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Alt BFRPG Class – Stave

(Folks really seem to like Stav. Over on Dragonsfoot, a poster asked me to put together a BFRPG version of the minimalist stave class. This is based on an actual Norse martial art and philosophical system, which uses runes and Norse Mythology in its teaching. Check out Stav International for more details.)

Staves are martial artists – a kind of Norse ‘monk’. Staves regard the quarterstaff as a symbol of Yggdrasil, the World Tree. They train their bodies to be both a tool and a weapon, like the quarterstaffs they revere.

As students, young staves begin with ritualized stances resembling the sixteen runes of the Younger Futhark. Once mastery of the rune stances has been achieved, the student progresses to staff exercises. Stav is intended to be a flexible set of principles instead of techniques, focusing on finding the lines of attack and defense in any combat situation and exploiting them to the student’s benefit.

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Basic Fantasy Roleplaying

Back in 2009, I started out Dwarven Glory as a Castles & Crusades campaign. Later on (in 2010), the Basic Fantasy Roleplaying Game (BFRPG) became my preferred flavour of old-school gaming. (This was before I got on my current minimalist RPG kick.)

While I was in my BFRPG phase, I actually wrote a bunch of house rules for dwarven characters. They’ve been sitting in ‘draft’ status on this gameblog since mid-2010, and given the recent attention the site is getting (due to the Diggy Diggy Hole association), I’ve decided to publish these posts. I don’t want to detract from my current minimalist rules, however, so I’ve back-posted them to the original dates they were drafted.

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Dwarven Smith Progression

Level XP Hit Dice BAB Save
1 0 1d6 +0 15
2 2,000 2d6 +0 14
3 4,000 3d6 +0 14
4 8,000 4d6 +0 13
5 16,000 5d6 +0 13
6 32,000 6d6 +0 12
7 64,000 7d6 +0 12
8 120,000 8d6 +0 11
9 240,000 9d6 +0 11


Game Rule Information

Prime Requisite: A dwarven smith’s prime requisite is Wisdom. A character must have a WIS score of 9 or higher to become a smith and an INT score of 9+ to cast runes.

Alignment: Smiths may be of any alignment, but are typically Lawful or Neutral.

Hit Dice: Dwarven smiths receive 5 starting hp (plus dwarven racial bonus and CON modifier, if any). A smith gains 1d6 hit points + CON mod per class level.

Combat Ability: A smith has a poor Base Attack Bonus progression (but see Smith Bonus, below). Dwarven smiths are proficient with all melee or thrown weapons of same size category or less; and with light armour, medium armour, and shields (except tower shields).

Saving Throws: Dwarven smiths have fair saving throws, and gain +1 on saves vs. petrification or paralysis.

Special Abilities

Craft Items: Given the proper tools and resources, a dwarven smith may craft armour, weapons, and other items. Starting at 1st level, a smith may also construct mastercraft and dwarfcraft items. A dwarf smith may begin play with one such item (created by his own hands) for free.

As a smith gains levels, he is also able to craft magic items. Power runes, for example, can be created at 2nd level; requiring 100 gp, 50 XP, and one day of time. Other magic items can be crafted as the smith gains experience.

Smith Bonus: A dwarven smith receives a +1 bonus on attack rolls when wielding traditional dwarf weapons (axes, hammers, and picks) that he himself has crafted and is proficient with. Likewise, a smith receives a +1 bonus to AC when wearing metal armour (not shields) that he crafted and is proficient with.

Runecasting: Starting at 2nd level, a dwarven smith can cast spells using runestones. The caster level and number of spells available to a character are determined by level, as shown below. The smith cannot prepare or cast runes when wearing medium or heavy armour or when wielding a shield.

 


Runecasting

Smith
Level
1 2 3 4
1
2 1
3 2
4 2 1
5 3 2
6 3 2 1
7 3 3 2
8 3 3 2 1
9 3 3 3 2


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The following list of rune spells is used by all casters in the BFRPG rules for Dwarven Glory (Runecasters, Smiths, and Skalds).

(Note that I never actually finished this list; I would intend to revise it before actually using the rune spells in play.)


1st Level Rune Spells

1. Armour Enhancement 1 Imbue armour or shield with +1 enhancement for 1 turn.
2. Good Fortune Subject gains +2 on next saving throw.
3. Identify Determines properties of a magic item.
4. Mending Makes minor repairs on an object.
5. Protection from Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
6. Purify Food and Drink Purifies 1 cu. ft./level of food or drink.
7. Remove Fear Suppresses fear or gives +4 on saves against fear for 1 subject +1 per 4 levels.
8. Resist Cold Immune to natural cold; +3 on saves and half damage from magical cold.


2nd Level Rune Spells

1. Aura of Silence Negates sound in 15-ft. radius.
2. Bless Allies gain +1 on attack rolls, morale checks, and saves against fear.
3. Daylight 60-ft. radius of bright light (equivalent to sunlight).
4. Hammer of Law Magic warhammer attacks on its own; acts as a +1 weapon per 3 levels (max +5).
5. Hold Person Paralyzes up to three humanoids for 4 rounds +1/level.
6. Resist Fire Immune to natural heat; +3 on saves and half damage from fire.
7. Shield of Faith Aura grants +2 bonus to AC, +1 per 6 levels (max +5).
8. Zone of Truth Subjects within range cannot lie.


3rd Level Rune Spells

1. Cure Serious Wounds Cures 3d8 damage +1/level (max +15).
2. Life Ward Protects recipient from energy drain and similar effects.
3. Locate Object Senses direction toward object (specific or type).
4. Magic Vestment Armour or shield gains +1 enhancement per four levels (max +5).
5. Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
6. Remove Curse Frees object or person from curse.
7. Speak With Dead Corpse answers one question/two levels.
8. Striking Weapon strikes for an additional 1d6 damage.


4th Level Rune Spells

1. Aura of Protection As Protection from Evil, but 10-ft. radius and 1 turn/level.
2. Cure Blindness/Deafness Restores a subject’s sight or hearing.
3. Cure Disease Cures all diseases affecting subject.
4. Discern Lies Reveals deliberate falsehoods.
5. Dismissal Forces an outsider to return to native plane.
6. Dispel Magic Cancels spells and magical effects.
7. Magic Weapon Weapon gains +1 enhancement per four levels (max +5).
8. Restoration Restores level and ability score drains.


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Skald Progression

Level XP Hit Dice BAB Save
1 0 1d6 +0 14
2 1,750 2d6 +0 13
3 3,500 3d6 +1 13
4 7,000 4d6 +1 12
5 14,000 5d6 +1 12
6 28,000 6d6 +2 11
7 56,000 7d6 +2 11
8 100,000 8d6 +2 10
9 200,000 9d6 +3 10


Game Rule Information

Prime Requisite: A skald’s prime requisite is Charisma. A character must have a CHA score of 12 or higher to become a skald and an INT score of 9+ to cast runes.

Alignment: A skald may be of any alignment.

Hit Dice: Skalds receive 5 starting hp (plus dwarven racial bonus and CON modifier, if any). A skald gains 1d6 hit points + CON mod per class level.

Combat Ability: A skald has a fair Base Attack Bonus progression. Skalds are proficient with with all weapons of the same size category or less (melee and ranged); and with light armour, medium armour, and shields (except tower shields).

Saving Throws: Skalds have overall superior saves due to the Norns’ favour.

Special Abilities

Class Skills: Skalds may perform a number of class skills. A starting character begins with a 1 in 6 chance of successfully performing any given class skill.

As the skald gains experience, he may distribute a number of ‘discretionary training’ points to specify areas of individual expertise. At each level from 2nd to 9th, a skald gains 1 discretionary training point per level.

Regardless of the number of training points applied, no skill may exceed a 5 in 6 chance of success. A ‘default’ skill array is provided below for guidance (in terms of x in 6 chance).

 – Influence Reactions: Using this skill, a skald can improve (or worsen) an NPC’s reaction. The target(s) must be able to see, hear, and understand the skald. This skill requires 1 full round to initiate and cannot be attempted once combat has begun.

 – Legend Lore: This is the chance of the skald knowing something about a legendary person, place, or thing; or of knowing what a particular magic item is. The amount of information provided is at the discretion of the referee.

 – Decipher Script: The skald’s skill with languages allows him to decipher and interpret foreign and secret writings. On a successful skill check, the skald can decipher non-magical writing in an unfamiliar language, a passage written in an incomplete or archaic form, or a message written in code.

Cantrips: A skald can create minor magical effects known as cantrips. The base number of cantrips usable per day is indicated below as ‘0-lvl’ runes. (Unlike runecasters, skalds do not add any modifiers to this value.) The skald cannot use cantrips when wearing medium or heavy armour or when wielding a shield.

Runecasting: Starting at 2nd level, a skald can cast spells using runestones. The caster level and number of spells available to a character are determined by level, as shown below. The skald cannot prepare or cast runes when wearing medium or heavy armour or when wielding a shield.

 


Class Skills

Skald Level
 1   2   3   4   5   6   7   8   9 
Influence Reactions 1 1 2 2 2 3 3 3 4
Legend Lore 1 2 2 2 3 3 3 4 4
Decipher Script 1 1 1 2 2 2 3 3 3

 

Runecasting

Skald
Level
0 1 2 3
1 1
2 2 1
3 3 2
4 3 3
5 3 3 1
6 3 3 2
7 3 3 3
8 3 3 3 1
9 3 3 3 2


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