Topic: New character classes

Hey, here's a carbon copy from my blog post I made. I don't know will I use that character class myself. But I got an idea for that class and decided to use LotFP rules to write it. So I don't know does LotFP need the class but LotFP rules are really simple to use for your homebrew content. So, here is Holy Guardian: … class.html

Text from above link (or read from the blog your choice):

I am playing an J-RPG style game with my Android phone called Inotia 3. It is actually really good and well done rpg if you do like J-RPGs. But as a J-RPG it is not an RPG compared to P&P games. You basically follow the plot, cannot choose what you say or do. You gain experience to upgrade already known skills or buy new skills. And you hassle with equipment. But I enjoy it a lot.

And it's free from App store! Here.

Anyways my main character is a Templar. One of his powers is healing. When used he heals the character in party with lowest health points left. And this is an inspiration for new Lamentations of the Flame Princess character class.

Holy Guardian

Holy Guardians are fighters who have devoted their life to protect others in the name of their God. Their mission is not to slay the evil but protect others doing it.

Holy Guardians must sacrifice 10% of experience gained for their God who provides their power. Whenever experience is gained Holy Guardian gains 10% less than normally would.

Experience points level progress: Same as Fighters
Hit points progress: Same as Fighters
Saving throws progress: Same as Clerics
Special progress:

Every 5th level (1, 6, 11, 16) gain +1 to AC.
Healing surge. Once per combat Holy Guardian can use his turn for a healing surge. Healing surge heals the character of lowest current HP based on Holy Guardian's level. Even if Holy Guardian has lowest HP left healing surge doesn't heal him but the character with second lowest HP left.
Level 1 - 1d4
Level 2 - 1d4
Level 3 - 1d6
Level 4 - 1d6
Level 5 - 1d8
Level 6 - 1d8
Level 7 - 1d10
Level 8 - 1d10
Level 9 - 1d12
Level 10 - 1d12
Level 11 - 1d12 + 1d4
Level 12 - 1d12 + 1d4
Level 13 - 1d12 + 1d6
Level 14 - 1d12 + 1d6
Level 15 - 1d12 + 1d8
Level 16 - 1d12 + 1d8
Level 17 - 1d12 + 1d10
Level 18 - 1d12 + 1d10
Level 19 - 1d12 + 1d12
Level 20 - 1d12 + 1d12

House Rule

If you use exploding dice (roll the highest score again for example in damage) you can use rule of exploding dice also in healing surge.
If healing surge roll is 1 from any of the dice rolled healing surge doesn't work but instead deals damage to Holy Guardian himself. Roll that die again.
Example: Holy Guardian level 14 decides to use healing surge. Other characters in party are Elf and a Magic-User. Elf has 15 hit points left, Magic-User has 18 left and Holy Guardian has 25 left. Healing surge will heal Elf who has the lowest HP.
Holy Guardian's player rolls 1d12 + 1d6 and gets scores 1 and 5. Elf will gain 5 HP from the d6 but as the d12 score was 1 Holy Guardian's player rolls d12 again for new result of 7 what is the amount of damage he suffers.
Next round the hit points of the party are:
Elf 20, M-U 18, Holy Guardian 18.

Post your own classes here to show-out or for comments and discussion!

"Man has come to dominate the planet thanks to two essential traits. One is intelligence. The other has been the absolute willingness to kill anyone and anything that gets in his way." (Stephen King)
My blog:

Re: New character classes

Just wrote up a Goblin demi-human class. I like goblins as desert traders. They're a little crazy, but keen and well-traveled. Higher level goblins become shamans.

- XP as specialists
- Cleric spells as cleric minus 3 levels (start learning spells at 4th level)
- 1d6 hp at first level, +1d4 each level thereafter (until 10th, then just +2)
- Tinker and Languages at 2 in 6, increases by 1 every 3 levels (3 in 6 at 4th, 4 in 6 at 7th, etc)

Lvl Par. Pois. B.W. M.D. Mag.

Further Notes:
- Goblins are wanderlusty
- Goblins are allergic to large amounts of water: if exposed to it, they swell up like balloons/sponges (Goblins absorb water from the air rather than drinking)
- If in the desert, goblins have Bushcraft 3 in 6

Re: New character classes

Giordanisti: I like your idea. Even though Goblins may not fit every setting as they seem slightly 'otherwordly' when compared to other demi-human races of LotFP, they seem to be very sympathetic little people. The idea of water-allergy is interesting! As LotFP has a great encumbrance system, we have actually started to track our stuff and thus water and food have became valuable resources when roaming wastelands or dungeons. The ability to absorb water from air could prove to be vital!

I wrote a description about these 'Desert-Goblins' in the style of the rule book; you can see it here. Tell me what you think about it. There may be some grammar mistakes as English is not my native tongue. If you find one, please tell me. I modified your stats slightly. To balance it out, I made their minimum HP 5. I may change that... Another possibility is to give them extra money, given they are traders. Perhaps 4d6 x 10 or something like that, but that may be too much micromanagement.