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Friday, December 30, 2011

Graphic inspiration vol. VIII





W.I.P. of the new map of Barbaric Frontier campaign

All Barbaric Frontier files lost for good

Crap it was a software problem with my computer and the dumbass couldn't retrieve my files. I need few days to get along with it, but after this I'll return to posting. Maybe this will be a good opportunity to refresh my ideas.

Wednesday, December 28, 2011

The Barbaric Frontier Compendium 2011

Sh!t! My main computer where I have ALL my files for the Barbaric Frontier went down, I couldn't turn it on. Becuse of this, the Barbric Frontier Compendium 2011 will be delayed for app. week and a half. Anyway I'll continue to post new things from my mobile.

Sunday, December 25, 2011

Barbarian class

Prime attributes: Strength 13+(+5% experience bonus)
Hit Dice: 1d8/level(gains 3 hp/level after 9th)
Armor/shield permitted: up to chainmail, shields
Weapons permitted: Barbarian is proficient with one and two handed swords, one and two-handed axes, mauls, maces and spears

 Barbarians are a hardy folk of north, the eponymous people of the so called "Barbaric Frontier". They usually live in tribes. Those found in adventuring parties are outcasts from their tribe for various reasons.


Level
Experience
Base “to hit” bonus
Hit Dice(d8)
Saving Throw
1
0
+0
1
15
2
2,000
+0
2
14
3
4,000
+1
3
13
4
8,000
+2
4
12
5
16,000
+2
5
11
6
32,000
+3
6
10
7
64,000
+4
7
9
8
128,000
+5
8
8
9
256,000
+6
9
7
10
350.000
+7
9+3
6



Barbaric Fury: If barbarian loses half of his hit points barbarian goes berserk achieving +2 to attack roll in a melee attack, and -2 to AC for rest of the encounter. He cannot use distance weapons, nor do anything else except engaging in melee with closest enemy in that encounter.

Superstitious: Barbarians are a superstitious folk, frightened of all things magical or unnatural; they receive a -2 penalty when making a saving throw vs. magical effects.

Mortal enemies: Barbarians have a long history of struggle between them and beastmen, so that, they’re experienced in fighting them. This grants them a +1 bonus in an attack roll or damage roll while in combat with the beastmen.

Saving Throw: Barbarians are very tough folk and get +1 bonus while making a saving throw vs. death and poison.

Halfling racial-class the Barbaric Frontier variant

Prime attributes: Dexterity 15+(+5% experience bonus)
Hit Dice: 1d6/level(gains 1 hp/level after 9th)
Armor/shield permitted: any
Weapons permitted: any

The most “human” race of demi-humans, short very often fat with furry feet. Peaceful and jovial people living in small enclaves on outskirts of human civilization.


Level
Experience
Base “to hit” bonus
Hit Dice(d6)
Saving Throw
1
0
+0
1+1
14
2
2,000
+0
2
13
3
4,000
+1
2+1
12
4
8,000
+2
3
11
5
16,000
+2
3+1
10
6
32,000
+3
4
9
7
64,000
+4
4+1
8
8
128,000
+5
5
7
9
256,000
+6
5+1
6
10
350.000
+7
5+2
5



Deadly accuracy with missiles: Halflings receive a +2 bonus to attack roll when firing missile weapons in combat.

Near invisibility: When not engaged in combat, Halflings are hard to see and move with almost total silence

Hard to Hit: Being small, Halflings typically are awarded some defensive bonus in combat because they are hard to hit(+2 against men-folk and +4 against giants).

Saving Throw: Halflings don’t use magic and as such are somewhat immune to it; Halflings get +4 on saving throws vs. magic. Since they are such hardy folk, Halflings also get +1 on saving throws against death, poisons and insanity.





















Sunday, December 18, 2011

Critical Hit house rule

When natural 20 occurs while rolling to hit, PC scores a critical hit. This means he can roll two damage dice and choose better one.

Graphic Inspiration VII








Friday, December 9, 2011

Barbaric Frontier variant Elf racial-class

Prime attributes: Strength 13+(+5% experience bonus), Intellect 15+(+5% experience bonus)
Hit Dice: 1d6/level(gains 1 hp/level after 9th)
Armor/shield permitted: up to chain mail unless casting a spell when using shields is forbidden
Weapons permitted: any unless casting a spell when using two-handed weapons is forbidden

Elves are a mystery in the known world, they seem to embody each and every aspect of nature itself, both graceful and wild, of untamed passion and secretiveness. They seem so human, yet, their culture and mentality seems very alien to other races, which cause many conflicts in the relations with other races. Because of this only exiles from elven society seem to be appropriate as a member of adventuring party.



Level
Experience
Base „to hit” bonus
Hit Dice
Saving Throw
Spells





1
2
3
1
0
+0
1+1
14
0
-
-
2
5,000
+0
2
13
1
-
-
3
10,000
+1
2+1
12
2
-
-
4
20,000
+2
3
11
2
1
-
5
40,000
+2
3+1
10
3
2
-
6
80,000
+3
4
9
3
2
1
7
160,00
+4
4+1
8
4
3
2
8
320,000
+5
5
7
4
3
2
9
640,000
+6
5+1
6
5
4
3
10
1,280,000
+7
5+2
5
5
4
3
















Hereditary foes: Elves gain +1 bonus to hit or damage while fighting beastmen.

Spell Casting: Elf can cast spells if he has at least Intellect score of 13. Elf owns a book of spells, which doesn’t necessarily include all of the spells on the standard lists. Reading from this book, Elves force selected spell formulae into their minds, “preparing” as many spells as the character can mentally sustain. (Note: Elves are usually allowed to prepare the same spell multiple times if desired, up to the available “slots” in the Elf’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Elf’s ability to cast, until it is prepared again. If an Elf finds scrolls of spells while adventuring, these spells can be added to the Elf’s spell book.

Keen Detection: Elves have 2 in 6 chances to succeed when rolling 1d6 attempting to spot hidden or concealed doors.

Saving throw: Elves get +2 when making saving throws vs. magic and insanity.