Limitless Worlds

Limitless Worlds

Friday, January 22, 2021

The Hero's Journey 1e: Gnome Race


Back with more The Hero's Journey stuff, and this time it's for the gnome! The gnome is actually based on the gnome from the second edition of THJ, which I heard from James Spahn was inspired by a draft for a gnome race for the first edition. These gnomes lean more towards the weird tinkerers/illusionists side of the race than anything.

The class level restrictions are somewhat shots-in-the-dark. If I get around to making an Illusionist class (not off the table, but I'd have to do spells), they'd get 10 levels in that instead of Wizard. Anyway, let me know what you think!

Gnome


Attribute

Dice Pool

Strength

2d6+1

Dexterity

3d6

Constitution

3d6

Intelligence

2d6+6

Willpower

3d6

Charisma

3d6

Appearance

3d6

Luck

3d6



Class

Level Limit

Acrobat

-

Assassin

4

Barbarian

-

Bard

7

Cavalier

4

Cleric

-

Druid

4

Duelist

7

Fighter

4

Jester

7

Monk

-

Paladin

-

Ranger

5

Thief

7

Wizard

10

Combat Curiosity: Gnomes are able to wield short blades and light crossbows, regardless of other class restrictions.

Illusionist: Gnomes are naturally skilled in illusions and deception. Up to three times per day, a Gnome can use the Phantasmal Force spell. This spell functions as if cast by a Level 1 Wizard.

Lifetime of Study: Because they have spent their life pursuing knowledge, all gnomes may use the Lore ability as if they were a 1st level bard. Gnomish bards receive a +1 to their Lore class ability. This ability cannot increase the Lore ability above 5

Instinctive Archaeologist: Gnomes have a sharp eye for ancient caverns, strange architecture, and crumbled ruins. They can detect secret or concealed doors, sloping stone passages, unusual stonecraft, and even large-scale mechanical constructs on a 1-2 on 1d6 simply by passing within 10 feet of them. This chance increases to 1-4 on 1d6 if they are actively searching for these things. In addition, gnomes can discern and operate large scale mechanical constructs and devices if they make a successful Lore check.

Hard To Hit: Gnomes receive a −2 [+2] bonus to their Armor Class due to their small size and quick reflexes. They also receive a +1 bonus “to-hit” when attacking foes which are man-sized or larger.

Dark Vision: Gnomes can see in starlight, moonlight, or perfect darkness at a distance of up to 90 feet.

Wednesday, January 20, 2021

The Hero's Journey 1e: Assassin Class


 James Spahn put out a great OSR game a few years ago called The Hero's Journey, and I love the thing. The newest edition of it is great too, but far more focused on Tolkien-esque adventures than traditional D&D stuff. 

The old edition has a ton of classes, but one I thought could be included: the Assassin! This is based on the Swords and Wizardry Complete version of the class, as well as taking some cues from the White Box Heroes fan supplement for Swords and Wizardry White Box. Let me know what you think!

Assassin

Level

XP

HD

BHB

ST

Thievery

1

0

1d6

+0

14

-

2

1,500

1d6

+0

13

-

3

3,000

1d6

+0

12

1

4

6,000

+2

+1

11

1

5

12,000

+1

+1

10

2

6

24,000

+2

+2

9

2

7

48,000

+1

+2

8

3

8

96,000

+2

+3

7

3

9

192,000

+1

+4

6

4

10

384,000

+2

+5

5

4


Requirements:
Dexterity 8, Strength 8, Intelligence 8, Non-lawful Alignment
Level Limits: Dwarf 4, Elf 5, Half-Elf 7, Half-Orc 10, Human 10. Halflings can not be Assassins

Weapon/Armor Restrictions: Assassins are proficient, agile fighters when things go belly up. They can wield any weapon or shield, but they can only wear leather armor. 

Thievery (3rd): Starting at 3rd level, an Assassin can use the Thievery ability as a Thief of two levels lower. 

Disguise: Assassins are extremely proficient at disguise, more so than any other class. Anyone meeting the disguised Assassin has a 1-in-20 chance of seeing through the disguise (or 2-in-20 if disguised as someone of a different gender identity). 

Back Stab: Any time an Assassin attacks an opponent who is unaware of their presence, the Assassin receives a +2 bonus to their Base Hit Bonus. If the attack is successful, the Assassin doubles the damage rolled and ignores his target’s Reduction Value. 

Poison: Assassins are knowledgeable in the use of poisons. If an Assassin has access to poison, they have no risk of accidentally poisoning themselves when applying the poison to a weapon. 

Saving Throw: Assassins gain a +2 bonus on saving throws vs. death and poison. 

Establish Guild (9th): At 9th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.

XP Bonus for Dexterity: An Assassin with a Dexterity of 15 or higher receives a 5% bonus to all experience points earned.