The Grave Robber: A Ghoulishly Delightful New Class

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In pre-industrial times, people lived in perpetual fear that their graves would be disturbed by thieves. Such fears reached a fever pitch in late 18th century England, when gangs of “Resurrectionists” provided the only reliable source of cadavers for doctors who wished to practice their surgical technique. Inspired by such amoral men, the Grave Robber class can make a great way to introduce some gallows humor into a Gothic Campaign. Grave Robbers also figure in Fantasy literature, so they are certainly usable in such milieus. Of course, given the usual activities of the “adventurers” in most fantasy role playing game campaigns, perhaps having a separate “Grave Robber” class is superfluous!
Obviously, what follows is not suitable for all Campaigns.
Tongue, meet cheek.

GRAVE ROBBER
An opportunist who robs burial sites

Graves are an underdeveloped resource. Of course, most people have irrational prejudices against exploiting the potential wealth to be had by raiding the resting places of the dead. Not so with those intrepid and enterprising people who answer to the name “Grave Robbers”. They understand that the stench of decay is really the smell of money, and if the dead really wanted to keep their treasures they would do something about it. Unfortunately, the dead sometimes do.

Often, corpses are worth even more than the objects with which they are buried! In many places, surgeons are prohibited by law and custom from acquiring sufficient bodies to advance anatomical knowledge through the practice of dissection. In such locales, the brave and selfless Grave Robbers step up, and charitably help medical science. For a reasonable fee, a Grave Robber will provide surgeons with the flesh they need to practice their art. Often, surgeons take up the trade of grave robbing themselves, cutting out the middle man.

It is not only the newly-dead that can be of use to the living. For example, it is well known among alchemists that mummified corpses from certain ancient cultures become a wonderful panacea, when ground to a powder and dispensed by a quality apothecary. Powdered mummy is also used by painters to create certain colors, and as a preservative. Obtaining such “mumia vera” is a major source of income for those Grave Robbers willing to travel to exotic lands, whose populations are only too happy to serve up their ancestors so that some philandering nobleman might be cured of his syphilis.

It must be noted that, contrary to popular belief, not all Grave Robbers are men of low birth. In fact, many are gentlemen, who realize that when certain ancient and primitives people buried treasures with their dead, they meant for those riches to be later claimed by well-bred men from a superior civilization.

The most wonderful thing about many Grave Robbers is their open-mindedness regarding religion. While others may quibble about whether or not a certain god should be worshiped (on account of its predilection for consuming souls), most Grave Robbers will demonstrate their religious tolerance, by providing the god’s worshipers with the human bones needed to make their temple pretty. Similarly, when a maverick physician needs to combine corpses for the advancement of science, a Grave Robber is unlikely ask if the local clergy approve. Instead, the industrious Grave Robber puts to work all those corpses that would otherwise be simply loafing around, taking up space in graveyards.

Those Grave Robbers who specialize in providing bodies for dissection are known as “Resurrectionists”, or simply “Body Snatchers”. Grave Robbers who prefer to requisition the treasures buried with the dead are often called “Tomb Robbers”, and are colloquially nicknamed “Ghouls”. Upper Class Grave Robbers prefer such titles as “Amateur Archeologist”, “Practical Anatomist”, or “Doctor of Corporeal Philosophy”.

Grave Robbers are unfortunately despised by Paladins, Knights, and most clergy. In fact, Paladins often consider themselves duty bound to kill any Grave Robbers they find. Grave Robbers find comrades among Rogues and Bandits, and often work in tandem with Assassins. Many Gypsies will deal with Grave Robbers, so long as the Gypsy’s own dead relatives are respected. Libertines may sometimes rob graves for fun, but are puzzled by Grave Robbers choosing to make a career of such activity. Those Grave Robbers who are not themselves physicians or academics are frequently in the employ of Magicians and Mad Scientists. Any True Innocent who learns of a Grave Robber’s profession will be predictably shocked, and may even faint. Since huntsmen are as familiar with animal bodies as Grave Robbers are with human corpses, Rangers tend to be be unfazed by Grave Robbers.

Human Grave Robbers are well known, but the profession is also found among other peoples. The Dwarves are infamous for despoiling the tombs of other races, often tunneling into them from below. Likewise, Gnomes often require cadavers to enhance their race’s knowledge of dissection , and are not above improving their finances with a little buried treasure to boot. Chronically poor Halflings are sometimes driven to grave robbing. Elves will loudly proclaim that they are above grave robbing as a profession, so they insist that when they raid ancient burial sites it is strictly so that living people will have a chance to appreciate the beautiful buried artifacts. Half-Orcs often become Grave Robbers, and need no fancy justification for it. Among the semi-human Freaks, Cambions, Moon-calves, Dhampirs, and Therianthropes sometimes follow the calling of the Grave Robber. Certain Vampyres also become Grave Robbers, as do desperate Werewolves. Nephilim, on the other hand, are far too haughty to dig up dead bodies as a living. Fairy Changelings consider regular grave robbing to be too similar to having an actual job to be enjoyable. Likewise, the uncivilized Woodwoses are never Grave Robbers.

ABILITIES

CANT: Regardless of their social class or pretensions, Grave Robbers always need to be able to communicate with members of the local underworld.

  • Grave robbers speak the same Cant as local Rogues.

EXCAVATE (Strength): Grave Robbers must possess the ability to efficiently move earth, and sometimes stone. It is not unusual for a Grave Robber to need to create a new tunnel to escape from a collapsed tomb, for example.

  • Grave Robbers can dig dirt or excavate stone at twice the rate of an ordinary person, if using proper tools, or at normal rate with only improvised tools.
  • Grave Robbers can likewise excavate for twice as long as normal, before becoming fatigued.

LOW LIGHT VISION: Years of furtively exhuming bodies and violating ancient tombs make Grave Robbers adapted to seeing in dim light.

  • All Grave Robbers can see in conditions of dim light as if under bright moonlight.
  • Grave Robbers cannot see in total darkness without a light source.

CLIMB (Dexterity): Grave Robbers frequently need to scale walls, or climb out of dark pits.

  • A Grave Robber can Climb as a Rogue his same Level.

CARRY (Strength and Constitution): Its no good finding a corpse or treasure to steal if you can’t carry it away! Grave Robbers are masters at carrying heavy loads.

  • A Grave Robber can carry 50% more than a normal person of equivalent strength.
  • A Grave Robber’s base Encumbrance rating is 15, rather than 10.
  • A Grave Robber also enjoys the appropriate bonuses for having a high Strength and Constitution.

MOVE SILENTLY (Dexterity): Grave Robbers frequently need to be able to sneak into guarded burial sites.

  • Grave Robbers can Move Silently as a Rogue of the same Level.

HIDE (Dexterity): Sometimes stealthy movement is not enough to keep the Grave Robber safe, so he must hide in the shadows, or behind a grave marker.

  • Grave Robbers can Hide as a Rogue of the same Level.

TRAPS (Dexterity): Sometimes those who bury the dead lay unkind traps. Consequentially, Grave Robbers learn to find and remove such inconveniences.

  • Grave Robbers have the ability to find, set and remove traps as a Rogue of the same Level.

APPRAISE (Intelligence): Grave Robbers must often make quick decisions regarding which treasures to take, and which to leave.

  • With a successful Intelligence check, a Grave Robber can accurately appraise gems, jewelry, trade goods, and other mundane treasures, or estimate the amount of coins in a treasure hoard without needing to actually count them.

DISEASE RESISTANCE (Constitution): Often exposed to putrescent flesh, Grave Robbers develop a resistance to infectious maladies.

  • Grave Robbers enjoy a +1 bonus to Saving throws against infectious diseases, including magical diseases such as Mummy Rot.
  • At 3rd Level, the bonus increases to +2.
  • At 6th Level, the bonus is +3.
  • At 9th Level, the bonus is +4..
  • At 12th Level, the bonus is +5
  • Grave Robbers are always entitled to a Constitution save against disease effects, even ones that ordinarily would not allow it.

IMMUNE TO DISGUST: Since they make their living in constant contact with foul sights and smells, it is impossible to disgust Grave Robbers. Many Grave Robbers are known for their gallows humor, including doing such things as using corpses like puppets, or furtively putting eyeballs in drinks.

  • Grave Robbers are immune to any spell or effect that would make others feel disgusted or nauseous.

NO FEAR OF THE DEAD: Grave Robbers see and handle rotting corpses constantly, and frequently encounter the restless dead. Familiarity with such terrors steels a Grave Robber’s resolve when dealing with Undead monsters, and provides a number of benefits.

  • Grave Robbers enjoy a +1 to hit bonus when fighting the Undead.
  • Grave Robbers are immune to Fear-type effects from Undead sources.
  • Similarly, Ghouls cannot paralyze Grave Robbers.
  • Most significantly, Grave Robbers can always make a Constitution save to resist any Level Drain caused by contact with the Undead.

PRIME ATTRIBUTE: Constitution (Endurance and a strong stomach are essential to the Grave Robber’s trade. Good Dexterity and Strength also help)
HIT DICE: d6
ALIGNMENT: Any Non-Good
WEAPONS: Hand Axe, Brass Knuckles, Cleaver, Club, Light Crossbow, Dagger, Dirk, Flatchet, Garrotte, Godentag, Light Hammer, Hatchet, Knife, Light Mace, Morning Star, Light Pick, Heavy Pick, Pistol (if used), Sap, Saw, Scythe, Sling, Staff, Sharpened Shovel, Short Sword, Stake & Mallet
ARMOR: Leather Armor, Leather Coat, Padded, Studded Leather, Breastplate (any)
ABILITIES: Cant, Excavate, Low Light Vision, Climb, Carry, Move Silently, Hide, Traps, Appraise, Disease Resistance, Immune To Disgust, No Fear of the Dead

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d6 0 0
2 d6 +1 1,251
3 d6 +1 2,501
4 d6 +2 6,001
5 d6 +2 12,001
6 d6 +3 24,001
7 d6 +3 48,001
8 d6 +4 80,001
9 d6 +4 120,001
10 d6 +5 175,001
11 +2 HP +5 325,001
12 +2 HP +6 450,001
13+ +125,000 per Level

Typical Prices For Bodies, Body Parts, and Grave Robber Services
Fresh Body, Common: 2 -12 sp per foot.
Fresh Body, Unusual: 6 – 60 sp per foot
Rotted Body, Common: 1 cp per foot
Rotted Body, Unusual: 4 – 16 cp per foot
Cleaned Skeleton, Common: 2 -12 sp per foot
Cleaned Skeleton, Unusual: 6 – 60 sp per foot.
Skull, Common: 2 -12 sp
Skull, Unusual: 6 – 60 sp
Hands: 1-4 sp each.
Hearts: 1-6 sp each
Mumia Vera: 50 gp per pound
Human Blood, Fresh: 1-6 sp per pint
Human Hair: 1-4 sp per pound
Human Fat: 1-6 sp per pound
Obtaining A Specific Corpse: 100 gp per Level of the Grave Robber
Obtaining An Object or Relic From A Burial Site: 25-100 gp per level of the Grave Robber

Buyers of corpses and body parts include surgeons, medical schools, artists, alchemists, apothecaries, cosmetics makers, wig makers, magicians, tanners, specialty book binders, magicians, diabolists, demonolaters, vampyres, and of course, hungry cannibals.

The Gypsy: Another Class for Gothic Campaigns

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Gypsies were a fixture of historic Gothic literature, and it would be impossible to have a proper Gothic campaign without them. Unfortunately, the portrayal of Gypsies in Gothic literature was usually insensitive at best. The term “Gypsy” itself is somewhat uncertain, since it has been used to designate not only ethnicities like the Romani, but also cultural groups like the Travelers of Ireland and the British Isles. The Gypsy class presented below is inspired by a combination of lore related to the various groups called “Gypsies”. It is NOT intended to be taken as a serious work of scholarship, but is simply an attempt to create a fun and playable class for gaming in the Gothic genre. While designed for use in Gothic campaigns, the Gypsy class would certainly work in high fantasy ones as well.

GYPSY
A restless wanderer who lives by his wits.

Gypsies are nomads who live amidst settled populations. Often, they are the descendants of people originally forced from their land by war, or other disasters. Wandering from town to town, Gypsies survive by telling fortunes, staging animal shows, holding boxing matches, and presenting performances of music and dance. Often, they will advertise themselves as a traveling circus. Sometimes, they will sell items they may have acquired in their travels, generally at cheaper prices than other merchants. Also, bands of Gypsies are known to encamp just outside of a town, and provide entertainments that are discouraged by the civil authorities. Such practices tend to make Gypsies targets for persecution by the wealthy and powerful.

Gypsies typically travel in bands of 4-100 people, with at least as many domestic animals. Rarely, a Gypsy will travel with only his animal companions. Usually, a band of Gypsies is divided into families of 2-12 people, each family riding in their own horse-drawn wagon. Other times, the whole band may be mounted on horses, with pack mules carrying tents and personal possessions. Some Gypsies even walk, with their possessions carried on their own backs.

The Gypsy class represents the typical individual in a traveling Gypsy band. Since bands of Gypsies are essentially mobile villages, the community may include other character classes. Typically, there will also be Rangers, Fighters, Rogues, Magicians, and Illusionists traveling with a large group of Gypsies. Most members of the band, however, will be represented by the Gypsy class. Since the nomadic life is not conducive to extended childhoods, members of the band as young as 13 years of age may have all the abilities of a 1st Level Gypsy.

Gypsies are divided into many different nations that share bonds of race, culture, and language. Sometimes, Gypsies can be recognized by their foreign looks and strange ways. Other times, Gypsies are practically identical to the people of the towns and villages they traverse, except for their refusal to settle down in one place. Gypsies of one nation do not generally recognize any kinship with Gypsies of another nation. Gypsy nations have little relationship with the boundaries of settled countries, and Gypsies of different nations will often coexist within the borders of a single kingdom. Some Gypsy nations have elaborate social hierarchies, which may be headed by Kings and Queens. Others Gypsy nations accept no higher authorities than the leaders of the separate bands.

Many Gypsies dress in an exotic manner, either on account of actually having their origin in a foreign land, or else just to distinguish themselves from settled people. There is often an element of showmanship to a Gypsy’s dress, particularly if the Gypsy’s band makes their living entertaining outsiders.

Because they refuse to participate in settled life, and regard themselves as their own nations, Gypsies are hated by many governments. It is common for Gypsies to be completely banned from entering a town, or legally restricted to traveling only on certain roads. Likewise, the common people of settled societies tend to harbor many prejudices against Gypsies, although they will also seek out Gypsies for fortune telling and entertainment. A Gypsy character may find himself stereotyped as tricky and thieving, sensual and superstitious, possessed of strange abilities, and likely to consort with evil spirits. To some, Gypsies are the subject of romantic fantasies, although the same people who may secretly yearn for a Gypsy lover are just as likely to discriminate against any real Gypsies they meet.

Gypsies tend to adopt the religion of the region where they spend the most time, but they are also apt to absorb and mix together disparate spiritual practices encountered in their travels. Their cavalier attitude towards orthodoxy also tends to make Gypsies as unpopular with religious authorities as with civil ones. It is usual for clergy who otherwise advocate for the downtrodden to look the other way while Gypsies are persecuted.

Gypsies are known to treat members of their own nation with great respect, politeness, and camaraderie, but may have no such scruples towards outsiders. Many Gypsy nations are bound by elaborate and strict social customs, which are easily transgressed. Even those Gypsy nations with looser societies place a premium on family and personal loyalty. Any Gypsy who defrauds, harms, or steals from his own kind can expect to be subjected to extremely harsh punishments. Very few outsiders are ever recognized as an “honorary Gypsy”, and then only for such things as placing oneself in extreme danger to save the life of a Gypsy.

All Gypsies have an Neutral element to their Alignment, although an individual may be Good, Evil, Lawful, or Chaotic. Although common stereotypes about Gypsies portray them as generally Chaotic Neutral, Gypsy elders tend to be Lawful Neutral. True Neutral is actually the most common Alignment of all for Gypsies, since their varied experiences tend to convince them that moral inflexibility is foolish.

Gypsies have a troubling relationship with the abominations of the night. Long travels, often under cover of darkness, have made the Gypsies familiar with the various monsters that infest the hidden corners of the earth. The restless dead have a dangerous attraction to Gypsies, and Gypsies fear such monsters like no others. Vampyres seem to be particularly obsessed with Gypsies, and many Gypsies tell stories of visits from the lustful and hungry dead. Likewise, their nocturnal movements and rural encampments frequently expose Gypsies to attacks from lycanthropes.

Many Cambions, Moon-calves, and Nephilim are born into Gypsy bands. Likewise, Gypsies are often targeted by the Fairy Folk, causing many Changelings to be raised as Gypsies. The strange relationship between Gypsies and Vampyres means that Dhampirs frequently have Gypsy mothers. Among the Demi-humans, Elves, Gnomes, and Halflings are often Gypsies, while the lifestyle is completely unknown to Dwarves. Unfortunately, the dangers of the road sometimes result in the birth of Gypsy Half-Orcs.

ABILITIES

GYPSY CANT: Each nation of Gypsies possesses a language that is incomprehensible to outsiders. Different nations of Gypsies will not understand each others’ Cant. Unlike the Cants used by common thieves, Gypsy Cants are complete languages that can handle conversation on any topic.

GIFT FOR LANGUAGES: A Gypsy can learn twice as many additional languages as is usual for a character of her Intelligence, and in half the usual time.

ANIMAL HUSBANDRY (Wisdom): Gypsies are well-known for their ability to train, handle and ride animals.

  • A Gypsy can train an appropriate animal to be a guard, mount, or pack animal. The Challenge Level is equal to the animal’s Hit Dice. Such training requires a week’s time.
  • Likewise, a Gypsy can use a Wisdom Check to discern the hit points of a potential mount, guard dog, or pack animal.
  • Gypsies can teach animals to perform tricks, in a manner similar to an Animal Friendship spell. Each trick taught requires a week’s time, and a successful Wisdom Check. Animals who have been taught tricks will often be used to make money, by entertaining outsiders.
  • A Gypsy can also attempt to calm frightened domestic animals, drive reluctant or stubborn animals, and otherwise make domestic animals behave in desired ways.
  • A domestic animal under a Gypsy’s care is entitled to a re-roll of any failed Saving Throw to resist or overcome a disease.
  • Starting at 7th Level, a Gypsy is able to apply their Animal Husbandry to fantastic Beasts, such as Griffons.

SLEIGHT OF HAND (Dexterity): Gypsies master the arts of misdirection, and pilfering small objects.

  • A Gypsy’s Sleight of Hand is similar in most respects to the Pick Pockets Ability of Rogues
  • Gypsies most commonly use their Sleight of Hand for shows of legerdemain.

BOXING (Strength): Often deprived of weapons under the law, Gypsies have learned to fight effectively with their bare hands.

  • Gypsies receive a +1 to-hit bonus when fighting with their fists against unarmored opponents.
  • A Gypsy can also use Brass Knuckles, or a Cestus, and still receive the bonus.
  • A Gypsy’s unarmed pummeling attack does 1-2 points of actual damage, unless the Gypsy wants to do only subdual damage.
  • At 6th Level, the Gypsy may attack twice a round, if punching with their bare hands, Brass Knuckles, or Cestus.

APPRAISE (Intelligence): With a successful Intelligence check, a Gypsy can accurately appraise gems, jewelry, trade goods, and other mundane treasures, or estimate the amount of coins in a treasure hoard without needing to actually count them.

SENSE MOTIVE (Wisdom): Gypsies develop a strong ability to sense people’s inner motivations. Such an ability comes in handy for protecting the Gypsies from danger, and gives them an advantage in trade.

  • A successful Wisdom check means a Gypsy can sense a person or creature’s primary desire with regards to the Gypsy.
  • At 4th Level, a Gypsy can perform a Wisdom check to determine the Alignment of someone they are speaking with. A Gypsy can only attempt to ascertain a given being’s Alignment once.
  • At 9th Level, a Gypsy’s Sense Motive can pierce spells and effects which hide or obscure motives or Alignments.

DIVINATION (Wisdom): Living by their wits, Gypsies develop an uncanny sense for danger and opportunity. Certain Gypsy nations also have extensive traditions of reading oracles from animals and natural events.

  • Once a day, a Gypsy can make a Wisdom check to ascertain whether a course of action will be ultimately beneficial or harmful to themselves.
  • Alternately, the CK may make the check in secret, and allow the player of a Gypsy character to always believe they have successfully divined, even when they haven’t.

ENTERTAIN (Charisma): Entertainment is one of the many methods Gypsies use to support themselves. The typical Gypsy learns at least one skill that can be used to entertain outsiders. Typical Gypsy entertainments include fortune telling, animal trick shows, music, singing, and dancing.

  • For each hour spent entertaining with an audience, a Gypsy can make a Charisma check, with the challenge Level equal to the average Level of the audience.
  • Upon a successful check, the Gypsy will collect 1d4 copper pieces per Level for that hour’s entertainment. Thus, a 6th Level Gypsy can get 6-24 copper pieces for a successful hour’s show.
  • If many Gypsies cooperate on a performance, they can add their Levels together, and make the Charisma check as if they were one character. If they fail, however, none of them get paid!

OCCULT LORE (Intelligence): Gypsies possess much occult lore, picked up in their travels. While not equal in knowledge to a sage or true Magician, a Gypsy will often know some fascinating tidbit.

  • A successful intelligence check means that a Gypsy can remember some interesting information regarding a noteworthy person, place, or thing of a supernatural nature.
  • The information possessed by Gypsies is notoriously unreliable, however. There is only a 50% chance that any Occult Lore is factual. The rest of the time it is simply rumor, hearsay, confabulation, or an outright lie.
  • A Gypsy can only attempt to remember Occult Lore once with regard to a particular person, place, or thing.

CURSE (Charisma): Gypsies are feared for their legendary ability to inflict Curses.

  • Once a season, a Gypsy can Bestow Curse, as the spell.
  • At 4th Level, A Gypsy can Curse once a month.
  • At 8th Level, a Gypsy can Curse once a week.
  • At 12th Level, a Gypsy can Curse once a day.
  • A Gypsy Curse can only be inflicted upon someone who has materially harmed the Gypsy.
  • A Gypsy Curse can be removed by the Gypsy who inflicted it, by any Gypsy of a higher Level, or with the Remove Curse, Limited Wish, or Wish spells.

SURVIVAL (Wisdom): Gypsies spend much time on the road, and are usually forced to camp well outside town. Consequentially, they have learned to live off the land.

  • Gypsies have the Survival Ability of a Ranger of equivalent Level.

WEAKNESSES

SOCIAL DISCRIMINATION: Gypsies are often subject to severe social discrimination in settled societies. A Gypsy character should expect to be singled out for abuse by town guards, to face unfair and discriminatory laws, and to have everyone assume that she is going to cheat them at every opportunity. The Gypsy will continue to face such discrimination, even if she is an obvious paragon of virtue.

ATTRACTIVE TO THE UNDEAD: For reasons unknown, Gypsies attract the attention of the Undead, especially Vampyres.

  • Any undead encountered will direct their attention to the Gypsy character first, for good or ill.
  • A Gypsy encampment, or even a mixed camp where a Gypsy is present, will inevitably attract any undead in the vicinity. A CK should assume that 25% of all monsters that wander into a Gypsy camp in the night will be Undead, if such are present in the environment.
  • Vampyres have a particular obsession with Gypsies, as food, servants, and lovers. There are stories of powerful Vampyres who have enslaved entire bands of Gypsies.

PRIME ATTRIBUTE: Wisdom (A Gypsy needs to be cunning, intuitive, and open to omens)
HIT DICE: d6
ALIGNMENT: Any Neutral
WEAPONS: Hand Axe, Bola, Brass Knuckles, Cestus, Cleaver, Club, Cutlass, Dagger, Dirk, Falchion, Heavy Crossbow, Godentag, Hatchet, Katar, Knife, Lasso, Light Crossbow, Long Sword, Main Gauche, Musket (if used), Net, Pistol (if used), Poniard, Rapier, Saber, Sap, Scimitar, Short Bow, Short Sword, Sling, Spear, Staff, Throwing Axe, Tulwar, Whip
ARMOR: Padded, Leather Coat, Leather, Hide, Studded Leather, Leather Laminar, Mail Shirt, Breastplate (any), Brigandine, Buckler, Small Shield
ABILITIES: Gypsy Cant, Gift For Languages, Animal Husbandry, Sleight of Hand, Boxing, Appraise, Sense Motive, Divination, Entertain, Occult Lore, Curse, Survival
WEAKNESSES: Social Discrimination, Attractive To The Undead

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d6 0 0
2 d6 +1 1,251
3 d6 +1 2,501
4 d6 +2 6,001
5 d6 +2 12,001
6 d6 +3 24,001
7 d6 +3 48,001
8 d6 +4 80,001
9 d6 +4 120,001
10 d6 +5 175,001
11 +2 HP +5 325,001
12 +2 HP +6 450,001
13+ +125,000 per Level

The True Innocent: A Class for Gothic and Fantasy Campaigns

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Virtuous women persecuted by evil men are fundamental to the Gothic genre. Isabella of the original Gothic novel “The Castle of Orantro”, De Sade’s Justine, and Wilhelmina Harker of “Dracula”, are just three of many examples. Of course, the “Damsel In Distress” was a staple of the medieval romance as well, making the True Innocent class as useable in pure Fantasy campaigns as Gothic ones. Good companions of a True Innocent will find that they receive certain significant benefits from their association.

TRUE INNOCENT
A guileless inspiration to the Good, but a target for Evil.

Some rare souls manage to live in a state of perfect innocence, their hearts seemingly untouched by the wickedness of the world. They remain cheerful, charitable, and chaste, while others succumb to melancholy, greed, and lust. Such True Innocents are like beacons of virtue, inspiring others to strive towards goodness. Unfortunately, there is as much darkness in the world as light, and the True Innocent is constantly imperiled by wicked men and monsters.

For reasons unknown, True Innocents are coveted by the powers of evil. A Dragon may demand that a True Innocent be given to him as tribute, a Fallen Angel might be determined to make her his Infernal bride, or a Vampyre may become obsessed with her beauty. Conversely, True Innocents inspire good people to slay Dragons, banish Devils, and destroy the Undead. Likewise, True Innocents seem to be constantly falling into danger, only to be subsequently rescued.

Most True Innocents are female, but male examples are not unknown. While rarer than fair damsels, handsome lads in distress also exist. True Innocents of both genders tend to be above average in appearance, well-mannered, charming, and graceful in speech. They are equally likely to be of noble or common origins, but never suffer from arrogance or resentment due to the conditions of their birth.

An Innocent must be of Lawful Good, Neutral Good, or (rarely) of Lawful Neutral Alignment. The implicit hedonism of the Chaotic Good disposition is incompatible with the chaste outlook of the True Innocent, so True Innocents are never Chaotic Good.

True Innocent characters cannot multi-class. Their special abilities come from their total lack of engagement with the corruption and compromise of the mundane world. A True Innocent who wants to have more abilities essentially doubts that goodness alone is sufficient, and therefore falls from innocence.

Naturally, Knights, Paladins, and Good clergy are drawn to True Innocents, while Assassins, Bandits, and Grave Robbers generally despise them. Demon Hunters sometimes lose patience with the fainting, frightful True Innocents. Gypsies, whose existences are filled with new experiences, find True Innocents intensely amusing. Many stories are told of the personality clashes between True Innocents and rustic Rangers who must protect them in the wilderness. Magicians and Mad Scientists often have unsavory plans for any True Innocents they encounter. Libertines and True Innocents share a strange attraction-repulsion complex; both Libertines and True Innocents claim to hate everything the other stands for, but nonetheless seem to constantly find themselves in romantic situations.

Usually, only Humans, Halflings and Half-Elves become True Innocents. Elfin culture values knowledge, hedonism, and magical power, scoffing at human concepts of virtue. The tricky Gnomes regard the naïve True Innocents as perfect targets for pranks (albeit mild ones). Dwarves scoff at passive benevolence, accepting only aggressive righteousness. Half-Orcs posses spiritually polluted souls that are forever unable to attain perfect innocence. Similarly, no Cambion, Nephil, Fairy Changeling, Vampyre, Werewolf, or Dhampir can ever attain the full Grace of Heaven on Earth. While Woodwoses are guileless children of the wilderness, they are too close to the raw cycles of nature to attain the type of civilized innocence represented by the True Innocent class.

ABILITIES

INSPIRATION (Charisma): The very presence of a True Innocent is inspiring to the virtuous.

  • All Good-aligned beings who can see a True Innocent receive a +1 competency bonus to all their die rolls.
  • The bonus applies even if the True Innocent is unconscious or asleep.

PROTECTION OF FAITH (Wisdom): Unclean spirits cannot harm the pure of heart.

  • A True Innocent enjoys constant Protection From Evil, as the spell.
  • The Innocent can voluntarily break their protection by touching a creature of supernatural Evil, but it cannot be otherwise dispelled by any spell or spell-like effect from any being or object that exists.

PURITY OF HEART (Wisdom): Innocence is the best defense against the seductions of Evil.

  • A True Innocent receives a +1 Saving Throw bonus against magical charms and coercions (such as Charm person, Suggestion, or Sympathy) from Evil-aligned people or creatures.
  • At 3rd Level, the bonus increases to +2
  • At 6th Level, the bonus is +3
  • At 9th Level, the bonus is +4
  • At 12th Level, the bonus is +5

REDEMPTION: True Innocents have the power to Redeem other beings. Legends speak of powerful Fiends and Vampyrs who turned to the path of goodness after falling in love with a True Innocent.

  • Any person or creature who spends a full day in the presence of a True Innocent can receive an effect equal to the Atonement spell.
  • A True Innocent can only Redeem creatures whose HD are equal to, or lesser than, the True Innocent’s own Level.
  • The potential penitent is not compelled to accept the Redemption.

GRACE: True Innocents enjoy the favor of Heaven. To reflect this fact, Innocent characters posses a pool of Grace.

  • By spending Grace points, a True Innocent can receive a one-round bonus on their Armor Class, or a similar bonus to a single Saving Throw, Ability Check, or attack (if against an Evil being). The amount of the bonus is equal to the the amount of Grace points spent.
  • A True Innocent can also use her Grace points to grant similar one-time bonuses to any good-aligned associates.
  • The True Innocent can use as much Grace as she wants at a time, but must deduct the amount from her pool of Grace Points.
  • True Innocents begin play with 1 Grace Point, plus a bonus equal to their Charisma modifier.
  • 1 additional Grace point is gained per Level
  • All Grace Points are regained every sunrise.
  • At the CK’s discretion, Grace Points might be used to allow the True Innocent (and her Good allies) to perform other actions that are usually impossible, such as effectively employing prohibited weapons or armors.

WEAKNESSES

FAINTING: True Innocents are known to faint when confronted with horrible sights.

  • If a True Innocent is surprised by a horrible monster or frightening scene, she must save versus Wisdom or fall unconscious for 1d4 rounds.
  • The Challenge Level of the Save is usually equal to the HD of the monster.
  • A True Innocent will only Faint once per grotesque monster or horrible scene.
  • The True Innocent must also save to avoid Fainting if subjected to spells or magical effects that create fear.
  • After the True Innocent has awakened from their Fainting spell, they may still be subjected to the regular effect of any fear magic.

THE MISFORTUNES OF VIRTUE : True Innocents attract the attention of immoral people and evil creatures. Libertines of any Alignment will become obsessed with a True Innocent, sometimes stopping at nothing to abuse, seduce, or otherwise corrupt her. Many Vampyres are likewise irresistibly drawn to True Innocents. In addition, if there is a dark hole to fall into, a forbidden secret door to accidentally open, or a non-lethal confining trap to trigger, the True Innocent will always blunder into it.

  • Castle Keepers should assume that any Evil people, humanoids, or monsters will notice the True Innocent first in any group, and single her out for special attention.
  • If there is a chance for an True Innocent to fall into peril, she will.
  • A True Innocent character always fails any check to detect traps or danger; the player must figure out the existence of such danger without resort to the dice.

PRECARIOUS INNOCENCE: A True Innocent character must remain pure in word and deed. If he voluntarily commits immoral acts, or speaks immodestly, the True Innocent will lose all character Levels, becoming an ordinary person. In particular, a True Innocent must never attack any creature that is not of Evil Alignment, or who is not actually about to harm him. Note that a True Innocent does not lose his special status if the immoral acts are committed under coercion, either mundane or magical.

PRIME ATTRIBUTE: Charisma
HIT DICE: d4
ALIGNMENT: Lawful Good, Neutral Good, or Lawful Neutral
WEAPONS: Dagger, Knife, Staff
ARMOR: Padded, Leather, Mail Shirt, Breastplate (any)
ABILITIES: Inspiration, Protection of Faith, Purity of Heart, Redemption, Grace
WEAKNESSES: Fainting, The Misfortunes of Virtue, Precarious Innocence

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d4 0 0
2 d4 +1 1,751
3 d4 +1 3,501
4 d4 +1 7,001
5 d4 +1 14,001
6 d4 +2 25,001
7 d4 +2 50,001
8 d4 +2 90,001
9 d4 +2 150,001
10 d4 +3 200,001
11 +1 HP +3 350,001
12 +1 HP +3 500,001
13+ +150,000 per Level

Special Experience Award: True Innocent characters receive a full share of XP awarded for any scenario that includes them, even if they do not personally fight or take any treasure. A True Innocent that is rescued from a monster, for example, gains XP from the defeat of the creature.

The Vampyre – A Gothic Race For Castles & Crusades

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The following take on a vampire player character race is inspired by the classic treatments in Gothic literature, such as Lord Ruthven, Francis Varney, Carmilla Karnstein, and of course, the literary Count Dracula. There are some differences between the vampire of Gothic literature and the later examples of cinema and modern Paranormal Romances. In particular, all the aforementioned Gothic Vampires could freely move around during the day, a trait they shared in common with most vampires of actual Eastern European folklore. In creating the Vampyre as a character race, I’ve tried to play up the significant disadvantages that balance their powers, and thus instill a properly Gothic atmosphere of hopeless damnation. Enjoy!

VAMPYRE
A restless soul imprisoned in flesh, condemned to drink the blood of the living.

Those who have suffered unnatural deaths, who practiced in life unnatural arts, or who held in the hearts unnatural lusts, are sometimes denied even the peace of the grave. Condemned to wander the earth in a grotesque parody of life, they hunger for the blood of living beings. Such damned souls are called Vampyres.

Vampyres often appear to live undistinguished lives, no one suspecting their true nature. At night, however, Vampyres gain strange powers, and can assume their true, monstrous visages.

A Vampyre in her human form may appear to die many times, but each night she will rise again as a monster to torment the living. A shaft of wood, iron, or silver, driven through the heart of the Vampyre, will prevent her from rising from her grave, but only as long as it remains in place. There are only two ways for a Vampyre to truly die: she must either be beheaded, or her body fully consumed by flames. Immolation is perhaps the most painful death of all, and it is notoriously difficult to behead oneself. Although they are filled with self-loathing, Vampyres also fear the potential pain of dying, as well as the possibility of eternal torment thereafter. In their cowardice, most Vampyres resign themselves to their abominable existence.

Surprisingly, it is possible for a Vampyre to be of any Alignment. Eventually, however, most Vampyres lose all hope and become Evil. Good-aligned Vampyres must constantly reconcile their belief in the existence of cosmic justice and benevolence with the cruel fact of their own existence.

Physical Description

During the day, most Vampyres appear exactly the same as ordinary human beings. Some older Vampyres are marked by physical deformities, such as hairy palms, cadaverous pale skin, or permanent fangs. Once night falls, all Vampyres can assume a truly horrific form, like a combination of a shriveled corpse and predatory beast. Certain Vampyres can also assume animal forms at night, commonly those of wolves, bats, and large cats, but sometime even rats, owls and moths.

Biology

Vampyres are not natural creatures, but damned souls condemned to a restless death. Their condition is a curse of the soul, not a disorder of the body. Consequentially, it cannot be undone by any natural means short of actual beheading, or cremation. Even such magic as Cure Disease, Remove Curse, and Raise Dead are ineffectual. Only the awesome power of a True Resurrection, Wish, or Alter Reality spell can remove the curse of Vampyrism, and restore the victim to true human life. Some tales state that when necromancers attempt to raise the dead without divine sanction, the result is always a Vampyre.

Vampyres can eat and drink normally, but do not need to. Their necessary sustenance is blood, but they are perfectly capable of satiating their blood lust with animals. Human blood is far more delicious to the Vampyre’s perverted tastes, however. As Vampyres suffer increasing years of torment as undead monsters, most gradually lose any compunctions they once had about regarding human beings as food.

A Vampyre’s human form will age at the normal rate when exposed to sunlight. Thus, the bodies of those who become Vampyres at an early age can indeed mature, albeit at half the speed of a living human. Likewise, an adult Vampyre must be careful not to spend too much time in actual sunlight, lest they be forced to eventually exist in an old and shriveled human form during the day. Vampyres who avoid direct sunlight during the day do not need to fear aging.

Tales insist that male Vampyres can impregnate human women, resulting in strange offspring called Dhampirs. The reverse may also be true, although such a child, growing in an undead womb for a year and a half, will be condemned to existence as a full Vampyre. Vampyres can theoretically breed with each other, but such a speculation is too revolting to be considered by most sages.

Only certain very old and powerful Vampyres can deliberately inflict their condition upon their victims. Usually, dying as a result of a Vampyre’s attack is only one of many possible unnatural deaths that can result in the victim rising again as an undead monster. Other examples of unnatural deaths include being slain by a lycanthrope, dying as a result of witchcraft, or committing suicide. Executed criminals are at risk, especially murderers or witches. Heretics, wicked magicians, perverts, and libertines sometimes rise again as Vampyres, regardless of how they die. Being the illegitimate child of illegitimate parents, or the result of incest, can also damn a soul to restless death as a Vampyre. The most certain way of all to become a Vampyre is to have been a lycanthrope in life.

Psychology & Behavior

Almost all Vampyre hate their miserable semi-life. They long simultaneously for death and companionship, and are cursed to never truly know either. As years pass, most Vampyres lose interest in the concerns of their previous life, becoming true monsters. Their relationships with the living become limited to domination and exploitation. Only a few Vampyres are able to resist such urges, and they are almost always the newest. Most elder Vampyres are little more than single-minded curses upon the living, terrifying but ultimately pathetic abominations.

Those few Vampyres who find accepting companions may become obsessively protective of them. There is always an element of desperation in a Vampyre’s relationship with the living, and it is usual for a Vampyre’s obsessive love to eventually turn deadly. A Vampyre determined to have friends or lovers among the living must constantly check her own twisted desires.

Vampyres In Society

Although some tales speak of Kings and Princes who hold dominion over other Vampyres, the domain of such undead royalty almost certainly extends only to such broods as they may have themselves created. Otherwise, Vampyres are generally too few in number, and too locked into their own misery and obsessions, to have anything resembling their own society. Since Vampyres cannot feed from each other, most see no point in associating with other Vampyres.

Because of their long years and unnatural powers, it is not unusual for Vampyres to grow wealthy and powerful in human society. Rumors persist of isolated regions where Vampyres secretly rule as nobility, constantly fighting each other for ownership of peasant necks. A common trick for wealthy Vampyres is to periodically stage their own deaths, and return in the guise of long-lost heirs. Such Vampyre must always remain careful to hide their true nature.

On the other end of the social spectrum are those Vampyres who haunt burial grounds and ruins, consumed by a resentful hatred of the still-living. Such Vampyres may hide in their own graves or tombs during the day, even if there is no actual need for them to do so. Their entire existence may consist of hunting victims, and returning to their grave to brood upon their own damnation.

Rarest of all are those Vampyres who accept their condition, and roam in search of adventure. Often, such a Vampyres was a wanton libertine in life, so her desire for new experiences remains undeterred by the inconvenience of her death.

Relations With Other Races

Vampyres are hated by almost all living races. Known Vampyres are usually hunted without mercy. In fact, destroying a Vampyre is almost universally regarded as an act of mercy towards the Vampyre! Usually only outcasts, magicians, and the truly wicked will knowingly accept the company of Vampyres. Cambions, Fairy Changelings, and Moon-Calves, being unnatural beings themselves, have no fear of Vampyres. Dhampirs, on the other hand, hate Vampyres with an unquenchable passion. Under no circumstances can a Dhampir and a Vampyre ever be anything but mortal enemies.

Lycanthropes often associate with Vampyres, since many Vampyres are actually former Lycanthropes.

SPECIAL ABILITIES

RISE FROM DEATH: A Vampyre’s body is recreated every night. All wounds are healed, broken or amputated limbs are restored, any diseases acquired are cured, and all deleterious conditions of the body are undone. If the Vampyre was slain during the day, and not beheaded and /or destroyed by fire, he will be fully restored to life. Only a stake, spike, or blade driven through his heart will prevent a Vampyre’s Rise From Death.

UNDEAD IMMUNITIES: At night, Vampyres become immune to all magic that affect minds or induces sleep, as well as to paralysis, all poisons, disease, or stun effects. Naturally, they are become immune to death magic. Note that that Vampyres can be affected by such effects during the day.

ASSUME VAMPYRIC FORM: At night, the Vampyre can assume a terrible form that truly reflects the abominable condition of her soul. The Vampyre’s skin becomes cadaverous and slightly translucent, while her body becomes disturbingly lean. Her face assumes a sunken and feral cast, with features suggestive of a wolf, bat, cat, or rat. Her ears will become pointed, while her eyes become like those of a demon. Her canine teeth will become long and pointed, while her fingernails become cruelly sharp claws. When in that form, the Vampyre gains a number of fearsome abilities and powers:

  • The Vampyre can bite for 1d4 points of damage. If the victim is restrained (asleep, hypnotized, bound, or grappled), the Vampire can drain 1 pint of blood per round, causing the victim to also suffer 2 points of Constitution damage per pint of blood taken.
  • Alternately, the Vampyre can attack twice with her claws. Each claw does 1d3 points of damage.
  • The Vampyric Form can see perfectly in conditions of complete darkness, as if in daylight.
  • Vampyres do not need to be in Vampyric Form to enjoy their Undead immunities.
  • Vampyres can freely switch between their Vampyric and human forms at night.

VAMPYRIC POWERS: As souls caught between the worlds of the living and the dead, Vampyres gain strange Powers during the hours of darkness.

  • At First Level a Vampyre has a single Power, which he can use once a night.
  • With each Level, the Vampyre gains another Power.
  • The player of a Vampyre character can choose to add any power available to his own Level, or a lower Level.
  • A Vampyre has as many Powers as he has Levels,
  • He can use his Powers as many times a night as he has Levels.
  • A Vampyre can use any of his Powers as many times as he wants, to his nightly limit.
  • Most Powers function just like a spell from a caster of equivalent Level.
  • Once chosen, a Power can never be exchanged for another one.
  • Vampyric Powers can be used only at night.

Powers available to Vampyres of Levels 1-3:

Communicate Across Room: As the spell Message.

Incredible Leaping: As the spell Jump.

Obscuring Mist: As the spell.

Protective Beast: As the spell Animal Friendship, but the Vampyre can only obtain the friendship of wolves, bats, cats, rats, spiders, crows, owls, vultures, goats, moths, and snakes.

Speak With Dark Beasts: As the spell Speak With Animals, but the Vampyre may only speak with wolves, bats, cats, rats, spiders, crows, owls, vultures, goats, moths, and snakes.

Spider Climb: As the spell.

Transform Into Mist: As the spell Gaseous Form.

Unnerving Presence: As the spell Daze.

Powers available to Vampyres of Levels 4-6:

Alter Features: As the spell Change Self.

Blazing Dexterity: As Enhance Attribute, except that multiple uses of this Power will add their effects, to a maximum score of 20.

Create Darkness: As the spell Darkness.

Frighten Enemies : As the spell Scare.

Hypnotic Stare: As the spell Hypnotism, and hypnotized people will allow themselves to be fed from, with no memory of the event afterward.

Incredible Constitution: As Enhance Attribute, except that multiple uses of this Power will add their effects, to a maximum score of 20.

Inhuman Strength: As Enhance Attribute, except that multiple uses of this Power will add their effects, to a maximum score of 20.

Inspire Devotion: As the spell Charm Person or Animal. Devoted people will unquestioningly accept the Vampyre’s condition. They may not automatically allow themselves to be used for blood, but can be convinced to. Beside people, Vampyres can only Inspire Devotion the following animals: wolves, bats, cats, rats, spiders, crows, owls, vultures, goats, moths, and snakes.

Read Minds: As the spell Detect Thoughts.

Unnatural Charisma: As Enhance Attribute, except that multiple uses of this Power will add their effects, to a maximum score of 20.

Powers available to Vampyres of Levels 7-9:

Induce Sleep: As the spell Sleep, except the Vampyre can only affect one creature of 5HD or fewer.

Summon Swarm: As the spell.

Transform Into Bat: As the spell Polymorph Self, except the only the forms of a normal or giant bat can be assumed. If the Vampyre reverts to human or Vampyric Form, transforming back into a bat will count as another use of the Power.

Transform Into Cat: As the spell Polymorph Self, except the only the forms of a domestic or wild cat can be assumed. If the Vampyre reverts to human or Vampyric Form, transforming back into a cat will count as another use of the Power.

Transform Into Fly: As the spell Polymorph Self, except the Vampyre may only assume the forms of a single normal fly, or a swarm of flies (1 fly per hit point possessed). If the Vampyre reverts to human or Vampyric Form, transforming back into a fly will count as another use of the Power.

Transform Into Moth: As the spell Polymorph Self, except the only the form of a moth or butterfly may be assumed. If the Vampyre reverts to human or Vampyric Form, transforming back into a moth will count as another use of the Power.

Transform Into Owl: As the spell Polymorph Self, except the only the form of an owl may be assumed. If the Vampyre reverts to human or Vampyric Form, transforming back into an owl will count as another use of the Power.

Transform Into Rat: As the spell Polymorph Self, except the Vampyre may only assume the forms of a single normal rat, a giant rat, or a swarm of rats (each rat representing one hit point). If the Vampyre reverts to human or Vampyric Form, transforming back into a rat will count as another use of the Power.

Transform Into Spider: As the spell Polymorph Self, except the Vampyre may only assume the forms of a single normal spider, a giant spider, or a swarm of spiders (each spider representing one hit point). If the Vampyre reverts to human or Vampyric Form, transforming back into a spider will count as another use of the Power.

Transform Into Wolf: As the spell Polymorph Self, except the only the forms of a normal or dire wolf can be assumed. If the Vampyre reverts to human or Vampyric Form, transforming back into a wolf will count as another use of the Power.

Powers available to Vampyres of Levels 10 or above:

Bond With Victims: As the spell Telepathic Bond, except that the Vampyre only creates a bond with those it has fed upon.

Create New Vampyre: In order to use this power, the Vampyre must slay a victim by draining their blood. The victim receives a Wisdom saving throw. If failed, the soul is damned to rise the next night as a fully-fledged Vampyre, with all relevant changes to the body’s Ability Scores. New Vampyres are not under any special control, besides whatever personal fear they may have of the one who created them. Additionally, new Vampyres rise at the character Level they possessed in life, so would-be master Vampyres often wind up creating progeny that are far more powerful than expected.

Invisibility: As the spell. The Vampyre will become visible if they take offensive actions, including feeding. Becoming Invisible again requires another use of the Power.

Seductive Insinuation: As the spell Suggestion.

Summon Dark Beasts: As the spell Summon Animals, but the Vampyre may only summon wolves, bats, cats, rats, spiders, crows, owls, vultures, goats, moths, and snakes.

Walk Through Shadows: As the spell Shadow Walk.

Walk Through Walls: As the spell Passwall.

SPECIAL WEAKNESSES

WEAKER DURING DAYLIGHT: During the hours of daylight, a Vampyre possesses none of their special abilities, and cannot Assume Vampyric Form.

  • Any of the Vampyre’s Powers with a personal effect (such as Unnatural Strength or Transform Into Bat) always end at daybreak.
  • The effects of Powers that influence others (such a Inspire Devotion or Protective Beast) continue for their normal duration after sunrise.
  • Vampyres suffer from all of their Weaknesses and Debilities during the day.
  • Vampyres can still drink blood during the day, but usually lack fangs.

BLOOD-LUST: Vampyres require blood, and in increasing amounts as they grow in power.

  • A Vampyre must consume 1 pint of blood per night, per Level. Thus, a 9th Level Vampyre requires 9 pints of blood every night. Removing more than 3 pints of blood from a single person is usually fatal without medical attention.
  • The blood a Vampyre needs can come from any mammal, but humanoid blood tastes best.
  • A Vampyre that does not consume enough blood in a night will collapse at daybreak, her body apparently dead. Once nights falls, she will automatically Assume Vampyric Form. The Vampyre must make up her blood deficit in order to leave Vampyric Form, and again function in the daylight.

SUBJECT TO NECROMANCY: Vampyres are subject to all magic which targets or detects the dead or Undead, even when they are in their human form during the day.

CANNOT BE HEALED: Because they are unnatural abominations, Vampyres can never benefit from any form of natural medicine, or miraculous healing. Their wounds can still be sewn shut, for example, but healing herbs will be completely ineffectual. Healing potions and spells will have no power. Of course, Vampyres are immune to disease during the hours of night, and any wounds suffered during daylight are completely repaired once night falls.

VULNERABLE TO HOLY WATER: Vampyres suffer 1d8 points of burning damage from a phial of holy water, even when in human form. Since it inflicts burning damage, a Vampyre can be destroyed with Holy Water.

SUBJECT TO TURNING: People of extraordinary Faith, such as Holy Men, Clerics and Paladins, can Turn away Vampyres as Unique undead. Some Vampyres have a Debility of being affected by anyone who presents a holy symbol, but most can ignore people who doe not have a true link to the divine.

ADVANCEMENT PENALTIES: Vampyre characters require double the normal amount of experience points to advance in their character class. Additionally, Vampyre characters are locked into the Class they possessed when they first died, and may never multi-class. The exceptions are former Paladins (who change to either Fighters or Knights upon becoming Vampyres) and Clerics (who become Fighters).

VAMPYRIC DEBILITIES: As Vampyres continue in years, they lose connection with the natural world. They become subject to strange compulsions, acquire bizarre allergies, and even their daytime bodies become grotesquely twisted.

  • Every Vampyre has at least one Debility, chosen form the list below.
  • For every character Level that a Vampyre has or acquires, the player must choose another Debility for the character to suffer.
  • Unlike Vampyric Powers, a Vampyre suffers from his Debilities at all times, even during the day when in his human form.

Possible Vampyric Debilities include:

Affected By Holy Symbols: The Vampyre cannot come within 10′ of an exposed holy symbol at any time.

Afraid of Fire: Any time the Vampyre sees a flame larger than that of a torch, he must save versus Wisdom, or be affected as by a Fear spell. He must also save if actually threatened with a flame of any size.

Blood Stained Lips: The Vampyre’s lips are permanently stained crimson. Unfortunately for Vampyres hoping to save money on cosmetics, the red stain is irregular, bleeding out of the lip line.

Cannot Cross Running Water: The Vampyre suffers 1d8 points of damage per round from any running water, such as a stream or river. Even pouring water on the Vampyre will damage him.

Cannot Enter Homes Uninvited: A Vampyre with this debility cannot enter any structure that a person considers to be their home, without the express voluntary invitation of that person. Such Vampyres do not make good thieves.

Casts No Shadow: The Vampyre never casts a shadow, regardless of lighting conditions.

Cadaverous Skin Color: The Vampyre’s skin is sickly pale and slightly blue in hue, even during the day.

Cold As A Corpse: Even during the day, the Vampyre has no body heat. Anyone touching her will know that something is very wrong.

Counting Obsession: Any time the Vampyre is presented with numerous small objects, she must stop whatever she is doing and count them. Throwing rice in front of such a Vampyre will effectively neutralize them. The character should never be allowed to actually see a treasure chest being opened…

Grotesque Facial Features: The Vampyre’s facial features become permanently grotesque, inflicting a -2 penalty on Charisma. Typical changes include heavy eyebrows that meet, an oddly shaped nose, hollow checks, sunken eye sockets, an overly prominent brow,, and pointed ears. Sometimes the face becomes rodent-like, with an overbite, and small, beady eyes. While the changes are not as extreme as those of a full Vampyric Form, they are nonetheless ugly. The Vampyre’s former associates may no longer recognize the creature with his new, Grotesque Facial Features.

Haunted: The Vampyre is tormented by the phantoms of his former victims. It is up the CK to decide whether the phantoms are hallucinations, or the actual souls of those the Vampyre has harmed.

Hairy Palms: Hair grows on the palms of the character’s hands, marking him as one of the Undead. Such a Vampyre is advised to wear gloves at all times.

Horrible Breath: The Vampyre’s breath always stinks like old blood, inflicting a -2 Charisma penalty on the Vampyre if another character can smell his breath.

Must Rest In Native Soil: A Vampyre with this debility must spend at least 1 hour a day per Level resting in the dirt from her original grave.

No Reflection In Mirror: The Vampyre cannot be seen in reflective surfaces, and others will thus have an easy time uncovering her true nature.

Obsessive Love: The Vampyre is always in love with some innocent person of Good alignment. When not in the presence of their beloved, the Vampyre will suffer pangs that inflict a -1 penalty on all their rolls. This love does not preclude the Vampyre feeding on their beloved. If the beloved person ever becomes a Vampyre, or changes to a non-good Alignment, the Vampyre character will lose all romantic interest in her, and fall in love with another Good person.

Permanent Claws: The Vampyre always possesses long, claw-like fingernails, even during the day. On the positive side, the Vampyre can always use their claw attack.

Permanent Fangs: The Vampyre’s canine teeth are permanent enlarged and pointed, regardless of her current form. Such a Vampyre may use their bite attack at any time, but will have great difficulty hiding their condition.

Repelled By Garlic: The Vampyre cannot come within 5′ of garlic bulbs or flowers.

Restored By The Moon: If he suffers from this debility, the Vampyre can only restore his wounds, or Rise From Death, if his body is exposed to moonlight. Otherwise, he remains damaged, or dead.

Revolting To Animals: Most natural animals are disturbed by the presence of a Vampyre with this debility. Disturbed animals will threaten, attack, or flee from the Vampire. The exceptions are wolves, bats, cats, rats, spiders, crows, owls, vultures, goats, moths, and snakes. Horses and dogs particularly hate Vampyres who are Revolting To Animals.

Spreads Disease: Although immune to disease, the Vampyre is a carrier. Anyone bitten by the Vampyre must save versus Constitution, or be infected. The Vampyre with this debility must choose the disease that he spreads, which could be anything from the Plague to Syphilis.

Strange Eyes: The Vampyre’s eyes no longer appear normal, even during the day. Sometimes the eyes become frighteningly bloodshot, with red irises. Other times, the entire eye becomes completely white. The eyes of some Vampyres are even permanently changed to those of an animal, typically a wolf.

Uncontrollable Bloodlust: Any time the Vampyre sees blood she will fly into a berserk rage, rushing to consume the spilled blood, and attacking any bleeding creatures to drain them. Vampyres with this debility cannot retrain themselves from killing their victims.

Vulnerable to Sunlight: The Vampyre suffers 1d8 points of damage per round of exposure to direct sunlight. The Vampyre can still function in human form during the day, but must remain in dark or shaded areas.

Weakness to Iron: Weapons of pure iron are +1 to hit versus the Vampyre, and inflict an additional 1 point of damage per die. The Vampyre will not voluntarily touch pure iron.

Weakness To Silver: Silver weapons +1 to hit versus the Vampyre, and inflict an additional 1 point of damage per die. The Vampyre will not voluntarily touch silver.

Preferred Classes: Libertine, Magician, Gypsy, Fighter, Rogue, Assassin, Wizard, Illusionist
Attribute Adjustment: +2 Strength, +2 Dexterity, -4 Wisdom (Vampyres tend to be physically strong and dexterous even during the day, but are prone to obsession, have little self-control, and no personal connection to the divine).
Size: Medium
Movement: 30 feet
Starting Languages: Common.
Special Abilities: Rise From Death, Undead Immunities, Assume Vampyric Form, Vampyric Powers
Special Weaknesses: Weaker During Daylight, Blood-Lust, Subject To Necromany, Cannot Be Healed, Vulnerable To Holy Water, Subject To Turning, Advancement Penalties, Vampyric Debilities.

The Libertine: A Gothic Character Class For Castles & Crusades

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Inspired by numerous characters from late 18th century literature, as well as historical figures such as Casanova, John Wilmot, and the Marquis De Sade, the Libertine class represents a recurrent figure in the Gothic genre. Although at first glance they may seem suited only for games focused on intrigue and social interaction, Libertines could be surprisingly effective in a dungeon setting. After all, dark castles, ruined abbeys, and underground labyrinths were fixtures of the Gothic form!

 

LIBERTINE
A social adventurer who ignores conventional morality.

Whether haunting the filthiest of waterside inns in the company of slovenly harlots, waylaying hapless travelers for illicit thrills, or seducing respectable ladies to commit acts of outrageous lewdness, the Libertine holds himself above all social mores. Motivated by a hatred of conventional morality, the Libertine strives to demonstrate the primacy of individual desire.

Libertines crave adventure and trouble, and are constantly engaged in criminal capers. A Libertine differs from the average criminal in one important respect, however – while a common thief may break the law to enrich himself, the Libertine requires no reward beyond the thrill of criminality itself. Although many Libertines depend upon thefts, fraud, and seduction for their income, they are just as likely to engage in criminal behavior that has no possibility of material gain.

Libertines can come from any social class, and can be of either gender. Wealthy female Libertines in particular are adept at projecting personas of respectability, all the while indulging in acts of extreme immorality. Upper-class male Libertines, commonly called Rakes, are to be found in every gambling hall and pricey brothel. Lower and Middle-class Libertines often combine a streak of political radicalism with their moral transgressions, making a particular point of undermining the social order by corrupting the daughters of the upper classes.

Among the demi-human races, both Elves and Half-Elves are commonly Libertines. Gnomish Libertines are unknown, and those Dwarves, Halflings and Half-Orcs who try to become Libertines are frequently the object of intense ridicule. Cambions often follow the path of the Libertine, as do the Nephilim and Fairy Changelings. Dhampirs, on the other hand, almost always lack the Charisma necessary to become Libertines. Certain of the more attractive and capricious Therianthropes, such as the Panther-Born and Swan-Born, are instinctively drawn to the Libertine way. Woodwoses, on the other hand, can never become Libertines (unless they are civilized, and become fully Human first).

All Libertines are naturally of Chaotic Alignment. Some are actually Good, seeing the constraints of conventional morality as a fetter to human happiness. Most Libertines are Chaotic Neutral, dedicated to nothing but the satisfaction of their own desires. Worst of all are the truly evil Libertines, who take positive glee in the obliteration of innocence, and the infliction of pain.

Libertines generally disdain religion, regarding it as a foolish pursuit for those too weak follow their own desires. While some Libertines may publicly masquerade as holy men and women, any apparent miracles they perform are nothing but trickery. There do exist some Libertines who recognize spiritual powers sympathetic to their immoral proclivities. Even then, the Libertine’s attitude towards such powers will always be that of an equal, who expects services in return for sacrifices.

 

ABILITIES

SEDUCTION (Charisma): Libertines are extremely persuasive in love. Whenever a Libertine is engaged in conversation with someone who is attracted to her gender, the Libertine can try to effectively Charm that person.

  • First, the Libertine makes a Charisma check, using the victim’s Level as the Challenge Level.
  • If the Libertine fails her initial Charisma check, the intended victim will react with anger and outrage, granting a +5 bonus to their Saving throw against further Seduction attempts from that character.
  • If the Libertine’s check succeeds, the intended victim must make Charisma saving throw to avoid being fully Seduced..
  • If the victim fails their Saving throw, he or she is affected as if under a Charm Person spell.

A Libertine can only attempt to Seduce a particular subject once per day, although there is no daily limit regarding how many different people the Libertine may try to Seduce.

FRAUD (Charisma): Libertines love to lie and deceive, doing so for both fun and profit. With a successful Charisma check the Libertine can convince someone that the Libertine (or his companion) is actually another kind of person, such as a doctor, nobleman, or guard. Similarly, the Libertine can tell outrageous lies with such confidence that they will fool even the wisest men. At the CK’s discretion, players who roleplay a convincing fraud could be allowed to automatically pass the Charisma check.

  • At 9th Level, a successful Fraud will fool even magic spells that detect lies, alignment, or thoughts.

ARTISTRY (Charisma): Libertines find the Arts useful for gaining new lovers, or providing an income without having to find socially respectable employment. Consequentially, almost all Libertines practice some kind of artistic expression, such as poetry, painting, music, or dance. With a successful Charisma check the Libertine can create a work that will be pleasing, and attention-getting. Note that the Libertine’s artwork is not necessarily of high quality, but rather it will tend to pander to its audience. Naturally, Libertines specialize in producing works of a bawdy, or even pornographic, nature.

DUELING: Libertines often find themselves engaged in duels, either with outraged spouses, or simply to impress a desired lover.

  • Libertines receive a +1 bonus on their to-hit roll when engaged in single combat.
  • The bonus increases to +2 when the Libertine is in the presence of someone he is interested in having as a lover
  • In order to receive either bonus, the Libertine must be the only Player Character fighting in a given melee round.

MOVE SILENTLY (Dexterity): Libertines frequently need to sneak around. Thus, they can Move Silently as a Rogue of the same Level.

HIDE (Dexterity): The Libertine will often need to spy on potential lovers, or hide from pursuing authorities. All Libertines can Hide, in a manner similar to a Rogue.

DISGUISE (Charisma): Gaining access to lovers, defrauding naive villagers, and fooling nosy magistrates often require that the Libertine adopt and maintain a disguise. A Libertine has the Disguise ability of an Assassin of his same Level.

ESCAPE (Dexterity): Whenever the Libertine is tied up, grappled, or otherwise restrained, he is always entitled to make a Dexterity check to somehow escape, even if one is not normally possible. A new check may be made each Round.

ICONOCLASM (Charisma): The Libertine willingly submits to no authority, human or divine.

  • Starting at 4th Level, a Libertine character receives a +1 bonus to resist any Divine magic or power that influences thoughts, feelings, or actions.
  • Additionally, the Libertine will thereafter always receive a Charisma-based Saving Throw to resist such effects, even if one is not usually possible, or would usually be based on another attribute.

 

WEAKNESSES

INFIDEL (Charisma): No Divine power, except those of a Chaotic nature, appreciates the Libertine’s disregard of sacred things. A Libertine must always succeed at a Charisma check to order to benefit from Divine healing, or other miracles, from a non-Chaotic source. The Challenge Level of the check is equal to the caster Level of the potentially beneficial effect.

FASCINATED BY INNOCENCE: Whenever a Libertine encounters a romantically desirable adult of Lawful Good, Neutral Good, or Lawful Neutral alignment, who is either above 1st Level, or possesses a Charisma over 12, the Libertine will become obsessed with corrupting them. The effect is similar to that of a Sympathy spell, with the additional compulsion to sully the other person’s virtue. Chaotic Good Libertines will try to show other people how free and happy they would be, if only they followed their desires and discarded conventional morality. Chaotic Evil Libertines, on the other hand, will try to engage innocents in the most disgusting and depraved acts imaginable. Chaotic Neutral libertines will either try to seduce the innocent, or encourage them to engage in criminal behavior.

Note: A CK is quite within his rights to forbid players from running Libertines of Chaotic Evil Alignment, relegating such characters to being NPC villains. Evil Libertines are not just selfish and uncaring – they are true human monsters, utterly depraved, and actively malevolent.

 

PRIME ATTRIBUTE: Charisma
HIT DICE: d6
ALIGNMENT: Any Chaotic
WEAPONS: Brass Knuckles, Cat-O-Nine-Tails, Club, Cutlass, Dagger, Dirk, Katar, Knife, Lasso, Light Crossbow, Long Sword, Pistol (if used), Poniard, Rapier, Saber, Sap, Scimitar, Short Bow, Short Sword, Spiked Gauntlet, Staff, Whip
ARMOR: Padded, Leather Coat, Leather, Studded Leather, Mail Shirt, Breastplate (any), Brigandine, Leather Helmet, Buckler
ABILITIES: Seduction, Fraud, Artistry Dueling, Move Silently, Hide, Disguise, Escape, Iconoclasm
WEAKNESSES: Infidel, Fascinated By Innocence

 

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d6 0 0
2 d6 +1 1,751
3 d6 +1 3,501
4 d6 +1 7,001
5 d6 +2 14,001
6 d6 +2 25,001
7 d6 +2 50,001
8 d6 +3 90,001
9 d6 +3 150,001
10 d6 +3 200,001
11 +2 HP +4 350,001
12 +2 HP +4 500,001
13+ +150,000 per Level

The Zombi Servant – The Enslaved Dead of Afro-Caribbean Lore

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The Zombie is perhaps the best known monster from the mythology of the African Diaspora, yet the conception of the creature in the U.S. is very different from its original form. Below is a version more closely inspired by Haitian lore. Enjoy!


ZOMBI SERVANT
A reanimated corpse employed as a slave.

NO. ENCOUNTERED: 1-100
SIZE: Medium
HD: 2 (d12)
MOVE: 20′
AC: 10 (or by armor type)
ATTACKS: 1 Weapon (by weapon type)
SPECIAL: Undead Immunities, Darkvision 60′
SAVES: P
INT: Low
ALIGNMENT: Neutral
TYPE: Undead (Common)
TREASURE: 1
XP: 22+2

Zombi Servants are reanimated human corpses created to be tireless laborers. They appear to be people with unusually pale complexions, dull expressions, and glazed eyes. The walk with a listless gait. Generally, they will be dressed in cheap rags, but it not unknown for certain Zombi Servants to be attired in rich finery. Zombi Servants cannot speak.

The sorcerer who wishes to create a Zombi Servant must magically trap a subject’s soul in a small container, such as bottle, pottery jar or stoppered gourd. The sorcerer must then slay the hapless victim using a special poison, which can either be administered surreptitiously through food or drink, or be blown as a powder into the victim’s face. Victims slain by other means cannot be turned into true Zombi Servants, although they might be otherwise reanimated. The victim of the Zombi poison must be disinterred before the body begins to decay significantly. A magical drug is then poured into the corpse’s mouth, reanimating the flesh, but destroying the higher mental functions.

Zombi Servants are Undead, having already suffered death, and the loss of their souls. They possess all the standard immunities conferred by their Undead status. Nonetheless, Zombi Servants still need to eat, drink, and breathe (but not sleep) to maintain their twilight existence. However, care must be taken that the Zombi Servant’s meals remain bland. Should it ever taste salty or flavorful food, the Zombi’s mind will be sufficiently stimulated to realize its own condition, with possibly unpleasant consequences for the necromancer who created it.

Although their mental faculties are extremely limited, Zombi Servants can faithfully perform any tasks demonstrated to them. Usually, they are employed as agricultural laborers or soldiers. Whispered tales speak of attractive Zombi Servants being used for work of a wholly different nature, however.

Whoever possesses the container that holds the soul of a Zombi Servant controls the creature. Therefore, necromancers who employ Zombi Servants must take care to guard those containers, lest their own Undead slaves be turned against them. It is common practice for a necromancer who commits an offense against his magical order to be punished by being forced to surrender his Zombi Servants to a superior.

The technique to create Zombi Servants was created by certain sorcerers of the tropical islands. There the unfortunate victims are employed in plantations that keep more northerly regions supplied with exotic crops and luxury goods. Many kings of the north sometime speak loudly of sending crusading missionaries to stop the making of Zombi Servants. It is obvious, however, that those same kings have no true desire to stop a practice they profit so handsomely from.

Combat: Zombi Servants attack with weapons, but only if they have been instructed to do so. Their ability in combat depends wholly upon their purpose. Zombi Servants instructed as soldiers will be able to call upon any techniques and tactics they have been programmed to use. Those Zombi Servants used as agricultural laborers will simply swing farm tools. Zombie Servants cannot make new or independent plans, however, so clever opponents can sometimes find a tricky way to escape them.

Awakening A Zombi Servant: Should a Zombi Servant ever be stimulated by tasting salt, spices, or other strongly-flavored food, it will regain both its former intellect and the ability to speak. Aware of its unnatural state, the awakened Zombi Servant will usually hurry to rebury itself in its grave, ignoring all further instructions from its former master. Sometimes, however, the freed Zombi Servant will try to resume its former life. Some tales even suggest that if the Zombi Servant had possessed a strong spirit while alive, it may decide to take vengeance upon the sorcerer who created it. In such a case, the Zombi will rush to physically attack the necromancer, or find the bottle that contains its soul. If released, the once-imprisoned soul becomes an uncontrollable Wraith immune to magic, and set upon destroying the sorcerer. If successful in its vengeance, the Wraith will rejoin its former body, and the now resurrected person will resume their former abilities.

Adventure Seed:

Local planters are concerned because their crops are always beat to market by the high-quality produce of an isolated plantation in the mountains. The adventurers are paid to discover how such a remote place could possibly be producing so many labor-intensive crops , and transporting them so quickly. The truth is that the owner of the mountain plantation is a powerful sorcerer, and his workers are tireless Zombi Servants who can work all day and all night. The adventurers will have to fight through the Zombi Guards, confront the necromancer, and free the enslaved souls of his workers.

An Overview of the Cosmic Archons

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For those who wish to include a measure of conspiracy in their Campaign’s reality, I present the Cosmic Archons. They incorporate ancient Gnostic, medieval Neoplatonic, and modern UFO lore into a multifaceted class of spirits that are equally likely to be adversaries or benefactors to the Player Characters. Campaign can get very weird indeed once the players get a peek at the secret machinery of destiny!

An Overview of the Cosmic Archons

Some believe that man’s fate is determined by the movement of the celestial bodies, and that events in the sublunary world happen in harmonious accord with the planets and stars. It is also said that each man has a fixed destiny, and that his life is simply the unfolding of his appointed fate. Those few who have discovered the secret machinations of the Cosmic Archons, however, believe that the truth is not so simple.

The Archons are the self-appointed agents of fate, wholly obsessed with ensuring that prophecies come to pass, and that all events throughout Creation occur in perfect accord and harmony with an unalterable plan. It is the Archons who enforce the connection between the movement of celestial bodies and occurrence in the mundane world. The Archons manipulate the minds and fortunes of men, sometime causing wars, and sometimes creating peace. Some Archons seem to reveal cosmic truths, while other toil to destroy and conceal that same knowledge. At all times, however, the Archons are actually engaged in schemes of nearly infinite intricacy. What mortals call destiny is actually the work of the Archons, tirelessly imposing their vision of perfect order upon Creation. Thus, while Archons are perfectly Lawful, they are utterly neutral with regard to Good and Evil.

There are seven types of Archons which are collectively known as Planetary Archons, because each is associated directly with one of the seven Celestial Planetary Spheres. These Planetary Archons attempt to control the fortunes of people who are destined for greatness, as well as determine the collective fates of large groups of people. Additionally, there is an eighth variety of Archons, called Body Archons. The Body Archons are in fact the most common types, attending to the fates of ordinary people, and silencing those who might expose and hinder the Archon’s schemes.

The seven classes of Planetary Archons are:

The Silver (or Gray) Archons who inhabit the First Planetary (or Lunar) Sphere, and are concerned with reproduction, travel, animals, and the sea.

The Brazen (or Prismatic) Archons who inhabit the Second Planetary Sphere, and are concerned with knowledge, business, and criminality.

The Copper (or Green) Archons who inhabit the Third Planetary Sphere, and are concerned with love, art, and feminine matters.

The Golden Archons who inhabit the Fourth Planetary (or Solar) Sphere, and are concerned with healing, health, growth, and the fate of great heroes.

The Iron (or Red) Archons who inhabit the Fifth Planetary Sphere, and are concerned with war and other typically masculine pursuits.

The Tin (or Purple) Archons who inhabit the Sixth Planetary Sphere, and are concerned with the weather, the fate of nations, great rulers, religion, and merriment.

The Leaden (or Indigo) Archons who inhabit the Seventh Planetary Sphere, and are concerned with death, time, the stability of institutions, and the physical properties of matter itself.

In the course of their work, Archons frequently impersonate mortals, other spirits, and even figures of divine status. They are able to perfectly imitate the voices of any other thing in Creation, although they can sometime be unmasked by their awkward and inappropriate behavior. When in mortal form, Archons are fond of claiming to be “from the government”, unless they are impersonating a trusted family member or lover. When Archons impersonate gods, or other spirits, they do so either to manipulate mortals into some course of action, or to directly undermine the power of a cult or religions that threatens to alter the Archon’s inviolate plan of destiny.

The Archons claim to be the first beings to exist, and that their ruler, the Demiurge, is the Creator himself. Naturally, they regard their work not as imposing an alien order, but purging the last traces of Chaos from Creation. The Angels, Devils, and Fairy Folk are all regarded by the Archons as actually being former Archons, duped and corrupted by the Demons. According the the Archons, the Demons themselves are nothing but the stray thoughts of the Demiurge, twisted into a false existence when they contacted Chaos, and infesting the Outer Darkness like vermin. When dealing openly with mortals, Archons sometimes refer to themselves by misleading terms such as “The Cosmic Federation”or “The Planetary Command”.

The Angels claim that the Archons are themselves former Angels who abandoned the cause of good, but did not actually fight against the Lord of Hosts when the Adversary waged his war. The Luminous Devils propose a similar story, but claim that the Archons originally did join in the war, but treacherously betrayed the Devils at a crucial time. Fairy Folk regard the Archons as deluded members of their own species, endlessly following a cosmic plan that was actually intended to be the ultimate joke. No class of spirits has more hatred and contempt for the Archons than the hordes of Demons, however. The Demons regard the Archons as the ultimate enemy, the primary obstacle to the Demons’ desire to return all of Creation to formless Chaos.

Some sages speculate that the Archons were not originally spirits at all, but rather were once a mortal race that somehow transcended their fleshy bodies. Such outrageous speculations are vehemently denied by the Astrologers who plot the movements of heavenly bodies, and regard the Archons as the actual embodiments of the cosmic forces that shape destiny. Certain religious philosophers called the “Knowing Ones”, who to claim posses special revelations from the Ultimate God, believe that the Archons are indeed the spirits that made Creation, but that they did so in a flawed manner, in defiance of the Ultimate God’s intention of a perfect Universe of light. To the Knowing Ones, opposing the Archons and their schemes is primary to restoring reality to the perfection intended by the Ultimate God. Naturally, the “Knowing Ones” are widely rumored to actually be the thralls of Demons.

Achons have an ambivalent relationship with magic. They are curiously susceptible to magic, lacking the Spell Resistance that is characteristic of other classes of spirits (although they are naturally resistant to elemental damage, and their Mysterious Transports do resist spells). For that reason, and also because magic is frequently used by the Demons and their allies to spread Chaos, Archons generally seek to limit the use of magic to as few practitioners as possible. On the other hand, Archons themselves find magic to be a useful tool, so long a they can control those who wield it. Archons have long been involved in a program of linking magic to the movement of celestial bodies, and eliminating the knowledge of techniques that allow magical effects without such considerations.

Archons seldom make deals with mortals. Like all spirits, they are potentially able to teach the arcane spells that correspond to their own abilities. Archons will only willingly reveal such knowledge to the Astrologers that serve as their human mouthpieces, however. Even then, such a revelation will only occur if the Archons deem it absolutely necessary. Most mortals who try to bargain with the Archons find that there is nothing the Archons want but to enforce the terms of Destiny, and they have no interest even in preserving their own individual existences.

The Demiurge who commands the Archons is said to possess a bizarre form, with the torso of a strong man, but the breasts of a woman, the head of a lion, the wings of an eagle, and legs like serpents. He is described as carrying either a long metal rod, or a whip. The apparent consort of the Demiurge is variously titled Dame Fortune, or Lady Luck. She is said to appear like a human empress clad in dark blue, sometimes holding an imperial orb, and often associated with a large wheel like those used for games of chance. Sages disagree about whether Dame Fortune is the Demiurge’s wife, mother, or even the Demiurge himself in feminine form. All Archons, including the Demiurge himself, believe that the Demiurge is actually the Ultimate God, and cannot be convinced otherwise.

All Archons share the following characteristics:

Extraplaner Type: Archons are native to the Planetary Spheres, and can be affected by magic that targets extra-planer creatures. Attempting to control Archons is extremely dangerous, and Magicians who try should expect to be subject to constant attack from other Archons for the remainder of their existence.

Archonic Signs: Each class of Archons is bound to a secret Password, Gesture, and Hand Grip. Should a mortal ever learn these Tokens, and give them to an Archon of the corresponding class, the affected Archons must regard the mortal as a friend. The effect lasts so long as the Archons are not attacked. In particular, possession of Archonic Signs allows for free movement within the Planetary Spheres. Naturally, the Archons will stop at nothing to destroy mortal knowledge of these Signs. Knowledge of the Archonic Signs is kept by certain secret cults and magical orders, who guard their secrets as zealously as do the Archons themselves.

Future Sense: At the beginning of a combat with Archons, players must declare their first three actions to the CK. This represents the Archons ability to see forward in the time stream, and react to events that have not yet occurred. Archons will always seem to be take exactly the actions needed to counter the PCs initial tactics. Players must follow the first three actions they declare, unless the events of combat make an action impossible. After three rounds, however, the Archons become focused on the present, and lose their sense of the future. Thereafter, combat proceeds as normal.

Alternate Forms: An Archon’s natural form is a glowing, androgynous humanoid with a body that appears to be made of living metal. Unless they employ magic such as True Seeing, however, creatures who encounter an Archon will never perceive it’s true form. Instead, the Archon will appear in one of its Alternate Forms. Each type of Archon has several different Alternate Forms, ranging from forms that resemble animal-headed humanoids, to those of actual Angels and Devils. For reasons unknown, the Alternate Forms of Archons tend to to have unusually large eyes.

Mysterious Transport: All Archons are able to create strange vehicles to transport themselves, which seem to appear suddenly from nowhere. The transports of the seven classes of Planetary Archons resemble malleable globes of a material that resembles solid light and liquid metal. These globes are also often turned into lenticular disks, or cigar-like shapes, and are capable of both aerial and submarine movement. Those people who have seen the Mysterious Transports of the Planetary Archons often refer to them as “Wheels of Light”. The transports created by the Body Archons, on the other hand, take the shapes of black carriages and equally dark horses. While the transports of Body Archons do not appear to be capable of flight, such Archons often ride inside the transports of the other types.

Those inside an Archon’s Mysterious transport enjoy protection equal to a Resilient Sphere and a Minor Globe of Invulnerability.

Hypnotic Flash: All Archons are able to project flashes of hypnotic light. Often, Archons appear to carry rods tipped with glowing gems which produce the light. Other times, the light may appear to shine from the Archon’s eyes, a mechanical device, or even the Archon’s Mysterious Transport.

Erase Memories: A being who has been affected by an Archon’s Hypnotic Flash may also suffer memory loss, as the Archon’s option. Generally, an Archon is able to erase as many hours of memory as it has Hit Dice, including a victim’s memory of ever having met the Archon at all.

Disrupt Device: All Archons are able to stop items of a mechanical or technological nature from functioning within 20 feet of their body. The power extends to all magical items of a mechanical or technological nature, such as Brazen Heads, as well as weapons such as crossbows and guns. There is no saving throw against this effect.

Magic Weapons to Hit: The material forms of Archons can only be damaged by means of magic spells, or enchanted weapons. Unlike some other kinds of spirits, there is no mundane material that allows ordinary beings to damage Archons without the use of some kind of magic.

Darkvision: Angels can see perfectly regardless of illumination.

Spell-like Abilities: All Archons can use the following spell-like abilities at will, but no more than one at a time: Hold Person, Major Creation, Major Image, Teleport Without Error. Once per day an Archon can use Time Stop. All Archons can become Ethereal, and travel the Astral Plane.

Summoning: Each type of Archon is able to Summon other Archons to come to their aid. Like all Summoned beings, Summoned Archons cannot themselves Summon others until after they have first returned to the Planetary Spheres

Archonic Immunities: Archons are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Resistant To Bludgeoning and Elemental Damage: Archons take only half damage from bludgeoning attacks, or elemental attacks (fire, cold, electricity, wind, or acid).

The Zoomorphic Revenant

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Instances of human souls returned to the world in animal bodies are widespread in folklore, particularly in Gaelic stories.

ZOOMORPHIC REVENANT
The restless spirit of a dead person, returned in animal form

NO. ENCOUNTERED: 1 (Rarely 1-6)
SIZE: As Animal Form
HD: As Animal Form
MOVE: As Animal Form
AC: As Animal Form
ATTACKS: As Animal Form
SPECIAL: As Animal Form, plus Undead Immunities, Speak, Persistent Return, Release
SAVES: P
INT: Average
ALIGNMENT: Any
TYPE: Undead (Extraordinary)
TREASURE: Equal To HD
XP: As Animal Form, + 50% of Base Award

In certain rare circumstances, souls who are unable to experience the peace of death return in the bodies of animals. Bound to the mundane world by some overwhelming desire, such Zoomorphic Revenants often take forms symbolic of their obsessions. Savage bandits sometimes return as wolves, while a glutton may be trapped in the form of a hog, and a loyal guardsman might come back as dog. Some tales even claim that if an animal feeds upon the body of a person who has not been buried in consecrated ground, the soul may be absorbed into the body of the beast. A third possible way that a Zoomorphic Revenant might be created is through the magic of the Reincarnate spell.

A Zoomorphic Revenant is a fully corporeal being, with most of the same abilities and characteristic of a normal animal. It is an Undead creature, however, possessed of human intelligence and the power of speech. It’s human soul retains all the memories of its previous life. A Zoomorphic Revenant can easily be mistaken for a Demoniac Beast, but a Zoomorphic Revenant never suffers from the horrible bodily distortions typical of the demonically possessed. Nonetheless, its form may display some physical characteristic suggestive of its previous body.

It is possible for a Zoomorphic Revenants to manifest as a collective swarm of flies, rats, or other such vermin, rather than as a single animal.

Combat: Zoomorphic Revenants have the same attacks as their animal forms. Of course, their human intelligence makes them far more dangerous opponents than any ordinary beast. Furthermore, Zoomorphic Revenants are fully aware that they can not be permanently destroyed through violence, although normal weapons appear to harm the flesh of their bodies. Therefore, a Zoomorphic Revenenant will never retreat, unless faced with a holy man or magician who seems powerful enough to undo them.

Speak: Whatever the present shape of a Zoomorphic Revenant, the creature can speak in the voice it possessed in its previous human life.

Persistent Return: A Zoomorphic Revenant’s animal body can apparently be killed, but the creature will simply reform and return at full strength the next night. Likewise, while a Zoomorphic Revenant does not regenerate during combat, any damage done to it’s physical body will be completely healed every nightfall. Zoomorphic Revenants who are Polymorphed, Shapechanged, or otherwise magically transformed will simply be returned to their animal forms upon the next sunset. There are only a few ways to stop this Persistent Return:

  • A “Destroy” result on a Turning Attempt.
  • A Resurrection, True Resurrection, Limited Wish, Wish, Alter Reality, or Distort Reality spell.
  • Performing a specific action which releases the restless soul.

Release: The Release of a Zoomorphic Revenant is an action that, if ever performed, will actually cause its demise. Typical Releases may be proper burial of the Revenant’s human corpse, the delivery of a lost love letter, or the avenging of a murder. Some very evil Zoomorphic Revenants are only satisfied by the commission of a pointless atrocity, however. Many Zoomorphic Revenants will try to make their Releases known, so they can be at peace. Some grow to enjoy their animal existence, and will try to hide their Releases.

Adventure Seeds:
A Knight is amazed at the fine warhorse that he has recently acquired – braver, more devoted, and far more intelligent than should be possible. Only after a month of perfect service does the horse shock the Knight by announcing that he is actually the Revenant of a stable boy who always dreamed of being a Knight himself. If the Knight ever performs the Accolade upon his new horse, then the soul of the stable boy will be released to final rest. The boy will only be satisfied by obtaining Knighthood if it is legitimately earned through true bravery in battle, so he will suggest a number of adventures so he can prove himself.

The Deluded Revenant – Some Folks Are Too Stupid To Die!

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Inspired by old African-American folktales, the Deluded Revenant will add a touch of dark comedy to your Campaign. It’s definitely a monster best played for (disgusting) laughs.

DELUDED REVENANT
A walking corpse that refuses to believe it is dead.

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 1 (d20)
MOVE: 20′
AC: 8
ATTACKS: 1 Weapon (by weapon type – 1)
SPECIAL: -1 To-Hit and Damage, Undead Immunities, Putrescent, Collapse, Immune To Turning
SAVES: M+P
INT: Inferior – Average
ALIGNMENT: Neutral
TYPE: Undead (cannot be turned)
TREASURE: 1
XP: 15+1

Some people, through utter imbecility, a shocking lack of common sense, or sheer orneriness, may not accept the fact of their own death. Shambling along in their rotting bodies, they insist upon being treated as if they were still alive. Such Deluded Revenants will keep on going until their flesh falls from their bones, in the meantime making life a living hell for those subjected to their foolish antics.

Any time a person with an Intelligence, Wisdom, or Charisma score of less than 6 dies, the dumb, dense or stubborn soul may refuse to leave their rotting body. Those few mortals who achieved the rare trifecta of being simultaneously stupid, imperceptive, and obnoxiously intractable, may even be considered so undesirable by the spiritual powers that their souls are denied a place in the realms of the afterlife!

There are four accepted ways of ridding oneself of a Deluded Revenant. The first is to wait until the thing’s muscles and tendons fall apart, which generally takes about a month (but may take longer during the winter). Those who lose patience with having a corpse hanging around may try to hack the thing apart and bury the pieces. The third way to rid oneself of the monster is to try to convince it that it is dead, and should go to its grave. The fourth way is the most clever, since it involves tricking the Revenant into performing a strenuous activity that will cause its rotting body to collapse.

Combat: The putrefaction of a Deluded Revenant is not arrested in any way. Their liquifying muscles therefore make them weak melee opponents, and unable to adequately dodge blows. Since they believe themselves to be alive, they will generally only attack if someone attacks them first. They will try to use any weapons they were proficient with in life, but make all attacks at a -1. The Deluded Revenant’s oddly high Hit Die type reflects the fact that it will not stop moving until it is has been completely dismembered (and may even try to keep going after that!) Of course, the stress of combat will probably make the Deluded Revenant begin to fall apart on its own…

Putrescent: Deluded Revenants who have been dead longer than a week emit extremely foul smelling gases. Anyone who engages one in melee must save versus Constitution of be affected as by a Stinking Cloud.

Collapse: A Deluded Revenant who engages in vigorous action (such as melee, dancing, or farm labor) must save versus Constitution each round or suffer 1d6 points of damage. Many Stubborn Revenants are too stupid to stop performing the damaging activity, even after they start losing hands and legs.

Immune To Turning: Deluded Revenants have such faith that they are still alive that they cannot be turned by Clerics.

Adventure Seed:
During a sudden and violent storm, the adventurers are forced to take shelter at the only inn on a lonely road. Strangely, as they enter, other folks are actually running out! The characters soon find out why – the innkeeper’s dead wife refuses to go to her grave, but is in the common room haranguing her poor husband as persistently as she did in life! The Innkeeper promises the party that they can stay and eat for free, if only they would take care of his problem.

Antipodeans: The Upside-Down People

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Inspired by one of the more bizarre speculations of medieval natural philosophy, the Antipodeans are a great way to change a ordinary encounters with NPCs into a head-scratching WTF moment for your players!

ANTIPODEANS
Strange people who are perpetually upside-down.

NO. ENCOUNTERED: 1-12
SIZE: Medium
HD: 1 (d6) (or by Character Class and Level)
MOVE: 30′ (as per Encumbrance)
AC: 10 (or by Armor Type)
ATTACKS: 1 Weapon (plus applicable Strength bonus)
SPECIAL: Reversed Personal Gravity
SAVES: By Character Class
INT: Average (as per Human)
ALIGNMENT: Any
TYPE: Humanoid
TREASURE: As per Level
XP: Special

Sages speculate that there is another realm on the opposite side of the mundane world. Known as the Antipodes, it is said to be a place where everything is upside-down, relative to the gravity of ordinary experience. The existence of such a bizarre place would account for the strange reports of people who walk on ceilings, and look up to see down!

Antipodeans are seem to be ordinary humans in most respects. Their personal gravity is reversed, however. Up is down to them. Their hair falls upwards, and their clothing likewise hangs up. Likewise, all their personal equipment seems to obey this same gravity. An Antipodean who drops his hat will have it fall upwards, relative to an ordinary person’s point-of-view. An Antipodean who jumps down from above with fall back up at the end of their arc of movement.

Naturally, Antipodeans are most frequently encountered indoors, especially underground. An Antipodean who enters an open space in the mundane world will fall up and off the Earth. Some sages speculate that such unfortunately Antipodeans will eventually land back in the Antipodes, but such an idea requires consideration of the most outrageous kind of speculative geometry.

It is said that anyone who travels deep enough into the dark Underworld will eventually cross over into the Antipodes. Such hapless explorers from the mundane world will then find themselves in a situation identical to that of Antipodean visitors!

The Antipodean adventurer NPCs typically encountered can have any character class open to normal Humans. However, the average Antipodean does not actually posses a character class, just like ordinary humans. Usually, though, only exceptional Antipodeans will brave the strange (to them) terrors of the mundane world.

Antipodean society is said to be also upside-down, relative to that of ordinary humans. Wealthy people are despised. Woman and children usually have higher social status than adult men. Corruption and vice are socially expected, but virtue actually flourishes in secret. The Antipodeans are even said to be worshiped by their gods!

Antipodeans attack each other as a way of saying “Hello”, behaving “normally” once (un)friendly relations have been established. If the Antipodeans are actually friendly to the adventurers, they will thus seem to initially act hostile. If, however, they are actually hostile, they will praise their opponents, and perhaps give a gift. In Antipodean culture, the only way to wipe away the shame of being given a gift is to give an even more valuable (and thus more insulting) gift.

If an Antipodean and an ordinary human were somehow to mate, any child produced would share the personal gravity of the mother. So, a child born to an Antipodean mother and normal father is an Antipodean, and the child of a ordinary woman and an Antipodean man is an ordinary human. Would- be suitors of Antipodeans are advised by ancient stories that the accepted way to woo one is with vile insults and theft.

Combat: Antipodeans fight in the same manner as ordinary humans, and with the same kind of weapons. Their reversed personal gravity can make missile weapons used by Antipodeans behave in strange and unexpected ways.

Reversed Personal Gravity: Antipodeans, and everything they take with them from their home in the Antipodes, always function as if normal gravity was reversed. From their point of view, it is shocking to see mundane humans walking “downside-up”. Any items taken from an Antipodean will always retain the same reversed gravity, seeming to be weightless, and falling upwards if they are not held down. Arrows shot by Antipodeans will arc downwards, and eventually fall up. Even Antipodean foodstuffs and drinks have this quality, making it nearly impossible for ordinary humans to consume them. Items from the mundane world taken by Antipodeans likewise retain their original gravity, falling down (not up) if the Antipodeans let go of them.

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