Changing Mind on B&T Layout …

So, a couple days ago I showed off some previews of the class advancement table layout for Blood & Treasure. Then last night, my mind started wandering and … well, what if I did this instead …

The pro here, for me, is that I get to show off Jon Kaufman’s art at the size I had originally intended, plus I throw some class information in for quick reference. I could maybe add on the classes’ special abilities with their associated level in brackets as well.

This way, I don’t have the full page, classic artwork sitting next to the more modern artwork – so less clutter, and I can use those full page bits elsewhere to better effect. By plucking the individual class artwork out of the text, it also makes the text much cleaner and easier on the eyes.

Quantum Rainbow Photon Guns [Space Princess]

Hmmm, a title like “Space Princess Quickie” could bring the wrong kind of traffic.

Anyhow. I just read an article (okay, I read the title) called “Quantum Rainbow Photon Gun Unveiled”. Now, besides the fact that I’m using that for my non-existent band’s name, it also struck me as a great new weapon for Space Princess.

Image found HERE

Quantum Rainbow Photon Gun (DC 25): The quantum rainbow gun fires a blast of multi-colored energy strands in a 15-ft long, 10-ft wide cone. Creatures with 4 or fewer Hit Dice are knocked unconscious for 2d4 rounds, and then are stunned and blinded for 1d4 rounds. Creatures with 5 to 8 HD are blinded and stunned for 1d4 rounds. Creatures with 9 or more hit dice are merely stunned for 1 round. A STR test is allowed to ignore the effects of the blast. The quantum rainbow photon gun has enough power in its battery for 10 blasts.

Great thing about the modern world – I googled “rainbow gun” and found that image in about one second.

Now, making a rainbow gun got me thinking about a rainbow monster of some kind. So, enjoy the Prismal for Space Princess and Blood & Treasure.

PRISMAL: HD 5; DEF 20; FIGHT 11 (fists 1d8); SHOOT 8 (energy blast); MOVE N; STR 6; DEX 3; KNO 2; MEN 7; DL 6; Special: Laser Refraction, Immune to Heat, Cold and Electricity.

Prismals are crystalline beings with a humanoid shape. Their crystal bodies are transparent and translucent and are actual composed of thousands of small crystals bound together with electrical energy. Prismals seem to be born deep underground by an unknown natural process, for they have appeared on many worlds and do not seem intelligent enough to have invented space travel.

Laser Refraction: When struck by a laser or energy attack, the prismal can make a STR test (DC 10). If successful, it absorbs the energy and can fire it the next round from its eyes. If it fails, the blast scores half damage against the prismal and the remainder of the energy is refracted into a rainbow of colors (per the Quantum Rainbow Photon Gun), with each creature within 30 feet (except other prismals) being affected.

PRISMAL
Medium elemental, neutral (N), low intelligence; cluster (1d8)

HD: 5
AC: 20 [-1 for S&W]
ATK: 2 slashes (1d8) or energy blast (see below)
MV: 20
SV: Fort 11, Ref 13, Will 14
XP: 500 (CL 6)

As described above. Whenever a prismal is struck by light (from torches, lanterns, spells, etc.) its body gives off a color spray effect that affects all within 10 feet. If struck by any sort of magical ray, the prismal, if it passes a saving throw, can capture the ray in its helix and then fire it at any target (with the same original range and effects) the next round. Even if it does not save against the ray, it takes only half the normal effect of it.

Special Qualities: Immune to cold, fire and electricity.

Hengeyokai for Blood and Treasure

Here’s my take on the much requested hegeyokai for Blood & Treasure. I tried to keep it simple, since they’re a playable race. Let me know what you think.

Hengeyokai

Magical Beast, Alignment Varies, Average Intelligence; Solitary

HD 1
AC 14
ATK Staff (1d6) or dagger (1d4) or by animal type
MV 30
SV F 11, R 11, W 13
XP 100

The hengeyokai are magical beasts that can take human form, usually to play tricks on human beings. They can also take a hybrid form of animal and human, often to good effect when attempting to shock their human victims. Some hengeyokai are rather malevolent, others merely mischievous.

Hengeyokai are usually tiny or small animals in their animal form. When in their animal form, they have the same armor class, movement rate, attacks and damage as that animal form, as well as any special abilities that animal might have. When in hybrid form, they retain the animal form’s attacks, but inflict +1 damage due to their larger size. Hengeyokai can change their shape (i.e. from animal to hybrid, or hybrid to human, or back) three times per day. In animal and hybrid form, hengeyokai have darkvision to a range of 60 feet.

Hengeyolai in hybrid and human form have the following additional abilities, depending on their type:

BAKENEKO (Cat) are usually malevolent creatures. They are immune to poison and can cast dancing lights once per day. Bakeneko with 6 or more hit dice or levels can also cast animate dead, turning corpses into zombies by leaping over them in cat or hybrid form.

INUGAMI (Dog) are loyal and generally lawful in alignment, the protectors of humanity from other hengeyokai. In human form, they typically take the shape of an armored warrior. They can cast cure light wounds once per day, and can cure disease once per week by licking a wound in dog or hybrid form.

JORŌGUMO (Giant Spider): Like the kitsune, the jorōgumo is a temptress, her human form being that of a willowy, elegant woman. They can cast spider climb and web once per day each.

KITSUNE (Fox): Kitsune, or fox maidens, may be the most famous of the hengeyokai. They appear as beautiful women and use their powers to charm and seduce men, using them as bodyguards and servants. Kitsune can charm person once per day and, when they have an instrument, fascinate as a bard with as many levels as the kitsune has Hit Dice. For each additional level or Hit Dice a kitsune gains, they grow an additional tail in their fox form, up to a maximum of nine tails.

MUJINA (Badger): The mujina are not particularly evil, but they do delight in frightening people. They can use the spell change self once per day to give themselves a frightening appearance, and cause fear once per day to frighten those who are not shocked by their appearance. Like badgerd, they are tenacious and ill-tempered when their tricks go awry.

TANUKI (Racoon Dog): Tanuki are pot-bellied tricksters, often drunk and always in good spirits. They can change self once per day, using this ability to make humans feel foolish.

HENGEYOKAI AS CHARACTERS
Hengeyokai characters are whimsical and capricious, and thus suffer a -1 penalty to their starting wisdom score. Bakeneko and jorōgumo gain a +1 bonus to their starting dexterity score, kitsune and tanuki a +1 bonus to their starting charisma and inugami and mujina a +1 bonus to their starting constitution score. They retain the ability to change shape and to cast the spells of their normal type. Hengeyokai cannot take levels as clerics, but can advance as druids. They can multi-class as fighter/sorcerers or sorcerer/thieves.

40 Questions about the Wyvern Coast

Since I’m running a game on Google+ now, I thought I’d chime in with answers to these 40 questions that are floating about, along with a couple spell illustrations from Jon Kaufman (commission him – do it now).

FIRST 20

Web

1. Ability scores generation method? 3d6, arrange as you like

2. How are death and dying handled? Dead at 0 hp

3. What about raising the dead? Yes, but you have to find someone high enough level to do it, and they’ll want something in return

4. How are replacement PCs handled? Brought into the game as soon as possible, or one could make one of their retainers their new PC

5. Initiative: individual, group, or something else? Individual, though sometimes group makes more sense if there are too many combatants to allow individual initiative function smoothly

6. Are there critical hits and fumbles? Yeah … kinda … just wrote the rule into the playtest doc … haven’t used it yet; oh – no fumbles though

7. Do I get any benefits for wearing a helmet? Yes, and they are assumed to go with the suits of armor

8. Can I hurt my friends if I fire into melee or do something similarly silly? Yes

9. Will we need to run from some encounters, or will we be able to kill everything? You will need to run from some encounters

10. Level-draining monsters: yes or no? Yes

11. Are there going to be cases where a failed save results in PC death? Yes

12. How strictly are encumbrance & resources tracked? Very closely – logistics is part of the game

13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? You level up at the end of a session, but spells have to be studied for – they don’t magically pop into your head; other forms of training are assumed to be “on the job”

14. What do I get experience for? Killing monsters, taking stuff, being clever

15. How are traps located? Searching (tell me how) and then maybe rolling dice

16. Are retainers encouraged and how does morale work? Yes; they have a secret morale score and it is rolled on in stressful situations

17. How do I identify magic items? Detect magic, identify, etc, or finding somebody to cast those spells for you, or through experimentation

18. Can I buy magic items? Oh, come on: how about just potions? Some alchemists can prepare a limited number of potions, otherwise no

19. Can I create magic items? When and how? Yes; when depends on what, as does how

20. What about splitting the party? Sure

SECOND 20

Enervation

1. What is the deal with my cleric’s religion? Phoenician deities, such as Kothar-wa-Khasis (god of artisans), Lotan (sea god), Baal-Zebul (evil), Astarte & Adonis (love, fertility), Melkarth (heroes) and Shedu (good); that being said, any deity from mythology is acceptable, any deity from fiction or your own little fevered mind might be acceptable

2. Where can we go to buy standard equipment? Jumda the Trader can supply most goods an adventurer needs

3. Where can we go to get platemail custom fitted for this monster I just befriended? Jamab the Armorer

4. Who is the mightiest wizard in the land? In Ophir, it is Jamala, court wizard of Zargo. Along the Wyvern Coast, probably Gilram of the Mists or Onort

5. Who is the greatest warrior in the land? In Ophir, both Balrah and Alod the Mad claim that they are the mightiest; either would pale in comparison to Holda the Iron Maiden (a dwarf), Sheleik the Berserker, Xaathan or Nemanta of the Black Capos; as for who is truly the greatest – challenge them and find out

6. Who is the richest person in the land? Prince Zargo of Ophir (as far as he knows), but Ephne the Oceanid is probably wealthier

7. Where can we go to get some magical healing? The Temple of Shedu, Astarte/Adonis or Kothar-wa-Khasis is your best bet in Ophir; Zelie, a druid of Zephyrus who dwells off the coast, would be another option

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? See above; you might also try Nokin the Healer or Lathiq the Barber for non-magical cures

9. Is there a magic guild my MU belongs to or that I can join in order to get more spells? No; you’ll have to worm your way into magic-user society if you want to trade spells

10. Where can I find an alchemist, sage or other expert NPC? Lathba is a well-regarded sage in Ophir, and there is Nabe’ the alchemist

11. Where can I hire mercenaries? Put the word out and let people know where you’re conducting interviews – there are no “mercenary shops”, but the Bloody Bones tavern is a hang-out for many warriors (and the local guard – so be careful)

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? Not in Ophir, though speaking above a whisper at night in the streets is considered taboo and people will regard you as untrustworthy

13. Which way to the nearest tavern? I would suggest one of the two drinking rooms at the Inn of 1000 Delights, but you could also visit the Bloody Bones tavern, Aigo’s Gambling House, Balbee’s Place (a brothel), Ubata’s Bordello or Mulla’s Place

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? Closest thing would be the corsairs who terrorize the coast; wyverns are always a problem on the Wyvern Coast, of course, and the ophidians beneath the earth are probably planning something nasty for mankind – no one particular baddie – many to choose from

15. Are there any wars brewing I could go fight? Not on the Wyvern Coast. The men of Guelph are locked in never-ending battle (well, they take the winter months off) with the hobgoblins of the Klarkash Mts., the barons up north are always getting into spats, as are the rajs down south; the nomads of the steppe will probably sweep through the Motherlands again soon

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Yes – pit fighting at Mulla’s

17. Are there any secret societies with sinister agendas I could join and/or fight? Wouldn’t you like to know … maybe you will

18. What is there to eat around here? Eel stew, lamb kabobs, rice kissed with saffron, braised almonds, pale ales, spiced wines, nut breads …

19. Any legendary lost treasures I could be looking for? Absolutely

20. Where is the nearest dragon or other monster with Type H treasure? The Prince’s palace, or the tower of Kinyoth the Great Hag, or even Ephne’s palace beneath the waves

A few other things …

If you need a patron, try Hogo, Lady Nata, Riyad the Salt Merchant, Ubaha the Slaver, Balyad, Muta, Karma the Gentlewoman or Ubata the Caravan Master

Hoamir is a trader in jewels and gems

Alulla is a moneychanger, and as trustworthy as any of her profession

The Mercantyl Guild might offer a place to store your valuables

Interested?

There may be a couple spots open in a 6th level party now exploring an ancient galley they just found in a dry, dusty cave a few miles from the coast. Just shoot me an email (address is next to my picture above) if you’re interested in my play-by-post Google+ game, or if you’d like an opportunity to bring your FLAILSNAILs character into Nod for a visit.

Xaoc, the Lords of Misrule for Blood & Treasure

XAOC
The xaocs are creatures born from the primordial chaos that existed before the ordered universe was created from its raw materials. The xaocs look something like rubbery, humanoid toads, with large heads that bear wide, toothy grins, bulging eyes that gleam with raw power and clawed hands and feet. Xaocs obey no master other than that creature capable of cowing them at that precise moment. The true lords of the xaoc are feared by them and generally obeyed, even when they are not around to impose their will.

Rubinous Xaoc
Rubinous xaocs are the smallest of the breed, with glistening scarlet skin that steams and pops. They are also the lankiest of the xaocs, with hunched backs and elongated arms and legs that end in webbed hands and feet tipped with searing hot talons. Their eyes are wide and golden, their mouths broad and filled with long, needle-like fangs. The primordial fires of Muspelheim burn in their veins, and drive them to almost constant violence on one another or anyone else within reach.

Rubinous Xaoc, Medium Outsider, Chaotic (CN), Low Intelligence: HD 6; AC 17; Atk 2 claws (1d4 + 1d4 fire + poison), bite (1d6 + 1d6 fire); Move 40; Save F 10, R 10, W 11; XP 3000 (Expert); Special: Immune to fire, magic resistance 15%, breath fire (1/day, 30-ft. cone, 6d6 points of damage), poison (Fortitude saving throw or lose 1d4 points of constitution per day; at 0 HD victim transforms into a random xaoc), spells (At will – detect evil, detect good, detect magic; 1/day – blur, burning hands), summon 1d3 rubinous xaoc once per day with 30% chance of success, vulnerable to cold.

Cerulean Xaoc
Cerulean xaocs are 8-ft. tall humanoid frogs with sparkling blue skin covered in white, crystalline nodules. They have beards of wriggling white tentacles under their chins, white eyes that glow with otherworldly menace, razor sharp fangs and pot bellies. Cerulean xaocs rarely move unless inspired to violence or some other mischief. They are often found sitting on bits of matter floating in the Astral Plane, watching and thinking and pondering their next move.

Cerulean Xaoc, Medium Outsider, Chaotic (CN), Average Intelligence: HD 7; AC 18 [+1]; Atk 2 claws (1d6 + 1d6 cold), bite (1d6 + 1d6 cold), tongue (10 ft., constrict for 1d4 damage, fortitude saving throw or paralyzed for 1d6 rounds); Move 40 (Swim 30); Save F 10, R 10, W 10; XP 3500 (Expert); Special: Immune to cold, magic resistance 15%, frigid aura (15-ft. radius, 2d6 points of cold damage, save for half damage), icy tongue, spells (At will – detect evil, detect good, detect magic, protection from evil, protection from good; 1/day – confusion, dimension door, hold person), summon 1d3 cerulean xaoc once per day with 30% chance of success.

Viridian Xaoc
Viridian xaocs have deep jade flesh that is rubbery and seems to reflect light in strange patterns. Their eyes are narrow and a sulfurous yellow. From their very pores a bilious, acidic vapor seeps, surrounding them in a 10-ft. diameter miasma that causes 1d6 points of acid damage per round and forces people to pass a Fortitude save or suffer blindness for as long as they are in the cloud plus 1d4 rounds. Their slavering jaws drip acid, and their hands and feet leave small holes in whatever they touch. More intelligent than rubinous and cerulean xaocs, they are leaders among their kind, bullying lesser xaocs and in turn toadying to more powerful representatives of their kind.

Viridian Xaoc, Large Outsider, Chaotic (CN), High Intelligence: HD 8; AC 19 [+1]; Atk 2 claws (1d6 + 1d6 acid), bite (1d8 + 1d6 acid); Move 40 (Climb 30); Save F 9, R 9, W 8; XP 4000 (Expert); Special: Immune to acid, magic resistance 20%, acidic cloud, vomit acid (10-ft. cone; 1d6 points of damage, Reflex saving throw for half, if failed the acid sticks, inflicting 1d6 points of damage per round until neutralized with holy water), spells (At will – detect evil, detect good, detect magic, protection from evil, protection from good; 3/day – confusion, dimension door; 1/day – death fog, dispel magic, hold person, hypnotic pattern, ray of exhaustion), summon 1d4 rubinous xaoc or 1d3 cerulean xaoc or 1 viridian xaoc once per day with 30% chance of success.

Aurelian Xaoc
Aurelian xaocs are loners who venture into other planes of reality to spread change and disrupt the status quo. In their normal form, they are golden-skinned xaocs with russet eyes and claws. They are surrounded by an aura like unto the aurora borealis, and their presence causes weakness and sickness. Aurelian xaocs can assume almost any humanoid form.

Aurelian Xaoc, Medium Outsider, Chaotic (CN), High Intelligence: HD 9; AC 19 [+2]; Atk 2 claws (1d8), bite (2d6); Move 60 (Fly 60); Save F 9, R 8, W 8; XP 4500 (Expert); Special: Immune to electricity, negative energy, mind control and hold spells, magic resistance 20%, prismatic aura (20-ft. diameter, Fortitude save or 1d4 points of strength damage), spells (At will – detect evil, detect good, detect magic, dimension door, protection from evil, protection from good; 3/day – alter self, confusion, dispel magic, hold person, minor creation; 1/day – enlarge person, hold monster, plane shift, rage, suggestion, teleport, transmute mud to rock, transmute rock to mud), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc once per day with 40% chance of success.

Achromic Xaoc
Achromic xaocs are quick and powerful, cunning planners who seek to undermine Law and Order anywhere they find it, primarily by manipulating mortals and bribing them with all manner of outlandish promises. They are more toad-like than their kin, but retain the rubbery, ever-moving skin, bulbous eyes, arms with clawed hands and powerful legs. Achromic xaocs have stark white skin that quivers and crawls, sending chills down the spines of those who see it. Their eyes are black orbs that seem to peer into a person’s soul. They can transform their arms into 10-ft. long tentacles that whip or grapple. Their mouths are filled with crackling blue energy, and electricity also dances along their claws.

Achromic Xaoc, Large Outsider, Chaotic (CN), High Intelligence: HD 10; AC 20 [+2]; Atk 2 claws (1d8 + 1d6 electricity), bite (2d6 + 1d6 electricity) or 2 tentacles (1d8 + constrict); Move 50 (Fly 50); Save F 8, R 7, W 7; XP 5000 (Master); Special: Immune to mind control, hold spells and polymorph, resistance to acid, cold, fire and electricity, magic resistance 25%, spit lightning (100-ft. line; 6d6 electricity damage, Reflex saving throw for half), spells (At will – detect evil, detect good, detect magic, dimension door, protection from evil, protection from good; 3/day – confusion, dispel magic, mental barrier; 1/day – charm monster, dream, hold person, phantasmal force, plane shift, psionic blast, suggestion, teleport), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc or 1 achromic xaoc once per day with 50% chance of success.

Lustrous Xaoc
Lustrous xaocs are the most powerful of their kind, with silvery-grey skin that glistens and rolls and eyes that swirl in deep prismatic pools. They have wide mouths and thin lips that are always moving, as though they are constantly whispering to unseen spirits. Their arms and legs end in talons, but also bear bony barbs that help them hold their prey. Lustrous xaocs are agents of madness, who drive powerful lords into the depths of insanity, toppling order from the top down. They can belch forth four tentacles from their mouths that extend up to 20 feet and can grab victims and pull them into their gullet, their mouths and bellies expanding to huge side to accommodate creatures up to medium size.

Lustrous Xaoc, Large Outsider, Chaotic (CN), Super Intelligence: HD 11; AC 22 [+3]; Atk 2 claws (2d6), bite (3d6) or tentacles (2d6 + swallow whole); Move 60 (Fly 60); Save F 8, R 7, W 5; XP 5500 (Master); Special: Immune to mind effects, hold spells and polymorph, resistance to acid, cold, electricity, fire and sonic, magic resistance 30%, croak (30-ft. cone of sound, 6d6 points of sonic damage, Fortitude save for half and Will save or confusion), spells (At will – confusion, detect evil, detect good, detect magic, dimension door, dispel magic, message, protection from evil, protection from good; 3/day – color spray, invisibility, mental barrier, nondetection ; 1/day – bolt of bedevilment, bestow curse, feeblemind, hypnotic pattern, plane shift, prismatic wall, symbol of insanity, suggestion, teleport), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc or 1 aurelian, viridiano or achromic xaoc once per day with 60% chance of success.

Monster Quickie – Beautiful and Deadly

Inspired by a picture of a rather beautiful, if not deadly, sea slug that I saw today.

Giant Sea Slug (Sea Swallow)
Medium Vermin, Neutral, Non-Intelligent; Solitary

Hit Dice: 6
Armor Class: 13 [6]
Attacks: 4 appendages (1d4 + poison), bite (2d4)
Move: 20 [9] (Swim 5 [3])
Saves: Fort 10, Ref 12, Will 12
XP: 600 [Expert]

Giant sea slugs of the sea swallow variety are quite beautiful, but very deadly. They can float upon the surface of the water, upside down, due to gas sacs in their bodies, or crawl on land (though always in damp places … like dungeons, for example). They prey on larger creatures (monstrous jellyfish, giant slugs, pirates) and will prey on one another as well. They store the poison of creatures they eat in their bodies, mixing up powerful toxins that they use to kill their prey.

Giant sea slugs attack with their four appendages. The cerata on their appendages are tipped with toxins that inflict 1d6 points of constitution damage per round until neutralized or until the victim dies. Their mouths are filled with serrated blade-like teeth.

Special Qualities: Blindsight, immune to poison

Camilla, Queen of the Secret Empire

Shouldn’t it be empress?

Okay – off to a bad start. Today I’m reviewing Camilla, Queen of the Lost Empire, which I found over at the excellent Comic Book Catacombs.

Knuten and Caredodo – names to conjure with! We have a hunchback living in the sewers (nice sewer entrance, by the way – nothing but class in the lost empire) who’s going to kill Camilla.

Into the salt mines. If you’ve ever checked out some of the ancient salt works that still exist, you’ll find nothing on Earth more like an actual mega-dungeon … you know, except for the monsters and treasure and stuff.

And just like, she has a henchman. If I were statting her up for Blood & Treasure (and I guess I am), I’d probably use the variant bard class in the game – the Aristocrat.

Queen Camilla, 9th level Aristocrat
Str 13, Dex 16, Con 13, Int 10, Wis 11, Cha 14
HP 56, AC 14, MV 30, SAVE Fort 11, Ref 7, Will 9
Special: +1 on reaction checks, legend lore (9), fascinate (4 creatures, 90-ft range), suggestion (one fascinated creature)
Gear: Longsword (+5 attack, 1d8+1), cloak of protection +2

And monkey men! Nice touch.

There’s a bounty of greatness here. First, we see the queen run the monkey man through in one shot – we can guess the monkey men have a single Hit Dice. Love the shot of the dead monkey-man’s feet in the fifth frame – and check out Camilla’s pose. Very cool.

Monkey Man: HD 1; AC 13; ATK 2 slams (1d4); MV 30 (C20); SAVE Fort 13, Ref 15, Will 16; XP 50 (Basic); Special: None.

Then we have some men-at-arms mounted on zebras – always a favorite of mine for some reason. And they have ray guns to boot. Zebra-mounted ray gun troops!

Camilla’s hunchman, I mean henchback, I mean Caredodo ain’t no slouch when it comes to combat. He was hired as an assassin, and the next page features a nice stab in the back. We’ll go assassin for him.

Caredodo, 4th level Assassin
Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 6
HP 13, AC 10, MV 30, SAVE Fort 13, Ref 12, Will 14
Special: Sneak attack (double damage)
Skills: Climb (12), Decipher Script (10), Escape Bonds (13), Hide (13), Listen at Doors (10), Move Silently (13), Trickery (12)
Gear: Dagger (+4 attack, 1d4+2 damage, double on sneak attack)

The monkey men, I have to admit, seem like half-hearted villains. No ambition – no verve.

Hmmm – the plot thickens. As basic as this story was, I liked it and wouldn’t mind reading the next story. I think when you do introduce plots into role playing games, you might want to focus on keeping them about as simple as these old comic book stories. More complex plots work well in stories, where the old deus ex machine is there to help the investigators, but they can be pretty tricky in tabletop games where the players can’t actually see and hear anything, and only know what they’re told. Something to think about.

Every Fool Has His Day!

While watching a Stooges marathon on Antenna TV today, I was kissed by the muse (or maybe bonked by the muse, considering the source). Enjoy a class in a class of it own.

The Stooge

Stooges seem to coast through life, blissful in their ignorance and always coming through in the end.

Requirements: Stooges must have a constitution of at least 15. Their intelligence score can be no higher than 7, and their combined intelligence, wisdom and charisma scores can be no higher than 30.

Hit Dice: d8 (+3 per level after 9th)

Armor: Any

Weapons: Any (but see below)

Skills: None

Advance As: Fighter (in whatever system you play)

Class Features

Stooges can’t do much, but they can sure take a punch. A stooge ignores the 1 point of damage every time he or she takes damage. This increases to 2 points at 4th level, 3 points at 8th level and tops out at 4 points at 12th level. Any blow that should kill a stooge often only knocks them for a loop. The stooge may attempt a Fortitude save and, if successul, is only stunned for 1d4 rounds.

As tough as stooges are, you can’t call them brave. Stooges suffer a -2 penalty to save vs. fear. On the other hand, their heads are tough to crack. Spell casters who attempt to read their minds must pass a Will save or be struck with confusion for 1d4 rounds.

A stooge can fascinate people with his antics, whether he is tangling with another stooge or with a stubborn inanimate object, just as a bard of equal level. Stooges do not gain a bard’s suggestion ability.

When the going gets tough, the stooge gets going. Once per day, they can act as though under the effects of the expeditious retreat spell.

Stooges are masters of unorthodox unarmed combat. Their unarmed attacks inflict 1d4 points of damage at 1st level, 1d6 points of damage at 5th level and 1d8 points of damage at 10th level. Once per day per three levels they can attempt a stunning attack (if they hit, the victim must pass a Fortitude save or be stunned for 1d4+1 rounds). If a stooge is facing three adjacent opponents, they can do a triple slap, rolling once to attack and applying that roll to hit all three of them. Unfortunately, whenever up to three stooges are adjacent to an enemy, it gains the ability to make the same unarmed attack against them.

 

Stabbing You With Their Minds

The last of the three “lost classes” of Blood & Treasure is the soulknife. The soulknife is certainly more gonzo than the classic fantasy archetypes, but they have some cool precedents in sci-fi entertainment, specifically in the form of the ubiquitous light saber and in the redesigned Psylocke (kinda miss the old one, to be honest) and her mind blades. The overall concept is pretty decent, and it was a close one to make it into the final game. I especially liked the idea of illustrating it (or having it illustrated for me, to be precise) as an Indian warrior with glowing katars. So … the soulknife for Blood & Treasure (which is about a month away from being finished, FYI).

SOULKNIFE

Soulknives are men and women with a natural surplus of psychic energy but no ability to manifest it in the form of psychic powers. Instead, they learn, through rigorous training and meditation, to unlock their chakras and focus their psychic energy into a blade-shaped construct. Soulknives follow a strict warrior code – the Kshatriya Dharma. This states, “Stand straight and never bow down, for this alone is manliness. Rather break at the knots than bend!”

Requirements: Soulknives must have a dexterity and wisdom score of 13 or higher.

Hit Dice: d8 (+3 hit points per level from 10th to 20th).

Armor: Padded, leather, ring mail, studded leather and all shields.

Weapons: Club, crossbows (any), dagger, dart, javelin, mace, morningstar, punching dagger, quarterstaff, rapier, sap, shortbow, short sword, sickle, sling and spear.

Skills: Climb, Find Secret Doors, Hide, Jump, Listen at Doors and Move Silently.

CLASS FEATURES

A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword (for medium-sized soulknives), dagger (for small-sized soulknives) or longsword (for large soulknives). The wielder of a mind blade gains the usual modifiers to his attack roll and damage roll from their strength score.

The blade can be broken (it has an AC 15 and 10 hit points); however, a soulknife can simply create another on his next turn. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of hitting monsters only hit by magic weapons.
A soulknife’s mind blade improves as the character gains higher levels.

A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities.

A soulknife of 3rd level or higher can spend one round of combat to imbue his mind blade with destructive psychic energy. This effect deals an extra 1d6 points of damage to the next living, non-mindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage.

A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another round to imbue it with destructive psychic energy.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases by 1d6.

At 5th level, a soulknife gains the ability to change the form of his mind blade. This one full round; he can change his mind blade to replicate a blade one size larger (i.e. dagger to short sword, short sword to longsword or longsword to bastard sword) or smaller. Alternatively, a soulknife can split his mind blade into two identical blades, suitable for fighting with a weapon in each hand.

At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the Class A weapon special abilities on the table below. At 10th level the soulknife can add a Class B ability to his mindblade. At 14th level, the soulknife can add Class C abilities to his mindblade. At 18th level, the soulknife can add two Class B abilities or three Class A abilities to hit mindblade.

Special Abilities
Class A: Defending, keen, lucky, mighty cleaving, psychokinetic, sundering, vicious
Class B: Collision, mindcrusher, psychokinetic burst, suppression, wounding
Class C: Bodyfeeder, soulbreaker

Bodyfeeder: Weapon grants the wielder temporary hit points equal to the damage inflicted on a natural attack roll of ‘20’.

Collision: Weapon increases own mass at end of swing, dealing 5 extra points of damage.

Lucky: Once per day, the wielder can re-roll a missed attack.

Mindcrusher: Spellcasting or spell-using creatures hit by this weapon lose a random ability or spell slot. They must also pass a Will saving throw or lose 1d2 points of wisdom.

Psychokinetic: Weapon deals +1d4 points of ectoplasmic damage to those it hits.

Psychokinetic Burst: As psychokinetic, plus, on a natural attack roll of ‘20’ it deals an additional 1d6 points of damage.

Soulbreaker: On a natural attack roll of ‘20’, the victim loses one level (per a life drain). One day after losing the level, the victim can attempt a Fortitude saving throw to regain the lost level.

Sundering: Weapon provides a +2 bonus to sundering attacks.

Suppression: Creatures hit by this weapon suffer from a targeted dispel magic effect. The wielder makes a dispel check (i.e. Will save with a penalty equal to the level of the spell to be dispelled).

The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute intelligence, wisdom or charisma damage for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses.