Thursday, December 17, 2020

Liberated Zombie (Class for Old-School Essentials)

 


Liberated Zombie

Requirements: Minimum Constitution 9; Maximum Dexterity 8, Charisma 8, and Intelligence 6

Prime Requisite: Constitution

Hit Dice: 1d8

Maximum Level: 8

Allowed Armor: Any (but fitted to hold in dangly, drooping bits of viscera)

Allowed Weapons: Any

Languages: Alignment language, Common (but very tediously)

After a brief, cruel life, and much longer, much crueler un-life under the control of an evil cleric or necromancer, somehow you escaped your servitude. Now you’re attempting to scrabble together an unliving in the wider world.





Liberated Zombie Progress                             Saving Throws

Level

XP

HD

AC O

Death

Wands

Para.

Breath

Spells

1

0

1d8

19

12

10

9

14

15

2

2,500

2d8

19

12

10

9

14

15

3

5,000

3d8

19

12

10

9

14

15

4

10,000

4d8

17

12

10

9

14

15

5

20,000

5d8

17

10

8

7

12

13

6

40.000

6d8

17

10

8

7

12

13

7

80,000

7d8

14

10

8

7

12

13

8

150,000

8d8

14

10

8

7

12

13


Abilities

Combat: Though they may not have been great warriors in life, Liberated Zombies are capable of wielding any weapon with determination. However, the only armor they can wear is that which is secure enough to hold in their viscera without problem. Leather and hide armors will be quickly ruined by leaking fluids. 

Slow as Death: No matter what the group’s initiative, the Liberated Zombie always goes after everyone else in the combat has acted. Always move as if encumbered one step higher (base 90’). 

Dead: Due to the fact that the Liberated Zombie is dead, it is immune to effects that affect living creatures (e.g. poison) and mind-affecting or mind-reading spells (e.g. charm person, hold person, sleep). Additionally, if the Liberated Zombie lies still, it is impossible for anyone to tell it apart from a corpse, except through means that detect undead.

Rigor Mortis: Due to some disgusting process of undeath, Liberated Zombies are very strong. They receive a +1 on all damage rolls with melee and thrown weapons. 

Hard to Put Down: When the Liberated Zombie reaches 0 hit points, it does not immediately die. Instead, roll a Save vs. Death. Upon success, the Liberated Zombie regains 1 hit point; upon failure, the Liberated Zombie is destroyed. (This ability does not work if the Liberated Zombie is killed outright, such as through disintegrate, etc., or if its head is removed/destroyed.) 

The Curse of Undeath: Being undead, the Liberated Zombie can be turned by clerics, including one in the same party. 

Diseased: Dead bodies carry disease, and so do undead bodies. The Liberated Zombie is a walking time bomb of various plagues. Every day, there is a 1-in-8 chance that those who have spent time around the Liberated Zombie (such as travelling companions) must make a Save vs. Death or contract a random disease.



Thursday, December 10, 2020

Ancient Greek Athlete Class for Old-School Essentials

 

Athlete

Requirements: Strength 9, Constitution 13, Charisma 9

Prime Requisite: Constitution

Hit Dice: 1d10

Maximum Level: 14

Allowed Armor: None (nekkid)

Allowed Weapons: Javelin, discus, pankration (martial arts)

Languages: Greek


Athletes are the peak embodiment of human physique. They are beloved and honored by all, nobles, the
demos, and (especially) licentious philosophers. Athletes compete in games and practice martial arts across the Greek world, often traveling far and wide. 


Level Progression                                                       Saving Throws

Level

XP

HD

AC O

Death

Wands

Para.

Breath

Spells

1

0

1d10

19

10

11

12

13

14

2

2,200

2d10

19

10

11

12

13

14

3

4,400

3d10

19

10

11

12

13

14

4

8,800

4d10

17

8

9

10

13

12

5

17,000

5d10

17

8

9

10

13

12

6

35,000

6d10

17

8

9

10

13

12

7

70,000

7d10

14

6

7

8

10

10

8

140,000

8d10

14

6

7

8

10

10

9

270,000

9d10

14

6

7

8

10

10

10

400,000

9d10+2*

12

4

5

6

7

8

11

530,000

9d10+4*

12

4

5

6

7

8

12

660,000

9d10+6*

12

4

5

6

7

8

13

790,000

9d10+8*

10

2

3

4

4

6

14

920,000

10d10+10*

10

2

3

4

4

6

*Modifiers for Constitution no longer apply.


Abilities

Combat: Athletes can only use weapons associated with the Olympic games, such as a discus and javelin, but also practice boxing, wrestling, and pankration (a martial arts combining both). The damage they might deal through their martial arts is found below.

Athletic Skills. Athletes can use the following skills with the chance of success shown below.

Scale sheer surfaces: A roll is required for each 100’ climbed. Failure results in the athlete plummeting to the ground.

Long jump: The athlete rolls for how far they are able to leap.

Equestrianism/Chariot driving: The chance given is for how successful the athlete is in attempting a stunt while driving a chariot or riding a horse. 

Inhuman Feat of Athleticism. An athlete can attempted to accomplish a feat of athleticism normally beyond human ability, which the athlete succeeds at with a 2-in-6 chance. The limits of this ability depend upon the situation; it may be used in combat as well as outside of combat. 

Martial arts. When fighting, whether boxing, wrestling, or engaging in pankration, athletes deal melee damage according to their level (plus Strength). Beginning at 4th level, the Athlete's use of martial arts counts as a magical weapon for purposes of affecting monsters.

Level Damage

1-3         1d6

4-7         1d8

8-11 1d10

12-14 2d6

Nekkid (Greek spelling, obv.): Athletes may not wear any or much clothing. Men must use a cord, string, or leather strip to obscure their glans penis in the kynodesme manner. Women must wear their hair down and skimpy, revealing tunics that, according to Pausaniaus “reaches to a little above the knee, and … bare the right shoulder as far as the breast.” Additionally, athletes may oil themselves to make it harder for blows to connect with their bodies, resulting in an armor class that scales with level as follows (just keep away from open flames).

Level AC

1-3         7

4-7         5

8-11 3

12-14 1

Sprint. Athletes can run up to 2x their encounter speed for 5 rounds per encounter. 

Marathon: Athletes can travel twice as many miles per day as normal.

Reaching 9th Level: Upon reaching 9th level, an athlete may open their own gymnasium in which to train novice athletes in the art of building their physiques and competing in games.


Athletic Skills Table

Level

Scale

Long Jump

Eq./Char.

1

87%

2d10+1

3-in-12

2

88

2d10+2

3-in-12

3

89

2d10+3

3-in-12

4

90

2d10+4

4-in-12

5

91

2d10+5

4-in-12

6

92

2d10+6

4-in-12

7

93

2d10+7

4-in-12

8

94

2d10+8

5-in-12

9

95

2d10+9

5-in-12

10

96

2d10+10

5-in-12

11

97

2d10+11

6-in-12

12

98

2d10+12

6-in-12

13

99

2d10+13

6-in-12

14

99

2d10+14

7-in-12