DCC GOTHENYA RACES/CLASSES
Work in progress...
GOTHENYA PC CLASSES/RACES/DEITIES/PATRONS/NEW RULES
FORTREAL
(plant/tree-kin)
Hit Points: 1d8
Speed: 20’
Weapon Training: Club, Javelin, Long Sword, Pole Arm, Staff, Battle Axe, Spear, Longbow… Fortreal cannot wear armor.
Alignment: Because of their lack of place in the cosmos, they tend towards neutral.
Magic: Innate use of Mending & Wood Wyrding & Second Sight. No spell burn. No corruption.
Fortreal may speak with plants.
Caster Level: Same as level as Fortreal. Use Intelligence.
Blindsight: The fortreal is blind, but senses vibrations and forms through it’s other heightened senses.
False Appearance: While motionless, indistinguishable from a normal specimen of its plant archetype.
Entanglement: 1/level a fortreal may sprout grasping roots and vines in a 15’ radius centered on itself. These roots wither after 1 turn/level or when desired by the fortreal. A target must succeed on a Reflex save versus the fortreal’s base difficulty of 12 + its agility modifier. Grappled upon failure. Once grappled, target is subject to normal grappling rules, to which the fortreal gains an additional +1 bonus/lvl.
Regeneration: The fortreal regains HP = its CON Modifier + 1 roll of all HD/once per rest. Further, it may spend LUCK, CON, STR or AGI to regain lost HP (1pt/3HP), up to max.
Languages: Common and Fortrealese
Natural Armor: Bark carries an AC Bonus of +4. and rolls a d12 on fumble table.
Slow Speed: 20’
Asexual Reproduction: The Fortreal are a genderless species that reproduces through “seeding” prime locations. The best location is within the rotting remains of a mammal, which tend to produce stronger and healthier fortreal. It is considered a great honor to, upon death, become the host for a fortress’s brood.
Attacks: As Halfling. Action Die: As Halfling.
Saves: As Dwarf.
Action Dice may be used for attacks or innate abilities.
Luck: Modifier applies to both innate spell casting and entanglement.
Languages: Common, Fortreal, + 1/point of INT modifier.
**Fortreal fully petrify approximately 2d6 hours after death, at which point they are far more difficult to raise or resurrect. As a side note, the petrified wood of a deceased fortreal carries magical properties. It is called Wyrdwood, and weapons crafted from it are supernaturally sharp and virtually unbreakable. If enough can be procured, even plate armor or shields may be crafted from it. Weapons and armor crafted from Wyrdwood carry a +1 bonus and weigh half as much as their steel counterparts. Fortreal used to be hunted and killed for their petrified remains. This practice only relatively recently fell out of favor.**
VESS’KA
(mantis-folk)
Hit Points: 1d6
Speed: 30’ Eretas/40’ Mitras
Weapon Training: Crossbow, Dagger, Dart, Javelin, Longbow, Longsword, Polearm, Shortbow, Short Sword, Spear, Staff. Vess’ka have a difficult time finding armor. Cost x2 base.
Natural Armor: Carapace carries a natural AC Bonus of +3 and rolls d8 on fumble table.
Alignment: Vess’ka have a nuanced societal order and tend towards lawful.
Magic: Innate use of Charm Person through its enthralling music. Once per day/per level. No spell burn. No corruption.
Caster level: Same as Vess’ka Level. Use Intelligence.
Tremorsense: 60’ from antennae.
Limited Telepathy: Vess’ka have 400’ 1-way telepathy and may use this to additionally communicate with insects.
Carrying Capacity: Vess’ka can carry twice that of the average human.
Know (but not speak) 1 additional language/point of INT modifier.
Torpor: Vesss’ka do not require sleep and are not affected by magical Sleep.
Extra Limbs (Eretas): Vesss’ka begin with the 2-Weapon Fighting Benison, at no cost. Does not effect Benison maximum. Two-weapon attacks are as if Agility was 18. Normal Die/-1 die.
Spider Climb (Mitras): Mitras may climb walls at 10’ per round.
Attack: As Elf. Action Die: As Elf.
Saves: As Elf.
Action Dice may be used for attacks or innate abilities.
Luck: Modifier applies to one specific kind of weapon.
Languages: Understand, read and write Common. Speak, read and write Vess’kan.
DAEMISTAAL
(demon-kin)
Hit Points: 1d6
Speed: 30’
Weapon Training: dagger, javelin, longbow, long sword, short bow, short sword, staff, spear, two-handed sword.
Armor: Daemistaal suffer the same metal armor restriction as elves.
Alignment: Tend towards chaotic.
Infravision: 60’
Magic: As Elf.
Action Dice may be used for attacks or innate abilities.
Fire Resistance: 1/2 damage from fire.
Fiendish Features: Roll to determine features. -2 to any PER check against civilized humans.
Planetouched: Gain 1 beneficial and 1 detrimental demonic ability from Planeswalker Handbook p.80 or Table below.
True Name: May be summoned/banished as if demon (Type III), -2 to Save.
Attack/Action Die/Save: As Elf.
Other Abilities: As Elf, but does not gain automatic Patron Bond (neither spells or patron) or Slow Chameleon.
Luck: As Elf.
Languages: Common, Abyssal/Infernal, Elven
VALA’SUUN, Kelti
(elves)
As Elf, but add…
True Name: May be summoned/banished as if (Type IV) demon.
Slow Chameleon: +1/level hide in shadows, when in same environment for 1d6 months.
PC Vala’Suun are presumed to be Kelti and can never be Solti.
VALA’SUUN, Quaili
(dark elves)
As Elf, but add…
True Name: See above.
Weapon Proficiencies: As Elf, but additionally… Blowgun, crossbow, dart, and garrote.
Slow Chameleon: See above. However, most are typically dark complected, from living in the darkness of the Underworld for most their lives. Their pigment changes at a much slower rate… 2d6 years.
Supernatural Patrons: Automatically gain. Must be those of the Underworld.
Innate Darkness: At 1st level, gain the Cleric spell Darkness in addition to your wizard spells. Do not suffer the -2 spell check reduction. May perform once per day/per level. No spell burn. No corruption. Patron taint possible.
Innate Spider Climb: At 3rd level, gain Spider Climb as an innate power. Does not count against “maximum spells.” Use once per day/per level. No spell burn. No corruption. Patron taint possible.
Innate Levitation: At 5th level, gain Levitate as an innate power. Does not count as a spell for purposes of “maximum spells”. Use once per day/per level. No spell burn. No corruption. Patron taint possible.
Sunlight Sensitivity: Suffer -2 to all checks made in broad daylight.
Enhanced Infravision: See out to 120’ in total darkness.
Social Pariah: Due to their accursed reputations, all PER checks made on the surface world suffer a -2 penalty. This penalty is waived if the target of the interaction is evil (chaotic) or Lentokki.
Cannibalistic Tendencies: You were raised on an addictive diet of sentient flesh. Whether or not you gave this practice up, the temptation is always there. When faced with fallen foe, you must make a DC12 Will Save, or the distraction of a potential meal lowers any attack/skill check by -2 for 1d4 rounds (until you “pull it together.”).
Luck: As Elf.
Languages: As Elf.
ISAGORN, Baradien
(hobgoblins)
Hit Dice: 1d10
Speed: 30’
As Kith with the following exception…
Weapons Training: As fighter.
Alignment: Isagorn, specifically the Baradien, enjoy a highly regulated, martial society. They are typically lawful.
Wilderness Survival: While outdoors, Baradien gain +1/level when tracking, detecting & traps/hidden foes. Further they automatically identify poisoned flora and fouled water.
Force of Will: Baradien are a driven race. They may expend PER to roll a burn die at a rate of 1 PER/burn die. The result of the roll is added to a single roll to hit/check/damage/saves. They may also use burn dice to recover lost HP. PER is restored at a rate of 1 point/per level/per night.
Luck: Applies to attack rolls with long swords, spears and long bows. Modifier remains fixed even if Luck changes.
Action Dice: As Dwarf. Baradien receive a 2nd action die at 5th level which may only be used for attacks.
Attack Bonus: +1/level.
Burn Die: Begins at 1d2 and increases +1 die-step per level.
Crit Die/Saves: As Dwarf.
Luck: Modifier applies to one specific kind of weapon.
Languages: Common and Isagorn/Goblinoid.
PIKEL
(halflings)
Treat as Halflings.
Otherwise, may be Clerics. If so, only keep the following…
Small Size
Slow: 20’
Infravision: 30’
Good Luck Charm
STROUT
(dwarves)
As per Dwarf Rules.
Additionally…
May consume rocks for sustenance.
Skilled in Mathematics and Construction techniques.
All checks to build structures/items from base materials at additional +1/level.
Languages: Common, Strout, Grogan
VISTRAAL
(half-elves)
Treat as template to apply to human classes. Classes work as normal and gain following…
Infravision: 60’
Cold Iron Vulnerability
Resistant to Magic Sleep/Paralysis: +2 to Saves.
Languages: Common, Elven.
True Name: May be summoned/banished as if (Type V) demon.
Slow Chameleon: +1/level hide in shadows when in same environment 2d6 months.
**Note: Vistraal may be Daemistaal. In this case, simply use the Daemistaal class.**
MIRONESRA
Hit Points: 1d6
Weapon Training: As thief.
Speed: 30’
Alignment: Chaotic.
Constant Awareness: Aware of all creatures witnessing them. Cannot be surprised, save by the blind.
Change Appearance: Mironesra must transform their appearance to that of any humanoid known to the person who observes them. They capture emotional energy from all who see them, and subconsciously adapt to what they perceive to be the being most expected or desired by the spectator.
A Mironesra may make a PER check against the observer (DC10 + observer’s level/or # of hit die) to resist this transformation. Once successful, they no longer need to make a check when in the presence of the same observer.
If the spectator is aware of the Mironesra’s nature and wishes to set a visage (and the Mironesra resists), a contested PER check is performed to see who makes the decision.
Further, when not being observed, a Mironesra may transform to appear as any persona they’ve previously undertaken (at the behest of another).
All transformations are instantaneous, and do not count as an action unless the Mironesra instigates the transformation his or herself (in which case it requires 1 round of action).
The transformative ruse is nearly perfect. Their golden eyes, ones that always remain the same, are the only “tell” that they might not be what they seem.
A Mironesra may appear as multiple different beings to multiple different spectators, simultaneously. Their new form(s) must be humanoid and of roughly the same size as the Mironesra’s native form. There is no upper limit as to how many “visages” a Mironesra may “project” at a single time.
A Mironesra may instead choose to only appear as the likeness expected/desired by the spectator with the highest PER score. All others would see the same visage as the spectator in question. In cases of Monsters, that with the highest Will Bonus sets the likeness.
Only intelligent creatures may set a Mironesra’s likeness.
Freeze Form: A Mironesra may make an opposed PER check with a spectator in order to maintain a previously held form (or one chosen by the Mironesra).
-Failure means they instantly change or revert to what the spectator expects to see.
-Success means they can maintain their current form for the duration of the encounter or for any future encounter with the same person (however, they may always choose to seem as the spectator wishes).
-For every new spectator who enters the scene, they must perform another opposed check. If even one fails, they lose the ability to hold any previous form beyond that which any/all of the spectators expect.
Most PER Checks are made with one’s ability modifier AND at an additional +1/level, reflecting the practice a Mironesra attains in attempts to control its visual destiny.
Untrustworthy: Suffer a -2 to all PER checks with those who are aware of your true identity, unless already companions or friends. Any PER checks with regard to one who knows of the Mironesra’s true nature are made without the benefit of the additional +1/level training.
All skills/attacks/action dice/luck die/saves: as thief (gains all thieves skills) with the exception of…
Disguise Self, which begins at a +6 (+ PER bonus) and increases +3/level.
Curse of The Damned. Mironesra are considered both lucky to be alive, yet unlucky to be the victim of an arcane curse. Regardless of level, Mironesra only recover 1 point of Luck per day.
Luck: Modifier applies to any skill check associated with deception/disguise/all PER checks.
Languages: Common + 1/level of INT modifier.
GROGAN
Hit Points: 1d5
Speed: 20’
As per gnome but with Moss Dwarf abilities…
Weapon Training: Dagger, dart, sling, staff, short sword, short bow.
May use any armor, but metal armor is hard to find in the proper size.
Alignment: Tend to be Chaotic.
Limited Magic: Gnomes begin knowing three spells (from the gnome list) innately, and gain +1 spell/level. Gnomes gain a spell level increase every 3 levels, thus upon attaining 4th level, a gnome would just then have access to level 2 spells. Gnomes can never learn 5th level spells.
Gnome Spell List:
1st Level: Charm Person, Color Spray, Magic Shield, Read Magic, Ropework, Sleep, Ventriloquism.
2nd Level: Detect Invisible, ESP, Invisibility, Knock, Levitate, Magic Mouth, Mirror Image, Phantasm, Scare, Scripted Illusion (new spell).
3rd Level: Consult Spirit, Dispel Magic, Fly, Haste, Slow, Turn to Stone.
4th Level: Polymorph, Transmute Earth.
Trick Die: Gnomes gain a special die that determines their effective caster level, each time a spell is cast. This replaces their caster level when determining modifiers. Further, they only suffer the effects of a “Natural 1” on a spell check only if the results of the check die roll AND the trick die roll are BOTH “Nat 1.”
Trick Die Per Level: The Trick Die begins at 1d3 at 1st level, and increases 1 step every level until it reaches 1d16 at level 10.
Action Dice/Saves: As per Wizard.
Additional Special Abilities (“Knacks”) by Grogan Sub-Type:
Luck: Applies to one innate spell of their choosing.
Languages: Grogan, Strout, Common. +1/point of INT modifier.
GROGAN KNACKS
1
Bird Friend
2
Lock Singer
3
Nose Wise
4
Pocket Lore
5
Root Friend
6
Thread Lore
7
Wood Kenning
8
Yeast Master
• Bird Friend. You have learned to speak the secret language of birds and have gained their trust. 1st lvl.Converse w/birds. 3rd lvl. Charm 1 bird companion (up to 1HD). 5th lvl. 1/day, you may relay a 10-word, spoken message via bird to 1 recipient. 7th lvl. 1/day you may call upon the wrath of a flock of woodlands birds for 1d6 rounds. Flock stats determined by DM.
• Lock Singer. Your song may charm locks! 1st lvl. Simple locks may be opened (2-in-6 chance). 3rd lvl. You may coax a lock to reveal the location of its key (4-in-6 chance). 5th lvl. All locks w/in 30' snap shut after 1 round of song. 7th lvl. You may spring a lock of any complexity (4-in-6 chance), but if you roll a 6, your mouth seals shut for 1d4 days.
• Nose Wise. You are sensitive to subtle aromas. A round of sniffing reveals... 1st lvl. Cheese, fermented food, fungi w/in 1 mile. 3rd lvl. Identity of any plant/fungus examined. 5th lvl. The true love/heart's desire of a humanoid w/in 30'. 7th lvl. Subterfuge! You may smell a traitorous heart w/in 30'. 1-in-6 chance of revealing wrong information.
• Pocket Lore. You know the secret whisperings of pockets, and (eventually) how to gain their confidence. All the following must be w/in 10' and take 1 turn of concentration. Warding dweomers allow a Saving Throw. 1st lvl. Know # of items in a pocket. 3rd lvl. Know contents of a pocket. 5th lvl. Cause a chosen item to leap 5' out of a pocket. 7th lvl. Exchange 1 random item in a pocket w/1 from your own. 1-in-6 chance of only sending your item away (with no reciprocity).
• Root Friend. You have a keen affinity for the roots of forest plants. Each of the following may be used 1/day... 1st lvl. Coax a root to reveal a secret. 1 question may be asked about its immediate surroundings. It will answer truthfully in 1d6 words. 3rd lvl. Summon enough edible roots for 1d4 people. 5th lvl. Hide inside roots of tree/large plant. Complete cover for 1 hour. 7th lvl.Summon root thing (tree blight) w/in 1d6 rounds. Will obey commands for 1d6 minutes before fleeing into undergrowth.
• Thread Lore. Your whistling grants you sympathetic control over threads and strings. The following may all be used on threads w/in 20' and requires 1 minute to whistle the proper tune... 1st lvl. Tie/untie string/lace. 3rd lvl.Command visible loose threads/strings to move (1'/round). 5th lvl. Cause a visible woven/knitted garment to unravel. 7th lvl. Cause visible ropes to loosen/tighten.
• Wood Kenning. Your fingers sense the subtle vibrations of trees/wood. By spending 1 min in contact with tree/wood, you may learn the following... 1st lvl. The age of the wood. 3rd lvl. Any emotions absorbed from sentient beings. 5th lvl. Name of the last person to toucb the wood (or who created it, if item). 7th lvl. True name of the tree/wood. 1/day you may gain a glimpse of its current surroundings.
• Yeast Master. You are a special friend to certain yeasts and fungal spores of the deep woods. They are your constant companions. 1st lvl. Cause sweet liquids to ferment by touch (1 pint/turn). Always delicious to Moss Gnomes. 2-in-6 chance it's palatable to others. 3rd lvl. You may commune w/yeasts in alcoholic beverages. Sipping from a partially consumed drink reveals the name of previous drinker. 5th lvl. 1/day you may emit a hardy belch that counts as a breath weapon (Dex Save) that causes 1 target to faint for 1d6 rounds. 7th lvl. You may conjure a yeasty feast for 1d6 people, once/day.
URTLAN
As per MCC Mutant (partially) possibly combined with Orc.
**Not necessarily a PC choice at beginning of campaign.**
Hit Points: 1d10.
Speed: 30’.
Weapons Training: Crossbow, dagger, dart, longsword, short sword, scimitar, battle axe, hand axe, spear.
Alignment: As tumultuous as the Churn that spawned them, Urtlan are typically chaotic.
Mutations: At 1st level, gain random 1d3 physical mutations & 1d2 mental mutations. From MCC Core Rules p.44. Re-roll radiation-based mutations.
Mutant Horror: Your beast-like visage strikes fear in opponents. Gain 1d3 towards initiative at 1st level. Gain an additional +1 bonus/level beginning at 2nd level.
Natural Attack: Urtlan have a natural 1d5 bite or claw attack (+ STR modifier).
Seafaring: As Urtlan predominantly live at sea, they gain +1/level with seamanship/ship-handling.
Buccaneering: +1/level when using ship-mounted weapons, also when grappling & swinging on ropes.
Sneak Attack: As Thief’s Backstab, but at +1/level.
Attack Bonus: +1 every-other-level beginning at 1st.
Action Dice: As Dwarf.
Luck: Modifier applies to one specific kind of weapon.
Languages: Common plus 1/point of INT modifier.
Saves: As Dwarf.
SKILLS & BENISONS
The following Benisons can be used to create new “sub-class” equivalents from the DCC base classes. They may be purchased with a permanent expenditure of Luck, as noted in the descriptions below.
Before rolling on the appropriate Benisons/Doom Table, the PC may purchase (at a potentially reduced cost) any of the Benisons below. After which, they may roll (for free) 1 Benison on the proper table. New Benisons (with *) below can only be purchased, and are never rolled.
When rolling for Benison, you may instead choose any Benison lower in value than the one you just rolled.
1. Bushcraft* (Ranger/Druid, Costs 3 Luck): You gain +1/level bonus when performing any outdoor survivalist skills, such as setting traps, hunting, wilderness navigation, etc. Further, you can apply your Intelligence modifier as well to all checks.
1a. Excellent Outdoorsman may be purchased instead at same price (Costs 3 Luck).
2. Bardic Performance* (Bard, Costs 3 Luck): You are able to charm enemies or inspire allies with your performance skills. Decide what sort of performance you are proficient with, and you may roll against your target’s Personality with a +1/level bonus plus your own Personality modifier. Inspired Allies gain +1/level to Attack Rolls/Skill Checks for +1d rounds/level (beginning at +1d3). Charmed Foes are affected as per Charm Person Spell. No Spell burn. No corruption. Misfire only.
3. Favored Enemy* (Ranger, Costs 2 Luck): You gain a +1/level bonus when combating a specific type of enemy. This stacks with your regular Fighter (or other class) attack bonuses.
4. Pass Without Trace* (Ranger/Druid, Costs 2 Luck): You gain a +1/level bonus (plus Agility modifier) when attempting to hide or sneak while in nature (choose favored terrain). If not thief, you gain the hide in shadows/sneak skill at same bonus.
5. Animal Empathy (Ranger/Druid, Costs 2 Luck): Gain a permanent +1/level bonus when attempting to calm or otherwise condition creatures of animal intelligence. Personality modifier also applies to all checks.
6. Former Wizard’s Pupil (any class, Costs 4 Luck): grants spell casting to non-spell casting classes.
7. Berserker (Primarily Fighter, Costs 3 Luck): As in Lankhmar Compendium.
8. Arcane Affinity (Wizards, Costs 3 Luck): As per Fire Magician Benison, but with any specialization. Also allows the wizard to choose 3 (rather than 2) of their spells at first level, as long as they’re thematically appropriate.
9. Healing Herbs (Rangers/Druids. Costs 4 Luck): have the ability to heal wounds using natural herbs and saps, which they often carry with them. Using this ability takes 1 turn and functions as the cleric’s Lay on Hands ability per the “Adjacent” column for all targets. If a ranger rolls a natural 1 when healing, they have inadvertently poisoned the patient. The target of the healing must make a Fortitude save versus DC 20 minus the ranger’s level. If the save is successful, the patient only temporarily loses one point of Stamina. If the save fails, the unfortunate soul loses 1d6 Stamina. On a save roll of 1, the Stamina loss in permanent.
10. Skilled in the Criminal Arts (Thief, Costs 4 Luck): As per Lankhmar Compendium.
11. Dexterous Dueler. (Fighter/Any, Costs 2 Luck): You are trained as a swift dueler who always seems to know exactly where to shove a blade. You may use your DEX modifier to both hit/damage with light melee weapons (blades only).
11a. New Weapon - Rapier (Cost 15 gp): Damage: 1d7. Range: N/A. Special: If properly trained (Dexterous Dueler), may use DEX or STR modifier.
12. Light Armor Expert (Barbarians, Costs 2 Luck): The light armors barbarians wear are like a second skin, as they cannot live without them in the savage world of their people. While wearing armors they are trained in, Barbarians receive a +1 to AC, reduce check penalties by 2 and reduce fumble die down the die chain by 1.
13. Two-handed Fighter (Barbarians, Costs 1 Luck): While attacking with a two-handed weapon, a Barbarian's initiative die is not reduced to d16, but remains d20. Additionally, when critical hitting with a two-handed weapon his die type for the critical table is increased one on the die chain.
14. Any other Benison may be purchased at costs listed in Lankhmar Compendium.
Notes on “Sub-Classes”
1. Certain skills also come as Boons when a particular Deity is chosen. In this manner, a Cleric may essentially become a Druid through choice of worship. Boons are typically offset with some sort of Demand from the deity in question. For example, following the Ancient Spirits of Nature automatically (and for “free”) grants one the Animal Empathy Boon, but Demands the “Druid” not wear metal armor or use metal weapons.
2. You may have up to 2 Benisons upon 1st level, and you may purchase an additional Benison each successive level.
3. A Ranger (caster variety) is a cleric or warrior who follows a woodland deity (or spirit of nature) and who purchases Benisons in line with the Ranger “sub-class.”
4. The Spirits of Nature, when chosen as a Cleric deity, provide certain spells from the wizard spell list, where they involve nature or animals.
5. A Paladin would essentially be a Lawful Cleric with (possibly) Two-Weapon Fighting and/or Martial Training.
6. A Warlock is a Wizard with a Patron. Perhaps the patron grants several “warlock-style” abilities.
BENISON/DOOM TABLES
1. Table 1-2: Lankhmar = Any major city in Hariel Majour (such as Angleport or Lentokk).
2. Table 1-3: Land of the Eight Cities = Any coastal settlement in Hariel Majour (such as Jomor or Cornelia).
3. Table 1-4: Cold Waste = Northern Hairel Majour (such as The Blight, or even Bramble).
4. Table 1-5: Eastern Lands = Varuum Corona (specifically Varuumae Corona).
5. Table 1-6: Mongol Steppes = Any of the Badlands within either Varuum or Golthien.
Sub-class Benisons may be purchased in any location, and are never rolled.
CREATING CHARACTERS CHECKLIST
1. Roll 6 Ability Scores for 2 Characters (2 PC Funnel). 4d6 drop lowest, assign where desired.
May reassign after Step 5.
2. Determine Birth Augur and Lucky Roll (DCC p.19). Allowed 1 re-roll.
3. Determine Occupation. Either invent, choose or roll. Roll preferred with 1 re-roll allowed. New and expanded races may be either chosen manually, or chosen once any other (official) demi-human type is rolled.
4. Determine General/Specific Birthplace.
5. Determine Benisons & Dooms. 1 random, 1 purchased (purchase not required). Some choices will not be usable until the character reaches 1st level. Player may delay purchase/roll of Benison/Doom until reaching 1st level.
6. Determine HP. 4 (max on 1d4) + STA Modifier. Also record Saving Throw Bonuses (if any).
7. Record weapon and trade good. Also roll once on Intriguing Items Table 4-1 (Lankhmar p.38).
8. Each character begins with currency = 1d5+5 gold pieces.
9. Roll once on Table 3-4 for Random Equipment (DCC p.73).
10. Purchase additional gear, if desired. Note: Wooden Shield costs 2 gp, but breaks on any crits against it. Don’t forget Lankhmar Restoratives (Lankhmar p.33)!
11. Determine Alignment.
12. All 0 level characters know the languages Common and, if applicable, their racial language.
13. Record any potential racial abilities.
14. Record 1 point of Fleeting Luck. Can be spent on self or comrades.
15. Name Character(s).
16. Try not to die!
AFTER THE FUNNEL
1. Choose Class.
2. Roll additional HP per chosen class. May re-roll a result of 1, once. Alternatively, Judge may award Max at lvl 1.
3. Determine if PC wishes to be an agent to a Patron. If yes, then roll to see if/who they acquire.
4. Choose a deity, if desired. Necessary if Cleric. Determine deity spells/special abilities/restrictions.
4. Determine spells, if applicable. Use combination of random/chosen. Half and Half. Also determine spellbook.
5. Purchase additional/replacement gear, if desired.
6. Continue to try not to die!
APPENDICES
Daemistaal Abilities
Beneficial (d12)
1. Sharp teeth. Bite attack for 1d4 + STR modifier damage.
2. Once per adventure you can produce a sharp barb from your body. Treat as a dagger.
3. Hardened demon-hide skin. DR1.
4. Fire resist 5.
5. +4 to spell checks when casting Summon Monster or Summon Demon.
6. Ultravision 60’. You can see in full color, even in complete darkness.
7. Supernaturally sly and agile. +2 to all agility-based
thieving skills.
8. Invisible to mindless undead creatures, such as zombies,
skeletons, and so forth.
9. Ghoul-touched. Once per adventure, you can feast on a corpse and regain hit points. Make a spell check on the Lay on Hands chart as if healing someone of the same alignment. A minimum of 1 die is healed.
10. Devilishly sexy. Treat personality score as 18/51 when dealing with those sexually attracted to your gender.
11. Vampiric touch. You may make an attack roll against any living enemy. If the attack hits, look up the attack roll result on the Lay on Hands chart (adjacent). The attack deals that many d6’s of damage, and heals you for a like amount. Usable up to 3 times per adventure.
12. Fiendish quickness.Onceperadventureyoumaymove double your normal speed and take twice the normal number of actions in a single round.
Detrimental (d8)
1. Vulnerable to Cold. +5 damage from cold-based attacks.
2. Vulnerable to Silver. Double Damage from Silvered weapons.
3. Daylight Sensitivity. -2 to all rolls in direct sunlight.
4. Hideous Deformities. PER score is 6, if not already lower.
5. Emaciated. -2 STR and STA.
6. Weird Legs. -10 Speed.
7. High Metabolism. Must consume 2x daily amount of food/water.
8. Sensitive organs. When enemy scores a crit on you, it gets +4 on crit table roll.
Spellbooks
1. At 1st level, all wizards gain a spell book with their maximum number of spells recorded within.
2. Use Spellbook individuality rules from Hubris p.156. Spellbooks are intelligent and have personalities that may or may not conflict with that of the wizard.
3. Each day, a wizard may switch known spells with others recorded in their spellbook.
4. If a scroll or spellbook is found “in the wild,” the wizard may cast Read Magic and upon a success, attempt to copy new spells into their spellbook. Each spell requires 1 hour/level to copy, with regards to Read Magic duration. Read Magic negates need to roll to see if you properly learn the spell.
5. A wizard who does not wish to utilize Read Magic may choose to automatically “learn” a found spell when he or she levels up, instead of rolling on the wizard spell list.
6. A wizard may elect to automatically take Read Magic at first level. This is in addition to the other two chosen spells. Thus, a wizard knowing 5 spells may choose Read Magic + 2 more of his choice, then roll 2 randomly on the wizard chart.
NATURAL HEALING
PCs naturally heal at the rate of their level + CON Modifier/per day. Up to their HP maximum. Further, Luck may be spent 1/day to recover 3HP per point spent.
MUTUAL BACKRGOUND
These are hard times. War has ravaged the land, leaving few opportunities for one to make an honest living. To this end, you set off to the “big city” of Angleport, where you had hoped to receive gainful employment. When plans didn’t work out quite how you expected, you turned to a life of petty crime in order to survive. You either fell in with a local Thieves Guild, Assassin’s Guild or “Protection Company,” or you offended them with your “freelance” activities. In any case, you needed a quick getaway, and you needed it right then and there.
As Angleport is a vassal to the crown of Wyeth, it’s adult populace (both men, women and other) falls under the jurisdiction of the royal army, at least for purposes of conscripting soldiers. But for those who volunteer, service provides both a convenient hiding place and a great opportunity to better your station. All enlisted soldiers, upon serving a brief tour of duty, are allowed access to special training in “arts most useful and productive to the crown, in these trying times.” In other words, the crown was willing to pay for and facilitate your training in a particular “advanced trade.” Be it mastery of soldiering, theological service as an adept to the Zenithal, or even an arcane apprenticeship (for those showing the “potential”) to the magicians of the royal court. On top of which, you’d now be considered “untouchable” to those who seek to do you harm. At least, officially. How could you possibly pass this up…?
MAJOR DEITIES OF GOTHENYA
Name
Alignment
Portfolio
Symbol
Yareuss**
Lawful
Life
Hand w/eye at center
Ryktuss**
Chaotic
Death
Skull minus jaw
Hindelaine**
Neutral
Nature/Harmony
Bloom tree w/tangled roots
Obarane**
Lawful
Order/Cosmic Law
Scales in balance
Prix O'Preyuss**
Chaotic
Chaos/Entropy/Mischief
Smiling black mask
Chronos**
Neutral
Time
Hourglass w/open eyes
Krytuss
Chaotic
Corruption/Rot/Disease
Deer skull crawling w/worms
Tahaluss
Neutral
The Art/Magic/Arcana
Black staff topped w/flames
Sivashiss
Lawful
Forbidden Knowledge
Padlocked/chained book
Tenora Pelora
Chaotic
Music/Liesure/Love
Harp radiating light
Mordane
Chaotic
War
Mace in an iron fist
Reva
Neutral
Mistress of Pain
crossed, jagged hooks
Behalaie
Chaotic
Forest/Lakes/Landscapes
White stag
Verdis
Neutral
Tempest/Hate/Storm Lord
Lightning crashing on waves
Isomethe
Neutral
Progress/Technology
Mechanical cog framed by rising sun
Valimshae
Chaotic
Prosperity/Loss/Fate
Two-faced mask on coin
Pyruss*
Lawful
Solitude/Peace
Hands in prayer
Syggos*
Chaotic
Entropy (original)
A ring of stars around a moon
Faldrighel
Chaotic
Destruction/Unknown
A ring of many eyes circling a larger eye
* = God is thought to be deceased.
** = Aspect of The Zenithal (“The Six”)
PATRONS OF GOTHENYA
1. Patrons may be sought out on an individual basis.
2. There is no comprehensive list of available Patrons. Many are “immortal” trans-dimensional beings, attempting to gain true godhood.
3. However, the beginning PC who choses to have a Patron may select from many within the core rulebooks or even the Lankhmar Guides.
4. Patrons are never Deities, but rather manifest as powerful entities, once (or possibly still) mortal, who have ascended in power, likely through harnessing the power of the Eret Si’Nu.
5. PCs may “make up” their own Patrons, as long as they fall in line with those of the Core DCC Rulebook.
6. Examples of some (but not all) “Gothenya-ized” Patrons include:
6a. The King of Elfland… Same stats, but now known as the Solti power called Venlan Vasaluun, aka “The Center of the Eight Sided Circle.” Most Vala’Suun wizards are subjects to Venlan Vasaluun. The “First Solti” or “The Center” takes few humans or Vistraal on, unless they prove themselves worthy of his nobility.
6b. Azi Dahaka… Same stats, but now known as Pasha Pakima, aka “The Dark Queen of Zarna.” She is Patron to many within the criminal underworld. Possibly an Efreet or Djinn. Nobody knows for certain. None know if she’s even actually female. She simply accepts the gender assignment.
6c. Bobugbubilz… Same stats, but now known as Slothorot, aka “The Prince of Frogs.”He is a powerful demon, with a bunch of amphibious cultists.
6d. Winged Tyaa… Same stats, but now known as Hasatral, aka “The First Avian.” She is “beloved of birds, winged folk, and those who dream of flight.”
6e. The Hates… Same name/stats. Incorporeal beings, possibly demons, perhaps once were human. Patron of the jealous, downtrodden and spiteful. Thought to be an aspect or agent of Verdis.
6f. Mog the Spider God… Same name/stats. Not truly a god, but a demon worshipped (and given power) by the Quaili, amongst others.
6g. Kos… Same name/stats. Said to be an aspect or agent of Mordane, Kos is the Patron of the battle-minded.
6h. Issek of the Jug… Same stats, but now known as The Nameless Prophet, aka “Nameless.” Patron of those who seek to ease the suffering of others.
6g. Carnifex… Same name/stats. Saint of the displaced; those who find themselves “trapped” on Gothenya. She is the “Eecutioner’s Blade” to enemies of her favored.
6h. Dzzhali… Same name/stats. Thought to be an aspect of Krytuss, attempting to siphon power to itself. Patron to those who’ve been “wronged” and who seek the demise or pain of others.
6i. The Horned King… Same name/stats. “Lord of the Wild Hunt.” A displaced fey being who is Patron to those who put nature and the natural order before all else.
6j. Klarvgorok… Same stats, but now known as Shilast, “The Merciless Gaze.” Patron of those who seek knowledge at any price. Perhaps an aspect/agent of Sivashiss.
6k. Magog… Same name/stats. A mammoth being of unknown origin and great strength. Patron of those who believe in “the survival of the fittest.”
6l. Ningauble of the Seven Eyes… Same name/stats. Interplanar entity of unknown design. Known as “The Gossiper of the Gods.” Patron of truth seekers.
6m. Sheelba of the Eyeless Face… Same name/stats. Believed to be from the same dimension as Ningauble. Patron of thieves, collectors, hermits, and those others who wish to remain hidden from the sight of man.
6n. The Gods of Trouble… Same name/stats. Not truly gods, but perhaps agents of Prix O’Preyuss, these incorporeal beings came about only after The Sundering, bringing confusion and discord to the world. They are Patrons to those who look calamity in the eye, and who seek mischief on every level. Those who do not shrink away from ill fortune.
6o. Dhoregos… Servitor Demons to Azjha, the inter-dimensional “Demon Queen of Quaili” (basically a jumped-up demon-turned-demigod). An alternative for dark elf blood mages (instead of worshipping Faldrighel, an outer god who does not answer its incoming prayers). As Azjha takes on very few as Patron, most who wish to appease her must go through one of her intermediaries. There are always eight Dhoregos at any given time. They do not have individual names (or seemingly, even personalities). They appear to share a hive mind of sorts. When one gains the Patronage of Dhoregos, they gain the attention of all eight demons sharing that name. Dhoregos is a big proponent of making its followers eat sentient flesh, so be forewarned, getting involved there. Uses stats of Lumgolit (basically Lolth).
6p. Obitu-Que… Same stats, but now known as Farthuu. He’s a pit fiend (one of the devilish Vuun) and general in Hell’s armies. He takes on disciples who are bent on conquest of whatever dimension they call home. One of his Patron Spells is actually called “Genocide.”
EVEN MORE HOUSE RULES
1. Fleeting Luck is in full effect. From Lankhmar Compendium. Fleeting Luck (only) may be shared with adjacent characters.
2. Characters who have Patrons or are agents to a Patron may call upon their benefactors for aid in healing. At the regular risk.
3. Permanent damage/Ability Score loss may be recuperated between adventures (downtime) at a 1:1 ratio by spending permanent Luck.
4. There are (often rare) healing ointments and unguents available, for a price (average 10gp). They range in healing power from 1d4 (unguents) to 1d6 (greater salves).
5. Some restorative beverages exist. See Lankhmar Compendium p.34.
6. White/Black Magic circles exists as on p.30 of the Lankhmar Compendium. You gain a +2 spell check bonus when casting spells of your circle, while incurring a -2 to spell checks when casting a spell from the opposing circle.
7. Casters are not required to specialize or adopt a circle of magic.
8. Ritual Magic can be made to produce more predictable effects. Outside of any necessary spell burn required to access a spell, no further spell burn may be utilized to increase efficacy. In turn, no Patron Taint nor Corruption may occur. Misfires are still possible.
9. Spell Stipulations (Compendium p.16) may be chosen INSTEAD of Mercurial Magic when a new spell is learned.
10. Unarmored Warriors. Warriors or those with the Martial Training benison. This option must be chosen upon creation. When selected, a character gains 2x their Agility bonus when completely unarmored (shields are acceptable). However, if they wear any armor with a check penalty of -3 or greater, they no longer gain ANY advantage from a positive Agility modifier.
11. Lucky Weapon. A warrior (only) with a positive Luck modifier towards their lucky weapon must name the weapon in order to gain their class benefit.
12. Benisons and Dooms may never be traded or replaced once set, however some situational ones may come to a natural end (such as Wanted by the Thieves Guild).
13. Optional classes from Crawl magazine may (possibly) be approved for use in this campaign. Keep in mind that many of these classes can essentially be created through the purchase of proper Benisons.
14. Ley Lines of strong Eret Si’Nu exist in the secret places of the world. They may be sought out, and confer significant bonuses to spells cast in their purview. Some give +2 or +4 bonuses to spell rolls, while others insure that no spell incurs Corruption or a Patron Taint. Ley lines may be sought out by following “streams” of magic (utilizing Detect Magic or similar), or may be revealed by other casters who know of their location. Likely at a high price. Ritual Magic works particularly well in such areas.
15. Wyrdwood Weapons have special properties beyond that of their “base type.” They carry a +1 bonus and weigh half as much as their metal counterparts. There are legends of Wyrdwood swords, charred black in appearance, that are not only +2/+3/or+4, but also increase their damage die by one step. None of these blades are magically enchanted during construction, however they were culled from mystical beings (the fortreal). They are able to damage creatures that can only be hit by magical weapons. Wyrdwood can be crafted into weapons of most varieties, and even wyrdwood arrows are known to exist.
LYCANTHROPE PCS
Ancient tales tell of men, who, when driven to desperation or tempted by magic, transform into beasts of unimaginable strength. Obliterating villages, tearing through armies and killing even the bravest of warriors, they are amongst the most dangerous of creatures. And they live among us. These beasts have had many names over the years, but two stuck: lycanthropes or werewolves. They are beings transformed by an ancient curse, to show the world the true strength of the wild and untamed, the savage and chaotic.
Becoming a lycanthrope: Unlike most classes, characters can not choose to become lycanthropes when gaining their first level. Lycanthropy is bestowed by some mighty curse or by surviving the bite of another lycanthrope. When bitten by a werewolf, the character has to succeed in a DC 20 Fortitude save to avoid becoming a lycanthrope. A level 0 character will become a lycanthrope as he hits first level, even if he is a non-human. Characters of higher level can also turn into lycanthropes. Refer to the The curse of lycanthropy section after the class entry for rules on lycanthropes who had a class before being cursed.
Hit points: A lycanthrope gains 1d10 hit points at each level.
Weapon training: A lycanthrope is considered trained with these weapons: club, dagger, handaxe, mace, short sword. Lycanthropes in wolf form are proficient only with their clawed hands and their massive jaw.
Alignment: While lycanthropy is chaotic in nature, not all lycanthropes embrace the chaos to their fullest. Lawful lycanthropes often follow strict self-made rules and use their might to protect the weak. They mostly try to balance their savage and their human side, treating lycanthropy as a curse and never fully embracing their beastly powers. Most try to protect those too weak to fight for themselves and continue the fight for their former ideals on their journey to redemption or acceptance. Neutral lycanthropes have a strong tendency towards spiritual beliefs and feel a close tie to nature. They neither try to suppress their savage side, nor do they let themselves turn into mindless beasts. Their struggle to find balance in this existence extends to the way they perceive the entire world. Chaotic lycanthropes fully embrace their wild side. They live to fight and to prove their strength. Their goals are short term at best and their loyalty belongs only to the best of their friends, if they have any. With every day that passes, they become less human and more beast.
Wolf form: A lycanthrope can take on the shape of a massive savage beast. As an action, a lycanthrope can transform into wolf form. Transformation into wolf form lets the lycanthrope grow to immense size, up to 9’ tall, while growing hair and muscle and ripping through any clothing or armor worn. When fully transformed, the lycanthrope gets the following modifications: Wolf form lasts for 1d10 + Stamina modifier rounds.
If a lycanthrope wants to end wolf form prematurely he has to spend a point of Intelligence or Personality or succeed in a DC 12 Will save. Transformation back to human form takes an action.
The lycanthrope in wolf form is restricted from using any abilities from non-lycanthrope classes. This includes not only spellcasting and clerical abilities, but also deed dice and thief skills, along with the conscious usage of any magical items.
The lycanthrope gets his wolf form bonus, as noted in his class table added to his Strength modifier, Stamina modifier, armor class and all of his perception rolls. The Stamina increase will also increase hit points, which are lost when transforming back.
Additionally, his movement speed is increased by 20'.
The lycanthrope gains a claw attack that deal 1d6 points of damage and a bite attack that deals 1d8 points of damage. As usual, damage values are modified by Strength. The bite can only be used once per round, no matter how many action dice the lycanthrope possesses. A lycanthropes bite might bestow the curse of lycanthropy (see becoming a lycanthrope above).
The lycanthrope receives an additional action die as noted in the class table.
Once in combat, a lycanthrope in wolf form must continue fighting until he is the only combatant left or he transforms back. He can still distinguish between ally and enemy but once all enemies are defeated he has no choice but to attack his allies.
Short fuse: Any time a lycanthrope who is not in wolf form is injured he has to succeed in a Will save with a DC equal to the damage taken. If failed, he transforms into wolf form with his next action. Anytime the lycanthrope is provoked or angered by others he also has to make a DC 10 Will save. Grave insults or massive provocation may raise the Will save as determined by the judge.
Howl at the moon: When the full moon is visible in the sky, a lycanthrope is forced to change into wolf form and he can not change back as long as he is under moonlight.
Regeneration: A lycanthrope, no matter which form, has incredible regenerative power. Every round he heals 1 hit point, plus an amount of additional hit points equal to his Stamina modifier. Negative Stamina modifiers do not reduce the damage healed below 1.
Vulnerabilities: A lycanthrope struck with silver or brought into contact with wolfbane will lose his regeneration ability for a hour. If exposed to silver or wolfbane, a lycanthrope in human form is forced to transforms into wolf form with his next action.
THE CURSE OF LYCANTHROPY
The curse of lycanthropy is inflicted through the bite of a werewolf, and those unlucky enough to survive will soon find themselves carrying and potentially spreading the curse themselves. While ancient legends tell of mighty witches or the gods themselves who bestowed this curse upon the mortals, few werewolfs claim this to be their fate. Unlike other curses, the curse of lycanthropy is not associated with a Luck penalty, but those who suffer from it turn into beasts, as described above. Characters who already possess levels in other classes than lycanthrope use the following rules.
Becoming cursed after level 0: A character who is bitten has to level up as a level 1 lycanthrope when he reaches the next level. He keeps his former levels in his other class. In addition to his former class he is now also a level 1 lycanthrope. The attack bonus and saves from the lycanthrope class stack with any pre-existing modifiers. The lycanthrope can choose the better action die of his two classes. He can make this choice at any level. Note that the bonus action die in wolf form is applied regardless of this choice. Every time he levels up in any class the lycanthrope can choose whether he wants to use his Crit Die/Table Combination from the lycanthrope or his other class table. In wolf form he always uses the Crit Die/Table specified in the lycanthrope Table. Lycanthropes do not forget their former training, so any pre-existing weapon training is kept.
Leveling up: Whenever the lycanthrope gains a new level he can attempt to progress in his former class. Keeping the primal side in check is difficult, so whenever he wants to level up with his non-lycanthrope class he has to pass a DC 15 Will save or must level up as a lycanthrope.
Getting rid of lycanthropy: Removing the curse of lycanthropy requires powerful magic or divine intervention. Treat this as a major curse for the purpose of the remove curse spell. If a character lifts the curse he may pick up an amount of levels in his original class equal to the amount of levels lost. This takes one week of adjustment per level. The character does not roll hit points for the new levels gained, but otherwise advances as normal.
Attack Bonus (Human): +1/level.
Attack Bonus (Wolf): Begins +2 at level 1. Gain additional +1/every-other-level.
Human Crits: 1st- 1d8/III, 2nd/3rd-1d10/III, 4th/5th- 1d12/III, 6th/7th- 1d14/III, 8th/9th-1d16/III, 10th- 1d20/III.
Wolf Crits: ist- 1d12/M, 2nd- 1d14/M, 3rd- 1d16/M, 4th- 1d20/M, 5th/6th- 1d24/M, 7th/8th- 1d30/M, 9th- 2d20/M, 10th- 2d24/M.
Saves (Both Forms): REF +1/level, FORT +1/level, WILL -1/level
Action Die (Both Forms): 1st/2nd/3rd level- 1d20+1d14*, 4th/5th level- 1d20+1d16*, 6th level- 1d20+1d14+1d16*, 7th level- 1d20+1d16+1d20*,
8th/9th level- 1d20+1d20+1d20*, 10th level- 1d20+1d20+1d24*. “*”= last action die in chain can only be used in wolf form.
LANKHMAR GHOUL AS PC CLASS
Ghouls: you’re a Lovercraftian ghoul. Carrion-eater humanoids with hooves and slightly canine features. Cunny but bestial, you’re comfortable in dark places and the underground. You constantly fight your unholy urge to consume the bodies of the dead and frolic in the stinky and loathsome depths, but you’re also afraid that your hunger will transform you in the feral form of your parents… deadly predators that stalk the deeper levels below Guerdon. Actually, you’re afraid that you might not only go feral but “live” long enough to become an elder ghoul - a giant and obscene carrion mystic that channels the darkest sorcery and communes with Elder Things best left unsaid.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution by 1.
Size. Medium.
Darkvision. 60 ft.
Speed. 30 feel. Your claws and heightened senses gives you a 30 feet climb speed.
Keen Senses. A ghoul has advantage on Wisdom (Perception) checks that rely on scent. A ghoul can also use an action to pinpoint, by scent, within 30 ft, the space where a hidden or invisible creature is (but still attacks such target with disadvantage). Ghouls are naturally attuned to magic and can roll a special Wisdom (Perception) check, with disadvantage, to feel if magic is being used within 30 ft (just the presence of magic, not its location).
Corpse Eater. You have cold, radiant and necrotic resistance. However, you only gain half the benefit of healing magic.
Unholy Hungry. You have advantage on Constitution checks to resist the effects of hungry and thirsty. While you can consume food as a normal humanoid, you find it bland and tasteless. However, if you consume the flesh of a fallen humanoid (at least half a corpse), you can recover 1 Hit Dice plus your level in hit points. You must wait a short rest before gaining hit points in this fashion again. In narrative terms, eatings tons of corpse flesh is a sure way to become a feral ghoul and leave the campaign, but let us leave that to each DM and table.
Criptbound. You thrive in the underworld. While in a dungeon, cave or underground terrain (DM’s call), you can reroll a Strength (Athletics), Dexterity, Intelligence (Investigation) or Wisdom (Perception) check. You must declare your reroll before the DM declares the outcome of your action. You must wait a short rest before using this feature again.

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