Saturday, July 13, 2019

20 Miscellaneous Mutations

[1] Your neck becomes perfectly cylindrical, and the bones inside disappear. Despite this, you have no issue with locomotion or keeping your head up, and your spinal column or breathing is not affected, but you can now turn your head 360 degree around. However, you take x2 damage from sneak attacks with blunt weapons, as getting hit in the head causes it to whiplash violently and be easily battered around.

[2] Wings. They start vestigial and make it hard to wear chest armor if it isn't built for it. The type of wing depends on your race and character- humans and most mammalian species get feathered wings. Kobolds and lizard people get scaly dragon like wings. Subterranean races like Orcs and really edgy people get bat wings, and so on.

Your wings don't work at first. However, each time you are hit with a powerful healing spell like regeneration, or restore at least 4 stat points when you do not have any damage stats; some of the magic from that may flow into your developing wings. Additionally, whenever you receive a beneficial mutation, your wings have a ½ chance to develop further instead of gaining a new mutation.

After your wings develop once, you can now flap them hard enough to create a little wind and reduce falling damage as though you fell 20 ft less.

After developing your wings twice, you can glide and slow your fall, meaning you cannot be harmed by falling damage as long as your wings are not bound and you are consciousness when you fall.

After your wings develop the third time, you can now fly. Flying is tiring but very useful- you can only fly while unencumbered and cannot carry anyone else unless they're a very small creature depending on your strength score. Your wings are still very sensitive and will be easily mangled by arrows or direct attacks. Be careful.

If you someone develop your wings 8, 10, or even 15 times or more your wings just keep getting stronger; letting you wear armor while flying, carrying larger beings up to your size, and even letting your create a few magical gusts of wind from wing flaps once or twice per day.

[3] Babification. Your body shrinks, your eyes get bigger, you get cuter and more harmless at the same time. Drop your Strength score by half, but increase your Charisma modifier by +1 whenever you're trying to look cute, innocent, or need protection. If you're already of a small race or are an old person, this mutation produces some very weird or off putting effects. You're still an adult, physically and mentally, just have a shorter statue and higher pitched, squeaky voice.

[4] The hotter your flesh gets, the closer it becomes to clay. Your skin turns more brown or tanned, becomes softer and malleable, and sweats slick. Permanent alterations can be made with the aid of a hot stick of metal and taking 1 damage per minor alteration. This offers no protection from heat- If you die from fire damage, you melt.

[5] The colder your flesh gets, the closer it becomes to steel. Your skin turns more blue and gray, becomes harder and unyielding, and condenses water on its surface. You gain +1 AC for a number of rounds equal to the damage you take from any cold spell, attack, or ice-dragon breath attack. Multiple sources stack, up to +3 AC from your steel cold flesh. This offers no protection from the damage of ice or cold. You also get a bonus +1 AC if you're in cold weather.

[6] Made out of horn or keratin, your face grows a strange symbol. It will be shaped with rings, angles, lines, and curves around your eyes and nose; never blocking your vision but giving you a strange facial appearance. It blocks your ability to wear masks or the vast majority of helmets, but you can use the symbol as a holy symbol once per day; channeling your wrath towards the undead.

If you know a magical symbol spell, there is a 1 in 6 chance that the symbol on your face matches one of the spells, and the daily power of this mutation is instead a single use of that spell channeled through your face; the symbol glowing red hot.

[7] A streak of random color beings to appear on your body. Starting at the tip of your hair and moving down through your skin, one eye that it crosses through, and down to your groin. This streak of color is permanent but has no special effects beyond giving you an exotic look.

[8] Pick one of your hands at random. This hand loses all fingers, becomes green and slimy, and grows 4 prehensile tentacles instead. The tentacles can be used to hold regular objects, but also grant +1 to grapple checks as the suckers help hold your foes in place.

[9] You grow a dorsal fin. Makes wearing most armor impossible and tight fitting clothes a chore. When swimming, you can pretend to be a shark to scare people and automatically succeed against saves to be drowned in murky dark water; the fin helps stabilize you but not necessarily make you swim any better or hold your breath longer.

[10] Scissor-Hands. Your hand are replaced with long blades, involuntary snapping claws, evil little snakes, etc. Makes it hard to hold anything without cutting it. This change isn't permanent, and these offensive fingers slowly fall off over the course of the next 3 days, each one becoming a +1 magic weapon or creature with appropriate stats.

[11] Your lips swell up to 3x the size. They pop loudly if punctured, they take an hour or so to reinflate. Treat your kisses as having the magic of a 1st level Princess.

[12] You gain a swelling green mark on your skin under your left armpit. Beings from other realms start to take an interest in you.

[13] Your head swells up. You gain +1 to your Intelligence modifier, but get -1 to all saves and AC from being off balance.

[14] Your body becomes somewhat conductive to elemental energies- your skin develops a waxy sheen. This is mostly useful as a parlor trick- hold a candle up to your foot and cough out some smoke. If you are struck by an elemental spell or dragon-breath, there is a 1 in 6 chance you can conduct that energy as a bolt or blast centered around yourself- dealing 1d4 damage per dice worth of damage that struck you. You still take the normal damage from the blast, but if the damage would kill you increase the damage of your conductive force by +1d4 and then die.

[15] Your face becomes itchy and stiff. Your face is now a “mask” and can be knocked off your head by a successful grab or by getting hit in the back of the head with a blunt weapon. When your mask is off, you cannot see or speak, but you can still breathe. Additionally, your 'mask' face can be exchanged with other people's mask faces, or with specially made magical masks made from faces, such as ones purchased from a Goblin Market. By using these face-masks, you can create disguises or even gain new abilities depending on the face, but your true face has become a simple mask that could be lost or stolen.

[16] Several bits of your flesh “bubble up” and then fall out of your body. These lumps harden and levitate, floating around you. You don't feel any pain from these flesh lumps but they are still “alive” and can heal themselves when damaged- but your body is weakened from the loss of tissue. You lose -2d6 hit points and gain +3 AC from the levitating protective body parts. If these lumps are destroyed or trapped, then you will lose the bonus AC from them and cannot recover the hit points.

[17] A prehistoric beast grows from your chest! It looks like a baby version of itself, its head poking out from a strange egg-shaped hole in your sternum. It can bite for 1d4 damage, and will loudly cry out for food if not fed, thus making you lose any stealth checks you were attempting. After a year, it will grow larger and fall out of your body, becoming a loyal dinosaur pet. Roll a 1d6+14 on the Random Animal Table to determine what prehistoric beast it is.

[18] You gain a weak spot. Randomly determine a spot on your body, it is NOT mirrored on both sides, so your weak spot could be just behind and under your left knee, for example. This weak spot is the size of a penny. If it is directly hit by a bladed weapon, arrow, strong punch, or other damaging attack you crumple in pain and drop to 1 Hit Point instantly. The weak spot does not look especially different from the rest of your body, and only you know its location.

[19] One of your legs becomes covered in a dark black insectoid chitin. You gain +1 AC, and this leg can also release a foul smelling gas once per day, which causes a morale check for predatory animals and other creatures sensitive to smell.

[20] You grow a tail. If you're a skin covered human, orc, elf, and so forth your tail is a gross rat like tail. If you're a furred creature, your tail will be furry instead, and if you already had a tail it doubles in length and size, granting you a +1 to your Dexterity modifier. Birds or insects instead get their tail feathers or thorax expanded in size and strength, improving their abilities to fly or shoot webs or improving your poison for scorpion stinger, and so on.

Friday, July 12, 2019

8 Supernatural things only Fighters can do

Now “balance” isn't a big deal in most oldschool games, or doesn't need to be a big deal in tabletop games in general. But I do talk about the issues of balance between magic users and fighter/nonmagic using classes from time to time. However, I am firmly in the camp of believing that classes like Fighter and Rogue are just as magical as everyone else, just in different ways!

Of course, if you don't like the over the top supernatural kung fu moves or high level magic item crafting, then pick some of these instead. You won't even need to change any rules.

8 Supernatural Things only Fighters can do
[1] Attempted Blindfighting
When in absolute darkness, totally blinded, or otherwise fighting invisible foes, players don't necessarily get a roll to hit. Especially with thrown or ranged weapons, regardless of how high your to-hit modifier is, you can't see them and therefore cannot even attempt to strike them. Another example in pitch black water- how could anyone even attempt an attack like that? Melee attacks might get a pass for this with the usual disadvantage on the roll or a -4 to the roll, but for the most part invisible = unhittable. Obviously if the enemy is leaving footprints in the snow, or you're using a rapid fire crossbow, then the situation changes a bit. Your DM might have the players throw a hail Mary 1 in 20 chance to even fire in the right direction then have to roll attack to actually hit!

Fighters are the exception. Using their senses, they may be able to figure out where the enemy is based on the sounds they make, or by the clues learned from many battles that tells the Fighting Man where his foe is likely to strike next. Fighters can attempt to make these attacks with the normal modifiers, it just isn't impossible anymore. You could also give this ability to Rogues since it represents their finely tuned senses as well, it's just that Wizards and the like would be unable to fight this way.

[2] Surviving Harsh Conditions
While more tied to a Con score, hit points, or saves; it is theoretically possible for humans to only survive so long in harsh conditions. Three days without water, three weeks without food, and so on. Fighters may be able to do this for longer periods of time then actually possible, if because of a simple high level of physical fitness, a sort of control over their metabolism and bodily energy, or simply superhuman levels of willpower and endurance. Similar things can be resisted such as extremely cold weather; the Fighter's body capable of steaming up from their powerful muscles.

[3] Seal Magic Weapons for a Worthy Successor
In most games; long term of permanent magic effects are solely in the realm of sorcerers. These require specific spells with abilities- but fantasy is chalk full of Fighters setting down challenges and tasks for low born knights to rise to greatness.

Excalibur was a sword in the stone. In a similar manner, Fighters could seal magic weapons and equipment in ways that nobody except a worthy successor (another warrior) could retrieve. It could also be set so it can only be returned by a chosen one, or the Fighter placing the weapon away may determine only one of pure heart or a certain background could claim their weapon. This can be done without a spell or roll; just cleave the magic axe into the log and it cannot be pulled out except by those who the Fighter has chosen to take the weapon. Similar thematic places could be used to store other weapons and items; magic armor is stored on mannequins that fist fight anyone who tries to take them off, the magical lightning spear could be thrown into the sky and only rain down on someone who can take a lightning bolt from that endless storm and survive, and so on.

[4] Directed Rage
When characters lose their minds do to a spell or evil monster pheromones that drives them into a battle rage; they may either attack allies or the nearest living creature in their uncontrollable rage. Fighters are an exception to this, as they may have already felt battle rage or have an advantage at controlling this mental state better then most. When enraged, Fighters may be able to better use their newfound strength towards foes instead of friends, and lose less of their evasion and protection from their one sided battle fury.

[5] Reflecting Magic Spells or Dragonfire
This ability may be restricted only to magical shields or weapons only Fighters can use, or could be a supernatural ability Fighters can attempt or learn, or not added in at all depending on the feel for magic in your game. However, the concept of a Fighter holding up their shield or sword and splitting or deflecting dragon breath or magical beams or bolts of energy is a strong aesthetic that could be put into a game. It's also highly likely this is restricted to only the Fighter type characters, allowing them this defense from these otherwise lethal attacks.

[6] Retain Fighting Abilities while Polymorphed
For most characters, getting transformed into another creature or especially a harmless animal is considered a terrible fate. Even if temporary, the transformed character probably can't talk or cast spells, they can't use items, and they probably lose most if not all of their ability to fight or be useful to the party. Plus there may also be checks or saves to retain mental competence while in animal form, and there may also be a rough learning period of how to use this new quadrupedal body to move and fight.

Fighters once transformed, even if their mind or magic has no special defense against this move, could still retain their skill in combat. They can leap, attack, defend, and otherwise gain all their bonuses in fighting even when transformed to the best of that animal's ability- a Fighter turning into a tiger or bear would be a fearsome thing to behold. Fighters may also retain the use of their magic equipment depending on if the equipment melds with their new body until reversed. Regardless of the type of polymorphing; transformed into an animal and all their gear drops around them in a heap OR transform and their immediate gear meld with their body until it is reversed- the Fighter could still also gain benefits from magical equipment- their magic sword is transferred into their claws, for example, perhaps requiring a saving throw to gain the benefit of this effect.

[7] Injure Things that are “Invincible”
This is mostly a game mechanics abstraction, but certain monsters or opponents may be immune to normal weapons and attacks- such as things with an AC of 21 / -1 for descending. Fighters with high level magic items or simply with a large amount of experience or great strength can actually harm beings that are otherwise immune to damage from a lesser combatant. Though this is done through rules, In context of a fantasy world this is an incredibly supernatural feat of destructive force.

When taken to logical extremes; this could influence other parts of the setting or cosmology. Could a truly formidable fighter strike at a statue and injure the memory of the person it immortalizes? Could a Fighter smash an alter of a God and the God feels an injury erupt on their very body from the strike? If immaterial creatures can be harmed by a driven and focused attack, why not a concept?

[8] Final Blow
When the Fighting-Man is taken down with a final hit, they should have the best saves and physical resilience to perform any kind of final act before perspiring. While this may force you to add in a story game rule; the Fighter is capable of doing one more attack, pulling a lever, or dragging themselves half way across a room to whisper a cryptic message before dying. Other classes are much more sensible to die immediately, but perhaps Fighters can make any saves or abilities necessary to perform this final act of heroism, or spite that traps everyone else too.

Thursday, July 11, 2019

6 Reasons your Players can't just Buy Everything

[1] Adversarial. Before the characters are able to make huge or sweeping purchases, the properties or mercenaries are already sold off to someone else first. The person is either a campaign villain, a group of nobles or wealthy merchants that want to limit the player's power, or even a supernatural being such as the God of Trade or the Archdemon of Greed acting as a long term foe for the party.

[2] Cultural. Regardless of how much wealth you have, certain services and privileges are not available unless you prove yourself first. You cannot simply buy a castle, you must reach name level first. The greatest smith in the setting will not forge you a sword of heroes unless you go on a quest or slay a mighty beast, even if you were the richest man alive, and so on.

[3] Currency Tiers. For religious, cultural, or game-abstraction reasons, currency doesn't combine upwards. Paradoxically, you may be able to exchange gold for silver and silver for bronze, but you could never get a single shred of silver for all the bronze in the world and so on. Certain extremely expensive purchases such as buying land from nobility, buying armies, gaining powerful artifacts and so on the payments can only be made in incredibly rare and valuable currencies like platinum or pure gold coins, meaning massive amounts of lesser wealth won't let you buy the most valuable things- this is intentional to keep out the Nouveau riche.

[4] Feudal Obligation. Instead of keeping all the money and riches you find, most are taxed or given to the local lords and leadership, who will instead pass on some of the wealth and honor to the players. As time goes on, they may be rewarded with land or extra privileges instead of keeping the majority of the wealth themselves. In short, you're Skerples.

[5] Realistic Prices. Common in games with a silver standard; your characters may be getting wealthy through dungeons, but not obscenely wealthy. You aren't getting lifetime's of wages every time you go into a dungeon, but you are making enough fluid cash for easy money and luxuries.

[6] Market Fluctuations & Inflation. Once you start selling off manticore skin, the price goes down as supply goes up. You flooding a village with gold coins and loot will mean that everything in that place will go up in price as a result; at least until a local tax authority or traveling noble finds an issue. While this may annoy your players, it also evokes a feeling of actual market change from their actions; maybe don't offload all your wealth on a few dirt farmers next time.

Tuesday, July 9, 2019

Envy Flame + Tenfold Flame

Jealous Fire. Envy Flame is the name for a creature that comes from the farthest realms above. Some say it is the coalescence of emotions from the astral and telestial planes, brought down as bright red comets; in the same way that rain coalesces from vapor in the upper atmosphere. Others think they are their own beings, driven mad in covet.

Envy Flames are jealous of living beings. Humans and animals alike; the fire of a living being lasts for many years, some centuries, and some even longer. The spurned Envy Flame is a golem and elemental of fire that can hope for a few hours of a hot smolder, and then death. They despise life, and will attempt to slay any living creature they come across. The cold blooded creatures and people, such as lizard men, can stand absolutely still and not draw the ire of the Envy Flame; it sees the fire in your vein as its rightful property- the cold blooded must sup the flame from others just to live. They are not enviable to the jealous Envy Flame.

-Envy Flame-
HD- 6 to 8
AC- 16
Morale- 14
Numbers- One or Two
Attacks- Flaming Touch 1d6+1 Fire Damage, Smolder Weapon 1d8+1
Abilities- +6 to hit, Fast Movement, Corpse to Ashes, Immune to Fire, 1 in 4 chance to hold a Tenfold Burn instead of a Smolder Weapon

Envy Flames are similar to fire elementals but have key differences. Their bodies are not made entirely out of fire, instead having several tougher and more solid pieces made of folded and formed liquid and solid fire along with volcanic materials and several foreign materials not native to our existence. Some natural scholars believe they are therefore a higher caste or form of fire elemental- or what fire elementals are actually like in their home dimension, instead of working with the inferior forms of fire we have in our own to create their bodies. However if this is the case, then the elemental plane of fire is a truly frightening place if the native inhabitants are like this.

Envy Flames are fast, constantly burning beings. The smell of sulpher and burnt wood and flesh, but this scent is contained to the light white smoke that billows of them when they move or “breathe”, meaning it is possible for them to be stealthy by standing still and holding their breath. They also spark and sound like a crackling fire, but can suspend this as well similar to how a human can hold their breath to become more stealthy. They move faster then other beings and win initiative ties unless the target has a +2 in Dexterity or higher.

It uses both its hands and feet to attack, dealing intense fire damage at 1d6+1, as well as having a second, primary attack with its weapon. Most Envy Flames have dark black weapons created from ash and soot, these smolder weapons are warm to the touch and cut as well as powerful swords, dealing 1d8+1 damage on a normal hit. Envy Flames are skilled with these weapons; enough to burn a target with their inner fire as well as strike with their weapons each round. They can also dodge attacks and their tough bodies are alien enough to resist most simple attacks; their AC is 16. Every Envy Flame that arrives in our world has a 1 in 4 chance to have a Tenfold Flame instead of its normal weapon.

The Envy Flame's body consumes materials much more aggressively then other fires- especially flesh. While the fire has little effect on grass or wooden floors, its feet burn through corpses as though they were butter. Each round the Envy Flame can stab or stomp on a dead body to consume it utterly- the body turns to fine white ash. This makes it impossible for an easy method of regeneration or revival to be made on that being; only a powerful true resurrection spell could be used to restore a being whose physical form was totally destroyed in that way. Even if against powerful opponents, the Envy Flame will spite them by burning their companions instead of retreating, such is its hate. Needless to say, they are totally immune to fire.

Art @cobaltplasma
Tenfold Flame
In the astral realm, burning stars and planetoids gather fire so intensely hot that it does not even go out with no fuel. This fire may also exist in other dimensions; but the Astral Realm is where it collects most easily. It can be hammered into shape by the most powerful of elemental lords or crafty of Wizards, as the forging process most weapons and magic metals undergo would only cool this blade by subjecting it to inferior fires.

The Tenfold Flame can be molded into any weapon shape, including blunt weapons, but it has the same effect. The moment a Tenfold Flame weapon strikes you, your skin bubbles and peels and the wound is instantly cauterized; the fire spreads through your blood and burns you slowly. The searing heat of a Tenfold Flame deals 1d12+2 damage- this is normal weapon damage, as the blade is still a powerful physical force along with elemental fire. It deals double damage to those weak to fire, but can still harm those immune to fire as well. Finally, even holding the Tenfold flame is impossible for most creatures. It deals 1d2 fire damage every round you attempt to use it, the intense heat cooking your hand, even with leather straps and gloves to protect yourself. The only way to use this weapon is to either be immune to fire yourself or craft a specialty magic item to hold it. All Tenfold Flames are also magic weapons and have an Ego of 4, meaning only Fighters level 4 or higher, or half-fighting classes level 8 or higher, can use this weapon without it turning on them.

After being hit by it, the Tenfold flame burns again. Inside the victim's body, the fire blooms through their fat and intestines, finding cool places to heat and bubble over. Every round after getting hit by the Tenfold Flame, you must make a hard saving throw or take another 1d6 fire damage. If you fail ten of these saving throws in a row, your character is burned utterly from the inside out, and explodes dealing another 2d6 fire damage to everyone nearby.

Those who were struck by the Tenfold Flame and successfully made their saving throws still suffer from it; the inside of their body is still being ravaged by supernatural fire. Every season, they must make another hard saving throw or have part of themselves “burnt”. This could be a hand that turns black, or their hair turns white as ash. Others gain a permanent rash on random parts of their bodies, or still others have their eyes become dry and turn dark black like coal- though without any lose of vision, this is merely a sign of internal smoke. Every time this happens, they age another 1d4+1 years and lose the same in maximum hit points. The only way to stop this effect is to find a significant magical artifact of cold and consume it, or quest to the coldest places in the world to dip themselves into water that could kill them on a failed save; it is the only way to quench the endless fire slowly burning them inside.

The Tenfold Flame is not a singular artifact, but is instead a magical material that has found its way into the hands of several demon and draconic warriors- cleaving their foes asunder with fires that burns brighter then any in this world.

Monday, July 8, 2019

Swortoise

Swortoise
HD- 2 to 4
AC- 10 to 12
Morale- 8
Attacks- 1d2 bite when out, 1d8+1 Slash when in sword-mode
Abilities- +2 to Hit with all attacks, Straighten into Sword, Supernatural Skill

The Swortoise is an unusual offshoot of the tortoise. Tortoises and turtles are likened to shields or armor, and when threatened they curl up into a ball when threatened to defend themselves. Swortoises are like that, except when they are threatened they straighten out into a sword. The shell of the Swortoise is much more brittle then a regular turtle shell, but is built for offense instead of defense. The Swortoise can straighten to become a sword, which jumps up into the air to fight the aggressor. This sword is quiet powerful and despite being made of shell, has a blade that can cut.

While in the air, the Swortoise is bullshit fast and strong. It can move with quick slashes, parry blows, penetrate defenses, slice and exposed parts and even sever heads. The animals is still purely acting in instinct and defense, it's method of defense is just a screaming offense. The Swortoise can parry you if it's attack roll for this round was higher then yours when you go to attack it. This only happens if the Swortoise attacks first; essentially setting itself up in a situation to deflect your blows.

Finally; a few varieties of Swortoise exist. Mostly, there are smaller ones and larger ones who are older. Despite being older and less physically fit, the old Swortoise have a more seasoned and experienced fighting style, and may even know 1d3 low level blade arts.

Thursday, July 4, 2019

[Classes] Four Kobold Classes

All these classes are Kobolds. If you're a kobold, you're a small cold-blooded dragonic minion. Kobolds are about as smart as humans, just weaker and with less self preservation instinct, so you generate your Strength with a 1d8+1 roll and have a base AC of 12 from being small and scaly. Also, you have the innate move of Sacrifice. Whenever another party member takes a hit, you can jump in front of the attack if you're adjacent and take the damage instead. Additionally, all Kobolds can pick locks about as well as a first level thief, but isn't capable of picking locks more complex without further training. If you want to play a Kobold and not be one of these silly classes, you can play anything that's not a Fighter.

Kobolds also need Warm. Warm is a resource you need every day, like food with a ration. If you do not have at least one Warm, you treat this condition as filling your inventory spaces; you become sluggish and encumbered from the chill in your blood. Going multiple days without Warm can kill you. If you have more then one Warm, you can give it to another Kobold through touch. This is why Kobolds often sleep in big piles. Needless to say, you lose any Warm you have if your character is hit by a cold spell or attack that deals 2 or more damage.
Art @ExitStageLeft
Shiny-Finder
HD- d6
Max AC- 15 / Minimum Hit-Points- 4

Kobolds have a different definition of bravery then humans do. To a Kobold, life is less about conquering and overcoming obstacles and more about avoiding them and twisting them to your advantage. To deftly avoid danger is a Kobold heroic trait. Think about it- no Kobold will ever be able to beat up an ogre. To Kobolds, dodging under an Orc's swing and running between their legs to grab the jewels, then collapsing the tunnel behind you? That's a heroic feat akin to a human slaying that orc. Fighters just remind kobolds of the brutes in the dungeons they live around, Rogues are more worthy of praise.

You're a mix of a miner, thief, and warrior. You can use pickaxes like a d6 weapon if you couldn't already. You get +1 damage with all attacks at 3rd level and 7th level. You get +1 to hit with all weapons at 1st, 4th, and 8th level.

Kobolds aren't great at fighting, but they are fast and agile. They're great at climbing on people. You'll lose almost any grapple as a Kobold, but you can make a combat saving throw to wriggle out of people's grasp if you couldn't already. Plus, whenever you make this save, you can then make an attack roll with advantage against the being which grappled you on your next action, stabbing or striking them from that sneaky position. Also, give yourself +1 AC naturally.

At 10th level, you will find a massive diamond worth 100,000c. This is a major spell component that can be used to cast wishes, or sold to generate some real cash. Anyone bigger and stronger then you is likely to try and take it if your secret gets out.

Warm-Maker
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

You make warm. You're a combination of a crafter, armor smith, survivalist, and pyromanic. You can create armor from feathers, leaves, spiderwebs, and other insulating material which helps prevent cold weather from sapping the warm from kobolds. Your knowledge of sewing is akin to sorcery for other kobolds- though other races wouldn't need a special skill to do this. You can also repair clothes and armor pretty fast too, taking a turn to repair a patch or hole.

You can start fires with anything flammable and an exploration turn of time. You can also add your level to outside survivalist rolls to find warm shelter or to find food. If your system doesn't use rolls like this, just allow the Warm-Maker to find a cave to use as shelter that can fit a maximum number of creatures equal to their level, starting at 3rd level and above. Also, gain +1 maximum hit point every odd level 3rd level and up.

Warm Makers also deal additional damage with fire. You can throw firebombs, use torches as weapons, use flame rods or other magic items to great effect. You get +2 to hit and damage with any flaming object or spell effect, though you can't cast spells yourself.

At 6th level, increase your maximum AC by +1. At 8th level, you lose the Kobold's weakness to cold based spells and attacks, and gain a +1 resistance to fire.

At 10th level, you gain the inner flame. You generate two Warm per day naturally, and can light any small, flammable object you can hold in your hands on fire at your will, magically, and can burn people dealing 1 damage per round you grab them with your flaming hands. Warm-Makers of this level may aspire to learn how to breath fire, to emulate the power of the Dragons.

Kill-Trapper
HD- d4
Max AC- 14 / Minimum Hit-Points- 3

You are adept with machines. Kobolds are naturally talented with mechanisms, traps, and dungeon hazards. It's an instinct like walking and talking for humans, or swimming for dogs. Even a Kobold raised in the woods that stumbled across a bear trap would know instantly what it was, how to trigger it, how to modify it, and would quickly come up with plans to use it to catch food- that's how innate Kobold's are with traps. To a Kobold, a trap primed and ready is a weapon like any other; luring someone into a trap is no different then slaying them with your own hand, the concept of “honorable combat” as other races define it is laughable.

The Kill-Trapper specializes in mechanisms and traps. You can pick locks equal to a Rogue, and can apply that same ability to machines. You can modify a trap that deals a number of damage die equal to your level or less to not trigger, or only trigger under certain broad conditions, such as making the pressure point less sensitive- It won't trigger for you, but will for a heavier creature. You can also use this ability to disable a trap temporarily, but not permanently disarming it. At 8th level and above, you can also interface with magical runes and traps by closing your eyes and scratching tiny modifications to the runes; however this does require you to have a friendly magician teach you some basics about that particular Runic spell.

Additionally, you gain +1 to hit with all weapons at 5th level. You gain advantage on all trap saving throws at 6th level and above. If this is too strong, just let the Kill-Trapper learn a new secret weapon instead.

At 10th level, you become so skilled with traps that you venture to create your own gauntlet. The gauntlet is a single floor of a dungeon, retrofitted to your design, one floor in a friendly character's tower you build for their protection, a large space to defend your treasure hoard, etc. The gauntlet is filled to the brim with traps. Every tile or 5ft area moved in the gauntlet has a 1 in 6 chance to activate a devious trap. All traps mapped out, avoided, or disarmed have an extra 1 in 6 chance to activate a secondary back up trap, which was just a decoy for the real traps. Traps in this place deal 1d6 damage on each failed save, growing by another die for each save you fail on a single trip. The first time you fail you are hit with an arrow that deals 1d6, then you're struck by a lightning spine for 2d6, then shoved into an acid pit that deals 3d6, and so on until you escape or die.

The gauntlet can be circumvented by the Kill-Trapper who made it, and anyone who they personally coach on the secret method to avoid the traps. If this method gets out, then whoever learns it can make their way through in absolute safety. If an enemy learns your method, you get a final 1 in 10 chance for a secret surprise trap to activate anyway, causing a save vs death to the offending intruder.

Proud-Crier
HD- d3
Max AC- 13 / Minimum Hit-Points- 2

Kobold Wizards. Criers are known to be quite fearsome- their spells lack none of the potency that a human mage might have and may be taught by dragons themselves. The crier has the ability to make their voice boomingly loud at their will, which echoes through caverns and dungeons incredibly well. This will almost certainly attract wandering monsters (5 in 6 chance), but is terrifying to kobolds and other intelligent creatures that respect the Wizard's power, causing a morale check.

You can cast spells. You are probably illiterate, but can 'learn' spells by listening to the invocations made by other Wizards, mimicking their voice in your own yippy shrill voice to learn spells that way. You must listen to spell incantations at least once per spell level of the spell. If you eventually do learn how to read and write, you can learn spells that way too.

At 8th level, you gain the power to focus your voice into a weapon. You can shout a cone of force that deals 1d4+1 damage to anyone struck by it. You can use this power 3 times a day before losing your voice, which will also stop you using any spells if you stress your throat.

At 10th level, you gain a 4th Circle spell slot, and you can also focus your voice and use your voice weapon power as many times a day as you want. Additionally, your voice has given you special status. Intelligent dungeon monsters regardless of their strength will give pause before attacking you if you speak in your Proud voice- make a morale check to attack, but they do not flee on a failed roll. Proud-Criers are among the only messengers between the kobolds' camps, and are also known for brokering trade agreements and alliances between different monster factions, as the only Kobold who can be taken seriously is one with incredible arcane might.

Proud-Crier Spell Table
Level
1st Circle
2nd Circle
3rd Circle
4th Circle
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
3
2
2

8
3
2
2

9
3
3
2

10
3
3
2
1

Wednesday, July 3, 2019

Multiple Methods for Downtime Healing

Traditional- Restore 1 hit point per day. Simple, easy to follow, makes healing take a nice long time. Only issue is that Fighters take longer to heal then classes with less HP. Giving them say 2 a day or 1d4 a day might work a little better, but ruins some of the ease.

Easy Seasons- Restore to full hit point between sessions. Not really a healing method. Abstracted 3 month period of time gives enough time for theoretically any injury or damage a character has to heal, but gives little useful information if you need current HP between seasons.

Slow Seasons- Restore maximum possible roll of class HD + Constitution per season. Not the modifier, the whole stat. Might put too much emphasis on stats though.

Heroic- Roll your class HD and restore that much, each day. You'll essentially heal in about your level's worth of days, which means there is no longer weeks and months long healing.

Slow- Restore 1 class HD of hit points per week healed. High level characters still take longer to heal, but characters heal a bit slower on average. Fighters can heal faster then the Traditional slow method, but things are more random. If taking the maximum HD possible roll of the class instead as healing per week, still a bit slower unless if you're a d8 or higher class. If you're interrupted halfway through a week you spent healing, either don't get any health or average out half or a third of the roll or whatever.

Boring Fast- Restore 10% hit points per day. You'll be fully healed in 10 days no matter what using this method. If you use 10% of your current hit points, then you start healing slow but heal faster later on. OSR characters rarely get enough hit points for this to matter as much.

Boring Slow- Heal 10% hit points per week. Maybe add Con bonus to amount healed per week, which would speed or slow things down considerably. Characters with low health and low Con may not ever get better; minimum of 1 hit point per week?

Needlessly Complicated- Roll Class HD. If you get a 4 or higher, heal 1 hit point for that day. If you get a 6 or higher, heal 1 hit point and restore the most damaged ability score by 1 point. If you don't have any damaged stats- heal 2 hit points instead. This method could mean classes with very small HD may never recover from their damaged attributes- d4 Wizards get a bad cough and keep it forever without magical healing or a doctor because of their sickly lifestyle.

Slow & Complicated- As above, but only roll twice per week. Could take months to heal. Want to make it even slower? Only restore a damaged attribute if all hit points are full, thus meaning you only restoring a minimum number of points. Maybe attributes heal whenever they are rolled instead, so hit points and attributes come back somewhat randomly and slowly.

Flesh & Grit- This one is easy; restore all Grit per day, or even per a long rest? Pick a slower method for flesh, or 1 hit point per day of flesh? Not sure what's all been written about this one.

Just Dumb- Heal 1 hit point per day per 10,000c worth of property, items, and servants you you have. Takes ages to heal if you're poor.