Meet the Witch

A class! This is another draft of one I’ve done before, except I cleaned up the layout a lot. This art is by Alphonse Mucha–the previous picture by neev is going elsewhere in the zine now.

click me i get bigger

You can get a pdf of the witch class here.

And yeah, I’m thinking that San Serafín is going to get some sort of print release. I’ve finally figured out the look of it, I think.

righteous punching for justice

Early edition monks manage to be both incredibly boring and hideously complicated. Later editions are just kind of enhh. I want something 1. simple 2. wuxia-ish 3. appropriate in terms of power level for old school D&D. Here’s a try.

Monk, a class for old school D&D

HP, XP, Attack Bonus, and Saving Throws as cleric. In LotFP, monks receive the non-fighter attack bonus, but only suffer a -2 penalty to attack rolls or AC when they Press or Parry. They also learn two Techniques of their choice and invention (and Referee’s approval) every level.

Techniques allows monks to recreate the effects of a particular weapon or armor their bare hands. A monk who has mastered the Hundredweight Hand (Battleaxe) technique can chop lumber, bash through doors, and deal battleaxe damage just with the edges of their hands.

Techniques bring all the advantages and disadvantages of the weapon or armor, so if it mimics a two-handed weapon, a technique requires two free hands. If a technique mimics plate armor, the monk must move as slowly as if they were in heavy armor to maintain the effect. Also, armor-based techniques require the monk to limber up for as long as it would take to don armor of the same AC.

All techniques must be be justifiable fictionally. A monk with the Heron Fist (Spear) technique could use it to probe for traps (as someone with an actual spear might) and claim to avoid the pitfall or whatever by virtue of the technique’s speed. But they couldn’t use it to hook the guard’s keys off her belt from far away. 

Oh, and players get to make up names for their techniques.

I’d suggest being generous for techniques that are odd/interesting/useful in non-obvious ways and conservative with techniques that are very powerful and direct (e.g. a technique based on heavy artillery). Here are a few weirder possibilities for starters:

  • Heavenly Kick (javelin): The monk can jump as far as they can throw a javelin, dealing damage to whatever they kick/land on.
  • Pure Flame Technique (torch): The monk’s punch deals d6 fire damage and ignites anything flammable
  • Bone Cage Technique (net): struck enemy counts as heavily encumbered until they take an action to steady themselves.
  • Armor Peeler (gun): Ignores AC bonus from armor. Only usable in melee range.
  • Blessed Palm (holy water): counts as holy water for damage (so it deals 0 damage against regular creatures and harm undead). Only usable in melee range.  
  • Cursed Fist (magic weapon): Counts as a magic weapon for purposes of damage immunity and reduction.
  • Empty Hand Shield (shield): +1 AC as long as the monk keeps one hand free

So ideally you have an unarmed and unarmored warrior encouraged to use a combination of lateral thinking and direct confrontation in their fights, with enough weird talents that they can be of use in that crazy heist the party has just planned.

heaven help us

I figure it’s about time to hammer this old nonsense into something I can actually playtest. For this iteration, I wanted to make the religion-building aspects a little more baked in. Anyway, if you play in any of my games, you are free to choose this class (unless somebody else is already playing it. Running two of these at once is probably pretty dicey).
 
Shrine, a class for old school D&D-alikes
by sydney sime

You are an intangible, invisible spiritual presence, unable to interact with the physical world except through your shrine and those who worship it. You can speak with anyone in earshot of your shrine, and you can see anything in line of sight. If your shrine is destroyed, you lose your only connection with the real world until someone decides to build a new one for you.

The Cult
Worshipers are a mercenary lot, so inducting someone into your cult requires you to hire pay them like any other retainer (LotFP has good procedures for this). Once you’ve indoctrinated/bribed someone into your religion, you perceive everything they sense. You can also speak directly to your retainers, as well as anyone in line of site of them.

If you wish, you can possess one of your retainers. When you do so, you control them directly and use your abilities and attributes in place of theirs, including HP (so rolling Strength during character creation wasn’t a waste). However, if you are reduced to 0 HP while possessing a character, you both die. Extricating yourself from a retainer’s body takes a number of turns equal to your level and causes them to make a Loyalty/Morale check as soon as you’ve left them.

by harry clarke

Starting at level 3, you can acquire a Saint, who functions as a henchman in LotFP (they are a classed character two levels behind you, and get half of your treasure). Saints never check Morale, and all followers in their presence get a +1 to Morale.

Miracles
In a typical D&D system, you cast spells just like a cleric. If your DM is cool and has Wonders and Wickedness, you cast spells as a specialist sorcerer. Your school of magic and flavor of Maleficence determines your portfolio as a minor divinity. You don’t need to prepare spells–you can expend a spell slot to cast any spell you know

Casting a spell does not require any of your retainers to take an action–it’s your divine intervention, after all. However, you must use one of your retainers as the origin point for any spell you cast so if a spell has a range of 100 ft, your target must be in 100 ft of your shrine or one of your followers). Furthermore, your might probably have some funny ideas about what participation in a cult entitles them to and get mad when you ignore their invocations (when a retainer calls on your power and you don’t provide a miracle, they make a Morale check). 

You can’t learn new spells through research or transcription. Instead, whenever your followers burn a scroll or spellbook in your name, you learn all spells inscribed therein. If your followers sacrifice a wizard to you, you can choose to learn a single spell he or she had memorized.

Apostasy
If a hireling fails a Morale check, you can’t perceive with their senses, possess them, or use them as the origin for spell/miracles. However, if you manage to reconvert/rehire them, they get a permanent and cumulative +1 bonus to Morale/Loyalty.
Grow in Power
You don’t get experience just by collecting money. Instead, you get 1 xp for every gold piece spent improving your shrine. You also gain xp for building additional shrines. Establishing a shrine costs 2,000 gp. You can acquire worshipers in any town you have a shrine.

In addition to your HP, saving throw, and spell progression, you must issue an edict each time you gain an even level. An edict is a behavioral restriction that all of your followers must carry out. This might make adventuring life more difficult for them, but each gives all followers a permanent +1 bonus to Morale.

Other Stuff
LotFP has a bunch of kinds of retainers, but weirdly doesn’t include easy options for hiring mercenaries singly or day by day. I’ll say godlings (and only godlings) can hire cultists (who function as 0th level fighters, elves, halfings, or dwarves, to be randomly determined) for 10 sp a day + 10% cut of the treasure. Otherwise it’s linkboy’s and butlers.

An angry employer/divinity can compel a retainer or follower to reroll a Morale/Loyalty check through intimidation, threats, or show of force, but this causes a permanent -1 to Morale/Loyalty.    

put a spell on you

What if you didn’t prepare or expend spells and magic was just a bunch of weird tricks that just worked all the time. 

Witch, a class for old school D&D

source unknown. would really like to know who made this.

HP, attack bonus, saving throws, and XP progression as cleric. Equipment restrictions as magic-user.

Witches don’t cast spells. They know minor acts of magic known as arcana. A witch can use any arcanum as much as she wants, though some arcana have situational requirements or material components.

To learn an arcanum, a witch must belong to its School. A witch starts out in a single School of her choice; to be inducted into others, she must find a member and induce them to let her join. A witch can only belong to a number of Schools equal to 1/3 her level, rounded up. Witches do not learn arcana as they level up; they must learn them from books, research, or tutors.

A level 1 witch is a member of a single School and knows 1d3 arcana from it.

School of Knot Making
 It takes 1 exploration turn to tie a knot. I say “string”, but it can be a rope, cord, cable, whatever, as long as it is flexible– a big chain isn’t going to work.

  1. the Hundredweight Knot: once completed, this knot weighs 10×(1d6+level) pounds. 
  2. the Knot of Knowledge: the knot-tier knows when this knot is undone or the string it is tied from breaks.  
  3. the Ineluctable Knot: anyone restrained by this knot cannot slip free from their bonds. If they are strong enough, they can still break their bindings.
  4. the Adamant Knot: any string that bears this knot can only be severed or destroyed through magic. This does not affect the string’s tensile strength–it can still snap if overburdened. 
  5. the Knot of Fascination: anyone attempting to untie this knot must Save vs Magic. If they succeed, they untie at as normal. If they fail, they will continue to attempt to untie it, unaware to their surroundings, until it is physically taken away from them or something particularly compelling or dangerous seizes their attention.
  6. The League Long Knot: this knot takes an hour. Untying it results in a string twice as long as before.

School of Hexwork

  1. If you form a circle with your forefinger and thumb and blow through it into somebody’s face, they must Save vs Poison or catch a wasting disease. It reduces their maximum HP by 1 point each day and prevents all natural healing.
  2. If you extend your index and middle fingers, they function as a strong and sharp dagger
  3. If you form a circle with your middle finger and thumb, any object dropped inside will vanish until you pull it back out. You can store as many items as you want (that fit through this circle, obviously), but retrieving an item takes a number of exploration turns equal to the number of objects stored.
  4. By shaving your head and burying your hair, you can sterilize all soil and spoil all wells in a quarter mile radius around the burial site until the hair is removed or the curse lifted by magic.
  5. If you burn somebody’s teeth in a fire, they take d12 damage for every tooth burned. Save vs magic for half damage. 
  6. You can swallow fire and keep it in your belly. You can only keep one flame at a time. You can either vomit up the fire to ignite something or spit it at an enemy (10 ft ranged attack) to deal damage. A lantern flame deals d4 damage, a torch flame deals d6, a bonfire deals d12.

School of Maskmaking

from dorohedoro

You can make magic masks from the corpses of creatures you’ve killed personally. Wearing these masks allows you to polymorph into the creature for a number of turns equal to your level, at which point the mask breaks and you resume your natural form. A mask takes up a number of significant items equal to 1+half HD, rounded down, and requires an hour to make.

School of Summoning

    1. You can make spirit traps from the corpses of creatures you’ve killed personally. Once you’ve made the spirit trap, you can summon the creature’s ghost whenever you like. It is immaterial and vanishes back into the afterlife if it leaves your line of sight. Spirits must answer any question you ask them, but only have a 4-in-6 chance of answering honestly (5-on-6 if you have exceptional Charisma).Summoning a spirit takes 1 turn.
    2. You can summon a minor demon in the form of a nine-eyed crow. If you feed it a drop of someone’s blood, it will tell you what they most desire. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world.
    3. You can summon a minor demon in the form of a black, furred serpent. If you feed it a lock of somebody’s hair, it will tell you their most shameful secret. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world
    4. You can summon a demon of middling power to guard you. It adores you, utterly and stupidly, and will attack anyone who threatens you (or seems to threaten you) with suicidal ferocity. It has a number of HD equal to half your level, rounded down (minimum 1), and if it dies it cannot be summoned again for a number of days equal to its HD. Summoning and dismissing it takes 1 exploration turn.

    School of Dancing
    Magic dances are exhausting. For every turn you spend dancing, make a Constitution check. If you fail, take 1 point of Constitution damage. This damage heals at a rate of 1 point per week.

    1. Dance of Change: When you complete this dance, you may polymorph into a mundane animal with an HD of one or less. The transformation lasts for as long as you danced or until you choose to revert to your true form.
    2. Shatter Dance: Completing this dance breaks every mundane piece of glass within a number of feet equal to 10 times the number of Turns spent dancing.
    3. Dark Dance: Completing this dance extinguishes every torch, lamp, or other light source within a number of feet equal to 10 times the number of Turns spent dancing.
    4. Vorpal Dance: This dance ends by tracing a finger or toe across a flat surface. This creates a cut with a depth in inches equal to twice the number of turns you danced, regardless of material. 
    5. Arson Dance: When you perform this dance indoors, no fire within that structure can be extinguished until you leave or stop dancing. This may work in a limited area (such as a single story or wing) in very large buildings.   
    6. Wind Dance: As per Stormspeech. Lasts until you stop dancing.

      having the time of your life

      Been playing Shantae. Aggressively nostalgic, exceedingly Crayola, surprisingly excellent. Been have interested in playing it since it came out for the Game Boy Color. Anyway, it has me thinking about dancing. Also been thinking about Gus L’s Imperial Cultists. So here’s a prancing bardlike that mashes the two together.

      from Etrian Odyssey


      Dancers

      from black swan

      HP, attack bonus and XP as Cleric. Saves and Equipment as Thief.

      Dancers perform magic dances, which aren’t memorized and forgotten like spells–they can be attempted as often as the dancer wishes.

      Each Dance function like Lamentations of the Flame Princess skill. You start out with a 1-in-6 chance of succeeding on checks pertaining to the relevant dance, but you can increase the odds of success with skill points. At level 1, you start out with 4 skill points to allocate however you wish; every time you level up, you gain 2 more. You can only improve Dances you’ve learned, naturally. A Dance cannot exceed a 5-in-6 chance of success. If all of this is too complicated for you, just use the thief’s Hear Noise skill odds for all known dances.

      Dances always work, but for every turn you perform a Dance, you must make a check with the relevant skill. If you succeed, you continue your performance unfazed; if you fail, you take a level of exhaustion. (There are a lot of ways to do this. In my games, for each level of exhaustion, you suffer a -1 penalty to all attribute, attack, and skill rolls, and move as if you were encumbered by an additional level. If you roll a negative number on a roll while exhausted or reach a movement speed of 0, you fall unconscious for d4 Turns. Eating a ration and resting for a Turn removes one level of exhaustion.) When you are dancing, you move no faster than 30′. If you are struck by an attack while dancing, you must make a Save vs Breath or end the dance.

      from Shantae

      Dances
      You begin play knowing two Mysterious Dances dances. To acquire more, you must find them in your travels. Learning a dance from a tutor takes a week. Learning a dance from written instructions takes a month.

      Mysterious Dances

      • Arson Dance: When you perform this dance indoors, no fire within that structure can be extinguished until you leave or stop dancing. This may work in a limited area (such as a single story or wing) in very large buildings. 
      • Vorpal Dance: This dance ends by tracing a finger or toe across a flat surface. This creates a cut with a depth in inches equal to twice the number of turns you danced, regardless of material. 
      • Murder Dance: For each round you perform this dance, every creature that can see you takes d6 necrotic damage as they slowly crumble to dust; they can Save vs Spell for half damage
      • Scandal Dance: Any creature that sees you perform this dance must Save vs Spells or pay attention to nothing else but you for as long as you continue to dance. This does not change its disposition towards you. 
      • Shatter Dance: Completing this dance breaks every mundane piece of glass within a number of feet equal to 10 times the number of Turns spent dancing.  
      • Dark Dance: Completing this dance extinguishes every torch, lamp, or other light source within a number of feet equal to 10 times the number of Turns spent dancing.

      Forbidden Dances
      Known to no one. Can only be learned from forgotten texts.

      • Bone Dance: animates a number of HD of undead equal to half your level, rounded up. They obey your spoken commands until you stop dancing, at which point they go berserk.
      • Wind Dance: As per Stormspeech. Lasts until you stop dancing. 
      • Dance of Monstrosity: As per Summon. Replace all mention of caster level with number of turns spent dancing.
      • Dance of Change: When you complete this dance, you may polymorph into a mundane animal of your choice with HD equal to or less than half your level. The transformation lasts for as long as you danced or until you choose to revert to your true form. 
      • Immolation Dance: Performing this dance sets you on fire and makes you immune to all heat and flame. Any creature in melee range of you takes d6 damage, and you ignite every flammable thing you pass by. Ceasing to dance ends your immunity to heat, but it doesn’t douse you. 
      • Prominence Dance: For as long as you perform this dance, the Sun shines overhead as if it were noon. Only works outdoors
      • Nocturne Dance: For as long as your perform this dance, the sky darkens and the stars shine as if it were midnight. Only works outdoors.
      from Magi

      So the idea behind all of this is you have multiple pressures on the character, most of which revolve around the overloaded encounter die/Hazard System.

      • Rations encumber you, but let you reduce exhaustion.
      • Exhaustion reduces the amount of stuff you can carry (including rations) and makes you more likely to fail dances, which exhausts you more
      • Dancing takes time, which makes encounters and complications more likely, which might require more dances to resolve.
      • Armor makes it safer to use dances in combat, but leaves you less room for rations and makes you even slower while you dance.

        by the pricking of my thumbs

        Been stuck on Arthur Asa’s Scarlet Hare Coven and now I want witchy druids. So here they are.

        Circle of the Night
        Eschewing the hippy bullshit of the more orthodox druids, members of the Circle of the Night treat nature and its magic as much a matter of study as a matter of religious obligation. They have a generally unsavory reputation, famous for trafficking with malign fey and the darker forces of the natural world.

        Bonus Cantrip
        Starting at 2nd level, you learn one cantrip of your choice from the Wizard list. The attribute for this cantrip is Wisdom.

        Dark Knowledge
        Starting at 2nd level, you can inscribe magical rituals onto your skin. Pick two 1st level spells from any class list that have the ritual tag. You can always cast these spells as rituals, and they do not count against spells you know or have prepared. If you find other ritual spells during your adventures, you can tattoo them onto yourself, though you can only cast it if its spell level is equal to your less than half your Druid level. This process takes 50 gp and 2 hours.You can fit as many rituals as you like onto yourself.

        Unbreakable Vow
        Starting at 6th level, anyone who signs a contract with or swears an oath to you must make a Wisdom save vs your spell save DC in order to break its terms. They only must follow the letter, not the spirit of the agreement. Paradoxical promises are null and void. 

        Witch’s Garden
        Starting at 10th level, you acquire a garden in the form of a 1 acre demiplane. Its exact nature, climate, and contents are a matter between you and your DM. The garden is never more than half a day’s travel away, no matter where you go or where you are. Only you know the way there, though others can follow you (even without your knowledge)

        Maleficence
        Starting at 14th level, you can expend both uses of your Wild Shape ability to turn into an Adult Dragon with the chroma of your choice for 10 minutes. This transformation otherwise follows all Wild Shape rules.

        Love and War

        Having taken a closer look at Swords and Wizardry Complete, I have come to the conclusion that assassins are boring and monks are dumb. This is somewhat inspired by +Arnold K.‘s excellent post on void monks.

        Saint of Honey and Salt
        a class for old school D&D-likes

        HP and XP as Magic-users
        Attack bonus and saves as Clerics

        Also called Las Basiliscas, the Velvet People, Pretty Poisoners, Beauty Monks

        Each major city has a House of Honey and Salt, which acts as the home and headquarters of all Saints in the region. These Houses are temple-brothel-hospitals; few injuries or illnesses are beyond the flesh-crawling curatives of the Saints, though they charge a high price.

        Saints are the enemies of the medusae, the drow, and the Weaver’s Guild. Their cousins are the vampires. They have treaties with the basilisks, dryads, nymphs, succubi, and shadows. Saints make servants of bees and flesh golems.

        Saints have a reputation for espionage, though nobody knows where their interests lie. They’re that good. A nation’s monarch having a Saint in their court is viewed the same way as having a child king or a doddering regent: a sign of instability and bad things to come.

        The dogma of the Saints is Love and their doctrine is Spite. A Saint cannot wield weapons and must avoid inflicting pain wherever possible (This is interpreted liberally. The Saints as an organization make extensive use of poisons, and have no problem telling their underlings to do exceedingly painful things to their enemies). Saints also cannot wear armor, as it conceals their bodies.

        from full metal alchemist

        A Saint is like this:
        You’re always a little flushed, a little feverish, though you never seem to sweat. The whites of your eyes have no blood vessels, you tongue and lips are red; your hair is albino white or the iridescent black of crow feathers or else it shines like the sun on the sea etc etc. You look like the fervid imaginings of a court poet or a Raymond Chandler character or the lover of a hero from antiquity.

        • While you suffer the physical effects of old age like anyone else, you always appear to be in the full flush of youth. 
        • You are thoroughly trained in the arts of dancing, singing, and/or acting. 
        • Your Charisma score increases by 1 every time you gain a level, to a maximum 18. If you wish, you can use your Charisma score in place of your armor class.
        • You can make somebody’s blood weep painlessly out of their skin by touching them, flesh to flesh. A hand’s worth of coverage deals d6 damage (and requires an attack roll in combat, assuming they aren’t completely covered). More area of contact deals more damage, to a maximum of d20. This makes grappling with you very dangerous. Looks sort of like this:
        by Bernypisa, distributed under Creative Commons

        Level 2: Sweet Nothings
        You can cast Suggestion at will by whispering into somebody’s ear for a full round, close enough that they can feel your breath on their face.

        Level 3: Fascination

        You can Charm someone by kissing them. They must be willing or restrained, and they get a saving throw. People Charmed in this way become obsessive, withdrawn, feverish, and Detect as Chaotic and/or Evil.
        Level 4: Fountain of Youth
        During downtime, you can prepare a special bath of animal hormones, plant extracts, and generally weird drugs that

        • cures diseases
        • restores lost limbs
        • removes deformities, like scars, tumors, and dermal fungal colonies

        This bath costs 1,000 gp and works for a single person. You might have trouble finding the ingredients in backwater areas, though you can haul them around if you so choose; they count as 2 significant items. 

        Level 5: Carnation

        You can spend a downtime action to change your appearance. You can’t radically alter your body plan (so you can’t become a quadruped or grow new limbs or change your arms to wings) or mimic a particular person, but you can change your build, posture, sex, pigmentation, and so on. 

        Level 6: Pretty Poison

        If you consume a poison or drug and survive, you become immune to its effects. Furthermore, consuming a poison or drug to which you are immune allows you to preserve it in your body for d6 Turns. Anything that eats you (or at least a significant chunk) isn’t going to be feeling so great after, and your bodily fluids work as a contact poison of the same type, though victims get a +3 to saving throws against it in this form. Saint Malvada defeated the Blue Iron King by spitting into his eye, then getting his pet dragon to eat her arm.

        Level 7:
        You can read someone’s mind as per ESP by staring into their eyes for a full round. They can feel you reading their mind, so usually they must be restrained or otherwise unable to look away. 

        Level 8: All Shall Love Me and Despair
        Once a day, you can issue a Mass Command. (As Command, but afflicts everyone in earshot)

        Level 9: House of Honey and Salt
        You found your own House of Honey and Salt and gain 2d6 disciples.

        Level 10: Only Lovers Left Alive
        Once per day, you can kill someone with fewer HD than you have levels by touching their bare chest with your forefinger. No save.

        christian dior
        from fire emblem awakening

        eat your heart out

        Queen Agorath is an incomprehensible  goddess-behemoth that resides in the hadopelagic void beneath Creation. Nobody remembers how or when she became Queen of Albion, but inquirers into that particular subject have died in sufficiently discomfiting numbers that more or less everyone has stopped trying to figure it out. By all mortal measures, the Queen is quite insane, but despite a few fits of psychotic pique every few centuries, she does a rather passable job of keeping the country running, and her mortal Council can be counted on to attend to the details that might slip her royal mind.

        Queen Agorath is the goddess of black magic and bodily transformation. Her Royal Clerics can only cast the reversed versions of reversible spells. They cannot Turn Undead, but can transform into creatures. 

        When a Royal Cleric eats a beast’s heart and succeeds a saving throw, she gains the ability to transform into that creature once per day for 10×level minutes (a number of Turns equal to her level), gaining all its powers and abilities for that time. The cleric receives a +1 bonus to her saving throw for every ritually significant step she takes while eating the heart; the Queen’s ritual sensibilities tend towards the perversely elegant and darkly sumptuous.

        from tale of tales

        Examples:

        • Eating the heart off of a plate of precious metal
        • Eating the heart while dressed in an luxurious gown
        • Incorporating the heart into exquisite confectionary
        • Being fed the heart by silent and finely-dressed servants

        Eating the heart of a creature with more hit dice than the cleric has levels does nothing. Furthermore, a cleric’s flesh can only remember so many shapes; a Royal Cleric can only learn a number of forms equal to half her level rounded up. Successfully consuming a heart while at this limit requires that she forget one of her existing forms.

        from bloodborne

        Lucifer

        Lucifer is at the bottom of every encounter table in Albion. He is in the streets and in the dungeons, in parlors and tombs and dreams. He is unfathomably evil and incalculably powerful, but not all that difficult to deal with. Lucifer is the architect of human sin and warden of every wicked soul to ever die; the idea of wanton destruction for its own pleasure lost its luster several epochs ago. Ultimately, Lucifer is bored; he is possibly the most bored being in existence. He responds well to the amusing and poorly to the tedious, and will grant a Wish to either if he thinks the results will be interesting enough. When encountered in the field, he will converse and observe, but not intervene; however, he will often agree to officiate or judge contests and wagers.

        Lucifer has stats as a Baalroch/Balrog/Balor and can cast Wish at another’s behest. In normal circumstances, he wears fine white clothes and possesses the wings of a bat. In a fight, he is as large as is convenient, though never bigger than a storm giant, and appears as an armored man bathed in excruciating actinic radiance.

        His incarnation can be destroyed for a time, but killing him in truth, if it is even possible, requires a great deal more than a simple fight. A player whose character makes a deal with Lucifer can henceforth choose Cleric of Lucifer as the class of new characters, even if the original deal-making character died.

        Clerics of Lucifer cannot cast reversed Cleric spells. They can Turn Undead as normal, allowing their patron to reclaim the fugitive souls of  the damned. Their only commandment is Don’t Be Boring.

        how they hunger

        Most D&Dish barbarians don’t do it for me. Insane, screaming rage shouldn’t really be a question of resource management. So here’s an mystic order of heathens going into ecstatic rampages instead.

        Beast Knight
        a class for old school rpgs
        by Tiptoe distributed under Creative Commons

        (also maenads, berserkers, werewolves, bassarids)

        HP: as dwarf
        Saving throws: as dwarf
        Experience: as elf
        Attack bonus: as thief

        Once every few centuries, the sleeping nature gods of Albion awaken and convene a Wild Hunt, running down all they come across. Those they overtake have a choice: join the Hunt and be consigned to an eternity of slumber and slaughter with Albion’s elder deities, or perish. The Beast Knights are an order of warriors founded by a Britonnic hero who escaped the Hunt after joining–a feat performed neither before nor since, not by angels or demons or the greatest of fairies.

        The Beast Knights venerate wild animals: the grace of predators, the desperation of prey, nature red in tooth and claw etc etc. They’ll talk about it at great lengths if you let them. In any case, Beast Knights, upon initiation, take a spirit of the deepest forest into their minds and bodies. Its supernatural strength, rather than strict training, allows them to fight as effectively as any warrior. Beast Knights traditionally wear hoods or masks depicting the face of an animal, such as a wolf, bear, hart, or crow. Some believe these become a part of the knight’s body when they fight.

        by Lulsa Uribe distributed under Creative Commons

        Beast Knights improve their skills as half as fast as a specialist/thief. In LotFP, they start with 2 skill points and gain 1 more every level.

        When a beast knight spends a Turn calling up their spirit, they enter a frenzy. Knights in this state:

        • attack as a fighter. If fighters are entitled to special maneuvers, beast knights cannot use them.
        • must run on all fours, and their speed becomes 1.5 times that of a human
        • deal d8 with unarmed attacks (bite and claw)
        • must make a melee attack every round. If there are no enemies left, they move onto allies or bystanders, though they can still choose who to attack.
        • cannot use any skill or perform any task that requires anything more than base animal cunning

        To come to their senses, a beast knight must roll equal to or under 1+half level on a d6. This takes a full Turn, and if they take damage during that time, they automatically fail. Every time a non-frenzied beast knight takes damage when their current HP is 50% or less than maximum, they must make an identical check to stop themselves from going into a frenzy.

        The wild spirits that possess Beast Knights hate all the works of mankind; if a knight dons metal armor, their spirit will not allow them to frenzy until the next full moon.

        Knights can use their Languages skill to determine if they can speak animal languages (Serpent; Bird; Swine; Mew, the language of cats; etc).