Archive for the 'Uncategorized' Category

09
Dec
09

Have your Forgotten the Forgotten Realms?

For a moment I did.

The 4e campaign guide was sitting there under the DMG 2, under the Eberron Campaign Guide . . . just sitting there lonely.

When I first purchased the book (and the companion Player Guide), I was not impressed. While I liked the PG’s swordmage, dark pact, and spellscarred options, the FRCS felt  . . . meh. I’d spent a lot of my 2e career DMing in the Realms, and the 4e version of Faerun felt different just for the sake of being different. I put the book aside and forgot about it . . .

Due to the fact I will be finishing my Master’s degree and seeking a Ph.D., it is likely I am going to be moving again. This fact got me to thinking (like everything does) about RPGs. I’ve got a pretty solid group of guys to game with here. Consistently show up, want to play, and we are all friends aside – I wanted to run one more 1-30 campaign for them, for me, before I rambled on.

But what?

Initially, I had big ideas of a homebrew world full of grit and darkness and house rules . . . but with teaching, working on a thesis, pursuing my fiction, and my small freelance ‘career’, time wasn’t available to do that. Besides, some of my ideas of fun, I think may run contrary to what my players would want . . .

Eberron seemed a viable alternative. I like the pulp-noir feel, I enjoyed the campaign setting, but as I dug into the setting harder than I ever had before, I noticed something that made me shy away from running it. Points. Of. Light.

I really enjoy the 4e points of light concept, of vast swathes of darkness crisscrossing the land. Eberron with its nations and its conspiracies doesn’t encapsulate the feel I am looking for. I wanted a campaign that could feel more rugged, more episodic . . .

Forgotten Realms! I dug through the book again, and for some reason things really popped with me. The spellplague’s created this world that, while depending on it, has to have grown wary of magic. It is war torn with the shades of Netheril leading the way. It is points of light, Anarauch, Damara, Narfell, and just so much uncharted land in general between the cities on the map.  I got so swept up in the Forgotten Realms fever, I skimmed the boards and the wiki, and I whipped up a campaign guide centering on Maloren’s Rest, a small Cormyrian village abutting the Farsea Swamp.

I’ve already posted the campaign guide (a few posts back), and I don’t want to ruin the game. But I will be posting a campaign journal. . .

Really the point of this post is to just say give the Realms one more chance. I feel it gets some bad raps because of the powerful NPCs, but you know what, that’s a DM thing. I for one am looking forward to uncovering ancient Netherese ruins, lots of magic items, and partaking in high adventure across the width and breadth of Faerun once more . . . and here’s a little treat that my player’s can likely look forward to meeting down the road.

(As always a work in progress)

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One other thing I want to mention is NEVERMET PRESS. You can check them out in my blogroll, but the reason I really wanted to mention them is to ‘pimp’ some writing I did with them.

So here is the skinny:

NMP just released the first of the Portrait of a Villain series; this one details the Desire, a seductive woman who uses her wiles and intelligence to rule her criminal empire with an iron hand clothed in a velvet glove.

The PDF is only $9.95 (I’ve got the link for sale to the right) and you get a lot for that. And the great thing about it is that it is full of drop-in and use material; that is to say it is not all linked together, but it is all derived from different designers view concept of the Desire.

Included you will see: (~ = about)

~ 25 new statblocks full of 4e baddies (arguably the most useful 3 party product for 4e, as it is very easy to cut and paste or put into the Monster Builder)

~ 6 new magic items.

1 new paragon path.

A fully developed city. A handful of fully developed organizations. 3 fully developed encounters. A bunch of art and maps . . . a lot of other stuff I’m missing.

So, if you are a DM and you want material that is comprehensive enough to place a whole heroic level arc around look no further. You will not be disappointed.

Overall, I highly recommend it – and heck you’d help feed a rogue, which keeps me off the streets!

05
Dec
09

Collaborative Results

SESSION ENDING:

An epic battle against Szass Tam was a lot of fun and our first real delve into epic badness. Case in point, our half-orc battlerager fighter hit a monster with a crit (he has a vorpal fullblade) used his action point, and rolled a crit . . . total damage was 312 hp . . . ouch!

The heroes won the day, destroying Szass, but not his phylactery . . .

SESSION BEGINNING:

To set this up I used a lot of the collaborative measures from the DMG2 . . . and it went awesome! The players really bought into coming into the world ‘together.’ We got some interesting characters with some fun hooks out of it. Also, it was like a mini-game session full of roleplay and no dice . . . gamers need that, I think.

Josh as a Halfling Rogue named Pip. This is awesome first off because my players rarely want to play the small races . . . Pip is going to be loads of fun, I can tell. Danny is a dark, knife-obsessed human assassin, Damien. Karun is the honor-seeking genasi, Frost.

Here is what we got from each character from our collaborative approach:

Josh as Pip the Halfling Rogue:

  • Ex-Con Hook – He got caught stealing, the only time ever, from a rich merchant named Malcolm Drake.  It still perturbs him a great deal. He was stuck in Wheloon for six months before escaping.
  • Came to Maloren’s Rest (campaign start) to let the heat die down from his escape and he tends bar for his Uncle Shelby at the Fisherman’s Tale, a decrepit dive bar abutting the Tun River.
  • Pip loves gambling and believes less in gods and fate and more in luck. Luck is a religion to him. He also believes in gold. More to the point he believes in the luxuries that gold can afford him.
  • Pip has recently been seen in the company of halfling lady of the night (his Uncle’s place is a bit of a brothel). She’s fallen for him, but he’s just enjoying the ride. Besides he left his true lady love back in Cormyr proper . . .
  • Pip knows Damien fairly well. Both tend bar at different places and occasionally talk shop, though they leave their past lives out of it. He does think, however, that Damien is not much fun . . . a little too dark and stiff. He kind of knows Frost, the only genasi in town, but doesn’t deal with him much as the icy customer is so quiet. Pip’s only been in town for a month or so and doesn’t know too many people.
  • The last rumor Pip heard came from some men in his bar saying that there was a horde of treasure, belonging to a dead dragon, only a week’s hike from the town up in the Storm Horns.

Danny as Damien the Human Assassin

  • Reckless Youth Hook – Damien use to run with the Fire Knives out of Westgate. However, he had a falling out with them because he thought he wasn’t getting a fair share. He firmly believes his skills demand a higher payment.
  • Trying to leave Westgate was difficult. His friend, Esteban, tried to kill him at the behest of the Fire Knives. Damien avoided that but when he attempted to leave with his brother, the town guard took him under false pretenses. Last Damien heard he was tortured and killed in the city’s dungeon. To this day, Damien’s biggest regret is that he lacked the strength and skill to cut down the entire city that day. He also has a stepfather back in Westgate he some days thinks about visiting . . .
  • He came to Maloren’s Rest to collect his thoughts and escape Westgate. He’s been here 6 months and is a jack-of-all trades for the Slippery Stone Inn.
  • He has a fairly large obsession with knives. He collects, cleans, and sharpens them often. And he talks about them . . . some think too much.
  • Damien doesn’t have too much to say about Frost, but he thinks Pip is a bullshitter and he sometimes hates gambling with him.
  • Damien has heard some rumors from passing bards and merchants that a nest of dragons has begun taking to the skies to the east, near the Storm Horns.

Karun as Frost the Genasi Swordmage

  • Blood Money Hook – Frost used to fight in the pits of Hillsfar for Jorgen Fell a skilled swordsman.
  • Jorgen actually killed Frost’s father in a duel, thereby doing two things – 1) taking possession of the young genasi, and 2) inspiring a desire in Frost to become the best duelist ever.
  • Though he managed to escape after many years in the arena, Frost at times has regrets for not killing Jorgen when he had the chance . . . however, he stayed his hand for he wanted to face Jorgen in duel, not kill him in his sleep. Though still the missed opportunities haunt him.
  • Wanting to practice, and escape the life of bloodshed, Frost came to Maloren’s Rest 2 years ago. He has settled in nicely as a blacksmith apprentice. In town he enjoys the chance to practice in solitude, the town’s fine goat cheese, and the chance to pine for Gemma, the proprietor of the Slippery Stone Inn. Ultimately, though he is much too nervous to make a move.
  • While he sees Damien as a bit odd, he is the only person in town who shares his love of a fine blade . . . Frost does not know what to make of Pip, though he does know he cheats at games of chance.

Sean as a ?

Sean couldn’t attend our game, but he knows that the role of a leader falls to him. I should find out soon what he is going to be.

Anyways this whole session was a lot of fun, especially when the players started to realize that what they say was becoming, to some extent, campaign law.

03
Dec
09

Hooking Them In

Tonight’s the night, tonight’s the night .  . .

Um, yes.

Any who Wrapping up one Campaign tonight and doing character creation ground work for the next. If you’ve been following along and care to see my campaign brief it is attached —-> Starfall. You’ll notice that it is very different from what I had been planning and rumbling on about, but that’s the way the cookie crumbled. At the last second, I got on a 4e Faerun kick (minus the eladrin . . .), and that’s where we will be gaming.

If you like that campaign brief, or if you don’t, and you want some more discussion surrounding that topic and similar DM advice topics check out d20source.

Also, straight from the pages of the DMG 2 here are the following Hooks my PCs may choose:

BLOOD MONEY: You used to fight the pits in Hillsfar. But paid or not, you are no man’s slave. Though he may think otherwise . . .

You gain the following feat: Durable

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DISGRACED LINEAGE: Your family name has fallen into disfavor due to your father’s digression with devils. In dwarven society, no greater disgrace, not even death can out do shunning.

You gain the following feat: Gold Dwarf Pride

Requires Dwarf

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DREAMER: You have a reoccurring dream that you cannot shake. Sometimes at night you awaken, a voice, raspy and deep, calling to you, promising to aid you, if only you aid it.

You gain the following feat: Pact Initiate (Infernal)

Requires Cha 13

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EX-CON: Maybe you did, maybe you didn’t, but the bottom line is you got jailed for it. 5 years in Wheloon is enough to change a man.

You gain the following feat: Grim Promise

Requires Trained in Intimidate

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INQUISITOR: Through flame and whip the church indoctrinated you in ways they could never tell the public. You are not sure why they chose you, or why they let you go . . . only that fear seemed to guide their hands.

You gain the following feat: Demonbane

Requires Divine Class

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RECKLESS YOUTH: Luck favors the bold, this was your credo when you ran with the Fire Knives thieves’ guild of Westgate.

You gain the following feat: Action Surge

Requires Human

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SPELL TOUCHED: You are one of the unlucky and rare individuals to have been corrupted physically by the spellplague.

You gain the following feat: Student of the Plague.

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STUDENT OF THE ART: You’ve spent years mastering the Art only striking off on your own when you saw what your mentor planned on summoning.

You gain the following feat: Careful Summoner

Requires Con 13, Wizard

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The best thing about these is that based on how the character’s pick these will help me craft the direction of the campaign based on my own plans.

01
Dec
09

Campaign Session 0 – Outline

So on Thursday I will be wrapping up one campaign (can you say PCs vs. Level 35 God of the Dead), and setting the framework for the next.

Like many 4e players, I’ve been very happy with the DMG 2. Taking a cue from that fine book, as well as the many DM-advice oriented blogs, I am going to attempt to instill a level of collaboration for the character creation setting:

My outline/reasoning follows:

1) DISTRIBUTE CAMPAIGN BRIEF – I’ve always been a big fan of the campaign brief. If done well it captures the theme and flavor of an upcoming campaign; this, in turn, helps the players craft PCs that are going to be enjoyable in the game. Obviously, this is handed out first because it will dictate some of the options and ideas available to the players. I am planning on reading this 3 page document aloud, as well. I really want to get the players invested into the roleplaying aspect of this campaign, and there is no time better to start than Session 0.

2) ROLL THE DICE – Each player rolls a die. High die goes first. That person chooses a race/class combo. Then we go down the line. I like doing this because, to some extent, just seeing what other people choose is going to dictate a player’s choice. This helps establish that concept of collaboration.

3) FORGET THE ATTRIBUTES, TELL ME ABOUT YOURSELF – The DMG 2 has some great suggestions that I am going to use. Following the initiative listed above, the player’s will go round-robin telling me the following:

  1. Name
  2. Motivations (example: I promised my mother on her deathbed I would continue her magical research of the planes)
  3. Give me a tie to another PC (example: Ruthgar works for Gregmin’s father and the two often have to work side by side)
  4. Contrast to another PC (example: Ruthgar is annoyed by how lazy Ors the Wise can be)
  5. Give me an important NPC in your life.

4) INTRODUCE HOOKS – At this point I will spread out ten notecards face down. Each notecard will have a hook (Example: Clan Exile – You’ve been booted from Iron Shield Unders, the dwarven mining community beneath Iron Shield for witnessing a murder. When you tried to bring it up, you were exiled for false accusations.) I am hopefully going to work on these a bit tonight and tomorrow before the game. Looking for ideas on how to craft some better ones – care to help?

5) ATTRIBUTES/HOUSE RULES – Tomorrow, I will finally post my house rule list. It has become cleaner and smaller as opposed to growing . . . anyways, I am also incorporating a dice rolling element into the point buy.

6) 3RD PERSON TEASER – I will go into this more when I recap the session, but I want to let them play a game or two of pirate dice. They will each be a fisherman with a specific goal. At the conclusion of this little vignette something happens .  .  .

22
Nov
09

Intro to a Brief

Here’s a little bit of the info going into my Campaign Brief for an upcoming game. I really want to highlight the great points I found here – I’ve been keeping them in mind while crafting this.

Here is the intro. Short, sweet, and to the point (I hope). My goal with this flavor text was to give them a sense of history and where they stand in it very, very briefly.

Ergath is a world that has forgotten piece. Her skies have hidden beyond the billowing smokes of violence and her soil has feasted on the coppery taste of blood for countless years. Though no great war currently crosses the land, Ergath remembers devastating wars by the scars that cross its surface. It was only a few centuries ago that the ambition and arrogance of the Templars of Durathani mistakenly brought the unending Blood War to Ergath’s own soil. Demonkind and devils ran rampant, their bloodlust not sated merely by killing each other . . . towns, cities, nations fell. Only through the combined efforts of dragonkind and the emergence of the now divine heroes, were the fiends pushed back to the hells that spewed them.

But the damage has been done.

Dragonkind has retreated, no longer willing to deal with the problems of the mortal races. Old alliances have fallen, as the nations that forged them have. Goblinoids, giantkin, and other dark horrors lay claim to huge swathes of unmapped land, full of shadowy forests, jagged mountains, and ancient ruins that are remnants of a time when mankind had the strength to keep the darkness at bay.

Now the civilized races huddle in their cities and towns, dim points of light awash in a sea of inky blackness. And, of course, being civil is no guarantee of being good. Today, still, countless cults extol the virtues and powers of demonic beings as many strive for power, which leaves wide open the possibility for unchecked ambition to rain ruin down on Ergath once more.

It is a first draft and I may play with it. Right now, as I read it again, it seems to hint at a post-apocalyptic fantasy game. To some extent that is true, but I want enough time to have passed that there is an atmosphere of some normalcy here (besides I am going to be playing Dark Sun soon enough – I’ll save the apocalyptic feel for that game).

The other thing I wanted to mention is limits as creativity. I’d been struggling with how I wanted to do races. I hate . . . HATE . . . the inclusion of too many races, as it destroys any verisimilitude the game may hope to possess.

For this campaign’s character creation we are pulling in some of the collaborative elements from DMG 2 – for a long time I was thinking about having them tell me which races they’d like to include. However, in the hopes of not overwhelming them with choice (there’s already going to be a lot going on in character creation), I’ve decided to limit the races to six: Humans & Tieflings, Elves & Dwarves, Minotaur & Dragonborn.

I picked these on two accounts:

1) They cover the broad swath of ability bumps. Everyone who wants to min-max to some degree can . . . or, perhaps more fairly put, people can optimize their racial selection.

2) I like the tension inherent in each racial pairing. Tieflings are dark mirrors of humans, and in Ergath a constant reminder of the land’s bloody past. Dwarves and Elves are the first races of Ergath . . . and they’ve different ways of handling it. Aside from the Eladrin (elves who left) the remaining elves want to establish strong relations with the remaining races and work on restoring Ergath’s natural splendor. The dwarves want to forge alliances to beat back the ‘evil races’ of the world. Minotaur and Dragonborn are both monstrous races that have to deal with their heritage. For the dragonborn it is attempting to uncover why the dragon’s abandoned them while holding to what they see as a noble heritage, for the minotaur it is remaining true to their primal selves while also controlling the beast within.

17
Nov
09

Just Have Fun

Sometimes a DM gets big plans. He finds all the things he doesn’t like with a system, and he starts ‘fixing’ them. Bye-bye boring wizard class, hello transmuter, necromancer, illusionist, and summoner. Goodbye Seeker and Assassin with your much too magical flavor for my gritty campaign . . .

And often this works if the DM has prepped his players to be ready for the big changes.

Other times, the DM gets that rare chance to sit on the other side of the screen and just play one character instead of legion, say, maybe one of those classes he was derisive of earlier.

That DM remembers something: the best house rules, game changes, sense of world, setting, and story – all of that stuff that DM-lifer’s breathe like air is secondary to the player’s character and the fun that they get from it.

That, my friends, is Dungeon & Dragons – a couple of people sitting around a table HAVING FUN. Do I still have illusions of running my super-gritty campaign full of custom classes and huge changes to the 4e rule set? Yes. But just getting a chance to play for a few hours really reopened my eyes to the fact that my main goal as a DM is to let the players have fun.

Would they have fun in my gritty, perceived game? Probably, but 4e still has so much space for the player to play in I shouldn’t be in a rush to rob them of some of the game’s luster. Every time we meet people have a blast, and my poppa always said, “Sure you can have a beer . . . er, if it ain’t broke don’t fix it.”

I’m not going to harp on and on about this, but needless to say getting a chance to play really put my upcoming campaign (2nd 4e one) in perspective. I want to give my players a campaign they will talk about for years and years; I want one that is fun-fucking-tacular.

The Assassin Doth Rock

Ok, initially I did not like the assassin because I did not like the whole shadow magic flavor. I was much more jiving on the assassin of old – martial training, a killer instinct, and a mean streak (and poisons + stealth). But after playing one on Sunday, I have to say very cool. Being able to shadow step at-will, awesome. Shadow Form awesome!

Even being first level, I did all kinds of cool things:

1) Slipped through a grate with shadow form to trigger a lock from within.

2) Used executioner’s noose to pull kobolds from ledges and into traps. Multiple times.

3) Used my wide breadth of skills to sneak about . . . and to make a jump check over some trapped tiles (I jumped from one stone sarcophagus to the next) landing adjacent to a kobold who I then hit for max damage. Then I burned an action point and did it again. 1 round, 1 dead kobold.

Admittedly, there was a learning curve. You got to keep on the move with the assassin. He’s a glass cannon. But lots of fun. Thursday night, I tell you how the bard plays.

10
Nov
09

Picked Pockets – Mad Dwarven Woman

So I promised a new villain for one of the story arcs for my next campaign, and here she is. This is Morgana (from Dungeon Mag’s Den of the Slave Takers) with some slight twists. She is now a dwarf (no halflings in the homebrew, I’m afraid). In addition, she’s less into worshipping Torag and much more an alchemist who got mixed up with some recent aberrant influences . . .

Morgana

Now for some pockets worth picking:

  • Chatty DM – If you are coming here to link to Chatty’s site, your blog-reading priorties are mixed up. But if by some chance you have not seen it, Chatty delves into a particular subject that constantly frustrates me with 4e – treasure. I am not sure I agree with the direction he is going there, and I think that stems from us seeing different problems with the parcel system, but it is thought-provoking and worth a look. Chatty DM’s Treasure System.
  • Some people love them, some people hate them, but regardless Geek’s Dream Girl has probably one of the best recent ones. Maybe its because I’m a fan of Eberron, but so far I enjoy reading her campaign logs.
  • Lastly, I’ve really been scouring other game systems lately. Check out Life and Time’s of the Philippine Gamer for more info on FantasyCraft, and this blog for info on the forthcoming Warhammer RPG.

08
Nov
09

Theme: madness

Even before the concept was ‘codified’ in DMG 2, I’ve been a fan of the way 4e has themed certain powers. Kobolds are shifty, Dwarves are tough to move, etc . . . Seeing this thread established early on in the system, I crafted my homebrews to operate in a similar manner. All the Thompson Boy bandits have bloody opportunist. All the wizards of Sedgme can fly once an encounter.

But the DMG 2’s idea of theme opens this power structure up even more. Now when creating a themed group of baddies, we can think in broader terms. Some of the baddies may have X and Y, others may have Z . . . regardless the mix all of these powers echo a theme.

So, as I am in the midst of prepping a new campaign and wanted to come up with a theme for an aberrant cult, Awakened Eyes, that will likely play a major role, I turned back to the DMG 2 for inspiration. Instead I found an answer. Or at least half an answer; 4 of the 8 powers of the Those Who Can Hear (DMG 2 120-121) work very well for my own mad cultists:

Aura of Madness: Works nicely, not overpowering and fits the theme.

Mind Twist: Really, really like this power. It is like dominate-light. I think the way it is described it can easily fit a sense of madness or insanity.

Seeds of Madness: Another great controller-type power that shows how infused some of these beings are with Far Realm weirdness.

Psychic Feedback: Maybe my favorite power of this aberrant theme. It highlights that all the aberrant worshippers are connected via their insanity, and the psychic energy that thrums between them.

Now the remaining 4 powers did not really do it for me. One gave an action point (boring), one was a slow effect that didn’t jive with the flavor of a mad cult, one was a ‘psychic scream’ that again didn’t jive with what flavor I was looking for, and the last was a simple leader power involving movement (boring).

So here are a few additions I’ve added.

Madman's Strength

This really works for brutes. I think it captures that "I'm one angel dust" or "this guy just busted out of the asylum" kind of madness.

 

 

 

 

 

Third Eye Revealed

I keep envisioning the player's finally whittling down their first BBEG and the skin of her forehead splitting open to reveal this horrid, alien eye.

 

 

 

 

 

Lunacy

May need to play with this one a bit, but I like the concept of the insane being particularly resistant to Will-targeting effects. I could just make this an inherent bonus, but I at least want to highlight the flavor.

 

 

 

 

 

 

Mind Touch

The idea being here that once the aberrant-themed baddie has 'touched your mind' with a pyschic power, he gains some sense of what your thinking. Hence the ability to evade. Good RP should go along with this - Example - Ask your player what's on his mind right now? Then have the villain repeat that back to him . . .

 

 

 

 

 

 

 

Tomorrow, I’ll show you how these powers are being used on my version of Morgana, from my version of Den of the Slavetakers. Also, the return of Picked Pockets.

02
Nov
09

Cocky Duelist

Character Concept: Cocky Duelist

Keywords: Rapier, Charming, Quick-on-his-feet 

 

This little thought-exercise has value, as I am playing a bard in a 4e campaign right now. However, though I like the way the bard plays, I am not a fan of the flavor, so here is another take on a roguish rogue. Without further ado:

 

Name: Raef – Human Rogue

 

1st Level Choices:

Class Feature: Artful Dodger

Background: Noble ( Diplomacy as a class skill)

Abilities:

STR – 10, CON – 11, DEX 17, INT – 14, WIS – 8, CHA – 16

 

Skills: Acrobatics, Athletics, Bluff, Diplomacy, Streetwise

Feats: Rapier Proficiency, Defensive Mobility

Powers: Clever Strike, Deft Strike, Sly Flourish, Fox’s Gambit, Trick Strike

 

We are well on are way to building an excellent duelist. His powers focus on movement and gaining combat advantage, and his feats grant him his rapier and the ability to worry less about moving across the battlefield. At level 1 he has a +5 bonus to AC against opportunity attacks. Skill wise, he diplomacy and he’s not afraid to use it.

 

2nd Level Choices:

Feat: Martial Alacrity

Power: Battle Feint

 

Both of these choices scream duelist to me. Martial Alacrity ups the initiative and essentially allows for an extra shift during the first round of every combat; battle feint highlights your skill with the blade and lets you spread the combat advantage love.

3rd Level Choices:

Power: Flamboyant Strike

A tough choice between this and Trickster’s Blade – however, I like the Errol Flynn version of a duelist so keep on movin’ when in doubt, and this one lets you shift.

 

4th Level Choices:

Stat Bump: Dex & Cha

Feat: Action Surge


Any duelist worth his salt relies on his grace and charm. Oh and the flair for the dramatic moment .  . . hence Action Surge!

5th Level Choices:

 

Power: Flashy Riposte

 

An immediate reaction that sounds like a dueling move is a natural fit. Added bonus of dealing damage on the enemies turn and gaining combat advantage for a while makes it a solid daily.

6th Level Choices:

 

Feat: Improved Initiative

Power: Dodge Step

 

Dodge step keeps you away from your enemies and on your guard. Improved Initiative should be in the repertoire for anyone who relies on speed in combat.

7th Level Choices:

Power: Rogue’s Luck

 

A swashbuckler is never down and out . . . he is just setting up the next thrust of his sword. And that is why Rogue’s luck is a winner. It is a reset power. If you miss, go again. Perfect for frustrating the DM.

8th Level Choices:

Stat Bump: Dex & Cha

Feat: Skill Focus (Diplomacy)

 

Obviously, I’m not a min-maxer . . . you should have picked up on that by now. Hence, Skill Focus Diplomacy. By now you’ve probably saved a few lives, wooed a few women, and that needs to be shown in your Rico Suave charisma stats.

9th Level Choices:

Power: Vexing Escape

 

Ok, you hit someone then shift your Dex. Then when they get near you, you shift again. Then again, then again. That is just a top notch daily for  a duelist. At this point you are likely the most aggravating character on the board simply for the amount of movement you get with your attacks.

10th Level Choices:

Feat: Weapon Expertise (Rapier)

Power: Combat Tumbleset

 

Well, it’s about time we invested some ranks into that rapier. Combat tumbleset is yet another power that lets you shift across the battlefield. By now you are a whirling mass of rapier stabs and smooth as butter charm.

NOTE – This character is not optimized. I know.

27
Oct
09

Bullywugs

Icky, swampy bullywugs. But why? They are already statted in the MM2, and in the recent 4e netbook . . . Answer: because they just didn’t cut it for me. Yes, I borrowed some concepts from those two sources, but bullywugs in my campaign are filthy, mucky, swamp loving brutes. More toady than froggy, more croaky than leapy, and definitely unable to belch fire and lightning . . . nor do they give hp back and bumble across the battlefield hurting themselves.

I will be collecting monsters here in a PDF every 50 or so . . . you can expect them to have a full write up then, but here are the bullywugs stats.

Bullywug Runt

Bullywug Hopper

Bullywug Bull

Bullywug Marsh Mystic

 

Bullywug Hopper

Level 1 Skirmisher

Medium natural humanoid

XP 100

Initiative +5                          Senses Perception +1
Swamp Stench aura 1; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 27; Bloodied 13
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6 (swamp walk), swim 4

m Spear (at-will; standard) • Weapon

+6 vs AC; 1d6 + 3 damage.

M Leaping Charge (recharge 6; standard) • Weapon

A bullywug hopper shifts up to its speed. It can move through enemy squares and difficult terrain. It must land adjacent to an enemy; +6 vs AC; 2d6 + 3 damage.

C Phlegmatic Croak (encounter; minor) • Poison

Close blast 2; +5 vs Reflex; 1d6 + 3 poison damage and the target is blinded until the end of the bullywug’s next turn.

Alignment Unaligned

Languages Primordial

Skills Acrobatics +8, Athletics +6

Str 12 (+1)

Dex 17 (+3)

Wis 12 (+1)

Con 11 (+0)

Int 7 (–2)

Cha 10 (+0)




Thieves’ Cant

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