Showing posts with label Heroes. Show all posts
Showing posts with label Heroes. Show all posts

Sunday, October 6, 2019

Dark Lord Generator

Art @chasestone
Dark Lord Generator
Armor & Color - 1d6
[1] Red cape, with black plate armor.
[2] Yellow robes, flowing, no lesser metals touch his skin.
[3] Green cloak, concealing twisting hazel and bone.
[4] Blue tabard, a fake smile, splints of steel.
[5] Orange turban, scalemail built for riding and ruling.
[6] Purple Ascot, air of nobility, brigandine spotted with stains.

Dark Motif – 1d10
[1] Skulls.
[2] Swords.
[3] All Seeing Eye
[4] Hands, especially severed.
[5] Scenes of Hell; great masses thrown into pits of fire, demonic gargoyles
[6] Spiders or Snakes.
[7] Three interlocking chains.
[8] Hippogriff, Manticore, or Sphinx.
[9] Wolf or Boar.
[10] Tiger or Goat.

Quirk of Appearance - 1d8
[1] Soulless Eyes
[2] Unusual skin tone; not native to this land.
[3] Horns, tail, pig snout, or other inhuman trait.
[4] Gaunt and skeletal. No loss of might.
[5] Symmetrical scars, hauntingly beautiful.
[6] Piercings everywhere, walking art.
[7] Disfigurement. Missing 1d2 limbs, barely alive, and yet filled with unnatural vigor.
[8] Obese.

Method of Movement - 1d6
[1] Levitation, or flies on black wings.
[2] Carried on a Palanquin, by slaves.
[3] On a throne on the back of a huge beast
[4] On a great extending staff, floating disc, flying carpet, pestle, or other magical device.
[5] Horseback, on a black stallion that snorts fire.
[6] On foot, like any great conqueror should be.

Method of Killing - 1d10
[1] Great mace, each swing sends multiple men flying.
[2] Unholy life-stealing sword.
[3] Dark Sorcery; dark mists that choke, skeletal hands reaching from the nether.
[4] Arrows of death, with a great white bow which penetrates steel.
[5] Inhuman Strength. Fingers pierce helmets and brains, kicks rupture bodies from groin to neck.
[6] Elemental Magic. Great gouts of fire or spears of ice.
[7] Transforms himself into a great stomping beast, a massive snake, or a hoard of rats.
[8] Martial skill and an enchanted spear. Charges into enemy armies without fear.
[9] Great flails or burning whip.
[10] Doesn't fight and carries no weapons, except for a hidden poison blade.

His Right Hand - 1d10
[1] Great Skeletal Dragon
[2] Succubus, bound by twisted love instead of demonic contract
[3] Giant, clad in impenetrable magic armor.
[4] Huge Dire Wolf, sword in mouth optional
[5] Sexy Medusa
[6] Grim Reaper, with a giant flaming scythe. May or may not be THE grim reaper.
[7] Servile goblin, abused by his master. Will betray him for revenge at the last moment.
[8] A particularly bloodthirsty mercenary; with no moral compass.
[9] Angel; bound with black chains and stabbed with many devil swords. The blinding helmet of reverse alignment could be knocked off to free her.
[10] Honorable black knight. Still has a soul, but will not betray their master.

The Dark Army - 1d10
[1] Orcs, Goblins, Trolls, and the usual monstrous rabble.
[2] Barbarian tribes, united under a lie.
[3] Undead- Skeletons and Zombies, mindless hoards.
[4] Cultists and slave warriors- blood rituals bind and enslave the unwilling into service.
[5] Demons of every shade and rank. Infighting is only stopped through superior force.
[6] Dark Elves, corrupted and beautiful.
[7] Beastmen from the woods and swamps, wanting to take the fertile land for themselves.
[8] Army of Clockwork machines, or mass produced golems.
[9] Mercenaries, serfs, freed prisoners. Lowborns promised land and title.
[10] Insectoid people, bred and produced in great hives, the queen held hostage.

Plot for Power - 1d8
[1] Ancient Magic Ritual. Requires mass sacrifice to achieve an incredible spell.
[2] Ascension. Usurp a God, or steal one's essence to become one himself.
[3] Military. Divide and conquer, his army is more powerful then any other.
[4] Political. Spies and diplomats lower the defenses of the free people, his army at the gates.
[5] Arcane Knowledge. Searches lands for magic tomes, learning unspeakable secrets.
[6] Summoning. Call forth the Old Gods, either to serve or because they pull the strings.
[7] Obelisks. Building monuments to their evil, they can see through each, they will know all.
[8] Glory. They will be the most known and feared named in history. The reward is eternal.

The One Hope - 1d10
[1] Chosen One, who will rise to greatness.
[2] Being shown love and compassion.
[3] Being slain in their sleep or with poison.
[4] Their own hubris and overconfidence. Challenge them to a duel and be a greater warrior.
[5] Time. They are getting older and slower, one day all things die.
[6] Their heart is locked in a box, buried at sea. Find it and stab it, end their reign.
[7] They are already destined to die; at the foot of a mountain. Make the prophecy come true.
[8] The Gods, if they would act.
[9] The People, if they would set aside their differences.
[10] The Magic Sword, if only it could be found.

EDIT: Somebody made an online generator for this post. Thanks!

Saturday, March 16, 2019

[Class] Seventh Son

7th Son of a 7th Son
HD- d8
Max AC- 16

Most 7th Sons of a 7th Son are born with strange omens of their birth. Falling stars, murders of crows outside the home when they are born, an icy cold placenta, and so on. For humans, a 7th Son of a 7th Son is considered lucky and specially destined for greatness. Other races may have different numbers or even genders depending on the warriors; Elves find the 3rd Son of a 3rd Son special, where as the Goblins may find the 21st Son of a 21st Son. Matriarchal societies like the Gnolls will instead favor the 4th Daughter of a 4th Daughter and so on. This power may be even more strict in some culture, requiring an unbroken lineage with no daughters/sons of the opposite gender.

7th Sons are said to be special. Guided by destiny and empowered against magical creatures and spirits alike. While not necessarily always good or honorable, Seventh Sons are said to have special powers against the undead and demons, and are said to have skills with magic, at least in regards to the healing arts. You are a little bit like a paladin.

One of the main powers of a Seventh Son is their special eyes- to see through glamours. You are immune to the mind effecting abilities of creatures and spells cast by creatures equal to your level as HD or less. You get advantage on saving throws versus illusions if the source of the illusion had HD equal to your level or less. For spells or abilities with multiple effects, you are only immune to the mind affecting portion and are normally harmed or hexed by the rest.

You gain +1 to hit at level 3, 6, 9, and 10.

You gain +1 damage to attacks at levels 5 and 9. You also deal +1 damage with magic rods or wands at level 7. You can use wands and scrolls at this level if you couldn't already.

You have healing hands. You can attempt to heal someone without using any first aid supplies once per day per level- equivalent to a magic spell, just takes an exploration turn. You also heal +1 more health when you do heal someone this way every even level.

Your presence inspires others to holdfast against darkness. Hirelings under your command get +1 to their saves and morale checks versus supernatural fear and panic if your level matches or exceeds the HD of the offending force. Treat your level as one higher for Turning Undead. At level 4th level, you may draw a poison into yourself by sucking on the wound; the character harmed by the poison transfers it to you, and all the remaining damage or negative effects of the poison harm you instead.

At 10th level, you become a Son-Of-Omen and fully unlock your mystical abilities. Your powers include the sight-beyond-sight, granting you a once per adventure view into the future or past, as long as you have time to meditate on the event in question. The timeline you can see is expansive, but the mythic past and far future are beyond your sight. Secondly, your ability to heal also improves; you never need healing supplies to heal someone, and you can also draw level drain from another character into yourself, and the same goes with curses and other mystic maladies.

As a secondary effect; you become totally invisible and silent to demons and the undead. You could walk through hell unmolested. These beings refuse to notice your presence, even if told by other beings that can sense you. This effect lasts until the next time you attack a creature of darkness, in which case this power ends permanently.

Tuesday, January 30, 2018

Samurai Jack-esque d8 Hero Generator

Hero Appearance & Traits
[1] Grizzled, middle age, intimidating.
[2] Unassuming, old, passive but with hidden strength.
[3] Sharp haircut, adolescent, fiery temper.
[4] Ascetic, physical prime, respectful.
[5] Stylish, graying hair, boisterous.
[6] Exotic, distinctly abnormal feature, tricky.
[7] Dark, young adult, brooding.
[8] Ridiculous, indeterminate age, rambunctious.

Hero's Cultural/Martial Tradition
[1] Arthurian Knight
[2] Arabic Sultan-Guard
[3] Native American Brave
[4] Indian Kshatriya
[5] Caribbean Pirate
[6] Norseman Viking
[7] Spanish Duelist
[8] Ghana Warrior-King

Hero's Defense
[1] Energy Barrier/Magic Tattoos
[2] Dodging, leaping, parrying.
[3] Carries a great shield.
[4] Wears massive suit of armor.
[5] Has a trusty steed/vehicle.
[6] Animated animal pelt/skin defends him/her. Animal is relevant to cultural origin.
[7] None- uses sheer size and toughness.
[8] Chains/ropes tied around body, uses to knock away enemy attacks and entangle them.

Hero's Flaw
[1] Untamed Rage
[2] Wants reward/recognition for their mission
[3] Prideful, cannot let insults pass
[4] Trusting & Gullible
[5] Relies too heavily/not enough on technology
[6] Easily Distracted
[7] Intrigued by puzzles or mysteries
[8] Depression or Suicidal thoughts

Hero's Magic Weapon
[1] Walking Staff
[2] 1d4 Throwing Stars/Javelins/Axes/Chakrams
[3] Regular Bow. Has a single white arrow, meant to pierce Aku's heart.
[4] Sword. Design, style, and length adjusted to fit Cultural Origin.
[5] Poleaxe/Pike.
[6] Flail. Chain can extend for longer distance attacks.
[7] Two Claw-Fist Weapons.
[8] Gigantic marble Sledgehammer.