Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Monday, January 12, 2015

Expanded Reincarnation Tables - Back from the Dead with a Brand New Body

I don't care how you die, the most fun way to come back is reincarnation.  Sure, spells like raise dead and true resurrection bring you back just as you were before, but with reincarnate, you could come back as anything!  Well, so long as your definition of 'anything' is 'bugbear, dwarf, elf, gnoll, gnome, goblin, half-elf, half-orc, halfling, human, kobold, lizardfolk, orc, or troglodyte'.  I really like the element of chance involved in reincarnate; it feels right to be rolling on some big percentile table when you come back from the dead in D&D.  But it feels like there should be more options for what you come back as, for better or for worse.  So when one of the characters in one of my ongoing campaigns died (you'll see who in a later update), I decided the time was right to make my own table.  Well, tables.

I took some inspiration from the old AD&D version of reincarnate, which gave you a chance to come back as a centaur, a satyr, a badger, or any number of other woodland creatures.  It makes sense for a druid spell.  So on my tables, you have a chance (albeit a much smaller one) to come back as an animal or fey creature.  I even added plants and vermin, something I feel druids would appreciate, though the recipient of the reincarnate might feel a little less comfortable with it.  I think the possibility (however small) of coming back as a flower or a cockroach really adds to the sense of risk that this inexpensive shortcut back to the world of the living should have.

"Okay, maybe we should have sprung for raise dead, but I think we still have what it takes to bring down that lich!"
Illus. Paul Bransom via Wikimedia
I also wanted to expand the number of races you could come back as, making full use of the Advanced Race Guide.  This is where more of my own personal opinions went into this table, because there are some races in the the ARG that I am wholly against.  Some, like the half-vampire dhampir or the sci-fi android I left out because I think they are dumb and I would never let my players play them.  Others, like the half-wyvern half-kobold wyvaran and the four-armed kasatha, I think are overpowered, cheesy, and dumb, and I would never let my players play them.  But, hey, feel free to modify these tables to include them if you like them.  I won't judge.  I would have excluded the notorious Mary-Sue-bait catfolk race from my campaigns had one of my players not convinced me that they could be played realistically, like asshole cats, not just as special snowflake fetish-fodder.

I also, of course, put my own homebrew races in there.

So there are a lot of things a player could come back as using these reincarnation tables.  Even some monsters are available as rare options!  Take a look, and use them in your game if you like.

Monday, September 29, 2014

Crumbling Construct - A Template for Ancient Golems

First off, wow, I am way behind on my posts.  Sorry about that.  Things are pretty hectic at d20 Despot HQ right now (currently a hotel room down the street from Beaumaris Castle on the Isle of Anglesey).

Moat may contain otyughs
I know I said recently that you would be seeing a new PC class here soon, but that has been delayed due to technical difficulties.  As soon as Kent sends me the awesome illustration, I'll post that new class for you, no matter what day of the week it is (there is a complete PDF of the new class, minus illustrations, on my Patreon available for $1+ patrons).  Updates over the next few weeks will be sporadic or entirely absent, as they have been for most of this month.  I happen to be moving to a different continent soon, so please forgive my irregular schedule.

For today's update, inspired by a recent trip to the British Museum, I've created a 'Crumbling' template that you can apply to any constructs to nerf their power, making them appropriate for lower-level parties, and giving them that ancient feel which you might expect them to have from waiting around in an eroding tomb for 3000 years or so.  Due to my aforementioned hectic schedule, I've only been able to test this new template on the stone golem and caryatid column, so the CR adjustments might need some tweaking (determining Challenge Ratings is an inexact science in any case, especially so when working with templates).

The following material given in gold text is available as Open Game Content under the OGL.  Open Game Content is (C)2014 Jonah Bomgaars.  Crumbling stone golem and crumbling caryatid column are based on material published in Pathfinder Bestiary 1 & 3, (c) Paizo.

Sunday, September 7, 2014

Fixing the Weapons Table, Part 7: Daggers and Short Blades

Whew!  I just finished my dissertation and boy am I tired, so this article might be a bit brief, but it's still important.  You probably know my whole Fixing the Weapons Table spiel by now: the weapons table in Pathfinder is broken, I think I know better than the team of professional game designers that wrote it, etc.

Today's article comes from a struggle I've been having with myself (and the weapons table, of course) over the various types of daggers and how best to simulate them in-game.  Specifically, I wanted to incorporate the long, pointy stiletto dagger and the iconic, wavy kris dagger.

The kris modeled here by Jafar                 Aladdin - Disney
In the end I had to move some things around and add some new stuff, and it really fleshed out the dagger and short blade options available to your characters, be they old-man assassins or merely powerful sorcerers disguised as old-man assassins.

The following material given in gold text is available as Open Game Content under the OGL.  Open Game Content is (C)2014 Jonah Bomgaars.

Sunday, March 2, 2014

Speaking in Tongues: Using Languages in Your Campaign


The monk halts mid-step and tilts her head.  Yes, those are voices!  She silently drops down next to the sarcophagus and presses her ear to the granite floor.  There must be some sort of chamber below!

"Everything is falling into place," a sinister voice echoes from below.  "That earthquake will have awakened the Unconquered Bull."

"The people will also take it as a sign of divine disfavour.  Their faith in the Emperor will be shaken.  We need only push, and he will fall," a deeper voice responded.  

"Yes, soon the People of the Bull will topple this decadent society and usher in a reign of blood and fire!  We must return to the capital and complete the rituals."

"Indeed.  It is best we move as far from the coast as possible; the tidal wave will come shortly."

The monk sits up, puzzled.  She pulls out her Hyksaean-Zhengi phrasebook and flips through the pages with a practiced hand.  "I wish I knew what they were saying."

Language is key to how we interact with and interpret the world.  As such, it naturally comes up a lot while roleplaying as well.  The character from a distant land.  The ancient inscription above the doorway.  The conversation overheard between hobgoblin guards.  Yet the rules for learning, speaking, and reading languages are surprisingly slim in the d20 and PFRPG systems.

This sort of thing bugs me, so I came up with a new set of rules that govern how a character learns and uses languages.  It works fine if your approach to languages is as simple as "Common, Dwarven, Elvish, Orcish, etc." but it also includes optional rules for those GMs who want to lend some realism to their campaign settings by including regional languages and language families (Try going to Latvia and see how far speaking "Common" gets you).  So if you are looking for a more comprehensive rule set for languages in your campaign, look no further.  Actually, look a little further; the rules are below.

The following gold text and its associated tables are available as Open Game Content under the OGL.  Open Game Content is (C)2014 Jonah Bomgaars.

Monday, February 3, 2014

Fixing the Weapons Table, Part 3: Polearms (part 1)

Polearms are just about the most ubiquitous and varied category of weapon to have ever existed.  Heck, spears alone have been in use around the world for hundreds of thousands of years, and are so fundamental that chimpanzees have been observed crafting and using spears for hunting.  But in the Middle Ages and continuing on into the Early-Modern period, there was a proliferation of new varieties of pole-weapons designed for all sorts of uses.  Many of them were very simple to make and to wield, allowing peasant armies to have some recourse against mounted knights.  Many of them were much more complicated and specialized, designed to bust open armour, cut harnesses, or just really mess up a dude's face.

You would be hard pressed to find an army that went to war without polearms, if only just spears; getting into the Late Medieval period most armies would have units of some other specialist polearms - usually halberds.  And yet they hardly turn up in fantasy RPGs these days, whether tabletop of video game.  Many such weapons were included in 1st and 2nd Edition AD&D, and a few of those made the jump to 3.5 and Pathfinder.  My goal here is to round out the list of available polearms and fix those already existing ones which don't seem to have been statted up quite right.