Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Thursday, April 2, 2015

B: Bards

I'm trying hard to make Bards "not suck" in my game. Here is what I have come up with so far:


Bard
Hit Die:d8
Prime Stat: Charisma,
Light armour proficiency,
Roguish weapon proficiency,

Inspiration:
A Bard gets 1d6 Inspiration points per level + their charisma modifier each day after spending an hour practicing.

Silver-tongue:
A Bard may spend 1 Inspiration point to gain advantage on a Persuasion check.

Bardic Lore:
A Bard may spend 1 Inspiration point to attempt a wits check to recall information once heard from a legend or a bit of gossip.

Bardic Performances:
The range of all Bardic Performances is 30ft. A Performance is an action. Performances can be maintained as long as the Bard takes no other actions or reactions up to a maximum of 10 minutes per level of the caster. Creatures must be able to hear the Bard for the Performance to be effective. Bardic Performances are considered to be charm/ mind control effects and thus do not effect mindless creatures. If a Bard is injured or otherwise distracted during a performance they need to pass a DC 15 wits save or the performance ends.

Novice Performances (1 Inspiration point to begin)
Distraction: Creatures must pass a DC 10 wits save or take disadvantage on their actions this turn.

Fascination: Creatures must pass a DC 15 wits save or they lose their reaction this turn.

Courage: Friendly creatures gain advantage on saves against fear and regain 1hp (cannot be used to stabilize or heal a dying creature).

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Comments and Questions are welcome.

Friday, April 19, 2013

PC Events: BARD

Go here to check out the series I'm continuing by Grim from Beyond the Black Gate. 

Go here to check out how I'm using these charts.

PC EVENTS: BARD (1d12)

1- You have fallen into an artistic funk.  Your performances suffer until you somehow get your groove back. You are in desperate need of some inspiration.

2- You receive a mysterious package containing an expensive masterwork instrument. It is the most beautiful instrument you have ever held.

3- Some competition moves in nearby.  As much as you hate to admit it- you know in your heart that they are better than you.

4- Your popularity absolutely explodes overnight.  Everyone knows you.  I hope you don't need to lay low anytime soon...

5- Your artistic idol is coming through the area!  Maybe you can get a jam session going! You HAVE to get an autograph!

6- Someone has been spreading rumors that you are inciting rebellion with your "subversive" lyrics.  You better get to the bottom of this before you get thrown in jail for treason.

7- The church is starting to crack down on "indulgent entertainment".

8- A new and popular upstart is ripping off your songs.  Nobody else seems to notice.  Something has to be done - or are you just losing your grip on reality?

9- Another bard or important critic starts a campaign against you.

10- Your lifestyle is starting to catch up with you.  You might start to suffer from a substance addiction.

11- You have attracted a very small but hardcore group of fans. They aren't planning on leaving anytime soon. (Roll 1d4 and add your charisma modifier, that is how many groupies you get)

12- A local person of importance firmly requests you play at an event they are hosting.  This could make or break you. (the event is to be held in 2d6 days) 

Next up: BARBARIANS

Cheers!

Thursday, April 18, 2013

Random Events and Monthly Weather

I'm running my own version of the classic adventure 'B2: The Keep on the Border Lands'. One of the things I did to set up the game world is roll up weather and random events for the next 2 months of game time.

I want to share with you how I'm doing it.

Set yourself up a calendar page on a piece of paper. Leave lots of room for entries under each day. Next go here:  http://donjon.bin.sh/d20/weather/ and generate yourself a month or more of weather in advance (note: light wind is the default so you might want to ignore it).

Next we determine if any special events occur. Roll 1d8 for each day. On a roll of 1 something interesting has happened. 

Now roll 1d6;

On a 1-3 a personal PC event happens that day. Randomly determine which PC it will effect. Then go here: http://beyondtheblackgate.blogspot.ca/2010/01/random-chart-pc-events.html and roll on the correct table for that character's class.

On a 4-6 go here: http://poleandrope.blogspot.ca/2010/09/meanwhile-back-in-town.html and roll on the excellent town event tables.

You obviously have last say on what is happening in your world and in your game. I just find it is particularly comforting knowing when it is going to rain ahead of time in my world instead of just deciding on the fly mid-game. This is a simple way to give a world a semblance of it's own life - and to keep those pesky players on their toes!

Grim from Beyond the Black Gate has alot of excellent random PC event tables. He didn't cover a few of the classes that are available to my players though, so I am going to post tables for these classes to fill the gaps.

- Next time: PC Bard Events! Cheers!

Wednesday, April 17, 2013

Mettle & Brawn


In my own game I am renaming the ability score 'Strength' to 'Mettle'.
Mettle is defined as:  "Vigor and strength of spirit or temperament"
Henceforth in my games Mettle will be used to represent a character's discipline and skill in combat. It will also be used to represent a character's bravery in situations which require it.  


I think this is an appropriate change, since for characters fighting in melee combat it is not really their physical strength being tested, but rather the qualities described above. Mettle will be used in combat the same way strength used to be.



I am also renaming 'Constitution' to 'Brawn'.
Brawn is defined as: "Muscle or physical strength."
Brawn will be used to describe a character's  strength, constitution, physical power, and resilience. Brawn will be used the same way constitution used to be, for bonus hp and for saves against poison and such. Brawn will also be used for things like breaking down doors and holding up crumbling pillars.


Comments and questions are welcome. Thanks for reading. Cheers!

Saturday, April 7, 2012

Familiar Tables

Random tables for generating a familiar. Roll or simply choose. I suggest one roll on the animal table followed by one roll for either color or a special feature, but you could roll on all three if you want. Go nuts.This is really just meant to get the ball rolling.


Familiars

Animal
1- toad/frog
2- owl
3- rat
4- raven/crow
5-snake
6-rabbit
7-fox
8-hawk
9-bat
10-cat
11-lizard
12-ferret

Color
1-deep blue
2-green
3-golden
4-spotted crimson
5-glowing pink
6-rainbow

Feature
1-antlers
2-unicorn horn
3-sharp fangs
4-spikes
5-bat wings
6-strange eyes

Saturday, January 28, 2012

Pathfinder on Carcosa

My suggestions for playing a Pathfinder game set in Carcosa.

Pathfinder classes available in Carcosa:

Sorcerer
Available Bloodlines:
-Aberrant
-Aquatic
-Dreamspun
-Pestilence
-Serpentine
-Starsoul
No Archetypes.

Oracle
Dark Tapestry Mystery
No Archetypes.

Summoner
No Archetypes.

Fighter
No Archetypes.

Barbarian
No Archetypes.

DM notes:
Use the slow advancement track for experience. Severely limit magic items, in fact no standard type magic items should be in play. NPC's will not provide magical help for any reason, including healing or curse removal. Any character with skill ranks in knowledge Arcana, The Planes or Religion my attempt to use rituals. No prestige classes or multiclassing.

Many creatures in the Pathfinder Bestiary make excellent foes in Carcosa such as Serpentfolk, as well as pretty much anything reptilian, fungoid, slimy, or tentacled.


Happy gaming.

Friday, November 18, 2011

MOST BADASS PARTY EVAR!!1

Seriously, I want to show this video to all my players from now on whenever they are going to be stating up new characters. So many adventure ideas from this 3minute 46 second video- PLUS the music is super legit.

The song is called "Iron", it is by WOODKID

This Assassin's Creed game trailer that features the song is pretty awesome as well...

Monday, October 24, 2011

Livin the dead life

Immortality. Powerful men and women have committed some of the most atrocious acts to cheat death.  There are many methods used by the corrupt and desperate, many vile strategies passed down throughout the ages.

Warriors will arm themselves with powerful magic weapons and armor, melding their life essence with these tools of war. In death only the most horrible butchers will be able to exert their will over the souls those they massacred in life. Raising armies of slaughtered soldiers to sustain their vile existence these warriors will rise from their tombs and cairns as unholy Wights.

Wizards who seek to unnaturally extend their years will eventually become Liches. The process of becoming a Lich melds arcane science with pure evil and requires the life force of many innocents.

Evil priests who please the gods of darkness are sometimes able to continue their work beyond death. The priest is specially prepared in a ritual which turns the body of the deceased into a perfect receptacle for their spirit to live on within. Virtually immune to aging the body of the priest is wrapped in fine cloth bandages and robes and adorned with unholy vestments wrought of pure gold.    

The master thief can steal virtually anything, but immortality is elusive. A thief who hopes to steal the secrets of immortality must put aside every last shred of morality. The thief becomes an insubstantial shadow, the ultimate assassin or burglar. Able to glide through walls and stab through their victims chest to pierce the heart, without marking the skin. The Geist is sustained by its own dark personality, greed driving it forward, it covets treasure without having any mortal use for it.














 click to bigify

Tuesday, October 18, 2011

Black Ops Classes

Alright, so I have been playing the Xbox 360 game Call of Duty Black Ops a lot. A LOT.
It is very fun and addictive, even though I'm not great at it. One of the things that makes the online multiplayer so fun for me is the class customization.

You start off with 6 class slots you can customize. As you play you earn more points that you can use to buy new weapons and equipment as you unlock them and level up.

Here's the best picture of a class creation screen I could find.

 














So you get:
  • one primary weapon 
  • one secondary weapon
  • a lethal option
  • a tactical option
  • an equipment slot
  • three perk slots
The first perk slot changes your appearance, as well as gives you a powerful advantage.
'Ghost' for example makes you invisible to enemy spy planes.
The other perks don't change what you look like but still break the regular rules.
For example 'Hardened' makes your bullets penetrate deeper though walls and cover, and 'Tactical Mask' makes you immune to the effects of a Nova gas grenade.

I was wondering how well this approach to character creation would work in a pen and paper rpg. For character creation and as well as for equipment and armament purposes. The perks would turn into your class and different class archetypes or fighting styles. Instead of a encumbrance system a character would instead have 'equipment slots'.

I donno.

More on this later probably.

Saturday, April 9, 2011

H is for Heroes

Alright this post is a bit late but whatever im doing it.

From my understanding 4th edition using something called 'Tiers', which -feel free to correct me if I'm wrong- delineate certain character lvl groups, so for example lvls 15-20 are the epic tier. I like the idea of having those certain lvls and the portion of your characters story be clearly represented along those lines. After all in B/X becoming 'Name Level' is kind of like ascending into a new tier, the character is now expected to settle down a bit, or at least build a stronghold of some type. So in keeping with this philosophy I plan to break my character progression rules into 3 distinct tiers, which represent different phases of a heroes' journey.

Champion: Levels 1-5
The Champion is a crusader for their particular cause or profession. Though certainly not the most skilled members of their class they stand tall above the regular folk of the realm. They are considered to have at least some minimal contacts with other members of their class or possibly a higher lvl patron. They may purchase the services of hirelings.
A Viking Champion

Hero Levels 6-10
The Hero is likely to be renown throughout the lands and will certainly command a fair measure of respect- if not for their profession at least for their skill. The Hero embodies the true nature of the class and will be considered a peer to other hero lvl characters despite conflicts of race,gender, or alignment.  A hero may attract followers.
A Viking Hero
Lord Levels 11+
The Lord is truly one of the most powerful members of the class and will often take an active role in the fate of the kingdom they inhabit.  Lords are likely to establish Strongholds and attract many lower lvl members of their class. Lords have access to very powerful abilities and represent the very pinnacle of achievement in their chosen profession.

A Viking Lord

I think in my B/X thing there will be certain rules and more indepth guidelines following this system which will be class specific. Also I want to include rules for starting a character at the certain tiers instead of always just starting at lvl 1 every time. I might call these things chapters instead of tiers in my stuff, to go along with the Hero Story kind of theme.

Saturday, April 2, 2011

B is for Bard

Ah, the Bard. Commonly regarded as the worst class ever. I like the Bard however, and I think there is a place for them in my B/X inspired adaptation (need a good, short catchy name). In my B/X thing I want there to be a class which pairs directly with each ability score. For Charisma the class will be the lowly Bard.

I don't want my Bard having any real arcane spell ability, instead they gotta use their pure Charisma and musical talents to bring them victory. To this end, the Bard will be fairly combat capable but also needs more abilities to balance not having spells. I'm thinking they can try to charm and distract opponents with their music, inspire their friends and confuse their enemies. The Bard can also use their music to cancel certain charm and magical type effects which could harm the party. A bards music can cause some spells to fail. Additionally the bard will be very likeable because of their hopefully high Charisma, able to open doors for the party in town that would normally need to be kicked in by the fighter.

I know what I'm describing sounds alot like the 3.5 bard sans spells but I think in an Oldschool game those powers jump up a bit in terms of utility. Individually each little power I describe may be fairly insignificant, but when put all together it should create a class that is almost always useful to have around.

A is for Animator

Ok, so I realise its actually 5:00AM April 2nd.
But I haven't been asleep yet so I'm still going to post my A topic. I'll do the B topic later in the day.

I like Magic Users in theory, but on the table I have alot of problems with them. But anyway, I think there should be some dedicated sub classes for things like Necromancers, Alchemists, Illusionists, RuneSmiths, and Animators. I see the Animator class as the primary builders of magical constructs, in fact that's their main ability, with much less access to traditional spells then other Wizard types.

Animators start with the basic spell -'Animate Object' and the ability to animate two types of basic Golems: the Doll Golem and the dreaded Cookie Golem. At lvl 1 the Animator can create one lesser Golem as well, the Staw Golem, a very weak and flammable man shaped bundle of straw.

At lvl 2 the Animator gains the abilty to construct Rope Golems, they are very weak as well but are good at entangling and strangling opponents. Rope Golems are made of a single rope looped and tied several times to make a humanoid shape.


At lvl 3 the Animator can create Leather Golems, again they are fairly weak but are resistant to bludgeoning damage, the slap of their leathery arms can pack quite a sting. They are created from thick strips of leather stitched together.

At lvl 4 the Animator learns how to build Wood Golems. The Wood Golem's punch is quite powerful, but it is quite slow and ungraceful compared to the other lesser Golems.

At lvl 5 the Animator can build the ScareCrow Golem. The ScareCrow is a decently fast and powerful construct, built from an amalgamation of the materials used for the other lesser Golems. The ScareCrow is fairly intelligent and devious for a construct, they have a reputation for being disobedient to their masters.

Lvl 6 Clay Golem

Lvl 7 Flesh Golem

Lvl 8 StoneGolem

Lvl 9 Iron Golem

There are also rumors of other types of Golems which Animators can create.

I actually ran this class once several years ago, it was a big hit. Not sure if I like how the Golem building progression  works, I will get back to this class and Wizards in general at some point.

Saturday, January 15, 2011

Picking Pockets - part the second

 Continued from part1: http://therustydagger.blogspot.com/2011/01/picking-pockets.html

Why does my pickpocket table has an entry for a result of 21+ which I labeled Finery? This is because I add a modifier to the roll in certain situations as follows:

If the location doesn't suggest a particular tendency toward either high or low class NPCs I leave the roll unmodified (a marketplace with both beggars and wealthy merchants).

If the location is slightly more likely to contain a particular social class I add or subract by 2 (+2 for a high end nightclub or -2 for a labour district).

If the location is particularly likely to contain a certain social class I add or subtract by 5 (+5 for the Royal Ball, -5 for the city slums). This method is intended to separate the two extremes while maintaining a wide degree of variety in the middle range.  Additionally I modify the dice result by +1 for every two levels or HD of the target, if any.

Now on to the random result tables (1d6)

Beggar odds and ends:
1 = Moldy breadcrust
2= Small carved charm
3= Flint/steel
4=Spoon
5=Rusty shiv
6= Roll twice more- ignore further 6s

Poor odds and ends
1=Stale piece of bread
2=Small wooden holy symbol
3=Small metal tin, possibly chewing tobbaco
4=Needle and spool of thread
5=Knife
6=Roll twice more- ignore further 6s

Commoner odds and ends
1=Apple/cheese
2=Tool
3=Dagger
4=Pipe, tobbaco
5=Candle/matches
6=Roll on Middle class chart

Middle class odds and ends
1=Small book
2=Key
3=Cards/dice
4=Flute/harmonica
5=Cigarettes
6=Roll on High class chart

High class odds and ends
1=Roll on Middle class chart but item is masterwork
2=Fine handkerchief or gloves
3=Pocket watch /Picture locket
4=Small bottle or flask (check contents bellow)
5=Wallet or purse (check contents bellow)
6=Roll on Finery chart

Small bottle or flask
1=Alcohol
2=Perfume/cologne 
3=Holy water
4=Sanitizer
5=Beverage
6=Potion or medicine

Wallet (2d6 gold plus roll once bellow)
1=Receipt/ticket
2=Paper (check content bellow)
3=Wallet is made of expensive leather
4=Cigarette case
5=Reward for return note
6=Key or embarrassing object (up to you)

Purse (2d6 gold plus roll once bellow)
1=Makeup
2=Paper (check content bellow) 
3=Candy
4=Cigarette case
5=Mirror
6=Key or embarrassing object (up to you)

Paper
1=Document
2=Note
3=Map
4=Letter (possibly romantic)
5=Schedual
6=Picture

Finery
1=Expensive hat/hairpin
2=Drug or special substance
3=Monocle/opera glasses
4=Walking stick/cane
5=Jewelery (roll on jewelery chart)
6=Minor magic item (up to you)

Jewelry
1=Medallion/broach/chain/necklace
2=Ring
3=Cuff links/buttons
4=Earings or other accessible piercings
5=Watch or bracelet
6=Roll again but jewelry is masterwork

So there it is, I think its a pretty good system, not too complicated and can be alot of fun (especially those embarrassing items and ``other accessible piercings``)  If anyone reads this I encourage you to give it a try and tell me how it worked out.

Friday, January 14, 2011

Picking Pockets

I've never really been satisfied with any games take on handling picking someones pocket, so I developed this method recently which I've used in play a few times now.

Alright, if a thief PC wants to pick a pocket in most cases its just for some random coin and not for targeting a specific NPC. So in most of these regular cases I stipulate that the PC has to be in some sort of group or social situation like a crowded market or tavern.  Then I have the PC roll a perception check to case the crowd for the likeliest victim, A success means the thief finds a good target, a failure means the thief doesn't see any good opportunity, a bad failure means that people have noticed the character checking them out and makes further attemps ethier more difficult or even impossible.

Once the PC has found a good mark I roll on the table bellow and give them a description of the target as well as any visible loot. At this point the PC has the option of going through with the steal if they still want, if so they have to make a stealth/dexterity check opposed by the targets perception- If successful the thief gets the item undetected, If not the target could get hostile and things could get messy.

D20 Roll
1=Nothing of value
2=Beggars odds and ends
3-4=1d6 copper
5=Poor odds and ends
6-7=2d6 copper
8-9=1d6 silver
10=Commoner odds and ends
11-12=2d6 silver
13-14=1d6gold
15=Middle class odds and ends
16-17=3d6 gold
18=Highclass odds and ends
19-20=Minor jewlery
21+ Finery

In the next post I will explain this table a bit and give several more tables to cover the results.

Part 2: http://therustydagger.blogspot.com/2011/01/picking-pockets-part-second.html