Sunday, March 13, 2016

Forgotten Realms: Ancestor Spirit for D&D 5E






Some spirits choose to haunt places of importance from their days among the living. They guard family secrets, places of power, and items of great importance. Their task is eternal and their fervor even greater.



ANCESTOR SPIRIT
Medium undead, any alignment
________________________________________________

Armor Class 17 (natural armor)
Hit Points 68 (15d8) 
Speed 0 ft., fly 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
9 (-1)        13 (+1)        10 (+0)        12 (+1)      17 (+3)      15 (+2)
________________________________________________

Skills History +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, poisoned, prone, restrained
Senses darkvision 600 ft.; passive Perception 12
Languages Any languages it knew in life.
Challenge 12 (8,400 XP)

________________________________________________

Consume Life. As a bonus action, the ancestor spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the ancestor spirit regains 14 (4d6) hit points.

Ethereal Sight. The ancestor spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ancestor spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Turn Resistance. The ancestor spirit has advantage on saving throws against any effect that turns undead.

________________________________________________________________________

ACTIONS

________________________________________________ 
Traumatic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage. The target must succeed on a DC 15 Constitution saving throw or lose 1 hit die.

Frightening Gaze. The ancestor spirit fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end ofeach ofits turns, ending the effect on itselfon a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ancestor spirit's gaze for the next 24 hours.

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Friday, March 11, 2016

M.A.S.K.: Matt Tracker for the Cypher System



MATT "HUNTER" TRACKER 5 (15)


Motive: Protect the world from terrorists.
Environment: Anywhere
Health: 15
Damage Inflicted: 5
Armor: 2
Movement: Short or Long (in Thunderhawk)
Modifications: Leadership 6, Mind defense 6, Tactics 6
Combat: Matt relies on his mask, Spectrum and Thunderhawk, his flying camaro.
Spectrum: The mask Matt wears allows him to view the entire electromagnet spectrum, fire lasers, and to glide with an electromagnetic sheath.  Spectrum inflicts 5 damage and grants an asset on perception based checks.
Thunderhawk: It has 20 Health and Armor 3. It can move a Long
range in either mode.
   Wing Cannons: Inflicts 4 points of damage within Short
   range.
   Stun Bomb: Inflicts 6 points of damage to all targets within
   Immediate range of detonation.
Use: Matt is a brilliant inventor and engineer and a natural leader.
Loot: A defeated Matt Tracker has Spectrum and Thunderhawk.








Thursday, March 10, 2016

The Old World: Skaven Grey Seer for 13th Age



The Grey Seers of the Order of the Grey Seers are the chosen grey-furred emissaries of the Great Horned Rat, unholy prophets of ruin and destruction capable of channeling eldritch energies in destructive ways, leveling armies with lightning, or summoning ravening swarms of rats, all for the sake of furthering the Skaven cause and bring about the Great Ascendency of their foul deity. As chief agents for the Horned Rat and the Priesthood dedicated to his worship, Grey Seers wield tremendous influence amongst the clans, and only a fool would ignore their council and to inquire the wrath of the Horned Rat's chosen.

SKAVEN GREY SEER

5th level [HUMANOID] 
Initiative: +6

Prophet: The grey seer uses the escalation die.

Agent of Change  +10  vs. AC -18 damage
        Natural roll of 16+: 10 additional poison damage

Eldritch Forces +10 vs. PD of 1d3 Nearby Enemies - 15 damage
        Miss: 5 damage

        Natural Even Roll: An additional 5 lightning damage

        Natural Roll of 16+: An additional 15 damage from a swarm
                                          of rats.

Nastier Specials
Warpstone: All attacks gain Natural Odd Roll: 5 ongoing damage.



AC 21

PD  15               HP 72

MD 19











Wednesday, March 9, 2016

Back This: A Cypher System Creator Program at DriveThruRPG



As Monte Cook Games' Worlds of the Cypher System Kickstarter moves along, we as fans have the chance of earning Achievements based on tweets and blog posts and other ways to share this awesome project on Social Media.

If we reach 24 Achievements, the wonderful people at Monte Cook Games will work out a Cypher System Creator Program at DriveThruRPG, much like the DMsGuild.Com for DnD 5E.

And I need your help to make this happen.

I've thoroughly enjoyed creating material to publish for DnD 5E, but I think I'd enjoy creating Cypher System products even more.  Honestly, one of the reasons I've been publishing is to build up money to do a licensed Cypher System PDF.

This solution might allow me to reach my goal even sooner.

So spread the word! Tweet, Like, Share, post a Haiku on twitter.  Let's expand all of our opportunities to create incredible Cypher System Material.

Tuesday, March 8, 2016

M.A.S.K.: Brad Turner and Condor for the Cypher System

M.A.S.K. (Mobile Armored Strike Kommand) is a secret counter-terrorism unit focused on combatting the criminal organization V.E.N.O.M.. It is led and financed by Matt Trakker, and has ties to the Peaceful Nations Alliance.


Click to expand the photo in a new window.






BRAD "CHOPPPER" TURNER 4 (12)


Motive: Protect the world from terrorists.
Environment: Anywhere
Health: 12
Damage Inflicted: 4
Armor: 2
Movement: Short or Long (on Condor)
Modifications: Musician 6, Social interaction 5, Speed defense 5
Combat: Brad relies on Hocus Pocus, his mask and the capabilities of Condor, his motorcycle/assault chopper. 
Hocus Pocus: The mask Brad wears cybernetically interprets his thoughts into realistic holograms. Hocus Pocus' holograms require a Level 4 Mental defense roll to see through. On a roll of 1-2, a creature loses its next action. A creature cannot Die from a hologram.
Condor: It has 15 Health and Armor 2. It can move a Long range in
               either mode.
   Headlight Laster: Inflict 2 points of damage within Immediate
                                 range.
   Dual Heavy Laster: Inflict 4 points of damage within Short
                                 range.
Use: Brad is very likable and famous and an expert at social interaction and manipulation.  Condor is a great reconnaissance vehicle.
Loot: A defeated Brad Turner has Hocus Pocus and Condor.






Clerical Work: Preview of Deities and Domains 3

I've begun working on Deities and Domains 3: Specialty Priests of the Drow and Elven Pantheons and here is a preview:






ANGHARRADH
CIRCLE SINGER FEAT
Prerequisite: Cleric with the Knowledge Divine Domain
You are servant to the elven triple goddess of wisdom and protection. Your robes blend the holy colors of the Triune, pink, pale yellow, and light blue.


Thanks to your devotion, you gain the following benefits:


  • When you cast a spell you may ignore an somatic components
  • When you use your Channel Divinity for Knowledge Of The ages, you may give one creature that you can see and can hear you a luck point, per the Lucky feat, that lasts for 1 minute.
  • You gain proficiency in Perform. You have advantage on Perform skill checks that involve singing.
  • Protection from evil and good is a domain spell for you.
  • You can cast the magic circle spell once per day as a 3rd level spell. Wisdom is your spellcasting ability for this spell.

Friday, March 4, 2016

Clerical Work: Specialty Priests of Heldrak, Demon Dragon of Destruction for the Otus Pantheon

Over the weekend Chris Kutalik did a post on the Otus Pantheon.  And recently 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.  






HELDRAK, DEMON DRAGON OF DESTRUCTION
Demoniac
Prerequisite: Cleric with the Tempest or Death Divine Domains
The Demon Dragon of Destruction is the final moment of the Polyverse and actively seeks It's time.

Thanks to your devotion, you gain the following benefits:

• As a bonus action, you may cause up to three creatures within 30 feet that have disadvantage on saving throws. You may not use this ability again until you finish a short or long rest.

• You are immune to being frightened.

Inflict harm and protection from energy are domain spells for you.  You may cast protection from energy as a reaction.

• You learn the burning hands and shatter spell and they are domain spells for you.

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