TEXT: Labyrinth 
  Lord Edition
  
  INFINIBADGER
  IBP 2004LL
  © Copyright 2014 InfiniBadger Press 
   
  Writing, Layout, Cover, Logo: Jason Paul McCartan
  Artwork: Jim Magnusson, Josefin Magnusson, William McAusland, Matt Morrow, Carlos Pozas 
   
  Cover background by Brenda Clark (https://www.flickr.com/photos/brenda-starr/5840264979/in/photostream/) 
  Tribal border by VectorVaco 
  Some artwork copyright William McAusland, used with permission 
  ome artwork copyright Claudio Pozas, used with permission. 
   
  V1.0 September 2014
  www.infinibadger.com
  
  dedicated to  
  Eric Franklin
  &
  Stephanie Franklin
  #PonyWar
  
  “Others want us to be something we 
  are not. To them, we say, Noh tells us to 
  choose our own path.” - Noh-Cha saying
  
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  the noh-cha classbook
  the lonely ponycat
  “It is not the wind that you feel in your 
  mane when you gallop, it is the wisdom 
  of Noh. Hear her words as she 
  whispers to you.” - Noh-Cha saying
  Once upon a time, there was a Noh-Cha Shaman called Angry-Never-Smiles who 
  had been passed over for the tribe’s Noh-Cha-Harra, their Council, on three 
  occasions. It had become obvious that there was little chance of him joining the 
  Council, as far less acceptable tribe members were chosen in his place. The first 
  time he was passed over, it was for Stares-Far-Distance, a young Hunter who 
  showed much promise and courage but who drank too much and boasted of his 
  speed. The second time he was passed over Bears-Will-Fall, a magnificent 
  Defender who showed much skill with the spear and shield, was chosen; however 
  this Defender always talked too much about all things he had killed and eaten and 
  he smelled funny. The third time Angry-Never-Smiles was passed over, it was for 
  Makes-Rocks-Talk, a Shaman of middling talent who spent too many hours 
  entertaining children by pretending to make rocks talk. He was an idiot and did not 
  deserve to be on the Council. He also drooled a lot.
   
  Angry-Never-Smiles was not happy that these tribe members were chosen 
  instead of him. No, he was not happy at all. It made him live up to his name.
   
  “I shall leave the tribe,” said the Shaman. “I will leave the tribe and discover 
  where The-Tribe-That-Was has gone and then I will return and share this knowledge 
  and I will have to be chosen for the Council. In fact, I shall lead it!”
   
  And so, Angry-Never-Smiles left the tribe one summer, and set off to discover 
  where the The Tribe-That-Was had gone. However, the first thing that he discov-
  ered was that he was ill-prepared for such an adventure as he had packed very few 
  provisions to take with him and he was no Hunter. Within a few days he was out 
  
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  of food and water, and unable to call upon Noh for such things like more powerful 
  Shamans, he became very tired and hungry and thirsty.
   
  “Oh, bother,” said Angry-Never-Smiles, “This may not have been a very good 
  idea.”
   
  No sooner had he uttered those words than a sharp gust of wind blew across 
  the verdant moors he stood upon, caressing the whiskers on his face as it passed 
  him by. This was strange as there had been no wind there before.
   
  “It is Noh,” said Angry-Never-Smiles, “She is speaking to me.”
   
  Angry-Never Smiles listened. He heard nothing more. The wind blew no more. 
  The Shaman sighed then continued walking, his stomach cramping from emptiness, 
  his body from weariness and lack of water. As the day drew on and the sun lowered 
  in the sky, he found himself nearing a small copse of trees on the moors. He 
  decided that he would rest there for the evening. He set up camp and made a 
  fire, all the while feeling the gnawing of hunger in his stomach and the dryness in 
  his mouth. As the darkness fell and the moon above watched over him, his eyes 
  became heavy and he slept, falling quickly into a dream where he was not only on 
  the tribal Council, but was well-respected and loved by all of the others in the tribe.
   
  A sudden noise startled him awake and he pulled his staff close to him. The 
  low light of the fire made him easy to see against the dark, so he moved stealthily 
  away from it. He did not like leaving his things at the fire, but if something was out 
  there, it would head to the fire and then he could attack it instead of the other way 
  around. He could use the moonlight to see it, and the fire.
   
  As Angry-Never-Smiles watched, something approached the fire. It was a 
  strange creature, small and almost triangle shaped but with what seemed to be 
  arms near the top where its head was. The creature walked without ceremony 
  towards the fire and sat down next to it, wrapping its arms around its lower body 
  which changed into a strange awkward shape.
   
  “You can come back to the fire,” said the strange creature, without turning its 
  head.
   
  Angry-Never-Smiles was astounded. The audacity of this creature, whatever it 
  was! How dare it walk up to his fire and lay claim to it. The Shaman stepped for-
  ward, his staff levelled towards the creature.
   
  “You don’t need that,” the creature said, “You’re not going to harm me.”
   
  “How do you know what I am or am not going to do?” demanded the Shaman.
   
  “I don’t,” replied the creature. “But I’d rather believe that you weren’t going 
  to harm me than you were going to harm me. Why not come to the fire where it’s 
  warm?”
   
  The creature shifted, and Angry-Never-Smiles could see that it wasn’t a 
  triangular creature at all, but a tall and gangly creature wearing some sort of long 
  dress that covered its body. Slowly, he approached, all the time keeping his staff 
  
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  the noh-cha classbook
  leveled at the creature.
   
  “What do you want?” he asked of it.
   
  “Some heat,” it said, “Some company. Some conversation.”
   
  Angry-Never-Smiles snorted. “And why should I give you my fire? Or my 
  company? Even my conversation?”
   
  The creature turned its head, and firelight lit up its face. The face of a young 
  human girl, with long hair that cascaded down either side of her face. She wiggled 
  bare feet at the edge of the fire. “Well, you’re already providing me company and 
  conversation, and I already have the fire here. Come and sit.”
   
  Angry-Never-Smiles paused for a moment then moved closer. This creature, 
  this girl, was no match for him if she decided to attack him. But there may be more 
  of humans around. She wouldn’t be wandering the moors alone at night. Getting 
  information from her about her allies was a good idea. And so, he moved to sit on 
  the opposite side of the fire from the girl.
   
  “I have no food or water to offer you,” he said.
   
  “That’s okay,” said the girl. “I have my own.”
   
  With that, an apple was suddenly in the girl’s hand. She took a bite, then 
  chewed, before looking up at Angry-Never-Smiles. “Would you like some?”
   
  The Shaman’s stomach answered before his mouth could, and the girl laughed 
  and threw the apple towards him. He caught it quickly, dropping his staff, and 
  finished the apple quickly with three bites. As he swallowed the last, he noticed the 
  girl was staring up a him, smiling. She threw another apple at him, and another, 
  and another. He hungrily ate them, almost swallowing them whole. After he 
  finished, the girl spoke again. 
   
  “I know why you’re angry all the time. I know why you never smile.” 
   
  Anger flared within the Shaman. “How dare you! You don’t know me! You’ve 
  only just met me!”
   
  “I didn’t mean to upset you. But I do know why, though.”
   
  Indignantly, Angry-Never-Smiles snorted and crossed his arms. “I very much 
  doubt that, human child.”
   
  “It’s because you’re lonely.”
   
  “I am ....”
   
  The words caught in Angry-Never-Smiles’ throat. As much as he was about 
  to deny it, the girl’s words were true. He was lonely. He was always lonely. He 
  couldn’t remember a time he wasn’t lonely, even when he was around others in 
  the tribe. 
   
  “How...” he started.
   
  “How can I know this?” she asked.
   
  The Shaman nodded.
   
  “Most angry people usually are, or start that way,” continued the girl. “At least 
  
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  that’s been my experience. Although a lot of lonely people also just stay sad. But 
  you’re not one to get sad, are you? You don’t like the sadness, so you use the anger 
  to keep it at bay.”
   
  Angry-Never-Smiles sat. How could this girl, this human girl, know what he 
  was feeling deep inside? How could she know what he had been hiding from ev-
  eryone in the tribe all these years?
   
  “I don’t understand,” he said.
   
  “Can I tell you a story,” asked the girl.
   
  “What?” 
   
  “A story? Can I tell you a story?”
   
  Angry-Never-Smiles’ confusion got the better of him, and he simply nodded. 
  The girl started to speak.
   
  “Once upon a time, a very long time ago, there was a father who loved his 
  daughter very, very much. The father had special powers and could do amazing 
  things with his mind and his will. He would often do special tricks for his daughter, 
  but these weren’t enough to hide the sadness that was deep within him. This 
  sadness was there because he was lonely, because his wife had died, and as much 
  as he tried to cope with her passing, he couldn’t. He spent many years searching 
  for knowledge to try to bring his wife back to life, but couldn’t find it, and soon his 
  sadness turned to despair.
   
  “He fell in with some others with the same kind of special powers as him, and 
  they promised to help him bring his wife back as long as he helped them. But while 
  he was helping them, something bad happened and his daughter died. This broke 
  the father, who had now lost not only his wife, but his beloved only child. He went 
  mad. His powers increased and he soon developed the ability to bring people back 
  from the dead, but they didn’t come back quite right. They came back as unthink-
  ing, undead creatures. And so, the father turned to new experiments.
   
  “The father started to cross this creature with that creature and create strange 
  hybrids of different animals. He was trying to find ways to create new life so that 
  he would be able to bring back both his wife and child, trying to understand the 
  secrets of life and death and the universe.
   
  “Eventually the father became so insane that there was little of the good man 
  that he once left. His quest to bring back his family changed to a quest to create 
  monsters, and many men and women of power came to him for this to supply their 
  armies. He ended up creating many monsters. Many of them were terrible. But 
  some of the monsters were only monsters because they didn’t know they could be 
  anything else.
   
  “One group of monsters started to question why they had been made and 
  decided that they didn’t want to fight for humans who used them only for war. They 
  didn’t know how to escape until a young girl came to them and told them of a way 
  
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  the noh-cha classbook
  to escape. The monsters decided to accept her help, andthey managed to flee the 
  prison that they had been held in. They ran and ran and ran and ran until the found 
  thir own place to live our their lives in.”
   
  Angry-Never-Smiles spoke softly. “You’re speaking of Those-Who-Came-First, of 
  the Tribe-That-Was.”
   
  “Perhaps,” said the girl.
   
  “What do you know of them? How do you know of them?”
   
  The girl smiled and walked up to Angry-Never-Smiles. She put a hand out 
  towards his face, and to his surprise he didn’t feel the need nor want to flinch or re-
  treat as he so often did when others came near to him. She stroked his long flowing 
  mane with her fingers, and gave him a hug.
   
  “Frankly,” she said, “You look more like a lion than a tiger. Hmm. Frankly-lion. 
  Franklin. That’s a good name for a ponycat.”
   
  “I am Noh-Cha!” 
   
  “Yes, you are, Franklin. And a good one, a strong one. One with a big heart, 
  who will find his life much enriched. Let others in. Share with others. The first step 
  to this is in returning to your tribe and telling them of what you have discovered on 
  your quest so far.”
   
  “How do you know of my quest?” he asked.
   
  “Oh, Franklin. I know all about you. More than you will ever know. But you 
  should be doing your quest for the right reasons. And I think you will from now 
  on.”
   
  The girl turned away from Angry-Never-Smiles and started to walk into the 
  darkness.
   
  “Who are you? How do you know such things?”
   
  The girl walked into the night, her golden hair reflecting the moon above, and a 
  a soft smiled played across her face.
   
  “Franklin,” she said, “Think for a bit and you will... know.”
   
   
  The following morning, Franklin packed up his camp and turned back towards 
  his tribe excited to tell others of what he had learned. He had a smile upon his 
  face.
   
  As he traveled, he listened to the wind.
  
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  the noh-cha classbook
  Noh-Cha legends say that a great and 
  powerful wizard once imprisoned them 
  performed twisted experiments upon the 
  first Noh-Cha, Those-Who-Came-First, in 
  the depths of the madman’s magical labo-
  ratories. The golden-maned goddess Noh 
  appeared to them, helping them escape. 
  She gave them the strength and courage 
  to overcome the wizard’s defenses and to 
  escape his monstrous laboratory and prison. 
  Those-Who-Came-First ran and ran and ran 
  until they were far from the wizard, eventu-
  ally finding a lush and verdant valley, and 
  they settled there. The name of the wizard 
  who imprisoned them is lost to time, but 
  Those-Who-Came-First took the name Noh-
  Cha, meaning “Children of Noh”, to honor 
  the goddess who freed them and they took to worshipping her.
   
  As the Noh-Cha grew in number over the years, a caste system developed. 
  Those who were the strongest became the warriors who would be the first line of 
  defense for the Noh-Cha against all of the other creatures of the world. Others, the 
  fastest runners and those who could hunt with spear and bow, became scouts and 
  hunters to help feed the tribe. A smaller number manifested strange powers which 
  were attributed to Noh that allowed them to communicate with spirits, enter the 
  spirit world, and perform magical healing and divination. Some claimed to speak 
  directly with Noh herself.  Eventually the Tribe-That-Was grew too large and there 
  were many fights between different factions, with several smaller groups breaking 
  away to form smaller tribes of their own. Each 
  of these tribes took a new name to differenti-
  ate itself from the original tribe and went their 
  own way, with The Tribe-That-Was remaining 
  in the valley. Centuries passed and the tribes 
  flourished. That is, all but the Tribe-That-Was, 
  who mysteriously disappeared leaving no trace 
  behind in the valley. The valley is now known 
  as the Valley-Empty-Of-Life, and is a sacred 
  place where only Noh-Cha shamans 
  pilgrimage to. Today still, Noh-Cha search for 
  the lost Tribe-That-Was, hoping one day to 
  bring it back into the fold of the Noh-Cha.
  
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  Noh-Cha Society
   
  The Noh-Cha are an egalitarian tribal people, led by the Noh-Cha-Harra, an advi-
  sory group of the tribe’s most prominent defenders, hunters, and shamans. In each 
  tribe there are usually between 6-12 members of the Noh-Cha-Harra, depending 
  upon the size of each tribe. Empty positions on the Noh-Cha-Harra are quickly 
  filled by the best candidate from the tribe that all members of the Noh-Cha-Harra 
  agree on. Each tribe’s Noh-Cha-Harra tries to include at least one member from 
  each caste, and decisions must be unanimous for them to proceed
   
  Noh-Cha have two names; a given name and a chosen name. The given name 
  is provided by the parents of a Noh-Cha child at birth, but when the child comes of 
  age and survives the Rite-of-Becoming, they may take another name of their own 
  choosing. Within a full moon of the completion of the rite, a new name must be 
  chosen, and if it is not, then the Noh-Cha-Harra may choose the name instead.
  Although they live in small settlements, the Noh-Cha do not farm but maintain a 
  hunter-gatherer lifestyle, eating whatever prey they can catch. Plants, herbs, and 
  non-animal foods are reserved for use in special rites.
  The RiTe-of-Becoming
   
  Upon reaching adulthood, each Noh-Cha child must spend a full moon (28-30 
  days) away from the tribe in solitude with only limited supplies and food. Dur-
  ing this time, they must survive on their own and seek out Noh through the use of 
  meditation and a special mushroom prepared by shamans called 
  That-Which-Awakens that is ingested before meditation starts. 
  During meditation, if they successfully find Noh, she will speak to 
  them and tell them secrets (good and bad) about their own future. 
  If they do not find Noh, they must become outcast and leave the 
  tribe. There are few outcasts ever.
  The PoweR of noh
   
  Upon reaching a certain level of maturity, a Noh-Cha can call out the name of 
  their Goddess at an enemy during combat and cause the enemy to either falter in 
  what they are doing or take damage. As a Noh-Cha becomes more powerful, the 
  effects increase, doing physical damage and being able to be used more often. This 
  is a powerful defense that the Noh-Cha use to protect the tribe. 
  (See The Power of Noh in Abilities below). 
   
  
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  the noh-cha classbook
  the Noh-Cha racial class
   
  Note: This character class has been designed for use with the Labyrinth Lord™basic 
  rulebook and includes only spells listed in that book. If you wish to use additional 
  spells from other sources, you should consider very carefully what spells are in-
  cluded at what level for the class. Spells are approximately about 2 levels lower for 
  spells, with the highest-level Magic User spells being unavailable.
  the sub-classes
   
  Within Noh-Cha culture, there are three distinct castes that exist: Defenders, 
  Hunters, and Shamans.  Each caste performs particular specific roles within the 
  tribe and each comes with specializations and abilities. 
  Each of the sub-classes are listed below in their own sections, with the 
  Requirements, Prime Requisites, Hit Dice, Maximum Level, and Saves to be used. 
  To gain bonus XP for Prime Requisites, a character must have at least 13 in both 
  for the +5%, or 16 in both for the +10%.
  DefenDeR
    Requirements: STR 12, DEX 9
    Prime Requisite: STR and DEX
    Hit Dice: 1d8
    Maximum Level: 9
    Saves: As Fighter
  The most numerous of the sub-classes are the 
  Defenders, strong warriors trained in the art of 
  close combat fighting.
   
  Defenders are comfortable using many 
  weapons made of bone and wood, but are 
  especially skilled in the use of spear and blade, 
  gaining +1 to attack with melee weapons. 
  Longer weapons and weapons with reach are 
  preferred, but it is not unknown for some of 
  the elder Noh-Cha to dual-wield axes or long 
  swords when entering battle.
  
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  This subclass may wear armor that supplants the natural armor that all Noh-
  Cha have, and may also use metal or wooden shields up to tower size.
  hunTeR
    Requirements: STR 9, DEX 9, CON 9
    Prime Requisite: DEX and CON
    Hit Dice: 1d8
    Maximum Level: 8
    Saves: As Thief
  Hunters serve many roles within Noh-Cha society, but operate mostly as scouts, 
  sentries, and hunters of food for settlements. They tend to be the swiftest runners, 
  and the best at using ranged weapons. They tend to prefer to use bows, slings, and 
  spears (with shields). They gain a +1 to all attacks using ranged weapons. They also 
  gain an improvement in movement, having a base movement of 210’ (70’) instead 
  of 180’ (60’). Hunters also have the special ability to track in the wild (see Tracking 
  in Abilities below). They are surprised on a 1 on 1d6, and may surprise others on a 
  1-3 on 1d6. 
   Shaman
     Requirements: CON 9, WIS 9
     Prime Requisite: CON and WIS
     Hit Dice: 1d6
     Maximum Level: 8
     Saves: As Magic User
  In Noh-Cha society, shamans serve as healers and advisors, helping guide 
  others on their path through life. In the eyes of the tribe, they are some fo 
  the most important tribe members, and often are given as much deference. 
  Shamans use staffs, clubs or bone knives.They are responsible for making the 
  That-Which-Awakens, a special hallucinogenic mix that is used not only in 
  the Rite-of-Becoming, but also to allow them to capture their spells. It takes 
  1 hour and a small troop of mushrooms to prepare 3d4 doses of the That-
  Which-Awakens.
     Shamans connect to the spirit world to allow them to cast powerful magic 
  by capturing spells provided by the spirits. To do so, they must take the That-
  Which-Awakens and meditate undisturbed for a number of hours equal to 
  the maximum level of spells that they are trying to learn or 
  replenish at a minimum, with each hour passing unlocking each level of 
  
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  spells. As each level is unlocked, the shaman is granted the spells that they wish to 
  know up to the maximum number of spells of that level they can learn. Shamans 
  can replenish or change spells by meditating for the number of hours required for 
  the spells they wish to change or recapture. There is no need to rest for 8 hours 
  between meditations. However, for every hour beyond 24 hours that a shaman goes 
  without restful sleep and continues to capture spells, there is a +1% chance every 
  time they attempt to capture spells that they will unwittingly attract the attention of 
  a malevolent spirit creature that will manifest itself in this world through them.
  Noh-Cha experience table
  Level
  Experience 
  Hit 
  Dice
  Abilities
  Defender
  Hunter
  Shaman
  1
  0
  0
  0
  1
  Bite attack, Hoof 
  attack, Improved 
  Movement 
  Improved Melee 
  Skill, Improved 
  Ranged Skill, 
  Natural Armor, 
  Tracking, 
  Shamanistic Powers
  2
  3,001
  3,501
  4,001
  2
  3
  6,001
  7,001
  8,001
  3
  The Power of Noh
  4
  12,001
  14,001
  16,001
  4
  5
  24,001
  28,001
  32,001
  5
  Hoof attack
  improvement
  6
  48,001
  56,001
  64,001
  6
  The Power of Noh 
  improvement
  7
  96,001
  112,001
  128,001
  7
  8
  192,001
  224,001
  256,001
  8
  9
  384,001
  -
  -
  9
  Hoof attack 
  improvement, 
  The Power of Noh 
  improvement
  
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  the noh-cha classbook
  common abilities
  All Noh-Cha gain the following abilities at the 1st level, except for those that are 
  marked as only available to specific subclasses (shown in parentheses).
  1st level
  BiTe aTTack
  Along with other attacks they may have, a Noh-Cha may perform a bite 
  attack using the sharp teeth in their mouth for 1d3 damage.
  hoof aTTack
  All Noh-Cha have the ability to deliver a rear hoof attack while being able 
  to attack using weapons in their hands. The number of attacks and damage 
  increases as the Noh-Cha increases in level.
  Level
  Hoof attacks
  1
  1 attack, 1d4 damage
  5
  2 attacks, 1d6 damage
  9
  3 attacks, 1d8 damage (Defenders only)
  imPRoveD movemenT
  Noh-Cha move swiftly and have a base movement speed of 180’ (60’).  
  Hunters can move at 210’ (70’).
  imPRoveD melee Skill (DefenDeRS only)
  When using a melee weapons, a Defender gains a +1 bonus to attack rolls. 
  imPRoveD RangeD weaPon Skill (hunTeRS only)
  When using ranged weapons such as spear or bows of any type, a Hunter 
  gains a +1 bonus to attack rolls.
  naTuRal aRmoR
  Due to the thickness of its natural hide, all Noh-Cha have a base armor rating 
  equivalent to leather armor (AC 8). Defenders may wear other armors also.
  
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  TRacking (hunTeRS only)
  Hunters can track in the open wilderness with a base chance of 90% at 1st 
  level, which increases by +1% for each level after that. For every creature 
  beyond the first in a party being tracked, this increases the chance by +2%. 
  There is a -25% modifier for each hour of rain or foul weather that has passed, 
  and a -10% modifier for each day that has passed since the tracks were made.
  ShamaniSTic PoweRS (ShamanS only)
  Shamans can capture spells by meditating and visiting the spirit world.
  3rd level
  The PoweR of noh
  Noh-Cha learn how to channel a powerful shout that can stop enemies in their 
  tracks. They do this by calling out the name of their Goddess when an enemy 
  is within range. The range and power of the shout increases as the Noh-Cha’s 
  level increases. Enemies who find themselves shouted at must make a success-
  ful Save Vs. Breath, or miss their next action from a stun and also possibly take 
  damage. Noh-Cha at higher levels can choose to shout at a lesser power level 
  if they choose.
  Level
  Shouts
  3
  1 attack daily, 5’ range, no damage, 
  6
  2 attacks daily, 10’ range, 1d6 damage, -2 to Save
  9
  3 attacks daily, 15’ range, 1d8 damage, -4 to Save (Defenders only)
  
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  shaman available spells
  Class Level
  Spell Level
  1
  2
  3
  4
  5
  1
  1
  -
  -
  -
  -
  2
  2
  1
  -
  -
  -
  3
  2
  2
  -
  -
  -
  4
  3
  2
  1
  -
  -
  5
  3
  3
  2
  -
  -
  6
  4
  3
  2
  1
  -
  7
  4
  4
  3
  2
  -
  8
  5
  4
  3
  2
  1
  shaman spells lists
  level 1
  • 
  Charm Person
  • 
  Cure Light Wounds
  • 
  Detect Evil
  • 
  Light
  • 
  Protection from Evil
  • 
  Purify Food and Drink
  • 
  Sleep
  level 2
  • 
  Animate Dead
  • 
  Clairvoyance
  • 
  Continual Light
  • 
  Detect Invisible
  • 
  Fireball
  • 
  Invisibility
  • 
  Fly
  • 
  Hold Person
  • 
  Lightning Bolt
  • 
  Mirror Image
  • 
  Phantasmal Force
  • 
  Protection from Evil 10’
  • 
  Resist Cold
  • 
  Resist Fire
  • 
  Snake Charm
  • 
  Speak With Animal
  • 
  Water Breathing
  
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  the noh-cha classbook
  level 3
  • 
  Charm Monster
  • 
  Confusion
  • 
  Cure Serious Wounds
  • 
  Create Food and Drink
  • 
  Cure Disease
  • 
  Dimension Door
  • 
  Dispel Magic
  • 
  Geas
  • 
  Hallucinatory Terrain
  • 
  Invisibility 10’ radius
  • 
  Lower Water
  • 
  Move Earth
  • 
  Passwall
  • 
  Plant Growth
  • 
  Remove Curse
  level 4
  • 
  Cure Critical Wounds
  • 
  Raise Dead
  • 
  Stone to Flesh
  • 
  Teleport
  • 
  Transmute Rock to Mud
  • 
  Wall of Fire
  • 
  Wall of Ice
  level 5
  • 
  Control Weather
  • 
  Conjure Elemental
  • 
  Contact Other Plane
  • 
  Heal
  • 
  Resurrection
  • 
  Regenerate
  • 
  Reincarnation
  • 
  Restoration
  • 
  Wind Walk
  
  15
  the noh-cha classbook
  The following text is the property of Wizards of the Coast, 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Labyrinth Lord.  Copyright 2007-2009, Daniel Proctor. 
  Author Daniel Proctor.
  OPEN GAME LICENSE Version 1.0a
  
  INFINIBADGER
  Wielding the Power of 
  Noh, these formidable 
  half-horse, half-cat 
  creatures born of a
  mad wizard’s twisted
  experiments prowl 
  the plains and moors 
  searching for their 
  original lost tribe.
  Includes:
  • A complete story featuring Franklin, the lonely ponycat!
  • Defender, Hunter, and Shaman subclasses
  • The Power of Noh shouting ability unique to the Noh-Cha
  • Written for Labyrinth Lord™, but compatible with other game systems
  A COMPLETELY NEW FULLY 
  PLAYABLE CLASS!
  IBP 2004LL
  www.infinibadger.com
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - OSS1 Noh-Cha Class.pdf