Wednesday, September 10, 2014

Primeval Thule: Katagian Pit Fighter for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.



Katagian Pit Fighter 


Area of Proficiency (1st level): You are proficient in Deception.

Langauges (1st level): One of your choice.

Tools (1st level): One of your choice.

Pugilism (1st level): Enemies have disadvantage when they try to grapple you.

Resuscitating Action  (Level 1):  You can’t be kept down for long. You can spend a Luck point to heal hit points equal to your level when you start your turn at or below 0 hit points. After you’ve used this ability, you can’t use it again until you’ve had a short or long rest.

Pugilist's Knack(6th level): You gain advantage when you take the grapple action.
Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 to Strength.

Expert Trainer (10th level): You’ve started to attract thugs and would-be gladiators who want to fight like you do, gaining you followers. Choose a “home pit” where you can find these thugs whenever you need them. Your trainees handle their own upkeep, and they hang on your every word, doing whatever you say unless it’s obviously suicidal.  Additionally, you may use a bonus action to grapple a target.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Strength.

Tuesday, September 9, 2014

Primeval Thule: Jungle Trader for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Jungle Trader 


Area of Proficiency (1st level): You are proficient in Deception, Insight, and Persuasion.

Langauges (1st level): Three of your choice.

Estimate Value  (Level 1):  You can spend a Luck point to cast identify on an item with no component cost.

Profit Margin(6th level): Whenever you sell an item for gold, you obtain 10% more than the standard price
Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 to Wisdom or Charisma.

Trusty Steed (10th level): As a side benefit to a deal or as the winnings in a wager, you obtain a well trained, loyal exotic steed—anything from a warhorse to a rideable dinosaur. Work with your GM to determine exactly what mount you get. It’s primarily a cool means of transport, not a combatant in fights, though it should be tough enough to survive the ordinary travails of the adventurer’s life. As long as you don’t abuse the mount, it will serve you faithfully and well. You can replace a fallen steed when you reach a new level.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

Monday, September 8, 2014

Primeval Thule: Initiate of Mysteries Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Initiate of Mysteries 


Area of Proficiency (1st level): You are proficient in Religion and two additional skills of your choice that are related to your god.

Langauges (1st level): Two of your choice..

Healing Blessing  (Level 1):  You can spend a Luck point to heal yourself or an ally within touch range. The amount of hit points healed is equal to 4 + proficiency bonus + your Wisdom modifier. After you’ve used this ability, you can’t use it again until you’ve had a short or long rest

One With My God (6th level): You can regain the use of a spell you’ve cast that day during a short rest. The spell can be of up to the second-highest level you can cast.  You must take a long rest to use this ability again.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Keeper of the Shrine (10th level): Worshipers of your god raise funds to build a shrine to your deity— and to you. They consult with you on its location and construction, though they possess only ordinary building techniques and craftsmanship. The shrine, once completed, can serve as a “home base” for you. While there, you have a reasonable expectation of safety, insofar as anyplace in Thule can be considered “safe.” You may take the help action as a bonus action.
 Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

Wednesday, September 3, 2014

Primeval Thule: Ice Reaver Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Ice Reaver 


Area of Proficiency (1st level): You are proficient in Athletics, Intimidation and Survival checks.

Tools Proficiencies (1st level): Two tools of your choice.

Reaver's Charge  (Level 1):  You can spend a Luck point to perform a reaver’s charge before initiative is rolled in an encounter, as long as you are not surprised. You can also spend a Luck point to perform a reaver’s charge any time you reduce an enemy to 0 hit points (or less) with a melee attack. A reaver's charge is a bonus action where you can move up your full speed and are required to make an attack when finished. If your reaver's charge attack hits, you deal 2d6 extra damage.

Renowned Raider (6th level): You gain advantage on Charisma checks to interact with mercenaries, raiders, or pirates—your name is known throughout the fighting peoples of Thule, and your reputation precedes you.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level, Additionally, gain +1 Charisma.

Reaver Chief (10th level): You can call for raiders from your homeland to go marauding with you (including a ship if they are a seafaring people). Once per three years, you can raise a horde for a major attack.   Additionally, your allies may dash as a reaction.
 Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Constitution.

Tuesday, September 2, 2014

Primeval Thule: Guardian of the Nine for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Guardian of the Nine 


Area of Expertise (1st level): You have advantage on any ability check pertaining to the Great Old Ones.

Langauges (1st level): Mi-Go.

Tools Proficiencies (1st level): Sea vehicles, astrolabe, and an additional one of your choice.

Mind Clearing  (Level 1):  You can spend a Luck point to reroll a failed Wisdom saving throw with advantage, unless the initial roll was a natural 1.

Banisher of Horrors (6th level): You gain a +1 bonus to attacks, AC, and saving throws when you’re battling creatures with the extraterrene trait.
Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Chosen of the Nine (10th level): All of the Nine Powers regard you as a steadfast ally. Choose one skill or tool that you are proficient in and gain double your proficiency bonus with that skill or tool. Additionally, as an action choose one spell or tool and gain proficiency in it for 10 minutes.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

Monday, September 1, 2014

#RPGaDAY 29 - 31

Most memorable encounter?  For several months, my best friend, Mark M. ran a Champions game with just 3 players (a small group for us).  But he eventually decided to open the game up to the full group (I think it grew to like 10 players), but to cap off the switch he had us fight against a being who destroyed our universe and when we woke up it was a brave new world, one we didn't quite have memories of.  It was excellent and one of many ways I've enjoyed Mark's tenure as a GM.

Rarest RPG owned?  The original Empire of the Petal Throne.

Favorite RPG of all time?  DnD 5th Edition.  It's exactly what I've always wanted out of DnD.  Close runners up are Champions, Feng Shui, and Over the Edge.

Primeval Thule: Golden Sea Corsair for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Golden Sea Corsair 


Skill Proficiencies (1st level): You are Proficient in Athletics, Intimidation, and Nature.

Langauges (1st level): Choose any one.

Tools Proficiencies (1st level): Sea vehicles, astrolabe, and an additional one of your choice.

Browbeating Action  (Level 1):  You can spend a Luck point on your turn to give yourself advantage against a single attack you make that turn. If that attack hits, the target is also frightened until the end of their next turn.
 Infamy (6th level): As word of your exploits gets around, you gain advantage charisma checks made to interact with other pirates, merchants, and outlaws of the coastal regions around the Kalayan Sea and along the Atlantean Ocean.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Dread Pirate (10th level): Your former mates make you captain of your own ship. You can sail with them whenever you need sea transportation, since your crew keeps your ship in a nearby port or will readily steal one if you need something sooner. Your crew provides you with raiders any time you are aboard your ship, and the spoils your crew obtains provides you with is 200 gp each month. Once per three years, you can summon a corsair fleet equivalent to an army.  Additionally, you can use a reaction to give an enemy within 10 feet of you disadvantage when they attack you.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Charisma.

Invincible RPG: I want to succeed more often and not break the Stunt rules

I really like the Invincible RPG and therefore the Dice Pool version of the Year Zero Engine . However, only succeeding on 6s and Pushing a...