Saturday, February 13, 2016

X-Files: Guy Mann

The X-Files has returned and I thoroughly enjoyed Season 10, Episode 3 Mulder and Scully vs the Were-Monster.






GUY MANN 3 (9)


Motive: Have the curse of humanity lifted
Environment: Near a forest
Health: 9
Damage Inflicted: 1
Armor: 3
Movement: Short
Modifications: Complaining About His Job 4, Hiding 4, Speed defense 4
Combat: Guy is concerned most about fleeing from his enemy or hiding, but will shoot blood from his eyes if cornered. Shoot Blood From His Eyes: When a character rolls a 1 while defending against Guy within Immediate range, he shoots blood in their eyes.  The character has the Difficulty of all of their actions increased by 1 for one turn.
Use: Guy is humanoid lizard trapped in a world he didn't make and simply wants to hibernate for another 10,000 years and stop turning into a human.
Loot: --





Friday, February 12, 2016

Clerical Work: Specialty Priests of Glimmerwing, Rainbow-Feathered Heavenly Herald for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And today Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  



GLIMMERING, RAINBOW-FEATHERED HEAVENLY HERALD
PRISMBEARER
Prerequisite: Cleric with the Knowledge or Light Divine Domain
The Heavenly Herald guides you to bring the Light of Truth, in all of its forms, to those you serve.

Thanks to your devotion, you gain the following benefits:
  • You may take the dash action as a bonus action.
  • You learn the dancing lights and fire bolt cantrips.  When you cast the dancing lights cantrip it doesn't require your concentration.
  • You learn the chromatic orb spell and it is a domain spell for you. When you cast this spell you may also choose force, psychic, or radiant as the type of orb you create.
  • You learn the color spray spell and it is a domain spell for you. When you cast this spell it effects an additional 2d10 hit points.
  • You can cast the hypnotic pattern spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.

Thursday, February 11, 2016

Clerical Work: Specialy Priests of Valarkon, Winged Lord Law & Justice for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And today Trey Causey expanded things for the Otus Pantheon.  I decided to do a series of posts setting up each deity's Specialty Priests, the deity's name is in yellow and the feat's name is bolded.  

I found both posts incredibly inspirational and just wanted to join the band, if they'll have me.






VALARKON, WINGED LORD OF 
LAW AND JUSTICE
WINGED VICTOR
Prerequisite: Cleric with the Life or War Divine Domain
The Winged Lord teaches you to tolerate no evil, enforce his law, and bring justice to all.

Thanks to your devotion, you gain the following benefits:
  • Difficult terrain doesn't slow you down.
  • You gain proficiency in mauls. When you roll a 1 on a damage die for an attack you make with a maul that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1. 
  • You learn the searing smite spell and it is a domain spell for you.
  • You can cast the fly spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.

ParaMilitary: Bake-Kujira for Weird War 2 and Savage Worlds



Pacific Ocean 1946
Project: Crystal Ball has begun investigating the disappearance of a navy vessel near Hawaii.  According to reports taken from the three survivors, a ghostly or skeletal whale sunk their ship.



"It was something out of my nightmares..."

-A verbal report from Ensign Lief Strucker





BAKE-KUJIRA  
Wild Card


Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+9, Vigor d12

Skills: Fighting d8, Notice d6, Stealth d6, Swimming d10, Tracking d6

Pace: --; Parry: 17; Toughness: 19 (11)

Equipment
Claws 1d12+1d6

Special Abilities 
• Unarmed Attack 3d12
• Aquatic 10 pace
Etheral
• Fear -3
Size +9
Strength +9

Wednesday, February 10, 2016

Psionics Unearthed: Tesseract for D&D 5th Edition is now LIVE on the Dungeon Master's Guild





My third entry in the Psionics Unearthed series, the teleporting Tesseract just launched on the DMsGuild.com


Here's an excerpt:

A human crouches low behind moss-covered boulders.  The sun is low in the afternoon sky and shadows stretch long across the windswept trail that leads into the nearby hills.
   She spies her quarry, a cadre of six hobgoblins, all members of the Boneripper Legion. Four of them are riding on horseback coming toward her.  The last two are driving an empty cart, drawn by two mares.  The fact that she’s too late to free their slaves make her gorge rise, but she focuses on her mission, on justice, on vengeance.  
   Pop! She teleports to the closest rider and the hobgoblins head leaves it’s shoulders before the creature could even blink.
   Pop! She’s slit the throat of the second rider and only now are it’s comrades even becoming aware of the threat to them. 
   Pop! She’s pierced the heart of the third one, just as the fourth hobgoblin begins to draw it’s weapon. 
   Pop! She drops to her knees, staying low behind her enemy, in the empty cart they pull, her prey frantically casting about, looking for their enemy, fear plain in their inhuman eyes.
   Pop! 
   Pop! 
   Pop! 
   Her bloody task now done, she wipes the blood from her longsword on the last corpse and takes one of their horses. There are slaves to free or at the vey least slavers to take vengeance upon.

The Old World: Skinks





Shorter and leaner than Saurus, Skinks are less physcially strong than their cousins, but make up for it with their higher amount of initiative and ability to understand abstract concepts, and perform complex tasks. Though completely loyal to the Slann, the Skinks often act independantly of them, directing the other Lizardmen to ensure to smooth everday running of life in the temple-city, deferring to the Saurus only in times of war.

Skink's buggish eyes, rows of razor sharp teeth, and large, fleshy extendable crest on the top of it's head make it an unnerving foe to face. However the primary purpose of the crest is to enhance communication, and subtle movements and hue changes allow the Skinks to easily communicate silently before attacking an unaware enemy, or issue complex instructions to another.

Naturally aquatic creatures, Skinks make up for their lack of resilience by being equally at home in the water or on land. Able to stay underwater for large periods of time, and being excellent swimmers has led to an affinity with the Kroxigors, who despite their large size are similarly at home in the swamps and rivers of Lustria

SKINKS

1st level [REPTILE] 
Initiative: +5

Blowgun +6 vs. PD - 5 damage
        Natural 16+: The target is weakened.

Ambush +6 vs. AC  - 5 damage
        Natural Even Roll: 5 additional damage.


Nastier Specials
Leader: When the escalation die is 2, the skink summons 1d6+1 additional skinks.

Little Sibling: When the escalation die is 4, the skink summons 1d3 kroxigors.




AC 17

PD  11               HP 27

MD 15








Tuesday, February 9, 2016

Fantasy AGE: Avion Race for Eternia




AVION

You come from a civilization of winged simians who live high on the peaks of the Mystic Mountains.  You are lead by Stratos, a brave honorable warrior allied with King Randor. You have the ability to fly thanks to an enchantment from  the magical Emerald Staff.

Avion Names

Aero, Cumulus, Storm, Vortex

Playing an Avion
If you choose to play an avion, modify your character as follows: 

• Add 1 to your Constitution ability. 

• You have may Fly with a speed equal to 10 (minus armor penalty, if applicable).,

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Avion and Common Tongue.

• Roll twice on the Avion Benefits table. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different. 

Avion Benefits

2d6 Roll                    Benefit
  2               +1 Perception

3-4             Focus: Willpower (Courage) 

  5              Focus: Intelligence (Historical Lore) 

  6              Weapon Group: Bows 

7-8             +1 Accuracy 

  9               Focus: Communication (Leadership)

10-11          Focus: Constitution (Flying)

 12             +1 Dexterity 



Avion Stunt
Flyby (3 Stunt Points): You gain a +1 to Defense until the beginning of your next turn and you inflict an additional 1d6 damage on your attack.