Sunday, March 26, 2017

Pathfinder: Svetocher


Svetocher CR 1XP 400CE Humanoid (svetocher)
Init +7; Senses darkvision 60 ft.; Perception +7

DEFENSEAC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP 13 (2d10+2)
Fort +1, Ref +5, Will +1 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
Weakness light sensitivity


OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +5 (1d6+1) and 2 claws +5 (1d6+1)

STATISTICS

Str 14, Dex 17, Con 12, Int 9, Wis 8, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Blood Feast, Improved Initiative
Skills Fly +7, Intimidate +3, Perception +3
Languages Common

SPECIAL ABILITIES
Resist Level Drain (Ex)
A svetocher takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a svetocher takes are removed without the need for an additional saving throw.

ECOLOGY
Environment any land
Organization solitary, or court (2–5 and 1 vampire)
Treasure standard

Svetochers are the less common offspring of vampires and humans. These monsters typically enter the world by by ripping their way out of their mother's womb and typically spend their lives stalking their homeland. Although not driven to consume blood for survival as their undead progenitors are, svetochers nonetheless know a lifelong desire for blood that nothing else can truly sate. Svetochers are far more beast than human and are solitary in nature, only working together under the control of a vampire. Although polluted by undeath, svetochers do grow old and die, aging at a rate similar to half-elves.

FATE: Blastoise




BLASTOISE For FATE Accelerated
Pokemon, Water Type

Skilled (+2) at: Shooting, Tackling
Bad (-2) at: Defending against Fire Types, Hiding
Stunt: Tail Whip: On a successful close attack, a Blastoise can create an obstacle.
Stress: [ ] [ ] [ ]
            (2) Mild Consequence

Friday, March 24, 2017

Flashback Friday: Phlan's Leviathan for the Forgotten Realms and D&D 5th Edition

Phlan has been destroyed and rebuilt dozens of times in its long history, which has created haphazard catacombs below it.

However, when Abeir returned to Toril over a century ago, those tunnels were replaced by the ones found below the dragonborn city of Zolgotha.  Weirdly, when Abeir and Toril were finally freed of each other during the Sundering, the Zolgothan tunnels did not return..

Today, those catacombs below Phlan are known as Leviathan by those who use the network of tunnels just below the city's streets. Rumors insist that only the truly foolish would brave those darkened passages of peril and pain.  Leviathan is filled with monstrous creatures and wicked defenses that have protected most of it's secrets for over a century.

However, in the last year, the catacombs has been invaded by the Cult of the Dragon, hoping to find treasure and weapons in their newfound goal of freeing the Mother of Dragons, Tiamat.

There are even rumors that the Harpers have have lost agents in the bowels of Leviathan, in their mysterious duties.

The monstrosity that resides below Phlan is a lasting and deadly menace, and a reminder to the misfortunes of magic gone awry.

Wednesday, March 22, 2017

A to Z 2017 Blogging Challenge Theme Reveal #AtZChallenge




This is a few days late and I apologize.

This will be the fifth year I participate in the A to Z Blogging Challenge.

This year I will doing the A to Z of Hexcrawling.

That's right, in the month of April, I will create a 26 part Hexcrawl for my wonderful readers.

I hope you find time to check it out!

#AtZChallenge

Tuesday, March 21, 2017

D&D 5th Edition: Fast Zombie






FAST ZOMBIE
Medium undead, neutral evil
________________________________________________

Armor Class 12
Hit Points 18 (4d8 + 4) 
Speed 35 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
16 (+3)        14 (+2)        13 (+1)        5 (-3)      9 (-1)      5 (-3)
________________________________________________

Saving Throws Wis +1
Damage Immunities poison
Condition Immunities poison
Senses darkvision 60 ft., passive Perception 9
Languages --
Challenge 1/2 (100 XP)
________________________________________________________________________

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

________________________________________________________________________

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 4 (1d4 + 2) piercing plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises as a fast zombie in 1d10 rounds.


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 6 (1d6 + 3) bludgeoning damage.


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Monday, March 20, 2017

5E Modern: Gunslinger Sub-Class for D&D 5th Edition

The inspiration for the Gunslinger is the Advanced Class from D20 Modern. Feedback is welcome.



GUNSLINGER MARTIAL ARCHETYPE for the Fighter

Gunhawk (3rd level)
You are a master of modern firearms. You gain proficiency with all modern martial range weapons and Gunsmithing tools.
   In addition, if you may use a modern automatic pistol or revolver in your off-hand and gain your Dexterity modifier to the damage roll.
   Finally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with modern firearms.

Rain of Bullets (7th level)
You are a haze of bullets. When you use your Action Surge, you gain advantage with your ranged attack rolls with firearms.

Sharp Shooting (10th level)
You are a crack shot. You gain a +2 bonus to damage rolls with firearms.


Bullseye (14th level)
You are an angel of death. When you hit a creature with a range attack with a firearm you deal an extra 3d8 damage. Once you use this ability, you cannot use it again until you finish a short or long rest. 

Lightning Shot (18th level)
You are the fastest of the fast. If you do not take a move action, you may use your reaction to make a ranged attack with a firearm.










Sunday, March 19, 2017

Silent Legions: Giant Albino Penguin



GIANT ALBINO PENGUIN for Silent Legions

AC: 4
HD: 7
Atks: Smash x2 +5
Skill: +2
Special: Hulking
Move: 20'
Morale: 8
Dmg: 1d12 x2
Madness: 1d6
Save: 16+


They stand six-feet-tall, making them larger than even the Emperor Penguin. The modern Albino Penguins discovered by Dyer and Danforth in their expedition to Antararctia are concluded through sculptures to be descendants of archaic penguins bred by the Elder Things. When Antarctica became glaciated, the penguins retreated to a heated underground abyss, although years of evolution in these depths "destroyed their pigmentation and atrophied their eyes to mere useless slits."


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Saturday, March 18, 2017

D&D 5th Edition: Riding Frogs




Wild elves near the Lotus Marsh have ridden frogs for centuries. Almost a decade ago a half-elf trainer, named Rigel Somberweed, was hired by Baron Engulf to raise them and train them. The Baron successfully used them in battle against the Yellowscale orcs near Yawning Swamp. After the campaign gained success, riding frogs fell into favor.



RIDING FROG
Large beast, unaligned
________________________________________________

Armor Class 12
Hit Points 14 (2d10 + 3) 
Speed 60 ft.; swim 60 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
15 (+2)        14 (+2)        13 (+1)        2 (-4)      13 (+1)      5 (-3)
________________________________________________

Skills Athletics + 4, Pereption +3
Senses darkvision 30 ft., passive Perception 13
Languages --
Challenge 1/4 (50 XP)
________________________________________________________________________

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
________________________________________________________________________
ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the riding frog can't bite another target.


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D&D 5th Edition: Tizona


TIZONA

Magic weapon (sword), legendary (requires attunement)


• You gain a +3 on attack and damage rolls with this magic sword. If you have levels in the ranger class, you gain an additional +2 on attack and damage rolls against your favored enemies.

• If a favored enemy hits you with a melee attack roll, you may use your reaction to immediately attack them.


• The area within 10 feet of you is considered difficult terrain for enemies.


Friday, March 17, 2017

Side Quest: The Cave





The Set-Up
The characters are traveling through a valley on the way to their destination when a raging storm drives them to find shelter in a nearby cave.



The Setting
The cave is dry and clean and about 60 feet in is a large rock to the left. Behind the rock is a cache of valuables (paintings, busts, jewels, etc [worth 230 gold],  a stockpile of weapons [swords, maces, shields, spears, crossbows], and 4 weeks rations of food and water for 4 people.

The cave is 200 feet deep and is about 15 feet wide at the opening and 40 feet wide at the back. Their is a magical glyph on the far back wall, painted in white chalk.



Succeeding on  a  DC 15 Intelligence (Arcana) check, a character recognizes it as conjuration magic, but find it's symbology to be slightly alien.


The storm lasts for 9 hours.


The Twist
After 2 to 3 hours, the portal at the far wall opens and three Thri-Keen step through in a great rush, the portal closes after 12 seconds.

Jubal (Male, reddish brown carapace, left antenna is broken, stands 5'6" tall). He is the first through and he shouts to his two comrades to warn them of the intruders. He has the Magic Initiate feat and speaks Thri-Keen, Draconic, Elven, Undercommon.

Ista (Female, dark blue carapace, she is wearing a metal lens over her right eye, stands 6'2" tall). She is wielding 2 longswords that she uses in place of her claws. Her lens is a magic item that allows her to add twice her Dexterity modifier to Initiative checks. She has advantage on Charisma (Intimidation) and (Persuasion) checks and the Inspiring Leader feat. She speaks Thri-Keen, Common, and Dwarven.

Malia (Female, yellow-green carapace, missing her secondary right hand, she seems distraught and keeps saying "Ega" over and over, stands 6'5" tall). She wields a great axe and has the Savage Attacker feat. She only speaks Thri-Keen.

Ista demands to know if Gog Zuker sent them. She says that the bounty on their heads isn't worth dying over and warns them to retreat from the cave at once. 
   If the characters remain calm and communicate, they learn that the group of Thri-Keen are rebels on their world (an alternate Prime they call Teara) and are fighting against the corrupt rule of the Gogs, hobgoblins who control a series of authoritarian City-States. They acquired a magic chalk that allows them to crate portals to this cave and use it to steal weapons and valuables to aid their rebellion. They were in a tough fight before escaping and lost one of their band, a thri-keen named Ega and Malia's mate. They are not willing to share their cache or give up the cave under any circumstances, but will allow the characters to wait out the storm before leaving. 
   If a cleric or a paladin is in the party, and is part of the communications they will learn from Jubal that the gods were killed by the Gogs two millenia ago. Jubal is very curious about their religion and will take notes on what he learns.
   If there is a warlock in the party, and is part of the communications they will learn from Jubal that the Gogs are warlocks who serve a fiendish patron named Thur Zomm.

If a fight occurs, and things are looking badly for the thri-keen, they will retreat with the chalk (it's an action for Jubal to open the portal) and the portal will remain open for 2 rounds.

Wednesday, March 15, 2017

D&D 5th Edition: Demon Bear



A demon bear is a horrific and determined enemy that targets and hunts mystics. Once on it's prey's trail, it is a difficult opponent to defeat.



DEMON BEAR
HUGE fiend (demon), chaotic evil
________________________________________________

Armor Class 14
Hit Points 86 (8d12 + 32) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
20 (+5)        10 (+0)        18 (+4)        15 (+2)      16 (+3)      11 (+0)
________________________________________________


Skills Perception + 6, Survival +6
Damage Resistances cold, necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common
Challenge 5 (1,800 XP)
________________________________________________________________________

Sense Psionics. The demon bear can sense any humanoid with psi points and it's location within 5 square miles.



________________________________________________________________________
ACTIONS

Multiattack. The demon bear makes two attacks with its claws.

Claws. Melee Attack: +8 to hit, reach 15 ft., one target. 
Hit: 16 (2d10+5) slashing damage. 

Corrupting Rake (Recharge 5-6). A creature within 15 feet must make a DC 16 Dexterity saving throw. On a failed save the demon bear takes total and precise control of the target. Until the end of the creature's next turn, the creature takes only the actions the demon bear chooses, and doesn’t do anything that the demon bear doesn't allow it to do. During this time the creature can use a reaction, as well. On a successful save, the creature takes 5 (1d10) necrotic damage and it's hit point maximum us reduced by the same amount. The creatures dies if this effect reduces its hit point maximum to 0. A humanoid slain in in this way is raised as a zombie at the beginning of it's next turn.


Teleport. The demon bear magically teleports up to 120 feet to an unoccupied space it can see.
 

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Tuesday, March 14, 2017

D&D 5th Edition: Specialty Priests of Thor




THOR
THUNDERSTONE
Prerequisite: Cleric with the Tempest or War Divine Domain.

You are dedicated to the Thor, the God of Thunder.

Thanks to your devotion, you gain the following benefits:

• When you wield a warhammer it deals thunder damage.

• You have resistance to lightning and thunder damage.

• You have advantage on Athletics skill checks.

• An an action, you can recover one level of exhaustion. 
Once you use this ability, you cannot use it again until you finish a long rest.

• Your divine strikes deal an extra 1d10 damage, instead of 1d8 and
 at 14th level this increases to 2d10, instead of 2d8.

Monday, March 13, 2017

D&D In Space: Soul Gem for Dungeons & Dragons 5th Edition



SOUL GEM
Wondrous Item, Legendary

You gain the following benefits while possessing the gem:

• As an action, you gain advantage on any Skill or Tool roll.


• You automatically succeed on any Charisma saving throws.


 You invoke a soul blasting attack. A creature within 15 feet must succeed on a DC 18 Charisma saving throw or take 4d12 radiant damage. If the creature rolls a 1 on their saving throw, the Soul Gem steals their soul and the creature dies.

• You gain resistance to radiant damage.

• 4 / day you may cast Dominate Beast.

• 3 / day you may cast Dominate Monster.

• 3 / day you may cast Dominate Person.


If you like this magic item, consider checking out my products on the DMsGuld.com
  

Review: Fantasy AGE Bestiary



Fantasy AGE and Green Ronin's Adventure Game Engine as a whole, has been one of my favorites since it launched with Dragon Age.

The Fantasy AGE Bestiary is a welcome edition to the line. It's beautifully illustrated and very appealing to the eye.

Full disclosure I was given a PDF for review purposes.

Section 1 discusses the book and it's contents and gives guidelines for upgrading an adversary to Elite, Heroic, or Epic in strength. The upgrade guidelines are each about a paragraph and straightforward to enact.

Section 2 covers 67 antagonists and their variants. Each creature is given an illustraion and a minimum of two pages, which covers their folklore, they type of antagonist they are, several adventure hooks, their stat blocks and what level of Threat they are.  The folklore draws from cultures all over the world and I truly appreciate that. And the adventure hooks could easily provide for a night's adventure.
   I want to reiterate that the art for each creature and the layout are top-notch.
   Creatures range from chimera, formoiri, morlocks, mothmen, shadow people, thin men, trolls, and weresaurs (werevelociraptors).

 Section 3 covers more mundane beasts of all kinds, 18 in all. This where you find swarms of bats, dogs, and giant squid. No illustrations are presented, and I didn't find them necessary. 

Section 4 opens with an in-depth examination of modifying monsters and presents 35 special qualities that can be applied to any antagonist. These things like Berserker, Blending, Eldritch, Magic Resistance, Pack Advantage, Shifting, Sunblighted,  and Winged.
   Next up are guidelines for combining special qualities to form specific templates to apply to antagonists and an example, the "mad machine" template is provided.
   After this is a discussion of borrowing other creature's special abilities as qualities for other antagonists.
   It follows with a discussion on using Talents and Focuses for further customization.
  A side-bar on the collateral damage from large, powerful menaces presented within the Bestiary.
  A brief discussion on having antagonists use magic items for the player's to find as loot as a common trope of the genre. It does discuss how, if possible, the antagonist could easily wield the item against the players.
  Next is a discussion in simply reskinning monsters for your needs and with all the tools presented in this section, when combined with the rest of the book, have easy and useful tools to create numerous enemies with a minimum of time.

Pros Green Ronin makes great books and if your a fan of the AGE system, the book is indispensable. The presentation and tone of the Bestiary reminds of a worth successor to the Old World Bestiary, that members of the company designed for Warhammer Fantasy 2nd Edition for Black Industries. Which, for me, is high praise.

Cons if you don't play the AGE system, it's got some great inspiration but would require some work.

My Advice buy this book if you enjoy the Adventure Game Engine.

Sunday, March 12, 2017

Side Quest: Kroft, A Fantasy Village

I'm trying something new, a roughly sketched outline for an adventure. Something very much like Knights of the Dinner Table's Hook, Line, and Sinker.


The Set-Up
The characters are moving down the road, surrounded by flourishing farms and nearing a quaint village, when the scent of food (specifically ham or bacon) nearly overwhelms them. 




The Setting
The village of Kroft is comprised of:

The Iron Nail, an Inn owned by the Widow Seera Glenn (31, always wears a scarf that covers her hair). She runs it with her children Curt (15, has a blue and green eye ), Nigel (13, his nose is always running), Robb (11, flaming red hair), Neena (11, dresses like a boy), Tanith (9, bright orange hair), Myron (7, thick spectacles), Moses (5, crazy, unkempt curly hair), Irena (3, stares judgmentally at one of the characters specifically whenever she is in the room with them), and Clem (1, is always smiling) and her brother-in-law, Aron (21, he has a stutter). There is a heavy and strange looking "nail" over the outside of the front door. Only Myron will talk about, saying that fey haunt the entire region and their Mother believes that they cursed their Father (he will not utter his Father's name for any reason, nor will the rest of the family).

Erick's, a feed store that also serves as Kroft's general store. It is run by Kearn Erickson (4th level Champion Fighter, 39, his hair is white and he has a northern accent, he will admit to being a former adventurer  if pressed, who returned home several years ago to retire and take over his father's business; if pressed he brushes over any details about his father). His wife, Madrid (Half-Elf, 22, with eyes the color of almonds and long, golden-blond hair down to her butt), helps run the store part of the time, but focuses on their newborn son, Kotton (6 months, he's deaf, which Madrid accepts, but Kearn refuses to).

The Sterling Note, is owned by Albus Sterling (47, he has a large goiter) and is a well-renowned maker of tonewood instruments he finds in the surrounding forests. He has an apprentice, Yggrette Huren (35, has a prosthetic left hand, has a raunchy sense of humor) and her son, Edgar (15, tall and handsome, but is very protective of his Mother and Albus and can play all of the instruments they make), who has taken over finding the tonewood Albus needs for each project. 
   Albus has a local Baroness, Desdemona von Brom, as a patron and his creations are extremely popular throughout the region. His shop's location in Kroft is the village's primary reason for being on the local trade route.

The Green Place, is a two-story building maintained by Licorice Vernon (3rd level Oath of the Ancients Paladin, 28, dark complexion, large brown eyes, a western accent, she curses in Elven and has no love for Albus Sterling or his patron, but she has a soft spot for Edgar). The first floor is a shrine to Aja, Goddess of the forest, animals, and healers. While the villagers are not necessarily faithful to Aja, they gather here once a week at dawn and dusk due to their fears of the fey in the surrounding forests.
   The second floor is her workspace as a healer, midwife, herbalist, and soothsayer and has a separate entrance in the back of the building.

There are half-a dozen homes (the Von Diehls, Carruthers, Watsons, Brightflames, Whellings, and Jollywalks) in the village proper, as well as four farms (raising crops, cattle, hogs, goats, and chickens) surrounding it for a few miles.

The Twist
Kroft is a literal ghost town. Two summers ago, Howling May (A Green Hag, she refers to everyone as "my child", her eyes burn with orange fire, and her teeth are broken) and her Coven descending onto the village and surrounding farms, murdering it's denizens in a single night and cursing them due to Edgar ignoring Albus' warnings about not selecting tonewoods in certain areas of the forests (he didn't choose to elaborate on a pact he had made with the local fey).

Early indications that things are not quite right will be animals behaving strangel (birds flying into a building, a chicken mooing like a cow), but the longer the characters are in the village things will escalate (exchanges with villagers replaying [deja vu], villagers looking dead out of the corner of a character's eye, cries of pain and hideous laughter in the dead of night. 

If the characters confront any of the above villagers, they will look confused and then begin calling for Licorice. If they characters confront Licorice, she will appear to wake from a stupor and be overwhelmed with grief. She will tell them the whole story and recount Howling May's rampage. Finally, she will ask for their help in freeing the villagers from the curse and move onto what lies next.
   If the characters agree to help her, she will tell them to meet her at an ancient well in the nearby forest at midnight.  When they arrive she will ask them to join her in a ritual, where Licorice will reveal herself as Howling May and have a surprise round to attack them (possibly joined by a satyr and two brown bears). If the group defeats Howling May, they witness the area transform into an abandoned village and unkept farms. Licorice will step out of the well and reveal a secret cache of treasure in the second floor of The Green Place (a ring that grants darkvision, a silver longsword, 35 gold). 
  Finally, an lonely, hermit will approach the characters. He will introduce himself as Erwin Glenn (36, unkept hair and beard with streaks of white, haunted look in his eye) and he was away from Kroft, delivering an instrument to Baroness von Brom for Albus when the Howling May attacked. His red eyes and tear streaked face reveal his deep sorrow, but he thanks the characters for freeing his family from their curse.






Saturday, March 11, 2017

D&D In Space: Gorignak for Dungeons & Dragons 5th Edition



These creatures are extremely violent, and are angered greatly by vibrations in the ground and sounds, sometimes sending it into a rampage. The creature seems at least partially sapient.



GORIGNAK
Large elemental, neutral
________________________________________________

Armor Class 14
Hit Points 66 (7d10 + 28) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
18 (+4)        9 (-1)        18 (+4)        9 (-1)      13 (+1)      7 (-2)
________________________________________________


Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities petrified, poisoned
Senses passive Perception 11
Languages Terran
Challenge 2 (450 XP)
________________________________________________________________________

ACTIONS
Slam. Melee Attack: +6 to hit, reach 10 ft., one target. 
Hit: 11 (2d6+4) blugeoning damage. 

Sweep (Recharge 5-6). Each creature in a 10-foot cone must make a DC 14 Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save.

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D&D In Space: Half-Dragon Race for Dungeons & Dragons 5th Edition

I really enjoyed Fantasy Flight Games' DragonStar for DnD 3.X. I decided to adapt their Half-Dragons for 5th Edition.

In an Empire ruled by Dragons, half-dragons are their spoiled offspring. Nobles, who have no chance at ever ruling.

Half-Dragon Traits

Your Half-Dragon character has certain traits.

Ability Score Increase. Your Strength score increases by 3.


Age. You mature at the same rate as humans.

Alignment.  You are often lawful. 

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to dark places, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Resilient. Your hit point maximum increases by 1 and you gain 1 additional hit point each level.

Breath Weapon. 
Choose a damage type: acid, cold, fire, lightning, or poison. You may breathe at one target within 60 feet. The target must succeed on a Dexterity saving throw or take 1d6 damage of the appropriate type. Their saving throw DC is equal to 8 + your Dexterity Modifier + your Proficiency bonus.
   Your breath weapon's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Natural Armor. Your base Armor Class is 12.

Languages. You can speak, read, and two languages of your choice. 

D&D In Space: Stormtroopers for Dungeons & Dragons 5th Edition

Paizo's Starfinder expansion to Pathfinder seems very intriguing, however, Pathfinder isn't my bag, DnD 5E is. It's gotten me thinking of a Science-Fantasy setting.





Stormtroopers were the assault troops of the Galactic Empire. Dissenting citizens referred to them as bucketheads, a derogatory nickname inspired by the bucket-shaped helmets of stormtroopers.



STORMTROOPERS
Medium humanoid (any race), any evil alignment
________________________________________________

Armor Class 13 (Stormtrooper Armor)
Hit Points 9 (2d8) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
11 (+0)        10 (+0)        11 (+0)        11 (+0)      8 (-1)      10 (+0)
________________________________________________


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities deafened, petrified, poisonedSenses passive Perception 9
Languages Common
Challenge 1/8 (25 XP)
________________________________________________

Quantity, Not Quality. Stormtroopers have disadvantage on all ranged attack rolls.
________________________________________________________________________

ACTIONS

Blaster Rifle. Ranged Weapon Attack: +2 to hit, range 100 ft./300 ft., one target. Hit: 9 (2d8) radiant damage. 



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Friday, March 10, 2017

Hard Times In Jarlsburg: The Strike Is Over! (Training Day)



Jarlsburg and the Lieber River

I have recently started up a Shadow of the Demon Lord game set in Jarlsburg. We had our first session this past week. The Hard Times is Jarlsburg's premier source of news (and alternative facts).

The following article in The Hard Times  is the setup for my new game:

Extra!


Extra!

The Teamster's Guild strike has finally come to end. Negotiations between Guildmaster Eustous Hemp and Kountess Belladona Malifaux were resolved this morning to the satisfaction of both parties. The strike has been on for nearly two weeks, after a stalktopus that had grown to nearly fifteen feet long, struck at one of the Guild's teams, killing their horse, Eustace. The Team was run by thirteen year veteran, Diggory Plumm, whose arm was broken in the attack.

For over two years, several Guilds, including the Teamsters, have complained about the City's Subterranean Extermination Service or SES, often called "sewer jacks", being undermanned and underfunded. There have been a string of attacks from subterranean threats, or "sub tees" that have enraged citizens and guils alike. Guildmistress Hellena Benben, head of the Merchant's Guild, even went so far as to accuse the Chair of the Subterranean Environs Committee, Lady Sylvia Pernell, of misusing City funds. And it was only two months ago that witnesses saw Flower Esteban, a student at the Coppertown Institute for Barber-Surgeons being attacked by a "jabberwocky" and carried away into the sewer entrance near the Trident Plaza. While Esteban's body was recovered by a team led by sewer jack veteran, Punkin, the "jabberwocky" was not found.

Kountess Malifaux has promised a robust commitment to prioritize the SES and Guildmaster Hemp has lauded her dedication to the situation.

Hemp is reporting that the SES per diem will be increased to 1 Silver, effective immediately, and a personal equipment budget has been promised by Summer.

More as the story develops

Pathos Gibraltar, Council Reporter
Evening Edition on the 26th Day of Fub in the Second Hundred and Twenty Third Year of Thronehold


Punkin, he's vigilant against necrophelia
The new game focuses on a Punkin training one of the new SES or Sewer Jacks (his training consists mostly of stories about his encounters with necropheliacs and how to deal with them in the sewers). The team discovered the corpse of an upper class woman (she had all of her jewelry, so robbery was ruled out as a motive), who has a tattoo, that one of the characters thinks is connected to a local cultm on her torso and a ring that they feel certain is connected to the secret society known as the the Peacock Court.

Oh, and they killed a carrion crawler too.


Said Tatto

Said Ring





Tuesday, March 7, 2017

Savage Worlds: Careers [UPDATED]


I'm in the early planning stages of a Savage Worlds game set in our modern world. I'm looking at giving each character a Career Bonus that enhances other skills.

Career Bonuses would be a benefit that the player would receive if a task were related to their chosen occupation, but would not help when in combat. So, a Police Officer could receive the bonus when using Investigation or a Merchant could gain the bonus when using Persuasion.


Option 1
   When a character's career comes into play, they gain a +2 to their Skill roll.

Option 2
   When a character's career comes into play, their Wild Die is a d8.

Any feedback is appreciated.


Monday, March 6, 2017

Shadow of the Demon Lord: Carrion Crawler





Carrion crawlers live underground, but will sometimes go to the surface for food. They are akin in appearance to a 3-to-4-foot-long centipede. A carrion crawler possesses eight long tentacles protruding from the sides of its head, which allow it to stun its prey. The creature eats carrion, but it is known to kill live prey.


CARRION CRAWLER          DIFFICULTY 10
Size 1/2 animal
Perception 12 (+2); darksight
Defense 14; Health 20
Strength 13 (+3)   Agility 13 (+3)   Intellect 7 (-3)   Will 10 (+0)
Speed 14; climber

ATTACK OPTIONS
Bite (melee) +3 (1d3)
Tentacle (melee; reach + 1) +3 with 1 boon (1d6 plus Poison)
Poison The target must make a Strength challenge roll. On a
   failure, it takes 1d6 damage and becomes poisoned for 1
   minute. If the target is already poisoned, it instead takes     1d6 extra damage.

SPECIAL ATTACKs
Frenzied Attack The carrion crawler attacks two different targets with its tentacles, making each attack roll with 1 bane. 




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Sunday, March 5, 2017

Shadow of the Demon: Rat Ogre




 Rat Ogres are massive hulking monstrosities that represents the very pinnacle of Clan Moulder ingenuity, a lethal killing-machine beast that combines the inhumane reflexes of a Skaven with the brawn and size of an Ogre. Though many would be mistaken otherwise, Rat Ogres are not a separate breed of the Skaven race, rather Rat Ogres are creatures born from the fusion of crossbreeding different types of horrific creatures with Skaven blood, and surgically augmenting what is left.

RAT OGRE          DIFFICULTY 50
Size 3 skaven
Perception 10 (+0); darksight
Defense 13; Health 45
Strength 16 (+6)   Agility 13 (+3)   Intellect 8 (-2)   Will 8 (-2)
Speed 12; climber, swimmer
Immune diseased, poisoned

ATTACK OPTIONS
Arm Blades (melee) +6 (2d6, or 2d6+12 on attack roll 20+)


SPECIAL ATTACKs
Frenzied Attack The monster attacks two different targets with its natural weapon, making each attack roll with 1 bane.

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Saturday, March 4, 2017

Savage Worlds: Fire Vampire of Fthaggua


 The Fire Vampires of Fthaggua resemble crimson bursts of lightning. They gain sustenance by draining energy from intelligent beings; the subject so affected bursts into flames as if experiencing spontaneous combustion. The fire vampires also absorb all memories from the targeted victim. Since the minds of the fire vampires form a collective "hive mind", all knowledge gleaned from a slain being is shared by every member.





FIRE VAMPIRE
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d10,
Vigor d10

Skills: 
Fighting d8, Damage Field d10, Drain Power Points d10, Lower Trait d10, Notice d10

Pace: 8; Parry: 6; Toughness: 8 (2) Armor

Special Abilities:

• Unarmed Str+1d10; Fire Trapping
• Armor 2
• Damage Field Always On; Fire Trapping
Drain Power Points At Will; Psychic Trapping
• Fear -1
• Fearless
• Fleet-Footed
• Infravision
• Lower Trait At Will; Fire Trapping



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Thursday, March 2, 2017

Savage Worlds: Mutant Duck

The DuckTales trailer premiered today and in honor of that I present the following race for Savage Worlds:



Mutant Duck
• Diver: Mutant Ducks begin with a d6 in Swimming and his Pace in water is equal to his Swimming die.
• Fowl: Mutant Ducks begin with a Size of -1.

• Mostly Human: Mutant Ducks may choose one free Edge at character creation as long as they meet all requirements.

Wednesday, March 1, 2017

Savage Worlds: Evoker Edge


Evoker
Requirements: Seasoned, Arcane Background (Magic), Smarts d8+, Spellcasting d8+
   You have dedicated yourself to the study of battle magics.
   When an Evoker gains a raise on their Spellcasting roll, they deal an additional 1d10 damage, instead of 1d6 with the Blast, Bolt, and the Burst powers.