Showing posts with label 5 DnD. Show all posts
Showing posts with label 5 DnD. Show all posts

Thursday, July 2, 2015

Check out the Wardens of the Wild: A lorebook of elves Kickstarter

A massive game sourcebook expanding on elven PC options in any game you play, but specifically designed for Pathfinder and 5e Fantasy.


Hello Flying Pincushion Fans,

You might see a few familiar names in the stretch goal for this fun project from TPK Games. Consider contributing for exciting expanded content. Brian Berg has kickstarter experience and a very solid reputation, a glimpse behind the scenes tells me you're not going to want to miss this one.

Sincerely,
Frank Gori
Co-founder
Flying Pincushion Games


Thursday, January 16, 2014

Jeff Crunch: Battle Hungery Archers


     In the fine tradition of gladiatorial combat and with a special nod to archers this weeks Jeff Crunch provides a few new handy weapons for archers for when things get ugly, which in archer speak, is close.  Cat may want some of these.



(Simple)
Unarmed Attacks
Cost
Dmg(S)
Dmg (M)
Critical
Range
Weight1
Type2
Special
Punch Dagger Gage
10 gp
1d3
1d4
×3
2 lbs.
P
Fin Blade Full Glove
20 gp
1d3
1d4
19-20 ×2
3 lbs
S
Studded Knuckle Glove
5 gp
1d2
1d3
×2
2 lbs
B


Punch Dagger Gage: The gage is a common item among archers, as it protects the forearm from the bow string.  However this version has been modified to also serve as a weapon that the archer need not draw.  Built into the gage is a punch dagger blade, mounted to a reinforced plate on the back of the hand the blade extends four inches beyond the archers closed first.  The gage can be worn on either or both arms and does not impede firing a bow.  It does prevent the use of a shield larger than a buckler. 

Fin Blade Full Glove:  These forearm length heavy leather gloves are average save that a sharp steel fin-like blade has been mounted to the side of the glove.  The scalloped blade is about two inches wide at the mid-point of the forearm and curves downward toward the wrist and elbow.  These blades may be used to slash at foes that close on the archer and preclude the need to ready a melee weapon.  If used as a pair two weapon fighting penalties apply.

Studded Knuckle Glove: The most simple weapon that an archer can have and still freely fire a bow are gloves of this type.  Sometimes studded at the knuckles with brass, or with lead weights sown into them they allow for lethal damage to be dealt with a fist.  The damage they deal is equal to the unarmed strike damage of the wearer.  Values given are for an average medium and small character.

Other  Gear and Weapon Accessories:

Knuckle Bow Guard:  Very similar to the hand protection found on some swords, a version has been adapted to work on bows as well.  The guard protects an archers hand while allowing them to use their bow to strike opponents without fear of damage to it.  The knuckle  bow guard deals damage as a set of brass knuckles, 1d3 medium and 1d2 large, damage type B, critical 20x2.  However there is a -1 to hit with the guard, as a bow is not meant to be used in melee.  Having one installed on a bow costs 30 gp extra.

Spear Point Nocks: These metal nocks not only hold a bows string, but have an added stiletto-like point added so that a bow may be used as a spear.  When used in this way the bow deals damage as a short spear (short bows) or long spear (long bows).  Regardless of size these weapons have a -1 to hit due to their improvised nature, and have a critical range of 20x2, and may not be set vs. charge.

Tuesday, September 10, 2013

Going Gonzo With John: Tin Woodsman

by John Belliston



Ah, Oz. Another grand and strange landscape dear to my heart. In that wilderness of poppies, and lions, and strawmen there is one character that has always been close to my heart. The Tin Woodsman.

And so when presented with the opportunity to wander the bricks of yellow I snapped up this character and his associated themes. There is something within this golem-like creature striving for empathy that strings a deep chord on my heart.

The story of the Woodsman begins with a cursed axe that slowly removes his limbs. Every time he has a limb removed he has it replaced with a tin replica. This continues until all but his heart is replaced with tin (his heart is simply not replaced at all).

In order to reflect this, and also because it’s an important part of my own gameworld (clockworkchaospublishing.blogspot.com), I’m giving you a template to reflect the idea of prosthetic golem parts.

 

Golem Graft Template (CR 1 or *2 Deslyn specific):

In some worlds the magic required to regrow limbs is rare or inefficient. Within these worlds some seek of means of regaining use, or perhaps they seek to augment themselves for greater strength and durability. Regardless of the reason there are those that seek to attach golem components to their living bodies.

The processes required to attach the limbs are more than the physical attachment. The magic used to make the limb function must be grafted into the creatures energy body itself, so that once completed the limb will not only act but feel like it is their own limb.

As a side effect of the spiritual graft a Golem Limb will grant additional abilities depending on the HD of the creature it is attached to.
 

1 HD: Regains use of replaced limb. Grafters gain +2 to Craft checks relevant to their new limbs material. This reflects a new intuitive understanding of the substance.

* For the 2 CR level grafters can sense other creatures with golem limbs in a 60 foot radius.

*5 HD: Can sense any active constructs in a 60 food radius.

6 HD: The grafter gains DR adamantine equal to half their class level of Hit dice.

7 HD: The grafter begins to lose emotional capacity. They gain a +4 bonus to saves against spells that create or target an emotional reaction (charm person, rage, cause fear.) They also require a Will save (DC 14) to enter a barbarian’s rage or even allow a beneficial emotion based effect.

*9 HD: Can telepathically speak to any other Golem or Golem Grafter within 120 feet.

11 HD: Gain 10 + 1/3 HD SR as you may now manipulate the magic of your replaced golem parts to disrupt spell effects that target you.

*12 HD: Gain the ability to control non=sentient constructs.

 

Golem grafts can be constructed out of many different materials but the most common are stone and metal.  If made from flesh, straw, or wood the grafter will suffer any vulnerabilities of those choices. Spells that target the type of materiel the graft is constructed of effect the target as though they were the golem in question. Thus a heat metal would slow a iron golem grafter.