Flute of Dancing
Inspired by a recent history of heresy in medieval times, and Richard Wunderli’s telling of the story of the Drummer of Niklashausen, Hans Behem, here is a magic item that should please fans of the Pied Piper of Hamlin.
This flute appears to be a normal, oversized flute. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the flute creates an hypnotic rhythm of a tune. Those within 30 feet who fail DC 20 Will saves are forced to dance for 2d6 rounds. Those affected can still attack, but at a -4. They also receive a +2 bonus to AC while dancing.
Flutes of dancing can be sounded with this effect twice a day.
Faint enchantment; CL 4th; Craft Wondrous Item, scare; Price 5,000 gp; Weight 1 lb.
Posted in Magic Item and tagged enchantment, instrument by Stephen Hilderbrand with no comments yet.
DnFnD
Inspired by the Friday and Saturday night shift running of the Tower of Gygax at GENCON 2009, I have begun to delve deeper into 1st Edition Advanced Dungeons and Dragons, and have been reminded of why I liked this edition so much as a kid. I’m documenting pros and cons of this (just about) original edition at DnFnD.blogspot.com.
Follow along if you too want to reminisce.
Posted in news and tagged GenCon 2009, Tower of Gygax by Stephen Hilderbrand with no comments yet.
Arcane Runethrower
This prestige class is a natural fit for dwarven spellcasters steeped in their runic lore.
Arcane runethrowers have honed their stonecutting skill to be able to precisely chisel arcane runes into them. These runes replace most standard material components (excluding any with material cost and any others that the DM deems essential) when the spell is to be cast. Arcane runethrowers cast their runes and intone arcane words to bring about their spell effects.
NPC runethrowers usually lead lead solitary lives in towers and reclaimed caves. Some specialize in a particular set of runes, organizing into groups that trade their runes among themselves.
Hit Die: d6.
Requirements
To qualify to become an arcane runethrower, a character must fulfill the following criteria.
Alignment: Any
Skills: Spellcraft +6, Craft (Stonecutting) +6
Class Skills
Arcane runethrowers are intended to hone their Spellcraft and Knowledge: Arcana skills while keeping their tools and Stonecarving skills sharp.
Class Features
Arcane runethrowers gain the ability to cast spells at the same rate as sorcerers, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their arcane runethrower level plus any levels of spellcasting they have acquired through other classes. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Dungeoneering, Spellcraft, Stonecarving, and Use Magic Device.
Arcane Skill Bonus: For every 10 points (ranks + ability modifier + misc modifier) in Stonecarving, arcane runethrowers cast spells at an additional level.
Posted in Uncategorized and tagged prestige class by Stephen Hilderbrand with no comments yet.
Initiative Around the Table
One variant that I have seen work well in multiple sessions is having whoever wins the initiative start the round, and have play proceed around the table from there at the discretion of the first player. This makes it easier to know who moves next, and players can stay close to the action until their turn is up before grabbing a snack or using the restroom.
This can really keep the action moving, but may upset players who want to go next. Use at your own risk.
Posted in Variant Rules by Stephen Hilderbrand with no comments yet.
Silvex
The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex’s ring.
Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.
Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1
Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion
Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
Combat
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills
A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Rakshasas As Characters
Rakshasa characters possess the following racial traits.
* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.
Posted in Character and tagged Cover of Darkness, rakshasa by Stephen Hilderbrand with no comments yet.
Janarax
A devious bard who has focused his sorcerous powers on murder and deceit, Janarax partners with Silvex, one of his brethren. The two make a powerful spellcasting force, wandering the planes causing trouble.
Recently, he has learned about the power of Magesilver and has been wielding a large chunk. In his research into powerful artifacts, he has discovered the Silver Orb of the Ages, which he seeks in the Great Library that is the Plane of Knowledge.
Janarax
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 7
Hit Dice: (7d8)+(7d4)+70
Hit Points: 140
Initiative: +9
Speed: Walk 40 ft. (8 squares)
AC: 32 (flatfooted 27, touch 15)
Attacks: *Bite +8;*Claw +13/+13; ;
Damage: *Bite 1d6+1;*Claw 1d6+3; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar
Saves: Fortitude: +12, Reflex: +12, Will: +12
Abilities: STR 16 (+3), DEX 20 (+5), CON 20 (+5), INT 22 (+6), WIS 14 (+2), CHA 22 (+6)
Skills: Appraise 6; Balance 5; Bluff 26; Climb 3; Concentration 22; Craft (Alchemy) 11; Craft (Trapmaking) 9; Craft (Untrained) 6; Diplomacy 10; Disguise 27; Escape Artist 5; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 8; Jump 7; Knowledge (Arcana) 23; Knowledge (Tactics) 10; Knowledge (The Planes) 10; Listen 6; Move Silently 12; Perform (Comedy) 8; Perform (Dance) 8; Ride 5; Search 6; Sense Motive 7; Spellcraft 25; Spot 11; Survival 2; Swim 3;
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 17
Alignment: Lawful Evil
Possessions: Alexandrite; Tiger Eye; Amethyst; Aquamarine; Bite; Bracers of Armor +8; Claw; Cloak of Charisma +2; Blue Diamond; Emerald; Ring of Blinking; Star Ruby; Wand of Ice Storm; Sizable chunk of Magesilver (adds +2 to all spell levels while wielded)
Spells:
Spells per Day: (6/8/8/7/7/7/6/3/0/ DC:16+spell level+2 for the Magesilver)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Fireball, Fly, Haste, Lightning Bolt
Level 4: Black Tentacles, Charm Monster, Phantasmal Killer, Solid Fog
Level 5: Baleful Polymorph, Dismissal, Wall of Force
Level 6: Chain Lightning, Greater Dispel Magic
Level 7: Spell Turning
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
Combat
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills
A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Rakshasas As Characters
Rakshasa characters possess the following racial traits.
* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.
Posted in Character and tagged Cover of Darkness, rakshasa, Time Out of Mind by Stephen Hilderbrand with no comments yet.
Lars
As the dust from the swordfight clears, there is one man standing. In profile, he is tall and slender, and when the light of the re-lit lanterns fills the room, his bruises become apparent. He holds one hand over his eyes squinting in the brightness of the light, a stoic expression over the rest of his face.
Lars and his traveling companion Faris hail from the eastern edge of Besht, where they live in an intentional community of woodsy folk. His skills in leatherwork give him a keen eye for craftsmanship, and his long hours of toil have tightened his muscles.
Mild-mannered and soft spoken, he is not quick to respond to stimuli, unless he feels immediately threatened, but when he does speak, his words ring with the wisdom of one who has lived on his own for much of his life.
Lars
Male Human; Medium Humanoid ( Human )
Fighter2 Expert1
Hit Dice: (2d10)+(1d6)+3
Hit Points: 29
Initiative: +6
Speed: Walk 30 ft.
AC: 16 (flatfooted 14, touch 12)
Attacks: Dagger +4; Dagger (Thrown) +4; Shortbow +5; *Sword, Short +4;
Damage: Dagger 1d4+2; Dagger (Thrown) 1d4; Shortbow 1d6; *Sword, Short 1d6+2;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +4, Reflex: +2, Will: +4
Abilities: STR 15 (+2), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise: 1; Balance: 0; Bluff: -1; Climb: 3; Concentration: 2; Craft (Leatherworking): 2; Craft (Untrained): 1; Diplomacy: -1; Disable Device: 3; Disguise: -1; Escape Artist: 0; Forgery: 1; Gather Information: -1; Handle Animal: 3; Heal: 2; Hide: 0; Intimidate: 3; Jump: 1; Knowledge (Geography): 2; Knowledge (History): 2; Listen: 4; Move Silently: 0; Ride: 6; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortbow)
Challenge Rating: 2
Alignment: Neutral Good
Possessions: Arrows (50); Backpack; Bedroll; Buckler; Caltrops; Dagger; Flint and Steel; Outfit (Explorer’s); Rope (Silk/50 Ft.); Sack; Shortbow; Studded Leather; Sword, Short; Torch;
Posted in Character and tagged expert, fighter, proppian by Stephen Hilderbrand with no comments yet.
Faris
There is a quick double thwap sound, and the boar falls to the mud before you, its snout landing on your chest. Rolling out from under the beast, a young man giggles as he approaches. “You’re not bored, are you?” he quips. As he retrieves his spent arrows from the deceased beast, you note his well-kempt features and the standard of a far-off land tattooed on the insides of his wrists.
Faris
Medium-size Male Human
Ranger3
Hit Dice: (3d8)+3
Hit Points: 27
Initiative: +3
Speed: Walk 30 ft.
AC: 15 (flatfooted 12, touch 13)
Attacks: Dagger +5;Dagger (Thrown) +6;*Shortbow +6; ;
Damage: Dagger 1d4+2;Dagger (Thrown) 1d4;*Shortbow 1d6; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Favored Enemy (Giant) +2, Wild Empathy (Ex) +4
Saves: Fortitude: +4, Reflex: +6, Will: +2
Abilities: STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
Skills: Appraise 0; Balance 3; Bluff 1; Climb 5; Concentration 3; Craft (Untrained) 0; Diplomacy 1; Disguise 1; Escape Artist 3; Forgery 0; Gather Information 1; Handle Animal 2; Heal 4; Hide 4; Intimidate 1; Jump 4; Knowledge (Dungeoneering) 1; Knowledge (Geography) 4; Knowledge (Nature) 4; Listen 4; Move Silently 6; Ride 3; Search 3; Sense Motive 1; Spot 5; Survival 5; Swim 4;
Feats: Armor Proficiency (Light), Endurance, Martial Weapon Proficiency, Point Blank Shot, Quick Draw, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 3
Alignment: Chaotic Good
Possessions: Arrows (20); Leather; Dagger; Outfit (Explorer’s); Shortbow;
Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:11+spell level)
Ranger – Known: None, as in Proppia, all magic is learned in-game.
Posted in Character and tagged proppian by Stephen Hilderbrand with no comments yet.
Kamgai Parzi
Kamgai was trained in a martial monastery on the border of the Fjordlands, a region inhabited by hordes of orcs that patrol the hills. He received his best training wandering those hills, picking fights and knowing when to flee before orc reinforcements arrived on the scene. His ability to sneak in behind enemy lines has been put to use on multiple occasions by the militias keeping sentry over the border between the Central Valley and Orkrun. This has won him a medallion of honor from the shared governance of Central Valley.
His history picking fights makes him come off as abrasive when he is first met, but over time he warms to groups who show themselves full of valor and thus worthy of his respect. Beating him in a feat of strength, dexterity, or combat will instantly win him over.
Kamgai Parzi
Medium-size Male Human
Monk11
Hit Dice: (11d8)+33
Hit Points: 97
Initiative: +8
Speed: Walk 60 ft.
AC: 25 (flatfooted 21, touch 18)
Attacks: *Flurry of Blows +11/+11/+11/+6; ;
Damage: *Flurry of Blows 2d8+3; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Diamond Body (Su), Greater Flurry of Blows (Ex), Improved Evasion (Ex), Ki Strike (Magic and Lawful), Purity of Body (Ex), Slow Fall (50), Still Mind (Ex), Stunning Fist attack 12/day (DC 16), Wholeness of Body (Su) 22 hp/day
Saves: Fortitude: +12, Reflex: +13, Will: +10
Abilities: STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 12 (+1), CHA 7 (-2)
Skills: Appraise 1; Balance 11; Bluff -2; Climb 5; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise -2; Escape Artist 11; Forgery 1; Gather Information -2; Heal 1; Hide 12; Intimidate -2; Jump 20; Knowledge (Arcana) 4; Knowledge (Religion) 4; Listen 4; Move Silently 14; Perform (Dance) 2; Profession (Soldier) 3; Ride 4; Search 1; Sense Motive 8; Spot 6; Survival 1; Swim 5; Tumble 16;
Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multiattack, Power Attack, Stunning Fist
Challenge Rating: 11
Alignment: Lawful Neutral
Possessions: Belt, Monk’s; Ring of Water Walking; Boots of Levitation; Bracers of Armor +5; Cloak of Resistance +2; Flurry of Blows; Outfit (Monk’s); Medallion of Honor from Central Valley (AC +2)
Posted in Character and tagged Central Valley, fjord lands by Stephen Hilderbrand with no comments yet.
Medallion of Honor
As a means of introducing campaign flavor, we recommend using Medallions of Honor. these medallions exist in many forms, and are awarded by communities and organizations to those who perform honorable deeds, for instance a party which saves a village from a marauding goblin army or saves a favored daughter of the hamlet.
Most common Medallions of Honor grant a +1 AC bonus (Sacred) to the wearer. However, they range through +5 bonuses, and can also bestow a number of other powers to the wearer. For instance, Medallions of Honor in aquatic communities often grant waterbreathing.
Prices range based on ability as dictated by the DMG, with additional cost bonuses for the stones which adorn them, be they turquoise, copper, or diamond.
Posted in Magic Item and tagged accessory, campaign flavor, medallion, necklace, sacred by Stephen Hilderbrand with no comments yet.