Topic: Character classes Allowed in Veins of the Earth

Character classes Allowed in Veins of the Earth: All classes from Rules and Magic for surface dwellers plus the local race.

Amazons - Like in Frostbitten and Mutilated except instead of rolling for abilities at first level they get: Frazetta Armor and Damage dice with the shortbow have a number of extra sides equal to Dex bonus. Ancient Greek is their native language. Their Alignment is always Chaotic. Their Priestesses are Druidesses

Barbarians - Like Amazons in Frostbitten and Mutilated except instead of rolling for abilities at first level they get: Can add their Wisdom bonus to AC if unarmored except for helmet or shield. Have an oversized Barbarian Weapon (in the form of a Great Sword, Axe or Club) that they can wield, one-handed. Damage for a Barbarian Weapon is 1d8 plus a number of extra sides equal to STR bonus. All Barbarians are male. Ancient Greek is their native language. Their Alignment is always Chaotic.

Gnonmen - Like Halflings except Infravision is 120' in up to Level 3 Darkness. And they are skilled in Swimming, instead of Bushcraft and 5 in 6 in Climbing, instead of Hiding.

dERoS
dERos physically resemble Dwarfs. They roll their attributes 3d6 six times IN ORDER. No switching or adjustment allowed.
dERoS roll Saves, initiative, skills, and Hit Dice as in the EC Playtest Notes.
4 of their initial Skill points must be spent on Tinker. Any remaining may be spent as the player choses. dERoS begin play with a number of rolls on the effects chart equal to their HD size and gain one more per level.
The Rapture will never stop encountering them.
They begin with Madman Equipment.
dERoS have infravision that reaches a number of feet equal to their WIS score x ten and works in 1d4 level darkness.
If a dERoS fails a save against an illusion spell, after the spell "expires" it will continue to exist as a sentient entity for the dERoS. Roll a reaction to see whether the illusion harasses the dERoS or becomes an ally. dERoS that meet each other can fail a Save vs Spell to determine if they can see each other's illusions.
Dvargir - Like Dwarfs, except Infravision is 120' in up to Level 3 Darkness. Archetecture Skill can be used for Climbing cave walls.

Fungoids (Mushroom Men) - Have no sense of smell, are immune to all poisons, "breathe" through the undersides of their caps, Do not defecate or urinate, but instead, vomit their waste several times a day, Can not eat cooked food. Prefer to eat rotting flesh or plant matter, do not have individual fingers or opposable thumbs. Their HD size is randomly rolled each level. They gain a patch of random coloration each level. Eating part of the coloured patch of the Mushroom Man grants powers but causes 1d6 damage to the Character, 1d4 if he eats himself.

Aelf-Adal - This is an alternate version of the Elf Class. Aelf Adal make saving throws as LotFP standard Elves. Like all other characters, except Fighters, Aelf-Adal start with a +1 bonus to attack rolls. This increases by +1 per level. But their total attack bonus, including strength, dexterity, magical bonuses and situational modifiers can never exceed +7.
They can cast Magic User spells and cast without risk a number of spells per day equal to their level. They must have one hand free in order to cast spells. Their spellbook begins with three 1st level spells and one 2nd level spell. Aelf-Adal can not cast from memory spells higher than 5th level. But they may write higher level spells in their spellbook and create scrolls or potions of them.
Aelf-Adal can perform the Search Skill like standard LotFP Elves.
Aelf-Adal can cast spells in any armor, including Full Plate Armor. But armor still counts for encumbrance purposes.
Aelf-Adal are normally only surprised on a 1 in 6. If wearing non-metal armor and at least 90’ from anyone else, Aelf-Adal Surprise others 4 in 6 of the time.
Aelf-Adal have 120’ Infravision that allows them to see in up to level 2 darkness.
Aelf-Adal require the following XP to level up:
Level XP HP
1         0 1d6
2  4,500 +1d6
3  9,000 +1d6
4  18,000 +1d6
5  40,500 +1d6
6  75,000 +1d6
7  130,000 +1d6
8  215,000 +1d6
9  385,000 +1d6
10      750,000 +2**
11  1,125,000 +2**
12   1,500,000 +2**
13   1,375,000 +2**
14  1,750,000 +2**
15  2,125,000 +2**
16  2,500,000 +2**
17  2,875,000 +2**
18   3,250,000 +2**
19  3,625,000 +2**
20   4,240,000 +2**

Olm - are blind amphibious salamander-men. Their movement rate is doubled in the water. They swim 6 in 6 and can hold their breath when awake, a number of of hours equal to their constitution score. They can sleep underwater for a number of centuries equal to their constitution score. But if wakened, must eat before they can go back to sleep. On land their AC is 12 but in water their AC is as Plate (AC17).
Although blind, their sense of touch allows them to feel the air well enough that they do not suffer a -4 penalty to hit with melee weapons while on land, and in water, they can "feel" man-size creatures as well as a human with light can see up to 60 feet.  Large creatures and underwater terrain features can be felt up to 120 feet away. Gargantuan creatures (whale sized or bigger) and waterfalls can be felt up to 180 feet away. (But waterfalls can be heard long before the Olm can feel it.) Olm can not benefit from a light source.
Olm climb 5 in 6.
Olm prefer waterproof weapons of Stone or bone. Clubs, picks and Shortswords are common. Great Warriors have weapons made from water creatures they have slain. They may use shields.
Olm are halfling sized. They make a point of never smelling of anything. Olm do not understand time in the same way shorter lived creatures do.
Olm gain experience, hit points and save as specialists.
Their Main Attribute is Constitution and their Favored Attribute is Wisdom.
Naiads are treated as Priestesses by the Olm

Svirfnebli - Are short, Deep-dwelling, Humanoids that look similar to Halflings and Gnonmen. Svirfnebli make Saving Throws as LotFP standard Dwarves. Their Main Attribute is Dexterity  and their Favoured  Attribute is Intelligence. Like all other characters, except Fighters, Svirfnebli start with a +1 bonus to attack rolls. This increases by +1 per level. But their total attack bonus, including strength, dexterity, magical bonuses and situational modifiers can never exceed +6.
They can cast (1st ed) AD&D illusionist spells and cast without risk a number of spells per day equal to their level. They must have one hand free in order to cast spells. For the GDQ series, Their spellbook begins with Blindness, Blur, Change Self and  four 1st level spells, one 2nd level spell, two 3rd level spells and one 4th level spell. The Svirfnebli starts with a scroll of their 4th level spell.) Svirfnebli  can not cast from memory spells higher than 3rd level. But they may write higher level spells in their spellbook and create scrolls or potions of them. (or risky cast them)
Svirfnebli  can cast spells in any armor, including Full Plate Armor. But armor still counts for encumbrance purposes.
Svirfnebli   have 120’ Infravision that allows them to see in up to level 3 darkness and 30' Ultravision.
Svirfnebli of 6+ level have a 50% chance of summoning an Earth Elemental, once per day, which must  be paid in gems and is 90% likely to be hostile.
Svirfnebli  have a permanent Non-Detection spell on them.
1-4th level Svirfnebli are +2 to hit with darts.
Svirfnebli can Climb as well as a Dwarf can do Architecture.
Svirfnebli can Hide 4 in 6 as long as they are not moving and can remain motionless for long periods of time. (a number of Minutes equal to their constitution x5)
Svirfnebli are only Surprised 1 in 12 if not using a light and surprise others 9 in 10 unless their opponent has a light source and they do not.
Svirfnebli have their own language which is understood 4 in 6 by people who already know the languages of Gnonmen, dErOs, or Gnomes. Most Svirfnebli know the Silent Language and the language of the Substratals. And they have a 3 in 6 chance to know Kuo-Taon or Drow. (These probabilities do not include Int bonuses)

Svirfnebli require the following XP to level up:


Level XP HP
1         0  1d6
2            4,250        +1d6
3            8,500        +1d6
4            17,000        +1d6
5            36,000        +1d6
6            70,000        +1d6
7            130,000    +1d6
8            220,000        +1d6
9            395,000        +1d6
10          720,000        +2
11         1,190,000        +2
12        1,660,000        +2
13        2,130,000        +2
14        2,600,000        +2
15        3,070,000        +2
16        3,540,000        +2
17        4,010,000        +2
18        4,480,000        +2
19        4,950,000        +2
20        5,420,000        +2

Kuo-Tao Clerics of Lobstrology have thick skin, giving them an AC of 17. They have 60' infravision that allows them to see in up to level 2 darkness, but in sunlight, above the surface of the water they are -2 to hit. They can breath underwater. They have d6 Hit dice.
They have a new skill called: Disguise. A 1st level Kuo-Tao Clerics of Lobstrology has a 2 in 6 chance of successfully disguising themselves as nobody important.
Kuo-Tao Clerics of Lobstrology can Set traps like a specialist with the Tinker skill. 1st level Kuo-Tao Clerics of Lobsterism have a 2 in 6 chance of successfully setting a trap.
If an Kuo-Tao Clerics of Lobstrology Surprises an opponent, they may attempt to assassinate that opponent. If the assassination attempt fails, they may still roll to see if the attempt succeeds conventionally.
Kuo-Tao Clerics of Lobstrology can do double damage with Sneak Attacks at 1st level.
starting at 3rd level, a Kuo-Tao Cleric of Lobstrology can improve their skills just like a Specialist. They already have two pips each on Disguise, Tinker and Sneak attack. In addition they have 4 more pips to spend on any skill the Kuo-Tao Cleric of Lobsterism chooses.The Kuo-Tao Cleric of Lobstrology gains 4 more pips at 4th level and again at 5th level. Starting a 6th level, the Kuo-Tao Cleric of Lobstrology gains 2 pips per level.
They can cast Cleric Spells like a Cleric of the same level.
Level    XP                    HD    save: Paralyze    Poison    Breath    Device  Magic
1            0                       1d6               13                13            16        14            15
2            3,250                +1d6            13                13            16        14            15
3            6,500                +1d6             13                13            16        14           15
4          13,000                +1d6              12                13            16        13          14
5          26,000                +1d6               12                12            15        13         14
6          53,000                +1d6                12                12            15        13         14
7        106,000                +1d6                11                12            15        12         13
8        212,000                +1d6                11                12             15        12         13
9        424,000                +1d6                10                11            14          11         12
10    636,000                +2*                    10                11             14           11        12
11    873,000                +2*                    10                11              14            10        11
12  1,135,000                +2*                    10                11             14            10         11
13  1,422,000            +2*                     9                10              13            9          10
14  1,784,000            +2*                    9                10                13            9         10
15 2,396,000            +2*                    9                10                13            9          10
16 3,228,000            +2*                    7                4                    10            8          9
17 3,340,000            +2*                    7                4                    10            8           9
18 3,452,000            +2*                    6                3                    9            7            8
19 3,554,000            +2*                    5                2                    8            6            7
20 3,886,000            +2*                    4                2                    7             4            5