Friday, April 24, 2015

Dice System?

General Premise

You have dice, and they represent a creature.  Depending on the type of die, it classifies as something different.  Type classifications come in the form of color, shape, pattern, numbering, material, and size.  A green d4 with numbers read around the base might be a goblin, for example.  A translucent d6 might be an ooze.  The more complex part of the system comes after simple classification of what the creature is.  What the creature could do would also be determined by their classification.  If the afformentioned goblin die had red flecks in it, it might have some bonuses to using fire, or perhaps some fire magic.  If the translucent d6 was clear, the ooze might be invisible.

Its important to note that the rules that follow from this idea should themselves follow certain rules in order to keep the game close to its them and easy to pick-up nature.

1)A die can not be upgraded into another die.  If it starts life as a d4 it will end life as a d4.

2)There should be enough options for any classification that a die has more than one option for what it is and can do.  This is to make character creation less of a pure classification, treating a die's features as suggestions.

3)Each die represents one creature and one creature alone.  If playing a wargame, treat creature to mean army/squad of treat creature.  A creature is most certainly not composed of multiple dice.

4)try to add abilities that involve rolling the creature.  Its a die, so it should be rolled.

Thursday, April 9, 2015

Majesty, spear of the lion khan and its derivatives.

The nine facets of Majesty, the lion Khan's great spear.

Stature, for the spear was tall and thick to match the giant hands of its weilder.
Might, for it held the force of a midnight storm to ravage the landscape.
Will, for it moved as the Khan wanted, an extension of him more than physically.
Drive, for it stabbed with ambition and ferocity, traveling from foe to foe with ease.
Presence, for it was everywhere in the field of battle, letting its image linger where the Khan walked.
Wrath, for it was fearsome and terrible, growing red with bloody anger as it feasted on lives.
Radiance, for it shone and each hair that felt its glow stood on end.
Domain, for it reached unerringly around the Khan, trapping his enemies close.
Mandate, for those who recognized its power bowed, and none could not recognize it.

Spear of the Lion Khan Felix who ruled the plains centuries ago.  It was thought to be as much a part of him as his his own soul.  He had reigned for decades, and nobody knew the spear's origin.  One smith, eager to gain the Khan's favor, thought to create a gift to rival it.  He crafted weapons in representation for the original's terrible power, linking them to point their way back to it and its owner.  It was a labor of decades in itself, forging them from silver in homage to popular tales of the Khan's greatness.  He completed the final one as the Khan grew old ruling by his word and reputation more than his spear in those days.  The Khan was puzzled, for it was a great gift, surely, but he had no need for nine lesser spears when his orignial was their power combined.  It was then that the master smith handed him a common long bow, sized for the king's great frame.  It was simple, yet strong, though it held no magic of its own.  The king nocked what he had once thought a spear and let it fly, sticking into the door of his hall with an explosion of electricity.  The smith then urged the lord to touch his spear, the original, and call his arrow back.

The gift was never used in battle; the Khan died of old age in his hall, ruler of all that lay within his reach.  After his death, the arrows were used as spears and split with the shattering of his empire.  His spear was too great, however, and resisted any claim laid upon it, eventually being interred with the Khan himself in a great Barrow lost in the rolling hills of the Green Steppe.  Perhaps it waits for a true heir to the legacy of the Greatest Lion Khan.

Wednesday, March 18, 2015

Princess Bun, AKA Bunicula

CE Tiny outsider(chaotic, demon, evil, extraplanar)
Init +7
Senses: Darkvision 120 ft. Detect good, detect law, see in darkness, true seeing
Unholy Aura(surpressable, DC 30)


AC 34, touch 26, flat footed 27(+5 profane, +7 Dex, +8 Natural Armor, +4 deflection)

Spell Resist: 35

HP 440(22d10+330), regeneration 20/(deific or mythic)

Fort    34
Ref     26
Will    19

Base Attack Bonus: +15
CMB: 20(24 to grapple, 27 to continue grappling after the first round(DC=CMD of opponent))
CMD: 36

Defensive Abilities:

Cute Bunny eyes: Target must make a DC 20 will save to attack such an ADORABLE bunny.  DC 15 after she has inevitably insulted their classiness.  This is a mind altering spell effect.

Offensive Abilities:

Bite 8d4+3 at a +22/+17/+12/+7, treated as magic and silver for damage reduction

Chaos Hammer at will(standard action, what she uses most to avoid having to jump around), CL15

Stats:

Str      15  (+2)
Dex    25  (+7)
Con    40  (+15)
Int      30  (+10)
Wis    10  (+0)
Cha    30  (+10)

Skills:

Kowledge Arcana:                +15
Spellcraft:                             +15
Knowledge History:             +10
Knowledge Planes:              +20
Acrobatics:                           +20
Stealth:                                  +15
Knowledge Carrots:              +25
Knowledge Religion:           +18
Perception:                            +10
Sense Motive:                       +10

Feats:

Combat Reflexes
Bodyguard
In Harm's Way
Power Attack
Agile Maneuvers
Eldritch Claws(Bite)
Improved Grapple
Greater Grapple
Rapid Grappler
Improved Unarmed Strike
Weapon Finesse(Bite)

Personality and Background:

      Originally a pet bunny of one of the demon lords (Nocticula specifically)  She was granted incredible power by both her presence and the lavish attentions she was granted.  Few know how even such a cute little bunny managed to stay alive in the abyss long enough to actually survive, but it happened.

      She grew annoyed by the fact that everyone treated her like a lesser being, and the fact that while she could beat up scrubs pretty easily, she would get her ass kicked by any real badass.  Hence, wandering the mortal realm, looking for carrots and biting impudent peasants.  Her voice is like that of a cat, but without the pur, small and soft.  Her speech is proper, but tends to be highly insulting to anything she feels is below her.

Saturday, January 31, 2015

Skeletal dwarf fighter stat block

skeletal dwarf fighter     CR 1&1/3

Neutral Evil        HP: 6

Str:16 (+3)
Dex:16 (+3)
Con:---
Int:---
Wis:15 (+2)
Cha:14 (+2)


Fort:0
Ref:3
Will:6

AC:15  12flatfooted  13 touch


Attacks

2 claws +3(1d4+3)


BAB:0
CMB:3
CMD:16

Undead immunities

DR5/bludgeoning

immunity to cold

fast healing 1

channel resist +4

Improved Initiative: +4 bonus on init  (brings total to +7)

Deathless (gets up after an hour with 1 hp)

Natural Armor +2

Monday, January 26, 2015

stuff to put in the temple.

Master's Spiked Gauntlet: Blessing applied to paladin's gauntlet.  Treats any held weapon as masterwork and good aligned.

Nocturne: A ball of brass rings and gears that spin like a rubix cube.  With the right twists and turns (dc 15 UMD), it pops darkness in a 30 ft. radius for as many seconds as charges, up to 600 seconds.  Anyone touching the sphere can see 5 feet around them.  Each hour it is left in the sun restores one second of darkness.  Inside, under a DC 30 use magic device check, is half a map/riddle to an ancient dwarven workshop, hidden in the hill-lands.

Dagurne: Same as previous, but silver rings.  Instead of sunlight, it absorbs moonlight.  It acts as the spell enthrall (DC 14) on creatures when activated.

A curtain of Elven threads granting +4 stealth bonus.

Runes etched into the stone to create an illusion of a cave-in.

Four unholy) daggers: one ominous(amethyst in hilt, wolf motif on hilt), one vicous(vine pattern with thorns, topaz in hilt), one menacing(raven hilt, emerald in hilt), and one bane(angels)(serpant shape in handle, ruby eyes)

One glorious bastard sword.

Type 1 bag of holding with 100 gold worth of shit in it.

Bookmark of deception in an old spellbook with witch spell stuff.  

Peter the singing rope of knots (knows presdidigitation and summon instrument)

~~#~~

nonmagical stuff

Small wooden/bronze/stone statues of Zoa  (demon statues in the ground)

cloth and rugs

ship parts

mugs and cutlery

gems and coins

Sunday, January 25, 2015

Questions about steve's world.

IMPORTANT FOR PLAYER/NPC BACKGROUND TYPE STUFF

Where are sylph and catfolk settlements, primarily?

Is there a ninja and/or samurai type of civilization somewhere on the continent?

Is there a Paladin headquarters/Grand temple of Sarenrae somewhere?

When in the timeline are the previous adventures that I've played in?

How much leeway do I have with world-creation?

Where on the map, exactly, are the two towns my players have been to?(Dunkolk and the island town.)


WORLD TYPE QUESTIONS


What are all the major countries, their religions if applicable, and the major/already created cities?

What are these cities?

Where are the relations like between countries and within countries?

Who are the important groups in each area?

What natural formations like mountain ranges and rivers etc. are there, including magically active sites.

Are there other continents, and which direction is the shattered sea in relation to the current maps?

What are the technology levels like?

What deities are active?

What have been major historical moments that have happened that would be common knowledge?

Same, but uncommon?

Lastly, same, but DM only/forgotten knowledge?

What are trade relations between areas, and how long does travel take at different levels of wealth?

What are the major products that are exported/created over the world?

What is a race-demographic of the world, and what are the beliefs/stereotypes/cultural traditions that are important to the setting?

What are the big plans in the background that will be progressing as time goes by for timetable information?

What are the big natural events, or other-planar events that could effect the world (volcanoes, hurricanes, demonic invasions)?

Sunday, January 18, 2015

Denizens of Zoa Temple and surrounding area

Kobold Captain:  Frustrated by the slow advancement he has had in the army, the impossibility of ever reaching the level of a true dragon, he has seen devil-worship as a faster form of power and is now bent on leading an army to take the plane for himself.

Imp:  A scheming low-life from hell, it wants to advance to a higher station and so it attempts to create a foothold in the material plane.  With little backing, its work with the cultists was slow, even for a long-lived creature like itself, but with the slaughter of most of the city, a portal is now possible to open, though its army is not yet gathered.

Imprisoned Dwarf:  A visiting cleric from a far off land, he is shaken by the depravity he sees around him and has set up a meditation circle that can not be breached by evil.  If he had time alone to scheme his way free, he might be able to survive, but the kobold captain sits ever watchful in the prison, waiting for him to cave.

Lemures:  Summoned forth into the material plane, these mindless devils seek to kill and absorb the souls surrounding them.  Commanded forth by the imp to protect the temple from intruders long enough to open a permanent portal.

Bloody Skeletons:  Disturbed souls of the dead that were able to resist the soul-siphon deep inside the temple.  They have lost their minds and now fight against the living who invade the area.

Kobold deserters:  They follow their Legionaire, entranced by the dark magics that dwelt below and the temple and the decieving words of the Imp.  They guard the way deeper while playing cards and wondering how much money they will make when they lead an army of devils to conquer the surface.

Kobold scouts:  Left to watch over the temple and city to make sure that the deserters do not flee before the army has a chance to return and wipe them out.

Wild Dogs:  Drawn to the city by the smell of carrion.  Normally scared and unwilling to get into fights, but the meat in the area has rotted quite a bit so they are looking for new food stuffs.

Devil-Dog:  Killed once by Saphira, holds a grudge.  Ressurected into a dread skeletal dog by devil magics in the course of opening a portal to hell.  Can plane-shift once per day and has higher than normal intelligence.

DECEASED

Dwarven cultists:  Devil cultists who had taken over the temple of zoa, pretending to be good aligned clerics.  Their aim was to open a portal to hell for their masters with the souls of the deceased.  The kobold invasion messed up their time schedule and their being aliveness.

Dwarven residents:  City-folk whose souls were drawn into hell by a ritual circle deep inside the temple.

Some wild dogs:  Killed and rather than taken directly to hell, their souls passed through the realm of Lufte's patron spirit, clogging it with filth.