Monday, June 8, 2026

Purist (5e conversion)

Purist

Core Traits

Primary Ability: —

 

Hit Point Die: D12 per Purist level

Hit Points at Level 1: 12 + Con. modifier

Hit Points per additional Purist Level: D12 + your Con. modifier, or, 7 + your Con. modifier

 

Saving Throw Proficiencies: —

Skill Proficiencies: —

Weapon Proficiencies: —

Tool Proficiencies: —

Armor Training: —


Starting Equipment: 100GP


Multiclassing

Not applicable


Purist Features

  1. Purity
  2. Ability Score Improvement
  3. Refinement
  4. Ability Score Improvement
  5. Ability Score Improvement
  6. Ability Score Improvement
  7. Epic Boon
  8. Ultimate Purity


Level 1: Purity

You may never use any armor, weapon, shield or spellcasting focus. You do not have a proficiency bonus. Gain a bonus equal to twice your level to all d20 tests, AC and damage dealt with any attack. You movement speed increases by a number of feet equal to your level multiplied by 5. Your strength, dexterity, constitution, intelligence, wisdom and charisma scores as well as your maximum hit points increase by 2, and increase by 2 again whenever you gain a level.


Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Purist levels 8, 12, and 16.


Level 5: Refinement

The lower bound for your base ability scores without the bonus from Purity becomes equal to your level.


Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20: Ultimate Purity

You become level 30

Friday, January 16, 2026

Purist (GLOG class: Fighter)

Who needs special abilities when you have stats?



Class: Purist

Starting equipment: 100gp

Starting skill: N/A

This must be your first class and you cannot multiclass into it. As such, your level progression will remain pure.

Because they are all A templates, you may take them in any order whenever you level up.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

Thursday, January 15, 2026

If there were 2000 magic items in an OD&D world, this is how many of each there would be.

If we take the percentages as fractions out of all magic items, we'd need at least 2000 items to have each appear at least once. Here are how many of each item are in the 2000 large pile. You can also multiply the number by 0.05% to get the absolute % you get this item when rolling for a random magic item.

Note that before getting to the magic items tables you'd first roll if its actually a map. So in addition to the 2000 items we also have 666 and ⅔rds of a map. Just a coincidence.

 

MAGIC ITEMS

400 Swords
300 Armor
100 Misc. Weapons
500 Potions
400 Scrolls
100 Rings
100 Wands/Staves
100 Misc. Magic

SWORD

140 Sword +1
20 Sword +1, +2 vs. Lycanthropes
20 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
20 Sword +1, Locating Objects Ability
40 Sword +1, +3 vs. Trolls (Clerics)
20 Sword, Flaming: +1 +2 vs. Trolls (Pegasi, Hippogriffs, + Rocs) +3 vs. Undead (Treants)
20 Sword +1, Wishes Included (2–8 Wishes)
20 Sword +1, +3 vs. Dragons
12 Sword +2
8 Sword +2, Charm Person Ability
8 Sword +3
4 Sword, One Life Energy Drain
68 Sword –2 (Cursed Sword)

of course all swords are likely to be unique due to different ego scores and powers

ARMOR

90 Shield +1
90 Armor +1
45 Armor & Shield +1
24 Shield +2
21 Armor +2
21 Armor & Shield +2
9 Shield +3

This is a pretty weird table, because often there is a set of shield and armor, so actually there are a few more than 2000 items in the pile. Not sure how that's meant to function in the game though. Shame its just numerical bonuses.

MISCELLANEOUS WEAPONS:

25 10 Magic Arrows
15 3–30 Magic Arrows
15 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins and Kobolds
5 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins and Kobolds
5 Magic Bow
5 Axe +1
10 Mace +2
5 War Hammer +1
4 War Hammer +2
1 War Hammer +3, 6” Throwing Range with Return
6 Spear +1
3 Spear +2
1 Spear +3


POTIONS: x5

20 Growth 
20 Clairvoyance
20 Diminution 
15 Clairaudience
20 Giant Strength 
25 Animal Control
20 Invisibility 
20 Undead Control
20 Gaseous Form 
20 Plant Control
20 Polymorph (Self) 
20 Human Control
20 Speed 
20 Giant Control
20 Levitation 
20 Dragon Control*
20 Flying 
20 Poison**
10 ESP 
20 Invulnerability
10 Delusion 
20 Fire Resistance
20 Healing 
20 Treasure Finding
20 Longevity 
20 Heroism
*Referee to roll to determine which of the six types of Dragons will be controlled.
** Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a singular feature.


SCROLLS: x4

80 1 Spell 
60 2 Spells 
40 3 Spells 
20 7 Spells 
40 1 Curse*
40 Protection: Lycanthropes
40 Protection: Undead
40 Protection: Elementals
40 Protection: Magic


There is a 25% chance that any scroll of spells found will contain those usable by clerics.
* The referee must take extreme care in handling all Scrolls with an eye towards dup-

ing the players when a Curse Scroll is found. The curse takes effect immediately upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion if not identified will help to force reading of Curse Scrolls. To determine the type of curse use the table below:

Die Roll Curse: (Range 3” diameter) out of 40:
10 Any monster of the referee’s choice
10 Disease, fatal in 3 turns unless healed
10 Polymorph to insect of referee’s choice
5 Transportation 1,000 miles, random direction
5 Transportation to another planet


RINGS:

9 Invisibility 
5 Protection, 5’ r.
6 Mammal Control 
5 Regeneration
6 Human Control 
2 Djinn Summoning
9 Weakness 
2 Telekinesis
9 Protection 
2 X-Ray Vision
10 Three Wishes 
2 Spell Turning
11 Delusion 
1 Spell Storing
10 Water Walking 
1 Many Wishes (4–24)
10 Fire Resistance


WANDS AND STAVES (All wands usable by Magic-Users only):

15 Metal Detection 
5 Polymorph
5 Enemy Detection 
5 Negation
5 Magic Detection 
10 Staff of Healing*
5 Secret Doors & Traps Detection 
5 Staff of Commanding**
5 Illusion 
5 Snake Staff*
5 Fear 
5 Staff of Striking**
5 Cold 
2 Staff of Withering*
5 Paralyzation 
2 Staff of Power***
5 Fire Balls 
1 Staff of Wizardry***
5 Lightning Bolts
*Clerics only can employ
**Clerics and Magic-Users may employ
***Magic-Users only may employ


MISCELLANEOUS MAGIC:

4 Crystal Ball
2 Crystal Ball with Clairaudience
1 Crystal Ball with ESP
5 Medallion of ESP, 3” Range*
3 Medallion of ESP, 9” Range*
3 Amulet vs. Crystal Balls and ESP*
5 Scarab of Protection from Evil High Priests*
5 Bag of Holding*
1 Censer Controlling Air Elementals
1 Stone Controlling Earth Elementals
1 Brazier Commanding Fire Elementals
1 Bowl Commanding Water Elementals
2 Efreet Bottle*
3 Displacer Cloak*
9 Elven Cloak and Boots*
5 Boots of Speed*
5 Boots of Levitation*
5 Boots of Traveling and Leaping*
5 Broom of Flying
5 Helm of Reading Magic and Languages*
3 Helm of Telepathy*
1 Helm of Teleportation
11 Helm of Chaos (Law)*
1 Flying Carpet*
1 Drums of Panic, 24” Range*
1 Horn of Blasting, 10” Range*
7 Gauntlets of Ogre Power*
2 Girdle of Giant Strength*
1 Mirror of Life Trapping
*Usable by all classes


Personal observations:
The armor and shield table is kind of a head scratcher.
You are more likely to find a curse scroll than a healing potion.
For some reason clairaudience is slightly less common and animal control slightly more. Mysterious.
Those -2 swords are really damn common.
I did not expect magic bows to be this rare.
There are 5% as many magic weapons usable by clerics as magic swords alone.
31 whole items give wishes, and a large number at that. 144 wishes total in the pile.
Ring of spell storing is an unique item. Interesting how several of the items are unique, 1 in 2000 pulls. This elevates them to a status similar to artifacts in later editions, but of course they are powercrept in AD&D.

Thursday, September 18, 2025

Fighting-Men (GLOG class - fighters)

You can fit so many fighters in one class!


Class: Several Fighters

Skills: five normal medieval professions, one for each fighter.

Starting equipment: a personalized flag with a symbol of your group, five sets of chainmail, five swords, five spears, five shields, five torches, fifteen hardtack rations, five waterskins, five bottles of cheap wine, one set of playing cards (they share)

A - Five Dudes, Council, Connections
B - Group Pressure, Coordination
C - One Scout
D - Omni-Coordination

A - Five Dudes - You are five fighters, with all that entails. Be sure to give each a name. You lot are supremely coordinated and practically inseparable, always fighting, drinking, keeping your loot and going to jail together. Each fighter is proficient in all weapons and armor, has [templates] HD, +1 HP per HD, deals +1 damage per hit and has a [templates+1] bonus toHit. Do not roll stats for the fighters, instead choose one for each: Strong (STR +1, tall and wide), Swift (DEX +1, short and slim), Tough (CON +1, fat), Smart (INT +1, nerdy, extra academic skill), Wise (WIS +1, older than the rest, offers okay rather than bad advice) or Charismatic (CHA +1, good looking, the one who talks). You can replace a lost fighter with d6*100*[templates]gp and a week of frequenting taverns, advertising and generally seeking one out in any decent-sized civilization center.

A - Council - The fighters grab each other by the shoulders and lean in in a circle to discuss their next course of action. This way you may get a piece of bad advice from each of them according to their personality.

A - Connections - Since there is five of you, at least one is bound to know someone, for good or ill, in any town that you enter.

B - Group Pressure - When targeted by a mind-influencing effect, the state the majority of the fighters are in prevails. For example, if three are charmed at once all of them are, and if just one is charmed the fighter instantly gets bullied into that not being the case.

B - Coordination - You may now perform badass Combination Attacks. They have a required amount of fighters who need to contribute to pull it off, and each fighter can only contribute to one between Councils. Roll one from the table at the bottom of the post when you get this template, and roll again or make one up for each level thereafter. Improvising a move then developing it as a proper technique or learning new Combination Attacks from other groups of fighters is also possible.

C - One Scout - It is now possible for one of your fighters to go out on one-off missions, separated from the rest of his team. The fighter still retains the nigh supernatural connection to the rest of the group, so all that he experiences will be known by the rest of the group as well.

D - Omni-Coordination - All of your party members, friends or willing creatures of any sort count as a part of the group, with all that entails. Non-core members may of course quit at any point.

Δ Ship of Theseus lose the last one of your original fighters
From now on the time cost of replacing a fighter is just one day.

 d6 example Combination Attacks

  1. Steel Tornado - 3 fighters - The fighters join hands and the one in the middle spins them around violently. Move up to half their speed ignoring foes and low obstacles and perform an attack against anyone who was within 1" of their path.
  2. Log Throw - 3 fighters - One fighter is grabbed by the two others and forcefully rolled forward. All enemies in a line 4" long and wide as the fighter is tall must save or get knocked prone, success meaning they jumped over. The fighter then gets up at the end of this move.
  3. Gang Up - 5 fighters - One prone foe gets surrounded and viciously kicked from all sides taking 5d4+5 damage, without the bonus if heavily armored. This can be nonlethal.
  4. Final Retribution - 1 fighter, all others dead or incapacitated - The last man standing makes 3 attacks and cannot be damaged or impeded for 1 round.
  5. Death from Above - 3 fighters - Two fighters give the third one a boost upwards allowing him to soar through the sky before coming down on the head of the enemy with at attack at advantage that deals double damage on a hit.
  6. Club Swing - 2 fighters - One fighter grabs the other by the ankles and delivers a great slam into an enemy, dealing doubled damage to the target and halved to the weaponized fighter on a hit. If the club is spiked it will stick to the foe (as grapple

Monday, August 11, 2025

Knave (C&S class)



"Chansels (or, if men, Chansiers) seem to be an unflattering stereotype of non-cloak and sword PCs (or players who act like this is a normal dungeon setting?), derogated as unmoored and violent petit bourgeoise, greedy, "only eat one meal a day," uncaring of discomfort, romanceless freaks who take a scientific approach to killing. Damn meal-a-days."

Thats you. You're one of those.

Knave

Assume very high base statistics like HD, toHit or Save. Perhaps even the best amongst the other classes.

Start with a set of munition plate, a shield, spear, battleaxe, crossbow and dozen bolts, 3 jugs of alchemists fire and a backpack filled with other adventuring equipment. All ugly, practical and probably painted black.

Cynic: You are immune to Esprit, Charm, Honor and Love. As long as you are cruelly mocking them the whole time, you may make an extra attack a round against anyone acting on strong emotion.

Crack in the armor: If you ever discover the value of Honor, Love, Friendship or Selflessness and begin doubting your ways, you may try to abandon this class and become a Knight. This will be hard.

Campaigner: You may freely wear armor, several weapons, a pack of equipment and two sacks of treasure without becoming encumbered. You are unbothered by mud, dirt and lack of hygiene.

Meal-a-day: You may eat a third of what normal people eat without your strength waning. You will never suffer from malnutrition, food poisoning or any disease or rot carried by what you ate. You can drink dirty, still and brackish water without any issues. Worth noting actual poison still works.

Delver: You partially learn the indoor map of any underground location you enter - only the shapes, locations and exits of the rooms are revealed to you. You can also function and fight comfortably in cramped spaces.

Marauder: Whenever you enter a location you learn the location of its most valuable treasure. You can loudly ransack a room of everything valuable leaving it a wreck in just a single minute.

Boor: You lack manners, your humour is crude and you probably stole all of your equipment. You are not welcome in any sort of even halfway polite society and suffer a -1 to reaction checks with anyone with a hint of etiquette but get a +1 with soldiers, outlaws, criminals and other fellow assholes.

Mercenary: You are renowned for your efficiency and have an eye for military job offers. Power hungry people with no principles seek you out, and you can easily negotiate up the pay you receive for such jobs.

Dirty fighting: People think twice before challenging you to a duel. Whenever you hit someone in melee combat, roll a d6 for an extra effect:

  1. Stun them for 1 round by groin blow
  2. Knock them down
  3. Grapple or shield bash them
  4. Blind them temporarily
  5. Shank them
  6. Roll twice and combine
When you get "roll twice and combine" three times on a roll you simply kill the opponent by a single blow to the throat or heart. They void their bowels as they pathetically die, and everyone who saw that must save or lose all Esprit they hold and probably throw up.

Sunday, August 3, 2025

Single Level Robber

 

I was quite inspired by the "bespoke single-level Cloak-and-Sword class" bandwagon initiated by Loch with his Noble's Man and beautifully continued by Xenophon with Mistimed Quixote so I decided to jump on myself. I present to you a GLOG classlet...

The Robber

Apply stat bonuses as appropriate for a level 3 character for the system. You can never advance in level.

Skills: see below

Starting equipment: lincoln green light armor and cloak, longbow and quiver of a dozen arrows, a wicked shank, an old sword, rope and some other mundane pieces of equipment.

Versatile: You have Skills with the same names as all of your other features.

Archery: Spend a round to aim and select a dime sized point in space that you can see. The bow shot following in the next round will unerringly hit that point. This can mean automatic hits in combat and that you probably always win archery contests, unless some sort of rival of yours takes part in them as well.

Rangering: With all that entails. Tracking, stealth, making fires, identifying plants and so forth. You can sustain yourself and your party for any length of time in the wilderness, but every week there is a cumulative 1:20 chance of the ruler of the land getting really mad at you for poaching.

Intimidation: If you take a person from surprise and threathen them, you may instantly and automatically hit them for doubled damage if they do not comply. They know that. 

Reconnaissance: Given time to plan and spy on a non-dungeon location you may look at its indoor map and get a simple description of any room on it that you ask about.

Heroic Outlaw: As long as you steal from the rich and give to the poor, the common populace will protect and support you. Anyone who you've personally helped or embarrassed holds Esprit for you. You probably won't be killed by anyone who does, at most beaten up and captured. If they try to execute you anyways, someone will invariably help you break out.

Fencing: When swordfighting with someone you count as protected by heavy armor and a shield and when you would kill them you may instead nonlethally embarrass them, removing them from the scene if desired. Also consider the other meaning of the name for this ability.

Thursday, May 22, 2025

Orc Hyperwar Hypercube

A certain treasure room exists deep in some low level of a dungeon, concealed by many traps and secret doors. It contains one hundred copies of the most horrible weapon in all of existence - see post name. The room is only theorized to exist based on some vague passages in dungeon-born books, but the most important and definitely most perplexing property is that it will "rise to the surface and announce itself to the world when the setting hyperwar begins". Scholars debate what exactly does that mean.

Separate writings have been found detailing what is the function of an OHH. Apparently, when activated, it will release a dreadful army of 1 000 000 orcs. They are armed in accordance to the technology level of the area where they are released, and will unquestioningly follow the command of the activaor.

This is ridiculous and obviously fake. Surely no such thing has any chance to exist, right?

Purist (5e conversion)

Purist Core Traits Primary Ability:  —   Hit Point Die: D12 per Purist level Hit Points at Level 1: 12 + Con. modifier Hit Points per addi...