Monday, August 20, 2012

D&D Next: Revised Psychic Warrior Fighting Style

I've revised the Psychic Warrior based on some feedback and unhappiness over how it "felt".



Psychic Warrior
Your fighting style relies on your natural psychokinetic gifts.

     Suggested Equipment: Displacer beast hide, spear, 4 daggers, adventurer's kit and 24 gp.

Level     Combat Maneuver
       1     Telekinesis
       3     Mind Over Matter
       5     Poltergeist

Telekinesis
Your psychic gift allows you to use telekinesis to extend your weapon's reach when fighting in melee.
       Benefit:  When you make a melee attack against a creature, you may spend a single expertise die to increase the reach of your melee attacks by 10 feet, until the end of your turn.

Mind Over Matter
You have focused on using your telekinesis to raise or lower the surface temperature of your weapon.
       Benefit:  When you make a successful melee attack, you may spend a single expertise die to change the damage type to cold or fire.

Poltergeist
Your mastery of telekinesis allows you to attempt to turn your environment into a weapon
       Benefit:  As a standard action, you may spend expertise dice to make a ranged improvised weapon attack against a creature within 40 feet of the improvised object.  Use your full weapon bonus on the ranged attack roll.  Roll any expertise dice you spend this way and the creature takes bludgeoning damage equal to the result.


Friday, August 17, 2012

D&D Next: Tonberry Fighter Pre-Gen

Now updated for DnD Next Open Playtest Package 2!

Race Tonberry  
Class Fighter Level 1
Backgrounds Thug
Specialty Lurker
Initiative +3
AC 14 (Leather)
HP 12
Hit Dice 1d10
Str 9 (-1)     Dex 16 (+3)    Con 14 (+2)
Int 13 (+1)    Wis 13 (+1)     Cha 16 (+3)

Melee Attack dagger +5 (1d10+3 piercing damage)
Ranged Attack hooded lantern +5 (2d4+3 radiant damage)

Tonbery Traits:
Size: Small
Speed: 25 feet
Tonberry Weapon TrainingWhen you attack with a dagger with which you have proficiency, 
the damage die for that weapon increases by three steps: from d4 to d10.
Languages: You can speak, read, and write Common and Undercommon.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Grim Determination: When you are constrained, you can take an action to end the constraining effect on yourself.

Background: Thug
Trained Skills: Intimidate, Stealth, Underdark Lore (instead of Streetwise)
Trait: Bad Reputation



Specialty: Lurker
Ambusher
Benefit: When you start your turn hidden from a
creature, you have advantage on your first attack
roll against that creature during that turn, even if
you are revealed or otherwise become unhidden
during that turn.



Weapon, Armor & Shield Proficiencies
All weapons & all armor & shields
Equipment: Dagger, hooded lantern, leather frock, unblinking stare, 28gp and 4 sp.

Expertise Die: 1d6 per turn

Fighting Style: Slayer
Glancing Blow
Benefit: Once per turn when you miss a
creature with a weapon attack but roll at least a
10 on the d20, you can spend expertise dice to
turn the miss into a glancing blow. Roll any
expertise dice you spend in this way, and the
target takes damage equal to the result. The
damage is of the same type as the attack, but the
glancing blow has none of the attack’s other
effects and is not considered to have hit.

Combat Superiority


Deadly Strike


Benefit: When you hit a creature with a

weapon attack, you can spend expertise dice to
add to the attack’s damage against that creature.
Roll any expertise die you spend in this way, and
add its result to the damage. If the attack is a
critical hit, maximize the expertise die.

Parry
Benefit: When you are damaged by an attack
while you are wielding a weapon or a shield, you
can spend expertise dice to reduce the damage.
Roll any expertise die you spend in this way, and
subtract its result from the damage against you. If
the damage drops to 0 or lower, you are still
subject to any other effects of the attack.

Things I like about the newest D&D Next Update

Expertise dice, I think it makes Fighters very interesting.

Backgrounds and Specialties.

Rogues getting two Specialties.

The Necromancer Specialty.

One DC for all Spell Saves.

Lower range of Hit Points.

Rogues getting to use the higher of Ability Mod or +3 for Trained Skills.

Orisons and Cantrips being At Will.

Wednesday, August 15, 2012

D&D Next: Psychic Warrior Fighting Style


Since I use my Duchy of St. Cuthbert setting for my play-testing of DnD Next, I need to "convert" one of my player's psychic warriors from 13th Age to DnD Next.

I have chosen to use the Fighter and create a Fighting Style for his "powers".

I have a revised version here.

Psychic Warrior
Your fighting style relies on your natural psychokinetic gifts.

     Suggested Equipment: Displacer beast hide, spear, throwing axe, adventurer's kit and 24 gp.

Level     Combat Maneuver
       1     Mind Over Matter
       3     Psychokinesis
       5     Psychokinetic Shot

Mind Over Matter
Your psychokinetic gift pushes your weapon's reach when fighting in melee.
       Benefit:  When you make a melee attack against a creature, spend an expertise die to increase the Reach of your melee attacks by 10 feet until the end of your turn.

Psychokinesis
You have focused on using your psychokinesis to rapidly return ranged weapons to your hand.
       Benefit:  When you make a ranged attack against a creature, spend an expertise die to return the weapon to you at the end of your turn.

Psychokinetic Shot
Your mastery of psychokinesis allows you to attempt to manipulate your ranged weapons to attack additional enemy.
       Benefit:  Once per turn, you may make a second ranged attack against another creature within 20 feet of your first target.  Roll any expertise dice you spend this way, and the target takes damage equal to the result.  The damage is of the same type as the first attack.



Tuesday, August 14, 2012

13th Age Thursday (on Tuesday): Wolfwere


The Wolfwere's stats are for 13th Age from Fire Opal Media and published through Pelgrane Press.  Preorder here!

Wolfwere
3rd Level Spoiler               
Initiative +6

Claw or Bite or Weapon +8 vs AC; Hit: 10
Natural roll of 16+ The target loses a Recovery and the wolfwere heals 16 points of damage.
AC 20
PD 18
MD 14
HP 45
Fear Threshold 15

Icons: --


Masters of the Universe Monday (on Tuesday):Mer-Man



Squidish Rex is the ruler of the undersea realms of Eternia, dubbed Mer-Man by Skeletor, he was chose to lead his armies after Squidish's kingdom was destroyed in a battle with rival ocean clans. His allegiance with Skeletor brings him to the surface world more often then he would like. Lurking deep beneath the Sea of Rakash, Mer-Man awaits the clarion call to arms of Skeletor!
Mer-Man
Medium Humanoid (Deep One) 
Armor Class 15 (Coral)
Hit Points 35 (5d8+10)
Speed 30 ft., swimming 90 ft.
Senses darkvision 90 ft.

Str 18 (+4)       Int 12 (+1)

Dex 14 (+2)     Wis 11 (+0)    
Con 15 (+2)     Cha 14 (+2)

Alignment
lawful evil
Languages Common, Cthuvian

TRAITS 

Amphibious: Mer-Man can breath under water or on land, indefinitely.

Commander: Friendly creatures that can see or hear Mer-Man and are
within 30 feet of him gain a +1 to damage rolls.  If multiple friendly
creatures have the commander trait, only the highest bonus applies.

ACTIONS
Melee Attack—Longsword: +7 to hit (reach 5 ft.; one creature)

Hit: 1d8+4 piercing damage.

Ranged Attack—Ice Shard: +5 to hit (range 10 ft./40 ft.; one creature)
Hit: 1d6+2 cold damage and the creature's speed drops by 10 feet until 

the end of Mer-Man's next turn.


Multiattack: Mer-Man makes two longword attacks
or two ice shard attacks.

ENCOUNTER BUILDING 

Level 3 elite                        XP 500

An Apology

Unfortunately, I completely missed last week's second installment of 13th Age Thursday and am running behind on Masters of the Universe Monday and updating my Duchy of St. Cuthbert game.

My wife and I have been distracted by buying a new minivan, prepping our two youngest kids homeschool curriculum, buying a new minivan, helping my oldest kid get settled into living with us again, buying a new minivan and any number of sundry stressors.

I hope to be caught and better on track soon.  I will point out that I did a Bonus 13th Age Thursday Post, so technically, I'm not behind.

More soon.

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...