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Culture Documents
by Ariel Churi
Paladin
Design Notes
Just a nerfed Cleric with some Warrior stuff. Everything as Cleric except what is below.
HD 1d10
Attack +1 at first level and as Warrior with Mighty Deeds -d1 thereafter
Caster Level -1
Higher Standards D isapproval Level begins at 2
Disapproval: Deed die -d1
Spells Known -1 per level
Lucky Weapon as warrior
1: Disapproval
3: +5 magic damage and roll t urn unholy -4 focused on target.
5: +10 magic damage and unholy of 1HD or less are killed instantly. Roll turn unholy focused on target.
6: +12 magic damage and unholy of 1HD or less are killed instantly and explode in holy light that does 1d6
magic damage to surrounding unholy creatures. Roll turn unholy +2 focused on target.
7+: +14 magic damage and unholy of 2HD or less are killed instantly and explode in holy light that does
1d8 magic damage to surrounding unholy creatures. Roll turn unholy +4 focused on target.
Anti-Paladin
As above but must wear black and…
Death Touch DCC Annual Pg 18 instead of Lay On Hands.
Turn Unholy Effects same creatures as a lawful Cleric but makes them your slaves. Use T urn Unholy table
but turned or killed creatures fight for you. Turned creatures for 2d4 rounds and killed creatures for 2d4
turns. At the end of control, creatures return to their previous activity so you may want to use your
control to send them away. Causes no damage. Combine with D eath Touch for more fun.
Fickle Master Natural disapproval level is 3 and use a d5 when rolling on disapproval.
Barbarian
Design Notes
A subclass of Warrior. One thing I love about DCC is that to be a barbarian you just “I am a barbarian”
and have some barbaric mighty deeds. But this is for the player that just wants to smash stuff.
Berserker mode adds a random element and removes some player control, as it should. Armor is less
useful as it decreases agility.
HD 1d14
AC
Based on level and subtract ½ armor check rounded up.
1. +2
2. +3
3. +4
4. +4
5. +5
6. +5
7. +6
8. +6
9. +7
10. +8
Attack Berserker Die, same as Deed Die but no mighty deeds. Max roll on Berserker Die means double
damage and Berserker Mode. Player can choose to roll any die lower on the dice chain (make the fight
harder to make yourself angrier and more likely to go berserk). Player may burn a point of Intelligence to
avoid entering Berserker Mode.
Berserker Mode Add Level to AC. Beginning next round, gain an additional action die 1d lower than your
current lowest action die.
Keep attacking until all enemies are gone and then freak out (see below) for as many rounds as HD of
enemies dispatched.
Burn 3 points of Intelligence to break out of Berserker mode early. +3 Fort, +3 Reflex, -3 Will.
Freak Out
1. Attack closest once at -d1 attack and damage.
2. Destroy furniture sized object. As above if no object available.
3. Strip clothes and bathe in the blood of your enemies.
4. Run around screaming in people’s faces.
5. Player’s choice or victory cry or dance.
See Red Burn Intelligence to Increase attack and damage until you do damage. +1 attack/damage and -1
AC per point of Intelligence burned at beginning of round.
Dark Elf
Design notes
A subclass of Elf that is Thief/Wizard rather than Warrior/Wizard. Has spells and Thief skills but both
are a bit nerfed. Most items below are the lesser of the two between Elf and Thief. Can use luck to aid
magic but cannot really use spellburn (the dark elf’s corrupt body does not help with spells).
Attack as Thief
Action Dice as Thief
Crit die/table as Elf
Spells Known as Elf -2 and no automatic Patron Bond/Invoke Patron
Thief Skills as Thief -1 except R ead From Scroll as Elf
Caster Level -1
Saving Throws as Thief
Luck Die 1:1 at first level and then as Thief -d1 thereafter.
Spellburn Spellburn damage is permanent.
Corruption -d1 (d8) when rolling for corruption or patron taint. Luck burned to change rolls or avoid
corruption is permanent.
Heal Luck as Thief
Thieves’ Cant N o but does know a Dark Elf dialect of Elven that has a DC 15 Int check chance of being
understood by an Elf. Standard Elven is the most likely third language known and DC 15 to understand if
not.
Vulnerability Prolonged contact with iron causes 4hp damage per day and -1d on all rolls. Damage from
iron weapons causes an additional 1d3 points of damage.
The Conan (The Adventurer)
Design Notes
Warrior/Thief. Just combined the two and nerfed them both.
HD 1d10
Attack +1 at first level (no deed) and as Warrior -1d thereafter.
Crit die/Table as Dwarf
Threat Range as Warrior
Saving Throws as Warrior
Thief Skill as Thief -1
Luck Die No Luck die. Ratio based on Reflex save (2:1 at 4th level).
Heal Luck as Thief.
Thieves’ Cant N o
Ranger
Design Notes
A skinny Warrior for those who want to fight from a distance.
As Warrior except:
Attack + 1 ranged attacks
HD 1d8
Threat range +1 for ranged attacks
Crit roll +1d for ranged attacks
Precision Shot +1 to Precision Shot and similar Mighty Deeds at Judge’s discretion.
Saves as Dwarf
Survival Skills If you do not have them from your former profession, you must earn them in the field.
Consider the ranger skilled in nature/survival rolls for a certain biome after 6 months spent in the
wilderness of that biome.
Advantage to general hunting rolls due to increased ranged attack ability.
Consider the Ranger skilled in hunting/tracking a particular type of quarry after successfully tracking
that prey twice.