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Senin, 15 Oktober 2012

The Awakened Golem

Golems are a big part of the D&D game.  Well. Maybe not a *big* part, but they have their part to play.  What is interesting about them though is the varieties of myths that were pulled together to make them.
The word Golem and the Clay Golem monster have their roots in Jewish folklore, horror and film.  The Flesh Golem is an homage to Frankenstein and his monster.
Other Golems come from a variety of places.  The Iron and Stone Golems seem to have basis in tales, but the most likely origin seems to be the films featuring the Ray Harryhausen monsters, in particular the giant statue from Jason and the Argonauts (whose fertile ground also gave us Skeletons).

The one thing that many of these stories have that the RPG monster does not though is the semblance of true life.  After all.  A Golem with no life that does it's business is no big deal.  But give it a spark of true life and suddenly you have horror.

The Awakened Golem then is a Golem that has been "Awakened", it has a spark of true life.  This is either by accident such as a word or letter is mis-coded in a Clay Golem, or the personality of the original body lives on in the Flesh Golem, or the animating spirit in the Druther overrides the witch's control, or even the golem becomes the vessel of some spirit of vengeance.  What ever the cause a living soul is now in procession of a body that it can only see as an abomination.

Different types of Golems have different chance of Awakening.  This percent is rolled when the golem is made or under special circumstance; such as a nearby tragic death, or a bolt of eldritch lighting hits it.
(These Golems have appeared in various editions of the game)

Statue (any golem made to be a statue):  2%
Iron, Stone, Amber, Silver, Mud (any non-living mater): 5%
Clay, Wood, Druther, Bone (formerly living matter): 10%
Flesh, Corpse (formerly a sentient being): 15%  +5% if body parts come a wrongly convicted murderer.
Plush (special Ravenloft golem): Plush golems and stuffed toys are better handled as an  Imaginary Friend or a Boogey.

In most cases the Awakened Golem will be Chaotic, or at best Neutral.  Some rare cases will occur when the awakened Golem will be Lawful.

The changes to the monster will be a greater intelligence (at least Average, often more) and a blinding hate for whomever created it.  The Awakened Golem, even Lawful ones, will be driven to write some percieved wrong.  An Awakened Golem might want to kill their creator, or kill everyone.  Or it might want to discover the killer of some innocent.  What ever  the motivation it should be tied directly to their origin story.

The Awakend Golem gains HD over their non-awakened counterparts. Better AC and attacks.
Despite their origin and/or appearance, Awakened Golmes are not undead.  They are still immune to the effects of mind affecting spells, sleep, charm and hold.  They do not need to eat (but might do it out of habit) and can not be healed.  Awakended Golems regenerate 2 hp per round, even if reduced below 0hp.  Only fire can completely destroy them since they do not regenerate after fire damage.

Awakened Golem (Flesh Golem)
Armor Class:  0 [22]
Hit Dice: 10d8+15* (60 hp)
No. of Attacks: 2 (fistsl)
Damage:  2d8/2d18
Special: immunities, regeneration
Movement: 30’ (90')
No. Appearing: 1
Saves As: Fighter 12
Morale: 12
Treasure: None
Alignment: Chaotic
XP: 2800

The Creature (as he is know) is an Awakened Flesh golem. He stands over 7 feet tall and has greenish cadaverous skin. Despising what he sees  himself to be he killed his creator and terrified a nearby village. He currently lives in a cave where he prefers to stay in peace, reading books on philosophy.
If he is disturbed though he will fly into a violent rage and kill anyone that disturbs him. He will not though attack children.
The Creature has been killed many times, only regenerate from the smallest scraps.

OGL Section 15 The Awakened Copyright 2012 Timothy S. Brannan.
All text is Open under the terms of the OGL.
Links are not considered part of this entry and are not under the OGL.

Kamis, 04 Oktober 2012

Rabbit's Foot and other Lucky Charms

Adventurers live a dangerous and sometimes short life.  They are constantly looking for any edge they can fine.  Many spend years questing for even the most minor of magics, others though turn to older magic to aid them.  For these characters these older, simpler magics provide them with the edge they need.

Many times these minor talismans can be purchased, but more often than not they are nothing more than a gaff or a non-magical variety.  Unfortunely these items posses such minor magics that they are difficult to detect with the use of the standard Detect Magic spell.

4-Leaf Clover
These naturally occurring, but rare variety of the common three-leaf clover provide a minor luck bonus.
Once per day it can provide a  +1 bonus to any roll the player makes.  The player must state this intent before the roll is made.  The clover can be used 4 to 7 (1d4+3) times before it becomes inert.
GMs have to decide how rare these are but typically a roll of "00" on a percentile die.

Horse Shoe
If blessed by any priest or cleric (not necessarily by a Bless spell), this item gives the processor a +1 to all rolls (attacks and saves) vs. Fae folk.  This includes all sorts of nymphs, pixies, dryads and even elves.  It is not effective in the hands of an elf or those with elfish blood.

Rabbit's Foot
A specially prepared left hind foot of a white rabbit killed during a full moon and enchanted by a witch using her Create Talisman power (or feat).   This item provides a +1 to anyone one type of roll per day.  So in one 24 hour period it can add +1 to an attack, +1 to a save, +1 to damage and so on.
Witches cannot use these items themselves.

Lucky Copper
Adventurers can be a superstitious lot.  One of the more common ones is to keep the first copper piece from their first treasure hoard. If they do they gain a +1 to any roll till they gain their next treasure.  The +1 can only be used once.

OGL statement Section 15 "Lucky Charms.  2012 Timothy S. Brannan"

Senin, 01 Oktober 2012

Wine Nymphs

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Selasa, 17 Juli 2012

Putting my Monster where my Mouth is. Baobhan Sìth

Rended Press is working on an OSR monster book.  I think it is a great idea, especially if they are all OGL complaint. The issue with me though was "any monster posted in June".  Well that is cool, but I didn't post any in June.  So I mentioned that on the blog the other day and gave the suggestion that if it was say all of 2012 then I could do something.

They opened it up to all of 2012.  And I looked.

Sheepishly I noticed that I didn't post a single OSR/OGL monster in 2012.  Plenty for other systems, but nothing an OSR book would need.

So here is one of mine from "The Witch".

All text that follows is considered Open under the OGL.  Full OGL text is listed here, OGL Declaration/Statement.


Baobhan Sìth
Armor Class: 2 [17]
Hit Dice: 9d8+2** (43 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d4+2 / 1d4+1
Special: Blood drain, captivating dance, dying words, spell-like abilities, vulnerable to iron
Movement: 30’
No. Appearing: 1-3
Saves As: Fighter 9
Morale: 9
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,800

The Baobhan sìth (bavaan shee, “faerie woman” in Scottish Gaelic) are evil female fey that feed on the blood of living creatures.  By entrancing creatures with their dance, they lure men to their deaths.  Baobhan sìth are always female; no males of this race are known to exist.  These creatures are generally found in remote locations such as unclaimed forests or overgrown and ruined keeps, castles or the like; always a secluded location, but close enough to a populated area that the baobhan sìth can feed when hungry.

Often called the “White Woman” of the Scottish Highlands, the baobhan sìth are often confused with vampires.  Though they are not undead, they do have a lot of similarities.  Both feed on blood and use seduction in order to lure their prey into their grasp.  Baobhan sìth also are vulnerable to cold iron, much like a vampire to silver.  The baobhan sìth also avoids bright sunlight, it is not dangerous to her, but they avoid it all the same.

Local legends claim that when young women fall to the allure of witchcraft and lie wantonly with men they will die and return as baobhan sìth.

Their lairs are typically clean; the monsters have disposed of the rotting corpses of past victims.  They are solitary creatures and rarely work in groups.  There is however a popular tale of a group of four men traveling in the Scottish Highlands that were seduced and attacked by three or four (depending on the tale) Baobhan sìth working together.  Baobhan sìth each have their own hunting ground and to intrude on another’s is certain death.

Baobhan sìth prefer to use their abilities against male humanoids, particularly elves or humans, and most of all bards.  They generally avoid dwarves and halflings, though if food is scarce they have no qualms about draining the blood of just about any living creature.  They do not drink the blood of animals; no matter how hungry they are, as they see this as primitive and savage.

A baobhan sìth stands 5 to 5-1/2 feet tall and weighs roughly 120 pounds.  Her hair ranges in color from black or brown to golden yellow.  Eye color varies but is usually brown or green.  A baobhan sìth wears flowing, loose fitting robes or tunics of white or green often tied at the waist with a scarf of red or black.
They speak Common, Elven, and Sylvan.

A baobhan sìth prefers to attack a lone target and generally avoids combat with groups, fleeing if confronted by such a party.  Stragglers are often the subject of the baobhan sìth’s attention if the straggler is far enough behind its comrades.

When first encountered, a baobhan sìth opens combat with her captivating dance.  Creatures that fail to succumb are entangled (saving throw vs. Paralysis).  Once she has captivated at least one foe, she moves in and uses her sharp nails to draw blood from the victim’s chest or throat and then it drains the victim’s blood.  It deals bite damage and drains blood, dealing 1d4 points of permanent Constitution drain each round it maintains the hold.  At Constitution 0, the victim dies.

The Baobhan Sìth may cast spells as a 3rd level witch.

If overwhelmed or outnumbered, the baobhan sìth uses her entangle ability (if she hasn’t already used it) and tries to slip away into the surrounding forest.

Leanan Sìth (Leanan Sídhe, Lhiannan Shee, “faerie mistress”): The Leanan Sìth is the Manx (Isle of Man) counterpart to the Baohbhan Sìth.  This creature can be found all across the British Isles.  She has the additional power of being able to turn invisible at will, as a spell like ability (9th level).  The Leanan Sìth will typically feed on the blood and life force of young poets.  They drain the victims slowly, and in a state of ecstasy.  Such poets create works of unsurpassed brilliance while in the clutches of these women.




Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Baobhan Sìth" Copyright ©2012, Timothy S. Brannan

Rabu, 18 April 2012

P is for Passages


I love Victorian Era games.   There is so much going on in the Victorian age, both in history and literature (esp Horror) that it is ripe for all sorts of gaming opportunities.  I also love being mix it all up; having Jules Verne and Capt. Nemo in the same world as Bram Stoker and Dracula.   So when I find a game that will let me do that (and do it in a cool way) then I am happy.

So today P is for Passages.

Passages is a rather interesting game.  First the premise is one that all the literature of the Victorian age is true...somewhere.  These stories exist in multiple parallel worlds that can be accessed via the Passages.  So in some ways it is like Victorian Age Sliders, or Stargate.  The mechanism for trans-versing these worlds is one of the more clever ones and wholly compatible with Victorian Age ideas.  This is my favorite part of the game; the magic of the Passages and the very clever means of how they can be employed.

The game itself is a Victorian Age one with the aforementioned twist.  It covers the time between 1837 to 1901, so a full Victorian time line is presented.  Though what it has in breadth it lacks in depth as compared to games that only focus on a few years or a decade of the Victorian era.  That being said though, that information is easily found anywhere.  Game Masters should instead focus on which tale they want to interact with.  Is this an Alice in Wonderland game?  Well then that is all you need plus this book.  Dracula? Likewise.
Passages does spend some time on character creation in a Victorian Age and that is a very nice touch.  In fact I found the character creation portion of this book my second favorite part.

The game system itself is a simple version of the d20 system, somewhere between d20 proper and True20.  I think I might have liked it more as a True20 system, but this is a nice middle ground.  The system does add Advantages and Disadvantages to the d20 character creation, but most everything else is skill based.  There are no classes, but there is HP.

There is a great section on the known world and again is a bit broader than other Victorian era games.  This is a game obviously about adventurers, since so many options of places to go and things to do are given.

I love the Sherlock Holmes and Prof. Moriarty sidebars.  Gives the game a really nice touch.

This is great game all by itself and one I am happy to own both the PDF and Print versions of.  Where I get the most use out of it though is as a means of going between different Victorian games.  Create characters and use the rules outlined here so they can move from game to game.

The layout is clean and easy to read.  The art is a nice mix of original work and select PD images from the time.

In truth the only way I would like this more is if it had been created for True20.  The "feel" of the book screams True20 to me and I think it would be a fantastic choice of a system.  Not that there is anything wrong with the system it is using now. This is just a personal thing.

I will probably not play Passages straight, but I will use just about everything in the book for my Victorian games.  It has the mechanics to allow me to cross-over Ghosts of Albion to Cthulhu by Gaslight to Gaslight to Rippers to Victoriana and Victoria.

DriveThru RPG link
Noble Knight Games

Selasa, 17 April 2012

O is for Open Core and Open Anime

O is for two games that are related. Open Core and Open Anime.
Both games are from Battlefield Press and both use quite a bit of the SRD, but they are not d20 or D&D.


Both are designed to allow the GM to create his/her own game with the tools provided.  Both also use the same basic roll system; 3d6 + Attribute + Skill. (or even 1d20 + Attribute + skill).   The system is modular, so you can take or leave what you like.

Open Core is based on the OGL but differs quite a bit from it.  Like a number of game, OC uses a point buy system for attributes and skills.  The number of points granted is based on the game's power level.  You have six attributes, three physical and three mental, that map nicely to d20 or even Unisystem.  These abilities then can be used for derived abilities, like initiative or health or even variant ones like SAN.

Skills are covered and use the same point buy system. And there are a lot of skills, though given the modular nature of the game and maybe the your own games focus, you might need to use all of them.

There are also a number of effects-based abilities which look very similar to BESM d20/SAS d20 or other open Super's games.  Though the "hows" of these effects may not be defined.  For example a "Fire" effect could be magic (fireball), tech (flame thrower), advanced science (heat ray) or anything really.   The aim is to describe what is happening and then GM/Players decide how it happened.

Also included are a list of Disabilities, things that can affect your character.  This is very similar to other games, in particular GURPS.  These grant a certain level of Character Points back to you.  Finally we also get Action Points, which work like Drama Points in Unisystem.

The next part of the book are the rules of play, which is heavy on the combat and things like chases and mental battles. The rules are simple really, using the same basic rolls, just applied in different situations.
There is a section on adventures and a quick overview of character creation.

The Appendices cover different play modes.  So for example Sorcery which adds "D&D/d20 Arcana" like spells to your game.  Another is an expanded wealth system.

Open Anime is a little different.  It is very, very similar to Open Core, but with more of an anime overlook.  What does that mean?  Well, for starters we start with the various Anime sub-genres and how these change how you view and how you play your character.  If Open Core is the Marvel Universe then Open Anime is the Marvel Manga Universe.

Open Anime is actually a game I have wanted to write.  When BESM disappeared there was a vacuum for a good Anime RPG.  With all the Open systems out there and the BESM-d20 system open, all the elements needed are out there.  Open Anime combines all of these using Open Core as their guide.  While I don't think it quite reaches the heights that BESM does/did, it is a rather good effort.  Good enough that I don't have any desire to write my own Anime game anymore, I'll just tweak this one.  There is a heavier emphasis on Magic and Magical Girls than say other types of Anime Genres.  Which I think is a little disappointing.
What gets me the most about this one is there seems to be a lack of what makes an Anime RPG an Anime RPG.  I think in the attempt to make this game more open and more flexible they lost a little of what makes Anime different than some other games.

Both games are fun and I'd like to see more from them.

Jumat, 24 Februari 2012

Prestige Class: Witch Priestess

Continuing with my new witch Prestige Classes for d20/3.x/Patherfinder.
Earlier I posted the Queen of Witches, today I want to post something I feel lacking in the Patherfinder witch; A connection to the divine.

One thing I felt the early batch of witch books for the d20 game did well was the inclusion of a good amount of Prestige Classes.  There were all sorts really, but the ones I liked the best allowed the witch to take an aspect of what made her a witch and explore it in detail.  The Witch Priestess is one such class.    I suppose to fill out the mix I would also include an Arcane Witch, an Occult Witch, maybe some sort of expert on Charms and another on Potions.  But that would be for another day.

Here is the Witch Priestess.  All content below this point is consider Open.

Section 15:  Witch Priestess, Copyright 2012, Timothy. S. Brannan.
OGC Declaration: The following text content is considered Open Content for term of the OGL.

Witch Priestess
To a witch religion and witchcraft are the same thing and worship is a fairly private affair; it is something she does with (or even without) her Patron in her own way.  To the Witch Priestess though, religion, witchcraft and worship are far more important and she is considered to be a leader in the witch’s religious community and life. Not all witches are called to become a Witch Priestess and the sacrifice is great one.  The witch becomes more like a cleric in many respects.  She gives up advancing in her arcane spellcasting and begins divine spell casting as a cleric of the same level.  The Witch Priestess does have healing powers, but she cannot convert spell energy into healing energy as a cleric can.

Hit Dice: d6

Requirements To qualify to become a Witch Priestess, a character must fulfill all of the following criteria:
Knowledge (Religion) 8 Ranks
Knowledge (Witchcraft): 10 Ranks
Feats:At least one Witch feat.
Special: A Witch Priestess must belong to a coven.
 A Witch Priestess typically has a high wisdom.


Class Skills The Witch Priestess class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature), Knowledge (religion), (Int), Knowledge (witchcraft) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill points at Each Level: 4 + Int modifier

Class Features All of the following are class features of The Witch Priestess prestige class.

Weapon and Armor Proficiency: The Witch Priestess gains no proficiency with weapons or armor.
  Special: The Witch Priestess gains special powers at each level of her progression.

  Spells per Day: The Witch Priestess begins gaining Divine spells as a cleric of the same level.  The Witch Priestess can though add her levels to levels of witch for determination of DCs or level based effects.  Levels of witch do not however add to her levels of Witch Priestess when casting divine Witch Priestess spells.  For example a character with 10 levels of Witch and 3 levels of Witch Priestess will cast witch spells as a 13th level witch, but Witch Priestess spells as a 3rd level caster. NOTE: A Witch Priestess with levels in a divine spellcasting class may opt to continue to progress with those spell levels, they will not however add to her casting of witch spells.  So a character with 10 levels of Witch, 3 levels of cleric and 3 levels of Witch Priestess can cast as a 10thlevel witch and as a 6th level divine spell caster.

  Divine Spells: The witch may cast spells as a cleric of the same level. She uses the same list of spells as does the cleric.  She still cannot use spells that are contrary to her alignment or beliefs; that is  no Raise Dead spells. Domain: The Witch Priestess gains access to a clerical domain of the appropriate type.  They gain the spells and associated powers as a cleric with this domain.  At 8th level the Witch Priestess gains a 2nd domain.
   Occult Powers (Su): At 3rd level the Witch Priestess gains additional occult powers as if she were a witch of that Tradition.  The Witch Priestess will choose occult powers form her own Tradition first always at 3rd level, then branching out to the other Traditions for her next Occult power. Note: Some witches call their Occult Powers “Hexes”.  These witches may choose a new Witch Hex at these levels.  The first Hex must be of the Minor sort. The second Hex may be Major or Grand as appropriate.
  Bonus Feat: The Witch Priestess gains an additional feat.  She may choose from Witch or Cleric/Divine feats if she meets the requirements.
  Form Coven: The Witch Priestess can form a new coven. If she is part of a coven now she will leave, with no ill will, to form her own coven.  The number of witches she gathers is equal to 1d6+ her Charisma modifier.  These witches will be under 6th level for a total number of levels equal to the Witch Priestess level + her level as a Witch.  For example a witch with a 17 Charisma can have a maximum of 9 (3 + 6) witches.  If she is a 10th level witch and a 5th level Witch Priestess the she can have a maximum of 15 levels of witches in her coven. So possibly 8 1st level and 1 7th level or any combination thereof.
  Drawing Down the Moon (Su): Once per day the witch priestess can recall a number of spell levels equal to half her level (witch and witch priestess combined) rounded down.  The witch must complete a ritual to regain her spell levels that takes a full round.  Once complete the witch regains the knowledge of the spells lost.
   Charge of the Goddess (Su): The witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +2 to all her saves and AC.  She also gains +3 to all offensive attack forms, spells (spellcasting and DCs) or weapons.  This charge lasts for a number of rounds equal to the witch’s Wisdom score. It may be performed only once per day and takes one full round to perform.

Level BAB Fort. Ref. Will Special Divine Spellcasting*
Save Save Save 1 2 3 4 5
1st +0 +0 +0 +2 Divine Spells, Healing 1
2nd +1 +0 +0 +3 Domain (1st Domain) 1+1
3rd +1 +1 +1 +3 Occult Power / Hex 1+1 1
4th +2 +1 +1 +4 Bonus Feat 2+1 1+1
5th +2 +1 +1 +4 Form Coven 2+1 1+1 1
6th +3 +2 +2 +5 Drawing Down the Moon 3+1 2+1 1+1
7th +3 +2 +2 +5 Occult Power / Hex 3+1 2+1 1+1 1
8th +4 +2 +2 +6 Domain (2nd Domain) 4+1 3+1 2+1 1+1
9th +4 +3 +3 +6 Bonus Feat 4+1 3+1 2+1 1+1 1
10th +5 +3 +3 +7 Charge of the Goddess 5+1 4+1 3+1 2+1 1+1

*A Witch Priestess may choose to continue advancing as any divine spellcasting class she also has.

Selasa, 21 Februari 2012

Prestige Class: Queen of Witches

While I enjoy the Pathfinder Witch there is a serious lack of good witchy prestige classes.  Here is one based on my own Liber Mysterium witch and was going to appear in the 3.5 update.   Some of the powers and ideas here are actually based on my playtests of my Basic Witch class.

Section 15: Queen of Witches, Copyright 2012, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.

Queen of Witches
There are witches so dedicated to their path and to their Patron that they become not only the de-facto leaders of many covens, but of their traditions as well. They are considered to be the chief agent of the Patron’s will. Sometimes these witches can claim divine parentage, others are chosen by her peers for her deeds. In all cases the Queen of Witches is imbued with a spark of divine power.
Generally speaking there is only one Queen of Witches per Tradition, so only 13 (or less) in the world at any given time.

Hit Dice: d4

Requirements 
 To qualify as a Queen of Witches, a character must fulfill all of the following criteria.

Knowledge (Religion) or Knowledge (Arcana): 7 Ranks
Knowledge (Witchcraft): 13 Ranks
Feats: At least one Witch feat.
Spell casting: Ability to cast 7th level spells
Special: the Queen of Witches must belong to a coven.

 The Queen of Witches typically has a high wisdom.

Alignment: Any.

Class Skills

The Queen of Witches class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of The Queen of Witches prestige class.

Weapon and Armor Proficiency: The Queen of Witches gains no proficiency with weapons or armor.

Special: The Queen of Witches gains special powers at each level of her progression.

Spells per Day: The Queen of Witches continues to progress in spell casting as if she had gained another level as a witch. This does not include any special powers or benefits, such as extra feats or occult powers (except as noted below), she would normally receive for progressing as a witch.

    Awesome Presence (Su): At first level, the Queen of Witches is infused with the power of her faith and by the faith her Coven has in her. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. All witches will treat her with deference and respect. Secondly enemies can also detect this aura. Any morale checks made by enemies are at a –1 penalty.

    Occult Powers (Su): At 2nd level the Queen of Witches gains additional occult powers as if she were a witch of that Tradition. The Queen of Witches will choose occult powers form her own Tradition first always at 2nd level, then branching out to the other Traditions for her next Occult power.
Note: Some witches call their Occult Powers “Hexes”. These witches may choose a new Witch Hex at these levels. The first Hex must be of the Minor sort. The second Hex may be Major or Grand as appropriate.

     A Thousand Faces (Su): At 3rd level the witch gains the ability to change her appearance at will, as if using the disguise self spell. This affects the witch’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the witch’s appearance, within the limits described for the spell.

    Timeless Body (Su): At 5th level the witch no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the witch still dies of old age when her time is up.

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Awesome Presence +1 level of existing class
2nd +1 +1 +1 +3 Occult Power / Hex +1 level of existing class
3rd +2 +1 +1 +3 A Thousand Faces +1 level of existing class
4th +2 +2 +2 +4 Occult Power / Hex +1 level of existing class
5th +3 +2 +2 +4 Timeless Body +1 level of existing class


Jumat, 06 Januari 2012

La Befana The Christmas Witch

La Befana at Disney World
Every year I try to remember to say something about La Befana, the Italian Christmas witch.
This year I remembered, but had set the date wrong.  Oh well.

You can read more about her here, http://en.wikipedia.org/wiki/Befana

The most common tale is she directed the Three Wise Men to the new baby Jesus, but declined to go with them till her housework was done.

Like St. Nick/Santa, she gives out gifts to Children on Epiphany Eve.  Befana, like many other Christianized myths has her origin in an older story of the Goddess Strenua.  So she is seen a protector figure in myth.

Given that she is such a complex character it would be difficult to do her justice in a write-up.

But I can talk about her broom.
Her Broom seems to be perfect as a powerful witch artifact that you can drop into your games.

The following is released as Open per the OGL.

La Befana’s Broom
La Befana was a great and powerful witch. Legend says that she once helped three great and powerful Magic-Users find their way when they were lost, search for a young king. They had asked La Befana to go with them, but she declined telling them she had cleaning to do. In reality she did not want to go because she had lost her own baby and seeing this new one would have made her sad.
 The Magic-Users on their return brought La Befana a gift, a magical broom that would clean her home for her if she uttered the proper word. It would also render her invisible and allow her to enter the home of anyone unnoticed as long as her intentions were good and pure. La Befana used this magic to go into people’s homes on the eve of the Magic-Users' return to her each year to clean the homes of the good people in her village and leave a small present, usually a bit of candy for the good children or a bit coal for the bad ones.
She has let the broom go now so it may continue to do good in the world where she can’t go.
In the hands of a Good witch this broom will manifest the following powers:

  • Act as a Broom of Flying 
  • Act as a Broom of Protection, Threshold 
  • When held it will render the witch Invisible 
  • When used to knock on a door the door will open as if a Knock spell was cast on it. Inhabitants will not be able to hear the knock.

Neutral witches can also use these powers, but only if their intent is pure and good. If they attempt to do anything that is considered harmful or against those pure intentions then the Broom treats them as if they were Evil.
Evil witches cannot use the Broom at all. Once they touch it it becomes a Broom of Animated Attack. The broom will attack for 1 round (it gets the initiative due to surprise) then it disappears.
Typically the Broom will remain with any given witch only for one year then it will disappear to find another worthy witch.

Jumat, 25 November 2011

The Witch: Artifacts

Been working on the Artifacts for "The Witch".  I know, I am so late...

I like the idea of witch artifacts.  There are so many powerful witches it follows that there are some powerful artifacts.

Here are some new books usable by witches and witch hunter respectively.

The following text is considered Open.

Liber Mysterium: The Book of Witches
This ancient tome is bound in rich leather and brass.  The book itself is a hefty volume full of information on the subject of witches, witchcraft and the topics surrounding witches such as the traditions, covens and monsters typically associated with witches.
Any witch, of any alignment, that reads this text will gain enough experience points to gain one level and  put them half way through to the next.  Reading will require 1 full lunar month of study and contemplation.
This tome also includes descriptions of all the new witch spells presented.  Witches must still learn the secrets for casting these spells as normal; that is leveling up and consulting their familiar, but now they know the spell to request.
Non-witches gain no benefit, but GM's may allow a +2 to +5 on any check that might be occult in nature.   Wizards (Magic-Users) may use this text to learn spells that also appear on their own spell lists.
Witch, Wizard and Cleric can also scribe 2-5 scrolls (1d4+1) of spells that appear on their own lists to use at a future date.
Non-witch characters also suffer the following effects.
Wizards (Magic Users): lose 100 to 600 xp (1d6x100)
Clerics: lose 500 to 1,000 XP (1d6x100+400)
All other classes: Save vs Spells or be knocked out for 1d4 turns.
Once the book is read and it's secrets revealed it will disappear to find another worthy witch.

The Malleus Maleficarum: The Hammer of the Witches
This text was penned by clerics in their attempt to rid the world of witches and witchcraft.  While not as rare as other magical texts there are in fact many copies of this book.  Only the True Malleus is the artifact.
The Lesser, or more common Maalleus once read by any class other than a witch will gain a +1 to all to hit rolls against witches and other magic users.  For game purposes even clerics of different faiths can be considered to be a witch.

The True Malleus was in fact "edited" by demonic forces to spread more unrest and chaos. This tome is cursed and anyone that reads it gains a +3 to hit and +1 to damage against any magic using class such as a witches, wizards and clerics.  The reader also becomes paranoid and must make a save vs. Spells or believe that anyone they meet immediate after looking through the pages is a witch and must be destroyed; friend or foe.
If the save fails and the reader manages to kill the "witch" they will go on a bloody rampage, seeking out all sorts of "witches" to commit mindless murder.  Only a Remove Curse spell can stop them.
Readers that do read the True Malleus, but make the save will always be suspicious of any new magic user they meet.

"Witch Artifacts" Copyright 2011 Timothy S. Brannan




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