Pranking the players: Questions to the community at large

I have a firm belief that all Referees, Game Masters, Storytellers and Dungeon Masters have an innate desire to screw with their players from time to time. Sometimes that desire could be born out of a bad mood or out of an overly jovial and prankster mind set. Other times it is something born from nothing but the spontaneous nature of running a game.
Whatever the reason in the end, Game Masters of all shapes, sizes and names have at least thought about screwing with the players, from cute little pranks, to all out mind blowing moments. So that is my question of the night, what was the biggest prank or joke you ever pulled on your players or was pulled on you?
For me:
 Once had the party travel across the game world by a summons from the Arch-Emperor. When they arrived they were tired and near death in so many different ways. They expected a grand mission, instead the Arch-Emperor made them swear to do his laundry.  
 During my first D&D Next playtest the DM described a perfectly normal room to us players. As we explored it however, ten ancient Kobold mystics appeared from nowhere and TPK’d us. We rolled new characters and in the cross of exploring stumbled into another room where the mystics once again TPK’d us. After several attempts at new characters and growing frustration and name calling the DM had us make some rolls and we discovered that we had dreamt the whole thing, where still our original characters and had never met in “real life”. I think if this hadn’t been over Fantasy Grounds, the DM would have been killed.

Ancient Titan - Generic Creature for any setting

Ancient Titan

“I remember that day clearly. My raiding party was crossing the straits to the Isle of the Mist looking for some easy plunder. It was a good day, a day of song and good hard work at the oars.  Then It rose from the waters. Like a man, but not, and made of stone and strange metals. With one fist it crushed our and sent my crew to their grave.”

Armor Class: -5[25]/2[17]
Hit Dice: 10+10 (68)
Attack: Smash (4d6+4), Stomp (5d6+4)
Save: 5
Move: 60
Special: Earthquake, Magical Resistance 75%, Physical Resistance 50%
Challenge Level/XP: 16/3,200

The Titans are mechanical constructs created by a long dead, but highly advanced race. A miracle of science and magic, the titans are clock work automatons infused with Old Magics making them virtually indestructible.

Six magically wards (crown of the head, shoulders, mid-back, small of the back and center of the chest) empower the Titans giving them their near indestructibility. Only by destroying the wards(AC 4 [15] each 3 HD) can a Titan’s power be broken and the automaton destroyed. This brings the titan’s AC[AAC] to the second set of numbers and removed the creature’s resistances.

When a titan hits the ground with either of its attacks it has a 75% chance to cause a small localized earthquake that can knock anyone within a 120 feet of its fist to the ground and cause 1d4 damage.

Quick Note - Cinematic vs taticial Combat

Quick Note  - Cinematic vs Tactical Combat
A quick question for the community at large: What do you prefer, fast and loose encounters presented in a cinematic way or more tactical looking at the game like a battle map?

The reason I ask is that I have several ideas floating in my head to make combat feel more cinematic. There would be number crunching and dice rolling of course due to the needed aspect of rules, but fast and cinematic none-the-less.

These ideas range from combat stunts after a critical hit or a “so much higher than AC[ACC]” that would give the player options for special moves to the “dire circumstances” roll I talked about earlier in my Transformers post.

Part of the reason I want to do this is to give back some of the storytelling aspects of combat to the players and relieve the referee from figuring out how to describe the ninety-millionth player attack and damage to the enemy and make combat more interactive between the entire table.

Transformers (again) A question answered!

I have (surprisingly) received a few e-mails about my Transformers post of a few days ago. Nothing from Hasbro begging me to sell the idea to them, but from a few people in the gaming community interested in some of the things I put down oh so long ago.

The biggest question has been “what is dire circumstance?” So right here and now I will attempt to explain the idea that never became realized.

During play all transformers are placed in situations that may look bleak, hopeless, or down right suicidal. A single Autobot versus a legion of Decepticons or free-falling through the Cybertronion atmosphere toward the planet itself with a busted “t-cog”.  During such circumstances and right before death the transformer is allowed to roll his courage against a number predetermined by the situation. If successful that transformer manages the impossible, and while they may die, does so in a spectacular and truly memorable way.

That Autobot manages to hold off the Decepticons (alone) until his companions evacuate, making sure his name lives on in the fear of Deception warcamp tales.

In purely game terms the following happened:
The autobot rolled a 15+ his courage of 6 for a 21. The Referee set the difficulty of this action at 20, so the autobot succeeds in his dire circumstance roll. Being that the autobot succeeded he is allowed by the referee to continue actions until he reaches negative the double of his hit points and automatically hits all Deceptions with equal or below hit dice to his own and receives a bonus to hit equal to his hit dice on all Deceptions with greater than his hit dice.

Again I must remind everyone that everything I did for the failed Transformers game was way early draft. I’ve been re-examining “dire circumstances” of late for my Eira setting, but as of yet nothing is in final determination.

Anyway, I hope that answers the question about “dire circumstances”.

Friday morning Game!

Go one over tothe link below to sign-up for my Friday morning game. Playtesting a new adventure by yours truly!

Swords & Wizardry game "The Strange Case of Tobin Jakshyd"

Hope to see some of you there Friday Morning!

Pseudomorph - Generic Monster for any setting (that someone else probably already did)

Given the pre-exstitent nature of this creature by other names and in other game systems I do not doubt it has already been done. However, a glance at Core, Whitebox and Complete did not show me one so I decided to give the creature my spin.

Pseudomorphs are carnivorous, semi-sentient creatures that live in caves, dungeons, crypts and other subterranean places. They possess the ability to make themselves appear as any inanimate object and lay in wait for prey to come to them.

In their natural state the pseudomorph appears as a large, pale amoeba-like creature.

Lesser Pseudomorph

Hit Dice:  3
Armor Class:  4 [15]
Attacks: Slam (1d6+2) and Bite (1d4)
Move: 3 [15’]
Save: 16
Special: Stick, Copy
Challenge Level/XP: 4/120

Copy – The Pseudomorph can copy the appearance and coloring of any inanimate object that is at least the size of a large chest.

Stick - Any Melee attack has a 45% chance of causing the attacker to become stuck to the Pseudomorph.


Hit Dice: 6
Armor Class: 2 [17]
Attacks: Slam (2d6+2) and bite (2d4)
Move: 6 [30’]
Save: 11
Special: Copy, Stick
Challenge Level/XP: 8/800

Copy – The Pseudomorph can copy the appearance and coloring of any inanimate object that is at least the size of a large chest.

Stick - Any Melee attack has a 65% chance of causing the attacker to become stuck to the Pseudomorph. Further any slam attack by the Pseudomorph has a 75% chance of causing the target to become stuck to the Pseudomorph. While stuck to the Pseudoporph the target takes 1d4 acid damage as the Pseudomorph begins to digest the target.

Transformers - Less than meets the Eye

Back when I was a kid, I loved Transformers (still do if anyone has read a few of my pure G+ posts). One of my first attempts at creating an independent tabletop game was actually an attempt at Transformers, using the toys themselves as the inspiration.

If anyone here has ever looked at a Transformers toy packaging you’d see that all the Transformers have a state block with a number in each stat ranging from that individual Autobot’s strength to their courage in battle.

May idea at the time was to use that stat block to create a point buy system that would allow a player to either make a Transformer of their own or just use the stat card from their toy. In the end I left the idea behind because that is pretty much all I was able to come up with. Rules for combat, transformation and the like were utterly lost on me.

So, what I did complete I am posting here for everyone to see and grab at in the hopes that it may spark some ideas in others, or at the very least be amusing.


Transformers: RPG
Character Creation:

A first level Transformer is allotted 50 points to place between his statistics. No one statistic may have more than 10 points allotted.
The Statistics represent your character on a wholly mechanical basis, their emotions, personality and such cannot be determined by these numbers.

At every level your Transformer is allotted an extra point to be placed into any of his statistics.


Strength (STR)

Represents how strong your transformer is, how much he can lift, carry, move and the like. Transformers with High Strength add their Strength Score to the Attack Score for melee attacks.

Intelligence (INT)

Represents how smart your transformer is and helps determine all actions that require mind over matter. These may include things like hacking a computer terminal, tactics on the battlefield, or understanding alien cultural norms.

Speed (SPD)

Represents how fast your transformer can move in combat while in robot mode. In vehicle mode this statistic is automatically doubled.

Transformers with a high Speed add their Speed Score to the Attack Score for ranged attacks.

Endurance (END)

Represents the natural base of how much your transformer can take in terms of damage before he goes “offline” without regards to different chassis or armor.

Courage (Cou)

Represents how brave and fearless your transformer is in the face utter doom. Your Courage Score is added to any “dire circumstance” role to determine if your transformer makes it through the “dire circumstance”

Attack (ATK)

Melee - Are all attacks made with either body parts or with a weapon such as a club, axe, sword, etc.
Ranged – Are all attacks made with a weapon that has a projectile of some sort.


All transformers have up to three skills they can pick to help them in combat and non-combat situations.

Your transformer’s skill score is both used in a any skill rolls and distributed between your skills. A first level Transformer does not need to have all three skill slots filled and may add them over time and levels.

Character Models

Scout – scouts are fast supporting warriors and couriers on the front lines of battle. They are known for their incredible speed and their almost reckless courage in battle.

Scouts get a +1 at first level to either their Speed or Courage statistics.

Medic – Medics are the doctors and healers on the frontline of the transformers’ war. They are known for their intelligence and resolve in battle and in the operating theatres of the line.

Medics get a +1 at first level to either intelligence or Courage statistics

Soldiers – Soldiers are the warriors who fuel the war of Cybertron. They are known for their strength in the field as well as their ability to endure both create hardships and damage.

Soldiers get a +1 at first level to either Strength or Endurance.



Used for any actions that may involve the physical use of the body outside of combat, such as sprinting across a town square or jumping over a chasm.


Used for any actions that may be social in nature. Examples include convincing someone to let you into a building, swindling money and so on.

Computer Systems

Used in situations that require computers or any high-tech electronic to be used. Examples include, hacking a computer terminal and so on.


Used in any action that requires things to blow up.


Used in any action that requires a transformer to aid an injured ally.


Used for any actions that may require the transformer to locate an object, notice a hidden guard and so on.


Used in any situation that may be sneaky in nature.


This is pretty much where I stopped developing because I just couldn’t figure out how to go on. Anyway now it is up so have at it and enjoy!

Quick Note - Scaling in Hero Scape (House Rule)

Over the weekend I began to play an out-of-print Hasbro game with my 8-year-old called Heroscape (generic example of play/game demo). during play my daughter asked a question that never crossed my mind, never crossed any thoughts from when I was big into the game back in the early 2000s. My daughter likes to rock climb, and I like to build very vertical battlegrounds. My daughters question "Can I climb up the cliff?" left me stunned because according to the game rules the answer was no. However, the strategic value of her managing to scale the cliff would have been amazing.

According to the rules:

Moving Up: When you move to a higher level, count the side of each higher level as one space. Of your figure can't move enough spaces to reach the top of a ledge, then it can't move there.

Height limit: A figure cannot move up a number of levels higher than its Height number all at once.

What does this mean? It means that my Krav Maga Agents while having a move of 6 cannot scale a 5 level high cliff due to the fact that their Height is equal to 4 levels (judging from the head).

New House Rule:

Scaling: Dedicated Action. Figure can move its entire move number up. If the figure is not on a ledge at the end of their move they can make no other actions. If attacked while Scaling the figure can make no defense rolls and player must roll the 20-sided-dice. On a roll of 15 or higher the figure falls, dealing another attack dice of damage.

It is a risky move to attempt to scale, but the rewards if successful can possibly be great.

Once again, I wish Hasbro had never abandoned this game. My daughter loves it now almost 8 years after the line was abandoned and it is a simple, (and when in production) cheap introduction to the miniature games scene.

Magic Items - Two magic items for any setting

It has been awhile since I've made a magic item so this is a nice change in a while.  The following I cannot take complete credit for as my daughter is actually where the idea came from during last night's Hero Kids game.

On a side-note, playing a tabletop game at a Books-a-Million at 2100 at night with an 8-year-old and my wife gets lots of stares. Especially since I'm a rather animated and vocal referee.

Shield of the Wall
A tower shield which appears as a normal tower shield from the front but from the rear is utterly see through, allowing any behind it to easily see their enemies. The shield's magical construction also allows any projectile spell to be cast through the shield, allowing the magic-user to remain hidden while still casting her spells.

And one the I made for an old D&D game I played in the Army.

Staff of the Rings

A staff of ash with an odd gem at its crest. The staff has slots etched out of its wood to securely hold up to four magic rings. The staff's magical construction allows the effects of any magical rings to be used while the staff is being held by a magic-user. Staff can cast light on command. 

Quick Note - I am your master ... if you go to MEPAcon

On the weekend of November 8th (specially the 9th) I will be running two games for the Swords & Wizardry OSR system at MEPAcon.

If anyone is in the Northeastern PA or nearby New York and New Jersey and isn't doing anything for that weekend.

From 9 am to 12 noon on the 9th I will be running Grimmesgate.
From 2 pm to 6 pm on the 9th I will be running an Alpha test of Eira with my adventure "The Mad Mage's Tomb"

Also, on Sunday, I will be running a game of Hero Kids. The time is currently listed as 12 am to 4 am but I'm trying to get that changed, to something a little less extreme.

Ragmen - Generic Monsters for Any setting

I've been wanting to make these guys for awhile, now I am and I am gleefully waiting to sic these little guys on my daughter and her friends!



“Never forget; never deny the existence of the ragmen. Born of fear and madness they groan and crawl. Born of madness they wrap and entwine. Born of magus folly the ragmen come, the ragmen come.”

Hit Dice: 2+2
Armor Class: 7 [12]
Attacks: Slam [1d4]
Saving Throw: 17
Move: 6 [30’]
Special: Smother, Gestalt
Challenge Level/XP: 4/120

Ragmen are a form of golem created originally by a very mad and very poor magic-user. They have since become the cheap and easily replaceable minions of many eager chaotic magic-users in the world.  Ragmen appear to be sets of clothing, either hung or laying in piles when inactive. When active they appear as clothing being filed by nothing at all.  Being made of clothe, however, means that Ragmen are easily dispatched by fire (3x fire damage than on a normal target). Unfortunately Ragmen are rather resistant to blades and blunted weapons receiving an extra –[+] 2 to AC[AAC] when attacked with such a weapon.

Gestalt – Ragmen who are cut to pieces have a 75% chance of there component pieces acting of their own free will (all stats remain the same save HD which is reduced to 1/2d6).

Smother - The Ragman will attempt to attach to and complete cover the target. After four turns of being complete covered the target faints due to a lack of oxygen. While covering the target the Ragman can do nothing else. Targets can make a saving throw (-4 modifier) every turn up to the fourth round to attempt to remove the Ragman. If aided by a companion the modifier is negated.   

The Other Game - Cheating on the OSR

It is no secret that the majority of the gaming that I do is with my daughter and her friends. With few exceptions I am the referee or game master and as such we typically play S&W core or Whitebox or some amalgamation of the two that I happen to be experimenting with.

However, there is another game that I play with my my daughter, one removed from the dynamics of the system created by the world's first fantasy roleplaying game. At first this game was an experiment in an of itself to find a game that my than six-year-old daughter could understand. At the time she was having problems with all the different dice (still does sometimes) and knowing which dice was for when and what. The other system, a streamlined variant of the West End Games system (now known as d6), took away all the dice and was small and simple enough that I learned it in an hour and started to think of ways for my daughter to enjoy it.

Mini-Six "Cinematic Roleplaying Game" by Antipaladin Games is fast. Character creation can be done in two minutes and play is quick and seamless. Each of the provided settings has a number of premade enemies and monsters taking away the problem I have with Open 6. Likewise there are a number of premade spells and powers, again taking away the problem I had with Open 6.

So from a Game Master side the system as printed was a wonderful quick thing that I can have set-up for my daughter in under five minutes or right off the cuff (which is how my wife enjoys my game mastering). The best thing about Mini Six, however, is that its premade settings are very popular settings with the serial numbers filed off.

Perdition - Firefly
Farnsley's Phantasm Investigations - Ghostbusters
Imperium in Revolt - Star Wars

Best though, is the separate setting available on Antipaladin's website known as "The Door to Infinity" which is basically Doctor Who. Doctor Who, my daughter's favorite TV show. The first night she asked to play "That Game" ("That Game" being any roleplaying game) and handed her and her mother new character sheets and plopped them into a museum overrun with
cybermen was one of my favorite moments in gaming. My daughter's eyes went wide, she looked up at me and then looked back at her mom and whispered "at least they aren't Angels."

So why am I bringing this up? Because today, after not spending her allowance in nearly a year, my daughter begged me to take her to the comic shop. I waited outside in the car as her brother and sister slept in the back seat for nearly an hour. When she came out of the store with a huge bag I was worried and then out from the bag she pulled a sonic screwdriver flashlight and "Doctor Who: Adventures in Time and Space" . She wants to play it tomorrow night. She wants to run it ... and truth be told I'm going to miss our old Mini-Six version of the game.


As a final side note, Antipaladin games also has a number of free OSR projects.

Next Adventure Question

So the next five-minute adventure is a pretty big one, with a estimated 10 pages of adventure. Compared to my previous 4 adventures (4 you ask?) which topped out at 5 to 6 pages this is quite a leap forward.

The more I work on these adventures with the generic "Town" the more the place seems to take on a life of its own as well as an actual geographic setting. This newest adventure somewhat does away with that as the Town is now very obviously meant to be in a temperate, at least partially forested environment.

The second change is the addition of locations outside the town. In this case the Anicent Forest and a elvish town. Which is where my question hails from. What is the option on how this looks?

W-3 Qu’tanis

Nestled in and among the giant, ancient trees the stairs and homes of the village blend into the forest and would be missed if not for the soft glow of magical orbs and the movement of the village’s inhabitants.  As the players approach a horn is sounded and as if from the tress themselves dozen of elfish archers surround them.

The village of Qu’tanis is home to about five-hundred wood elves. The population is extremely xenophobic and trusts no outsiders; even other wood elves from outside their community. If the players approach Qu’tanis the elves of the village will surprise them and attempt to capture them. This is atypical of the wood elves of Qu’tanis as they will typically kill all outsiders.

The players will discover (if they go with the wood elves peaceably) that the village has been raided several times in the previous month by the Malformed. While the wood elves would typically kill outsiders like the players, they have found that they are unable to route the invading Malformed and grudging need the players’ aid in the manner.

The wood elves will provide the players with a map with the location of the Malformed’s lair marked on it (W-5).

The only reward the wood elves offer the players is safe passage through the forest as long as the players respect the forest.

Qu’tanis (Elven Village): Pop 500. 50% commoner, 15% craftsmen, 15% magic-user, 15% Fighter, 5% other 

Kickerstarter Barking: Demon Wars Reformation by R.A. & Brain Salvatore

Time to bark again for a kickstarter project. This one is already successful, but given the pedigree of the designers I would venture to look into it.

The game boosts to be Salvatore and son's take on old school game mechanics set in the world of R.A. Salvatore's "Demon Wars" novels which are really great in my opinion. The video is vague on what it means by "old school" but the in-play segments are like nothing I have personally seen before as they game seems to rely on percentile dice and poker chips. Stretch goals aren't all that impressive either as most of them have to do with additional artwork inside of things like adventures or extra materials.

Buy in is also a bit much with $50 being when a physical copy of the game is available. But once again I must bring up the designers and the influence R.A. has had on gaming and the fantasy genre over the years. Given his dislike of what has happened with the Mothership of Fantasy RPGs of late, I think it is worth giving him a chance.

Link: Demon Wars: Reformation Kickstarter

Wayne Rossi's Dungeon Crawl Issue Three released

The third issue of +Wayne Rossi's OSR magazine "Dungeon Crawl" has been released and features new magic items, encounters, dungeons and most importantly (to me) my Blood Witch class for Swords & Wizardry!

I just finished printing out my .pdf copy of the magazine so expect a review sometime between now and Tuesday. While you wait go and pick it up for yourselves at either Lulu for the $11.95 print copy or RPGnow for the $5.00 .pdf copy.

I've been flipping through the .pdf as my anicent, slow-as-hell printer was working on printing it, and honestly I'm liking what I'm see. Although, Wayne I think for Issue 4 you should do an article on the "Rossi Method" of opening doors!

If you haven't read "Dungeon Crawl" follow the links below to get caught up:

Issue # 2 at is still available as a Pay What You Want title!
Issue # 1 is available for free VIA google Docs!

Fear Doirche - Creatures of Eira Preview

Fear Doirche

Hit Dice: 10 + 6
Armor Class: 1[19]
Attacks: Weapon (Fae Great Sword (unique), 2d10+4)
Saving Throw: 5
Move: 12[60’]
Special: Fae Step, Greater Immortal Fae, Iron Resistance
Challenge Level/Experience: 13/2,300

The Queens of the Au-Sidhe and Un-Sidh courts have many agents in both the mortal and immortal realms. However, these agents pale in comparison to the Fear Doirche. The Fear Doirche is the assassin and arbiter of his or her Queen’s will. The Fear Doirche carries a portion of his or her Queen’s power within his-or-herself, making the Fear Doirche virtually impossible to defeat, much less fight.

There are always two Fear Doirche, and since it is a title, the appearance of the Fear Doirche can vary greatly. However, one thing always remains the same, no matter who carries the mantle of Fear Doirche; he or she walks with and carries shadows about him or her.

Fae Step - In place of a move action the Fear Doirche can teleport half of his or her move instantly.

Greater Immortal Fae – As one of the Greater Fae of the Night Lands or the Eternal Lands, the Fear Doirche is virtually immortal and is not truly dead unless he or she is brought to negative the total of his or her hit points.

Iron Resistance – As one of the Greater Fae, the Fear Doirche does not suffer the pain or poison of iron and its alloys as lesser immortal fae do.

Gamers: Hands of Fate Released!

The new Gamers movie "Hands of Fate" has been released and is avialable free or $10 for an HD download.

Go watch it now! The Three Gamers films have been some of the best examples of Roleplaying life and should entertain all who have an interest in the hobby!

Gargoyle of the Lost Clan – Generic, serial numbers filed off class for OSR games.

The following came at the request of an old friend of mine a few weeks back. I feel bad that it has taken so long to get this written-up, but as I said earlier today during my Quick Note, life has been kicking my rear lately.

For probably everyone who will see this, the inspiration for this class is obvious. For those of you who don’t know the inspiration for the class: Stop reading, go to youtube and watch Disney’s Gargoyles right now!


Gargoyles of the Lost Clan

Gargoyles of the Lost Clan are the last survivors of a race of honorable Gargoyles that have been thought lost for generations. Unlike their more twisted Chaos serving brethren, the Gargoyles of the Lost Clan have a sense of duty to protect all those weaker than themselves.

The Gargoyles of the Lost Clan number only in the dozens, the majority of their people twisted by Chaos or dead through vile magics or other, even more sinister, means.

Prime Attribute: Constitution +13 (5% experience bonus)
Hit Dice: 1d10
Weapons Permitted: Any
Armor Permitted: None
Move: 6[30’]/12[60’] Gliding

Gargoyle of the Lost Clan Abilities

Cursed Form – Every day from the time the sun rises until the sun sets the Gargoyle is cursed to turn to stone. While in this form she has an AC[AAC] of 1[19], cannot move, speak or make any actions. While in this form, the Gargoyle heals 1d6 damage.

Gliding – Gargoyles, despite their wings, cannot fly but simply use air currents to glide. While gliding the Gargoyle can move double their move and gain a +2 to any Saving Throws against projectiles and projectile magic.

Infrared Vision – Gargoyles can see the heat rising from any living thing up to 60’ away from it and through obstacles of less than one foot.  A Gargoyle’s Infrared Vision can be interrupted or tricked through magic and some natural means.

Magic Resistance – Gargoyles are naturally resistant to magic and all spells and spell like abilities against a Gargoyle receive a -2. However, because of their natural magic resistance, Gargoyles who attempt to use or wear a magical item have a 75% chance of that item failing to work.

Stoneskin – Not to be mistaken with Cursed Form. Gargoyles have extraordinarily tough skin and as such receive a natural -2[+2] to their AC[AAC]. This natural bonus increases every 4 levels until 12th level. Gargoyles may also add their dexterity and constitution modifiers to their AC[AAC] Example: a 4th level Gargoyle would have the following AC[AAC] 9[10]-[+]2-[+]2-[+]1(dex)-[+]1(con)=4[15]

Hit dice (d10)
Saving Throw
AC Bonus









*final increase to AC[ACC]modification.

Quick Note: OSR Supers update

Quick update on the Supers game I am developing. Powers and Skills systems are done, but besides that I am a bit behind schedule due to family and work issues. I am hoping for a mid-September release of an Alpha/playtest version of the game to hand out and run over hangouts Roll20.

Raceless Classes of Eira - The Enchanter - Eira Preview

Once again I present one of the "raceless" classes of Eira. In the Eira setting every race has between two and four race-specific classes that they can be. However, there are also 4 raceless classes that nearly any race can in the game setting can take up. The following is one of those classes; The Enchanter.

The Enchanter is probably the most different class I have made as it mandated that I "create" a new game mechanic, in this case, the imbuing pool. Because of this I have been a bit hesitiant to not only write up the class but also release it into the wilds of the OSR community. 

However, here it is for all to see!
As always this is open for anyone to use in their home games, however, I do ask that if it is used that you send any feedback you may have to


The Enchanter

While mages and wizards rage across the land, slinging the powers arcane about as if it were a child’s toy, and as priests and paladins pray to unseen gods for divine blessings one group sits quietly in their workshops tinkering with the finest, minute details of the powers arcane and mighty.

Unlike, other classes that force their abilities out into the world in often spectacular and destructive ways the Enchanter instead focuses on bending magics to forms and ways that can be useful to the world and those people who cannot wield the weird energies of the arcane or divine.

Prime Attributes: Intelligence & Constitution +13 (5% Experience Bonus)
Hit Dice: 1d4
Weapons permitted: Dagger, Staff, Wand
Armor Permitted: None
Races Permitted: Au-Sidhe, Changling, Human, Pixie
Blood Cost: Enchanters imbue objects with the sacrifice of gold and blood, losing blood equal to the level of enchantment being done.
Blood Pull: Enchanters run a 40% chance of imbuing any object with far more of his or her essence than intended, dealing themselves 1d4+1/2 level of damage on top of their normal blood cost.
Magical Sight: +2 Bonus to all saving throws regarding detection or understanding of magic

Enchanter Abilities

Burning Bright – By doubling the blood cost of enchanting an item the Enchanter can make it 25% stronger. However, the item also has 25% less charges.

Enchant Object – Enchanters may enchant an object of their choosing by investing time, gold currency, their own blood, a specific focus and magic. See below for more details.

Siphon - An enchanter can siphon the magic out of any enchanted item he or she touches and release that energy as a ball of visible force capable of dealing 2d4 + enchantment level of damage.

Establish a Workshop – At ninth level the enchanter may establish a workshop and take on apprentices to learn the craft of enchanting.

Hit dice (d4)
Saving Throw


At first level and at every consecutive level the Enchanter rolls a d10 and adds his or her level and Intelligence modifier(1d10+lvl+Int) to the result. This result is the Enchanter’s “imbuing pool” and represents how many items an Enchanter is able to enchant at that level. When a new level is reached the Enchanter rolls his pool again and starts fresh and imbuing pool points cannot carry over between levels.

All enchanted items need four components. The first is the blood of the enchanter to act as a link between the item and the magic. The second is money; the enchanter must sacrifice a set amount of gold currency to represent their commitment in the creation of the item. Third is a specific focus that is to be placed within the item to represent the intent and meaning of the enchantment. Finally the Enchanter most invest a number of points from his or her imbuing pool equal to the level of the enchantment as determined by the referee to represent the magic invested.

There are no set formulas for enchantments as every Enchanter guards his formulae with extraordinary jealousy. As such it is encouraged that the novice Enchanter experiment with different amounts of money, foci, and magic to discover new and more powerful enchantments as the Referee determines.

Example enchantment Formula

Bull Horn, 100 GP, 1HP, 1 Imbue = Item of Bull’s Strength 20 charges.

Phoenix Feather, 5,000 GP, 20 HP, 20 Imbue = Item of Regeneration, lesser 10 charges.

Onyx, 100 GP, 1 HP, 1 Imbue = Item of Stone Skin, 20 charges.

Pieces of a Shattered Shield, 200 GP, 2 HP, 2 Imbue = Item of -1[+1] Protection

Outsider Blood, 2,500 GP, 10 HP, 10 Imbue = Item of lesser Invisibility.

[White Star] Race - Husk

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