Basic Fantasy RPG Core Rules 4th Edition

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Solomoriah
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Basic Fantasy RPG Core Rules 4th Edition

Post by Solomoriah »

Here's the new thread for development of the 4th Edition core rules!
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Vindeishi
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Basic Fantasy RPG Core Rules 4E

Post by Vindeishi »

I have italicized the BFRPG text that matches the SRD verbatim. Note that the limitation on 2x caster level hit dice is not a verbatim copy but is also in the SRD.

Animate Dead (BFRPG): This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.

There should probably be a standard format for reporting.
Vindeishi
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Animate Objects: This spell imbues inanimate objects with mobility and a
semblance of life
. The animated objects then attack whomever or whatever the caster designates. This spell cannot animate objects carried or worn by a creature. An animated object can be of any non-magical material... (the rest of the text is different).
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Blade Barrier: This spell creates a wall of whirling blades up to 20' long per caster level, or a ringed wall of whirling blades with a radius of up to 5' per two levels. Either form will be up to 20 ft. high (as allowed by available space). Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a save vs. Death Ray reducing damage to half. If the caster evokes the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful save vs. Death Ray. A blade barrier provides cover (+4 bonus to Armor Class) against attacks made through it.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Bless: This spell gives the caster and his or her allies (within a 50' radius of the caster) a bonus of +1 on attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws against magical fear. The reverse of bless is called bane. It fills the caster's
enemies
(within a 50' radius) with fear and doubt, causing each affected creature to suffer a –1 penalty on attack rolls, morale checks, and saving throws against magical fear.
Vindeishi
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Vindeishi »

Charm Monster: This spell functions like charm person, except that the
effect is not restricted by creature type or size
...
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Solomoriah »

Your reporting format appears fine to me; please proceed. However, I do want to add you to the editing credits, so please PM me how you'd like your name to appear.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter A

Italicized is verbatim in the SRD.

Ant, Giant

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 5 to 6 feet long, while queens can grow to a length of 9 feet. Giant ants may be red or black; there is no statistical difference between them. Though relatively shy when first encountered, once combat begins they will fight to the death. They are known to collect shiny things, and so will sometimes have a small amount of treasure in their lair.

Antelope

OK, no SRD text

Ape, Carnivorous

These powerful creatures resemble gorillas but are far more aggressive; though they are actually omnivores, they prefer meat, and they kill and eat anything they can catch. An adult male carnivorous ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.

Assassin Vine

The assassin vine is a semi-mobile plant found in temperate forests that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

Because it can lie very still indeed, an assassin vine surprises on a roll of 1-4 on 1d6. A successful hit inflicts 1d8 points of damage, and the victim becomes entangled, suffering an additional 1d8 points of damage thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape.

An assassin vine can move about, albeit very slowly, but generally only does so to seek new hunting grounds. They have no visual organs but can sense foes within 30 feet by sound and vibration.

A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.
Last edited by coureur_d_bois on Sat Jan 07, 2023 4:29 pm, edited 2 times in total.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by coureur_d_bois »

Monsters starting with letter B

Italicized is verbatim in the SRD.

Basilisk:

A basilisk is an eight-legged reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.

Bat (and Bat, Giant)

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. They have a natural sonar that allows them to operate in total darkness; for game purposes, treat this ability as Darkvision.

Bear, Black

The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.

Black bears may actually be pure black, blond, or cinnamon in color. They are rarely more than 5 feet long.

Bear, Grizzly (or Brown)

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Bear, Polar

These long, lean carnivores are slightly taller than grizzly bears, and just as hostile.

Bee, Giant

Although many times larger, growing to a length of about a foot, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. Those stung by a giant bee must save vs. Poison or die. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Beetle, Giant Bombardier

OK, no SRD text

Beetle, Giant Fire

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius.

Giant fire beetles are about 2 feet long.
They are normally timid but will fight if cornered. Like most beetles, they have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.

Beetle, Giant Tiger

OK, no SRD text

Black Pudding*

No verbatim text, but would double-check since some of the wording is similar

Blink Dog

The blink dog is an intelligent canine that has a limited teleportation ability; they are able to teleport up to 120' at will. Blink dogs may teleport immediately after attacking, thus possibly avoiding being attacked. In particular, a blink dog may teleport next to an opponent, attack, and teleport away in the same round; the victim would need to strike on the same Initiative number as the blink dog in order to attack it in melee.

Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to get the bonus for attacking from behind.

Blink dogs are medium-sized dogs, typically light brown in color and short haired, though other varieties are rumored to exist. They have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. They are usually shy, avoiding a fight if possible, but they hate displacers and will generally attack them on sight.

Blood Rose

OK, not in SRD

Boar

Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. Note that “boar” refers specifically to the male of the species, but females are equally large and fierce.

A boar is covered in coarse, grayish-black fur. Adults are about 4 feet long and 3 feet high at the shoulder.

Bugbear

Bugbears look like huge, hairy goblins, standing about 6 feet tall. Their eyes are usually a darkish brown color and they move very quietly. They are wild and relatively fearless, and bully smaller humanoids whenever possible.

Bugbears prefer to ambush opponents if they can. When hunting, they often send scouts ahead of the main group. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. They are able to move in nearly complete silence, surprising opponents on 1-3 on 1d6. In order to remain silent, they must wear only leather or hide armor, as indicated in the Armor Class scores above. Bugbears receive a +1 bonus on damage due to their great Strength. As with most goblinoid monsters, they have Darkvision with a 30' range.

One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 XP), with a +2 bonus to damage. In lairs of 16 or more bugbears, there will be a chieftain of 6+6 Hit Dice (500 XP), with a +3 bonus to damage. Bugbears gain a +1 bonus to their morale if they are led by a hardened warrior or chieftain. In the lair, bugbears never fail a morale check as long as the chieftain is alive. In addition, there is a 2 in 6 chance that a shaman will be present in a lair. A shaman is equal to an ordinary bugbear statistically, but possesses 1d4+1 levels of Clerical abilities.
Last edited by coureur_d_bois on Sat Jan 07, 2023 4:43 pm, edited 3 times in total.
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Re: Basic Fantasy RPG Core Rules 3rd Edition

Post by Solomoriah »

Excellent! coureur_d_bois, I need your credit also... please PM me. Thanks!
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