TEXT: DENIZENS & DELVERS 
  House-ruled Fantasy Adventure Role-playing in Deep Moldy Dungeons  
  
  INTRODUCTION 
  DENIZENS & DELVERS  
  The Basic Graft 
  An alternative class trading body modification and life for power.  
  The graft are descendants of an ancient order who sacrificed a portion of themselves for arcane power and immortality. Individual 
  members of this class may be come from any other race, sacrificing what they were previously for what they gain as a graft. Using 
  dark magic, graft cover or replace portions of themselves with other materials (appearing as wood, mineral or stone), extending the 
  longevity and durability of their physical forms. They also have the ability to draw arcane or extra-planar energy and shape it to their 
  needs, usually in the form of a spell effect or a magically enhanced attack. The price for this ability is often one of pain as the graft 
  must lose some of their life force in trade. 
  Roles: 
  The graft are Faustian in concept: characters literally bargain their life for power. The ultimate source of this power is left intention-
  ally vague, allowing the player and their game master to develop the nature, and expression, of the sacrifice to fit the campaign. 
  Though it may seem so, not every graft is power hungry. As written, the sacrifice is not mandatory, it can be ignored. Graft are the 
  embodiment of the struggle within. One character could seek greater power while another struggles to deny it. Some graft might ap-
  pear like golems, constructed from spare parts, others may have only subtle physical alterations. Like any class, the graft provides a 
  seed for your character’s story. 
  Rules: 
  Mechanically speaking, the graft is light on rules and heavy with story possibilities. The basic lifepaths provide for fighting or magic-
  using varieties but others could be conceived. The graft could be used in other game systems with a little creative ruling by the game 
  master. 
  Other races may be used with the graft class, forsaking their traditional racial heritage and abilities and retaining only the former 
  race’s general outward form 
   
  Credits 
  Written and Art by David Lynch 
  Production Den Meister Games 
  Special Thanks 
  The use of any other company's trademark or copyright in this work is not intended as a challenge to the ownership of those trademarks or copyrights.   
  The contents of this file are © Copyright protected and are not to be redistributed in any format.  The purchaser of this file may print up to two copies of 
  this file for personal use only.     
  © Labyrinth Lord™ is copyright 2007-2014, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These 
  trademarks are used under the Labyrinth Lord™ Trademark License 1.2 available at www.goblinoidgames.com.    
  © The Graft is copyright 2014, David Lynch
  GRAFT 1 
  
  DENIZENS & DELVERS 
  DELVERS  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Exp. 
  Hit 
  Spells per level 
   
   
   
  Level 
  Points 
  Dice 
  1 
  2 
  3 
  4 
  5 
  6 
   
   
   
  1 
  0 
  1d8 
  0 
  - 
  - 
  - 
  - 
  - 
   
   
   
  2 
  2,200 
  2d8 
  0 
  - 
  - 
  - 
  - 
  - 
   
   
   
  3 
  4,400 
  3d8 
  0 
  0 
  - 
  - 
  - 
  - 
   
   
   
  4 
  8,800 
  4d8 
  1 
  0 
  - 
  - 
  - 
  - 
   
   
   
  5 
  17,500 
  5d8 
  2 
  0 
  0 
  - 
  - 
  - 
   
   
   
  6 
  35,000 
  6d8 
  2 
  2 
  0 
  - 
  - 
  - 
   
   
   
  7 
  70,000 
  7d8 
  2 
  2 
  0 
  0 
  - 
  - 
   
   
   
  8 
  140,000 
  8d8 
  2 
  2 
  1 
  0 
  - 
  - 
   
   
   
  9 
  280,000 
  9d8 
  2 
  2 
  2 
  0 
  0 
  - 
   
   
   
  10 
  420,000 
  9d8+2 
  3 
  2 
  2 
  1 
  0 
  - 
   
   
   
  11 
  560,000 
  9d8+4 
  3 
  3 
  2 
  2 
  0 
  0 
   
   
   
  12 
  700,000 
  9d8+6 
  3 
  3 
  3 
  2 
  1 
  0 
   
   
   
  13 
  840,000 
  9d8+8 
  3 
  3 
  3 
  3 
  2 
  0 
   
   
   
  14 
  980,000 
  9d8+10 
  4 
  3 
  3 
  3 
  2 
  0 
   
   
   
  Graft are individuals who have forsaken ordinary mortal ex-
  istence for power, manipulation and longevity. A graft choos-
  es either a martial or arcane life-path, enhancing physical 
  traits and abilities through dark, eldritch rites. Arcane-graft 
  have the ability to manifest power, while Martial-graft be-
  come living tools of battle, all for a price. 
  Through unspeakable methods, graft literally transplant or 
  enhance areas of their bodies. They may look as if made of 
  “stone,” “wood,” or any other naturally occurring substance 
  (no processed metal or compound,) but this is only for ap-
  pearance. These enhanced body modifications are physical 
  manifestations of arcane energy. 
  The prime requisites for graft are intelligence and constitu-
  tion; to be a member of this class the character must have 
  scores of 9 or greater in both. A graft gains a bonus on earned 
  experience points for high ability scores. 
  Graft use eight-sided dice (d8) to determine their hit 
  points. Weapon skills and armor use vary by lifepath and 
  are explained in more detail below. 
  Eldritch Form: The act of enhancing their flesh with magic 
  grants a natural AC value. Graft may reduce their constitution 
  score by 1 point in order to raise base AC 1 point. (Note: this 
  change is permanent and the minimum 9 constitution still 
  applies.) Wearing armor of any kind negates this natural AC. 
  Magic protections other than armor (rings, bracers, etc.) are 
  occasionally used, but rare. 
  Lifepath: Graft apprentices choose between the martial 
  and the arcane for their life’s focus. The player should decide 
  at creation which path the character will follow and it may 
  not be changed. 
  Arcane-graft: Arcane-graft use the same rules as a standard 
  magic-user or wizard, with the exceptions listed here. The 
  discipline and rituals of power for spells leave minimal time 
  for training with weaponry, so arcane-graft are limited to 
  simple weaponry: club, dagger, dart, staff. Armor and shields 
  are disdained, relying instead on their eldritch enhancements. 
  This lifepath casts spells as a magic-user of the same level. 
  The number of “free” spells per day, and maximum spell level 
  (shown as “0”), an arcane-graft may cast is shown in the ex-
  perience chart. However, the arcane graft can cast a number 
  of extra spells per day (equal to their current level) by sacri-
  ficing 2 hp/spell level at the time of casting.  
  Example: As a 1st level arcane-graft, Andromeda can only cast 
  one first level spell if she sacrifices 2 hp. Upon reaching 5th 
  level, she could cast  two 1st level spells at no cost, and up to 5 
  extra spells (1st thru 3rd level power) for 2hp/spell level cast 
  (level 1 = 2hp, level 2 = 4hp, level 3 = 6hp sacrificed.)  
  Martial-graft: Martial-graft use the same rules as a standard 
  fighter or warrior, with the exceptions listed here. In addi-
  tion, a martial-graft may expend life energy to enhance their 
  combat prowess. Sacrificing 2 hp grantss a +1 to hit and dam-
  age on a single attack. The maximum that may be spent this 
  way on a single attack is equal to the graft’s level. 
  Example: Bishop, a 3rd level martial-graft with 18 hp, faces off 
  against a heavily armored opponent. He could choose to use 6 
  hp (leaving him with 12) to make an attack at +3 to hit and +3 
  to damage. Or he could choose to make his next 3 attacks at a 
  +1 to hit, +1 to damage by paying 2hp per round. 
   
  Graft can literally destroy themselves if they are not judicious 
  with their abilities, but they can be serious contenders in a 
  fight. They are able to heal by normal methods (rest, clerical 
  magic, potions, etc.) There are tales told of graft with healing 
  powers, but they are thus far unsubstantiated. 
  9th Level:  When a graft reaches 9th level they may build a 
  laboratory or a training yard, often within a fortified struc-
  ture. They can recruit 1-6 apprentices, ranging from level 1-3, 
  to learn the rites and practices necessary for their own 
  lifepath. 
  Appearance varies greatly between individuals. Coloration 
  and texture can range from earthy red tones (like tree bark) 
  to a washed out slate gray (as shale) . While the physical du-
  rability they have received is not true immortality, individual 
  graft have been known to live for 1000 years. 
  GRAFT 
   
   
   
   
   
  Requirement(s): 
   
  INT 9+, CON 9+ 
  Prime Requisites: 
   
  Intelligence, Constitution 
  Alignment: 
   
  Any 
  Hit Dice: 
   
  d8, +2 after 9th 
  Weapon Skills: 
   
  By lifepath; see below 
  Armor Allowed: 
   
  By lifepath; see below 
  Special Abilities: 
   
  Eldritch Form, Lifepath sacrifice 
  GRAFT 2 
  
  GLOSSARY
  DENIZENS & DELVERS  
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
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  The Graft, Copyright 2014. Author David Lynch.  
  END OF LICENSE 
  GRAFT 3 
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - Basic Graft.pdf