Showing posts with label dear god help me. Show all posts
Showing posts with label dear god help me. Show all posts

Friday, October 13, 2017

That Which Welcomes Dreams and Is Born From Sand

That Which Welcomes Dreams and Is Born From Sand (or Kurz'iin) is worshipped as the prime deity of the drugged mystics common to Vymrrysian alleyways and psychedelic desert witches of the Stone Crushed Sea. Representations of this deity are hard to come by, though if one looks carefully, occasionally crystal pendants bought from mystics will contain its runic markings. Kurz'iin is a figure that is said to control the state of our dream-lives, for better or worse, which then guides our waking actions. A part of them exists in each small crystalline mote of sand, and when summoned by a particularly fervent coven, their form becomes as an iridescent androgynous figure rising from the desert dunes, draped in a cloth of depthless moonlight. Kurz'iin does not speak, but instead refracts the images of answers to questions you did not ask upon the sand.   

Favor: Prayers and a blood sacrifice offered to Kurz'iin before sleep or as part of a witches' coven, provides at 10% chance of a prophesying dream the following night or a 30% chance of the answer to an important question, respectively. This prophecy may relate to a current quest, relationship, or some wider struggle, the answer may be in regards to any question. 

Disfavor: Earn the disfavor of Kurz'iin by killing one who is in their favor or by using magic to alter the dreams of another. Their disfavor confers 2d4 weeks of unceasing nightmares resulting in a 2-point penalty to WIS saves and WIS checks, and a 10% chance of a 1-point CON reduction. 


Examining a city mystic's crystal with several runes inscribed in psychedelic colors.

Thursday, October 5, 2017

She Who Guards the Places We Walk

The places we walk. 
     The well-trod paths.
The deepest parts. 
     Shielded from cold hearts. 

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She Who Guards the Places We Walk (or Ya'rryn) is worshipped as the patron saint of merchant-traders, the homeless, and sometimes mercenaries and adventurers. Representations of her can be found carved into some of the many gates of the city, among the brick-work of old alleyways, and occasionally on standing stones throughout the wider world. She is an ephemeral protector of lonesome wanderers and those who venture to places unknown. Quiet and soft, her presence is known by fresh ivy growths along one's path, or in rare circumstances, a graceful hand protruding from the earth offering guidance in the form of a token symbol. 

Favor: Prayers offered to Ya'rryn before a long journey or when hopelessly lost, provide a 10% chance of the appearance of guidance in the forms listed above.

Disfavor: Misleading, killing, or needlessly harming travelers and lost souls will earn the disfavor of Ya'rryn. Disfavor results in a -2 penalty to CHA checks when talking to those in her favor, and a 5% chance of getting lost when making a turn on any trail, path, or road.  


She Who Guards the Places We Walk presenting a guiding token warning of hostile bowmen ahead.



Thursday, September 21, 2017

OSR Class: Beetlefolk Defender (WIP)

Beetlefolk Defender*

Native to the Flowering Expanse, Beetlefolk tend to confine themselves to the territory of the Proletariat, rarely leaving its borders. Defenders can be found guarding larvae at the gigacacti root systems, patrolling the borders, or occasionally out on scouting missions. In the rarest of occurrences, a Beetle may leave and venture out into the world.

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Prime Attribute: Strength [13+]
HD: 1d8
AC (base): as Ringmail [13]
Armor/Shield Permitted: Any
Weapons Permitted: Any

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About The Class

Alignment: The vast majority of Beetlefolk are Lawful Good due to their eusocial nature as a species/race. However, occasionally some leave their clans for unknown reasons and venture out into the wider world seeking fortune, fame, or the like. These Beetles may be of any alignment. 

Magic Items: May use any magical items that fit their bodies. Use common sense. 

Charity: Beetles that retain contact with the Proletariat must send half of all earned treasure back to their clan as part of the public good. This restriction is never lifted. 

Armor: Due to their unique bodily proportions, Beetlefolk wishing to purchase armor from human or demi-human smiths will have to pay double or otherwise negotiate a fee. 

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Class Abilities

Natural Armor: A hard exoskeleton and fused wings lend Beetlefolk a natural armor that is 2 points better as starting AC than any other race.

Circularly Polarized Vision: Due to their unique ocular structure, Beetlefolk are highly resistant to illusions and blinding effects, granting them a 4 in 6 chance of either ignoring blinding magic or seeing through an illusion of any kind.

Insectoid Psyche: All Beetlefolk, and hence any Defender, have near-immunity to any attempts by another race to charm, mind control, or otherwise tamper with their minds. A Defender has a 5 in 6 chance of ignoring this completely at level 1, increasing by 5% per level. By 4th Level, a Defender is completely immune. 

Natural Shielding: On any turn, a Defender can take their action to turn their back to an opponent, granting  +1 AC vs. Missile Attacks. When in this position, a Beetlefolk Defender can not take a reaction. 

Beetle Horns (2nd): At 2nd Level, a Defender learns to use its horns more effectively in combat. On a successful horn attack, roll 1d6 damage. At base, 2 in 6 chance of goring an enemy, allowing a Defender to grapple and move with the opponent in any direction at 3/4 speed. This chance increases by 5% per level, capped at 90%. 

Many Arms, Many Weapons (5th): At 5th Level, a Defender becomes capable of holding two weapons of different types on one side of its body (i.e. a short bow and a sword), plus a shield on the other, negating the need to take a turn to switch weapons. 

Establish Brood-Clan (9th): At 9th Level, a Defender may return to the Proletariat and convene the political council and request to begin its own clan within a new Gigacactus. The new brood will start small with 1d12 new larvae and 1d6 Defenders. Each level after 9th, roll 1d20 to see how many new clan members have been born. Of this new number, 1 in 4 will be a Defender, rounded up. 

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Class Advancement Table

Level
Experience Points Required for Level
Hit Dice (d8)*
Saving Throw
1
0
1
13
2
2,000
2
12
3
4,000
3
11
4
8,000
4
10
5
16,000
5
9
6
32,000
6
8
7
64,000
7
7
8
128,000
8
6
9
256,000
9
5
10
350,000
9+2 hp
4
11
450,000
9+4 hp
3
12
550,000
9+6 hp
3
13
650,000
9+8 hp
3
14
750,000
9+10 hp
3
15
850,000
9+12 hp
2
16
950,000
9+14 hp
2
17
1,050,000
9+16 hp
2
18
1,150,000
9+18 hp
2
19
1,250,000
9+20 hp
2
20
1,350,000
9+22 hp
2
21+
+100,000 per level
+2 hp/level
2

*Advancement table uses the S&W Complete Paladin table