Tuesday, September 25, 2018
A preview of 'OGL Potheads'
To amuse himself and his Facebook Friends, our fearless leader Steve Miller did some pothead releated d20 Sysetm content. The thing took on a life of its own, and a product thematically similar to OGL Drunkards may be forthcoming. Meanwhile, here's a draft of some of the potential content. (Like Secrets of the Witchkind drew some inspiration from the classic TV series Bewitched, so does this hypothetical product draw inspiration from Charles Bands' Evil Bong series. (All text for the rest of this post is released under the Open Game License. Copyright Steve Miller 2018.)
Comments are welcomed!
NEW STARTING OCCUPATION
Prerequisite: Age 15+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (visual art or writing), Knowledge (arcane lore or popular culture), Perform (dance, keyboards, percussion instruments, sing, stringed instruments), Spot.
Feats: Select either Creative or Pothead
Special: Characters with this starting profession may select [Stoner] feats in place of bonus feats earned when advancing in their class.
Herbalism (Wis, trained only)
You can tell skunk weed from the good stuff, and you can tell what can be smoked and what shouldn't be smoked. You also know the ingridents for making simple herbal remedies. The DC of the skill check depends on what you are attempting to accomplish. Here are some examples:
DC5: Tell catnip from pot
DC8: Tell skunk weed from the good stuff.
DC11: Make a hang-over remedy, or otherwise alleviate mild pain.
DC15: Tell the good stuff from Magic Weed
Special: If the character has 5 ranks in Herbalism, he or she gains a +2 synergy bonus to Craft (Pharmaceutical).
You can clear your mind and gain amazing results.
Benefit: Roll a Concentration skill check (DC11+your INT bonus) and meditate. For each round spent in meditation to clear your mind, the character gains a +2 bonus to the next Resarch, Gather Information, and Spot skill checks you make.
Greater Emptyhead [Meta-Gaming, Stoner]
The wide open spaces of your mind can yield unusual insights.
Benefit: Roll a Concentration skill check (DC13+your INT bonus) as a full round action. If the check is successful, you may ask the GM three questions geared toward solving whatever problems or mysteries the characters are trying to overcome in the game. The GM must give you an honest and helpful answer (like an obvious clue or the outright solution). The GM does not necessarily need to provide the means to resolving the problem or evidence to prove the solution to the mystery, just provide the answers to the questions. If the question has no answer, the GM can say that he or she doesn't know. (In game terms, these answers come to the character using the Greater Emptyhead feat as flashes of brilliant and cosmic insight.)
Master of the Emptyhead [Stoner]
Your mind is a gateway to other times and places and worlds
Prerequisite: Greater Emptyhead
Benefit: Roll a Concentration skill check (DC13+your INT bonus). Meditate for three rounds. At the end of the third round, your mind becomes a dimensional portal and you and all creatures within 30 feet of your location are transported to a random time and place. [TBD = Table to be Designed]
You toke 'em when you got 'em.
Benefit: Gain a permanent -1 penalty to Initiaive checks, but a +4 bonus to Will saving throws to resist mind-affecting magic and spell-like effects.
Special: You gain a +2 bonus to Wealth checks made when scoring weed.