Blog Archive

Thursday, 26 March 2015

Nysarian Military Ranks

These are the military ranks that I use in my game. It's mixed with real world and stuff I picked up from other settings...

Nysarian Military Ranks

1st Rank – non-trained, usually volunteers not-soldiers
2nd Rank – trained, low level soldiers (1st – 2nd level)
3rd Rank – trained, med level soldiers (3rd – 4th level)

Constable – leader of small groups, often highly specialized, usually from 5-50
individuals, rarely work as a full unit; usually 4th-7th level. Often an inherited title.

Riding Knight – Allied but not a part nation’s standard military, under a Commander

Standing Knight – exist outside of nation’s standard military, help with defense

Sash Knight – specialists that are outside of a nation’s military, (e.g. giant slayers)

Left Hand – special agent, independent officers or spies, rarely soldiers

Man of Arms: Lead groups of constables, usually 6-7th level.

Captain of Arms: Leads 2 – 20 groups of Constables, (Also called Right Hands); 8+ level

Mayor or Warden: Leads a specific portfolio in a city, may lead small towns or forts

Commander: NCOs, command unique divisions not part of standing army

Solomo: usually NCOs; a Wizard officer, assume 10+level unless ceremonial

Battle Captain: Leads ten Captain of Arms; Usually 12+ level

Battle General: military leader of an army; Usually 14+ level
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Barbarians: not part of standing armies, they do not accept Rank, even unofficially
Bards – left hands, very rarely are in official military ranks
Clerics: usually constables, mayors or commanders; Never Solomo
Druids: left hands, or as Clerics
Fighter and Paladins: any except for Solomo
Monk: may be left hand, warden or commander
Rangers: not part of standing armies, often act as left hands or Commander
Rogue: may be left hand, warden or commander
Sorcerer: may be left hand, warden or commander; rarely act as a Solomo
Wizard: may be left hand, warden, commander but when Solomo are usually 11+ level.

Friday, 20 March 2015

Vottinna - Blue Skinned, Magic-Item Destroying Humanoid Monk

This creature was slowly developed as an antidote for magical trapped areas in my dungeon, essentially if using standard rules, either the traps would be too much why would the areas still be around? This race is a way for lower level adventurers can go through these areas because the Vottinna cleared the magical traps. They are sometimes still in the dungeon but most often as strangers to this world, they reside in monasteries where they may be expected to follow the rules but not to talk a lot, which helps them to avoid giving unpopular information.

Vottinna                                                                                    CR 5
Medium-Size Humanoid LN 
Init +7; Perception + 8

DEFENSE

AC 18 (+3 dexterity, +4 wisdom, +1 Monk AC Bonus), 18 Touch, 18 Flat-foot
hp 32  (5d8+10)
Fort: +6 Ref + 7 Will + 7
Morale 16

OFFENSE

Speed 40 ft.
Attack: +3 Unarmed Strike (1d8)
Full Attack: +2 Unarmed Strike X 2 (1d8)
Special Attacks: Stunning Attack, Ki Strike (Silver, Magic)

STATISTICS

Abilities: Str 10, Dex 16, Con 14, Int 10, Wis: 18, Cha 12
Base Atk +3; CMB 13 CMD 16
Feats: Blind Fight, Improved Initiative, Dodge
Skills Appraise +5, Diplomacy +10, Perception +8, Disable Device +8, Sense Motive +5, Knowledge (Arcana) + 5
Special Qualities: Nullify Magic, Evasion, Still Mind, Pure Body, Curse Magic and Drain Magic
Languages: Common, Elf

ECOLOGY

Environment: Monastery or Obelisk
Organization: Solitary or Band (2-7)
Treasure: Half Standard

The Vottinna are an elusive and mysterious light blue-furred race with a severe hatred of magical items. Most have long, overflowing bluish-black hair, large ears tipped both on top and below, and small black orbs for eyes. Their long arms end in hands, whose fingers are always curled, they are unable to straighten them. They are able to mate with almost any other humanoid, but their children are never Vottinna half-breeds, only when two Vottinna mate does the blood line run true.

They are often trusted members of peaceful monastic or religious orders, but few people suspect their motivation. They usually have complex plans to cause misery to the cause of arcane magic but strangely not to individual casters of magic. Adventures may encounter a Vottinna if they acquire a cursed magic item and need to rid it from their possession.  Many times there is a trade-off, getting paid in a powerful arcane item in payment for retrieving a cursed item.  While they abhor a wizard’s created items, they sometimes use clerical ones in the most dire of circumstances, but they will feel need to purge their bodies of the unholy action.

Generally, they are peaceful and friendly but they never willingly share information or their beliefs. It is strongly assumed they come from another world or dimension, and they gravitate towards monasteries because those places are open to strangers.

Combat
They fight as monks at the same level as their HD. They use their stunning blow as often as possible, and never hesitate to use their unique abilities to counteract magic.

Nullify Magic: Each spell has a maximum potency (DC or effective level), if a Vottinna can overcome this by making a full round attack and treating this as a target AC, they cancel the spell effect out immediately. A 10th level wizard, with a 16 intelligence casting a 2nd level spell will have a normal DC of 15; this would be the target AC the Vottinna would have to beat. Any feats or magical devices which increase the DC, likewise increases the DC the Vottinna needs to beat.

Curse Magic: Any item used on to cast a spell on a Vottinna has a chance to be temporarily cursed to either backfire or simply not work (DM to decide, based what is the worst possible outcome.) The likelihood is a Will DC based on the level of the Vottinna (10+ effective level of the Vottinna.) There is no effect on passive magic items, such as a sword or item of protection.

Drain Magic: Once a day, if a Vottinna can grasp an item for one full minute, they can permanently drain the magic from the item. There is no save if the item has an effective level less then the Vottinna. Otherwise, it is a power check based on the Vottinna’s level.

Monday, 16 March 2015

Nyssian Druid

Here is the druid found in my game worlds. I created it awhile ago with the intention of getting rid of
the shape-shifting ability.

Druids regardless of alignment are loosely connected and very rarely attack each other. They are all bound by mission, it`s just the way they take steps to complete their duties will differ. They usually organize themselves in Circles, all are bound to a group, equivalent to a church or Obelisk. Many Circles are specific to a single race, alignment or other feature. Non druids often join a Circle in remote areas, if the Circle Elders are open to this.


Nyssian Druid

Alignment: Any Neutral

Hit Dice: d8
Class Skills: As per Player`s Handbook
Weapon and Armor Options:  As per Player`s Handbook
Spells: Per the druid spell list. They cannot cast spells from the Chaotic, Evil, Good, and Lawful Spells domains

Bonus Languages: A druid’s bonus language options include Sylvan, Faerie, & Druid.

Animal Companion, Nature Sense, Wild Empathy: Per PhB at 1st level

Woodland Stride: Per PhB at 2nd level.

Animals Step (Ex): A druid can make their footprints to match any medium sized animal at will.

Brew Draught (Su): At 6th level a druid can create simple natural potions in ten minutes for any first level spells that they can cast. At 8th, 10th & 12 they learn how to make potions of the next spell level. They can brew only one spell draught every day which can have from one to six sips and last 24 hours.

Adaptation (Su): Can change their body to better handle the dangers around them mimicking an animal’s natural properties (Some examples: Legs to run faster, Gills to Breathe Underwater, Wings for limited flight, etc). Each adaptation is a free action to enact the change.

Speak with Animals (Ex): Can speak with animals as the spell at will if within 10 feet of the animal.

Venom Immunity (Ex): Gains immunity to all natural poisons found in the wild or can be created from natural sources. They gain +6 to all other (non-natural) toxins.

Druid Grove (Su): Magic Circle Campsite affects 50 feet in circular radius with fire in the center, Lasts 12 hours, Natural Healing Rate Doubles, +4 on all re-rolls to avoid negative magic affects, +6 spotting strangers approaching, Natural resources available.

Speak With Plants (Ex): Can speak with plants at will as per spell if within 10 feet of the plant

A Thousand Faces (Su): Can change their appearance at will as if using the alter self spell

Animate Plants (Su): Can animate plants once per day.

Greater Druid Grove (Su): Magic Circle Campsite affects 100 feet circular radius with small fire in the center, Lasts 24 hours, Natural Healing Rate Triples, +10 on all re-rolls to avoid negative magic affects, Automatic spotting strangers approaching, Natural resources available, 50% chance of magical merchant (friendly to the Druid's cause) available

Eyes of the Forest (Su): Can commune with all animals within a region, the spell is similar to commune with the forest except the distance is 20 miles per druid level

LevelBABFortRefWillSpecialZero1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Wild empathy31







2nd+1+3+0+3Woodland Stride42







3rd+2+3+1+3Animal’s Step43







4th+3+4+1+41st Adaptation531






5th+3+4+1+4Speak w/Animals542






6th+4+5+2+5Brew Draught543






7th+5+5+2+52nd Adaptation6531





8th+6+6+2+6Venom immunity6542





9th+6+6+3+6Druidic Grove6643





10th+7+7+3+73rd Adaptation66531




11th+8+7+3+7Speak with Plants66542




12th+9+8+4+8A thousand Faces67543




13th+9+8+4+84th Adaptation676431



14th+10+9+4+9Animate Plants676542



15th+11 / +1+9+5+95th Adaptation6865431


16th+12/+2+10+5+10G Druidic Grove6875432


17th+12/+2+10+5+106th Adaptation68764421

18th+13/+3+11+6+11Eyes of the Forest687654321
19th+14/+4+11+6+117th Adaptation6886553321
20th+15/+5+12+6+12Perfect Self6887554332

Friday, 27 February 2015

Lizardith (Lizard Man PC)

One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)


Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.

Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.

Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.

Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.

Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.

Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.

Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.

Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.

Racial Traits
+2 attack bonus if fighting 50% submerged vs land-based creatures
+3 attack bonus if fighting 100% submerged vs land-based creatures
Hold breath 10 X Constitution
+2 skill bonus to Balance, Perception & Swim

Level Adjustment: +0

Preferred Classes: Any

Lizard Men (Lizardith)
NG humanoid 
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE
AC 13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp 5 (1d8+1)
Fort +2, Ref +1, Will +0

OFFENSE
Speed 30 ft. (Swim 40 ft.)
Melee greatclub +1 (1d8)
Ranged javelin +1 (1d8)

STATISTICS
Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats: Toughness
Skills Climb +7, Perception +5
Languages Lizardith

Standard Lizardith Tribal Advancement
2 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3 HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5 HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7 HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8 HD +7 in skills; Gain Greater Feat
9 HD +2 to any attribute; +1 in Natural AC
10 HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain Greater Feat
11 HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in Natural AC
12 HD +5 to any attribute scores (no more than +2 to any individual) +3 in Natural AC; Gain Greater Feat, +7 in skills

+1 HD Add as per character classes

Lizardith can gain standard class levels at any point but if they do they are then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may

Base Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump, Knowledge (geography, history, local, tribe), Perception, Stealth, Survival, Swim

Typical Lesser Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack, Improved Initiative, Camouflage (+5 hide bonus in one environment), Improved Climb (+6), Increase Swimming Speed

Advanced Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one environment), Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced Swimming Speed

Breathe Underwater: A Lizardith grows gills and can breathe underwater

Tail Attack: Gain an attack at the same range as their primary claw attack. Can be used in any round during their primary attack focus if an enemy is immediately behind them. Does the same damage as their bite. They are unable to score critical attacks with a tail attack.

Tail Swing: If they have have Tail Attack, they can choose this as an advance feat. They attack every creature behind them, they cannot omit anyone, if they swing their tail they potentially attack everything. They roll one attack roll at a -2 penalty.

Increase Speed: Add +10 to their swim speed
Advanced Speed: Add another +10 to their swim speed

Camouflage is an auto-defense that happens when a Lizardith is in a natural environment, as their skin blends in if they are moving at less then half their maximum speed.


Friday, 20 February 2015

Lego d20

This is something I consider weirdly functional as it`s ideas that I have been playing with in one form or another for a long time. Again, these don`t perfectly fit into any world almost by design, as they are alien but it`s fun and weird which are combinations that I can`t resist.

Lego d20 *

Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.

As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.

For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.

Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.

Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.

Lego                              CR 1
NG                                Humanoid (Mountains & Desert)
Init +2;                         Senses darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee: Bow +3 (1d6+3)

STATISTICS

Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use                    Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common

FEATURES:

1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points  
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD  Assemble 3
9 HD  Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)

+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Lego-kin do not need to advance up this listed level chart. They can gain non-Lego levels at any time, however, if they ever gain non-Lego HD they are unable to further advance in their natural Lego
class levels again.

Bricks: Unlike many other creatures, Lego have components that are both distinct and apart of the full entity. Anytime they are hit by a blunt force, they can take the damage to one part instead of their whole body, thus separating individual parts instead of taking damage to their HP. 20% of their total HP can be converted from direct damage into losing one of their appendages (their arms or legs). They can take up to 80% of their total HP as brick damage. Any extra damage is not lost, it must be taken to their HP total. It takes one minute per convertible HP to reassemble the piece.

For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage.  In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.

No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones.  (1st)

Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy.  For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die  (1st)

Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects

Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit.  (2nd)

Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)

Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego  (3rd)

Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be  taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base)  in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)

Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)

Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus  + HD to separate Lego from Lego  (5 HD)

Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)

Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)

Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity  (8 HD)

Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)

Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Other Lego Rules

Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for.  Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.

Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.

Lego Bricks are considered to have a Hardness 2 and Hit Points of  10/in. of thickness. Consider them to have a break DC of 30.  Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.

* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.

Thursday, 22 January 2015

Really Simple D20 Rules for young kids

For the last few months my little girl has been playing with my figures and dice. We have a PA day coming up and I want to play some story games with her. Here is a simple version I came up with for us to use, to get her involved in the game, and have her roll some dice.

Things you need: 3 sets of dice, minis and mapping tools.

Rules:
Have all players get two minis and characters.  They come into the area and look for things and avoid monsters.

Have a separate dice for every mini to keep track of health. When hit, change the number showing. When they are reduced to zero, the character runs away.

Character Types:
Strong Girl - 2 Good skills, Use a 10 for health
Fast Girl - 4 Good skills, Use an 8 for health
Smart Girl- 2 Good skills, Use an 8 for health

Move
Roll d6, move that many spaces.
Roll 4 or higher, move and attack at same time

Attack: Must be next to a BG
d20 - 1-5 miss
d20-  6-12 hits, roll avoid
d13- Cannot avoid
If the attacker rolls 13 or higher, they hit doing 1 pip
If the attacker rolls 16 or higher, they hit doing 2 pips
If the attacker rolls 20, they hit doing 3 pips (strong guy only)

Avoid
Roll 6+d6 - if you roll higher than attack, you avoid
(Use 12 +d6 in later games, but otherwise the same)

Skills : Use D8 for good skills, D6 for everything else
Hide=Monsters can`t find you
Find=You can find things
Run = Run away or double Move
Jump = Half the number is how high you jump
Swim = Swim or stay in same spot
Climb= beat target and you climb to where you need
Grunt=any kind of lifting or moving things

Target to beat: easy (3), rough (5) or hard (8)
(We only use Hard level target for later games)

Spells (have 3 at a time, cast any number of times) - Smart Girl only
Bubble: Surrounds someone, they don`t take damage, and can fall or swim safely
Boom-Loud Noise, scare BG for d6 rounds
Back-Push= BG gets pushed back d6
Bop - hit someone for 1 pip from 3 spaces or less away
Beg - you've asked a favor, to avoid, defender must roll 11 or 12 on 6+d6
Help - friend gains back 2 pips

Loot: Set the target at a ertain amount of loot to find. Every time they are at a chest, door, table, etc the character can try a find check, if they beat the target they receive 1d4 bags of loot. The game ends when the good team or the bad team finds the required amount of loot, usually a loot target of 10.

Bad Guys (BG) are Monsters always have D6. They always do one pip of damage. Have no skills or spells. They are looking for the same stuff you are. They scream and cry a lot.

Thursday, 8 January 2015

Favoured of Keran

These suave, human-looking aristocrats are found throughout cities on Nyssa dedicated to serving the evil deity's purposes. They are a corrupting force, dedicated to sowing mistrust on other groups and forces in urban areas. While many people know the danger they represent, the foolish often fail to see the little gifts they offer come with a price that many can't afford.


Favoured of Keran

CR 6
LE Outsider
Init +5; Perception + 8

DEFENSE
AC 19, touch 18, flat-footed 12 (+4 natural, +1 dexterity, +4 Scale Mail)
hp 50 (8d8+16)
Fort +7, Ref +3, Will +6
Morale 15

OFFENSE
Speed 30 ft.
Great Sword +9 (2d6+4)

Spell-Like Abilities (CL 8th)
At Will- Detect Good, Detect Magic, Detect Poison, Fear, 
2/Day- Invisibility (Self Only), Suggestion, Unholy Blight

STATISTICS
Str 17 Dex 13 Con 15 Int 14 Wis 12 Cha 14
Base Atk +6; CMB 12 CMD 16
Feats: Alertness, Blind Fight, Improved Initiative, Power Attack, Cleave, Weapon Focus
Skills Bluff +14, Climb +8, Diplomacy + 8, Gather Info +6, Hide +6, Knowledge (Religion or Planes) +8, Perception +8, Swim +10, Survival +5
Languages: Common, Draconic, Infernal, Telepathy 100 ft

ECOLOGY
Environment: Urban areas or Obelisk of Keran
Organization: Solitary, pair or Platoon (3-6)
Treasure: Standard

SPECIAL ABILITY

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Change Shape (Su) They can assume the form of a dire snake, raven or crocodile twice a day. They do this to go unnoticed and try to avoid transforming if anyone can see them.


These creatures are Keran's steadfast minions and often act as ambassadors and assistants to his clerics on mortal planes. They originate from petitioners, faithful members who have died and reborn on the outer planes. Stripped of their memories, they are transformed to do the will of the dark lord.

Keran is a powerful evil deity that is ever present on Nyssa, found in cities acting as agents of absolute law, manipulative to get their dark order at the center of all important activities in an area. 

Most of the Favoured are usually assigned to an obelisk or church and keep a hand in activities in any way they can, Often supporting evil groups, hiring adventurers or sowing mistrust in good aligned groups and faiths. Many end up leading local churches but can be called back to Keran's domain in Hell's Fifth Circle at almost any time.

The Favoured are usually adorned with symbols of high status, showing their "personal success" and the value of following the dark lord. They are often seen as a part of high society, invited to parties as they are quick to sponsor aristocrats & artists. They are always ready to act as patrons to adventurers and the desperate on wild escapades for the chance of wealth. While not open to admit it, there are often hushed tales told of when promises are stretched too far and they finally ask for payment of the debt – the end result is the damnation of anyone not ready to pay their debt in full.

Wednesday, 31 December 2014

Random Encounter Tables (City)

Encounters - roll as needed when situation is unplanned. My personal rule is as a DM we can decide anything, including not to use these tables. But, if I choose to roll, the roll rules.

Race*
01-70 Human
71-75 Dwarf
76-80 Tenderfoot    (Halfling)
81-85 Elf
86- 88 Sylph            (Winged Humanoids)
89-90 Ogren             (Mostly civilized Ogres)
91-92 Lizardith        (Lizardmen)
93       Quillian         (Humanoid Purcupines that can throw their quills)
94      Jahlen             (Golden Horned Ram Humanoid)
95      Charr               (Pale skinned humanoids with magical armaments)
96      Gargoyle         (Stone figures that haunt towers)
97      Minotaur
97      Jackalla            (furred jackal humanoids that hunt undead)
98      Phaetox            (Flame winged humanoids that cannot tell untruths)
99      Clockwork       (Sentient Mechanoid with freewill)
00      DM's Choice

*The first four selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.


Basic City Encounter Table
01-08 Beggar or Poor Man
09-12 Cleric (3rd - 5th)
13-16 Undead (roll again **)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet
21-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Mercenary or City Guard (1st-3rd)
37-40: Dancer, Harlot or Rogue (3rd-10th)
41-45: Labourer
46-55: Worker (2nd-5th)
56-65: Merchant
66-68: Nobleman (5th - 8th lev)
69-70: Busker or Bard (3rd - 6th)
71-72: Animal Handler or Stabler
73-75: Sailor, Dockhand or Labourer
76-80: Visitors or Pilgrims
81-83: Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 5th)
86-88: Child or Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

Random Building 
01-04: Artist, Bard, Busker or Entertainer
05-06: Herbalist or Apthecary
07-08: Brewer or Bartender
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker
16-17: Advocate, Alderman or City Councillor
18-19: Weaver, Tailor, or Leather-Worker
20-24: Shantal (Prostitute)
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stabler or Horse-Handler
30: Locksmith, Clocksmith or Tinkersmith
31-32: Jeweler or Goldsmith
33-35: School-Master, Lecturer or Teacher
36-45: Sailor, Dockworker or Labourer
46-48: Librarian, Scribe or Cartographer
49-50: Psychic or Astrologer
51-53: Salonist, Barber, Stylist or Cosmetician
54: Undertaker
55-56: Hooper
57-58: Major Domo, Secretary, Buttler or Herald
59-60: Labourer
61-65: Blacksmith or Armourer
66-70: Food-Worker or Chef
71-73: Moneylender or PawnSmith
74-76: Tobbaconist or Perfumer
77-80: Charcoil, Burning Oil or Fireworks
81-82: Brassworker
83-85: Farmer, Flowerist, Gardener
86-90: Servicing Industry
91-94: Trader
95-98: Auctioneer
99+: DM's Choice

Thursday, 18 December 2014

Darras - God of the Poor and Sponsor of Charitable Acts

While not a god that openly sponsors adventurers, they can be requested for aid. An urban force, that monks and cavaliers often join as they assist the common-man. A good source of cheap potions and reduced costs for spells, if adventurers share their wealth when they have it. They turn no one down, especially those of other races or creeds, one must be open to be apart of the community.

Darras

Alignment: Neutral Good
Follower's Alignment: Any non-evil
Associated Colour: Brown
Holy Days: Twice a week (Alms)
Sacrifice: Tithe (25%) or fifty days of service every year
Patron: The Downtrodden, Cavaliers and Children

Preferred Class: Priest, Cavalier or Monk
Familiar Form: House Dog
Domains: Healing, Knowledge, Protection, Travel

Titles: Givers, Brothers and Sisters of Charity, Almsmen

God of the Poor. The outstretched hand. The Giver. The Humble. Servant of those in need. Lord of Charity. Darras is he who comforts the old and the young alike, and gives them nourishment and aid when nothing else can. He is the apostle of society, for when brothers gather together, he is there to share with those in need.

He is patron to landless cavaliers who have taken the vow of poverty. He fights greed by giving away everything that the church owns. But in so doing, they receive back far more than they had to begin with. While the elite may honour other gods of greater ideals, the god of blessings has the hearts of the downtrodden. Just as they are helped, they too help, and everyone is better off.

His faithful are patient, kind, generous; known for willing to give away everything they own. Legends abound of when Darras has saved a city from plague, or war or natural disaster, even to the extent that other gods are forgotten about. While other clerics may point out great battles and times of crisis where their gods were involved, to his faithful, Darras is ever present, ensuring the hungry, sick and diseased are cared for.They often open up hospitals or soup kitchens to help the impoverished, these are often their gathering places in cities without a temple or obelisk.

His familiar form is of a small light brown hound; which travels in the city unnoticed. They weaken the hearts of misers, and make the raving warrior feel pity and sadness in their hearts. Because they can so easily be unrecognized, one never knows where his hound may be found.

Darras has two avatars. The most common is a simple monk, wearing a brown tunic and no weapons. He comes during crisis, and helps to alleviate the suffering of the common folk. The second form is that of a cavalier, a knight riding on a great steed. He comes to lead the people to safety during time of war or insurrection. Unlike all of the other avatars, he comes to interact with the people, to lead them to victory. The victory of the Vallorria, the breakaway province of Mandos (which is seen to be a paladin’s district) was lead by this avatar, leading the common man to overcome adversity.

Darras' Code

Give freely
Without looking for reward
Accept kindness
Wherever you may find it
Greed is the enemy
A cancer that destroys family, friend, nation
Wealth is a blessing
Take it not for granted
And help others, in all things you do
For when you give charity
You too will be helped

Friday, 12 December 2014

Shandar-Kai - (Shadowy Urban Fey)


These are the shadowy fey figures that seemingly haunt my cities and back alleyways. Not physically powerful, but they get to be fast, quick jumpers and often will make pacts with just about anything to get ahead. Ideal for low level adventurers foes, but the option to grow in power yo be formidable to a higher level challenge.

Shandar-Kai

Shandar-Kai                                             CR 2
NE Monstrous humanoid (Castles & Underearth)
Init +3; Senses darkvision 60 ft.

DEFENSE

AC 16, touch 13, flat-footed 13
hp 7 (2d6)
Fort +1, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee: Bow +4 (1d6) or Dagger +2 (1d4)

STATISTICS

Str 10 Dex 17 Con 11 Int 12 Wis 12 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Weapon Finesse
Minor Skills: Acrobatics, Diplomacy, Disable Device, Knowledge (Nature, Local), Perception +2
Major Skills:Climb & Stealth +5
Feat Choices: Point Blank Shot, Trip, Far Shot, Precise Shot, Power Attack, Cleave, Imp Sunder, Weapon Specialization
Languages Shadow & Elven

ECOLOGY
Environment: Urban
Organization: Solitary or Scouting Party (3-6)
Treasure Full

SPECIAL ABILITIES

Backstab Dmg (+1d6)

Shadowy Curse: By physically holding another creature for one minute, they can send an unwilling person to the shadowy realm if they fail a saving throw (Will DC 20).

Jump: They add their bonus to jump rolls if they are not wearing armor heavier than light encumberance.

Shandar-Kai gain these advanced abilities in replacement of class levels. They may stop advancing in these and gain a class level at any time, but once they do they are unable to gain new racial levels.

Advancement as Rogues for Saving Throws, Hit Points and BAB
3 HD +6 in skills; Gain 1 Feat; +1 in Natural AC; Advance Backstab Dmg (+2d6)
4 HD +2 to Any Ability Score; +4 in skills; Jump +10 ft; Advance Backstab Dmg (+3d6)
5 HD Gain 1 Feat; +6 in skills; +1 in Natural AC, Gain 5 ft base movement; 
6 HD +2 to Any Ability Score; +6 in skills; Advance Backstab Dmg (+4d6)
7 HD +1 in Natural AC; Gain 1 Feat; Jump +20 ft; Lesser Shadow Image (25% HP; 10 rounds max)
8 HD +2 to Any Ability Score; Gain 1 Feat, Advance Backstab Dmg (+5d6)
9 HD +1 in Natural AC; +6 in skills; Jump +20 ft, Gain 1 Feat; Gain 5 ft base movement
10 HD +2 to Any Ability Score; Shadow Image (75% HP; 10 minutes max)
11 HD +4 / +4 to any two ability Scores; +12 in skills, +3 in Natural AC; Gain 1 Feat

Shandar-Kai are shadowy fey, bitter and desperate beings cursed to be continuously banished to the shadowy realm. While they have strength and physical form on prime worlds, each time they are knocked unconscious through damage, they must save vs DC 16 (Wisdom) or be banished to the realm of shadows.As beings of stealth, they take advantage of flanking an opponent whenever they can. Most join thieving guilds, to learn and make contacts, keeping their nature secret whenever possible.

They appear as lithe sharply drawn humans with a darkness all around them. They will often wear elaborate armor and carry many very small sharp daggers. They are continuously planning thieving sprees. They know they will be forced to go back to the shadowy world eventually, so their wealth should be in forms that they can easily carry or store. When they return to their shadowy world, they share their knowledge and make plans for future raids. 

These evil beings mistrust their good-aligned kin, and go to any length to trap or send them back to the shadowy realms to be tortured or worse. Some begin to show empathy towards their light kin if shown it by their prime kind first. They keep this quiet, little is known about the Shandar-Kai's dark society and twisted rituals, but empathy to the light fey is low on their priority list.

Once they are banished, they must remain on the shadowy plains for no less than six days.