Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Normally I am not a fan of the metaplot, but I might check out Beckett's Jyhad Diary just to get a feel for what New White Wolf has planned for Vampire 5th Edition.

Especially if there's no SJW bullshit involved.

Overall, I'm cautiously optimistic for V5. While I don't like the idea of continuing the metaplot and some of the playtest material has been less than stellar, I do like the fact that they brought Mark Rein-Hagen on board as a consultant (and not Justin Achilli, which is also a bonus for me) and there's the fact that unlike CCP, Paradox Interactive seems to actually care about White Wolf and they're showing actual enthusiasm about this project.

The downsides are that the metaplot is being resumed (though I have heard they are modifying some of the more drastic metaplot changes that Revised made) and that New World of Darkness/Chronicles of Darkness is now solely in the hands of the hacks at Onyx Path, whose output for CofD has been rather unappealing in my opinion.

But the good thing is that we're going to see White Wolf products in actual bookstores again!

Overall, based on what I've seen, this new edition of Vampire will be either really good or really bad and I'd say it's a 50/50 shot of going in either direction.

I finished the second chapter on what's going on in Chicago during my lunchbreak and what's interesting is that each chapter gives you ideas on how to alter the metaplots to fit your chronicle and plenty of adventure hooks. Let's say the scene where Beckett meets Portia is pretty creepy.

Bummer about Onyx Path still having their claws in New World of Darkness. Unless they learned their lessons with Beast: The Primodrial, I worry what Deviant: The Renegades will be like. From what I know, Deviant fells like what it does, Changeling: The Lost did better: kidnapped by powerful, mysterious forces that changed you against your will (or sometimes willingly); the PCs escaped and are on the run, and they have strange powers and psychological scars from their experience. Except the difference is the Deviants are totally fueled by vengence while Changelings are more varied with what they do with their lives afterwards.
 
Been playing 2nd edition with my friends, and we had 14 dwarven guards chase us in a mansion. The guards split into two groups of seven, where one group took 30 minutes to maul seven of the dwarfs, while the group I was in ran up the stairs, greased the stairs, and then lit the grease on fire, which had all the dwarfs burning. My character and another player's character even took the time to cook dinner with the fire from the flaming dwarfs.
Homebrewed grease rule or metamagic? Because grease don't work that way otherwise and is specifically described as non-flammable. Still more clever than deciding to go toe to toe in a big old slog though.

As for metaplot; I tend to utterly ignore it in favor of just using the setting instead as a DM. I tend to prefer to build my own setting based on what the world itself is like. Examples of this included my VtM Phoenix setting, DnD's Ancient World setting (think diadochi wars where ethnicities are the fantasy races), and the Argos Sector I use for my Fantasyflight Warhammer 40k.
 
So the bullshit going on with Jeremy and Magic The Gathering is affecting Pathfinder Society and Dungeons and Dragons Adventurers League from what I've been reading. There's apparently a lawsuit going on with one of the Volunteers over at WotC games. Jeremy of Unsleeved Media is certainly doing a lot of damage to tabletop games all because he lost his MTG privileges for calling cosplayers "whores"


:stress:

Hooboy. I am gonna go spare.

To preface my A-logging, I have played this game since I was about 7 when my father used to make games for me in 2nd Ed. Since then, I've probably played it every year until now. That's 20 years and little more. I have LITERALLY NEVER EVER EVER met a group or an individual man who didn't want me at their table to play. Ever. I have never felt excluded. I have never been harassed, had a character sexually assaulted or had myself sexually assaulted. Are some dudes socially weird? For sure, so I try to be nice and easy going, crack a few jokes and it's all good. I act like a normal fucking person and whoaaa nothing bad ever happens to me. Crazy huh?

Why is this narrative that women aren't accepted in this becoming the new meme for geek shit when that has NEVER EVER been the fucking case. I'd say it's the opposite. Men LIKE women who share their hobbies fucking duh. Do you know what geek hobbyist are against? Asshole posers who show up and act like stuff has to be changed for THEM and THEN alone. Those are the people we rail against because they're assholes who don't give a shit about the actual game.

Gotdang. I am so hot now. I'm so hot because it's blatantly untrue and they love to push this narrative as women not being welcome when it's a lie to manufacture more outrage and white knights. Fuck this guy and all his kind that are trying to create problems where we had none.

Over my 30 years of tabletop gaming about 45% of my games had women in them I really don't get why people today say they aren't wanted at the table. Hell, my friend probably has more physical AD&D books than I do and her kids always go through them.
 
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Homebrewed grease rule or metamagic? Because grease don't work that way otherwise and is specifically described as non-flammable. Still more clever than deciding to go toe to toe in a big old slog though.

As for metaplot; I tend to utterly ignore it in favor of just using the setting instead as a DM. I tend to prefer to build my own setting based on what the world itself is like. Examples of this included my VtM Phoenix setting, DnD's Ancient World setting (think diadochi wars where ethnicities are the fantasy races), and the Argos Sector I use for my Fantasyflight Warhammer 40k.
Metamagic.
 
Over my 30 years of tabletop gaming about 45% of my games had women in them I really don't get why people today say they aren't wanted at the table. Hell, my friend probably has more physical AD&D books than I do and her kids always go through them.

Part of it feels like utter projection on some of their parts, like maybe they secretly DO think women shouldn't be playing because we're such 'victims'. I had one guy at this little RP meet up tell me I was so brave and it was BS what I had to put up with as a woman in gaming and I was like '...I've never had any problems at all.' It kinda felt like this confirmation bias of being a victim automatically so he could just swoop in and say he 'wasn't like all those other jerks who don't like women'. Just annoying. And downright patronising to be honest.

It's partially true that girls are somewhat thinner on the ground than guys (more a hobby thing methinks, like comics really), but the idea that they're not wanted at the table or only allowed because of thirst is pretty much bunkum. I've played in several crowds over the years and a little under half of them had at least one girl in the group. Hell, the White Wolf/Onyx Path/Whateverthefuck games like VtM and so on has a decent amount of lady players.

The skeevy That Guy or /d/m is more an exception than the norm, and if any of these hacks who are only writing the fluff played games, they'd know this.
 
So the bullshit going on with Jeremy and Magic The Gathering is affecting Pathfinder Society and Dungeons and Dragons Adventurers League from what I've been reading. There's apparently a lawsuit going on with one of the Volunteers over at WotC games. Jeremy of Unsleeved Media is certainly doing a lot of damage to tabletop games all because he lost his MTG privileges for calling cosplayers "whores"




Over my 30 years of tabletop gaming about 45% of my games had women in them I really don't get why people today say they aren't wanted at the table. Hell, my friend probably has more physical AD&D books than I do and her kids always go through them.
Could I get the Bogdanoff on this Jeremy guy?
 
okay, I have a play testing google doc officially set up, though there's nothing in it at the moment. I'll give out lists of what can be play tested and scenarios for them for here along with listing if any have been already playtested. I'll even take suggestions for things to be playtested and scenarios if people have ideas.

As for the adventure and lesson plan for my scouts, it's something the gaming sub forum might enjoy. I intend both to be a love letter to all forms of gaming as a whole and hopefully get other people interested in gaming in general
 
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It's partially true that girls are somewhat thinner on the ground than guys (more a hobby thing methinks, like comics really), but the idea that they're not wanted at the table or only allowed because of thirst is pretty much bunkum. I've played in several crowds over the years and a little under half of them had at least one girl in the group. Hell, the White Wolf/Onyx Path/Whateverthefuck games like VtM and so on has a decent amount of lady players.

The skeevy That Guy or /d/m is more an exception than the norm, and if any of these hacks who are only writing the fluff played games, they'd know this.

I've found more women playing Magic the Gathering than tabletop RPG's at about 50/50 here depending on the store. The lowest I've seen in terms of men to women ratio in tabletop games is miniatures. I've had maybe a quarter of the games I've joined had women. The most common game to find them in is board games.

I should mention that the men/ women ratio in game is also dependent on your town as well.

One place I lived in had one woman that would play and the rest were always men.

Could I get the Bogdanoff on this Jeremy guy?

https://kiwifarms.net/threads/magic-the-gathering-cosplay-deplatforming-salt.36868/

Part of it feels like utter projection on some of their parts, like maybe they secretly DO think women shouldn't be playing because we're such 'victims'. I had one guy at this little RP meet up tell me I was so brave and it was BS what I had to put up with as a woman in gaming and I was like '...I've never had any problems at all.' It kinda felt like this confirmation bias of being a victim automatically so he could just swoop in and say he 'wasn't like all those other jerks who don't like women'. Just annoying. And downright patronising to be honest.

Women here tend to be the ones doing all of the meet up stuff to get games going lol. Like one amazonian woman (she was like 6'7" and yes, she was a woman...A very intimidating woman) started DM'ing games here back in 2014 or so after going on the initiative to get a few meetups going.
 
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I got the first draft of a schedule written up. I'm just going to upload the final proposal for people on here to see just to avoid clogging the thread. I plan to make a big push starting next saturday to finish my roleplaying game materials such as races, classes, class materials, monsters and play testing things so I'll hope I will have that to present to you all along with the fully completed proposal
 
I got the first draft of a schedule written up. I'm just going to upload the final proposal for people on here to see just to avoid clogging the thread. I plan to make a big push starting next saturday to finish my roleplaying game materials such as races, classes, class materials, monsters and play testing things so I'll hope I will have that to present to you all along with the fully completed proposal
Given that you're playing with kiddies and utter newbies, you might want to stick with mostly just the core rulebook to keep things simple for them and for yourself given you sound pretty new at DMing. If you want other splats though... Spell compendium and Tome of Battle (Book of Weeb Fightin' Magic) are good expansions for classes to start, and in the case of the latter gives martials more versatility. Monster Manuals are also a good set of splats to find stuff that's pre-statted for you too.
 
Given that you're playing with kiddies and utter newbies, you might want to stick with mostly just the core rulebook to keep things simple for them and for yourself given you sound pretty new at DMing. If you want other splats though... Spell compendium and Tome of Battle (Book of Weeb Fightin' Magic) are good expansions for classes to start, and in the case of the latter gives martials more versatility. Monster Manuals are also a good set of splats to find stuff that's pre-statted for you too.

thank you for the suggestion. I will say we do have a few table top gamers in the troop who can assist if needed and who plan to take part. Fun fact, the current scout master also dm's from time to time though I don't know what edition he uses currently. I'll have plenty of choices for picking at least one assistant to help me out for the actual campaign.

I have dmed twice before but I don't think they would really count. The first one was me just using a generic map and some monsters pulled straight out of the nearest beastiary I could find in a teaser to a campaign that never really took off. The second while a actual adventure, was heavily mired by a one hour time constraint since I was doing it with a person during an appointment
 
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>gender dismissive

What does that even mean?

perhaps something this site will like? Dismissing genders such as xim or xer as unimportant and meaningless.

Just a minor side not: Might try to get some gaming stuff ready tomorrow and the coming week No promises
 
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Anybody here a fan of Twilight 2000?

I've been researching it and I do sort of like it. Yes, it's a dated Cold War relic of the 1980's, but that's part of the charm. The system is very heavy on the math though, which I don't care for. But I do like the World War III setting and the emphasis on survivalism.
 
Anybody here a fan of Twilight 2000?

I've been researching it and I do sort of like it. Yes, it's a dated Cold War relic of the 1980's, but that's part of the charm. The system is very heavy on the math though, which I don't care for. But I do like the World War III setting and the emphasis on survivalism.
Hahaha, I actually have a copy of it as a .pdf. I remember having a heck of a time trying to find a system to use to do an Aliens inspired campaign. I eventually got its own RPG, but Twilight 2000 was originally a contender for the ruleset.
 
Anybody here a fan of Twilight 2000?

I've been researching it and I do sort of like it. Yes, it's a dated Cold War relic of the 1980's, but that's part of the charm. The system is very heavy on the math though, which I don't care for. But I do like the World War III setting and the emphasis on survivalism.

I have it, never had time to go through it all. There's always a new game that catches my attention.
 
I'm thinking of purchasing a hard copy of Twilight 2000, specifically the reprint of Version 1.0 that compiles all the material from the original 1984 boxed set along with the first few adventure modules of that era into a single volume book.

I've read this version of T2K on old scanned PDF's and I love the setting, but I will have to extensively re-read the rules a few times to get a grasp of it before I can properly run a game of it. I'm not that good with rules-heavy systems, but I'm madly in love with the Reagan-era Cold War paranoia that's baked into the original Twilight 2000 setting and I really want to play or run a game of it.

I've figured that the best way to run a game of it in 2018 is to simply present it as a work of Alternate History rather than trying to modernize the conflict scenarios.

I really want to play a game in this setting, and I have considered running the Twilight 2000 setting with a different more rules-light system such as Big Eyes Small Mouth, New World of Darkness First Edition (using just the corebook and maybe the Dogs of War supplement), or one of the variants of Microlite, or maybe a rules-medium system like D20 Modern or GURPS 3e in the meantime.

Sort of a way to get into the groove of playing T2K before moving up to the heavier mechanics of the actual original rules.
 
So I managed to end an entire campaign by telling the druid to climb up the king's ass as a tapeworm while the king was shitting on the toilet, and have him turn into a bear once inside the king. Some poor bastard walked into the king's bathroom, only to see a blood and shit encrusted bear roaring at him, all while blood and shit were splattered across the wall. Two of the king's friends ended up the same way. Said druid became the next king.
 
Forgot who wanted to do a xenomorph campaign, but may suggest checking out EN's WOIN STUDIOS PRESENTS Xenomorphs: The Fall of Somerset Landing a self contained core book (though small) and Chthonian Stars a core rule book for Mongoose Traveller, it's a Cthulhu based setting but there's enough there to make it more xenomorph like. They're also the ones who worked on CthulhuTech. There's also The Void from the same company, but I haven't checked it out yet.
 
I plan to have the stuff I have been talking about up by tomorrow night at the latest. I'll make a new post detailing the doc and things to playtest in greater detail once I have everything up.

here's what I have so far in terms of gaming material along with an idea for an adventure in a seperate spoiler. I'll post the full on boyscouts adventure once I have it done just for the sake of completion

Card battler: (A class that uses all sorts of cards for various spells and effects)


Alignment: any


Hit die: d6


Skill ranks: 4+ intelligence modifier


Skills: acrobats, athletics, diplomacy, knowledge plane, knowledge arcana, knowledge nature, perception, spellcraft, use magic device


Level 1: base attack bonus +0 fortitude save +0 reflex save +2 will save +2 spells per day: 0: 3 1: 1 2, 3, 4, 5, 6, 7, 8 9


Level 2: base attack bonus +1 fortitude save +0 reflex save +3 will save: +3 spells per day: 0: 4 1: 2, 2, 3, 4, 5, 6, 7, 8 9



Level 3: base attack bonus: +1 fortitude save +1 reflex save: +3 will save: +3 spells per day: 0: 4 1: 2, 2: 1 3, 4, 5, 6, 7, 8 9


Level 4: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3, 4, 5, 6, 7, 8 9


Level 5: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3: 1 4, 5, 6, 7, 8 9


Level 6: base attack bonus: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 3 2: 3 3: 2 4, 5, 6, 7, 8 9


Level 7: base attack bonus,: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 4 2: 3 3: 2 4: 1 5, 6, 7, 8 9


Level 8: base attack bonus: +4 fortitude save: +2 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 3 3: 3 4: 2 5, 6, 7, 8 9


Level 9: base attack bonus: +4 fortitude save: +3 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 4 3: 3 4: 2 5: 1 6, 7, 8 9


Level 10: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9


Level 11: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9


Level 12: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 3 6: 2 7, 8 9


Level 13: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2, 3: 4 4: 4 5: 3 6: 2 7: 1 8 9


Level 14: base attack bonus: +7/2 fortitude save: +4 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 : 4: 4 5: 3 6: 3 7: 2 8 9


Level 15: base attack bonus: +7/2 fortitude save: +5 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 2 8: 1 9


Level 16: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 3 8: 2 9


Level 17: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 2 9: 1


Level 18: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 3 9: 2


Level 19: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 3 9: 3


Level 20: base attack bonus: +10/5 fortitude save: +6 reflex save: +12 will save: +12 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 4 9: 4


-weapon and armor proficiency: a card battler is proficient with all simple weapons as well as long swords, crossbows, short swords, throwing axes, hand axes, hammers and picks. A card battler can wear light armor but not medium or heavy armor as that interferes with their spellcasting. They are not proficient with shields


-spellcasting: a card battler stores spells in their spirit talisman, which can store a number of spells of each level plus an extra number of spells based on the card battler’s chosen school’s ability modifier. At 5th level, the talisman becomes a magic item and can store an extra spell per level that the card battler can swap out with a prepared spell. At 10th level, the talisman becomes an intelligent magic item with a unique form and set of extra abilities. A card battler draws their spells from the cleric/oracle spell list


-types of spell talismins


-ring: grants the user a +1 bonus to saving throws, at 5th level grants the user spells of the abjuration school as bonus spells. At 10th level grants the user and allies within thirty feet a +2 bonus to ac and saves


-tome: +2 bonus to all knowledge checks, at 5th level grants the user spells of the divination school as bonus spells. At 10th level grants the user a focus of divination spells that increase the spell’s caster level by 1


-orb: +3 bonus to hit points, at 5th level grants the user spells of the necromancy school as bonus spells. At 10th level, enemies within 30 feet of the orb, have their ac and saves take a -1 penalty


-staff: grants the user +2 bonus to diplomacy, bluff and intimadate checks, at 5th level grants the user spells of the conjuration school. At 10th level: all conjuration spells have their durations extended by two incriments


-rod: grants the user a +2 bonus to disguise, stealth and sleight of hand checks, at 5th level grants the user spells of the transmutation school, at 10th level: user gains a +1 bonus to all ability scores


-amulet: grants the user a +1 bonus to touch AC, at 5th level grants the user spells of the illusion school. At 10th level: grants the user +5 bonus to bluff and stealth checks


-headband: grants user a +5 bonus to speed, at 5th level grants the user spells of the air school. At 10th level: the user gains a fly speed 30 feet (good manuverability)


-crown: grants the user two skill points, at 5th level, grants the user spells of the universalist school, at 10th level user gains two meta magic feats


-belt: grants the user a +2 bonus to cmb and cmd, at 5th level grants the user spells of the earth school, at 10th level user gains a saving throw and attack of oppurtunity to avoid being tripped or forcibly moved


-weapon: grants the user a +1 bonus to attack rolls. At 5th level grants the user spells of the evocation school. At 10th level: all spells and attacks the user deals have the damage deal 1 point of damage per die


-familiar: a spellcaster can have a familiar that they form a bond with as per the wizard class feature


-Card battler schools: a card battler gains a specific focus on cards with various different effects and ability preferences


-sports trading cards: ability score: strength: 1st level: once per day, the user can increase one of their own ability scores by 2 for a number of rounds equal to their strength modifier plus 3. 4th level: the user adds bull’s strength, cat’s grace and bear’s endurance to list of spells known. At 20th level: the user gains an immunity to ability score damage, does not take penalties due to aging and automatically confirms any critical hit


-playing cards: ability score: dexterity: 1st level: once per day for a number of times equal to their dexterity modifier plus 3, the user can choose to reroll they made or against them but must take the new result, even if it’s worse, at 4th level: the user add’s cat’s grace, extended weapon of faith and extended summon monster 1. At 20th level each time the user rolls a critical threat, natural twenty or natural one, they may choose to treat it as a automatic success and gain a +2 bonus to all die rolls for one hour. Multiple uses of this trait do not stack but they do extend the duration


-pokemon cards: ability score: constitution: at 1st level, any time the user casts a spell of the conjuration (summoning), it is treated as being under the augment summoning feat and the duration is extended by 2 incriments. At 4th level, the user’s conjuration (summonning) abilities are treated as being cast under the extend spell feat and enhanced by one of the following spells: resist energy, magic weapon, shield


-duel monsters: ability score: charisma: at 1st level, for a number of times per day equal to the user’s charisma score plus 3, when the user cast’s a spell, it is empowered by shadow realm energies, increasing damage die rolls by 1 or penalities by 2 or if affecting allies, increasing damage healed by 1 die roll or bonuses by 2 for the duration of the spell. At 4th level the user adds the following spells to their spell list, summon monster 2, extended darkness, extended detect thoughts, at 20th level, you master the shadow realm and gain immunity to death effects, aging, have your summoning spells treated as being enhanced with one template of your choice at the time of the summoning


-tarot cards: ability score: wisdom: at first level once per day, when you cast a divination spell, you can use your deck as a focus, causing the spell to take half the time. At 4th level, all your divination spells are treated as being two caster levels higher. At 20th level the user can never be surprised, is treated as being under haste constantly and once per day may treat one die roll as a natural twenty


-magic the gathering cards: ability score: intelligence: at first level, you add a number of sorcerer wizard spells equal to your intelligence modifier to your list of spells you can prepare for each level at 4th level, when using a spell of the elemental school, you can treat the spell as being cast as two caster levels higher, at 20th level, you master the elements and gain resist 15 acid, cold, fire and electricity and all spells of the elemental subschool you cast are treated as being maximized and extended


-roleplaying game character cards: ability score: all: at 1st level at the start of the day when you prepare spells, you can choose one ability score. That is the score you use for spell checks and all spell related abilities and you gain a +2 bonus to rolls involving that score. At 4th level, you gain a +1 bonus to all ability scores, saves, attack rolls, damage rolls and ac. At 20th level, you master the die and gain a knuckle bone of fickle fortune

Wizard schools


Light side


1st level power: at first level, you can channel positive energy as a cleric of your level to heal the living or harm undead, using intelligence as the primary ability score instead of wisdom. Once per day when you prepare spells, you can add a number of conjuration (healing) spells to what you have prepared equal to half your intelligence modifier rounded down. At 6th level, you gain an aura that heals d3 hit points of damage to good creatures and allies and deals d3 points of nonlethal damage to evil creatures that ignores immunity to nonlethal damage


Sorcerer bloodlines


Video game


Associated skill: (profession: gambler)


Bloodline arcana: when making the target roll a percentile roll, they must roll twice and take the result of your choice


Bloodline spells: magic weapon (3rd), invisibility (5th), augury (7th) wall (9th), maze (11th), mirace arcana (13th), plane shift (15th), limited wish (17th) meteor swarm (19th)


Bonus feats: improved initiative, combat casting, improved critical, weapon focus, iron will, stealthy, weapon specialization, extend spell


Starting at 1st level, you may reroll a die roll you made after you have made it but before it is declared a success or a failure. You may use this a number of times per day equal to your charisma modifier plus 3


At 3rd level, all equipment you possess is treated as masterwork quality, at 11th level, your equipment gain a +2 magic enhancement you can assign however you choose and at 17th level, your equipment repair damage to themselves at the rate of 3 points per round


At 9th level, when you roll a critical threat, you may reroll the die once if you choose, you can reroll the die an additional time at 13th level


At 15th level you gain fast healing 3 and spell resistance equal to your sorcerer level plus six


At 20th level, you automatically confirm all critical hits, gain a +4 bonus to saving throws and gain dr 3/- as you become a legendary video game character


Oracle mysteries


Force


An oracle with the force mystery adds knowledge (planes), endurance, survival and acrobatics to their skill list


Bonus spells: cure light wounds (2nd) inflict light wounds (4th) endure elements (6th) lightning bolt (8th) telekinesis (10th) harm (12th) fire storm (14th), finger of death (16th) storm of vengeance (18th)


Force hand: a number of times per day equal to your charisma modifer plus 3 you may use mage hand as a super natural ability but with the ability to lift 5 pounds per oracle level.


Force mask: once per day as a standard action, you can treat yourself as if under alter self. At 5th level, this becomes disguise self and at 11th level, this becomes monstrous physique 3


Mind trick: you add charm person, hypnosis and sleep to your list of spells known. At 3rd level, you gain a +2 bonus to bluff, diplomacy and intimidate checks


Cleanse: once per day as a swift action, you can heal d3 points of damage per oracle level plus one ally within sight up to your charisma modifier then make one saving throw against an ongoing effect


Resistance: you gain a bonus to saving throws equal to your charisma modifier


Empowered force: all your spells that heal or deal damage are treated as under the empowered spell feat. At 14th level, they are also treated as being under the maximized spell feat. An oracle must be at least 10th level to use this ability


Force lightning: the user’s spells of the electricty descriptor deal one extra point of damage for each die rolled


Prophecy: the user can cast augury once per day as a supernatural ability. The user may also cast divination, contact other plane and.loremaster’s bargain as super natural abilities usable once per day when they reach the appropriate level


Battle meditation: once per encounter, the user may enhance all conscious allies they can see, granting them a +1 morale bonus to attack, damage rolls and skill checks and giving all conscious enemies they can see a -1 morale bonus to attack, damage rolls and skill checks


Light weapon: the user’s weapons gain the brilliant energy weapon quality but deal damage to objects, metal and undead. The weapon’s damage also becomes electricty and fire


Final revelation


At 20th level, the oracle becomes a manifestation of both the light and dark side of the force, healing from both positive and negative energy, and capable of channeling it as a 20th level cleric at will, the oracle does not suffer penalties from aging and rises as a ghost the next time they die



archetypes


Sith alchemist (alchemist)


Spells: you cast spells as a magus, drawing on a number of magus spells known that replace certain alchemist extracts. This modifies spells


Light weapon: your weapon is a brilliant energy weapon that deals normal damage per it’s type and size but the damage is fire and electricty and ignores hardness, along with damaging undead, objects and constructs. This replaces bomb


Torturer’s strike: you have a sneak attack that deals d6 damage for your first level and every two levels after. This replaces throw anything


Alchemical corruption: you gain the skill ranks needed to apply flesh grafts. This replaces swift alchemy

Corruption


Toon


-a cartoonish force has started causing your mind and body to slip away and you find yourself willing to play any role given to you.


Your corruption is tied to others convincing you or forcing you to do actions that fit a role they want you to fulfill. Each time an individual or group convinces or forces you to do an action that would benefit them, you must make a will saving throw equal 15+your manifestation level. You must also attempt a saving throw after any month you have not been asked to fill a roll equal or greater to your manifestation level, If you fail any of these saving throws, you must fill out the role required of you to the best of your ability and all the resources at your disposal. If you fail the save but are prevented in some manner for three consecutive nights, you shake off the urge and don’t progress further but all progressing saves increase by 2 and these increases stack until you reach your next corruption stage,


Corruption stage 1: your body becomes increasingly animated and animalistic and your items take cosmetic changes along with your alignment takes one step closer to the one best suited for your role


Corruption stage 2: your body shifts more and more towards your new look along with your phrases and world view and your alignment shifts another step closer to the best suited alignment


Corruption stage 3: the third time you engage in this behavior, you are utterly consumed by your role and become a npc with a new set of memories


Removing the corruption: typically this means forcibly removing the illustrations from the character’s body which can take extensive time and effort along with unique equipment related to making toons.


Manifestations


Magical mark: gift you gain three level 0 and one level 1 word spell or glyph spell with a caster level as a wizard equal to your level. At each manifestation, level you increase the number of spells you know by 2 and gain one word spell or glyph spell of a level equal to your new manifestation level. Stain: your body gains various magical markings that identify you as easily manipulated and a potential servant to those who would take advantage of you. At every third manifestion level, you take a -2 penalty to disguise and stealth checks


Cartoon magic: gift: you gain a the bloodline arcana of a sorcerer of your level along with the bloodline spells of one bloodline. Stain: you must use your magical abilities at every possible opportunity or they take it’s toll on your mind, producing a -2 penalty to all skill checks and attack rolls until you cast a spell or use a spell trigger item after which the condition subsides for d4 rounds


Toon pudge: gift: you gain a +2 natural armor bonus and can store items in your body like a handy harversack. Stain: you have a -5 penalty to speed if your speed is 20 or less or -10 if thirty or more. Also, you take a -2 penalty to checks and saves that offer you something to consume and for doing something in exchange for food or drink


Agreeable animation: gift: you have a +2 bonus to diplomacy, handle animal, heal and aid another checks. Stain: your sense of trust is easily taken advantage of and you take a -2 penalty to will saves, sense motive, bluff, disguse, slieght of hand, disable device and stealth checks


Royal sticker star: prerequisite: manifestation level 6th gift: you gain leadership as a bonus feat with your leadership score being as treated as 10 higher for the purpose of recruitment. You also gain a +5 bonus to diplomacy, knowledge (local), knowledge (nobility), knowledge (history), knowledge (religion) and knowledge (arcana) and can attempt those skills untrained. Stain: your followers encourage you to fill the roll as a leader and you take a -4 penalty to your saves against further corruption. You also start to forger your old life and take a -5 penalty to recall information to your past


Turpentine allergy: prerequisite: manifestation level 4th. Gift: you have damage reduction equal to half your manifestation level that is overcome by acid. Stain: your body loses it’s color and vitality after being doused and you take a -2 penalty to all saves, die rolls and hit points per die for one round after being hit by acid


Toon paws: prerequisite: level 2: gift: you gain a plus 10 bonus to speed and also can wear one extra magic ring. Stain: you slide one five foot step each time you take a move action. You also take a -4 penalty to rolls involving use of your hands or feet


Holy paint transformation: prerequisite: manifestation level 5. Gift: for a number of rounds per encounter equal to your manifestation level, you can gain fast healing 3 and a +2 sacred bonus to all rolls along with dr 5/evil. Stain: evil attacks may roll their attack and damage rolls against you twice and keep the preferred result. During the time you use this power, you become increasingly distracted and act confused for a number of rounds equal to the number of rounds you used this power after it has concluded with a -4 penalty to resist compulion effects


Toon typhoon: prerequisite: manifestation level 3. Gift: you are always treated as having feather fall active and can float in the air indefinetly. Stain: you move 10 squares more when an enemy forcibly moves you and become more suciptible to wind, illussion, enchantment and transmutation effects, taking a -4 penalty against them

tried to make a countdown themed style adventure though it definetly needs some fine tuning, no pun intended


The tome of yen sid: a adventure for 4th level to 7th level characters


Overview: the characters find a strange magic book after an adventure and discover it’s a powerful artifact after analyzing it. Shortly thereafter they are sucked into it’s pocket dimension and must figure out a way to free themselves before being trapped within forever


notes


Toon typhoid: a curse like disease the characters are infected by at the begining of entering the book world with several stages and strange effects on the mind and body characters are infected by at the start of the adventure with the following symptoms: toon typhoid: curse and disease. Targets afflicted characters ability scores with 1 damage once per day. At the start of taking damage from this disease roll a d12 to determine what effect will apply and have the character make a will save with their highest mental ability score, success on the saving throw means the disease does not progress for that day. Failure means the disease progresses and the character takes a -2 penalty to saving throws and checks against effects made by toons. If all ability scores is reduced to zero, the character is turned into a toon npc under the gm’s control until the end of the adventure but keeps any toon traits after adventure


Toon typhoid effects table


1: confused for one round in combat during each encounter or if rolling a one on a d20 roll

2: toon pudge: speed reduced by 5 feet if speed is 20 or less or 10 if speed is 30 or less

3: -2 penalty to fear and curse effects

4: weapon damage rolls and attack rolls take a -2 penalty without a concentration check

5: -2 luck penalty to saving throws

6: can’t benefit from teamwork feats or aid another action without a dc16 charisma check as a free action

7: all non toon items are treated as providing one less die of damage or -2 benefits to the user

8: the user must make a dc18 will saving throw in a encounter with a toon or take a -2 penalty to all mental ability scores involving checks with them

9: 1 ability score damage to all ability scores

10: confusion status effect in encounter at start for d6 rounds

11: speech is unintelligible and can’t use language dependent effects except on toons

12: roll twice and apply both effects. If the same result comes up twice, deal 1 ability drain to all ability scores


Level schedule: the characters should be at 4th level at the start of the adventure. The characters should be at 5th level after clearing the enchanted forest and getting half into the swamp of forgetfulness. The characters should be at sixth level after clearing mustard moon mountain and getting into the cloud steppes. The characters should finish midway through seventh level in time for the final boss in toon palace


Adventure background: the tome of yen sid was a famed magical tome of animation and art of a brilliant arch mage that tragically went insane with his once vaunted tome infused with his magic and sent wandering around the world


Areas and encounters


1-1 to 1-5: the characters are separated when they start this adventure with perception checks to find them in the forest being a dc 15 due to ambient noise and the vibrant colors. After finding each other the characters can make a dc15 intelligence check to remember finding the tome of yen sid on the side of the road before being sucked into it. It’s at this point, the effects of toon typhoid start to manifest on the characters. With a dc 25 knowledge geography check, dc 30 knowledge nature or survival check, the characters can plot the quickest way out of the forest taking at least three days. A failed check results in the characters taking a wrong path that leads away from the swamps of forgetfulness and getting lost for d4 days


1-6 to 1-8: the stretch of forest is often rather quiet to the point of being suspicious. Roll twice on the encounter table and choose the higher result


2-1: the swamps of forgetfulness impede travel quite heavily with the thick muck and upon entering this area, roll on the random encounter table to determine the result. Characters need to each make a dc 15 knowledge nature, knowledge geography or survival check to move at normal speed. Failing to make this check often results in losing a day and possibly a random encounter


2-2: a small bog is found here with a rickety old bridge. The bridge is the fastest way through the swamp but is unstable and if characters are within five feet of each other, the bridge starts to collapse in d4 rounds. Having the bridge collapse adds d4 days to the characters journey time as they try to struggle through the bog and find solid ground


2-3 to 2-10: the swamp here is rather peaceful though bugs are quite common and increase the saving dcs of toon typhoid by 2 and resting here forces characters to suffer toon typhoid’s effects twice


2-11: the swamp deadends in a large blank wasteland that appears to be a blank page with a odd looking metal rocket in the open for the characters to use. A dc 20 dexterity check is required to activate the rocket fully and failure to do so results in the rocket needing one day to start


3-1: mustard moon mountain’s gravity lets the characters travel faster but they must make a dc 25 perception check to spot things due to the large clouds of dust


3-2 to 3-20: the encounter table is quite unforgiving here, rolling twice and taking the higher result each time. If the same result comes up twice, the characters must make a dc 20 perception check to see the second group coming at them in a attempted surprise attack


3-21: the characters can travel to the next area on a giant spring


4-1: the cloud steppes have the toon palace in the distance, clearly visible with some kind of dark cloud arising from it


4-2 to 4-14: roll twice on the encounter table here and choose the result. Characters must make a dc 30 knowledge geography check to navigate the maze of clouds and landing spots and toon typhoid is far more virile hear with characters rolling the saving throw twice and taking the worst result. Getting defeated in an encounter here, means being separated from each other once again and having to find each other along with losing d3 days


5-1: the front gates of the toon palace are closed for the characters, requiring them to scale it in some fashion


5-2 to 5-4: the ramparts of the castle are guarded along with some traps on the side. Getting captured here means waking up in area 5-11 d6 days later in separate cells


5-5 to 5-10: the castle hallways seem to connect in various bizare ways and seem to be twisted


5-11: the dungeon is here along with a stairway leading up into the throne room.


5-12: The portal is unguarded though characters who fail to jump through it may find themselves trapped in the book if they stay too long


Trivia bits


Toons: creatures created through the magic known as animation, they tend to be bright, happy and helpful with a fond love of adventure and curiously exploring new places


Monsters


Name: toon pain-ter


Wing flaps herald the advent of a bizare colorful devil thing with a skull like face and a large tail, as it’s robes and staff are covered in brightly colored paint


Stats: vulnerable fire


Ecology: created from an evil arcane caster dying near a large concentration of toon paint, the paint reforms their body into a colorful, winged undead that seeks to continue it’s original’s work in a distorted way due to altered memories


History: a rather rare and obscure monster, it is often mistaken for some form of fiend due to it’s appearance, typically a devil, which works for it due to it’s vulnerability to fire, they often continue their original’s work however they can though frequently alter them in various ways


Treasure: double, usually magical items


Environment: wilderness or urban


Items


The tome of yen sid: level 8 magic tome artifact with mage’s sanctum inside book once per day


Characters


The specter of yen sid: the dark presence that seems to control the book, it still seeks to prove it’s superiority by ensnaring beings and turning them into it’s subjects as toons. It can’t harm anything in the book due to the nature of it’s demise but it can influence the hearts and minds of those inside it. Escaping the book, puts the specter to rest and purifies the item, causing the toons inside to hail the pc’s as heroes for defeating the darkness of their creator


Random encounter table

I'll be doing these types of things once per day for those interested so please look forward to it and offer your critiques and comments and I'll do my best to follow them
 
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