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Old 12th April 2009, 05:52 PM   #161 (permalink)
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Quote:
Originally Posted by Nellisir View Post
Costing?
Or...the target can automatically save as a reaction? That might be too 3e-ish verbiage for you.
Costing is correct; well done.

Quote:
Originally Posted by Nellisir View Post
Reference nonexistent. no colony size indicated for giant ants.

Edit: Also unnecessary. Colony size will be dictated by DM fiat, after all.
Giant ant colony size is part of a table that I didn't cut & paste (Number Appearing). Of course, DM fiat can decide anything, but it is nice to have some guidelines.
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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

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Old 12th April 2009, 06:44 PM   #162 (permalink)
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Ceremonial Rite

Abjuration/Evocation
Class and Level: Cleric 0, Druid 0
Casting Time: Variable
Components: Variable
Range: Variable
Target: Variable
Duration: Instantaneous
Save: None (harmless)

This spell is used by a cleric or druid to perform any ceremonial right required or allowed by his or her religion. This includes such rites as naming ceremonies, baptisms, sacrifices, marriages, sacred vows, divorces, masses, and burial rites.

The specifics of each usage must be determined by the GM and the player in question. Ceremonial rites do not usually have any discernable in-game effects, yet failure to perform such a rite can have discernable effects. For example, a marriage without a ceremonial right might not be legally recognized, and a companion buried without a proper ceremony might return as an undead monster.

The caster is allowed to make the completion of the rite contingent upon a certain task being performed. For example, a coming-of-age ceremony might succeed contingent upon some specific feat of courage. Likewise, a marriage might be contingent upon delivery of a dowry.

Clerics and druids may charge a small fee, or may receive donations, for performing ceremonial rites, depending upon local customs.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


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RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

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Old 13th April 2009, 04:58 PM   #163 (permalink)
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Of course, DM fiat can decide anything, but it is nice to have some guidelines.
Very, very nice, actually. I luv me some guidelines.
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Old 14th April 2009, 04:01 PM   #164 (permalink)
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Very, very nice, actually. I luv me some guidelines.


Here are some further illustrations for RCFG. All illustrations copyright (c) 2009 Daniel J. Bishop. All Rights Reserved.
Attached Thumbnails
rcfg-rcfg-ongoing-development-rcfg-amphisbaena-colour.jpg   rcfg-rcfg-ongoing-development-rcfg-brownie.jpg   rcfg-rcfg-ongoing-development-rcfg-fiery-angel-colour.jpg   rcfg-rcfg-ongoing-development-rcfg-giant-ant.jpg   rcfg-rcfg-ongoing-development-rcfg-shark.jpg  

rcfg-rcfg-ongoing-development-rcfg-triceratops.jpg  
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

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Old 14th April 2009, 08:55 PM   #165 (permalink)
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BTW, Nellisir, that brownie illustration was done due to your interest. I'm not going to try my hand at nymphs....just not talented enough.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 15th April 2009, 06:40 PM   #166 (permalink)
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Rewriting Spells to Eliminate "Magical Streetlight Syndrome"

Continual Flame
Evocation/Transmutation [Fire]
Class and Level: Sorcerer (Elemental Fire) 2
Casting Time: Action
Components: V, S, M
Range: 10 feet
Target: One torch
Duration: Permanent (but see below)
Save: None (harmless)

This spell allows the caster to place a small amount of his or her life force into a torch, causing it to burn with a perpetual fire without burning the material that the torch is made of. Such a torch cannot be put out by any normal means, and can even burn underwater. It can be dispelled, however.

When the sorcerer casts this spell, he sacrifices 1 hit point to feed the eternal flame. He can choose to end any number of his own continual flame spells at any time, as a reaction (at which time the flames are instantly snuffed out), and if he does so he regains the sacrificed hit points so long as both he and the flames are on the same plane of existence. The sorcerer also regains the hit point if the spell is dispelled and both he and the flame are on the same plane of existence. Otherwise, the sacrifice is permanent.

If the caster dies, and the hit point loss is such that hit points sacrificed to cast this spell would revive him, his body does not decompose. Moreover, if enough continual flames are dispelled to restore his hit point total to 1 or more, he is revived. Additional damage to the body after death (such as being eaten) can, however, prevent the sorcerer from returning to life.

The affected torch otherwise has the same properties as a normal torch in terms of light, heat, etc.

Material Component: 50 gp worth of powdered ruby and a drop of the caster’s blood.



Continual Light*
Evocation/Transmutation
Class and Level: Cleric 3, Wizard 2
Casting Time: Action
Components: V, S
Range: 120 feet
Target: One creature, area, or object
Duration: Permanent (but see below)
Save: Reflexes or Willpower negates

This spell creates a spherical region of light, as bright as daylight, up to a 30-foot radius, with an area of shadowy illumination up to a 60-foot radius. Continual light can be cast on an object, into the air, or at a creature. The spell does not move once cast, but if cast on a movable object or creature, it moves with that object or creature. If the spell is cast on a creature, a saving throw is allowed. Casting continual light on a creature’s eyes causes blindness.

A caster can only have one continual light spell active per caster level. If a caster casts an additional continual light spell, one of the earlier spells is dispelled (determined randomly).

Reverse: The reverse of continual light is called permanent darkness. It creates a region of magical darkness with a 30-foot radius, with an area of normal darkness up to a 60-foot radius. Permanent darkness has the Shadow descriptor. Casting permanent darkness counts against the number of continual light spells a caster can maintain, and has an equal chance of being dispelled by additional castings over that maximum.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 17th April 2009, 07:20 PM   #167 (permalink)
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Work In Progress - Goblins

Goblin
(Small Humanoid [Goblin])

Movement: 20 ft.
Armour Class: 16 (plus armour)
Initiative Bonus: +2
Hit Dice: 1d6
Attacks: 1 weapon
Special Attacks: None
Special Defences: None
Special Qualities: –2 to hit in daylight
Saves: Fort -2, Perc +0, Prow -2, Reas -1, Refl +2, Will +0.
Ability Scores: S 10, I 7, W 15, D 15, C 10, Ch 6.
Morale: 5

Habitat: Temperate to subtropical forests and caves
Frequency: Common
No. Appearing:
Skills: Stealth +6, Theft +4
Treasure Type:
XP Value:

Goblins are small humanoids that dwell in forests, caverns, and ruins. They prefer old mineworks and extensive cavern systems, but seldom get to choose their dwelling places except where they are found in great numbers. Sometimes, outcast goblins are found living in hollow trees, or in homes hidden beneath the earth. Goblins are able to hide their homes with great skill, at least part of the time. Similarly, goblins are talented miners – but they are also lazy, and their stonework is often slipshod an unfinished. They are cunning in the creation of traps and weapons.

Goblins are ugly, misshapen things with large heads and sharp teeth. Their heads are squashed and pumpkin-like. Their skin is greenish, brownish, yellowish, or even orange. Their feet do not have separate toes, and about 10% of all goblins have a single thick “finger” and a thumb on each hand. Goblins dress in rags or cast off clothing for the most part, although goblin smiths are able to make objects of great beauty and value when they are moved to do so. Not all goblins are evil, but the vast majority are grasping, cruel, and sneaky.

Goblins have an aversion to daylight, having a –2 penalty to all attack rolls, ability checks, and skill checks in full daylight (or equivalent). This penalty does not apply if it is very overcast due to cloud cover, foliage, etc.
They were, of course, household animals belonging to the goblins, whose ancestors had taken their ancestors many centuries before from the upper regions of light into the lower regions of darkness.

– George MacDonald, The Princess and the Goblin
Goblin enclaves are 50% likely to have friendly relations with any nearby packs of worgs. They stage raids with worgs, occasionally using them as mounts. Goblin enclaves are 90% likely to keep animals of their own, many of which have been changed by long life underground as well as by goblin husbandry. Several such creatures are described in sidebars in this entry. Goblins also keep several creatures that are found outside their lairs, such as dire rats, giant weasels, and the like. Often these animals have dedicated keepers, which are the only goblins that can control them.

On average, for every 20 normal goblins, there will be a 2nd level goblin warrior, and for every 100 goblins there will be a 3rd level goblin warrior. Goblin leaders may attain up to 6th level as warriors or rogues, or 4th level as fighters. 10% of goblin tribes will have a witch doctor with 1d6 levels (see below).

Goblin Witch Doctors

Goblins worship malevolent fey Powers. Goblin witch doctors are a type of specialty priest (see “Cleric” in the RCFG Players’ Guide) that can gain up to six levels. They have a separate spell list from clerics, and exchange Aura of Faith at 3rd level for Aura of Malevolence. They gain different abilities using Focus Divine Power I, as described below. Witch doctor Acolytes are witch doctors, not clerics.

• Focus Divine Power I: A goblin witch doctor can focus divine power in the following ways:

o Create Undead: This usage allows the witch doctor to temporarily animate corpses or skeletons, to a maximum of 1 Hit Die per witch doctor level. This animation lasts only 1 hour, but is otherwise similar to animate dead, although there is no material component.

o Command Undead: As an evil cleric.

o Selective Invisibility: This usage allows the witch doctor to select one creature per witch doctor level, to whom he is invisible. Other creatures can see him normally. Each creature gains a Perception or Willpower save (DC 10 + witch doctor level) to see through this glamour. Otherwise, the power lasts 1 minute per witch doctor level, or until the witch doctor attacks a selected creature (which dispels the invisibility for that creature only). The witch doctor can select any creature he can see.

• Aura of Malevolence: At 3rd level, a witch doctor exudes a malignant aura that causes enemy creatures within 30 feet to suffer a penalty to all attack rolls, saving throws, skill checks, and ability checks. This penalty is –1 for 3rd level witch doctors, e –2 for 4th to 5th level witch doctors, and –6 for 6th level witch doctors.

Witch Doctor Spells
Level 0 Level 1 Level 2
1 Cause Fear Cause Light Wounds Augury
2 Cause Minor Wounds Charm Person Cause Moderate Wounds
3 Ceremonial Rite Command Entangle
4 Darkness Comprehend Languages Enthral
5 Detect Magic Faerie Gold Magic Weapon
6 Touch of Fatigue Spider Climb Obscuring Fog
7 Ventriloquism Unseen Servant Second Sight

NOTE: Cause minor wounds, cause light wounds, and cause moderate wounds are the reversed spells of cure minor wounds, cure light wounds, and cure moderate wounds, respectively.

Special: Each level a goblin takes in the witch doctor class causes some physical deformation. Examples of deformation include cat-like or rat-like tails, hands like rat paws, cat-like faces, and so on. The GM should consider using the features of various small animals that have a supernatural and or nocturnal connotation in folklore, such as ravens, cats, rats, mice, weasels, foxes, owls, bats, and the like. By the same token, the GM should avoid using the features of animals normally allied with humans, such as dogs and horses. These deformations generally have no game effect.
We must not look at goblin men,
We must not buy their fruits:
Who knows upon what soil they fed
Their hungry thirsty roots?

– Christina Rossetti, The Goblin Market
Faerie Goblins

Among the humanoids, goblins and bugbears are the most closely related to the fey. In some campaign worlds, all goblins are fey. On other worlds, all goblins are humanoids. In most RCFG campaign worlds, about 20% of all enclaves consist of faerie goblins rather than the normal, humanoid, types.

Faerie goblins exchange the “Humanoid” type for the “Fey” type, although they keep the “Goblin” subtype. In addition to the classes allowed to normal goblins, faerie goblins may become bards (to a maximum of 4th level) and sorcerers (to a maximum of 6th level). Faerie goblin sorcerers may choose from among the following spell sources: (1) Dreams, (2) Elemental Earth, (3-4) Faerie, (5) Greenblooded, (6) Infernal, (7) Necromantic, and (8) Shadow. The numbers in parentheses are to determine faerie goblin spell sources randomly using 1d8.

SIDEBAR: Goblin Beasts

Both normal and faerie goblins keep animals that have been transformed from long association with goblins. Most of these animals gain dark coats, an aversion to light (causing a – 2 penalty to attack rolls, ability checks, and skill checks, as with goblins), and darkvision to a range of 60 feet. They may be smaller than normal, larger than normal, more aggressive than normal, etc., as the GM desires. Some may have strange growths, extra heads, or strange behaviours. Below are four beasts common to goblin enclaves.

Banefox (Work in Progress)

Black Goat (Work in Progress)

Bogie Bear (Work in Progress)

Greywether (Work in Progress)

Tactics (Work in Progess)

Goblins as Characters (Work in Progress)
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 20th April 2009, 10:26 PM   #168 (permalink)
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Help - Artwork for RCFG

The beg-a-thon begins........
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


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RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 21st April 2009, 07:03 PM   #169 (permalink)
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Forgot to say before, that in particular, I like the pic you chose for your avatar, as it so happens. Also, the Triceratops one. Even though it's green as well.

Actually, what colour were those things? I suppose it could be difficult to determine anyhow. Ah, I'm rambling. Good goblins, by the way. And, if I didn't mention it once or twice already - I can't recall - the Sorcerer setup you've got going so far looks great.
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Old 21st April 2009, 08:09 PM   #170 (permalink)
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Forgot to say before, that in particular, I like the pic you chose for your avatar, as it so happens. Also, the Triceratops one. Even though it's green as well.

Actually, what colour were those things?
Whatever colour you want them to be. Barring using a TARDIS to check, of course.

Quote:
Good goblins, by the way. And, if I didn't mention it once or twice already - I can't recall - the Sorcerer setup you've got going so far looks great.
You did, and I thank you.

I'm glad you like the goblins. I did an illustration last night of a goblin riding a black goat with two banefoxes for "hunting dogs". I think it turned out pretty well, and you will have a chance to see for yourself after I've scanned it.


RC
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 22nd April 2009, 10:08 PM   #171 (permalink)
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A goblin riding a black goat, with two banefoxes.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 26th April 2009, 08:58 AM   #172 (permalink)
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spam reported.
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Old 27th April 2009, 06:52 PM   #173 (permalink)
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spam reported.
? Eh ?
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 27th April 2009, 06:57 PM   #174 (permalink)
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They (the moderators) must have removed the actual spam, but (evidently) not my 'report' post.

I didn't realise until recently, that the proper way of dealing with spam on EN World is exactly that: report the post, the usual way, then post a reply stating 'spam reported' or the like. So that they're not flooded with reports, I suppose.

The thread about that is in the 'meta' forum. Sometimes, it seems that they remove the 'report' post along with the spam. Not this time.

So no, I'm not going [more] mad [than usual], or trying to bug you, or. . . um, anything like that.
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Old 1st May 2009, 06:51 PM   #175 (permalink)
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More User-Friendlly than in 3.5?

Although it might seem silly to some, it took a bit of work to make this spell work the way that I wanted it to, and I'd like to know what you think of this version. The old Enthral requires the DM to know the Charisma of every creature in a crowd, as well as figure out the saves of all creatures, significant or not.

I hope that this version is cleaner, easier to use, and makes as much sense from a simulationist point of view.

Please comment!

Enthral

Enchantment [Charm]
Class and Level: Bard 2, Cleric 2
Casting Time: Action (but special, see text)
Components: V, S
Range: 150 feet
Target: Any number of creatures
Duration: Up to 1 hour (see text)
Save: Special (Reasoning or Willpower negates; see text)

This spell can hold a group of creatures spellbound, so long as they can hear the caster and understand his words. To cast the spell, the caster must speak or sing without interruption for 1 full round.

Creatures with fewer than 2 HD give the caster their undivided attention, ignoring their surroundings unless attacked. These creatures gain no saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light.

Creatures with more than 2 HD but less than 4 HD may make a Reasoning or Willpower save to negate this effect. Any potentially affected creature of a race or religion unfriendly to the caster gets a +4 bonus on the saving throw. While enthralled, they are friendly to the caster, viewing his words in the best possible light.

Creatures with 4 or more HD may make a save to negate this effect, as can creatures with more than 2 HD. If the save is failed, however, creatures with 4 or more HD are still aware of their surroundings and gain a new saving throw if witness to actions that they oppose. While enthralled, they are indifferent to the caster, but interested in his words, unless his words really are favourable to them.

The effect lasts as long as the caster speaks or sings, to a maximum of 1 hour. Those enthralled by the caster take no action while he speaks or sings and for 1d3 rounds thereafter while they discuss the topic or performance.
Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if the caster loses concentration or does anything other than speak or sing. The spell ends (and the delay does not apply) if the creatures so enthralled are attacked in any overt way.

Those not enthralled can try to end the spell by jeering and heckling. The caster may make a Reasoning save or a Perform check as a free action, adding his caster level to the roll. The heckler with the highest bonus then makes an opposed Reasoning save or Perform check, with a +1 bonus per 5 hecklers present (round up). If the hecklers win, the spell ends. If not, further heckling has no effect on the spell.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
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Old 15th May 2009, 01:59 AM   #176 (permalink)
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RCFG Haste

Haste
Transmutation
Class and Level: Wizard 3
Casting Time: Action –4
Components: V, S, M
Range: 30 feet
Target: One creature per caster level
Duration: 1 round per caster level
Save: None (but see below)

The transmuted creatures move and act more quickly than normal, each gaining a +2 bonus to initiative per caster level of the spell caster. At the end of the spell, creatures affected must make a Fortitude save (DC 10 + caster level) or suffer 1d6 points of damage per caster level due to system shock.

Material Component: A shaving of licorice root.
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
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Old 19th May 2009, 09:25 PM   #177 (permalink)
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[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


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RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

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Old 20th May 2009, 07:09 PM   #178 (permalink)
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RCFG Magic Jar, Magic Mouth, and Magic Missile

Magic Jar
Necromancy [Possession]
Class and Level: Wizard 5
Casting Time: Action
Components: V, S, F
Range: 100 feet
Target: One creature
Duration: 1 hour per caster level, or until the caster returns to his body; see text
Save: Special; see text

This risky spell allows the caster to transfer his or her mind into that of another creature, trapping the other creature’s soul in a gem (of not less than 100 gp value) that is the material component of the spell. To accomplish the transfer of souls, the caster must trap his or her own life essence within the gem prior to the transfer. This gem then becomes the “magic jar” of the spell name. If the transfer fails (see below), the caster’s soul is trapped until it can take over a host or otherwise escape.

When the caster first transfers his or her own life essence into the gem, his or her body must be within 100 feet of gem. The range also limits the distance at which the caster’s soul may later escape from the gem and into another body. After the caster’s soul moves into the gem, his or her physical body becomes inert and lifeless. Once in the gem, the caster can target and attempt to possess creatures within 100 feet of the gem. A creature must have a soul to be possessed, so that most constructs, oozes, undead, and vermin are immune to possession by magic jar. The GM may rule that specific creatures of these types can be affected, however.

The spell represents, in many ways, a contest of will between the caster and the creature whose body he or she seeks to possess. The caster and the target creature engage in a Willpower Action Save contest, with a value of 30. If the caster wins, he or she forces the creature into the magic jar. If the creature succeeds, the caster may make successive attempts to take over the same host by beginning another Willpower Action Save contest on his or her initiative. If the caster succeeds, he or she may choose to move back to the gem (thereby returning the trapped soul to its body) and attempt to possess another body, until the end of the spell duration. The resisting creature may choose to save as a reaction, rather than using an Action Save, but rolls with a –4 penalty (but then may use its action to do something else, if it has not been trapped in the gem).

If a creature’s soul is trapped in the magic jar by the caster, it has a chance to escape by instituting a new Willpower Action Save contest, so long as its original body is within 100 feet of the gem. The trapped creature gains a +2 bonus to its saves when attempting to return to its own body. If it escapes, the caster’s soul is returned to the magic jar. If the creature’s original body is not available, it may attempt to possess another body that comes within range so long as the spell is still in effect. In this case, the creature has a –2 penalty to its Action Saves.

It generally takes a creature other than the caster some time to accustom itself to its new circumstances before it can institute a new Willpower Action Save contest. This is usually 20 rounds minus its Reasoning save modifier, so that a creature with a Reasoning save modifier of +6 could begin attempting to possess a body after 14 rounds, and a creature with a Reasoning save modifier of –8 could do so after 28 rounds have passed. Of course, by this time its original body may well be beyond range.

A creature in the magic jar waiting to possess another body (including the caster) can sense creatures beyond the jar, but not their nature, with the exception of its original body, which it always recognizes. They cannot sense dead creatures, so only the caster can sense his own, uninhabited body. The gem may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fly, fight with claws, use innate magical powers, etc). The caster does not gain any knowledge from the creature’s mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body.

In general, the caster gains the Fortitude, Perception, Prowess, and Reflexes saves of the new body, while retaining his or her own Reasoning and Willpower saves. The caster also gains the new body’s Strength, Dexterity, and Constitution scores while inhabiting it. Where questions arise as to which powers belong to the new body, and which powers were resident in the possessed creature’s mind, the GM makes the final determination.

If the host body is slain during the spell’s duration, the caster returns to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both the caster and the host die. Any life force with nowhere to go is treated as slain.

Destroying the gem ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location. Otherwise, the spell ends when the caster sends his or her soul back to his or her own body, leaving the receptacle empty, or the spell duration expires. A creature’s soul caught in the magic jar when the spell ends is trapped there forever, unless rescued by means of a limited wish or wish spell. If the spell ends because the gem is destroyed, any soul trapped therein is destroyed as well, although if the caster’s body is within range of the magic jar when the spell ends, he or she may return to his or her body as a free reaction regardless of what caused the spell to end. Otherwise, all attempts to move one’s soul cost at least an action (and possibly more, in the case of an Action Save contest.

Focus: A gem or crystal worth at least 100 gp.


Magic Missile
Evocation [Force]
Class and Level: Wizard 1
Casting Time: Action
Components: V, S
Range: 100 feet
Target: Up to five creatures
Duration: Instantaneous
Save: None

A missile of magical energy darts forth from the caster’s fingertips and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly so long as the caster can see even part of the creature. Total cover or total concealment, therefore, defeat this spell. Specific parts of a creature can’t be singled out, and inanimate objects can be neither targeted nor damaged by the spell. Magic missiles are individually about six inches long, and may take almost any appearance – many casters having signature forms their missiles take based upon their interests or personality.

For every two caster levels beyond 1st, the caster gains an additional missile to a maximum of five missiles, so that a caster has two at 3rd level, three at 5th, four at 7th, and five at 9th level or higher. A caster with multiple missiles can have them strike a single creature or several creatures, but must designate targets before you applying spell resistance or rolling damage.

Although the general type of magic missile uses missiles of force, varients of this spell may use energy of any type. There is, therefore, a Cold version of magic missile, a Fire version, an Electricity version, and a Sonic version. Each of these versions is a seperate spell, however, and must be learned seperately. Each additional version exchanges the Force descriptor for the energy type it uses. If a wizard knows several versions of magic missile, the spells are so similar that he need only memorize magic missile, and can choose which version to cast when the spell is actually used.


Magic Mouth
Illusion [Glamour]
Class and Level: Wizard 2
Casting Time: 1 minute or more (see text)
Components: V, S, M, (XP; see text)
Range: 30 feet
Target: One creature or object
Duration: 1 day per caster level
Save: Willpower negates; see text

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by the caster, and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. When placed upon a creature, a Willpower save negates the effect.

The spell functions when specific conditions are fulfilled, as decided by the caster when casting the spell. Conditions can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case, and can be fooled by disguises and illusions. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers, which can otherwise be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish level, Hit Dice, or class except by external garb. It can be set to be triggered by one or more persons known to the caster (although, again, it can be fooled by illusions or disguises). The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away.

The casting time of the spell is 1 minute plus the time required to speak whatever the magic mouth is to say, up to 11 minutes total.

The caster can choose to place a small part of his essence into the magic mouth, making it able to respond with a limited amount of sentience. Such a magic mouth knows only part of what the caster knew when casting the spell, so that it may answer questions about one or more topics chosen by the caster when the spell is cast. For example, the caster may wish the magic mouth to know what he knows about local geography, a specific dungeon, or a plan that he wishes to pass on to companions who are following him thereafter. This sort of magic mouth takes 20 minutes casting time, and the caster must pay the XP Cost.

Material Component: A small bit of honeycomb and jade dust worth 10 gp.

XP Cost: 250 XP, under the conditions described above only.
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca
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Old 5th June 2009, 07:53 PM   #179 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
The RCFG Ankheg!

Ankheg
(Huge Vermin)

Movement: 30 ft., burrow 20 ft.
Armour Class: 18
Initiative Bonus: +2
Hit Dice: 3d8+12
Attacks: 1 Bite (2d6 plus 1d4 acid)
Special Attacks: Ambush, Grab (with Reach), Spit Acid (60 ft. line, 4d4 acid damage, Reflexes DC 14 for half)
Special Defences: None
Special Qualities: Low-light vision, Tremorsense
Saves: Fort +6, Perc +6, Prow +8, Reas –, Refl +3, Will –.
Ability Scores: S 21, I 1, W 12, D 10, C 17, Ch 6.
Morale: 10

Habitat: Temperate to Warm Light Forests and Plains
Frequency: Rare
No. Appearing: 1 or 2d4
Skills: Climb +8, Stealth +4
Treasure Type: Incidental
XP Value:

An ankheg is a huge insect-like creature that burrows beneath light woodland and fertile pastureland. It appears to be a cross between a mantis, a cockroach, and a pill bug. Its carapace is usually yellowish-brown to dark brown, but sometimes has green highlights. They can burrow through soil using mandibles and legs, or even loose stone at half their normal burrowing speed. Ankhegs usually lair in a series of tunnels beneath the surface, where the ground is more compact and their burrows do not collapse beneath them.

They do not hoard treasure. Sometimes, however, incidental treasure may be found near an ankheg’s lair – this is generally evidence of past victims. They have been known to burrow into cave complexes, dungeons, and old barrows, which they defend as their lair. In this case, an ankheg tunnel may lead to more spectacular finds.

Ankhegs lurk beneath loose soil with only their antennae showing, waiting to sense prey through their vibrations. When another creature approaches within 60 feet of an ankheg, it is detected through tremorsense. The ankheg explodes upward in a shower of earth, attempting to surprise its prey. When ambushing prey in this fashion, ankhegs gain a +10 bonus to their Stealth check to determine surprise.

When an ankheg bites, it spits a small amount of digestive acid into the wound, which is reflected in the listed bite damage. In addition, an ankheg can spit a stream of this acid up to 60 feet away, although it can only do so once every 1d4 x 10 minutes. The acid stream affects every creature within range of the attack along the line, causing 4d4 damage. A Reflexes save (DC 14) reduces the damage by half. As a reaction, a creature can instead save to block this attack, taking twice the normal acid damage (8d4 points) if successful. Once an ankheg spits acid, it no longer does acid damage with its bite attack until half the recharge time has expired. Thus, an ankheg which takes 20 minutes to be able to spit acid again causes no acid damage with its bite for 10 minutes. At the GM’s discretion, an ankheg’s acid spitting attack may provoke a morale check from affected creatures.

An ankheg can grab with its mantislike forelegs. These legs have reach, being able to attack opponents up to 10 feet away from the ankheg. This is a touch attack, and causes no damage, but the ankheg can automatically bite any grabbed creature thereafter with a +4 bonus to its attack roll. A grabbed opponent can escape by making a Prowess Action Save or an Escape Artist skill check, opposed by the ankheg’s Prowess save.

Tactics

The ankheg is an ambush predator. It prefers to attack by surprise, combining a charge move with a grab attack, targeting the largest creature it senses (up to size Large). Given the opportunity, an ankheg will consume a grabbed creature immediately, or retreat with it into its burrow if other creatures disturb its dining. It usually takes an ankheg 1d4 hours to digest a meal, during which time it will only fight in defence of itself or its lair, or to prove fitness for mating. An ankheg that grabs a pack mule, therefore, is no further danger to a group of adventurers provided that they leave the creature alone.

An ankheg that misses in its initial grab attack continues to grab until it succeeds, or until prey flees. Ankhegs do not pursue prey that successfully gets beyond the range of their acid spit, but they will attempt to spit acid at retreating prey as a last resort. Spitting acid is otherwise reserved to dissuade creatures that succeed in a single attack that either causes ¼ of the ankheg’s total hit points in damage, or that brings the ankheg down to ½ hit points or fewer.

Short Form

Ankheg (Huge Vermin): Mv 30 ft., burrow 20 ft.; AC 18; Init +2; HD 3d8+12; Att 1 bite (2d6 plus 1d4 acid); SA Ambush (+10 Stealth), Grab (with Reach), Spit Acid (60 ft. line, 4d4 acid damage, Reflexes DC 14 for half); SD None; SQ Low-light Vision, Tremorsense; SV (Fort +6, Perc +6, Prow +8, Reas –, Refl +3, Will –); ML 10; XP . Skills: Climb +8, Stealth +4.
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca
Raven Crowking is offline   Reply With Quote
Old 17th June 2009, 12:58 AM   #180 (permalink)
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Raven Crowking Gnoll Huntmaster (Lvl 5)
This is just to let you know that I am completing a preview of some RCFG monsters, in what is expected to be their final format. This is in preparation for the August release of the RCFG Players' Guide. This should be what the final pages will look like for these monsters, complete with illustrations and quotes (where they will appear). The page numbers, of course, will change.

This Monstrous Preview will be available in pdf format within 72 hours of my writing this.

A download link will be provided at that time to members of the Facebook “Interested in RCFG” group (Login | Facebook).
__________________
[A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.

- Module B1, Page 24


Check out My Website!!

RCFG - My free mostly-OGC OGL game!
RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.

First Review!

Private Email
ravencrowking at hotmail dot com

dbishop at danieljbishop dot ca
Raven Crowking is offline   Reply With Quote


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