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union of hirelings henchmen hangers on union of hirelings henchmen hangers on the union of hirelings henchmen and hangers on u h h h is a publisher of off beat humorous adventure games and an advocate of torch bearers potion tasters pack handlers sword caddies muleskinners sages pole carriers porters dungeon surveyors men and women at arms door spikers squires liquor luggers halfling minders proteges toadies and cronies across the realm home published works rpg stuff maps campaign journals friday may 13 2022 wild dwarves race class for old school essentials this is the first of a handful of race classes i ve made for my wengemerlin campaign dwarves feature heavily within the first part of the setting the hinter vales which i ll be posting about later there are many many dwarven sub races which are really just separate clans these wild dwarves are members of clan crackhelm and were featured in my pamphlet adventure valley of the cracked helm there are a number of special rules that are particular to all dwarves in the setting warning none of this is all that well edited and features gratuitous dwarven nudity wild dwarves race class for old school essentials requirements minimum con 9 maximum cha 7 prime requisite str hit dice 1d6 2 maximum level 8 allowed armor none allowed weapons any that aren t too complicated languages monosyllabic dwarvish any learned languages also monosyllabic ages ago the dwarves of clan crackhelm were abandoned by their mountain kinsmen when the dragon faugmyrg and his hobgoblin armies destroyed the realm of dûn kegelmar long have they dwelled in the deep valleys of the hinter vales their numbers dwindling century after century as they are by hobgoblins like game animals or driven out of their homes by human prospectors now they are merely legend their dwarfdom denied by all other clans of dwarves because they have long forgotten the arts of working metal shearing and or grooming beards or even donning britches the dwarves of clan crackhelm live out their brief violent lives entirely au naturel having only their beards for protection or warmth the harsh nature of their lives has led these wild dwarves prone to suicidal feats of derring do and bravery they will often thrown themselves at enemies far larger than they or give stunts a go far beyond what any sane or not completely stupid person would attempt wild dwarf progress saving throws level xp hd ac o death wands para breath spells 1 0 1d6 2 19 8 9 10 13 12 2 2 750 2d6 4 19 8 9 10 13 12 3 5 500 3d6 6 19 8 9 10 13 12 4 11 000 4d6 8 17 6 7 8 10 10 5 22 000 5d6 10 17 6 7 8 10 10 6 44 000 6d6 12 17 6 7 8 10 10 7 88 000 7d6 14 14 4 5 6 7 8 8 160 000 8d6 16 14 4 5 6 7 8 combat can use any weapons but prefer primitive ones that do not require confronting the dark truth of the loss of their knowledge of metallurgy dwarven denial goes deep run like the owlbear wild dwarves may gallop upon all fours moving at a rate of 60 240 spunky death drive whereas other dwarves cope with their generational traumas by drinking warring grudgeoning and xenophobia wild dwarves take every opportunity to engage in dangerous likely suicidal acts of bravery or foolhardy feats of daring this might be flinging themselves into battle without warning against a hill giant instead of waiting for an ambush or it might be rolling oneself down a snowy ravine in hopes of causing an avalanche to kill invaders or a wild dwarf might leap ledge to ledge to catch a mountain goat for supper they can t help themselves anytime wild dwarves could attempt a foolhardy stunt either because the opportunity is obvious or they overhear allies offer up such a potential plan unseriously a wild dwarf will always attempt to follow through on a 2 in 6 chance no matter how suicidal when engaging in such a stupid act wild dwarves gain a 2 on any rolls to attack enemies or saving throws to survive the consequences if the attempt fails and the wild dwarf is alive and mobile he will give it another go on a 1 in 6 chance no matter how clearly impossible it might be beard for all occasions a wild dwarf s beard is a force of nature it is the wild dwarf s shield against enemies whom the wild dwarf always takes head on it is the wild dwarf s blanket against the winter night and it is the wild dwarf s beard wild dwarves have a base ac of 5 while unshaved but their ac becomes 7 if they are flanked and 9 if they are attacked from the rear a wild dwarf s beard grants him a 2 on all saves against the effects of cold and spells dealing cold or ice based damage a wild dwarf s beard also serves as storage it may carry a load of up to 400 coins as a backpack whenever wild dwarves reach into their beard to retrieve an item on a 1 in 6 chance they instead retrieve a random item from the table below 1d4 1d6 what emerges from the whiskery depths 1 food 1 live salmon 2 burnt rat on a stick 3 hard boiled owlbear egg 4 raw cave oysters 5 deep fried goblin ears 6 grub kabob 2 pretty rock 1 gold nugget 2 rare gem 3 gallstone 4 ioun stone 5 pebble 6 goblin knucklebones 3 beloved pet 1 rock roll above 2 psionic rat 3 trained cave locust 4 giant louse 5 blind mind controlling salamander 6 prehistoric housecat 4 a surprise 1 lock of elvish hair 2 potion of growth 3 drum made from skull of hobgoblin 4 dead bat 5 stained mithril chainmail 6 ancestral grudgestone listening at doors dwarfs have a 2 in 6 chance of hearing noises smell gold having a nose for wealth dwarfs have a chance to smell an amount of gold equal to a single coin or more up to 60 away grudgeoning whenever a dwarf is wronged or at least more importantly perhaps perceives himself to have been wronged he may be called upon to roll a save against grudge success would mean that he s the bigger dwarf ed sorry and forgives the slight but if he fails the save then by the surly braided beards of killi and gruddi the raucous they shall feel yer wrath whenever a dwarf fails a save versus grudge he is overcome with a need to seek revenge against those who have allegedly slighted him and for a dwarf revenge is so deeply rooted so infused into their bones so epigenetically entwined with their seminal fluids that if the dwarf does not have immediate means to exact his vengeance the grudge risks becoming ancestral treat having a grudge as being under the effects of a geas spell or the like but less severe initially eventually the grudge becomes seething unlike other saves a dwarf finds it more difficult to pass a save vs grudge as he attains levels this is because a dwarf has to maintain his respectability in the face of perceived wrongs the more famous he becomes otherwise other dwarfs will start saying things to his face normally reserved for behind his back dwarven intuition dwarves can make dwarf fist pound twice on table check dwarf checks are made in secret by the referee and encompass any and all things the dwarf in question believes himself to be an expert in due to the fact that he is a dwarf whether or not said dwarf is actually an expert is determined by the referee also in secret unless the dwarf is simply in denial and knows it the dwarf s chance of success improves as the dwarf gains levels dwarf level smell gold dwarven intuition save vs grudge 1 2 in 6 1 in 6 6 2 2 in 6 1 in 6 6 3 2 in 6 1 in 6 6 4 3 in 6 2 in 6 8 5 3 in 6 2 in 6 8 6 3 in 6 2 in 6 8 7 4 in 6 3 in 6 10 8 4 in 6 3 in 6 10 9 4 in 6 3 in 6 10 10 5 in 6 4 in 6 10 11 5 in 6 4 in 6 12 12 5 in 6 4 in 6 12 at may 13 2022 no comments email this blogthis share to x share to facebook share to pinterest labels classes thursday december 17 2020 liberated zombie class for old school essentials liberated zombie requirements minimum constitution 9 maximum dexterity 8 charisma 8 and intelligence 6 prime requisite constitution hit dice 1d8 maximum level 8 allowed armor any but fitted to hold in dangly drooping bits of viscera allowed weapons any languages alignment language common but very tediously after a brief cruel life and much longer much crueler un life under the control of an evil cleric or necromancer somehow you escaped your servitude now you re attempting to scrabble together an unliving in the wider world liberated zombie progress saving throws level xp hd ac o death wands para breath spells 1 0 1d8 19 12 10 9 14 15 2 2 500 2d8 19 12 10 9 14 15 3 5 000 3d8 19 12 10 9 14 15 4 10 000 4d8 17 12 10 9 14 15 5 20 000 5d8 17 10 8 7 12 13 6 40 000 6d8 17 10 8 7 12 13 7 80 000 7d8 14 10 8 7 12 13 8 150 000 8d8 14 10 8 7 12 13 abilities combat though they may not have been great warriors in life liberated zombies are capable of wielding any weapon with determination however the only armor they can wear is that which is secure enough to hold in their viscera without problem leather and hide armors will be quickly ruined by leaking fluids slow as death no matter what the group s initiative the liberated zombie always goes after everyone else in the combat has acted always move as if encumbered one step higher base 90 dead due to the fact that the liberated zombie is dead it is immune to effects that affect living creatures e g poison and mind affecting or mind reading spells e g charm person hold person sleep additionally if the liberated zombie lies still it is impossible for anyone to tell it apart from a corpse except through means that detect undead rigor mortis due to some disgusting process of undeath liberated zombies are very strong they receive a 1 on all damage rolls with melee and thrown weapons hard to put down when the liberated zombie reaches 0 hit points it does not immediately die instead roll a save vs death upon success the liberated zombie regains 1 hit point upon failure the liberated zombie is destroyed this ability does not work if the liberated zombie is killed outright such as through disintegrate etc or if its head is removed destroyed the curse of undeath being undead the liberated zombie can be turned by clerics including one in the same party diseased dead bodies carry disease and so do undead bodies the liberated zombie is a walking time bomb of various plagues every day there is a 1 in 8 chance that those who have spent time around the liberated zombie such as travelling companions must make a save vs death or contract a random disease at december 17 2020 1 comment email this blogthis share to x share to facebook share to pinterest labels classes old school essentials older posts home subscribe to posts atom currently writing currently reading liminality and the modern living through the in between by bjørn thomassen currently playing call of cthulhu 7th ed available on drivethrurpg thieves guild built in the subterranean ruin of buy this vally of the cracked helm purchase now thicc as thieves blog archive 2022 1 may 1 wild dwarves race class for old school essentials 2020 7 december 7 followers search this blog about me billy longino view my complete profile report abuse labels call of cthulhu campaign journal classes greek old school essentials operation 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