Add in the old New World setting, circa 2010-2014

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THE GNOMISH RECON AGENT ("RECON")
The gnomish recon agent is the jack-of-all-trades of the
gnomish military; their elite shock troops and infiltrators. Gnomish
recon often is left to survive for weeks or months behind enemy
lines, gathering intelligence and charting unknown areas. Their
missions may also include the assassination of enemy leaders; the
ambush and elimination of large or small enemy units in their own
back yard; demolition of structural targets of military value;
disrupting lines of communication and supply behind enemy lines; etc.
The gnomish high command selects only the most fit, the most bright,
and the most technically skilled soldiers for entrance into the
recon program. Gnomish recon agents are easily recognised in any
military camp by their distinctive camouflage uniforms, high tech
weaponry and armor, small unit sizes, general disdain for authority
and conventional infantry troops, and - most of all - the coveted
"RECON" patch on their shoulder. To some, they are "a scruffy crew
of cocky scofflaws"; to others, they are the ideal of military
prowess, the most deadly hunter/killer teams in the known world.
The principal attribute of a gnomish recon agent is intelligence.
To become a gnomish recon agent, the character must first - obviously -
be gnomish. Secondly, the character must possess the following minimum
abilities: dexterity 14, strength 12, wisdom 15, intelligence 15, con-
stitution 14. The candidate must also already have at least 1 level of
Fighter or Thief, and one level of magic user, illusionist or druid.
The candidate must also be actively enlisted in the gnomish military,
and be selected by gnomish high command, for the program. Note that
it is not unusual for gnomish high command to send otherwise qualified
soldiers to their Arcana or Infantry schools to pick up a level of the
requisite classes before sending them to Recon training.
Recon agents have six sided dice for hit point determination.
Recon agents are not as strong as other fighters, but they fight
with their brains and their wits as much as they do with their bodies.
If the recon agent has entered a situation where his hit points
will not suffice, then a horrible mistake has probably been made.
In fact, the measure of a recon agent is not how much damage he
can soak, but how much information he can soak up without the enemy
ever knowing he was there to get a shot at him in the first place.
Recon training is a full year long, and any character that
begins taking levels in this class *must* be removed from play
for that period of game time (unless the player wants to role play it
for whatever reason). Further, any time the recon agent achieves the
necessary experience point total for his next level, he must return
to his unit in order to claim his new rank. He will get only the
additional hit points of his new level until he does. When he returns
and claims his new rank/level there is a short amount of re-training
for the new rank that must be done, which takes 1d8 days, during which
the recon agent is non-deployable. After that, however, he will
achieve all the benefits of his new level, and be ready to go to
the field again.
Benefits of the Gnomish Recon Agent class:
1. Gnomish recon agents can use the following thief skills
as a thief of 2 levels lower than the gnomish recon agent's class
level: Find/Remove Traps, Open Locks, Move Silently, Hide in Shadows,
Climb Walls, Hear Noise. The recon agent also backstabs as a thief of
2 levels lower.
2. Gnomish recon agents get automatic proficiency at first level
with gnomish explosive devices, gnomish weapons, gnomish vehicles
and gnomish communications equipment. Many gnomish magic items are
specific to the gnomish recon class.
3. Gnomish recon agents can track as a Ranger. Further, they
surprise enemies 50% of the time, and are themselves only surprised
25% of the time.
4. Recon agents can survive off the land as a Barbarian. They
know how to collect plant foods, hunt, fish and trap; build shelters
from native materials; build a fire from nothing; and how to
care for wounds. (See Unearthed Arcana for more info on the
Barbarian's survival ability; the gnomish recon agent is identical,
except that they will have often cross-trained for survival in multiple
environments.) They are also trained in the construction and usage of
foxholes, observation positions, and sniper hides.
4. Recon agents are trained in the use of camouflage techniques.
In natural surroundings, the gnomish recon can use native materials,
and pigmented body paints, to help his body and equipment blend into
the native environment. The activity requires at least five turns to
properly camouflage their person, and a further half hour to properly
camouflage their equipment. But once this has been done to person
and equipment (both, not just one!), it gives the agent a 20%
bonus to Hide in Shadows checks, as well as all surprise checks. This
also gives the recon agent a significant chance of being perfectly
hidden in plain sight.
5. Gnomish recon agents also have limited spell ability.
THe gnomish recon agent gains bonus spells as clerics do, but for
a high intelligence, instead of a high wisdom (treat their intelligence
score as a wisdom score for determination). They can cast spells from
the following list of druidic and arcane spells:
I. Change Self (I1), Charm Person (MU1), Comprehend
Languages (MU1), Dancing Lights (MU1), Detect Magic (MU1), Pass
Without Trace (D1), Predict Weather (MU1), Sleep (MU1), Spider
Climb (MU1), Tenser's Floating Disc (MU1), Wall of Fog (I1)
II. Audible Glamer (MU2), Fog Cloud (I2), Hypnotic
Pattern (I2), Identify (MU2), Invisibility (MU2), Misdirection (I2),
Knock (MU2), Locate Object (MU2), Pyrotechnics (MU2)
6. At 2nd level, the gnomish recon agent is automatically silent
in natural surroundings, regardless of their nature, so long as he is
wearing light armor and unencumbered, and moving at no more than 1/4 of
his base movement speed. If any of these conditions are broken, normal
Move Silently checks apply.
7. At 3rd level the gnomish recon agent gains an additional
attack per round.
8. At 5th level, the recon agent gains the ability to secure an
automatic hit against an enemy, regardless of the enemy's armor class.
The recon agent must prepare for the attack for a full turn. During
this turn:
- the target must not leave the recon agent's sight
- he must not be aware of the agent, or be aware
that he is in immediate danger (e.g. enemies already
involved in combat are immune to the ability)
- the target must be within the maximum range increment of
the weapon the gnome is using
- the agent must be able to locate some sort of steady rest
on which to place his weapon in order to take the shot,
or be allowed to lay prone with his weapon
- the agent must remain totally focused on the target for the
duration, forsaking all other actions
- the agent must take no damage or engage in any combat or
distraction outside of the target
If all these requirements are met, then on the tenth round,
the agent can take a shot and be guaranteed a hit, regardless of armor
class. (Note that magical protections, e.g. monsters only hit by magical
weapons, still apply.) The agent only gets one attack this round and can
take no other actions. The agent can still roll to check for a critical
hit or maximum damage. Taking the full turn to prepare also negates the
possibility of a botch (simply ignore a 1 if it turns up when checking
for a critical). This ability does NOT negate the effectiveness of
100% cover or concealment; the recon agent MUST be able to clearly
see the vital areas of the enemy, for the full turn, in order to
use this ability.
9. At 6th level, the recon agent gains pass without trace
at will; but this is not a magical ability, and thus will not leave the
telltale magical trail behind them. The restrictions on this ability
are the same as the silent movement ability at 3rd level.
10. At 8th level, the gnomish recon agent's abilities to leave
no trace and to move silently will function even if the agent is
encumbered OR if he is moving at up to full movement rate, but not
both.
11. At 10th level, the recon agent's ability to guarantee a hit
if he focuses no longer takes a full turn, but only five rounds. If he
focuses for the full turn, however, he can not only guarantee a hit,
but he is also automatically granted maximum damage for the shot. The
agent must still roll for a critical hit.
GNOMISH RECON AGENT TABLE 1.: THE GNOMISH RECON AGENT
6-sided
Dice for
Experience Experience Accumulated Level
Points Level* Hit Points** Title
-------------------------------------------------------------------
0 - 2,000 1 1 Private
2,001 - 4,500 2 2 Private First Class
4,501 - 9,000 3 3 Corporal
9,001 - 18,000 4 4 Specialist
18,001 - 36,000 5 5 Sergeant
36,001 - 72,000 6 6 Sergeant First Class
72,001 - 144,000 7 6+2 Sergeant Major
144,001 - 288,000 8 6+4 First Lieutenant
288,001 - 576,000 9 6+6 Second Lieutenant
576,001 - 1,152,001 10 6+8 Captain
*Progression past 10th level is not usually possible in this class.
When it is, each additional level is 300,000 XP.
**Gnomish recon agents gain 2 hit points per level after the 6th.
GNOMISH RECON AGENT TABLE 2.: THAC0 AND SAVING THROWS
Level THAC0 PPD PP RSW BW S
--------------------------------------------------
1 20 13 12 14 16 15
2 19 13 12 14 16 15
3 18 13 12 14 16 15
4 17 13 12 14 16 15
5 17 12 11 12 15 13
6 16 12 11 12 15 13
7 15 12 11 12 15 13
8 14 12 11 12 15 13
9 14 11 10 10 14 11
10 13 11 10 10 14 11
GNOMISH RECON AGENT TABLE 3.: SPELLS PER DAY
Spells Per
Level Per Day*
Level 1 2
-------------------------
1 0 -
2 0 -
3 0 -
4 1 0
5 1 0
6 1 0
7 2 1
8 2 1
9 2 1
10 3 2
* A 0 in this column indicates that the agent may cast spells of this
level if he is granted bonus spells for a high wisdom.

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Shamans are spellcasters which use magic differently from Clerics or Magic
Users. Where the Magic User views magic as a science, or as an art form,
something to be practiced, honed and mastered; and where the Cleric sees
magic as a gift from their Deity for good deeds; the Druid sees magic as
the lifeblood of the universe, and the will of the Grandfather Spirit, and
they are but a conduit for it. They do not control magic, or request
magic - to the Druid, they *are* magic, for they are one with the universe,
with the Grandfather Spirit. To them, opening the portals in the soul to
allow the energies to flow forth is as natural as breathing. Druids are
(usually) neutral, viewing good and evil, law and chaos, as balancing forces
of nature which are necessary for the continuation of all things. They
must have a minimum wisdom of 12, a strength of 12, and a constitution of
13. Both of these major attributes must exceed 15 if a Shaman is to gain a
10% bonus to earned experience.
It will be noted that the spells usable by Shamans are more attuned to
nature and the elements than are the spells of other clerics or magic-users.
However, unlike the traditional Druid, the Shaman's spell selection and
style of magic is not reliant on a certain localised breed of trees, a
strict set of naturalistic circumstances, and a strict adherence to
neutrality. Rather, the Shamanic view of natural magic is to take what
already is, and create other things that may be, as felt by the needs and
imperative of the Grandfather Spirit to keep the balance. This is at a
much lower, more elemental level; whether it is to be found in the trees
and waters of the wild, or in the wooden planks, cobblestones and bricks
of the city. All things, at a base enough level, come from the elements;
and the elements are the Druid's magical turf. Further, shamans do not
engage in "nature worship" as the traditional druid does; rather, shamans
view the natural world, and everything in it, as being related. To them,
the trees, the rocks, the wind and the water of the river are their
brothers, father, mother and sisters just as much as the others in their
tribe. To call their religion nature worship is anadequate at best. They
do not worship nature so much as they hold it in high reverence, as they
would a trusted and proven grandparent; something to be learned from, and
loved while you have time together. They refer to their path of study as
"traveling the Spirit Road".
Shamans serve to strengthen, protect, and revitalize as the usual cleric
does. Shamans are also capable of dealing lots of damage all on their own
with their spells, and with their combat abilities, if necessary. They
must speak or read spells aloud, usually accompanied by singing, chanting
and/or dancing, except where noted. Due to their involvement with the
natural cycle of life and death, and not dedication to any particular
Deity, Shamans have no power to turn or control undead, demons, or devils.
Shamans are the leaders and elders, often, of nomadic hunter-gatherer
tribes. Any people that settles down long enough to build permanent
structures is not one that will find itself welcome by a Shaman, and
therefore will find none amongst them. Neither will any society that
makes extensive over-use of natural resources, or makes a habit of doing
things that fly in the face of the natural order of things. For this
reason it is exceptionally rare to find Shamans in all but the most
reclusive societies; at current, the only shamans known - or reputed -
to exist are amongst the few Sylvan Elven tribes of the Elven
Protectorate, who are the most secretive and reclusive of all the elven
tribes.
Shamans are often not only the spiritual leaders of a tribe, but also
the warrior chiefs as well, when the tribe's population is small - or
when the shaman is particularly strong. Thus Shamans attack on the
Cleric "to hit" chart matrix. Most shamans do not progress past 5th
or 6th level in practice; but there can be - and have been - shamans
capable of casting 9th level spells of unbelievable power, even in the
eyes of Arcanists.
If a shaman observes any creature destroying their charges, or upsetting
the balance of the natural order, the Shaman is unlikely to risk his
life to prevent the destruction if the odds are clearly not in his favor.
Rather, it is probable that the Shaman will seek retribution and revenge
at a later date as opportunity presents itself.
In connection with their relationship with nature, Shamans have certain
innate powers which are gained at higher level. At 1st level, a Shaman
gains the following obilities:
1. ldentification of plant type
2. Identification of animal type
3. Identification of pure water
4. Totem Spirit. This is similar in nature to both a magic user's
familiar, and a Cleric's deity. The totem spirit is a moral guide
to the shaman, a foreteller of imminent events, a messenger to
and from the grandfather spirit, and a guide to the spirit worlds
beyond. The shaman is given a totem spirit once he begins
following the spirit road, usually by the shaman that shows him
the path to begin with, or for shamans starting out alone in the
wilderness, by the grandfather spirit himself (it is said).
At 2nd level, the druid gains the ability to identify animals by only
their tracks, droppings, or other leavings (antler scrapes, feathers, etc).
At 3rd level, the shaman gains the power to pass through overgrown areas
(undergrowth of tangled thorns, briar patches, etc.) without leaving a
discernible trail and at normal movement rate (q.v.)
At 7th level, the following additional powers are gained:
1. Immunity from charm spells cast by any creature basically associated
with the woodlands, i.e. dryads, nixies, sylphs, etc.
2. Ability to change form up to three times per day, actually becoming,
in all respects save the mind, a reptile, bird or mammal.
A. Each type of creature form can be assumed but once per day.
B. The size of creature form assumed con vary from as small as a
bullfrog, bluejay or bat to as large as a large snake, an
eagle, or a black bear (about double the weight of the
Shaman).
C. Each assumption of a new form removes from 10% to 60% (d6,
multiply by 10) of the hit points of damage, if any, the
Shaman has sustained prior to changing form.
In melee combat, Shamans fight as clerics. They likewise make saving
throws (9.v.) as clerics, but against fire and lightning (electrical)
attacks they get a bonus of +2 on their dice rolls.
Shamans TABLE I
8-Sided
Dice for
Accumulated
XP Level Hit Points Level Title
-----------------------------------------------------------------------
0 - 2,000 1 1
2,001 - 4,000 2 2
4,001 - 7,500 3 3
7,501 - 12,500 4 4
12,501 - 20,000 5 5
20,001 - 35,000 6 6
35,001 - 60,000 7 7
60,001 - 90,000 8 8
90,001 - 125,000 9 9
125,001 - 200,000 10 10
200,001 - 300,000 11 11
300,001 - 750,000 12 12
750,001 - 1,500,000 13 13
1,500,001 - 2,250,000 14 14
2,250,001 - 3,000,000 15 14+1
3,000,001 - 3,750,000 16 14+2
3,750,001 - 4,500,000 17 14+3
4,500,001 - 5,250,000 18 14+4
* Each level is 750,000 XP past the 18th
SPELLS USABLE BY CLASS AND LEVEL - ShamanS
Shamanic Spell Level
Level 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 2 1 - - - - - - -
3 3 2 1 - - - - - -
4 4 2 2 - - - - - -
5 4 3 2 - - - - - -
6 4 3 2 1 - - - - -
7 4 4 3 1 - - - - -
8 4 4 3 2 - - - - -
9 4 4 3 2 1 - - - -
10 5 4 3 3 2 - - - -
11 5 5 3 3 2 1 - - -
12 5 5 4 4 3 2 1 - -
13 6 5 5 5 4 3 2 - -
14 6 6 6 6 5 4 3 1 -
15 6 6 6 6 5 4 3 2 -
16 6 6 6 6 6 5 4 2 -
17 6 6 6 6 6 5 4 3 1
18 6 6 6 6 6 6 5 3 2
19 6 6 6 6 6 6 5 4 3
20 6 6 6 6 6 6 6 4 3
Shamans select their spells from both the Shaman (below) and
Druid spell list freely.
SHAMAN SPELL LIST
1st level
Spell Name Taken From
---------------------------------------------------------------------
create water cleric 1
cure light wounds cleric 1
detect magic cleric 1
light cleric 1
purify food & drink cleric 1
resist cold cleric 1
detect snares & pits druid 1
entangle druid 1
faerie fire druid 1
invisibility to animals druid 1
locate animals druid 1
pass without trace druid 1
predict weather druid 1
purify water druid 1
shillelagh druid 1
speak with animals druid 1
vision quest** -
affect normal fires magic user 1
burning hands magic user 1
charm person magic user 1
comprehend languages magic user 1
enlarge magic user 1
erase magic user 1
feather fall magic user 1
friends magic user 1
hold portal* magic user 1
jump magic user 1
mending magic user 1
read magic magic user 1
shocking grasp magic user 1
sleep magic user 1
spider climb magic user 1
change self illusionist 1
detect illusion illusionist 1
detect invisibility illusionist 1
wall of fog illusionist 1
2nd level
Spell Name Taken From
---------------------------------------------------------------------
detect charm cleric 2
find traps* cleric 2
know alignment cleric 2
slow poison cleric 2
speak with animals cleric 2
barkskin druid 2
charm person or mammal druid 2
feign death druid 2
fire trap druid 2
heat metal druid 2
locate plants druid 2
obscurement druid 2
produce flame druid 2
trip druid 2
warp wood druid 2
continual light magic user 2
darkness 15' radius magic user 2
fool's gold magic user 2
forget magic user 2
locate object* magic user 2
ray of enfeeblement magic user 2
shatter magic user 2
stinking cloud magic user 2
strength magic user 2
web magic user 2
blindness illusionist 2
deafness illusionist 2
fog cloud illusionist 2
3rd level
Spell Name Taken From
---------------------------------------------------------------------
continual light cleric 3
create food & water cleric 3
cure blindness cleric 3
cure disease cleric 3
feign death cleric 3
hold person cleric 2
remove curse cleric 3
speak with dead cleric 3
call lightning druid 3
hold animal druid 3
hold plant druid 4
neutralize poison druid 3
plant growth druid 3
protection from fire druid 3
protection from cold** -
protection from lightning druid 4
pyrotechnics druid 3
snare druid 3
stone shape druid 3
summon insects druid 3
tree druid 3
water breathing druid 3
dispel magic magic user 3
explosive runes magic user 3
fireball magic user 3
flame arrow magic user 3
gust of wind magic user 3
infravision magic user 3
lightning bolt magic user 3
monster summoning I magic user 3
tongues magic user 3
dispel illusion illusionist 3
4th level
Spell Name Taken From
--------------------------------------------------------------------
cure serious wounds cleric 4
divination cleric 4
lower water cleric 4
animal summoning I druid 4
call woodland beings druid 4
control temperature druid 4
hallucinatory terrain druid 4
plant door druid 4
produce fire druid 4
repel insects druid 4
speak with plants druid 4
charm monster magic user 4
dig magic user 4
fire charm magic user 4
fire shield magic user 4
fire trap magic user 4
ice storm magic user 4
monster summoning II magic user 4
polymorph self* magic user 4
wall of fire magic user 4
wall of ice magic user 4
emotion illusionist 4
minor creation illusionist 4
5th level
Spell Name Taken From
---------------------------------------------------------------------
conjure animals cleric 6
flame strike cleric 5
animal growth druid 5
animal summoning II druid 5
anti-plant shell druid 5
commune with nature druid 5
control winds druid 5
insect plague druid 5
pass plant druid 5
pass stone** -
sticks to snakes druid 5
transmute rock to mud druid 5
wall of thorns druid 6
airy water magic user 5
animal growth magic user 5
cloudkill magic user 5
conjure elemental magic ussr 5
cone of cold magic user 5
hold monster magic user 5
monster summoning III magic user 5
passwall magic user 5
stone shape magic user 5
wall of iron magic user 5
wall of stone magic user 5
major creation illusionist 5
6th level
Spell Name Taken From
---------------------------------------------------------------------
animate object cleric 6
find the path cleric 6
heal cleric 6
part water cleric 6
speak with monsters cleric 6
stone tell cleric 6
animal summoning III druid 6
anti-animal shell druid 6
cure critical wounds druid 6
feeblemind druid 6
fire seeds druid 6
transport via plants druid 6
turn wood druid 6
elemental turning** -
weather summoning druid 6
anti-magic shell magic user 6
control weather magic user 6
death spell magic user 6
disintegrate magic user 6
monster summoning IV magic user 6
move earth magic user 6
otiluke's freezing sphere magic user 6
reincarnation magic user 6
stone to flesh magic user 6
7th level
Spell Name Taken From
---------------------------------------------------------------------
earthquake cleric 7
regenerate cleric 7
restoration cleric 7
wind walk cleric 7
animate element** -
chariot of sustarre druid 7
confusion druid 7
creeping doom druid 7
finger of death druid 7
fire storm druid 7
transmute elements** -
8th level
Spell Name Taken From
---------------------------------------------------------------------
incendiary cloud magic user 8
mass charm magic user 8
druid's maze** -
mind blank magic user 8
9th level
Spell Name Taken From
---------------------------------------------------------------------
Meteor Swarm magic user 9
Terraform** -
Unity** -
* : Same as listed spell except where noted
** : New spell
Un-leveled spells:
Totemic Manifestation
pass element
Brief spell descriptions:
hold portal : Portal must be of a naturally occuring
substance or a reasonable combination of natural
substances without serious refinery (e.g., while wood,
metal, and stone doors can be held, polymer and glass
portals can not). Anything constructed from
living fiber is considered natural (e.g., bones,
skin, etc.)
find traps : Traps must be constructed from a natural material,
or placed in a natural setting - only one part of the
trap needs be natural for it to be located. See
"hold portal" for what is and is not natural.
locate object : Object must be located in or on a natural
substance. See "hold person" for what is and is not
natural.
polymorph self : The druid can take the shape of any form
he knows, with the exception of aberrations and
anything that is not native to the prime materal,
negative material, or elemental planes. A druid
could not, for example, take the form of
Cthulhu; it could, however, take the form of a
Mind Flayer, titan, etc.
vision quest : Similar to "find familiar", this spell locates
the druid's specific Totem Spirit.
protection from cold : As protection from fire, but from cold.
elemental turning : Can be used to command elementals to turn
away from the caster in the same way as Clerics turn
Undead.
animate element : Allows the druid to place the essence of
an elemental or para-elemental plane into a given
quantity of an inanimate element, thus animating it
and giving it life (though not necessarily under the
druid's control)
transmute elements : Allows the druid to exchange an equal
quantity of one element for another
druid's maze : Causes a construct similar to a hedge maze
to spring up from any natural material in the area
of effect, having the same effect as a Magic User
"Maze" spell, but with a physical maze made of
pseudo-natural materials.
terraform : Allows the druid to change the form and flow
of terrain
unity : Merges the druid's consciousness with that of the
natural universe, allowing him to effect changes through
the natural elements of the universe for a given
period of time
Totemic Manifestation: Allows the druid to take on one or
more aspects of their totem spirit at low levels;
at higher levels, it allows the druid to give his
body over to the totem spirit, effectively becoming
an avatar of his totem.
pass element: Allows the druid to enter one type of element
as if it were a door, and exit out of the same
element type at a given distance away, as "pass plant",
but with no limits on the type of element used.