These are various custom made spells for 2nd edition D&D.
Spell Name (School)
Level:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Description:
Table of Contents:
First Level Spells
Flaming Blade
Repair Light Damage
Second Level Spells
Amberle's Arrowstorm
Phalanx
Repair Moderate Damage
Unseen Chef
Unseen Guard
Third Level Spells
Laurana's Evasion
Lluagor's Towering Rage
Improved Haste
Improved Identify
Repair Serious Damage
Unseen Scribe
Fourth Level Spells
Kaylin's Martial Mastery
Variable Light
Repair Critical Damage
Unseen Enduring Servant
Fifth Level Spells
Colloquy
Object Reading
Unseen Bodyguard
Sixth Level Spells
Georgia's Cloak of Shadows
Portal
Unseen Staff
Seventh Level Spells
Eighth Level Spells
Ninth Level Spells
Improved Portal
Repair Total Damage
Flaming Blade (Enchantment)
Level: 1
Range: Touch
Components: V,S,M
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: 1 weapon
Saving Throw: None
Description: This spell causes one melee weapon to burst into flames. The weapon does +1d6 of additional damage to any thing hit by the weapon, although the wielder and their possessions are protected from the flames. The material components of this spell are special oils costing 5gp to compound.
Repair Light Damage (Transmutation)
Level: 1
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 1*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell has two uses. When used on a construct or other non-living object that has hit points it repairs 1d8 points of damage +1 hp per level (5 max). When used on a structure with structural damage it repairs 1 structural point but the casting time is increased to 1 turn.
Amberle's Arrowstorm (Enchantment)
Level: 2
Range: Touch
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None
Description: This spell, when cast upon a bow, crossbow, sling, catapult or other tool for firing ammunition to cause any ammunition fired from the weapon to be multiplied after it leaves the weapon and before it reaches the target. 1d4 duplicates of the ammunition are created and then fade away after one round. All duplicates use the same 'to hit' roll of the original ammunition. This effectively causes each arrow, bolt, bullet or other ammunition to do between x2 or x5 damage. The spell is effective for 1 round for each level of the caster and if the artillerist can fire multiple times per round the spell is effective for each shot. The material component for this spell is a bundle or cluster of silver miniature versions of the ammunition in question, costing at least 25gp.
Phalanx (Divination)
Level: 2
Range: 60 yards
Components: V, S, M
Duration: 1 round per caster level
Casting Time: 1 round
Area of Effect: 1 creature per caster level in 40 ft cube
Saving Throw: N/A
Description: This spell establishes a low-grade mental connection between two or more allies who are targeted with the spell. While the spell is in effect the targets are more aware of each others actions and fight more effectively as a team. Each target of the spell gains a +1 to hit and -1 to AC for each other target of the spell that is immediately adjacent to them. at the time. Example: Xerx the mage cast Phalanx on a group of ten soldiers. The soldiers then form a battle-line five wide and two deep. The soldier in the center of the front line has a +5 to attack and AC since there are five other recipients of the spell immediately around him. The soldier on the far right of the rear row has a +3 to attacks and AC since he is only adjacent to three other Phalanxed soldiers.
Repair Moderate Damage (Transmutation)
Level: 2
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 2*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 2d8 +1/level (10 max) or 2 structural points.
Unseen Chef (Conjuration/Summoning)
Level: 2
Range: 0
Components: V,S,M
Duration: 2 hours + 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which is highly skilled at the preparation of food. The servant must be provided with the necessary ingredients and tools to prepare the meal. The Chef is unable to communicate but understands and follow the will of the caster; at least in the area of creating meals and feasts. The force is only able to lift a maximum of 20 pounds at once or push or pull 40 pounds across a relatively smooth surface. However it is able to manipulate several cooking utensils simultaneously. Once set on a task the caster does not need to remain near the unseen servant but the caster must be within 30 feet of the unseen servant if he wants to change the task or move it to a new location. The resulting meal can feed up to 1 creature per caster level. The material components for this spell are a miniature marionette dressed as a chef.
Unseen Guard (Conjuration/Summoning)
Level: 2
Range: 0
Components: V,S,M
Duration: 10 hours
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which can be set to guard an area. This guard is able to sense even invisible or out of phase creatures and can only be surprised on a 1 on a d10. The guard can be programmed much like a Magic Mouth spell on what it will react to. When it detects something it is suppose to react to then it can perform a simple set of non-hostile actions that according to the last desires of the caster. For example: upon detecting a humanoid nearing the wizard's camp the guard shakes the sleeping wizard awake, or set to guard a door, when the door is opened it begins sounding gong set in same room for that purpose. The caster must be within 30 feet of the guard to chance its programming or to move it to another location. The material components for this spell is a miniature marionette of a guard
Laurana's Evasion (Illusion)
Level: 3
Range: Touch
Components: V,S, M
Duration: 24 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: This spell is a contingent version of the invisibility spell. When cast on the target nothing appears to happen. However, when she attacks for the first time after receiving the spell she instantly becomes invisible. This invisibility operates in all respects as the 2nd level wizard spell, i.e. if she attacks a second time the invisibility is broken. The target of this spell can also be targeted with a regular invisibility spell at the same time which would make the target invisible until they attack for the first time when they remain invisible until they attack for a second time. The material components of this spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Lluagor's Towering Rage (Alteration)
Level: 3
Range: Touch
Components: V,S,M
Duration: 2 rounds per caster level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: The arcane forces of this spell unlocks and magnifies the primal rage deep within the target creature. The target's strength improves by 2 (to a maximum of 25) and they gain 2 temporary hitpoints per point of Constitution. However the spell has some severe side-effects; once the subject begins attacking a target they cannot shift their attention to any other target unless one of two events occurs. First if they are hit by another opponent in that round or the previous round they can switch their wraith to that target. Second they can make a saving throw verses spell to regain enough willpower for that round to change targets (this save does not end the spell, it just allows them to select a new target. If neither of these events occurs then the subject must continue attacking their current target, even if that target is no-longer a threat, or even if it is already dead. The material component for this spell is badger blood.
Improved Haste (Alteration)
Level: 3
Range: 60 yards
Components: V,S,M
Duration: 3 rounds +1 round per caster level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: N/A
Description: This spell bestows the same benefits as the Haste spell but only affects a single creature and does not have the aging effect of a normal Haste spell.
Improved Identify (Divination)
Level: 3
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 1 turn
Area of Effect: 1 item per caster level
Saving Throw: None
Description: This spell is identical as the first level Identify spell except for the following: The purification only takes 1 turn and the caster does not suffer the constitution damage. In addition to the pearl, wine, and owl feather the caster needs a vial of holy water to purify the items inspected.
Repair Serious Damage (Transmutation)
Level: 3
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 3*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 3d8 +1/level (15 max) or 3 structural points.
Unseen Scribe (Conjuration/Summoning)
Level: 3
Range: 0
Components: V,S,M
Duration: 3 hours + 3 turns/level
Casting Time: 3
Area of Effect: 90ft radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable shapless force which is highly skilled at copying written documents, drawings, maps, and similar objects. . The force is only able to lift a maximum of 20 pounds at once or push or pull 40 pounds across a relatively smooth surface. Hidden writings are not copied although writings in cyphers or unknown languages are. This spell does not give the caster any understanding of unknown information but still allows the caster to duplicate the information. Magical spells known to the caster can also be copied from one spellbook to another, but unlearned spells, magical scrolls, and other magical works cannot be copied using this spell. The Unseen Scribe produces a perfect duplicate of the original except for the scale which it can adjust up or down (e.g. reproducing a large map on a smaller sheet of paper by reducing the size of the symbols and drawings on the map. The length of time it takes to transcribe varies depending on the complexity of the item to be copied, but typically 2-3 hours will copy a major tome for folio of maps. Spells are more exacting and slower to copy; taking the spells level x 3 turns to be copied. The material components for this spell, which is not consumed in the casting, is a miniature marionette with a tiny golden quill plus the necessary tools for the Unseen Scribe to perform this work such as, paper, blank books, brushes, pens, inks, paints, etc. If spells are being copied suitable ink for the work is required.
Kaylin's Martial Mastery (Alteration)
Level: 4
Range: Touch
Components: V,S,M
Duration: 3 rounds per caster level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: N/A
Description: When cast on a willing subject, the caster must select one type of melee weapon. The target of the spell is then imbued with an improved understanding and mastery in using that weapon depending on the level of the target.
1-4 level fighter +1 to hit and damage, -1 to weapon speed, 1 reroll
+1/2 attack per round (+1 if dual wielding the weapon)
5-8 level fighter +2 to hit and damage, -2 to weapon speed, 2 rerolls
+1 attack per round (+3/2 if dual wielding the weapon)
9-12 level fighter +3 to hit and damage, -3 to weapon speed, 3 rerolls
+5/2 attacks per round (+2 if dual wielding the weapon)
13-16 level fighter +4 to hit and damage, -4 to weapon speed, 4 rerolls
+2 attacks per round (+7/2 if dual wielding the weapon)
16+ level fighter +5 to hit and damage, -5 to weapon speed, 5 rerolls
+7/2 attacks per round (+3 if dual wielding the weapon)
Rerolls: 1-5 times during the spell the recipient can 'catch' a mistake they are making in on an attack and attempt to correct it, this is in the form of rerolling an attack roll they have just made; however, they must keep the results of the reroll, even if it is worse.
The temporary magical surge of skill from this spell leaves the target fatigued and shaky after the spell ends. After the spell expires the target can only move at half speed, suffers a -2 to hit, and +2 to armor class until they have rested for at least one turn. The material component of this spell is a potion of heroism or super-heroism which is imbibed by target as the spell is cast. The target receives any benefits of the potion as well as the spell. The spell will only work on creatures that can be use a potion of heroism (i.e. fighters).
Repair Critical Damage (Transmutation)
Level: 4
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 4*
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell is the same as Repair Light Damage except the amount of damage repaired is 4d8 +1/level (20 max) or 4 structural points.
Unseen Enduring Servant (Conjuration/Summoning)
Level: 4
Range: 0
Components: V,S,M
Duration: Permanent*
Casting Time: 1 turn
Area of Effect: 90 foot radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable, mindless, and shapeless force, that is identical in almost all respects to one summoned by the first level spell.The Unseen Servant cannot fight or be killed, but it can be magically dispelled, or disrupted after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks or by being separated from its master (such as if the caster teleports to a new location without bringing the servant). However, a disrupted servant will reform with the caster the next time the caster rests unless the servant was specifically targeted with a dispel magic, rod of cancellation, or similar effect that can permanently destroy a permanent enchantment. In addition to the regular components of the Unseen Servant spell this variant requires a vial of the casters own blood which causes the caster to permanently loose 1d4 hit points.
Variable Light (Alteration)
Level: 4
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 object
Saving Throw: None
Description: This spell must be cast upon an especially prepared object. It creates a variant of the Continual Light spell with a rheostat that can be controlled by the thoughts of anyone later touching the item who is aware of the nature of the magic. The intensity of the light can be altered from completely out to an intensely bright light that illuminates a 120ft radius. The material component of this spell is a polished metal orb, crystal, or other shiny object of at least 100gp value which is the target of the spell.
Colloquy (Enchantment)
Level: 5
Range: Touch
Components: V,S,M
Duration: Permanent*
Casting Time: 1 day
Area of Effect: 2 targets
Saving Throw: None
Description: This spell can be cast on two high quality matching mirrors. The spell functions much like the fourth level magic-user Magic Mirror spell except that the two mirrors are linked and only what is reflected in one mirror can be seen in the other. Sound is transmitted as well as sight and so this spell facilitates easy communication between two points. The mirrors have 1 round of use when initially created but gain 1 round of use every day, to a maximum of 60 rounds of use. (i.e. every day the mirrors recharge one minute of use but if not used for four months would not hold a charge of more than 1 hour of use).
Object Reading (Divination)
Level: 5
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None
Description: The caster is bombarded with a barrage of visions of the objects past. Each round the caster has a chance (1% per caster level + 1% per Intelligence) as he sifts though the mass of information of learning useful fact he is trying to determine about the object. Information regarding its creation, prior owners, use, command words, and other facts can be determined. After the spell the caster's mind is numbed, temporarily loosing 10 point of Intelligence which he recovers at a rate of 1 point per hour or rest. The material components of this spell are a 500gp censor which is not consumed and 100gp of incense which are.
Unseen Bodyguard (Conjuration/Summoning)
Level: 6
Range: 0
Components: V,S,M
Duration: 1 round per caster level
Casting Time: 6
Area of Effect: 30 foot radius
Saving Throw: None
Description: This variation of the Unseen Servant spell summons a non-visable, shapeless force which will interpose itself between the caster and anything the caster perceives has harmful. , that is identical in almost all respects to one summoned by the first level spell.The Unseen Servant cannot fight or be killed, but it can be magically dispelled, or disrupted after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks or by being separated from its master (such as if the caster teleports to a new location without bringing the servant). However, a disrupted servant will reform with the caster the next time the caster rests unless the servant was specifically targeted with a dispel magic, rod of cancellation, or similar effect that can permanently destroy a permanent enchantment. In addition to the regular components of the Unseen Servant spell this variant requires a vial of the casters own blood which causes the caster to permanently loose 1d4 hit points.
Georgia's Cloak of Shadows (Illusion)
Level: 6
Range: Touch
Components: V,S,M
Duration: 1 turn per three caster levels
Casting Time: 3 rounds
Area of Effect: 1 creature
Saving Throw: N/A
Description: When casting this spell the caster gathers shadows and weaves them into an intangible cloak around the target of the spell. While in shadows and under the effect of this spell the target has the following bonuses: +20% to hide in shadows, +10% to move silently rolls, x2 movement speed, 20% evasion, and shadowjumping. The shadow jump ability is a dimension door except that the subject must both leave from and arrive in a shadow that is large enough to conceal him. Each shadow jump also costs 1 turn of the spells duration. There is a small risk (5%) each time this spell is cast that a creature from the demi-plane of shadow will be 'hooked' during the weaving and pulled across the planar barrier. The material component of this spell is a special 'shadow' crocheting hook which costs at least 1,000gp but is not consumed in the casting.
Portal (Alteration)
Level: 6
Range: Special
Components: V,S,M
Duration: Permanent*
Casting Time: 1 Week
Area of Effect: Special
Saving Throw: None
Description: The portal spell connects two specially prepared archways so that they become linked with a permanent dimensional doorway. Thereafter a person stepping into one of the archways steps out of the other. This spell lasts for years or even centuries but eventually will become unstable and fail. The archways must be within 1,000 miles per caster level and on the same plane of existence. The archways must be carefully inscribed with complex runes which are inlayed with silver, a process that costs 1,000gp for each archway.
Improved Portal (Alteration)
Level: 9
Range: Special
Components: V,S,M
Duration: Permanent*
Casting Time: 1 Month
Area of Effect: Special
Saving Throw: None
Description: This spell is identical to the 6th level portal spell except that it can link archways at any distance and even across planar barriers. However if the planar link crosses planar barriers the inlay of the runes for each portal must be done with a precious metal unique to the other plane.
Repair Total Damage (Transmutation)
Level: 9
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 1 round or 1 hour
Area of Effect: 1 construct or structure
Saving Throw: N/A
Description: This spell restores a construct or structure to a completely undamaged condition even if it had been totally destroyed.
Just a place to tinker with some ideas that are to nerdy to post in a more conspicuous place.
Friday, November 22, 2013
Tuesday, November 12, 2013
The Gladiator
This is a subclass of fighter and is strongly modeled after the Duelist class from Dragon Magazine #73
Requirements and abilities: Same as Fighter except as provided below:
Prime requisite: While fighters are specialists in dealing out damage, Gladiators are specialists in taking damage and enduring long, exhausting fights. They must have a constitution of at least 12. If their constitution is 16 or greater they receive a +10% experience bonus
Hit Dice: d12
Armor: Any* +1 AC bonus when using gladiatorial armor - see arms and equipment
Shield: Yes
Weapons: Any* it cost twice the weapon proficiency slots to become proficient in a weapon that is not a gladiatorial weapon - see arms and equipment.
Oil and poison: no
Attacks per round:
1-4 level: 1/1
5-9 level: 3/2
10-14 level: 2/1
15 level: 5/2
Weapon proficiencies: 3 +1/3 levels, -2 for non-proficiency
0 - 2,500 1 1d12 Beginner
2,501 - 5,000 2 2d12 Bestarius
5,001 - 10,000 3 3d12 Brawler
10,001 - 20,000 4 4d12 Challenger
20,001 - 40,000 5 5d12 Contender
40,001 - 80,000 6 6d12 Lanista
80,001 - 160,000 7 7d12 Ludus
160,001 - 320,000 8 8d12 Rudis
320,001 - 640,000 9 9d12 Gladiator
Each level beyond 9th the experience point requirement double but no additional hit dice are gained, instead the gains 3 hit points instead, plus any constitution bonus.
Special Abilities:
Bloody Combat:
Gladiators are specialists in taking damage and showing it. This is expressed in two ways. First the Gladiator uses d12 hit dice each level. Second, the bonus hit points for their Constitution are doubled for Gladiators (e.g. +8 per level for an 18 Constitution). This is not that the Gladiator is healthy than others (except that they tend to have excellent Constitutions) but that they are specifically trained on how to take minor and showy bloody hits while at the same time avoiding more serious blows.
Gladiatorial weapon specialization:
The gladiator begins with a weapon specialization specific to his primary style of gladiatorial combat. For example: a Retiarius which fights with a net and trident begins with a free weapon specialization in either net or trident or a Sagittarius begins with weapon specialization in the bow. For purposes of further weapon specialization the gladiator can increase his mastery of this weapon as if he were a fighter three levels higher than his actual level. High level gladiators are often high masters, or even (much more rarely but more commonly than fighters) grand masters of their particular weapon of focus.
Parry the Death Blow:
The gladiator is out to win... but not at the cost of dying for it if it can be avoided. When he is hit by a blow that would have caused him to be reduced to 0 or negative hit-points he can make a saving throw verses death. If successful he manages to block the blow, but is thrown off balance and cannot attack until the next round as he recovers. If the fail saves then the gladiator is reduced to 1 hp. This is traditionally the time he must decide to yield, fake being dead, or fight to the death. This ability to parry the death blow can be used multiple times in the same combat but each use has a cumulative -2 penalty to the save. Note that for this ability to work there must be an actual blow to, a Gladiator reduced to -15 hit points by a red dragon's breath while out adventuring cannot parry the flames and is just as crispy as the next guy.
Evasion:
The gladiator has a chance equal to 5% per level of evasion as per a thief acrobat. He also receives the same bonuses/penalties as the acrobat for race, armor and dexterity that apply to that skill. However, using evasion costs the gladiator an attack with their weapon for that round (e.g. a low level gladiator who can attack only 1 per round could either attack or evade but not both, a higher level gladiator with three attacks per round could elect to forgo all their attacks and attempt to evade three attacks that would otherwise hit him, or attack twice and attempt one evasion, etc.) The gladiator must have initiative to use this skill and decide how many of their attacks they will forgo to reserve the right to attempt an evasion(s). Then when an opponent attacks, after the attack roll had been made and determined it would be a hit, but before damage is announced, the gladiator may decides if that is an attack to attempt he wishes to attempt to evade or not.
Working the Crowd:
There is a strong connection between the gladiator and his audience which feeds upon itself. For every natural 20 the gladiator rolls the crowd's excitement mounts and the gladiator receives a +1 to all future d20 rolls for the combat. However for every natural 1 the gladiator rolls he receives a -1 to all future d20 rolls during the combat as the crowd looses interest and begins to boo and jeer. If the gladiator manages to use his evasion (see above) to avoid what would have been a critical hit by his opponent then he gains a +2 to his modifier for the rest of the battle. At the DMs discretion other effects can increase or decrease modifiers such as the gladiator being successful with an exceptionally daring move.
The Rewards of Victory:
For every public combat that the gladiator wins he earns extra experience points. The amount of extra experience points is his "Working the Crowd" bonus at the end of the combat (but not less than 1) multiplied by the number of hit dice in the audience watching the fight. (e.g. a gladiator finishes with a +4 Working the Crowd bonus after a long and exciting fight before a crowd of 200 0-level commoners, 40 1st level individuals and a 5th level local lord. this nets him 4 x 245 or 980 in bonus experience for the fight.) He also gains experience for whatever money he is paid or wins for the fight and the actual experience for the fight itself.
Social Standing:
The social standing of a gladiator varies from place to place. In may countries they are infamous and lowly having come from the ranks of the slaves and criminals. Other lands have gladiatorial traditions where private citizens battle for their personal glory and the masses honor them. However in any of these traditions the successful gladiator is well known and even idolized by the masses, if not by the upper classes. Gladiators have the following modifiers to their reaction checks:
-6 when dealing with upper class individuals
+1 for each public combat they have won in the last year in that area
+2 for each public combat they have won that the individual has personally witnessed
+1/2 their gladiator level with people who's wisdom is greater or equal to their gladiator level
+1 for each gladiator level with people who's wisdom is less than their gladiator level
Requirements and abilities: Same as Fighter except as provided below:
Prime requisite: While fighters are specialists in dealing out damage, Gladiators are specialists in taking damage and enduring long, exhausting fights. They must have a constitution of at least 12. If their constitution is 16 or greater they receive a +10% experience bonus
Hit Dice: d12
Armor: Any* +1 AC bonus when using gladiatorial armor - see arms and equipment
Shield: Yes
Weapons: Any* it cost twice the weapon proficiency slots to become proficient in a weapon that is not a gladiatorial weapon - see arms and equipment.
Oil and poison: no
Attacks per round:
1-4 level: 1/1
5-9 level: 3/2
10-14 level: 2/1
15 level: 5/2
Weapon proficiencies: 3 +1/3 levels, -2 for non-proficiency
0 - 2,500 1 1d12 Beginner
2,501 - 5,000 2 2d12 Bestarius
5,001 - 10,000 3 3d12 Brawler
10,001 - 20,000 4 4d12 Challenger
20,001 - 40,000 5 5d12 Contender
40,001 - 80,000 6 6d12 Lanista
80,001 - 160,000 7 7d12 Ludus
160,001 - 320,000 8 8d12 Rudis
320,001 - 640,000 9 9d12 Gladiator
Each level beyond 9th the experience point requirement double but no additional hit dice are gained, instead the gains 3 hit points instead, plus any constitution bonus.
Special Abilities:
Bloody Combat:
Gladiators are specialists in taking damage and showing it. This is expressed in two ways. First the Gladiator uses d12 hit dice each level. Second, the bonus hit points for their Constitution are doubled for Gladiators (e.g. +8 per level for an 18 Constitution). This is not that the Gladiator is healthy than others (except that they tend to have excellent Constitutions) but that they are specifically trained on how to take minor and showy bloody hits while at the same time avoiding more serious blows.
Gladiatorial weapon specialization:
The gladiator begins with a weapon specialization specific to his primary style of gladiatorial combat. For example: a Retiarius which fights with a net and trident begins with a free weapon specialization in either net or trident or a Sagittarius begins with weapon specialization in the bow. For purposes of further weapon specialization the gladiator can increase his mastery of this weapon as if he were a fighter three levels higher than his actual level. High level gladiators are often high masters, or even (much more rarely but more commonly than fighters) grand masters of their particular weapon of focus.
Parry the Death Blow:
The gladiator is out to win... but not at the cost of dying for it if it can be avoided. When he is hit by a blow that would have caused him to be reduced to 0 or negative hit-points he can make a saving throw verses death. If successful he manages to block the blow, but is thrown off balance and cannot attack until the next round as he recovers. If the fail saves then the gladiator is reduced to 1 hp. This is traditionally the time he must decide to yield, fake being dead, or fight to the death. This ability to parry the death blow can be used multiple times in the same combat but each use has a cumulative -2 penalty to the save. Note that for this ability to work there must be an actual blow to, a Gladiator reduced to -15 hit points by a red dragon's breath while out adventuring cannot parry the flames and is just as crispy as the next guy.
Evasion:
The gladiator has a chance equal to 5% per level of evasion as per a thief acrobat. He also receives the same bonuses/penalties as the acrobat for race, armor and dexterity that apply to that skill. However, using evasion costs the gladiator an attack with their weapon for that round (e.g. a low level gladiator who can attack only 1 per round could either attack or evade but not both, a higher level gladiator with three attacks per round could elect to forgo all their attacks and attempt to evade three attacks that would otherwise hit him, or attack twice and attempt one evasion, etc.) The gladiator must have initiative to use this skill and decide how many of their attacks they will forgo to reserve the right to attempt an evasion(s). Then when an opponent attacks, after the attack roll had been made and determined it would be a hit, but before damage is announced, the gladiator may decides if that is an attack to attempt he wishes to attempt to evade or not.
Working the Crowd:
There is a strong connection between the gladiator and his audience which feeds upon itself. For every natural 20 the gladiator rolls the crowd's excitement mounts and the gladiator receives a +1 to all future d20 rolls for the combat. However for every natural 1 the gladiator rolls he receives a -1 to all future d20 rolls during the combat as the crowd looses interest and begins to boo and jeer. If the gladiator manages to use his evasion (see above) to avoid what would have been a critical hit by his opponent then he gains a +2 to his modifier for the rest of the battle. At the DMs discretion other effects can increase or decrease modifiers such as the gladiator being successful with an exceptionally daring move.
The Rewards of Victory:
For every public combat that the gladiator wins he earns extra experience points. The amount of extra experience points is his "Working the Crowd" bonus at the end of the combat (but not less than 1) multiplied by the number of hit dice in the audience watching the fight. (e.g. a gladiator finishes with a +4 Working the Crowd bonus after a long and exciting fight before a crowd of 200 0-level commoners, 40 1st level individuals and a 5th level local lord. this nets him 4 x 245 or 980 in bonus experience for the fight.) He also gains experience for whatever money he is paid or wins for the fight and the actual experience for the fight itself.
Social Standing:
The social standing of a gladiator varies from place to place. In may countries they are infamous and lowly having come from the ranks of the slaves and criminals. Other lands have gladiatorial traditions where private citizens battle for their personal glory and the masses honor them. However in any of these traditions the successful gladiator is well known and even idolized by the masses, if not by the upper classes. Gladiators have the following modifiers to their reaction checks:
-6 when dealing with upper class individuals
+1 for each public combat they have won in the last year in that area
+2 for each public combat they have won that the individual has personally witnessed
+1/2 their gladiator level with people who's wisdom is greater or equal to their gladiator level
+1 for each gladiator level with people who's wisdom is less than their gladiator level
Friday, June 14, 2013
Lock and Key of Dalt
Lock and Key of Dalt
This is obviously a matched set. Both are made of brass with fine silver filigree. Neither appear exceptional, the lock could be installed into just about any normal door and the key would fit conveniently in a pocket or on a key ring. While the Lock and the Key both have their own individual powers their true power is when they are used together.
The Lock
This lock is designed to protect the door it is installed in and to punish those that violate the portal.
Lockpicking:
The lock imposes a -20% to any pick locks attempt. Additionally, anyone attempting to pick it is cursed (as by a 16th level magic user) with a -10% to all future lock picking attempts.
Forcing the Door:
The lock imposes a -2 on any checks to force a door it is attached to. Additionally, anyone attempting to force the door is cursed (as by a 16th level magic user) with -1 on all future open door rolls.
Destroying the door:
The lock helps protect the door adding +1 hardness to it. Additionally, if anyone destroys the door (taking an axe to it, blasting it with a spell, etc) they are cursed (as by a 16th level magic user) so that all future portals are barred to them. Doors, drawers, windows and other portals will just seem to frequency become stuck or warped so that it requires an open doors roll to open them. If the door normally would already take an open doors roll to open then the roll is at -2.
The Key
This key will magically fit most locks and has a 5% per wielder level of unlocking a mundanely locked door.
Additionally, 3/day it can cast Knock as a 16th level magic user.
The Lock and Key
Working together the Lock and Key have two additional powers.
Locking the Lock.
Using the Key to lock the lock triggers a guards and wards spell as cast by a 16th level magic-user.
This power may be used 3/day
Linking the Doors
1/week the key may be touched to any door (including inoperable or even false doors) and a command word spoken. The wielder may then appear to open the door. This is actually an illusion, the door is not actually opened, and instead a magical portal is opened between the door touched and the door where the Lock is installed. This connection between the portals lasts for 24 hours but can be closed and reopened by (and only by) the wielder of the key. Note: in order for this power to work the key must be touched to a different door than the door with the Lock. Using the Key on the door with the Lock does not enable the wielder to create a new connection to another door elsewhere.
For example: a thief carrying the Key has been discovered in a burglary and is being chased by a group of guards. He runs down a corridor and uses the key while wrenching open and darting through a door to a closet. The guards, laughing because they know there is no way out of the closet surround the door and yank it open… only to find an empty closet. They thoroughly search the closet in case the thief is invisible but find nothing. Meanwhile the thief is safe at home and relaxing. Several hours later, after the search has died down, the thief reopens the portal and steps back ‘out’ of the closet to continue his pilfering.
Strength Bows
Strength Bows
Building Strength Bows is a closely guarded secret. Building such a bow is a long, expensive and exhausting process and so few are around. To begin the bow is composed primarily of steel specially wrought so it has a high tensile strength. Finding high enough especially high-quality iron and the other materials needed to alloy with it is difficult. The steel is reinforced with horn and sinew to control how it bends and springs. Tradition is that the horn and sinew should come from some powerful beast slain personally by the person the bow is being built for but this does not have any true bearing on the crafting of the bow. The bow must be designed as a short recuve bow, any attempt to make a long or composite strength bow will fail, resulting at best in just a normal bow or at worst with something that does work at all.
While crafting the bow the bowyer must make a crafting check with one of the following results:
Critical Failure: Bow appears to be a regular strength bow but sometime in the next month or two will snap when drawn causing 2d4+1 damage to the wielder.
Failure: The bowyer has failed to make a strength bow but may reroll. If the reroll is successful then instead they have created a normal bow out of expensive materials, on a second failure the result is so flawed cannot even be used as a normal bow.
Success: The bowyer has created a strength bow. Strength bows can only be effectively used by an archer with a strength of at least 17 but allows the archer to add half of their Strength bonuses to hit and damage to their attacks in addition to the Dexterity bonus to hit. Additionally the bow adds half (rounded down) of the wielder’s strength bonus to hit to its range categories (e.g. a +2 bonus to hit these bows have +1, +2, and +3 to each range category).
Critical Success: The bowyer has created a marvel; a Greater Strength bow. These bows can only be effectively used by an archer with exceptional strength (at least 18/01) and allow an archer to add all of their Strength bonuses to hit and damage to their attacks in addition to the Dexterity bonus to hit. The bow adds the wielder’s STR to hit bonus to each range category (e.g. if they have +3 to hit add +3, +6, and +9 to the normal short bow range categories). Additionally, if the arrow fired from this type of bow does maximum damage against a medium or smaller target then target is also knocked prone.
Animal Spirit Guides
Animal Spirit guides
One of the Tertiary abilities of the Bright Desert Barbarians is to acquire a Spirit Guide.
The guild must be a small natural animal common to the Bright Desert: Hawks, snakes, gazelle, dogs, lizards, scorpions, spiders, and desert mice are all common spirit guides.
It is uncertain how a guide is determined. Some barbarians have guides that are obvious matches for their personality while others have guides that seem to balance some lack in their personality and yet others don’t seem to have any correlation to their personality. Still what guide someone has is a very important and personal thing for them.
While it is not required to keep your guide secret, and indeed some like to flaunt their guide, most barbarians keep their guide to themselves or to just close family and friends. Even though the guide doesn’t always correlate to the barbarian’s personality and doesn’t have any influence over the barbarian’s behavior that the barbarian doesn’t give them, there are some spirit guilds like snakes and spiders, and especially scorpions that are considered ill aspected by others and are much more likely to not be discussed by those that have those guides.
Bright Desert Barbarians go through several rituals regarding their animal spirit guide: At around the age of six a barbarian child undergoes a ritual of fasting, meditation, and hallucinogens during which they discover what their animal is. Later in life they may undergo other rituals that strengthen that bond.
Ritual of Discovery
This ritual is performed around the age of six. The child undergoes a period of fasting, meditation and instruction with a shaman that ends in a ritual involving chanting and hallucinogens during which they discover what their animal is. The totem animal becomes a occasional but signifigant part of childs life; it may appear in dreams to offer guidance or in person to warn of danger or lead to safety. The child will have a deep fondness for this type of animal and will almost never hurt, or be hurt, by natural specimans.
Ritual of Communion
At anytime after they have earned their right as a warrior or woman of the clan the barbarian may undergo this ritual. It is a painful process involving a tattoo made with the blood of the totem animal and causes the permanent loss of 1d4 hit points (later removal of the tattoo does not negate the ability or restore the hit points). The ritual creates an ability in the barbarian to form empathic bonds with their totem creature. This does not allow them to control or speak with the creature but better understand them and with experience allows some limited communication between them through sharing feelings through this empathic link. It functions as a ranger's animal empathy, but only with the totem animal type.
Ritual of Presence
It involves the sacrifice of 100gp of rare herbs to attract, appease, and bind the guide. This ritual mimics the wizard spell find familiar although the barbarians do not consider it magic. The 'familiar' will always be the totem animal.
Sunday, June 2, 2013
Sacred Bundle
Sacred Bundle
Overview
Sacred Bundles are found in variety of forms depending on the society. For example: it could
be a satchel holding trophies taken in battle, a sash embroidered with symbols commemorating
victories, or a box of hand carved wooden icons of enemies overcome. All bundles provide a bit
of protection to the owner, but at the warrior gains in experience and renown their bundle
becomes more potent, granting them greater power and protection.
Only the warrior linked to the bundle through a sacred ceremony can benefit from its effects;
bundles cannot be transferred to a new owner. A character can only have a single Sacred Bundle
at a time.
Once per level, after performing a significant exploit, the warrior can ceremonially add another
totem to the bundle to commemorate the event and imbue it with more power.
Beginning a Bundle
A sacred bundle is bestowed in a ceremony by a medicine man when the warrior first passes
his rights of manhood or otherwise becomes a member of a tribe. If a character’s sacred bundle
is destroyed they can undergo the ceremony again to start a new sacred bundle if they find a
willing medicine man to perform the ceremony.
Empowering a Bundle
Once per level, and only once during each level they earn, the owner of a sacred bundle may
perform a private ceremony to empower the bundle with an additional power. If the character
starts a bundle after first level, or if they miss empowering the bundle during a level, they
cannot ‘back-fill’ the bundle for any levels they had previously earned. Note: if a character is
drained levels they cannot add powers to the bundle until they have regained or re-earned the
lost levels.
The ceremony to empower the bundle must be done as soon as possible after achieving some
significant achievement. The player cannot ‘hold off’ doing it in hopes of a bigger fight coming
along later. During the ceremony the character must privately pray and fast for 24 hours as
they carefully prepare a totem to commemorate the event to add to the bundle. The character
also sacrifices the experience points they earned for the exploit they are commemorating during
this ceremony. The ceremony transfers the experience into the totem and bundle which is how
it is empowers the bundle with additional powers.
What constitutes a significant event changes depending on the character’s level and
circumstances. A third level character beating an ogre in single combat is significant but a third
level character working with a large adventuring party or a tenth level character working alone is
not. If the character attempts to imbue the bundle based on an insignificant event the attempt
fails (although the experience sacrificed is still lost). It is up to the discretion of the DM to
determine what is significant, but the player should not be told until the ceremony is complete
and the experience points are sacrificed.
Powers of a Bundle
When the ceremony is complete the DM determines what power is added to the bundle. This
normally is done by rolling on the table below. The DM should modify the roll based on how
well the player is roleplaying the character (such as honoring cultural taboos, etc) or for just
how significant the event really was to the character. Additionally, the DM may just pick an
appropriate power to the event or change the result to avoid making the bundle to powerful
for the campaign.
Stacking Powers
All powers from table 1 below can stack. Identical powers earned from table 2 generally should
not be stacked, however the DM may decide otherwise if the event was truly extraordinary. For
example: A warrior defeats a Hell Hound when he is 5th level and earned Fire resistance 3, at
10th level he helps defeat a large red dragon and the DM decides that his miraculous survival of
the full brunt of the breath weapon is deserving of increasing the Fire resistance to 6.
Beginning Powers: All bundles provide the owner +1 to saves, hit points, and armor class when
they are first bestowed upon a warrior.
Some time during their first level and each subsequent level a character can add one of the
following powers to the bundle.
Table 1 (roll d20 or DM’s pick)
1 No power gained (EXP is lost but failure this does not count as a power for the level
the character can try again after another heroic event)
2-6 +1 to Armor Class
7-9 +1 to Hit Points
10-11 +1 to Fortitude Saves
12-13 +1 to Will Saves
14-15 +1 to Reflex Saves
16 +1 to all Saves
17-19 Roll on the next table instead
20 Roll both on the next table and this table again.
Table 2 (DM’s pick)
1-5 +1 to a specific type of d20 roll (DM picks type of roll such as to hit with a bow, strength
checks, saves verses poisons, skill checks with for tracking, etc.)
6-9 Protection from an element 3 (DM picks type of element)
10-11 +1 to damage rolls
12-13 +5ft to movement speed
14-15 Damage resistance 1
16-17 Luck (1/day can reroll a d20 roll)
18-19 Heroic Surge (1/day can take an extra standard action)
20 +1 to an ability score (DM picks based on event)
Author’s Notes:
Ever since it was introduced in the 1st edition D&D Deities & Demigods manual I’ve been
fascinated with the Sacred Bundle. However, it was too powerful to let low level character’s
have access to it and, to my mind, should require extensive solo adventuring by the
character to assemble at higher levels, which might not work for the rest of the players. So this
is my attempt to redesign the Sacred Bundle into a relic that a character could start with right
from first level and that gradually grows in power as the character does. Sacred Bundles are holy
objects common in some, but not all, primitive warrior societies. DM’s should normally not let
other characters create Sacred Bundles unless they have in some way role-played adoption into
that society.
It is also recommended that the society have certain taboos or codes of ethics that the character
should follow to offset the power of the Bundle and that when rolling to add effects to a bundle
the DM should modify the role based on how good or bad the player has conformed to those
ethics. For example: Nanoc si Semaj comes from a culture that associates honor with personal
valor and physical combat, but the amount of honor decreases the more you relied on the skills
of others over your own in achieving the victory: so performing well in a battle with the party may
be honorable, but more so if you only used weapons you made with your own hands, and less so
with manufactured weapons, and much, much less so if you used magic to win the fight.
Overview
Sacred Bundles are found in variety of forms depending on the society. For example: it could
be a satchel holding trophies taken in battle, a sash embroidered with symbols commemorating
victories, or a box of hand carved wooden icons of enemies overcome. All bundles provide a bit
of protection to the owner, but at the warrior gains in experience and renown their bundle
becomes more potent, granting them greater power and protection.
Only the warrior linked to the bundle through a sacred ceremony can benefit from its effects;
bundles cannot be transferred to a new owner. A character can only have a single Sacred Bundle
at a time.
Once per level, after performing a significant exploit, the warrior can ceremonially add another
totem to the bundle to commemorate the event and imbue it with more power.
Beginning a Bundle
A sacred bundle is bestowed in a ceremony by a medicine man when the warrior first passes
his rights of manhood or otherwise becomes a member of a tribe. If a character’s sacred bundle
is destroyed they can undergo the ceremony again to start a new sacred bundle if they find a
willing medicine man to perform the ceremony.
Empowering a Bundle
Once per level, and only once during each level they earn, the owner of a sacred bundle may
perform a private ceremony to empower the bundle with an additional power. If the character
starts a bundle after first level, or if they miss empowering the bundle during a level, they
cannot ‘back-fill’ the bundle for any levels they had previously earned. Note: if a character is
drained levels they cannot add powers to the bundle until they have regained or re-earned the
lost levels.
The ceremony to empower the bundle must be done as soon as possible after achieving some
significant achievement. The player cannot ‘hold off’ doing it in hopes of a bigger fight coming
along later. During the ceremony the character must privately pray and fast for 24 hours as
they carefully prepare a totem to commemorate the event to add to the bundle. The character
also sacrifices the experience points they earned for the exploit they are commemorating during
this ceremony. The ceremony transfers the experience into the totem and bundle which is how
it is empowers the bundle with additional powers.
What constitutes a significant event changes depending on the character’s level and
circumstances. A third level character beating an ogre in single combat is significant but a third
level character working with a large adventuring party or a tenth level character working alone is
not. If the character attempts to imbue the bundle based on an insignificant event the attempt
fails (although the experience sacrificed is still lost). It is up to the discretion of the DM to
determine what is significant, but the player should not be told until the ceremony is complete
and the experience points are sacrificed.
Powers of a Bundle
When the ceremony is complete the DM determines what power is added to the bundle. This
normally is done by rolling on the table below. The DM should modify the roll based on how
well the player is roleplaying the character (such as honoring cultural taboos, etc) or for just
how significant the event really was to the character. Additionally, the DM may just pick an
appropriate power to the event or change the result to avoid making the bundle to powerful
for the campaign.
Stacking Powers
All powers from table 1 below can stack. Identical powers earned from table 2 generally should
not be stacked, however the DM may decide otherwise if the event was truly extraordinary. For
example: A warrior defeats a Hell Hound when he is 5th level and earned Fire resistance 3, at
10th level he helps defeat a large red dragon and the DM decides that his miraculous survival of
the full brunt of the breath weapon is deserving of increasing the Fire resistance to 6.
Beginning Powers: All bundles provide the owner +1 to saves, hit points, and armor class when
they are first bestowed upon a warrior.
Some time during their first level and each subsequent level a character can add one of the
following powers to the bundle.
Table 1 (roll d20 or DM’s pick)
1 No power gained (EXP is lost but failure this does not count as a power for the level
the character can try again after another heroic event)
2-6 +1 to Armor Class
7-9 +1 to Hit Points
10-11 +1 to Fortitude Saves
12-13 +1 to Will Saves
14-15 +1 to Reflex Saves
16 +1 to all Saves
17-19 Roll on the next table instead
20 Roll both on the next table and this table again.
Table 2 (DM’s pick)
1-5 +1 to a specific type of d20 roll (DM picks type of roll such as to hit with a bow, strength
checks, saves verses poisons, skill checks with for tracking, etc.)
6-9 Protection from an element 3 (DM picks type of element)
10-11 +1 to damage rolls
12-13 +5ft to movement speed
14-15 Damage resistance 1
16-17 Luck (1/day can reroll a d20 roll)
18-19 Heroic Surge (1/day can take an extra standard action)
20 +1 to an ability score (DM picks based on event)
Author’s Notes:
Ever since it was introduced in the 1st edition D&D Deities & Demigods manual I’ve been
fascinated with the Sacred Bundle. However, it was too powerful to let low level character’s
have access to it and, to my mind, should require extensive solo adventuring by the
character to assemble at higher levels, which might not work for the rest of the players. So this
is my attempt to redesign the Sacred Bundle into a relic that a character could start with right
from first level and that gradually grows in power as the character does. Sacred Bundles are holy
objects common in some, but not all, primitive warrior societies. DM’s should normally not let
other characters create Sacred Bundles unless they have in some way role-played adoption into
that society.
It is also recommended that the society have certain taboos or codes of ethics that the character
should follow to offset the power of the Bundle and that when rolling to add effects to a bundle
the DM should modify the role based on how good or bad the player has conformed to those
ethics. For example: Nanoc si Semaj comes from a culture that associates honor with personal
valor and physical combat, but the amount of honor decreases the more you relied on the skills
of others over your own in achieving the victory: so performing well in a battle with the party may
be honorable, but more so if you only used weapons you made with your own hands, and less so
with manufactured weapons, and much, much less so if you used magic to win the fight.
Talisman of Secrets
The Talisman of Secrets
This amulet appears as a rather plan wooden disk inscribed in the center with a Penrose
triangle and around the edges with characters that appear to be from ancient Flan.
However the disk is harder than iron and near impossible to destroy or even mark.
The script around the edges seems to be some saying or long phrase, or perhaps a code.
It is rumored that this powerful magic item was created by Vecna himself when he was
a mortal and it is considered a holy relic of the Cult of Vecna. Any member of the Cult
will immediately recognize the Talisman if they see it and go to great lengths to recover
it for themselves.
The Talisman has three powers:
First, anyone attempting to understand the writing around the edge of the amulet must
make a DC 20 Will save or permanently loose a point of Wisdom.
Second, it blocks all divinations directed at the wearer such as ESP, Detect Evil, Detect
Lie, Mind Reading, and Know Alignment.
Third, it the target of a divination, the wearer may make a saving throw against the
effect (even if it normally does not allow saving throws), if the save fails then the
divination is blocked normally as per the second power above, but if the save is
successful then the wearer gains some control over the divination attempt and is able
to provide false results back to the diviner. The DM may require that the wearer make
a bluff check against the diviner’s sense motive check to determine how believable
the falsified information is.
Example 1: A cleric casts Know Alignment on the wearer of the Talisman who is
impersonating a paladin of Heironeous. The wearer makes their will save, becoming
aware of the attempt and feeds back a reading of Lawful Good to the cleric. The DM
decides that since this was what the cleric would expect of a paladin, no bluff check
is needed.
Example 2: A wizard casts ESP and attempts to read the wearer’s mind. The wearer fails
his will save and so is not aware of the attempt, but the wizard gains no information.
Example 3: Another wizard uses a crystal ball to scry on the wearer while he is looting a
temple of St. Cuthbert. The wearer succeeds on his will save and is aware that someone
is scrying on him. He sends back an image of himself asleep in an inn. The DM decides
that since the wizard had information that the wearer was in the temple a bluff check is
needed with a -4 modifier.
This amulet appears as a rather plan wooden disk inscribed in the center with a Penrose
triangle and around the edges with characters that appear to be from ancient Flan.
However the disk is harder than iron and near impossible to destroy or even mark.
The script around the edges seems to be some saying or long phrase, or perhaps a code.
It is rumored that this powerful magic item was created by Vecna himself when he was
a mortal and it is considered a holy relic of the Cult of Vecna. Any member of the Cult
will immediately recognize the Talisman if they see it and go to great lengths to recover
it for themselves.
The Talisman has three powers:
First, anyone attempting to understand the writing around the edge of the amulet must
make a DC 20 Will save or permanently loose a point of Wisdom.
Second, it blocks all divinations directed at the wearer such as ESP, Detect Evil, Detect
Lie, Mind Reading, and Know Alignment.
Third, it the target of a divination, the wearer may make a saving throw against the
effect (even if it normally does not allow saving throws), if the save fails then the
divination is blocked normally as per the second power above, but if the save is
successful then the wearer gains some control over the divination attempt and is able
to provide false results back to the diviner. The DM may require that the wearer make
a bluff check against the diviner’s sense motive check to determine how believable
the falsified information is.
Example 1: A cleric casts Know Alignment on the wearer of the Talisman who is
impersonating a paladin of Heironeous. The wearer makes their will save, becoming
aware of the attempt and feeds back a reading of Lawful Good to the cleric. The DM
decides that since this was what the cleric would expect of a paladin, no bluff check
is needed.
Example 2: A wizard casts ESP and attempts to read the wearer’s mind. The wearer fails
his will save and so is not aware of the attempt, but the wizard gains no information.
Example 3: Another wizard uses a crystal ball to scry on the wearer while he is looting a
temple of St. Cuthbert. The wearer succeeds on his will save and is aware that someone
is scrying on him. He sends back an image of himself asleep in an inn. The DM decides
that since the wizard had information that the wearer was in the temple a bluff check is
needed with a -4 modifier.
Sunday, May 19, 2013
Superhero/Mutant RPG NPCs
Early in human history mutants were more common and powerful. Gradually super-mutations became both less common and less powerful, until the birth of the atomic age raised global radiation levels which has caused more frequent and more powerful mutations to occur.
But while most mutants today are spawn of the recent resurgence of mutations, a few - very few, powerful mutants still exist from the earliest ages of man.
This is the story of two of the most powerful mutants of all time, two most legendary figures in history. They have had many names such as Hevel and Qayin or Habil and Qabil but most of the English speaking world know them as Cain and Abel.
Both Cain's and Abel's abilities deal primarily with the abilities of others but differ drastically in how they do so. Both also have abilities that have attributed to their longevity. Only a few other mutants from the dawn of mankind still exist such as Apocalypse (due to his time in stasis) and Chronos (a time traveler)
Both Cain and Abel also have some limitations that have prevented them from becoming overwhelmingly powerful over the courses of their immense lifespans. They are also both limited in that their abilities are focused on human subjects which include human mutants. Aliens, constructs and similar beings are usually less affected or even entirely immune to their powers.
Monday, March 25, 2013
Tracking the Chosen of the Wheel of Time (SPOILERS)
With so many characters in the Wheel of Time I had to keep notes on who was who as I was reading the books, especially so when I reread the series I can better see where they were hiding, what they were doing, and their motivations. Here are my notes on who the Forsaken are. Warning SPOILERS
Books never written for the Wheel of Time
Just finished reading Memory of Light for the second time and I'm just about done with listening to Lord of Chaos as an audiobook working my way through the series that way.
It got me thinking about how much Robert Jordan may have done with the series if he hadn't died. Brandon did an excellent job finishing the main series but has been pretty clear that he wouldn't be doing more in the Wheel of Time Universe without Robert's widow's permission and he didn't want to exploit Jordan's work for his own gain.
Still there will be one more book for us, in about a year they are planning on publishing an official Wheel of Time Encyclopedia.
Robert Jordan had mentioned that he had planned to do a prequel trilogy and an postquel (is that even a word) trilogy. The first book of the prequel was published before his death; "New Spring" which followed the Moiraine becoming an Aes Sedai, starting her quest to find the Dragon Reborn and meeting Lan. The second book was to be about Tam al'Thor in the Aiel War, marrying Carrie, and finding Rand. The third book was to be about Moiraine and Lan again and the events leading up to their arrival in the Two Rivers. The postquel books were less discussed but the first was hinted to be about Matt and Tuan quelling the Seanchan civil war. I suspect that the second would have been about consolidating the western realms and how the Dragon's peace would be established. The third I would guess would have been about Shara; possibly with either the combined armies of the West or Seanchen pacifying that land.
Some people speculate that one of the books would be about the Land of the Madmen, a continent to the south of the West that is only briefly mentioned once or twice in the books. I doubt that that was the plan but admit that I'm very curious about what is going on down there. I had imagined that if I was an Asha'man surving the last battle I would have loved to have gotten a group of powerful but good people (Aes Sedai, Asha'man, Elyas Machera, Dreamwalkers, and other 'talented' individuals to go pacify the Land of the Madmen and establish a "Temple of Talents" where anyone could go to learn and share their talents outside of the control of the White or Black towers or any other power groups trying to control such talents.
Other books I would have loved to see in the World of Time Universe:
It got me thinking about how much Robert Jordan may have done with the series if he hadn't died. Brandon did an excellent job finishing the main series but has been pretty clear that he wouldn't be doing more in the Wheel of Time Universe without Robert's widow's permission and he didn't want to exploit Jordan's work for his own gain.
Still there will be one more book for us, in about a year they are planning on publishing an official Wheel of Time Encyclopedia.
Robert Jordan had mentioned that he had planned to do a prequel trilogy and an postquel (is that even a word) trilogy. The first book of the prequel was published before his death; "New Spring" which followed the Moiraine becoming an Aes Sedai, starting her quest to find the Dragon Reborn and meeting Lan. The second book was to be about Tam al'Thor in the Aiel War, marrying Carrie, and finding Rand. The third book was to be about Moiraine and Lan again and the events leading up to their arrival in the Two Rivers. The postquel books were less discussed but the first was hinted to be about Matt and Tuan quelling the Seanchan civil war. I suspect that the second would have been about consolidating the western realms and how the Dragon's peace would be established. The third I would guess would have been about Shara; possibly with either the combined armies of the West or Seanchen pacifying that land.
Some people speculate that one of the books would be about the Land of the Madmen, a continent to the south of the West that is only briefly mentioned once or twice in the books. I doubt that that was the plan but admit that I'm very curious about what is going on down there. I had imagined that if I was an Asha'man surving the last battle I would have loved to have gotten a group of powerful but good people (Aes Sedai, Asha'man, Elyas Machera, Dreamwalkers, and other 'talented' individuals to go pacify the Land of the Madmen and establish a "Temple of Talents" where anyone could go to learn and share their talents outside of the control of the White or Black towers or any other power groups trying to control such talents.
Other books I would have loved to see in the World of Time Universe:
- "The Travels of Jain Farstrider" this is a freqently mentioned book in the series and at the end of the series we actually meet Jain. It would be awesome to have a copy of this 'book' that the characters in the Wheel of Time Universe often mention reading and being inspired by.
- A book telling the story of Isam and Luc's adventures, meetings, corruption to the shadow and merging into Slayer including more information into his unusual abilities. This could also include the fall of Maikier and the death of Rand's biological father.
- A book about Mordin's rise to power in Shara and showing us more about life in that land.
- A series about the Athur Hawkwing, the rise and fall of the Ten Kingdoms, and the Trolloc Wars
- A series about the War of the Shadow from the bore to the breaking.
Friday, March 1, 2013
The Sword of Caedes
The Sword of Caedes
History
In 202 CY Lord Kargoth, one of the foremost Knight Protectors of the world and a paladin of Heironeous was passed over during the selection of a new leader of the order of the Knight Protectors. In humiliation and rage he abandoned Heironeous and made a pact with the demon Ahmor-Ibor, more commonly known as Demogorgon for power and vengeance. Following the Demon Lord’s instruction Kargoth gathered thirteen of his fellow knights and took them to the ancient Aerdy artifact called the Orb of Sol. There he performed a ritual given to him by Ahmor-Ibor that twisted the artifact into a twisted and evil reflection of its original form, Demogorgon’s Bilious Sphere.
The corruption of so powerful an artifact created an explosion of mystic energy that likewise twisted and transformed everything present into vile reflections of their original forms: including slaying Kargoth and this thirteen companions and changing them into the world’s first Death Knights. However, what is often overlooked in the stories that focus on the creation of the death knights is that the equipment they had with them was also likewise distorted. This is the origin of the Sword of Caedes.
One of the thirteen knights in attendance that night was Lord Thyrian of Naelax. Thyrian has a famous uncle, the wizard Makaleyne, who became a vampire and performed all manner of hideous evils upon the people of the Great Kingdom before fleeing to the lands of Iuz. Thyrian, a noble knight and follower of Heironeous, made a sacred vow to hunt down his uncle and destroy him. Heironeous heard his pledge and bestowed upon him one of the sacred “Shining Blades” of Heironeous, a +1 lawful good vampire slayer longsword.
But Thyrian was convinced by Kargoth to temporarily put aside his quest and instead aid Kargoth in redressing the wrong done to him when he was not chosen to command the Knight Protectors. And so Thyrian was one of the thirteen with Kargoth when the Orb of Sol was transformed into the Bilious Sphere. Thyrian became one of the thirteen death knights and his shining blade was corrupted into the Sword of Caedes.
The Sword of Caedes has two forms. In its first form it appears as it did before the creation of the Bilious Sphere, as a shining vampire slaying longsword, a holy relic of Heironeous. But if the sword is ever used to ‘slay’ a vampire then its second form is realized, as a dark and evil vampiric blade that grows in power with death and blood. Each form of the sword has different abilities.
Shining Blade
History
In 202 CY Lord Kargoth, one of the foremost Knight Protectors of the world and a paladin of Heironeous was passed over during the selection of a new leader of the order of the Knight Protectors. In humiliation and rage he abandoned Heironeous and made a pact with the demon Ahmor-Ibor, more commonly known as Demogorgon for power and vengeance. Following the Demon Lord’s instruction Kargoth gathered thirteen of his fellow knights and took them to the ancient Aerdy artifact called the Orb of Sol. There he performed a ritual given to him by Ahmor-Ibor that twisted the artifact into a twisted and evil reflection of its original form, Demogorgon’s Bilious Sphere.
The corruption of so powerful an artifact created an explosion of mystic energy that likewise twisted and transformed everything present into vile reflections of their original forms: including slaying Kargoth and this thirteen companions and changing them into the world’s first Death Knights. However, what is often overlooked in the stories that focus on the creation of the death knights is that the equipment they had with them was also likewise distorted. This is the origin of the Sword of Caedes.
One of the thirteen knights in attendance that night was Lord Thyrian of Naelax. Thyrian has a famous uncle, the wizard Makaleyne, who became a vampire and performed all manner of hideous evils upon the people of the Great Kingdom before fleeing to the lands of Iuz. Thyrian, a noble knight and follower of Heironeous, made a sacred vow to hunt down his uncle and destroy him. Heironeous heard his pledge and bestowed upon him one of the sacred “Shining Blades” of Heironeous, a +1 lawful good vampire slayer longsword.
But Thyrian was convinced by Kargoth to temporarily put aside his quest and instead aid Kargoth in redressing the wrong done to him when he was not chosen to command the Knight Protectors. And so Thyrian was one of the thirteen with Kargoth when the Orb of Sol was transformed into the Bilious Sphere. Thyrian became one of the thirteen death knights and his shining blade was corrupted into the Sword of Caedes.
The Sword of Caedes has two forms. In its first form it appears as it did before the creation of the Bilious Sphere, as a shining vampire slaying longsword, a holy relic of Heironeous. But if the sword is ever used to ‘slay’ a vampire then its second form is realized, as a dark and evil vampiric blade that grows in power with death and blood. Each form of the sword has different abilities.
Shining Blade
The shining blade form is a bright silvery appearing metal. The blade will detect as lawful good but is not intelligent. Markings on the blade and hilt show that it is dedicated to Heironeous and against vampires.
In this form the blade is a +1 long sword with the following abilities:
Vampire Slayer
+3 to hit and x3 damage to vampires
Sunlight
Once per day the sword can burst forth into intense radiant light.
This is equivalent to a Sunlight spell cast by a 14th level cleric.
Imprison Vampire
This is a hidden power that is part of the sword’s corruption. If the sword delivers a ‘killing’ blow to a vampire then instead of slaying the vampire the sword absorbs the vampire’s essence and the sword is transformed into its Vampiric form.
Vampiric Blade
The vampiric blade form is dull reddish grey appearing metal that darkens each time a life is taken that day until it reaches a light-drinking blackness. The blade will detect as chaotic evil but is not intelligent, although it may be possible to find means to communicate with the vampire trapped within the blade. Markings on the blade have been twisted to show a distain for Heironeous and glory in blood and death (although not to Hextor).
In this form the blade is a -2 cursed long sword with the following abilities:
Curse
The individual wielding the sword when it transforms into a Vampiric Blade is unable to rid themselves of the sword. Additionally, each day that passes without the blade tasting blood the wielder will weaken and gains a cumulative -1 penalty to any d20 checks such as attack rolls, saves, and ability checks. This weakness will abate by 1 for each hp of blood absorbed by the Blood Drain ability below. Removing this curse immediately frees the imprisoned vampire and the wielder must make a system shock roll or become a vampire spawn under the command of the released vampire.
Life Drain
In its base form the sword has a -2 bonus to hit and damage. However, every time it is used to take the life of a creature with blood the sword absorbs the creature’s soul and gains a +1 to its bonus to a maximum of +6. As the sword absorbs souls it also darkens in appearance from a dull reddish grey at -2 to a pitch black at +6. Any creature that has had its soul absorbed by the blade cannot be raised from the dead until the soul escapes the blade. Once a souls escapes the blade the blade looses the bonus it had for holding that soul until it is again reduced to its base -2 bonus.
There are four ways for a soul to escape the blade. First, every day at sunrise one soul is released (even if the blade is underground or indoors). Second, a bless spell cast on the blade will force it to release a soul. Third, the use of the Gaseous Form ability (below) causes one or more souls to be released. Fourth, if the sword's imprisoned vampire is released all the souls held in the blade are freed.
Also, when a blood creature is slain with the blade the wielder immediately gains twice the victim’s Hit Dice in hit points for one hour. These hit points can exceed the wielder’s normal maximum but cannot be replaced by healing or other means once lost.
Gaseous Form
The wielder of the sword may expend any or all of its stored souls to transform into a gaseous form. The decision must be made prior to the transformation on how many souls use. For each soul released the transformation lasts for 1 turn. Once they become physical again the wielder can use the power again if there are any souls remaining trapped in the blade but they cannot lengthen (or shorten) the time of their transformation while in the gaseous form.
Blood Drain
When the sword draws blood from a creature it ‘drinks’ some of that blood and stores it. The amount absorbed is one half of the amount of damage rolled (before any modifiers, rounded down). E.G. the sword, while it is at a +4 bonus, is wielded by a fighter with a +3 strength bonus to damage and is used to strike an Ogre and a d12 is rolled for damage (large creature). The dice roll is a 5 and the ogre takes 12 damage (5 + 4 +3) and 2hp (5 on the roll divided by 2 rounded down) of the blood spilled is absorbed into the blade.
There is a chance the round of a blood drain that anyone observing the combat will notice the blood being absorbed into the metal of the blade. This has the same chance and results as if the blade were poisoned (see DMG).
Blood Reservoir & Transfusion
Hit points absorbed by the Blood Drain ability (above) are temporarily stored within the blade. Each time the sword looses a soul (Life Drain above) it also looses 25 stored hit points of blood until the reservoir reaches zero. The Wielder of the blade may also transfer any blood stored in the reservoir into himself, healing wounds up to his normal maximum hit points. It takes 1 round for every 25 hit points or part thereof to transfuse himself with this ability. While the transfusion is occurring the wielder must be holding the blade and concentrating on it to the extent that he cannot take other actions and is considered flat footed. The wielder will appear to be in some sort of dark ecstasy being battered by waves of both intense pleasure and pain during this period. Onlookers may also notice that any visible wounds healing rapidly during the process.
Critical Hit
If the sword hits a creature with blood with a natural 20 the following events occur in the listed order:
1. There is a percentage chance equal to the current bonus of the sword that the victim is slain before damage is rolled.
2. If the victim is slain there is a percentage change equal to the victim’s hit dice that the wielder gains a permanent hit point.
3. If the victim is slain and had more hit dice than the wielder then there is also a chance equal to the difference in hit dice between the victim and the wielder that the wielder gains a permanent +1 to his ability score for the victim’s highest ability score (roll random if tied scores) but the wielder’s alignment is shifted one category towards either chaotic or evil.
4. If the victim is slain there is a percentage chance equal to the victim’s hit dice that the imprisioned vampire is released from the sword. This is a separate roll than #2 above. The sword immediately changes to its vampire slayer form and the wielder must deal with a very angry vampire (see escaped vampire below).
5. If the victim is slain and the vampire does not escape then the wielder gains both the benefits of a Life Drain above and +1 to his level until the next sunrise. If the wielder has multiple classes the level is gained on the class that would have gained a level next.
6. If the victim is not slain in #1 above the sword does maximum damage and blood drain. If this damage results in the victim’s death the sword and wielder benefit from a normal Life Drain ability but not from #2-4 above.
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