Wednesday, August 1, 2012

[Grim and Gritty] Rafaele , chemistry savant

Design notes: Here is one of the few tentative character concepts for a d20 modern gestalt campaign that one of my friends is running. Adapted from the Cthulhutech, the world is a bleak one with two enemy factions engaging war on the whole planet Earth. One of the faction brought with them the secret of magic and like Cthulhu-like games, magic comes with insanity.

A concept that I have discussed with the GM was that one way of circumventing that was to ensure that magic is activated through an item. So i came up with several concepts of classes that have magic by means of items.

When Pathfinder published the Alchemist Base class, I thought that it was a really cool class but like some of the more steampunk kind of class ( here's looking at you, Gunslinger), they do not fit into the medivial theme well.

So the first character I want to display uses the Alchemist. My concept comes very closely to the bomber type of class and hence, I used the Grenadier archetype. I must say that the d20 modern rules really mesh quite well with the class. For example, with the Grenadier's Alchemical Weapon, an ordinary bullet would come with an acidic afterpunch.  This is not counting the various explosives available in the scientific world.

For the purpose of this exercise, I used Craft (Chemical) to replace Craft (Alchemical) because they are really similar.
The character need not be magical in nature.  A simple repackaging of the supernatural powers could be attributed to weird science.

So here is the final character:

Rafaele has always been fascinated with the ever-changing nature of chemistry. From the first day his Chemistry teacher showed him how you can create gold particles from combining some colorless liquid, Rafaele knew that he had found his life-long obsession.

Rafaele's studies yielded interesting discoveries. He found that he could create liquids that have effects that are beyond the current scientific progress. Not all of these experimental liquids was benign. He could create bombs that were as powerful as a fragmentation grenade. But most importantly, he could make liquids that could cure the most serious of flesh wounds.

And all needed expensive and rare materials and so Rafaele wanders through the world, seeking rare ingredients, hoping to unlock more of this fascinating liquids.

Rafaele is a versatile character to play but his preference is a long range character. By using his discoveries, Rafaele is able to lob bombs strategically. If need be, he could act as a melee monster through a combination of his extracts and mutagen. As a last resort, he could infuse acids into his trusty Glock 21 with his Alchemical Weapon ability.

Rafaele “Hyde” (Smart Hero 3/Field Scientist 3 // Alchemist (Grenadier) 6 ): CR 8; Medium-size human; HD 6d8+6 ; hp 34; Mas 13; Init +2; Spd 30 ft.; Defense 20, touch 20, flat-footed 18 (+2 Dex, +3 Int, +5 class); BAB +4; Grap +4; Atk +4 melee (1d3 nonlethal, unarmed strike) or ;+6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; Full Atk +4 melee (1d3 nonlethal, unarmed strike) or +6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +6, Ref +7, Will +7; AP 0; Rep +2; Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 10.

 Occupation: Technician (bonus class skills: Craft [chemical], Demolitions, Knowledge [earth and life sciences]).

 Skills: Computer Use +13, Craft (chemical) +17, Demolitions +19, Disable Device +15, Investigate +13, Knowledge (Arcane Lore) +13, Knowledge (earth and life sciences) +14, Linguistic +9, Perception +10, Profession (chemist) +9, Research +12,Spellcraft +12
Feats:  Armor Proficiency (Light), Cautious, Extra Bomb, Iron Will, Personal Firearms Proficiency, Precise Shot,  Point Blank Shot, Rapid Shot, Simple Weapons Proficiency.

Talents: Savant (Craft Chemical), Savant ( Demolitions), Smart Defense, Scientific Improvisation

Class Feature: Alchemical Weapon, Bomb (3d6+3, 11/day), Directed Blast, Discovery (Any 3+Precise Bomb), Extracts (4/3), Mutagen, Throw Anything

Possessions: Glock 21, Lab coat, lab kit appropriate to field of expertise, desktop computer (with broadband modem and printer), cell phone, various gear and personal possessions.

Tuesday, July 31, 2012

Gestalt for d20 modern- random though

One of my DM is running a d20 modern game and we are using gestalt for character creation. And it yielded interesting results. By using d20 modern character class on one side and a d20 class for another, it seems to be the key to the main complaints for FX spellcaster lagging too many spell levels behind. More interestingly, it allowed combination with classes not seen for traditional d20. My favourite so far for this style is the mix between d20 future and Eberro classes.

Look for this space as I would share the various builds I have come up with.

Friday, July 27, 2012

Adapting your DM style to the group dynamics.

As many RPG blogs have explained, the table-top rpg experience is a dynamic one. With different people in a group, how a game is being played out would be different as well. With it comes the inevitable play style. Some players like to be lone wolf and do their thing in the darkness. I like to rush into situations without any thought and sometimes just wanna bash something.

Therefore, one man's meat is another's poison. As I ran games for different groups, I find that the needs of the group differ as well. My Star Wars group tend towards combat and would gravitate towards fighting than negotiating. This leaves interesting situation where the hostage need to be alive

My original group is more like what a blogger described. When we play a game, we analyse and analyse. We used detective skills and every situation is like a CSI crime scene. We build assumptions and correct illogical behavior. Essentially, as one of the DM put it, we are a paranoid bunch. Every move is a calculated one and we would talk through a situation endlessly to reach a conclusion.

In this situation, DMing for the two groups would be a differenr experience. Because of the player's needs, the most important part of the game would vary. For the Star Wars group, I tend to play more epic-like combat. Of course, it is not combat after combat. How the combat starts and the interesting features in the combat would be my obsession in the game. Maybe the environment would not be the smooth battleground and enemies could use the landscape to their advantage.

For my other group, NPCs play an important factor. Their personality is the key to the game, not their stats. To add in red herring here and there is equally important as well. I could not begin to describe the joy when my players obsesss about the fact that a wyvern has been sighted when it was just a random wyvern.

It is essentially a simple logic of answering the needs of the player. Any game ultimately needs to answer needs of both teh DM and the players. Obviously, it is not an indication of the DM needing to be a pushover. But player's needs is a priority for the DM

So, the next time you pick up the DM hat, think about your player's quirks and needs. Then, craft the game to suit them.

Wednesday, July 18, 2012

D20 Elite opponent: Cassandra Carver, vestige bound

 Sometimes beings could be trapped between worlds. Never truly existing, these beings are eager to experience life again in exchange for a taste of the being's power. Ages ago, a few people learned how to strike a bargain with these beings known as vestiges. By melding one's soul with the vestige, the person gains power. 


In some cases, the vestige is able to choose invest part of themselves into a newborn baby. Once chosen, the chosen mortal would be constantly bound to the vestige. It is not unusual that parents are frightened by how their child seems to have an "invisible friend" that could do "magic tricks".


As the child grows up, they would master the gifts of the vestige as they mature. Depending on the personality of the chosen, they might choose to fight with the alien presence within or they may choose to align their goals with the vestige.


Dressed in the latest fashion, no one would connect Cassandra to be a former evangelist from America's "Bible Belt". Cassandra had always felt a presence known as "Astaroth" all her life. She knew nothing about of this being. She only knew that she had an uncanny prediction of the future and a way with people. Cassandra's charismatic ways made her popular among the churches she preached in.

However, an embezzlement scandal disgraced Cassandra and she was chased out of the faith. Within months, Cassandra opened the club with her partner and paramour, Rachel Strange. It ostensibly serves as just another wicked night spot in a city known for its iniquity. Night after night, Cassandra revels in the make merry crowd and secretly recruits potentials into an Inner Circle among the crowd. the Inner Circle's activity is still a hidden secret and time would only tell what Cassandra plans for them.

Use Cassandra either as an enemy or a foe. Players could obtain information from Cassandra at a cost. Cassandra could act as a forewarning of any major events that may happen to the players. Alternatively, Cassandra could be planning a power play in the city and her goals come into direct conflict with the players. If used this way, Cassandra would probably act as a mastermind of sorts.

Cassandra(Dedicated Hero 3/Charismatic Hero 3): hp 21; Mas 10; Init +1; Spd 30 ft.; Defense 14, touch 14, flatfooted 13 (+1 Dex, +3 class); BAB +3; Grap +2; Atk +2 melee (1d3–1 nonlethal, unarmed strike); Full Atk +2 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +4, Will +5; AP 0; Rep +3; Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 18.

Occupation : Religious (bonus class skills: Knowledge [theology and philosophy], Sense Motive).

Skills: Bluff +13, Diplomacy +17, Gather Information +9, Knowledge (business) +4, Knowledge (theology and philosophy) +4, Listen +5, Profession +4, Read/Write English, Read/Write Latin, Perform +13, Sense Motive +11, Speak English, Speak Language (any one), Speak Latin, Spot +5.
Feats:Deceptive, Frightful Presence,Renown, Personal Firearms Proficiency, Simple
Weapons Proficiency, Trustworthy, Windfall.



Talents (Dedicated Hero): Empathy, intuition.


Talents (Charismatic Hero): Charm (males), favor.



Special Quality of Chosen of the Vestige:

Favored from Beyond (Su): Cassandra gains a +2 bonus to saving throws against all mind-affecting spells and abilities.

Influence from Beyond: Once per day, Cassandra needs to make a DC check of 22 to avoid letting the vestige's personality dominate her personality.Cassnadra needs to roll a d20+her character's level+her Charisma modifier. If she fails, she become exceptionally enchanted with her voice. She would take the stage and make a speech whenever the opportunities presents itself. 

Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of Cassandra's mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability (PH 28), based on Cassandra's HD.



Astaroth's Breath: Once every 5 rounds, Cassandra can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.

Honeyed Tongue: Cassandra gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.

Divination: Once per day, Cassandra could cast Divination as a spell-like ability using her HD as the caster level





Monday, July 16, 2012

Kaorti Part I

Tales has been told of knowledge seekers that have gone too far into the unknown. Some went insane from the alien nature of their discovery. Some was transformed indefinitely into monsters. An unfortunate few suffered both consequences.


One such tale was the creation tale of Kaorti. Explorers of the Far Realm, they were unprepared for the onslaught of chaos and madness. Going mad with the alien things they see, they immediately went insane. That was not the end of the mad realm's gift to them. Person by person, the explorers become monstrous in their form. As the newly formed Kaorti was born, they had no memory of what they were before. They had only one desire and that was to spread the gift of madness to other people.



Kaorti is one of my favorite creatures in d20. Strangely alien and infectious in their touch, they make incredile foes for mortal foes. Too bad that they were designed in d20 where all sort of madness are just laughed at by characters. I have also redesigned them to be more Call of Cthulhu and less monsters.

I hope to describe more about the ecology of them ( although I think Dragon 358 covered it too briefly for my taste )

Kaorti: Medium outsider (extraplanar, evil); 
HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk +22; Grp +0; Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword); Full Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword); SA Despair, Draining Touch, vile transformation; SQ darkvision 60 ft., immunities (poison), material vulnerability, outsider traits; AL NE; SV Fort +3, Ref +5, Will +3; Str 8, Dex 14, Con 11, Int 14, Wis 11, Cha 16.

Skills and Feats: Autohypnosis: +7, Concentration +5, Craft (any) +7, Craft (any) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9, Spot +6, Survival +5; Exotic Weapon Proficiency (ribbon shortsword),Weapon Finesse.
Despair (Su): At the mere sight of a Kaorti, the viewer must succeed on a Will save(DC 10 + 1/2 Kaorti’s HD + Kaorti’s Cha modifier) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Kaorti’s despair ability for 24 hours. The save DC is Charisma-based.
Draining Touch (Su) : A Kaorti that hits a living target with its draining touch attack drains 1d4 points from Strength. On each such successful attack, the Kaorti heals 5 points of damage to itself.
Vile Transformation (Su): A guardian can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the guardian's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 13). Failure indicates that the victim transforms into a kaorti (if the victim was humanoid), or into a kaorti thrall. If the victim succeeds at the save, the guardian can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. (See the Fiend Folio for more on transformed creatures.)

Material Vulnerability (Ex): A guardian must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage and become fatigued. The fatigued condition persists until the kaorti recovers all the nonlethal damage it took from its exposure to the Material Plane. If rendered unconscious through the accumulation of nonlethal damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). If the guardian wears his resin suit or is inside his cyst, he is protected from the effects of the Material Plane.

Outsider Traits: A guardian has darkvision 60 ft. and cannot be raised or resurrected (though a wish or miracle spell can restore life).

Wednesday, July 11, 2012

[Demonomicon] Aspect of Abraxas

Large Outsider (chaotic, evil, extraplanar, tana'ri)
Hit Dice: 9d8 +9 (49)
Initiative: +2
AC:18, touch 11, flat-footed 17
Speed:  60ft, fly 60 ft (perfect)
Base Attack/ Grapple: +9/+17
Attack: Flail +13 ( 1d10+4+ 1d4 Wisdom Drain) or tail slap +13 (3d6+4)
Full attack: Flail +13/+8 ( 1d10+4+ 1d4 Wisdom Drain) and tail slap +13 (3d6+4)
Special Attack: Spell-like abilities,Wisdom Drain
Special Qualities: Dark Vision 60 ft, low-light vision, Bardic Knowledge ( +12) , Dr 10/ Cold iron or good, Resistance to acid 10, cold 10, and fire 10, Immunity to electricity and poison, telepathy 100 ft
Space/Reach: 10 ft / 5 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 12 
Skills: Bluff +14, Concentration +10, Diplomacy +3, Knowledge(Arcana)  +11, Intimidate +3, Spot +11
Feats:  Dodge, Iron Will, Mobility, Spring Attack

Wisdom Drain : Abraxas drains 1d4 points of Wisdom each time it hits with its flail.

This version is a mid-level manifestation of Abraxas. Typically, this aspect could be found in sacrificial rituals in which followers offer sacrifice to their unholy god. In return, this aspect would reveal horrendous techniques to their cultist to further spread misery in the world.  

Tuesday, July 10, 2012

[Demonomicon] Abraxas, Supreme Unknown

It is a truth within the multiverse that knowledge is power. One of the most powerful secrets in the universe is that of arcane knowledge.And Abraxas is one of the few beings that can be said to possess all of these secrets.

Equally, Abraxas' follower are seekers of the most forbidden knowledge and through their search, become privy to some of the most dangerous knowledge that exist in the world. Yet herein lies Abraxas' insidious plans. Without the proper wisdom, these knowledge are akin to nuclear bombs and Abraxas' followers are not the sanest bunch. Often than not, these secrets would be improperly used and the consequence become dire to the world. And with each such incident, Abraxas smiles.


Appearing as a rooster-headed man, Abraxas carries a whip and a shield. His legs are replaced by two hideous serpents that is said to hiss constantly. Yet the most powerful weapon of Abraxas is his mind. Possessing a powerful technique known as the "Final Incantation", Abraxas is able to unamke the most epic spells woven by immortals and mortals alike.

As said, followers of Abraxas come in all forms. Yet, they all have one thing in common which is an unusual thirst for knowledge.Most seek knowledge for power. Many received the unholy whispers of Abraxas' minions in their dream.

In recent times, many have come to seek knowledge for instant gratification. Wanting a quick fix, most bargain away their most prized possession for a glimpse of the knowledge that could bring them the solution to their life. Most do not care about the consequence of other people around them. These are Abraxas' favourites. By being indifferent to other people, they spread chaos and evil through their newly acquired knowledge.

Abraxas lives in a layer known as Plemora. A mock paradise created through complex illusion and magic, followers of Abraxas indulge in pleasures both known and unknown to man. In reality, the realm acts as a container of spiritual energy. With each pleasure, the spiritual energy of the devotee is siphoned and stored in the realm. Abraxas plans to acquire even energy and ascend to godhood. Recently, he discovered the Greyzone. Eying the large amount of energy, Abraxas is researching on how to acquire the energy allowing him to cut short his plans to ascension.