| | Because Blogs are common to the point of being chicle' I'm making one too! If you enjoy crazy and don't mind spelling errors this is the blog for you! Check out the intro page! Homebrew D&D stuff Since everyone else homebrews stuff, I might as well too! Here you’ll find custom D&D material created (mostly) by me  | Posted 31st October 2009 at 01:58 AM by MichaelSomething (MichaelSomething's RPG Blog)
A Battle of Wits
Set-Up
Skill Challenge Level: Variable
Complexity:3
Number of Successes:9
Number of Failures:3
Primary Skills: Bluff, Diplomacy, Insight
Important NPCs: Your foe, a mysterious man dressed only in black; the hostage(s)
Let’s suppose you and your opponent were unable to act against each other due one or the other having a hostage. You are unable to reach an arrangement, and therefore, are at an impasse. To break this impasse, your foe challenges you to a battle of wits; for the hostage(s); and to the death. He pours two glasses of wine and then pulls out a small vial before saying the following. “This is Iocane powder. It is odorless, tasteless, and dissolves instantly in liquid, and is among the more deadly poisons known to man.” He then takes both glasses and turns his back towards you. A moment later he returns both glasses to a nearby table. “All right; where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right, and who is dead.” Skill Challenge Bluff (DC Hard): A well placed lie is always useful when playing mind games. However, this masked man is no fool and will not be easily tricked. Diplomacy (DC Hard or Normal): Talking is always an option when dealing with people. If the PC(s) use diplomacy in order to discern clues about which cup is poisoned use the hard DCs and limit them to two successes with this skill. The masked man is not willing to give away much if any information. If the PC(s) persue a peaceful compromise to end the impasse use the normal DCs. If four successes are achieved this way, the skill challenge immediately ends due to the PC(s) and the masked man reaching an agreement of some type. Insight (DC Normal): By observing the masked man, you can learn his dispostion and motives. Up to three successes can be achieved this way. After each success, give the PCs one of the followin tibits...
1. The masked man is still willing to persue a peacful solution to the situation. The PC(s) learn that Diplomacy can still be used to achieve a compromise.
2. The masked man is both smart and wise. The PC(s) learn that Bluff is set at the Hard DC.
3. The masked man is quite calm and relaxed for a life or death situation; perhaps too relaxed? Nature (Normal DC): Knowledge about the poison may be helpful. The PC(s) can learn where the posion comes from as well as other trivia related to it. The DM generally should customize the information to suit his/her campaign world. A successful check does not count as a success (or failure) but does add a +2 bonus to the next Insight check made. Streetwise (Normal DC): PC(s) can use their knowledge of local culture (or any knowledge skill, depending on how the PCs justsify it) to figure out the masked man's mindset. A successful check does not count as a success (or failure) but does add a +2 bonus to the next check made.
Of course, the DM can allow other skills to be used if PC(s) can jusify their reasoning for using it well enough and/or roleplay it out in an entertaining manner. Ending the Challenge
Success: The PC(s) successfully aquire nine successes trying to figure out which cup is poisioned, they instead figured out that battle of wits is a shell game. In that event, the PC(s) and the masked man are back at square one. If the PC(s) aquire four diplomacy checks trying to reach a peaceful settlement, then they do so. The terms of the agreement is left up to the PC(s) and DM to decide.
Failure: If the PC(s) have drank from any of the glasses; they gussed wrong. Both cups of wine were poisioned. The masked man has developed an immunity to the posion. By drinking from any wine cup, they fell for the trap. The posion takes its full effect on the PC(s). Experience Points
If successful, the PC(s) earn expereince points equal to defeating three monster at the level of the Skill Challenge. Customizing the Skill Challenge
Based upon a Dungeon Master's needs, the DM may need to alter the Skill Challenge. He/she may remove the option to come to a compromise via diplomacy. The DM should also consider what to do if the PCs complete the skill challenge and return to the previous impasse. Lastly, the DM may wish to alter the effect of the poision. The Skill Challenge assume the poision is strictly instant death but it can easily be changed to do other things like drain healing surges, curse a PC, or be a very slow acting poison requiring a rare herb to cure (and requiring adventuring to find).
| Registered User | | Views 191
Comments 1
|  | |
Karl, the guy who owns and runs my FLGS, The Games Keep, future greatest gaming store in America, has agreed to do a cameo role as the Great Eagle Lord during the next session of my D&D campaign. To make sure he knows what’s he talking about, I’m making him a handout that explains the general situation. Here it is.
1. You will be playing the role of The Eagle Lord, or the spirit of the Eagle Lord to be exact. You have come to the material plane to advise the party. I’ll be playing the roll of the great Blessed Bird, your animal companion. I’ll play a supporting role to fill in details or take over when you need to deal with customers.
2. Your general history (as well as the village’s) is told below. Feel free to re-tell this to the Party if you want to.
Long ago the people of the land worshipped devils and made sacrifices of blood in order to appease them. One day, a great warrior named Karl The Eagle Lord left his home village. He spent many years searching for a way to defeat the devils and stop the blood sacrifices. After countless adventures and trials, he found a great blessed bird. With the aid of the blessed bird, Karl returned to his homeland and defeated the devils. From one blessed bird came many others and from them a great age of peace and prosperity came to the land.
3. Be sure to explain that it will be up to the party to protect and guide the last blessed bird. The party is destined undergo a series to trials and challenges that will test them in order for the last blessed bird to ascend to the higher level of being required to stop the devils and save the day. As this point, I plan on having the egg they’re carrying hatch. Ask the party to name the bird then.
4. You need to tell the party that they need to go explore the lower areas of the temple and go through “The Nine Trials.” They are nine rooms of traps, challenges, and puzzle that simulate the very challenges the Eagle Lord himself had to overcome so long ago. They need to gather a feather from each of the trials because it may be useful later. Also, the traps have been made more lethal.
5. The party needs to find Tlacocelot and stop his reign of terror by any means possible. After he is foiled, it will become clear what needs to be done next.
6. If the party offers you the +2 Javelin with your name on it freely, act very glad to have it back. Ask them to place it in your tomb. The tomb will open when you command it to be so. You will also reward them for their kind action. I’ll handle that part.
7. Last but not least, you are (the spirit of a) 30th level super epic ranger. You are totally awesome. Feel free to play that up as much as you want.
After meeting the Eagle Lord, they'll gain access to a new epic destiny, The Eagle Lord.
The Eagle Lord There is no such thing as impossible. I’m proof of that. Karl the Eagle Lord Prerequisites: 21st Level
The legendary Eagle Lord, great father of the blessed bird, conqueror of the devils, he who has triumphed over the gods themselves. All know of his adventures and of his greatness. Some say his deeds were great there could never be another Eagle Lord. You are proof that they are wrong.
You will walk the steps that The Eagle Lord once walked. You will undertake the same trails that The Eagle Lord once undertook. If you defeat all the challenges that lay before and give rise to the next great blessed bird, you can become the next Eagle Lord. Immortality?
After you pass the trails of the gods, give rise to the next great blessed bird, cleanse the land of devils, and triumph over darkness, you will become the New Eagle Lord. For the rest of your living days, you will rule over the people, starting a new age of peace. Your kingdom could be as small as a village or as grand an empire. When your final day has come, you will not simply die. You will ascend to the heavens; to your rightful place among the court of the Gods. Eagle Lord Features
All Eagle Lords have the following features. Flight of the Blessed Bird (21st level): You and up to four of your allies can ride upon the Blessed Bird. It can travel up to 1,000 miles a day and can take you to a different plane once a day. Rise Above the Challenge (24th level): Whenever you engage in a skill challenge, you automatically start with two successes. Talons of The Eagle Lord (30th Level): Twice per day as a free action, you may spend a healing surge to treat the result of a d20 you just rolled as a 20 instead of gaining hit points. If you use this feature for a daily power, you spend two healing surges instead of one. Eagle Lord Powers
Song of the Blessed Bird Eagle Lord Utility 26 You call upon the Blessed Bird to aid you in this challenge.
Daily Conjuration
Minor Action
Effect: You call upon the Blessed Bird. It appears in an adjacent space. The Blessed Bird is not affected by attacks and can move 5 squares on your turn. Once per round, an adjacent ally may do one of the following as a free action: take an extra move action this turn, spend a healing surge, re-roll a d20 roll, or gain a +4 power bonus to all defenses until the end of his next turn.
Oh yeah, I forgot to mention this material is for my next session of DMing "The Forgotten Portal" adventure.
| Registered User | | Views 235
Comments 0
|  |
Insipired from the thread 4e / GSL Forked: GTS - A need for "A robust system that handles things outside of combat." Ladies' Man "Can I buy you a fish sandwich?" Prerequisties: 16 Charisma, Male, trained in Diplomacy A Ladies' Man in Action Ladies' Man Path Features Classic First Line (11th level): The first Diplomacy check you make when interacting with a lady (or ladies) receives a +5 power bonus. Smooth Moves (11th level): You can spend an action point to automatically gain two successes in any Skill Challenges that involve "enhancing relationships" with the ladies. You can only use this power once per Skill Challenge. Just too Fine (16th level): Any lady that makes an attack roll against you become dazed (save ends). Ladies' Man Powers
Just hit 'em Ladies' Man Attack 11 When it comes to fighting, forget the fancy stuff and just hit them. Save the fancy stuff for the ladies.
Encounter * Weapon
Immediate Interrupt Melee Weapon
Trigger: An adjacent creature uses a power that is not a basic attack.
Target: The creature making the attack
Attack: Strength +2 vs. AC
Hit: 2[W] plus Strength modifier damage and the target's attack is cancelled.
Increase to +4 bonus at 21st level.
Taking your Calls Ladies' Man Utility 12 Since you are such a Ladies' Man, you offer advice to others about relationships.
Encounter
Immediate Reaction Ranged 30
Trigger: An ally fails a Diplomacy check while interacting with a lady.
Efffect: That ally rerolls that check using your total Diplomacy bonus instead of their own.
Supreme Seduction Ladies' Man Attack 20 No lady can resist the Ladies' Man.
Daily * Charm
Standard Action Ranged 5
Target: A lady
Attack: Charisma + 6 vs. Will
Hit: The target is Dominated for a number of hours equal to your Charisma modifier.
Miss: The target is Dominated until the end of your next turn.
| Registered User | | Views 196
Comments 0
|  | Posted 24th January 2009 at 02:51 AM by MichaelSomething (MichaelSomething's RPG Blog)
Updated Yesterday at 05:45 AM by MichaelSomething (tons of spelling mistakes) +1 Longsword Golem CR 13 TN Large Construct Init -1, Sense Darkvision 60 ft. Lowlight vision; Listen -, Spot - Languages None AC 30, touch 8, flat-footed 30 HP 129 (10 HD); DR 10/Adamantine Fort +6, Ref +5, Will +6 Speed 20 feet (4 squares) Melee (standard attack )Slam +23 (2d10 + 12) or (full attack)2 Slams +23 (2d10 + 12) Space 10 ft., Reach 10 ft. Base Atk +12; Grp +28 Atk Options Breath Weapon Abilities Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1 SQ Construct traits, Immunity to magic, Healed by +1 longswords, Slashing Slam Attack Feats - Skills - This is a humanoid golem comprised entirely of +1 Longswords. Combat
Breath Weapon (SU)
10-foot cube, +1 longsword shards, free round once very 1d4 rounds; 3d8+3 damage plus immobilizition for 1 round, Reflex 19 negates. The save DC is Consitution-based.
Immunity to Magic (EX)
A +1 Longsword Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals acid damage slows the +1 longsword golem (as the slow spell) for 1d4 rounds, with no saving throw.
A magical attack that deals electrical damage instead heals the damage deal and also hasten (as the haste spell) the golem for 1 round.
A magical attack that deals fire damage negates the damage reduction for 1d6 rounds.
Healed by +1 longswords (SU)
Whenever the golem is struck (whenever it is attacked with a +1 Longsword and the attacker hits the golem's touch AC of 8) by a +1 Longsword, the golem and the weapon's owner make opposed str checks. If the +1 longsword golem wins, it absorbs the weapon, healing 1d8+1 hp and hasting it for 1d8+1 rounds. Once the Golem is defeated, the weapon's original owner can reclaim her sword.
Slashing Slam Attack (EX)
Its slam attacks deal slashing type damage instead of bludgeoning damage due to the fact that it attacks compose of striking you with +1 longswords.
Construction
A +1 longsword golem is composed entirely of +1 longswords. Assembling it requires at miniumium 8 +1 longswords.
CL 16th; Craft Construct, geas/quest, limited wish, caster must be at least 16 level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP. Development Notes This monster is the creation of a friend of mine named Ryan. The campaign that spawned this monster was a 3.5 Undermoutian game that mainly consists of the adventure put out by WOTC. We got so many +1 longswords on that adventure we concluded there must be a +1 longsword golem in that place somewhere. To end the adventure and the running joke it created, we battled the +1 longsword and saved Undermountain (as much as you could "save" Undermountian). If your the type of person who knows the 3.5 MM very well, you must have concluded that the +1 longsword golem is based largely off the Iron Golem. He basically used the Iron Golem as a base and modified slightly and reskinned it's flavor. The above stat block is based on the Iron Golem, the monster notes Ryan gave me, and a bit of guessesimation on my part to fill in blanks. The monster block is done in the style found in the DMG2 and the adventure Red Hand of Doom. The below ecology is based on group musings, the campaign world of the Forgotten Realms, and my creative muscles. Ecology If you're a successful adventurer, chances are you ended up getting your hands on a lot of +1 longswords. The question is what do you do with them all? Some will say you distribute them to your posse' to reward them and increase their usefulness. Others say you should sell them for gold and use said gold to buy what you really want. You can also find people who will want to break down the +1 longsword down into magical fuel for other items and things. Not Halaster. Those methods just seemed too mundane for him. One day as he was staring at all the leftover +1 longswords he had, he thought to himself, "I have so many +1 longswords, I might as well make a golem out of them all. Hey, that's a good idea!" And so the +1 longsword golem was born that day. Creating the +1 longsword golem was a fairly simple task for the Mad Mage. Such a task required both powerful magic and a certain amount of unorthaox thinking. Halaster has both of these things in large amounts. After its creation, the +1 longsword golem did what many other Undermoutian creatures did; whatever Halaster wanted it to do. The +1 longsword golem did the work many dungeons monsters do. It patroled the halls randomly in search of adventurers to slay. It also guarded valuable treasures and important devices. Sometimes its massive strength would be used in construction and expansion projects. Perhaps its most ironic task was to battle partys well equipped in +1 longswords. Many adventurers were killed by the hasted +1 Longsword Golem after it absorbed all of their +1 longswords. It must have been a great source of amusement to Halaster that young adventurers would be slain by they very weapons that they worked so long and hard to earn. The most likely way an adventuring party would encounter this monster would be to find it guarding some important location or device. Due to the fact that this is literally a one of a kind monster, it would be difficult to find information on this creature. However, two theories have arisen in regards to the +1 Longsword Golem. One is that it would grow stronger (a.k.a. gains more hit dice) by consuming more +1 longswords. Another popular theory is that if defeated, the 1+ Longsword Golem would slowly but surely regenerate itself by recombining all of it +1 Longswords back together into one whole creature. Those who have studied the theory of magic may have come across reports and theories regarding the +1 Longsword golem. They can make Arcana Knowledge checks and learn the information below. Knowledge Arcana Check Results 23: This creature is the +1 Longsword Golem. This is one of Halaster's many creations that inhabit Undermoutian. This reveals all constructs traits. 28: A popular theory is that the +1 Longsword Golem grow stronger by eating other +1 longswords. Therefore, it would probably be a bad idea to attack it with your own +1 Longswords. 32: Due to sharing similarities with other golem types, attacking it certain types of magic would weaken it. Due to being created largely with metal, acid and fire type damage would most likely be affective agianst it. | Registered User | | Views 356
Comments 0
|  | Posted 13th August 2008 at 05:39 AM by MichaelSomething (MichaelSomething's RPG Blog)
James, My DM, runs an open game where anyone and everyone can join in. Due to the randomness of an open game, simply giving out magic items during the adventure will not work out. Also, I heard he's cheap on the magic loot.
To combat these problems, he's using a ticket system. For every encounter the party defeats, each member gets a ticket. These tickets can then be exchanged for an item equal to your level. He hasn't figured out many tickets should be exchanged. The current estimate is seven tickets per item. I have been thinking over the some formulas to figure out the best amount.
The game assumes that a character will upgrade their weapon, armor, and neck slot item every five levels. Therefore, at a minimum, a character should be able to get 3 magic items every five levels. With those assumptions, the following formula should work:
levels * Number of encounters per level
_________________________________
Number of magical items desired per levels
(5 * 8) / 3
40 / 3
13.3333
Thirteen ticket per magic item following the formula. I consider it pretty high. In fact, it may be to high considering many factors. For one, there are suppose to be other ways to spend tickets. Also, due to the nature of the campaign, we may experience less encounters then the norm between level ups. Also, getting three items is the minimum. Having a few more items wouldn't hurt.
Changing the numbers would off course change the number of tickets needed. Increasing the items gained to 4 would change the formula to answer to 10 tickets. Assuming less tickets due to less encounters and tickets spent on other things, reducing the ticket cost by one or two isn't unreasonable.
According to all of the above, Eight tickets per item seem the ideal number. Damn, I was hoping the math would turn out in my favor and be less.
| Registered User | | Views 272
Comments 0
|  |
One of the games I play in is a 4th Edition game that currently running through Keep of the Shadowfell. There have been a couple of sessions so far. At the first session James, the DM, handed out a sheet of house rules. I figure I would post them here to test out my typing skills and well as post my opinion of them. Classes
Rouges do not inflict extra damage with shuriken. Instead, they inflict damage with a thrown dagger as though the thrown dagger was one size category larger. Feats
Fists of Fury: You are proficient in making unarmed attacks. You are considered to be armed with a melee weapon while unarmed. If you are a fighter, you may choose to use one group of weapon-specific powers while unarmed: mace, hammer, or flail. If you are a rouge, you may use all exploits requiring a sling while unarmed (these exploits are melee attacks while unarmed, not ranged attacks). Your body is considered to be a normal weapon for the purposes of the Enchant Magic Item ritual, although material component for the ritual are doubled. Armor
-Wearing no armor heavier than cloth grants a +1 check bonus.
-Wearing chainmail armor inflicts no check penalty.
-Wearing scale armor inflicts a -1 check penalty. Weapons
-Note that there are no military maces or staves, and no simple hammers. All fighter exploits enhanced by the use of one of these groups are also enhanced by both of the others.
-The double weapon property: Double weapons are considered to be two melee weapons when wielded by rangers and for the purposes of the Two-Weapon Fighting and Two-Weapon Defense feats.
-The mace grants a +3 proficiency bonus and inflicts 1d6 points of damage.
-The greatclub inflicts 1d8 damage.
-The quarterstaff grants a +3 proficiency bonus and has the double weapon property.
-The scythe inflicts 1d10 points of damage.
-The falchion inflicts 1d10 damage.
-The glaive inflicts 1d10 damage.
-The greatsword inflicts 1d12 damage.
-The rapier has the high crit property.
-The spike chain inflicts 1d10 damage and has the double weapon property.
-Shuriken have been removed from the weapon list. Pretending that thrown daggers are shuriken is completely acceptable. There is virtually no mechanical difference.
-The 2d4 step in calculating damage for larger-then-normal weapons is eliminated. The 2d6, 2d8, and 2d10 steps are replaced by 1d12+1, 1d12+3, and 1d12+5. Two handed weapons have and additional 1d12+7 step.
-The unarmed strike of a medium or small character with the Fists of Fury feat grants +3 proficiency bonus, inflicts 1d8 damage, and has the off-hand property (granting the unarmed warrior access to the Two-Weapon Fighting and Two-Weapon Defense feats when unarmed).
Wow I'm a rusty typer. That took more work then I thought it would. These House Rules have three over riding themes. The first theme is some slight tinkering with the weapons and armor. It's all slight changes to the numbers. Considering how new and different 4th Edition is, it's a solid idea to keep the changes small until people really understand the system. The second theme is the Monk. A few of the rules are there to let people play Monks. Crunch wise, it's simply a fighter variant. The third theme is death to shurikens! James really hates the flavor of shuriken. Luckily, he simply rebranded them as throwing daggers. I don't really care what it's called as long as I can throw it at someone.
When I first typed this up, I meant this to be the 8th Blog Post. But it took me a long time to ask My DM if I could post his houserules on my blog. I could have simply posted this without asking but I feel it's important to ask. If a person doesn't have control over their copyrights, what do they have control over? Since there are 5 other blog posts between when I first wrote this and when I actually posted this, I figure I would just make this the 14th Blog Post. I guess there just won't be an 8th Blog Post. Hey, I said this Blog would have craziness in it.
Overall, I see nothing wrong with those rules. If it makes him happy playing with these rules, it's all right with me. It's not like he banded Dragonborn or something like that... | Registered User | | Views 464
Comments 0
|  |
One of the things that came to my mind when I was reading the 4E PHB was how easy it would be to run Naruto with it. I came to this conclusion fairly early on. Naruto would fit much better in a 4E game then a 3E game. Well at least I think it would.
The reason being is that is that both 4E and Naruto characters are defined mechanically by their powers. A class based system wouldn't work too well in Naruto because everyone is a ninja. A class based system is not very good when everyone is the same class. Since powers are the bedrock of 4E, it can work.
I'm gonna be posting homebrew stuff that will try to recreate Naruto for D&D 4E. This will be a good exercise of my crunch producing ability. I wonder if people actually use stuff that others have posted online?
(It seems I lost interest in this project. I still would at least like to finish up this race write up)
One way to find out is to post something and see if it flys!
Ninja of the Hidden Leaf Village (Version 1.2)
Racial Traits
Average Height 5' 6" - 6' 2"
Average Weight 135-220 lb.
Ability Score: +2 Contitution, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance
Dramatic Comback: Whenever you spend an action point, you may also spend a healing surge
Ninja Way:
I need to do some more R&D before I can fill everything up and add details. Mostly I just copied Human stats since all the people of the village are mostly human. The only real change is the Ability Score bonus. It reflects the fact the p rotagonists are people from the Hidden Leaf village. The charisma boost works since protagonists are normally supposed to be well liked and the constitution boost works since protagonists are normally suppose to live through all the dangers they face. Now what skill bonuses should they get? Athletics is an automatic one for me. If you watch the show you'll see everyone jumping around really high and really fast. I have no idea what the second should be. I can eliminate Dungeoneering since I don't recall dungeons being a major point in the series. History, Nature, and Religion wouldn't fit well either. I'm not sure what the other could be. Bluff, Stealth, and Endurance are all acceptable options. I guess Endurance should be it since the series isn't always about espionage but characters regularly get up after taking blows that would kill normal people. Now, what about the other racial powers? A major theme of the leaf village is fighting in order to protect what is important to you. Most of the time that important thing is either another person you care about or maybe your ninja way. So the racial powers should say, "I'll protect you, my ally!" or "Let's work together!" But what do I know? I haven't seen the show in like months. Dramatic Comback seems like a cool power to have; but it's more of a general anime power then one for just this show.
The feats, however, won't be too hard to do. This one is a piece of cake.
Coordinated Attack Prerequisites: Ninja of the Hidden Leaf Village Benifit: When you are flanking a foe, add a +2 feat bonus to damage rolls with melee weapons.
Feats that give bonus to damage are not rare. Giving a +2 to damage under certain conditions is fair. It also encourages people to work together by flanking. I'm still working on this. Creating custom stuff can be hard when your tired. | Registered User | | Views 640
Comments 1
| And yet another word from our sponsors | | | | | | | | | | Visit Our Sponsors | | | | Community Supporter Subscriptions | LATEST EXCLUSIVE CONTENT FOR SUBSCRIBERS | Visit Our Sponsors... Again | | | | |