Tuesday, December 10, 2019

Character Class - Changeling


From "On Peoples of the Faeire Borders" by Trevarious Seventree

"One would expect to find frolicking elves in a fey and sylvan setting such as the Forest of Wyrd. There are, however, none, at least as we understand the race in the rest of the known lands. The dark fey resemble our own elves but superficially, being a wholly alien people. These creatures of Chaos will at times kidnap human children, for reasons known only to themselves. These unfortunates they then release back to the human world, but years or centuries later (time having little meaning in the dwimmer realms.) These Changelings or Half-Elves have inherited some of the magical powers and the taint of Chaos of their captors, and are shunned and feared by all others ..."

SPECIAL ABILITIES & RESTRICTIONS

Mechanically, changelings are identical to elves (LotFP Rules and Magic p23) with one exception. Instead of drawing spells from the magic user list, changelings use the Illusionist spell list from the "Labyrinth Lord Advanced Edition Companion."  In addition, changelings do not use spellbooks as their magic is inherent to them. They  prepare and cast spells as per the rules for clerics (LotFP Rules and Magic p75). The exception is that they may not research new spells; changelings are are limited to the above spell list.

Changelings also exhibit a clue to their fey nature, in the form of some unusual physical feature. This can include:

  • Eyes of an unusual, unnatural colour;
  • Eyes of different, clashing colours;
  • One paired body part larger than the other (ear, eye, hand, etc);
  • An unexpected body part (tail, third eye, etc);
  • Horns or canine fangs;
  • Anything else thematically appropriate and approved by the DM.
This feature should be difficult, but not necessarily impossible, to hide.  



Character Class - Hedge Fey


From "On Peoples of the Faeire Borders" by Trevarious Seventree

"The underlying magics that infuse the Forest of Wyrd sometimes morph the woodland creatures such that they take on human-like form and intelligence. These are known as the Hedge Fey. These are generally a mirthful and jovial folk and, unlike the other unique races from the borders of the fey realm, are welcome by one and all. They walk upright, 2-4' tall when standing erect. While many continue to live in forest burrows and dens much as their lesser kin, others have transitioned to live much like Man and can often be found in and around human settlements.

SPECIAL ABILITIES & RESTRICTIONS

Anyone playing Hedge Fey must first select the base creature from which their character has been uplifted. This can be any normal, small, woodland creature (ex: fox, squirrel, ferret, raccoon, etc). The character gains up to two minor special abilities based on its ancestry. These are selected by the player and approved by the DM. If just one special ability is selected, it may be a combat or attack variety. For example, a skunk hedge fey could spray a stinking cloud once per day.  If two are selected they must be non-combat and non-lethal.  For example, a chipmunk hedge fey may have the ability to carry an extra encumbrance step in its cheek pouches. Or run for short distances at triple speed. Or unerring find nuts and fruit.  And so on.

Other than this special ability, Hedge Fey are mechanically  identical to halflings (LotFP Rules and Magic p25)

Character Class - Wood Gnome

From "On Peoples of the Faeire Borders" by Trevarious Seventree

"No dwarves are known to dwell within the confines of the Forest of Wyrd. Instead there is a race known to men as the wood gnome. Short and wiry, with rough skin the color and texture of bark, the wood gnome appears to be hewn of the very trees he dwells among. Rather than masters of rock and stone, the wood gnome speaks the language of wood and earth. Generally reclusive and solitary, it is rare to encounter more than one at a time, and only adults have ever been seen.  It is likewise unusual for them to stray far from their forest home, but some will involve themselves in the affairs of men and are known to be stalwart foes of Chaos and the Dark Fey."

SPECIAL ABILITIES & RESTRICTIONS

At Home Among the Boughs and Boles:
The wood gnome is at home among the trees, and as such has a higher initial Bushcraft skill than others when in any forested terrain. This skill level also increases as the character increases in level. 

Short of Stature:
Due to their small size, Wood gnomes may not use Great Weapons.

Enchantment of Root and Earth:
Wood gnomes may cast spells which draw upon the deep enchantment of the Forest of Wyrd:

Level 1
Level 2
Level 3
Level 4
Detect Snares and Pits
Barkskin
Hold Animal
Hold Vegetation/Fungus
Detect Poison *
Charm Mammal
Neutralize Poison
Passplant
Divine Weather
Feign Death
Plant Growth
Repel Vermin
Entangle
Find Plant
Snare
Speak with Plants
Invisibility to Animal
Reflecting Pool *
Tree Shape
Summon Animal I
Locate Creature
Slow Poison *
Spike Growth *
Summon Sylvan Beings
Pass Without Trace
Stumble


Speak with Animals
Warp Wood






Level 5
Level 6
Level 7

Anti-Plant Shell
Repel Wood
Conjure Earth Elemental

Commune with Nature
Summon Animal III
Reincarnate

Summon Animal II
Transport via Plants
Transmute Metal to Wood

Tree Stride
Wall of Thorns










All spells are from the Labyrinth Lord Advanced Edition Companion  Druid spell with the exception of those marked with *
* Advanced Dungeons and Dragons 1st Ed Unearthed Arcana Druid spell

Wood Gnomes prepare and cast spells as per the rules for clerics (LotFP Rules and Magic p75). The exception is that they may not research new spells; wood gnomes are limited to the above spell list.

In order to cast spells, the wood gnome may be no more than lightly encumbered; he must be able to freely feel the arcane power of the Wood.  

SAVING THROWS
SPELLS PER LEVEL
BUSH
CRAFT
PARALYSIS
POISON
BREATH
DEVICE
MAGIC
1
2
3
4
5
6
7

1
0
1D6
10
8
13
9
12
1
4 in 6
2
2251
+1D6
10
8
13
9
12
2
4 in 6
3
4451
+1D6
10
8
13
9
12
3
4 in 6
4
8851
+1D6
8
6
11
7
10
3
1
4 in 6
5
17051
+1D6
8
6
11
7
10
3
2
1
5 in 6
6
35051
+1D6
8
6
11
7
10
3
3
2
5 in 6
7
70051
+1D6
6
4
9
5
8
4
3
2
1
5 in 6
8
140051
+1D6
6
4
9
5
8
4
4
2
2
5 in 6
9
270051
+1D6
6
4
9
5
8
4
4
3
2
1
6 in 6
10
400051
+2*
4
2
7
3
6
5
4
3
2
2
6 in 6
11
530051
+2*
4
2
7
3
6
5
5
3
2
2
1
6 in 6
12
660051
+2*
4
2
7
3
6
5
5
4
3
2
2
6 in 6
13
890051
+2*
2
2
5
2
4
5
5
4
4
2
2
1
6 in 6
14
1020051
+2*
2
2
5
2
4
5
5
5
4
3
2
2
6 in 6
* Hit point modifiers from CON are ignored