Showing posts with label OGC. Show all posts
Showing posts with label OGC. Show all posts

Monday, October 9, 2017

d20 - Gauntlets of the Rapture (3e) (PF)

Generally considered a holy artifact of any church that owns them.  Usually only constructed by the most faithful and dedicated champions of good, who are also charismatic enough to convince the material donors of their goodness.  These beautiful, glowing handwear are constructed of feathers donated by a willing celestial and sewn together with mane hair donated by a willing unicorn and have a moderate aura of good.


Gauntlets +2, holy.  Evil aligned creatures that wear them suffer -1 negative level that cannot be dispelled while worn.  A neutral or evil aligned creature that wears the gauntlets must make a DC 12 Will save weekly or have his alignment shifted one step toward Neutral Good.


The gauntlets have 50 charges when constructed.  As spell-like abilities, they can do the following, at caster level 13.


Cure moderate wounds 1 charge
Magic circle against evil 1 charge
Holy word 4 charges
Plane shift 4 charges
  (good-aligned planes only)


When all charges are expended, they change to gauntlets +1, holy and gain a new feature: if the wearer has the lay on hands class ability, she can use it as if she were 2 levels higher, increasing the number of points she can heal per day.


Any outsider with the Good subtype and feathers can donate the feather.  The unicorn must be of good alignment (essentially, non-corrupted).  Construction requires a DC 25 Craft (armorsmithing) check, and the craftsman and spell-caster providing the spells must be of good alignment (the craftsman may also be the spell-caster).


Moderate evocation [good]; CL 13th; Craft Wondrous Item, cure moderate wounds, holy smite, holy word, magic circle against evil, plane shift; Price 95,000 gp.


LEGAL APPENDIX
Release 1.2
Patric L. Rogers ( www.patric.net ) ( patricrogers.blogspot.com )


Designation of Open Game Content:  All text, including the name “Gauntlets of the Rapture”, except Product Identity.


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Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.


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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.


System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.


Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker


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Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.


The Hypertext d20 SRD Copyright 2004, Jans W Carton.


Gauntlets of the Rapture  Copyright © 2009 by Patric L. Rogers.  All rights reserved.  Author Patric L. Rogers.

END OF LICENSE

Friday, October 6, 2017

d20 - Pirate Berserker (5e)

Background & Origin: He was born at sea, raised on a raft city, while traveling the world. His education is entirely practical, knowing only enough letters to read a map, or a ship's inventory. He is a fearsome warrior and reliable sailor. Point him at a task and he doesn't stop until it is done.

His reputation at sea free too large, and he has been forced to take to land for a while, while sea people forget a bit, and he can again find work.

Combat Tactics: Scowl, shout and slash.
Personality Traits: Cantankerous and mean-spirited. He's a hard-drinking scalawag.

Appearance: He has wild, unkempt hair. He favors loose clothing, for freedom of movement.

He has a steel-plated wooden shield, laminated and embossed with a copy of a map to the first treasure he ever buried. He tells people he will someday return to claim that treasure.



Powers: He's a pirate barbarian. He uses his mad rage and fighting skills to loot and plunder.





Pirate Berserker

30 year-old Male Neutral Human (Shou) Barbarian 9

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 9 (-1)
Wisdom 10
Charisma 12 (+1)

Hit Points 104
Speed 40 ft
Armor Class 18 (Con + Dex + shield)

Proficiency Bonus: +4
Saving Throw Totals:  Strength (+7), Dexterity (+2), Constitution (+8), Intelligence (-1), Wisdom (+0), Charisma (+1) (italics means proficient save)

Racial Features: Attribute bonuses; bonus language

Background:  Sailor (infamous pirate)
Background Features: Bad Reputation (people fear him, which allows him to get away with minor criminal offenses, as people either fear to report him, will brag about having been robbed by him, or both)

Combat Proficiencies:  Simple Weapons; Martial Weapons; Light Armor; Medium Armor; Shields;
Skill Proficiencies: Athletics (+7); Intimidation (+5); Perception (+4); Survival (+4)
Tool Proficiencies: Navigator's Tools; Vehicles (water)
Feats:  Shield Master

Languages: Common, Goblin

Class Features:  
  • Primal Path - Totem Spirit: Orca
    • While you're raging, your friends have advantage on melee attack rolls against any creatures within 5 feet of you that is hostile to you. Orca's travel and hunt in packs, learning to work together to defeat their prey.
    • While raging, you gain blindsight to a range of 10 feet in air, or 60 feet underwater. As this ability is gained by echolocation, you can't use this ability while deafened.
  • Rage:
  • Unarmored Defense: Add Con bonus to AC when not wearing armor;
  • Fast Movement:
  • Reckless Attack: Gain advantage on attacks for one turn, but all attacks against him have advantage until the start of his next turn;
  • Danger Sense:
  • Extra Attack: Two attacks when takes the attack action;
  • Feral Instinct:
  • Brutal Critical: add one die

Equipment: longsword; shield; belaying pin (club); 50 feet of silk rope; a lucky charm; a set of common clothes; belt pouch with 670 gp; explorer's pack; four (4) javelins; light crossbow; twenty (20) crossbow bolts in case









Barbarian


Barbarians from coastal and island cultures often draw on the spirit of the ocean's greatest hunters to inspire them in battle. Barbarians who choose an aquatic hunter as their spirit animal take the aquatic hunter class feature in place of the spirit seeker feature. Aquatic totems include killer whales (orcas) and sharks. As with the standard barbarian build, an aquatic barbarian may select from different animal totems at 3rd, 6th and 14th levels.

Path of the Totem Warrior

Aquatic Hunter
Yours is a path that seeks a connection to the greatest hunters in the aquatic world. At 3rd level when you adopt this path, you gain the ability to cast water breathing on yourself at-will. You may also choose one of the following spells to cast as indicated: hunter's mark (once per day as a 1st level spell) or speak with animals (as a ritual).

Totem Spirit
At 3rd level, when you adopt this path and choose either orca or shark as your totem, you may channel the power of your totem to gain additional powers, you must make or acquire a physical totem object--an amulet or similar adornment--that incorporates the teeth, skin or jaw of the animal. You may also gain minor physical attributes that are reminiscent of your totem spirit. For example, you may have dark eyes, a vicious smile, lack of hair or sharpened teeth.

Orca: While you're raging, your friends have advantage on melee attack rolls against any creatures within 5 feet of you that is hostile to you. Orca's travel and hunt in packs, learning to work together to defeat their prey.
Shark: While raging, you have resistance to all damage except psychic damage. The spirit of the shark allows you to shake off all but the most brutal damage while the scent of blood is in your nose.

Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one.
Orca: While raging, you gain blindsight to a range of 10 feet in air, or 60 feet underwater. As this ability is gained by echolocation, you can't use this ability while deafened.
Shark: You gain the ability to track blood by scent and sense the bioelectric field put off by all living creatures. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Oceanic Blessing
At 10th level, you may cast the water breathing spell normally, but only as a ritual. You may still cast water breathing on yourself at-will as long as you are the only target.

Totemic Attunement
At 14th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one.
Orca: You learn to use your size and speed to your advantage in combat. While you are raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.
Shark: Your emotionless ferocity is more terrifying than any wild rage. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.



Notes:  Model unknown.  Character by P. Rogers, December, 2016.

Document Copyright (C) 2016, 2017 by Patric L. Rogers. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Sourcebooks Player's Handbook (Wizards of the Coast), Dungeon Master's Guide (Wizards of the Coast)

Random backstory generator - http://www.pbegames.com/lifepath/ .

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