING THROWS
* Good:  fear, death
* Normal:  poison, traps
* Poor:  magic

Engage MULTIPLE ENEMIES in close combat; max # = level

THE SKULK


Level 1:  0 - 1,499 XP
Level 2:  1,500 - 2,999 XP
Level 3:  3,000 - 5,999 XP
Level 4:  6,000 - 11,999 XP
Level 5:  12,000 - 23,999 XP
Level 6:  24,000 - 47,999 XP
Level 7:  48,000 - 95,999 XP
Level 8:  96,000 - 191,999 XP
Level 9:  192,000 - 383,999 XP
Level 10: 384,000+ XP

HIT DICE:  2

SAVING THROWS
* Good:  traps
* Normal:  death, poison
* Poor:  fear, magic

DETECT MONSTERS +1

MOVE SILENTLY
* X/12 to avoid detection
* X = level - Encumbrance penalty
* DEX 6+ => +1

BACKSTAB +1d6 damage
* 5th level => +2d6
* 10th level => +3d6


THE MAGICIAN


Level 1:  0 - 2,499 XP
Level 2:  2,500 - 4,999 XP
Level 3:  5,000 - 9,999 XP
Level 4:  10,000 - 19,999 XP
Level 5:  20,000 - 39,999 XP
Level 6:  40,000 - 79,999 XP
Level 7:  80,000 - 159,999 XP
Level 8:  160,000 - 319,999 XP
Level 9:  320,000 - 639,999 XP
Level 10: 640,000+ XP

HIT DICE:  1

SAVING THROWS
* Good:  magic
* Normal:  fear, poison
* Poor:  death, traps

Spells must be bound to your mind through RITUAL MEDITATION of mystic formulas recorded in your GRIMOIRE OF BLACK MAGIC.

SPELL LIMIT = level + INT

Each day => save vs. magic or 1d6 Madness per uncast spell

WHERE DID YOUR GRIMOIRE COME FROM?
1:  You killed another magician in his sleep and stole his grimoire.
2:  You were the apprentice of a madman who shared his forbidden
    knowledge with you.
3:  After a particularly devastating bender, you awoke to find
    yourself a fully vested member of a sorcerous cult.
4:  You were imprisoned by a wizard; after secretly observing your
    captor for years, you learned his art and made your escape.
5:  After a harrowing tutelage in an underground school of magic,
    you ran away with a stolen grimoire.
6:  In the throes of fever-madness, otherworldy beings spoke to you;
    you awoke to find the grimoire in your possession.

YOUR GRIMOIRE IS...
1:  a massive codex, bound in stitched (human?) skin
2:  a deck of obscenely illustrated tarot cards
3:  a gnarled, rune-carved staff, holding a bound demon within
4:  an ancient transistor radio, tuned to a secret frequency
5:  tattooed across your body in geometric patterns
6:  a bundle of dinosaur-hide scrolls in bronze tubes
7:  woven through your hair/beard in beads, braids, and knots
8:  blasphemous litanies etched onto heavy iron plates
9:  displayed holographically from a Weighted Companion Cube
10: a collection of skulls inscribed with kabbalistic symbols
11: revealed in the notes sounded on a magic harp
12: an animal familiar that whispers its spells into your ear
     1:  crow          4:  snake
     2:  rat           5:  toad
     3:  snail         6:  unidentifiable insect

SPELLS CONTAINED WITHIN YOUR GRIMOIRE
1:  The Black Binding
2:  The Brand of Colorless Flame
3:  Conjuration of the Eldritch Lightning
4:  Domination of the Ensorcelled Heart
5:  The Ecstatic Far-Seeing Delirium
6:  The Fifth Psalm of Dissolution
7:  The Hymn to Azathoth
8:  Invocation of the Stolen Visage
9:  Laquatus's Second Hypnotic Spell
10: The Manifold Effigies of Being
11: The Pallid Necromantic Command
12: The Twelve Quantum-Locking Syllables

THE ELF


Level 1:  0 - 2,999 XP
Level 2:  3,000 - 5,999 XP
Level 3:  6,000 - 11,999 XP
Level 4:  12,000 - 23,999 XP
Level 5:  24,000 - 47,999 XP
Level 6:  48,000 - 95,999 XP
Level 7:  96,000 - 191,999 XP
Level 8:  192,000 - 383,999 XP
Level 9:  384,000 - 767,999 XP
Level 10: 768,000+ XP

HIT DICE:  2

SAVING THROWS
* Good:  fear, magic
* Normal:  traps
* Poor:  death, poison

ALIGNMENT:  Neutral or Chaotic only

GLAMOUR = level + CHA
* spend 1 Glamour => +1d6 to 1 saving throw
* replenish 1 Glamour by "eating" enchanted monsters and items
* when Glamour = 0, you cannot cast spells, and all see you for
  the pitiful, inhuman creature you are

ELFIN MAGIC
There is a spell in your heart; cut it out and you'll see.
* caster level = Glamour
* mortal victim/witness may "disbelieve" (save vs. magic)
  => lose 1 Glamour
1:  The Blighting Eye of Ill Intent
2:  The Charm of Resplendent Beauty
3:  The Circle of Protection Against All Evil
4:  A Fairy Lullaby
5:  The Hilarious Blinding Curse
6:  Invocation of the Stolen Visage
7:  The Twelve Quantum-Locking Syllables
8:  The Whispering Lilt of Feathers

FEAR OF IRON
* cannot hold or touch iron objects
* cannot cross thresholds warded with iron
* touch of iron breaks your spells

When you gain a level, you vanish from reality until your next foray into the Underworld, undergoing an ELDRITCH TRANSFORMATION.

SOME ELVES...
1:  have never known another elf.
2:  become intoxicated after eating sugar.
3:  are neither male nor female.
4:  appear as a gnarled old crone with bright, youthful eyes.
5:  have the tail of a cow, which they hide under clothing.
6:  show signs of mental disability and psychopathic disregard for
    others.
7:  are forever-young children with dark, ancient eyes.
8:  have too many fingers.
9:  are painfully beautiful, yet disturbingly ugly at the same time.
10: appear perfectly human when viewed directly, but from the corner
    of the eye...
11: have no idea they're not like everyone else.
12: have the head of a beast.
     1:  buzzard       5:  swine
     2:  donkey        6:  whatever; it's just a mask,
     3:  goat              but you will FREAK OUT if
     4:  rooster           anyone tries to take it off

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