21 May 2014

Moon-rat Machinist

Inspired by metal vs skin's moogle race.


 Following the trend set down in a specific retro-clone core rules of non-humans having two different racial classes, here is the second moogle class. This is essentially a dwarven machinist with a few minor changes



Moon-rat Machinist
Ability Score Requirements:  Dexterity 9, Intelligence 9
Hit Die: d4
Saving Throws: As a Thief
Armor: Light Armors.
Weapons: As a Thief plus firearms.
Special Abilities: Dwarf-like bonuses vs. mechanical constructs; bargaining; construct design, manufacture, and repair.
 Due to their short height, Moon-rat machinists cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows. They are otherwise trained in the use of projectile firing weapons (bows, crossbows, and firearms) as well as with hammers and maces. They are trained to fight wielding a weapon two handed and wielding a weapon in each hand.
Moon-rats gain a +1 bonus to surprise rolls against mechanical devices, creatures, or constructs due to sensitivity to the subtle noises and smells of machines. Because of their experience machines, Moon-rats may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moon-rats must be actively searching for these abilities to function. Finally, Moon-rats are expert bargainers, at least when compared to the average human, reducing the price of purchased goods by 10% and increasing the sale value of goods by 10%, this means that Moon-rats effectively cancel out when buying from each other.
Moon-rat characters will speak the Common and Moon-rat tongue.
Moon-rat machinists are restricted to light armors like leather and may only use firearms (plus other projectile firing weapons such as crossbows), and hammers and maces. They are trained to fight wielding two weapons or wielding a weapon two-handed, but may not use a weapon and shield.
At 1st level a Moon-rat machinists is already a master craftsman in a particular type of mechanical craft, such as armor-making, clock-making, jewel-crafting, weapon-smithing, etc. With access to craftsman’s tools, the character can produce 40gp worth of items per month, and supervise 2 journeymen and 3 apprentices in their craft. When examining works of their craft, the machinist can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 8+ on 1d20. Their attention to detail gives machinists a +3 bonus on proficiency rolls for other proficiencies they learn as well. (This bonus has already been factored into machinist’s class abilities).
Additionally, all machinists are skilled in opening locks and in finding and removing traps with the same restrictions placed on thieves; i.e. they need thieves tools but gain a bonus due to their attention to detail, which has already been factored in. Note that Moon-rats already have a 14+ to find traps due their sensitivity and experience with machines.
For their ability to design, build, and repair automatons utilize one of many OSR games with construct construction.
At 9th level (Master Machinist), a Machinist can build a manufactory. They will then attract 1d6 apprentice machinists of 1st-3rd level plus 2d6 normal Moon-rats seeking to become machinists. Their intelligence and dexterity scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. Apprentices function like assistance in magical research. While in the machinist’s service, apprentices must be provided food and lodging, but need not be paid wages. If the machinist builds a dungeon beneath or near their manufactory, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. In all other ways a manufactory is like a mage’s sanctum.


Moon-rat Machinist Level Progression
Experience
Title
Level
Hit Dice

Open Locks
Find/ Remove Traps
Design/ Build/ Repair Automaton
0
Apprentice
1
1d4
15+
15+
14+
1,700
Mechanic
2
2d4
14+
14+
13+
3,400
Shaper
3
3d4
13+
13+
12+
6,800
Forger
4
4d4
12+
12+
11+
13,600
Maker
5
5d4
11+
11+
10+
27,200
Engineer
6
6d4
9+
10+
9+
55,000
Artificer
7
7d4
7+
8+
8+
110,00
Machinist
8
8d4
5+
6+
7+
240,000
Master Machinist
9
9d4
3+
4+
6+
370,000
Master Machinist, 10th Level
10
9d4+2
1+
2+
5+


20 May 2014

Halfling Druid


Just two druids off to smoke some weed and toss people into bogs
Just two druids off to smoke some weed and toss people into bogs

Halfling Druid
Ability Score Requirement: Dexterity 9, Wisdom 12
Hit Die: d6 per level until 13th level.
Saving Throws: As a Cleric
Armor: Any as long as it made of animal or plant material.
Weapons: sickles, daggers, curved or sickle like swords, spears, slings, and oil.
Special Abilities: Spellcasting and other noted below.

Halflings are all surprisingly accurate with missile weapons of all types gaining a +1 bonus to attack rolls with them. Because of their small size and love of the wilds Halflings are difficult to spot having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, an explorer who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20. They also possess animal reflexes gaining a +1 bonus to initiative and surprise rolls.
In addition to these abilities, halflings are surprisingly hardy and lucky people. The target values for all their saving throws for all of their saving throws are reduced by 3. These adjustments are already factored into the saving throws on the Halfling Druid Attack and Saving Throws table below. Additionally, halfling druids get a bonus of +2 to saving throws against fire or lightning. Halfling druid characters can speak Common as well as Druidic, a secret language forbidden to be taught to outsiders.
Halfling druids worship the spiritual power of nature, maintain and protect holy places, perform festivals and ritual observances, and protect balance and harmony between civilization and nature. Their magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plant- and animal life.
Starting at 1st level (Aspirant), druids may manifest their deity’s power in the form of divine spells, which are granted through prayer and worship. The power and number of divine spells available to the character are determined by level according to the Druid Spell Progression table.
A 3rd level druid (Initiate of the 1st Circle) can identify plant and animal types, and can determine when water is pure and safe to drink. They can also move through any natural undergrowth leaving no trace of their passage, and may do so with no reduction in their normal movement speed.
Initiates of the 5th and higher circles (7th or higher) may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druid’s normal weight; in the process of shapeshifting, the druid recovers 1d6 x 10 percent of any hit points he or she might have sustained as damage. They also become immune to charms and other such mental enchantments cast by faerie creatures such as dryads, pixies, and brownies.
Upon attaining 9th level (Archdruid), a druid may establish or sanctify a sacred grove, bog, or other similar natural feature. So long as the druid is currently in favor with their god, they may buy or build this sacred grove at half the normal price due to divine intervention. Once a sacred grove is established, the druid’s reputation will spread and they will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 druids of 1st-3rd level to serve the order. They are completely loyal (morale +4). While in the druid’s service, their followers must be provided food and lodging, but need not be paid wages. The GM determines which proportions of followers are archers, infantry, etc.
There can only be a certain number of high-level druids in the world, and each druid owes deference to a specific druid above them. There are 81 Druids (9th), 27 Archdruids (10th level), 9 Great Druids (11th level), 3 Grand Druids (12th level), and only 1 Supreme Druid (13th level).  Each will be accompanied by at least 3 druids 3 to 5 level lower than them, except the Supreme Druid who will be accompanied by no less than 3 Initiates of the 6th Circle.
If a druid receives so many experience points that they are eligible to increase to these levels, but there are no vacancies in the hierarchy, then they must create a vacancy. This is done by issuing a formal challenge to the druid in question, following which the two characters must compete in a contest of some kind—often, but not necessarily, a duel. The loser of the contest goes down to the next lowest level (losing all experience down to the very minimum to qualify for the new level). This may, in turn, result in a further contest if the preceding level is also fully occupied.
Is a headdress, or is she growing them from her head? Who knows, halfling druids are fucked up.
Is a headdress, or is she growing them from her head? Who knows, halfling druids are fucked up.
Halfling Druid Level Progression
Level
Experience
Attack Bonus
Title
Hit Dice
1
0
+1
Aspirant
1d6
2
2,125
+1
Ovate
2d6
3
4,250
+1
Initiate of the 1st Circle
3d6
4
8,500
+1
Initiate of the 2nd Circle
4d6
5
17,000
+3
Initiate of the 3rd Circle
5d6
6
34,000
+3
Initiate of the 4th Circle
6d6
7
70,000
+3
Initiate of the 5th Circle
7d6
8
140,000
+3
Initiate of the 6th Circle
8d6
9
290,000
+5
Druid
9d6
10
440,000
+5
Archdruid
9d6+1
11
590,000
+5
Great Druid
9d6+2
12
740,000
+5
Grand Druid
9d6+3
13
890,000
+7
Supreme Druid
9d6+4
 
Halfling Druid Spell Progression
Level
1
2
3
4
5
6
1
-
-
-
-
-
-
2
1
-
-
-
-
-
3
2
-
-
-
-
-
4
2
1
-
-
-
-
5
2
2
-
-
-
-
6
2
2
1
-
-
-
7
3
2
2
-
-
-
8
3
3
2
1
-
-
9
3
3
3
2
-
-
10
4
4
3
2
1
-
11
4
4
3
3
2
-
12
4
4
4
3
2
1
13
5
5
4
3
2
2
14
5
5
5
3
3
2