Category Archives: Classes

Clerics for Barbaric!

Yes, things are crazy and I’m way behind especially on writing up some stuff for Barbaric! I’ve got an adventure, a setting and another little surprise in the works. But for this post I want to talk a little about Clerics.

Barbaric! is a solid sword & sorcery game. But since many come from the world of d20’s, they’ll notice there’s no equivalent to clerics. There’s just magic. Sure it does the same things but it’s all cast into the same bucket. This is perfectly fine depending on your setting and what tone the GM wants in the game.

There’s a couple of ways that I’ve thought of that you could do this. First, there’s the easy way. Just divide up to the spell list. These spells are for clerics and the others for sorcerers/magic-users. How exactly you break that list down once again will depend on the specific world.

The second method that I thought is via “Blessings”. “Blessings” are just traits. The GM will still make a list dependent on the setting/gods/pantheon. Each “spell” is a separate Blessing, for example, there would be a Respite Blessing and a Convalescence Blessing and so on through the spell list. Each Blessing retains the same TN to cast as the respective spell but the caster/cleric would make a Lore Check. To give this idea an even more different feel, don’t use the Spell Mishaps. Instead, each failure incurs a cumulative – 1 DM on further attempts until the character’s total roll is a 2 or less. Then the character cannot cast/pray for any further Blessings that day. The character’s casting DM is reset after 8 hours of rest+1 hour of prayer/meditation per -1 DM. So a -2 DM would take two hours of prayer.

Yes, I know this a bare bones post. It’s an idea for GM’s to run with use how they see fit for their campaign and setting. Of course, you can also use a similar system for cultists or druids. Enjoy!

Xoth, Not Forgotten

It’s been way too long since I wrote anything about Xoth and it’s coming back to my mind with a vengeance. In case you’ve been keeping up, I’m trying to get the old gaming group back together.

I’ll admit that I have nothing against the Standard D&D type game and I can even tolerate the Cantina Scene type parties. But then there’s times when I want to go all Swords & Sorcery. For me, that means Conan and Robert E Howard. So it’s back to Xoth as one of my pitches.

I had picked some of the stuff way back when during the days of Pathfinder 1St Edition. Sure I played Pathfinder but I never would want to run it. But I liked the writing and changes so much that it always stayed in the back of mind.

This gets me to where we are today. I was searching the Internets and lo, there’s a 5E Player’s Guide for Xoth. Now this could be interesting and it is. This takes the 5E rules and makes them perfectly friendly to a grimmer more down to earth type of campaign.

Let me break the basics down for you. First, Races & Classes. It’s all human but there’s still various “cultures” that replace the mechanics of Race. There’s the Savage, Civilized, Enlightened, Decadent, and Degenerate. Each gets a stat boost and some neat skill-boosts/tricks. But each as a disadvantage. And their pretty big disadvantages. Like the Savage. +2 Strength, +1 AC, Advantage on Perception Checks. Cool right? Oh wait. You also take disadvantage on attack rolls against aberrations, undead, and fiends. It’s a cool tweak.

Then there’s classes. Of course, all of the classes aren’t allowed because they just don’t fit the setting. So, there’s no Bards, Clerics, Paladins, Wizards, and Sorcerers. The remaining have some tweaks. No archetypes that have any magical or “super” abilities. No Eldritch Knights or Arcane Tricksters. Rangers don’t have spells but they get some other tricks. And the Druid and Warlock have some additional tweaks to them. And there’s three new classes: Conqueror (sort of the Paladin replacement), Cultist (as close as you’re going to get to a cleric), and Courtesan (Bard/Social class).

And of course there some rules tweaks on spells, magic items, healing and combat. All of it giving the campaign that Howard type feel. Oh and the best part the Players Guide to Xoth is free. Available on Xoth.net and DrivethruRPG. Note: On DrivethruRPG, you’ll have to login since it’s behind the adult filter because there be boobies.

If you want a more detailed review you can check this one out.

So back to what I might do with this. Of course, I could just use it with 5E. It’s the RPG that most of the players are familiar with. But then I’m a crazy OSR guy. So I can pull up Swords & Wizardry, Crypts & Things, or even my own Forgotten Tales of Sword & Sorcery and run with that. Sure I’ll do some tweaking and house rules and all of those rules are kissing cousins. But since I’ve got a bunch of Pathfinder and now 5E stuff, it’s really easy to convert that material into an old school game. But then Barbaric! is another of my newly found favorites. Sure it’s easy on the rules crunch and character generation but conversion will take some doing.

What’s actually going to happen? I dunno. But I’ll keep posting about it here and we’ll see what happens.

Forgotten Tales of Sword & sorcery: Wanderers

Last time it was the Warriors and combat. This time, I talk about Wanderers and skills.
The Wanderer replaces the Thief class in many aspects. It’s the so-called Skill Monkey class. As I look at so many Sword and Sorcery characters, they often have a wide range of abilities and skills. There’s not such an implied niche for what a character can do. So many of those things that were considered things that just the Thief did, are things that any character can try. Anybody can back stab with bonuses, anybody can check for traps or try to open locks.
The system for this is pretty simple. You’ve probably noticed that each of the pre-gens has a check next to each Attribute (x in d6). The GM picks the appropriate Ability for the task and the player rolls for success. Pretty easy. You may have also noticed that the Checks don’t seem consistent. That’s because a character’s Checks improve based on their level and class.
But some characters are better at certain things than other characters. That’s where the Specializations come in. Specializations, as you can see on the examples, aren’t specific skills but much broader categories of knowledge and abilities. You might think of them as careers or professions.
Specializations work very simply. When a character attempts a task and fails their initial roll, if they have an appropriate Specialization then they can re-roll the Check but with a 2 in d6 chance for success. This gives them an edge over other characters but still keeps the probabilities on a more heroic rather than super heroic scale. It’s simple and flexible.
So how are Wanderers the Skill Monkeys? First, each character gains one Specialization plus more based on their Intelligence score. Wanderers gain an additional Specialization at 1st level and are the only class that gains more Specializations as they advance in level. Forgotten Tales doesn’t take an approach where characters achieve “mythic” or “epic” skill levels. Instead, a character can have a broad range of abilities which when used imaginatively create that heroic feel.

NPC Portraits created with ePic Character Generator.

First Preview: Forgotten Tales of Sword & Sorcery

My thoughts on doing these previews is to show some pre-generated characters at various levels and then highlight any relevant changes. So first up are a pair of Warriors; Cain the Slayer and Anya the Red. Yes, they may seem familiar. There are three classes for Forgotten Tales of Sword and Sorcery; The Warrior which is basically the Fighter, The Wanderer which is like a Thief/Rogue/Skill Monkey, and the Sorcerer which is the magic using class.

There’s a couple of things I want to highlight with this preview. First is Weapons & Armor. Like in the original White Box, all weapons do 1d6. We took that one step further and all Armor provides a -2[+2] bonus to AC. Not only does that keep the overall tone of the original edition, it also makes damage and Armor Class more a function of the character rather than the equipment. There aren’t magic shops and +1 weapons and armor readily available. Magic items are very rare and will often have unfortunate side effects. And since this all about Sword & Sorcery based around comics and B movies. Nobody wears practical armor.

Which leads us to Combat Bonus. This replaces the standard Attack Bonus. It’s used as an Attack Bonus and a bonus to AC. It also provides a bonus to Damage for Warriors.

NPC Portraits created with ePic Character Generator.

Skills Revisited

The Swords & Wizardry game is going well and as you may remember I did a whole home brewed skill system. But when the dice met the table, I wasn’t that happy with it. The characters just felt too incompetent at low level. The math seemed to work but like I said I wasn’t totally happy with it. So I brainstormed a little more and came up with a little tweak to it. And you know I love tweaking rules.
The system remains basically unchanged. See the Attack Save Cheat Sheet. The only differences are how the skills bonuses are figured and reduce the Skill “Save” by two.
NOTE: What I’ve been doing for monsters and NPC’s is that if it was “good” at something then there’s advantage on the roll, if they were “bad” at then disadvantage. You know like 5E. Remember, one of the axioms of old-school gaming. Monsters and NPC’s don’t have to follow the same rules as player characters. So for the player characters:

Skills
Appeal (CON & CHA): Seduction, Dancing, Performance.
Athletics (STR & DEX): Climbing, Jumping, Acrobatics, Swimming, Grappling.
Banter (INT & CHA): Fast talking, Haggling, Diplomacy.
Healing (WIS & DEX): Treating Wounds, Diagnosis.
Instinct (WIS & CHA): Detecting Secret Doors, Avoiding Surprise, Searching, Detecting Lies.
Tinker (INT & DEX): Building Things, Locks & Traps, Anything Mechanical
Skullduggery (DEX & CHA): Picking pockets, Disguise, Deception, Sleight of Hand
Stealth (DEX): Moving Quietly, Hiding, Blending Into The Crowd.
Survival (CON & WIS): Tracking. Foraging
Wits (INT & WIS): General knowledge, Education, Lore

A character gains +1 to the starting score if either of the linked Attributes below are above 13. The starting score is further modified by Race and class as below (This part has remained basically unchanged):

Class Bonuses:
Assassin: +2 to three of the following Appeal, Athletics, Banter, Instinct, Skullduggery, Stealth, Tinker. +2 to any skill check involving poison.*
Cleric: +1 Wits or Healing
Druid: +1 to any skill check involving Nature if WIS above 13.*
Fighter: +1 to two of the following: Athletics, Survival, or Instinct.
Magic-User: +2 to any skill roll related to magic and arcane lore.*
Monk: +1 to Athletics, Instinct, and Stealth.
Paladin: +2 Bonus to any skill check pertaining to Demons and Undead.*
Ranger: +2 Instinct or Survival, gain +1 in the other. Also, +1 to Athletics and Stealth.
Thief: +3 to three of the following: Athletics, Banter, Instinct, Skullduggery, Stealth, or Tinker. +1 to the others.

Racial Bonuses (Yes, I’m using more races in home game but this gets you started):
All player characters gain +1 to skills of choice.
Humans: +1 to three skills of choice.
Elf: +1 Wits or Instinct.
Dwarf: +2 to any skill roll involving Stonework.*
Half-Elf: +1 Allure or Banter.
Half-Orc: +1 Athletics or Survival.

*These are not bonuses to a specific skill, only a bonus to a skill under the right conditions.

Skill Checks:
Roll a d20 add the skill modifier.

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