Category Archives: Black Hack

Half-Orc Race, Druid Class, and Multiclassing Rules for The Black Hack and Off to Gen Con I Go!!!!

I leave tomorrow for Gen Con!  I’ve never been, so I’m super excited!  Looking forward to getting to play some games, run some Hubris for Goodman Games, and the ENnies (this blog and Hubris are both up for awards).  Mostly, though, I’m just looking forward to meeting as many awesome gamers as possible!  Good times ahead!  Feel free to send me a G+ message and we can hopefully work something out!

Anyways…

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race), the Thief (and Halfling race), the Ranger class (and Half-elf and Elf races), and the Cleric class (with  Half-demon race and God is in the TV deity).

Half-Orc

half orc

Always speak with a Cockney accent

Hard to Kill: Half orcs are hard to keep down.  The first time a half orc is reduced to zero HP, they have a 50% chance to stabilize with 1 HD of HP to continue fighting.  This can be used once per day.

Thuggish: Half-orcs are large and resemble their full orc kin.  A half-orc has Advantage on tests to intimidate (STR or CHR).

Burly: Half-orcs are muscular creatures.  Increase the half-orcs Strength to 13 if original roll was lower.

Resistance: A half-orc can become angered and a tougher foe.  Once per day the half-orc gains Resistance to all physical damage for a number of rounds equal to half their Constitution score (round down).  This is a free action on their turn.

And here’s the Druid!

Druid

Druid 2

Starting HP: 1d6+ 4
HP Per Level/Resting: 1d6
Weapons & Armor: Dagger, Bows, Scimitar, Spear, Sling, Hand Axe, Cloth, Leather, and Small Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

 

Animal Shape: The Druid can transform into a small or medium creature (no larger than a brown bear, wolf, boar, or cougar, and no smaller than a dog, cat, eagle, hawk, etc.) While in this form the druid can track by scent (rolling under WIS with Advantage), move as the creature would (i.e., Swim, fly, etc.), gains their ability to breathe (i.e., fish or frog can breathe underwater), a bite attack (and possibly claw, horn, or bite attacks at a d6 as well- GM’s call).  The animal’s armor class is based on size: small (eagle-sized) 0 armor; medium (dog/wolf-sized) 2 armor; large (brown bear-sized) 2. This armor does not stack with the armor the Druid is wearing, but replaces it.  In animal form the Druid can see in a Far Away radius in the low light conditions.  The Druid cannot communicate with other people while in animal form, but still understands their languages.  This effect lasts for 1 hour.  A druid can change into an animal once per day at level 1.  This increases an additional time per day every odd level to a maximum of five times at 9th level.

Druid 3

Naturalist: A Druid has Advantage on all rolls involving surviving in nature, identifying plants, animals, direction, weather patterns, etc.

 

Pass Without a Trace: When in nature a Druid leaves no tracks and can walk through tough terrain (i.e., briar patches, etc.) and be unhindered and suffer no damage.

 

Druidic Spells: Druids call on the power of nature to give them the power to cast a number of Druid Spells per day see Spellcasting section.

 

Meditate: The Druid must meditate for an hour each morning, bring in the calming effect of nature into their mind.  At the end of the hour the Druid can cast any spell from the Druid Spell List they are able to cast.

 

LEVELING UP
Roll to see if attributes increase, roll twice for STR or WIS.

 

 

Druid Level Spell Slot Level
  1 2 3 4 5 6 7
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2 1
9 3 3 2 2 2 1
10 3 3 3 2 2 2 1

Druid 1

And finally- here are the rules for multiclassing for TBH.

MULTICLASSING

 

Experience is divided between the two (or three) classes equally, and remainder experience is lost.

 

Multi-classed characters do not gain HD or roll attribute increase until a level is gained in both classes.  A multi-classed character chooses which attribute from their classes they desire to reroll when they level up (i.e., a fighter/thief can choose between Strength, Dexterity, or Wisdom to reroll.  They cannot choose both Strength AND Dexterity as a normal fighter would- they lose that by choosing to multi-class).

 

For example: A Fighter/Thief (2/1) just got enough experience to gain second level in thief.  The character is unable to roll HP or Ability increases until they gain 3rd level in Fighter. 

 

Multi-classed characters cap at 8th level instead of the normal 10.  This is to reflect their spreading themselves rather than remaining focused.

 

Multi-classed characters use the more restrictive armor proficiency when determining use of abilities (i.e., a fighter/thief would suffer major penalties in plate mail when attempting to sneak or hide).  They also use the least restrictive set of weapons.


The Barrowmaze Half-Demon Race and Cleric Class (with a sample deity- God is in the TV) for The Black Hack

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race), the Thief (and Halfling race), and the Ranger class (and Half-elf and Elf races)

Today we look at the Half-demon race and Cleric class.

 

Half Demon

Half Demon

Description

Infernal Resistance: Half Demons have Resistance against all fire damage.

Infernal Blessing: Once per day the Half Demon can cast Charm Person or Flaming Hands.  The decision is made at the time of casting.

Cunning: Half Demons know how to beguile others.  Increase the Half Demon’s Charisma to 13 if original roll was lower.

Darkvision: Half Demons can see in low-light conditions up to Nearby radius.

 

CLERIC

Cleric 1
Starting HP:
1d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: All Blunt Weapons, Crossbow, Weapon of Deity (if Applicable) Cloth, Leather, Chainmail, All Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
SPECIAL FEATURES
Blessed: Roll with Advantage when testing CON to avoid damage from poison or being paralyzed.
Banish Undead: A Cleric can spend an action to banish all Nearby undead by testing their WIS and adding the creature’s HD to the roll.

 

Deity: Choose which the Cleric serves.  Gain Deity power (see pg XX).  Deity powers can be used once per day.

 

LEVELING UP
Roll to see if attributes increase, roll twice for STR or WIS.
DIVINE SPELLCASTING
Clerics can cast a number of Divine Spells per day, see the Spellcasting section.
Prayer: A Cleric prays to their deity each morning to be blessed with divine might.  At the end of the hour the Cleric can cast any spell they choose.

Cleric 2

 

Cleric Level Spell Slot Level
  1 2 3 4 5 6 7
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2 1
9 3 3 2 2 2 1
10 3 3 3 2 2 2 1

 

God is in the TV

Rock is Dead

Description: Technology pulled from Earth also brought television.  Beings were immediately drawn to the “magic box” and many began worshiping it as some form of divine being.  Eventually the collective desires and consciousness of so many beings gave sentience to a sleek 120” television.  Flitting images (much like a music video) flood the minds of followers that pray before the screen.  Instant gratification, escapism, and consumption are common themes of the day.

Deity Represents: Distraction, Escapism, and Consumerism

Holy weapon: 20th-21st century handgun and shotgun.

Followers Dress Like: 20th-21st century Earth dwellers (or as close as they can get)

Holy Symbol: Small television jewelry (usually gem studded) on a silver chain.
Cleric Power: Static: The Cleric releases a charge of static electricity in a 15’ cone.  All targets in the area must succeed a ST or suffer 1d6+Cleric level damage and able to only take a partial action for the next 1d4 rounds.


The Barrowmaze Elf and Half-Elf Races and Ranger Class for The Black Hack

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race), and the Thief (and Halfling race).

Today is all about the Elf and Half-Elf races and Ranger class

Elf

Elf Art

Known Spell: Magic courses through the blood of elves.  Each elf starts play with a single 1st level spell that they can cast once per day.

Agile: Elves are agile creatures.  Increase the elf’s Dexterity to 13 if original roll was lower.  Elves also learn how to use bows at an early age.  They are proficient in bows in addition to their other weapon proficiencies.

Strong Mind: Elves are immune sleeping spells and have Advantage on tests to resist illusions.

Keen Eyes: Elves have sharp eyes and can spot hidden passageways easier than others.  They have Advantage on Wisdom tests to find hidden doors.

Low-Light Vision: An elf can see in low-light conditions up to Not-so-Nearby distance.

Here’s the Half-Elf

Half-Elf

Known Spell: Magic courses through the blood of half-elves.  Each half-elf starts play with one 1st spell that they can cast once per day.

Strong Mind: Half-elves have Advantage on tests to resist sleeping spells and illusions.

Low-Light Vision: A half-elf can see in low-light conditions up to Nearby distance.

Almost Human: Choose two Attributes.  Roll to see if they increase by 1 as if you have leveled up (pg XX).

And now the Ranger

Ranger

Ranger 2

Starting HP: 1d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and All
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

 

Combatant: Rangers gain an additional attack at 3rd, 6th, and 9th level.
Survivalist: Rolls with Advantage when performing tasks in nature such as finding food, tracking, identifying plants and animals, hiding or moving silently, etc.  You find food in half the time it would take a normal person.

 

Archer: The Warrior is handy with a bow.  They are able to fire two arrows at one target (damage is rolled with Advantage) or fire the arrows at different targets (this counts as a single attack roll per round, but attacks are made with Disadvantage).

 

Ranger Style (Choose One)

Animal Companion: Rangers start play with a trusted animal companion.  This creature has 1 HD.

 

If the animal companion dies the ranger can attempt to bond with a new one after one week of mourning.  They must go in the wilds and attempt to coax the animal to them.  A single Charisma test must be passed for this to succeed.

 

At 5th level the Ranger can tame a 3HD creature.  At 10th level this is increased to 4 HD.

 

Hatred: Rangers know how to fight against giants, trolls, ogres, orcs, goblins, and kobolds. When fighting in combat against these fiends, Rangers adds their level to their damage with a successful attack.

 

LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS.

Ranger 1


The Barrowmaze Halfling Race and Thief Class for The Black Hack

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race).

Today is all about the Halfling and Thief.

 

Halfling

Halfling

 

Fearless: Halflings have Advantage to saves against Fear effects and spells.

Gregarious: Halflings are fond of fun, music, and fun.  Increase their Charisma to 13 if anything lower was rolled.

Halfling Luck: Halflings are weirdly lucky.  They have a number of Luck Points equal to half their level (rounded down).  This lucky aura allows a Halfling to be lucky themselves or help another person.  The Halfling can spend a Luck Point to give themselves or another target Advantage on a roll.  This must be done prior to rolling.

Two-weapon Fighting: A Halfling can fight with two weapons at one time and do not suffer +2 to their attack roll.

And now for the Thief

THIEF

Thief 1
Starting HP: 1d6 + 4
HP Per Level/Resting: 1d6
Weapons & Armor: All Swords, All Bows, Daggers, Padded, Leather, Small Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
SPECIAL FEATURES
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical
devices.
Sneaky: Rolls with Advantage when attacking from behind and deals 2d6 / 2d4 + the Thief’s level damage.
Roguish: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.

 

Thievery (Choose One)

Halfling 1

Lucky: Once per day, when making a Luck roll a Thief can roll twice and take the better of the two.

 

Disguise: When attempting to fool others by wearing disguises and make up, the Thief rolls with Advantage.

 

Quick Draw: Right before combat breaks out, the Thief is able to make a Dexterity check.  If successful, they pull out a small weapon (i.e., dagger, dart, pistol, hand crossbow, etc.) and can attempt an attack on a target.

Scavenger: Once per hour you can look through junk piles and make a Luck roll, if the result is 4-6 you find something mundane of use.  This could be a waterskin, some rations, a quiver of arrows (1d6 usage die), etc.  The GM has final arbitration on what is acceptable or not.

 

Poisoner: The Thief knows how to apply poison to their blade and do not have to roll to risk accidentally poisoning themselves.  The poison also lasts for one more charge than normal.


LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS.

Thief 2


The Barrowmaze Dwarf Race and Warrior Class for The Black Hack

Thus far I’ve posted the Paladin and the Warlock.

Today here is the dwarf race and the Warrior class.

Enjoy

 

Dwarf

Dwarf

Hardy: Dwarves are stout creatures.  Increase the dwarf’s Constitution to 13 if original roll was lower.

Brutal Fighter: When a dwarf critically succeeds with their attack, they roll damage dice twice and take the higher of the two.

Fortitude: Dwarves have Advantage on Constitution rolls against poisons and diseases.

Know Stone: A dwarf lives much of their live life in caves, castles, and keeps. When passing within 10 feet of different types of stone, unique constructions, stonework traps, and structural stability they receive   -2 to their Wisdom roll.  If the dwarf is actively looking at the stone they roll with Advantage.

Darkvision: A dwarf can see in complete darkness (non-magical) up to Not-So-Nearby distance.

And now for the Warrior

WARRIOR

Fighter 1
Starting HP: 1d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising
SPECIAL FEATURES

Second Wind: A Warrior can pull from a reserve of stamina to reinvigorate themselves.  On the Warrior’s turn, as a free action, they can regain HP equal to 1d10 + Warrior level.   A Warrior can perform this once per day until 5th level when it increases to twice per day.
Combatant: As part of their action a Warrior can make 1 attack per odd level.

 

Shield: The Warrior can use their shield to absorb the damage of a blow, destroying it and taking no damage.
Fighting Style (Choose One)

Fighter 2

Defender: A Warrior that has their shield out and is standing next to an ally that is being attacked can come to their defense, granting the ally Advantage to their defense roll.  This can only be done once per round and for only one ally at a time.

 

Archer: The Warrior is handy with a bow.  They are able to fire two arrows at one target (damage is rolled with Advantage) or fire the arrows at different targets (this counts as a single attack roll per round, but attacks are made with Disadvantage).

 

Duelist: When fighting with a one-handed light melee weapon (i.e., rapier, dagger, shortsword), the Warrior makes attack rolls with Dexterity instead of Strength.

 

Reckless Attacker: The Warrior puts all their efforts all into attacking their foes, sacrificing their guard. When attacking, the Warrior gains Advantage to attack rolls, but suffers Disadvantage to all rolls to avoid being attacked.  The Warrior activates or deactivates this at the beginning of their turn.

Fighter 3
LEVELING UP
Roll to see if attributes increase, roll twice for STR and DEX.


The Barrowmaze Warlock for The Black Hack

Yesterday I posted my Paladin class I’m using in my Barrowmaze campaign for the Black Hack.  Today I’m posting the Warlock.

 

Warlock

Warlock 1

Starting HP: 1d4+ 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-handed Sword, Dagger, Scythe, and Staff
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

 

Eldricht Bolts: The Warlock can channel the power provided by their Otherworld Patron and hurl balls of energies at their foes.This is made in place of the Warlocks normal attack and is considered ranged up to a Nearby enemy.  The Warlock has a Usage die of 1d8 for this ability.  Once it is reduced to zero, the Warlock must sleep for 8 hours to regain the ability to use Eldricht Bolts.

Forbidden Knowledge: The Warlock can speak and read infernal and has Advantage on any knowledge pertaining to the occult or supernatural.

 

Spellcasting: The bond between the Warlock and Otherwordly Patron grants the ability to cast a number of Arcane Spells per day, see the Spellcasting section.

Known Spells
Warlocks know certain spells that they are then able to cast from memory.  The number of spells a Warlock knows are shown in the column below.  Warlocks do not need spell books.  They can cast from spell scrolls.

 

Otherworldly Patron (choose one): The otherworldly patron of the Warlock grants special powers.

Warlock 3

  • Cthulhu: Advantage against tests against madness or fear.
  • Death: The first time during the session that a Warlock must roll on the OofA table, roll two dice and use the lower of the two.
  • Fire Primordial: Gain Resistance to fire damage (take half damage).
  • Life: Once per day heal for 1d8 HP as a free action. This is a free action on their turn.
  • Infernal: Gain a small 1HD Imp (1d6 damage) as a companion. The Imp can deliver touch spells on behalf of the Warlock.  If killed, returns within 2d12 hours.
  • Arcane: Once per day the Warlock can summon an energy field that surrounds them that absorbs an amount of damage equal to the Warlock’s level. This is a free action on their turn.
  • The Fae: Once per day a Warlock can summon a sprite to aid in combat (or in a task). The Sprite has 1 HD per every three Warlock levels (minimum of 1).
  • The Ice Queen: Gain Resistance to ice/cold damage (take half damage).
  • The Cosmos: Can see in starlight as if it is daylight. Once per day can divine portends of the future from the stars.  Mechanically you can turn a failure into a success or a success into a failure (i.e., a monster critically attacks you, etc.) for yourself, an ally, or creature.
  • The Sightless: You appear blind, but see in shades of grey, white, and black. You cannot be blinded by attacks and have Advantage against Illusion spells.

LEVELING UP
Roll to see if attributes increase, roll twice for INT or CHR.

Warlock 2

Warlock Level Spell Slot Level Known Spell
1 2 3 4 5 6 7
1 1 2
2 2 3
3 2 1 4
4 2 2 5
5 2 2 1 6
6 2 2 2 7
7 2 2 2 1 8
8 2 2 2 2 1 9
9 3 3 2 2 2 1 10
10 3 3 3 2 2 2 1 11

The Barrowmaze Paladin for The Black Hack

When I decided to create my megaduneon, I first looked at which classes I wanted to allow (and the answer will be ALL of them- this will be a Flailsnail game, after all), but first I wanted to limit the choices to give some focus, etc.

One I knew I’d want (especially as I was pondering a Barrowmaze campaign in the interim) was Paladin.

I looked at S&W, Pathfinder, and 5e for inspiration for how I wanted to craft the Paladin for my Black Hack game.

Paladin

Paladin Art

Starting HP: 1d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Combatant: Paladins gain an additional attack at 3rd, 6th, and 9th level.

Divine Blessing: A Paladin can channel the might of their deity and have access to several powers.  At first level, a Paladin has 1 Ability slot.  This is increased to two slots at 5th level and three slots at 10th.  When a Paladin uses an ability, they must test their Charisma.  If they succeed the slot is not consumed and they can use another ability (and test again).  If they fail the slot is consumed and they cannot use any further abilities without resting for 8 hours.

  • Lay on Hands: Once per day, a Paladin can channel the power of their deity and heal a target with their touch. The touched target regains 1 HD of HP back.
  • Detect Good and Evil: Functions as Detect Evil spell (pg XX).
  • Smite Enemy: The Paladin’s weapon is bathed in holy light. They gain Advantage to an attack against their target and deals additional damage equal to Paladin level.\
  • Aura of Faith: Allies and Paladin in a Nearby radius are immune to fear effects for 1 turn per Paladin level.
  • Radiant Weapon: The Paladin summons a spectral version of the holy weapon of their deity.  The weapon flies at the target designated by the Paladin and strikes (no attack roll needed). The weapon deals Paladin class damage +1 and is treated as magical for purposes of overcoming any form of resistances, etc.

Prayer: After a Paladin has expended all their Divine Blessing slots, they are able to rest for an hour and pray.  At the end of the hour, they test their Charisma to see if their deity heard them.  If successful, the Paladin regains the use of 1 slot.  This can be done once per day.

Immune to Disease: Paladin’s are blessed with divine health.  They are immune to all natural, supernatural, or magical diseases.

LEVELING UP
Roll to see if attributes increase, roll twice for STR or CHR.
Paladin 1