Wednesday, January 22, 2020

"Folk Hero" random advancement table

1d12 random features your folk hero type character can gain when leveling up! Made this for a friend's setting. Inspired by Russian folk-tales.
  1. If you wear a simple linen shirt, it counts as chainmail for AC purposes, but remains a non-encumbering item.
  2. Your save against Magic with a +2 bonus if you are standing barefoot on ground.
  3. People tell stories about your exploits. Commoners and simple folk roll Reaction twice and keep the better result.
  4. The longer your hair and beard, the stronger you are! You can gain up to 3 points to Strength over time. However, if you go bald, you lose twice the amount.
  5. Slayer of monsters! You gain +2 to hit creatures over HD 6 in melee combat.
  6. Wandering hero… You get +1 on all your saves, but if you sleep in one place more than once, you lose this benefit forever.
  7. Your Hit die for this level is one higher than your class would provide (d6<d8<d10<d12).
  8. Feats of strength! Double your Open Doors/Bend Bars skill.
  9. Your fame attracts followers! You gain a henchman, whose Loyalty is rolled on 1d6+6.
  10. Brotherhood of heroes: ancient heroes you encounter roll Reaction twice and keep the better result.
  11. Human to the core: you gain +2 bonus to resist vampiric charm, hypnosis, and similar effects. You are also always moved to tears by folk music.
  12. You learn the location of a fabled magic sword buried underground! To claim the weapon, you must defeat a guardian or pass a test. Roll on the sub-table to see which weapon awaits you:
Magic weapons sub-table (d5):
  1. Mech-samosek. The holder of the self-swinging sword always fights as if under the effect of the spell One Man Army.
  2. Mech-kladenets. When this sword strikes, sparks fly in all directions, illuminating a 20’ area and revealing invisible creatures for a split second.
  3. Luk-samostrel. This bow always has the advantage of targeting (+4 to hit).
  4. Aspid-zmey. Once per day, this sword can turn into a giant snake at the command word and fight for the hero (HD 2, AC as leather, Move as unencumbered, 1 attack: 1d3 damage, save against Poison or incapacitated for as many rounds as the damage rolled)
  5. Kolchan ognennyj. Arrows stored in this magical quiver become fiery bolts of destruction. They ignore 5 points of armor and do 1d8 damage.

Wednesday, January 1, 2020

[Magic Item] The Beastly Crown

Here's a quick magic item to celebrate the beginning of another cycle!

The Beastly Crown

A wrought-iron wreath with thorns and claws and fangs. Ordinary animals and their “giant” versions become more amiable to the wearer of the Crown: make Reaction rolls using 3d6, but drop the lowest die. When encountering a new kind of ordinary animal (or its “giant” version), the wearer may roll a Language skill check (for non-LotFP systems – roll a d6, chance of success is [1 + Intelligence bonus]-in-6). 

On a success, the wearer learns the animal’s language, can communicate with it (as per the spell Speak with Animals), and will also retain knowledge of this language as long as the crown is worn. Taking off the crown (even for a split second) erases all the known animal languages. 

If the Language skill check is a failure, the wearer must save against Magic or take on a random feature of the animal's appearance.