Thursday, March 14, 2019

A Quick Look at Medieval Fantasy City Generator, My Favorite Sites For City Maps!

Medieval Fantasy City Generator (If the link doesn't work, that means they updated the site, do a google search and you'll be fine).
This site is absolutely amazing. If you've ever had difficulty trying to sit down and draw a town map and spending a few hours on it, only to make a mistake or finding you just don't like it, this is your solution.

The site will randomly generate very realistic city layouts with minimal efforts on your part, you just need to decide what you want, then generate until you're happy with the look. Let's take a look at some of the features:

Let's start with everything either turned off or set to default.
It looks a bit strange, but that's to be expected.
DISCLAIMER:
The default when you open the site will not look like this, this is for demonstration.
Now we can head to options and start playing around.

Let's start in layout.
The first option is labeled more roads, let's see how that effects our default here:
It's already starting to look a bit better!
But this is a village, right? So we're gonna need some farmlands.
The Elevation setting doesn't notably effect anything I find, and the random just puts up random presets, so for now, lets just add some more layout options to make it look a bit better.
Look at that!
I don't personally like the look of using blocks though, so I'm gonna turn it into individual buildings. You can find these settings under OPTIONS - STYLE - BUILDINGS. I'll set it to complex.
There are all kinds of other options to further personalize it, for example, if you want to add ward colors, go to OPTIONS - PALETTE. Then hit Watercolors, and Colors (just make sure to turn off hatching or other options).
I encourage you to check it out and explore it yourself. Also, just for fun, I'll add examples of medium and large towns with the same settings as the above.


Wednesday, March 13, 2019

GLOG: Garbage Wizard



                Garbage wizards are trained young in all the ways of garbage, these wizards hone their magic from a very young age in order to perform a very simple task: taking out the trash, that's right, they put their sanity on the line to keep your town clean. Every town has a small group of Garbage Wizards set aside for this purpose, and since openings very rarely open up, many are forced to take up other means of making money, such as adventuring.

This is the life.

Perks

Among a pile of items, you can immediately distinguish whether or not an item is garbage at a glance. You carry a bag of garbage around with you, once per day, you can pull one mostly useless item out, there is a 50% chance it doesn’t work properly.

Drawbacks

You must be wearing dirty and smelly clothes in order to cast spells, for most Garbage Wizards, this is their garbage uniform.
You are affected by cleanliness and tidiness the same way demons are affected by holy water and symbols. Janitors and maids can turn you.

Cantrips

   1.       Summon Manure: More useful than you’d think.
   2.       Contaminate Water: Make small bodies of water dirty and infectious.
   3.       Speak With Flies: You have the permanent ability to speak with flies, flies are difficult to  
          understand, due to their notoriously short attention spans.

Spells

1 1.       Animate Garbage
30 ft.     [Dice] Objects    [Sum] Rounds or Minutes
        Target garbage will be able to move of it's own volition, [sum] rounds for strenuous actions, and 
        [sum] minutes otherwise. Objects have a [dice]-in-8 chance of being particularly loyal, this is  
        only rolled the first time you cast the spell on a particular target.

   2.       Amalgapparatus
Touch    [Sum](Broken) tools
       Fuse broken or intact items into one functional unit. Roll a d6: if it is 1 the resulting device loses 
       all functionality, becomes a weird pointless machine. If it is 2 or 3 it gains the function of 
       (randomly selected) half of the tools. If it is 4 or 5 this one device becomes a multi-tool that 
       performs the functions of all the tools invested. If it is 6 the tool hybridizes the function of the 
       tools invested into an apparatus with one oddly specific function: for instance, hybridizing a 
       corkscrew and a sword yields a spiraling sword with a powerful enchantment against enemies 
       made of cork, whereas simply having all their functions yields a sword with a corkscrew as the
       pommel.

   3.       Compaction
30 ft.     [Dice] Meters cubed                [Sum] Hours
      The targeted area is compressed by a cube of force into a small cube that fits into your hand for the duration. The contents of the cube suffer no physical damage from this compression. The cube still weighs as much as it's contents, but takes up half the slots due to it's lack of bulk.

   4.       Become Disgusting
Touch    Creature of [Dice]x2 HD or Less  [Sum] Varies
        Target creature smells and tastes like garbage for the spell's duration. The smell radiates 20ft in  
        calm air, but can spread via wind or leave a trail. Sentient creatures can save to resist the bad 
        scent, but animals will avoid the scent. Insects will be attracted to the target for the spell's 
        duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: 
        minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell cannot affect dead creatures,
        or creatures who either have no sense of smell, or are used to bad smells (e.g. goblins).

   5.       Command Garbage
30 ft.     [Sum]x10 lbs.     [Dice] Hours
         All garbage within the range will leap up and obey your commands. They will listen to [Dice]
        words, the garbage is able to do anything garbage would conceivably be able to do.

   6.       Fly Swarm
50 ft.     -              [Sum] Rounds
         Create a 30 ft. cloud of flies at a point you designate, all creatures who are not at max HP must 
         Save Vs. Disease, and take a +/-4 penalty to all attack rolls while in the cloud.

   7.       Summon Table Scraps
      Touch    -              - 
                Summons [Dice] rations worth of random table scraps from around the world, combined into 
                one disgusting stew. After eating (50%) Save Vs. Nausea, OR Save Vs. Poison.
   8.       Floating Disk
       5 ft.      Conjured Disk     [Dice] Hours
                A floating disk springs into existence beside you. It always floats 4” above the floor and never
                exerts any weight on the floor beneath it. It will automatically follow you, always staying 
                within 5' of you. It can go up stairs and across the surface of water. Maximum weight is [dice]
                * 500 lbs. If you stand atop it, you can direct it.

   9.       Garbage Armor
       Self      Self        [Sum] Rounds
                 You surround yourself with garbage, forming a protective layer. The level of protection you 
                 receive is based on the number of die you invest: 1[Die] = Light, 2[Die] = medium, 3[Die] = 
                 Heavy.

   10.   Incinerate
        30 ft.   [Dice] Creatures     Instant
                 A wave of heat shimmers in the air around all targeted creatures, it deals [Sum] Damage to
                 each creature targeted by this effect, Save for half.

Emblem Spells

   1.   Dredge
100 ft.   area       instant
            Buried or covered objects rise to the surface in area you designate, [dice]x10ft in radius. If 
            you cast this spell on the ground, coins, stones, and root will be pulled to the surface. If you 
            cast it on water, sunken objects will rise to the surface and remain there as long as you 
            maintain concentration. The total weight of dredged objects cannot exceed [dice]x100lbs. If 
            you cast this spell targeting creatures in the area instead, the creatures must Save or be 
            stunned for 1 round. If [sum] is greater than 12, they also take 1d6 damage and are knocked 
            prone. Instead of targeting area, you can instead target a single sentient creature. The creature 
            must Save (if unwilling) or recall a memory in perfect detail. You designate the memory ("the 
            first time you met your wife", "where you buried the treasure"). The creature will be lost in a 
            reverie for [sum] rounds. This reverie ends if the creature is attacked, threatened, or has to 
            perform any action. This memory may induce a Fear or Morale test. It must be specific. "The 
            scariest thing you have ever seen" would not work, but "the night your village burned" would.

   2.   One Man’s Trash is Another Man’s Treasure
Touch    [Sum] Pounds
            Turn a pile of garbage into an equivalent weight in coins. The type of coins are based on the 
            number of die invested. 1[die] = copper, 2[die] = silver, 3[die] = gold, 4[die] = platinum.

This is a really old Garbage Wizard.

Mishaps

   1.       Your MD only return on a 1-2 for 24 Hours
   2.       You take 1d6 damage as garbage juice runs around through your veins.
   3.       Random mutation for 1d6 rounds, then Save. Mutation is permanent if you fail.
   4.    You gain a random Insanity for 1d6 rounds, then save. Insanity is permanent if you fail.


   5.       Every empty inventory space on your character sheet is filled with useless garbage for 1d6 hours.
   6.       Roll d100 for each item in your inventory, each item has a 50% chance of breaking.

Dooms

   1.     (d4) A random limb crawls away in the middle of the next night, it's become too disgusted to
         handle anymore of your trash.   
   2.    Your body begins decomposing, at the start of each week, you take 1 Con. damage. This effect is
         permanent.
   3.  You forfeit your humanity, if it would benefit you to be a person in the case of something magical, legal, or otherwise, you don't count as one. You're still an entity, and can be targeted as such. If you are not moving people register you as a pile of garbage, if you move than you are seen as a terrifying trash monster.

              I can't take full credit for this class, I received a lot of help from a lot of helpful people, and without them this class would be actual garbage. Thank you all.

[EDIT]: I altered the Compaction spell because I decided I had a more interesting Idea, here's the old one if you want it.

   3.       Compaction
30 ft.     creature/object                [Dice] Rounds
       Create a cube of force surrounding a creature or object within range, the creature or object is
       then compresses by the cube, dealing [sum] bludgeoning damage to the creature, and pushing 
       objects into the shape of a cube.

Monday, March 11, 2019

Magic Items: 10 more rare/magic items for your players to steal.

Hey, remember the first one of these posts I made more than a half a year ago? You know, when I said that I would make four more of them? Well, here's the second one.


1. Souldrain: A magical sickle, it drains the enemies morale. For every successful attack this weapon makes against a sentient being, they take one point of wisdom damage, once they lose all their wisdom, they go insane. After facing this weapon, you can recover any wisdom damage received along with a long rest.



2. Expanding Fungus: A purple fungus held in a glass jar. It feeds on microorganisms trapped in the air, such as dead cells (dust), this causes it to rapidly expand when exposed to any place where it has food (anywhere where life exists). It cannot feed off of humans in a way drastic enough to kill them, though it will destroy the first few layers of skin, leaving you itchy due to all the fresh exposed skin. It is impossible to walk through, and will suffocate anyone who is trapped inside it (there is no air in there, only Co2), it is good at blocking off doorways quickly.


3. Book of Advice: It looks like a four page paper pocket manual, bound together by a brownish-red string. In reality, it's a trapped demon. It dispenses valuable advice when you need it, while also hinting at the fact that it is a trapped demon. It wants you to free it, and to return all of its favors, you kind of have to.


4. Ace up the Sleeve: A magically enchanted playing card that shows whatever you want on the face.


5. Monocle of Seeing: Faintly outlines all creatures with a golden glow, every time you're hit, save to prevent it from falling onto the floor and breaking.


6. Pointer Ring: It's a laser pointer, except it's a magical ring. Animals are compelled to chase it around. Maybe it would be useful for presentations?


7. Ring of Falling: The opposite of a ring of feather fall, it makes you fall faster, and hit the floor harder. It makes a short drop deadly, such as stepping off of a carriage. You probably shouldn't use it yourself, but maybe give it away?


8. Fixed Pin: Its a pin, but when you press the pinhead, it floats in place. It can stab through anything that a normal pin could, such as paper.


9. Everlocked Doorknob: It's a doorknob, it's always locked, any attempts to unlock it fail, magical or otherwise. You could move it by dismantling it, but what's the point?


10. Ring of water Breathing: While you wear it, you can breathe water, but you can't breathe oxygen. Too much usage can cause lung issues.

Thursday, February 28, 2019

Realism: Proper Armor


Armor in RPGs is often misrepresented, not only is the armor class system flawed, but the types of armor, as well as levels of protection among them is also misaligned. This post will be my attempt at both explaining the problems, as well as providing my own solution.

Let’s start with the Armor Class system. In the armor class system, your level of armor as well as your dexterity score influence how likely someone is to damage you. Do you see the problem? It actually makes perfect sense for your dexterity score to influence your Armor Class, after all, that represents your skill at dodging, but the armor doesn’t help you dodge the blow, does it? I thought not, it simply lessens the impact of the blow, and generally pretty well. So while the idea of Armor Class isn’t wholly unnecessary, perhaps armor should be a separate part of the whole thing.

The next part to discuss is levels of protection. You generally see in system rules three little sections of armor: Light Armor, not that protective, but provides free movement; Medium Armor, more protective than light, but also more restrictive; and Heavy Armor, really protective, but really restrictive. Well, those are some pretty misinformed rules.
Light armor is often interpreted as leather armor, and if you’re going to use leather in your games, more power to you, just know that leather armor is only a fantasy trope because of movies. Historically, it was all but nonexistent. Anyways, leather isn’t very protective unless it’s thick, and thick leather is hard to move. Combine that with how expensive large amounts of quality leather would have been, and you have expensive, restrictive, and ultimately ineffective armor, what’s the point?
Ah, but here comes the gambeson, a light, cheap, and effective armor; made by sewing together layers of linen, which is basically the same idea as a bullet resistant vest. Gambeson was pretty good at protecting you, unless your opponent has just sharpened their sword to a razor edge; in which case you will get hit, but only for the first few hits, because sharpened edges dull quickly. Gambeson were also good against stabbing and impact based weapons. Remember how I told you they were similar to a bullet proof vest? The layering of thick fibered fabrics allows impacts to spread outwards before they do any damage to the actual person, which means the strike is significantly lessened.

Medium armor is thrown in as chain, I won’t say much about this; except that chain wasn’t much more protective than gambeson, the only difference being it specialized in defending against cuts rather than stabs or impacts.

Heavy armor, often plate or similar steel armors is put out there as a human tank, difficult to move in, but highly protective. In reality, it is both highly protective and very easy to move in; because it was designed to be. There are still issues with plate though.
First of all, they still have weight. Though not enough to make them clunky, it is enough to tire you over time. That’s why you wouldn’t want to wear it all day long. The second problem is visibility. Though there were helmets designed to allow for a better range of vision, they would always be sacrificing protection.
You probably couldn’t give two rats on a stick about any of this, so I’ll move on to the houserule you’re all here for.

Light Armor (e.g. Gambeson):
   Damage Resistance: 6 Piercing, Bludgeoning; 4 Slashing.
Medium Armor (e.g. Chain):
   Damage Resistance 5 Piercing, Bludgeoning; 7 Slashing.
Heavy Armor (e.g. Plate):
   Damage Resistance 8
You have no damage reduction from armor while prone.
Dodge is your ability to avoid getting hit, and is calculated as 10 + Dex mod.

The following system also puts in place a variety of historical strategies. For example if swords do 1d8 damage, I need to use a polearm on the guy in plate. It also puts to use the idea of wrestling an armored opponent to the ground so you could stab them through the eye slit.
I feel that the system is simple enough to be OSR, but it also makes the game a lot more strategic. Also, as a nice little bonus, you can make it so that damage to armor needs to be repaired, creating a nice little way to tax your players.

Armor needs to be repaired when it’s been used. In order to simulate the damage done to your armor, keep track of every time your armor fails to protect you, which basically means your D.R. is not enough to prevent you from taking damage. For every time this happens, your armor gains a damage point.
Damage points can be removed from armor by paying a smith to repair it.
I’m not going to put a set price on repairs because players should be allowed to haggle.

Tuesday, December 18, 2018

DM Tools: GLOG Initiative Tents!

Tis' the season to laugh at folly, 
Fa la la la la, la la la la.

Ah, it's that time of the year, and since the most wonderful time of the year quickly approaches, I figured I'd present my gift to all of you. Initiative Tents! We all like those, right? Anyways, I made a neat little document that you can download HERE.
So Sexy.

Don't Know What an Initiative Tent is?

Basically, you fold it down the center so that it can hang over your screen, alternatively, if you don't use a screen, you can just place it in front of your dice. The side that faces the players displays a picture either drawn by them, or printed off and stuck on there. The side facing you displays the following information to help you keep track of player info:

1. Ability Scores: located on the left side.
2. Hit Points: located in the upper right corner.
3. Character and Player Names: the two lines in the lower right corner, so you know who it is from   
    your side.
4. Attack: to the right of strength.
5. Defense: to the right of dexterity.
6. Stealth: to the right of constitution.
7. Move: to the right of intelligence.
8. Initiative: to the right of wisdom.
9. Save: to the right of charisma.

It's sort of like a mini character sheet, except for you.

If you have any problems, let me know in the comments so I can fix them.


Saturday, November 17, 2018

Realism: Better Weapons

Do any of us like realism in our RPGs? I know I do, that's why I'm writing this, a post that fixes weapons in RPGs, because I think they suck.

Within each of these categories are specific weapons, they deal different types of damage, and sometimes have abilities.

Daggers


First things first, daggers are not main weapons, actually, neither are swords, but we'll get to that later. I'd put them at 1d6 damage like they are in any other system, except they provoke an attack if the target is not prone. That way you can still use them, but it at least holds the obvious danger that close-quarters fighting would hold. Also, any light bludgeoning weapons would never have enough force to deal lethal damage, so there's also that.

Types

Rondel Dagger: Damage: piercing, +1 to hit vs. plate armor.
Stiletto: Damage: piercing, slashing.
Baton: Damage: bludgeoning, nonlethal.

Swords (Also Axes and Hammers)


Swords were only really used by themselves in duels or as civilian self-defense. A peasant probably won't have a sword, but anyone else will. Something to clear up, because maybe a lot of you know this, but maybe not. Long swords were strictly two-handed weapons. If you want a weapon that could be one or two-handed, that would be a hand-and-a-half, or bastard sword, a one-handed sword would be known as an arming sword. But keep in mind, they were all just called "swords".

As far as axes and hammers go, they were weapons used in the past, but they weren't the massive two-sided things we picture them as, they generally had small heads, that would carry a similar weight to a sword. They would even hit harder, since all the momentum is concentrated in the head.

Weapons in this category deal 1d8 damage.

Types

Arming Sword: Damage: piercing, slashing; one-handed; can be used with a shield.
Bastard Sword: Damage: piercing, slashing, bludgeoning; can be treated as an arming or long sword.
Long Sword: Damage: piercing, slashing, bludgeoning; grant a +1 AC bonus.
Battle Axe: Damage: slashing; can sunder wooden hafts, -1 to AC because they leave you open without a shield.
War-Hammer: Damage: bludgeoning, piercing; +1 to hit vs. plate-mail.
Maces: Damage: bludgeoning; +1 to hit vs. mail.

Polearms

not drawn to scale

Polearms were the main type of weapon from the medieval period. Why would you fight somebody within inches of feet of you when you could put a 6-12" pole between you and your enemy? There are so many different types of polearms, I'm honestly just gonna put a general writeup and give you a picture of some.

Polearms deal 1d10 damage.

Types

Piercing Polearms: +1 to hit vs. chain armor.
Bludgeoning Polearms: on a critical hit, concuss an opponent in plate-mail.
Slashing Polearms: +1 to hit vs. lightly or unarmored opponents.

If a polearm has multiple damage types, apply multiple effects, and just make it cost more or something if your worried about balance.

Source

Tuesday, May 29, 2018

Pathfinder Cheat Sheets

I wrote up a few cheat sheets for pathfinder, made them for the new players I'm GMing. Figured I might as well share it with you guys, so here's the links. (a few of the things are a little houseruley, so you can choose to ignore it, or use it if you want (e.g. the flanking rule for being in a corner.))

Pathfinder Actions Table

Pathfinder Combat Cheat Sheet

The actions table tells you what actions can be made during each phase in a turn, and wheher or not they provoke an AoO, the other one just has the basic rules for combat. Let me know in the comments if you want me to make more.

Monday, April 23, 2018

Races: Crystalline

I've suddenly had the idea of designing races for pathfinder, and not all the silly anthros, I want to do some very strange races, the kind of thing that would be playable, but would be more likely used to format an NPC in that weird lost civilazation your PCs just discovered, so if this post has been a long time coming, there's why.

Crystalline:

Crystalline's are 2 ft. tall pieces of gem that move about. though their color and appearance may fool some, they are really not made of crystal at all, but rather a highly flexible substance that closely resembles crystal. They take on the coloration of whatever gem they fed on most recently, allowing them to easily hide in their natural environment. Crystalline's live deep underground, thousands of miles past the limits that the underdark even lead to. due to this, travel there is impossible unless some special means of travel is procured, perhaps a seemingly bottomless pit that none have ever dared travel, or some fissure that opens up as a part of the world ending calamity to give you a few ideas. But I digress.  

The caverns that Crystalline live in are covered in a rich supply of gems, every surface in the entire system is made up of some type of gem. Among them, there is a certain elite that protect what is called the motherstone (translated), which is actually the core of the planet. The guardians of this stone use small fragments of it to fuel a special source of magical energy (this will be a class I make in the future). The motherstone has a strange effect on the gems that are around it, and there is a field of rainbow gems that constantly grow towards the motherstone, which the Crystalline harvest in order to sustain themselves. The Crystalline's believe that the motherstone is the birthplace of all life. Keep in mind that they have never left their single existing city. The stats for a Crystalline are as follows:

Type: Aberration

Size: Tiny

Base Speed: 20 ft.

Ability Score Modifiers: +2 Cha, +2 Con, -4 Int. Members of this race are rather hardy, and therr gem-like appearance makes them very well-liked, but they have slightly less developed brains than other creatures.

Languages: This species communicates with vibrations, and speak a unique language, it is considered very difficult for them to speak other languages, and will not likely ever be able to speak other languages (unless you put some different flavor to them.)

Racial Traits:

Bond to the Land: Members of this race gain a +1 dodge bonus to AC when in the (newly added)
Crystal terrain type. (we can't do underdark, because they aren't stone)

Crystalline Form: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

Camouflage: Members of this race gain a +4 racial bonus to stealth checks made in the crystalline terrain type.

Cave Dweller: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Skill Training: Knowledge (dungeoneering), and stealth are always treated as a class skill for members of this race.








Monday, February 26, 2018

Magic Items: 20 Custom Rare/Magic Items for Your Players to Steal

     Been a while, but my page was down. Which I was thankfully able to fix. After all, what would you do without me? Anyways, this is the start of a series of five (at least for now) posts that I will be making, so at the end, We should be at 100 magic items. Let's begin, shall we?


1. Pen of Messaging: This pen, when used to write on a paper, will send a mental thought of the      message to another person. It reads exactly what is on the paper. (fun roleplaying if bad grammar is involved)

2. Shifter's Armor: Made with a series of buckles and straps, this armor, which can come in many varieties, comes undone, and falls off when the user shifts out of human form. (this item does not give off a magical aura)

3. Shifter's Claws: (this one is meant specifically for the Shifter class) a set of gauntlets that morph along with the user's hands, allowing a shifter to deal an additional 1d4 damage.

4. Poisoner's Vial: Once per day, you can fill this ceramic vial with water, by the end of the day, the water will have turned into a single vial of potion.

5. Ring of Bad Judgement: when worn, this ring causes a -2 penalty to all wisdom based rolls. This is a cursed item. The player does not know about this effect.

6. Goggles of Violence: when worn, these goggles grant a +1 bonus to all rolls made while in a rage, the DC to get the user out of a rage, however, increase by 4.

7. Seductress' Corset: An extremely tight corset that allows you to, once per day, use a spell-like ability as charm. When used, you must make a DC 13 fortitude save or faint.

8. Black Book: a book containing a list of names, it also has an inked arrow that points in the direction of the person, a person's name is crossed off if they are dead.

9. Folding Table: A square metal cube weighing nearly nothing with a button on the side, when pressed, it expands into a small table that can seat two people comfortably.

10. Quick-Flick Rapier: This is a gold embossed rapier that allows a second attack per round, this does not incur the normal two-weapon fighting penalties, and takes up the time of a single attack.

11. Mask of Identity: When touched to a dead body, this mask takes on their characteristics, when it is worn, You gain the voice and features of that person, the features can be replaced once a week.

12. Talisman of Blinding: On command, this necklace can either blast out a single blast of light, causing all creatures in the room to make a save vs. blinding, or it can be used to give four hours of dim lighting, It must be placed under the sun for two hours in order to charge this ability.

13. Shell of the Golden Kappa: A golden shield decorated like a tortoise shell, this shield has the ability reflect evocation magic attacks, however, due to the uneven surface, It will reflect in a random direction, chosen by whatever method suits you.

14. Dark Destiny: This powerful sword takes the shape and properties of your preferred weapon, but always deals 1d12 damage, every time you kill a creature with this weapon, you need to succeed at a DC 20 will save or the weapon will devour your soul. Only a wish or miracle can restore the soul.

15. Scouter's Lens: when held over the eye, you can see an arial view of your surroundings, things that would block a bird's vision, such as trees, blocks yours too.

16. Box of Secrets: on command, this locked box bursts into flames, leaving nothing behind. (This includes metals.

17. Spacious Wagon: A covered wagon that works like a bag of holding, except people can sit in it as well. (This is OP, but would be cool for a smuggling operation, especially if the objects being smuggled are humans...)

18. Devourer Gem: A diamond you put part of your mind into, allows you to cast multiple spells at once, but you take a -2 penalty on all spells based rolls, and also for intelligence based skill checks, the penalty for skill checks can be reduced to neutral by having someone hold the gem up to your ear, this only works for spells if you are not attempting to cast both spells. treat this item as an intelligent item with the PCs personality, the PC does not share consciousness with the gem.

19. Ever Changing Map: A map of a certain area (most likely a continent), it displays a compass that moves with you on the paper, It also shows various weather patterns, and changes political borders immediately after disputes over them are settled.

20. Hat of Secrets: A hat that can have small objects stored inside it, up to 4 items that weigh 1 lb. or less, when you reach into the hat, you can pull the object out, the objects sit in another dimensional space, as bag of holding, and thus cannot be seen, and do not fall out of the hat when held upside down.

Wednesday, December 13, 2017

Homebrew: Witch-Hunter

         Welcome Back,

         Apologies for this post being down, I was unable to reupload it until recently after I had accidentally turned it into a draft, sorry if anyone needed it.


         Yes, yes, yes. I know that it shares it's name with an inquisitor archetype, but i think the inquisitor archetype sucks (don't take it personally, i just do). so I made this:

Class: Witch-Hunter

While many see magic as an aid to society, there are those who have differing opinions, some more strongly than others, those that become Witch-Hunters, however, take this to the extreme. having devoted much of their life to the studies of Hogsline, an antimagic force, have become true champions against the accursed arcane arts.

Role: The job of the Witch-Hunter is to quickly incapacitate casters then finish them off, making the fight more fair for martial-oriented characters.

Alignment: any neutral, witch-hunters generally don't care what happens to others, as long as their revenge is quenched.
Hit Die: 1d8
Starting Wealth: 4d6x10 (average: 140 GPs)
level
BAB
Fort save
Ref. save
Will save
special
1
+0
+0
+2
+2
Spell resistance
2
+1
+0
+3
+3
Dispel Magic
3
+2
+1
+3
+3
evasion
4
+3
+1
+4
+4
    Force Armor
5
+3
+1
+4
+4
Spell resistance
6
+4
+2
+5
+5
    Bonus Feat
7
+5
+2
+5
+5
uncanny saves
8
+6/+1
+2
+6
+6
    Protection from Spells
9
+6/+1
+3
+6
+6
    Spell resistance
10
+7/+2
+3
+7
+7
    Dispel Magic, Greater
11
+8/+3
+3
+7
+7
-
12
+9/+4
+4
+8
+8
    Bonus Feat
13
+9/+4
+4
+8
+8
Spell resistance
14
+10/+5
+4
+9
+9
    improved uncanny saves
15
+11/+6/+1
+5
+9
+9
    Bonus Feat
16
+12/+7/+2
+5
+10
+10

17
+12/+7/+2
+5
+10
+10
Spell resistance
18
+13/+8/+3
+6
+11
+11
    Bonus Feat
19
+14/+9/+4
+6
+11
+11

20
+15/+10/+5
+6
+12
+12
    Bane of Magi
Class Skills
The witch-hunter's class skills include: appraise (Int), bluff (Cha), climb (Str), craft (Int), disguise (Cha), escape artist (Dex), intimidate (Cha), knowledge (arcana) (Int), knowledge (history) (Int), knowledge (planes) (Int), knowledge (religion) (Int), perception (Wis), profession (Wis), sense motive (Wis), spellcraft (Int), stealth (Dex)

Skill Ranks per Level: 5+Int Modifier

Table: Witch-Hunter

Class Features
The following are the class skills of the Witch-Hunter:
Weapon and Armor proficiency: the witch-hunter is proficient with all simple and martials weapons, light armor, medium armor, and shields (except tower shields)

Spell Resistance: at level 1, the Witch-Hunter gains spell resistance equal to his level+ his wisdom ability score.

Dispel Magic:  at 2nd level, the witch-hunter gains the ability to deliver a melee touch attack as a swift action that acts as the dispel magic wizard spell, this ability is usable twice per day, and can be used an additional time per day every 3 levels beyond second, up to a total of five times at 18th level.

Bonus Feat: at third level, the Witch-Hunter gains access to the evasion feat as a bonus feat.

Force Armor: at 4th level, the witch-hunter can use one hour of study to generate a protective force around his armor, this force allows the witch-hunter to apply his armor class to touch armor class as well as armor class, at 11th level, the witch-hunter no longer requires the hour of study to activate this effect.

Bonus Feat: at 6th level, and every three levels thereafter, the witch-hunter gains access to a single bonus feat selected from the list of combat feats.

Uncanny Saves: at seventh level, the witch-hunter gains the ability to reroll one saving throw required by a magical effect, this class ability otherwise functions as the ability luck.

Dispel Magic, Greater: at 10th level, the witch-hunter gains the ability to cast dispel magic, greater as a melee touch attack, prepared as a swift action, this ability is usable an additional time per day at every three levels after the tenth.

Improved uncanny saves: at 14th level, the witch-hunter gains the ability to reroll both an extra save to a magical effect, as uncanny saves, and also the ability to make a DC 30 saving throw against magical effects that don't normally allow a saving throw.

Bane of Magic: at 20th level, the Witch-Hunter gains the ability to deliver a ranged touch attack that has the ability to leech all of the life force from a spell-caster class (decided by GM discretion), the caster is allowed DC 25 will save to negate, this ability is usable once per week.



        Feel free to give suggestions, also, this class is currently non-play-tested, so anyone who feels like doing so is free to do so.


until we meet again.