Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts

Wednesday, September 2, 2026

Bikini Feats for d20 Modern (all d20 System games really)

A Friend of NUELOW Games, Brad H., joked that he was "suspecting a group of bikini-related Feats for d20 Modern" was coming after we mentioned on the Facebook page that Sunbather Noir: A Ghost of Hong Kong Collection was coming soon.

Well, we have never met a joke that we didn't try to turn into playable RPG material, so here goes...

Aquatic Mobility
   Prerequisite: Swim 4 ranks
   Benefit: You gain a +10 feet enhancement bonus to your swim speed when wearing a bikini. You gain a +2 bonus to Reflex saves while in water or on beaches.

Beachcomber's Disguise
   Benefit: You gain a +4 bonus to Disguise checks when wearing a bikini as part of a beach or resort cover identity. Observers must succeed at a Spot check opposed by your Disguise check to see through the disguise in casual beach settings.


Bikini Confidence
   Prerequisite: Charisma 13+
   Benefit: You gain a +2 morale bonus to Bluff and Intimidate checks when wearing a bikini. Additionally, you gain a +1 dodge bonus to AC while wearing a bikini due to increased self-assurance affecting your combat awareness.

Confidence Surge
   Prerequisite: Charisma 13+, Bikini Confidence
   Benefit: Once per encounter, when wearing a bikini, you can gain a +3 morale bonus to one attack roll, ability check, or saving throw as an immediate action. You can use this feat a number of times per day equal to your Charisma modifier (minimum 1).


Tactical Swimwear
   Prerequisite: Base Attack Bonus +3
   Benefit: Your bikini functions as light armor with an AC bonus of +1 and no armor check penalty. You can conceal one small weapon or item per bikini cup (maximum two items). Retrieve checks for concealed items take a standard action instead of a move action.

--
Some may be wondering... do these feats work with Chainmail Bikinis
To which we reply: SURE! Why wouldn't they?

(The entirety of this post is presented under the Open Game License and may be reproduced in according with its terms. Copyright 2026 Steve Miller.)

Sunday, August 30, 2026

RPG-a-Day #30: Pride

A trio of OGL Modern/3.5 feats for prideful characters. (This entire post is released under the Open Game License and may be reproduced in accordance with its terms.)


Gilded Reputation [General]
Your legend precedes you—and you make certain it does.
    Prerequisites: Cha 13, Bluff 3 ranks, Diplomacy 4 ranks.
   Benefit: Once per scene, when you formally introduce yourself or make a point of announcing your name, title, or deeds to one or more NPCs who have not yet interacted with you in this scene, you may make a Diplomacy check as a free action. The result functions as though you had spent one full minute making a favorable first impression, and the target's initial attitude shifts one step toward Friendly on a result of 15 or higher, or two steps on a result of 25 or higher. This benefit applies only to sentient creatures capable of understanding you. If you are disguised or operating under a false identity, the feat has no effect.

Dominant Display [General]
You don't just defeat your enemies—you make them feel it.
   Prerequisites: Base Attack Bonus +3, Intimidate 4 ranks.
   Benefit: When you reduce an opponent to 0 or fewer hit points in melee combat, you may immediately attempt a free Intimidate check to demoralize all enemies within 30 feet who can see you. The DC equals 10 + the downed opponent's character level (or Hit Dice). Enemies who fail this check are shaken for a number of rounds equal to your Charisma modifier (minimum 1 round). Enemies who succeed are immune to this feat's effect for the remainder of the encounter. This is a free action triggered by the attack and does not count as your action for the round.

Wounded Honor [General]
An insult, a humiliation, a public slight—these things have a cost, and you make your enemies pay it.
   Prerequisites: Cha 13, Intimidate 6 ranks, Iron Will.
   Benefit: When you are publicly humiliated, reduced to half your maximum hit points or lower in view of witnesses, or when an opponent succeeds on an Intimidate check against you, you may declare a Response as a free action on your next turn. Choose one creature responsible for the triggering event. For a number of rounds equal to 3 + your Charisma modifier, you gain a +2 morale bonus on attack rolls and damage rolls against that creature, and a +2 morale bonus on Will saves against that creature's abilities. In addition, the first time you successfully hit that creature after declaring a Response, it must make a Will save (DC 10 + your character level + your Cha modifier) or be shaken for 1d4 rounds. You may declare a Response once per encounter.

Friday, August 28, 2026

RPG-a-Day #28: Devotion

  


1d20 Divine Rewards 
for Devoted Worshippers

Clerics in D&D get rewarded every day for their devotion to the god they worship and serve. But about rank-and-file worshippers who perform extra-ordinary and direct service to the god and its agenda? They might get an "great job, chum" from a priest... or, if the deity is particularly grateful, the reward might be something more direct and personal.

This article provides 20 random rewards that a deity might bestow upon particularly worthy non-cleric worshippers. Each reward is mechanically balanced for 3.5e, includes scaling benefits, and works for any class. They range from subtle boons to dramatic divine interventions—perfect for rewarding long-term devotion or critical moments of faith.

Combat Enhancement Rewards (1-5)

1 | Blessed Weapon | One weapon you own becomes permanently magical (+1 enhancement bonus). Once per day, you may invoke your deity's name as a swift action to grant it an additional +1 sacred/profane bonus to attack and damage for 1 minute. This bonus increases by +1 for every 5 character levels you possess.

2 | Divine Aegis | You gain a +2 sacred/profane bonus to AC. Once per day when you would be struck by a critical hit, you may call upon your deity as an immediate action to negate the critical hit (making it a normal hit instead). This ability recharges at dawn.

3 | Smiting Fervor | Three times per day as a swift action, you may channel divine wrath into your next attack. If it hits, you deal an extra 2d6 points of damage (sacred or profane, matching your deity's alignment). Against creatures of opposed alignment to your deity, this increases to 3d6.

4 | Battle Blessing | You gain proficiency with your deity's favored weapon. Additionally, once per day you may enter a state of divine focus as a free action, gaining a +2 morale bonus to attack rolls and saving throws for 1 minute. You may end this early to reroll any single failed saving throw.

5 | Warding Prayer | You gain damage reduction 5/magic. This DR improves to 5/— against attacks from creatures whose alignment is directly opposed to your deity's. Once per day, you may invoke a protective prayer as an immediate action to gain DR 10/— against a single attack.

Utility & Survival Rewards (6-10)

6 | Divine Sustenance | You no longer need to eat or drink, sustained by your deity's power. You still require sleep. Additionally, once per week you may create a heroes' feast effect (as the spell, caster level equals your character level) by spending 1 hour in prayer and meditation.

7 | Pilgrim's Endurance | You gain a +4 sacred/profane bonus to Constitution for purposes of forced marches, resisting environmental effects, and holding your breath. You can survive comfortably in environments matching your deity's domain (fire gods grant heat resistance, sea gods grant water breathing for 1 hour/day, etc.).

8 | Divine Insight | Once per day, you may meditate for 10 minutes and ask your deity a single question, receiving information as per the augury spell. Additionally, you gain a permanent +2 sacred/profane bonus to one Knowledge skill associated with your deity's portfolio.

9 | Blessed Healing | You gain fast healing 1 for 1 minute once per day, activated as a swift action. Alternatively, you may touch a willing creature and transfer this blessing to them instead. If you worship a deity of healing or life, you may use this ability twice per day.

10 | Traveler's Grace | Your base land speed increases by 10 feet. You ignore difficult terrain in environments sacred to your deity (forests for nature gods, deserts for sun gods, etc.). Once per day, you may cast dimension door as a spell-like ability (caster level equals your character level), but only to reach a temple or shrine of your deity.

Social & Roleplay Rewards (11-15)

11 | Divine Presence | You gain a +4 sacred/profane bonus to Diplomacy checks with worshippers of your deity and a +2 bonus with those of similar alignment. Once per day, you may speak with divine authority, forcing listeners to make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or be affected as per command (caster level equals your character level).

12 | Tongue of the Faithful | You can speak, read, and write Celestial, Infernal, or Abyssal (depending on your deity's alignment). Once per day, you may cast tongues as a spell-like ability lasting 10 minutes per character level. Worshippers of your deity instinctively recognize you as a fellow faithful.

13 | Aura of Conviction | You project an aura of divine favor in a 10-foot radius. Allies within this aura gain a +1 morale bonus to saving throws against fear and mind-affecting effects. You gain a +4 sacred/profane bonus to Intimidate checks. Once per day, you may expand this aura to 30 feet for 1 minute.

14 | Prophet's Voice | You gain a +2 sacred/profane bonus to Perform (oratory) and Sense Motive checks. Once per day, you may deliver a sermon or speech that functions as prayer (caster level equals your character level), affecting all who listen for at least 1 minute. This takes 10 minutes to perform.

15 | Mark of the Chosen | A subtle divine mark appears on your body (glowing symbol, unusual eye color, etc.). You gain a +2 sacred/profane bonus to all Charisma-based skill checks when dealing with worshippers of your deity. Three times per day, you may invoke your deity's name to cast sanctuary on yourself (caster level equals your character level, DC 11 + your Charisma modifier).

Special & Exotic Rewards (16-20)

16 | Divine Companion | Your deity sends you a loyal companion: a celestial/fiendish animal (matching your deity's alignment) with HD equal to 1/2 your character level (minimum 2 HD). It has the celestial or fiendish template and serves you faithfully. If slain, it returns to your deity's realm and can be called back after 1 week of atonement.

17 | Miracle Token | You receive a holy symbol blessed with a single-use miracle effect. You may activate it as a standard action to duplicate any spell of 8th level or lower, or request a specific effect from your deity (subject to DM approval). Once used, the symbol becomes a normal holy symbol worth 100 gp. Your deity may grant another token after you complete a significant quest in their name.

18 | Deathward Blessing | You gain immunity to death effects and negative energy effects. If you would be killed, once per week you are instead restored to 1 hit point and stabilized, as your deity refuses to let you die. You awaken 1d4 hours later. This does not protect against massive damage, disintegration, or similar effects that destroy the body.

19 | Domain Power | You gain access to one 1st-level domain spell from one of your deity's domains, usable once per day as a spell-like ability (caster level equals your character level). Additionally, you gain the granted power of that domain as if you were a cleric of your character level. If the power scales with cleric level, use your character level instead.

20 | Avatar's Touch | Once per month during a moment of great need, you may call upon your deity directly. For 1 round per character level, you gain the following benefits: +4 sacred/profane bonus to all ability scores, DR 10/magic, resistance 10 to all energy types, and a fly speed of 60 feet (good maneuverability). While in this state, your eyes glow with divine power and you speak with your deity's voice. After this effect ends, you are exhausted for 24 hours.

Monday, August 24, 2026

RPG-a-Day #24: Distance

 Distance loses all meaning when the characters have Atlantean Transit Bubbles! (Although this was written with OGL Modern in mind, it is easily adaptable to any roleplaying game setting where there is technology so advanced it seems like magic.)

 


ATLANTEAN TRANSIT BUBBLES
Advanced Technology Transportation System for d20 Games
 
Overview
Atlantean Transit Bubbles represent the pinnacle of pre-Collapse technological achievement—a fusion of quantum mechanics and arcane engineering that allows near-instantaneous travel across vast distances, dimensions, and even between alternate realities. These shimmering spheres of translucent energy were created by the Atlantean Dimensional Transit Authority in the final golden age of their civilization, intended to connect their far-flung facilities across the galaxy.
   Each bubble appears as an iridescent sphere approximately 8 feet in diameter, with swirling patterns of light dancing across its surface. The interior is surprisingly spacious due to minor spatial warping, comfortably accommodating a single Medium-sized creature. Some equipment can also be carried in the bubble, but it increases the chance for error when it comes to reaching the correct destination. The bubble's shell is neither solid nor liquid, but exists in a quantum state that responds to consciousness and intent.
 
History and Current Status
When Atlantis fell, thousands of these Transit Bubbles were scattered across the world, lost in the chaos of the Collapse. Many lay dormant in forgotten facilities, buried underground vaults, or hidden in remote locations. Some have been discovered by explorers, researchers, and treasure hunters—often with catastrophic results when activated by those who don't understand their operation.
   The Witchkind, a magical race of humans that came to be as a result of Atlantean experiments, have made it their mission to recover these dangerous devices. They exist secretly among normal men and women on Earth, but have homes in several different dimensions. They maintain a massive secure facility known as the Vault specifically designed to contain and study Atlantean technology. The Witchkind believe that untrained users pose a severe threat to the stability of the multiverse—a single miscalibrated jump could tear holes in spacetime, strand travelers in other dimensions, or worse.
Game Mechanics

Activation (Standard Action)
To activate an Atlantean Transit Bubble, a character must be in physical contact with the device and succeed on a DC 15 Willpower check, or possess the ability to cast 3rd-level arcane spells. On a successful activation, the bubble expands from its dormant state (a crystalline sphere the size of a fist) to its full 8-foot diameter and envelops the activator.

Navigation
Once inside an active bubble, the occupant has two options for determining their destination:
   Directed Travel: The occupant must succeed on a Concentration check while clearly visualizing their intended destination.
   The more exposed the user's skin is the energy of the sphere, the easier it is to control. A naked or nearly naked character only has to make a DC10 Concentration check to control the sphere; a character in a shorts and a tank-top, or a one-piece bathing suit hat to make a DC15; and a fully-clothed character must roll a DC 20 check.
   The DC increases by +5 if the destination is on another plane of existence, and by an additional +5 if it's in an alternate research site. On a success, the bubble travels to the intended location (or as close as possible). On a failure, roll on the Random Destination Table (d100).
   Random Travel: If the occupant doesn't attempt to direct the bubble, or if they fail their Concentration check, the bubble automatically transports them to a random location. Roll on the Random Destination Table (d100), below.

Travel Time
Transit is instantaneous from the occupant's perspective, though observers see the bubble vanish in a flash of prismatic light. The bubble reappears at its destination in 1d4 rounds.
Master Bubbles
   Master Bubbles are rare variants that possess enhanced capabilities and distinctive golden threading through their iridescent surfaces. Only approximately one in fifty Transit Bubbles is a Master Bubble.

Linking Capability
 A Master Bubble can establish quantum links with up to six standard Transit Bubbles within 100 feet. This requires a standard action and a DC 15 Computers check from the Master Bubble's occupant. Linked bubbles glow with golden light and move in perfect synchronization.
   When linked bubbles travel, they all arrive at the same destination simultaneously. The Master Bubble's occupant determines the destination, using their Concentration check. If the Master Bubble occupant fails their check or chooses random travel, all linked bubbles go to the same random destination (roll once on the table for all bubbles).

Breaking Links
Links between bubbles break automatically if the bubbles move more than 100 feet apart before transit, if either bubble is destroyed, or if the Master Bubble's occupant uses a standard action to sever the connection. A linked standard bubble's occupant can attempt to break free with a DC 25 Will save as a full-round action.
Bubble Properties

Durability
Transit Bubbles have hardness 15 and 100 hit points. They are immune to most forms of damage while in transit between locations. When stationary, they can be attacked, but any damage that doesn't destroy them completely is regenerated at a rate of 10 hit points per round.

Life Support
Active bubbles provide breathable air, comfortable temperature, and protection from environmental hazards for up to 24 hours. After 24 hours, the bubble's life support begins to fail, and the occupant must succeed on DC 15 Fortitude saves every hour or suffer 1d6 points of nonlethal damage from suffocation and environmental stress.

Visibility
From outside, Transit Bubbles are highly visible—shimmering spheres of light that are difficult to miss. They impose a -10 penalty on Hide checks. However, while in transit through the quantum void, bubbles are effectively invisible and undetectable.


Hazards and Complications
Two random tables (Malfunction and Random Destination) can liven up the adventure surrounding tthe Transit Bubbles.  

Malfunction (10% chance per use)
Atlantean technology is ancient and not always reliable. When a bubble is activated, there's a 10% chance of malfunction. Roll 1d6 to see what the specific malfunction is.:
 
1. Temporal Displacement 
The bubble arrives at the correct location but 1d100 years in the past or future (50% chance each).
 
2. Partial Transit
The bubble arrives at a location halfway between the starting point and destination, requiring a second jump to reach the intended target.

3. System Corruption
The bubble arrives at the destination, but the occupant is affected by exposure to the quantum void. They must succeed on a DC 18 Will save or gain a random minor psychosis (DM's discretion) for 1d4 days.

4. Quantum Echo
The bubble creates a duplicate of the occupant at the destination while leaving the original at the starting point. The duplicate has all the same memories and believes itself to be the original. Both versions are real. This situation typically resolves catastrophically within 1d4 days as reality attempts to reconcile the paradox.
 
5. Spatial Rift
The bubble's transit tears a small rift in spacetime, attracting the attention of extradimensional entities. Within 1d4 hours of arrival, the occupant is hunted by 1d3 dimensional predators (use stats for phase creatures, quantum anomalies, or similar threats).
 
6. Power Surge
The bubble overcharges and immediately makes a second random jump after arriving at the first destination, giving the occupant no time to exit. Roll twice on the Random Destination Table.

If bubbles are linked via a Master Bubble, only the Master needs a malfunction check. That malfunction then applies to all bubbles.


Random Destination Table 
When a Transit Bubble travels to a random destination, roll 1d100 and consult the following table:

1-5: International Space Station
The bubble arrives in orbit, materializing inside or near the ISS. Astronauts react with shock and alarm. The bubble's life support holds, but the occupant can see Earth below and the vast emptiness of space beyond.

6-8: Active Volcano Interior
The bubble materializes inside an active volcano. The bubble's environmental protection holds, but the occupant can see nothing but lava in all directions. The bubble will make another random jump in 1d4 hours if not directed elsewhere.

9-11: Mariana Trench
The bubble appears at the deepest point of the ocean, nearly seven miles below the surface. Strange deep-sea creatures investigate the glowing sphere. The pressure is immense, but the bubble's protection holds.

12-14: Underground Bunker
The bubble arrives embedded in solid concrete deep underground in a Cold War-era bunker. The occupant is surrounded by walls on all sides. The bubble's protection prevents crushing, but the occupant must direct the bubble elsewhere or wait for another random jump in 1d4 hours.

15-17: CERN Large Hadron Collider
The bubble materializes inside the particle accelerator tunnel. Scientists detect the anomaly immediately. Alarms sound as the facility goes into emergency shutdown.

18-20: NSA Data Center
The bubble arrives in a massive server farm housing classified government data. Everything is cold, sterile, and monitored by countless security systems. The occupant feels an overwhelming sense of being watched (DC 15 Will save or suffer -2 penalty to all rolls for 1 hour after leaving).

21-23: Virtual Reality Research Lab
The bubble appears inside a cutting-edge VR facility. The occupant sees researchers wearing headsets, their bodies motionless while their minds explore digital worlds. Advanced AI systems immediately detect the intrusion.

24-26: Automated Manufacturing Plant
The bubble materializes in a fully automated factory. Massive machines and robotic arms move in perfect synchronization as far as the eye can see. Security drones approach to investigate the anomaly.

27-29: Quantum Computing Facility
The bubble arrives in the heart of a quantum supercomputer complex. Reality itself seems unstable here—the occupant witnesses impossible calculations and maddening data streams (DC 16 Will save or be confused for 1d4 rounds after leaving).

30-32: Area 51 (Random Section)
The bubble appears in the infamous military base. Security personnel immediately detect the intrusion. Armed guards and advanced defense systems respond within seconds.

33-35: Chernobyl Exclusion Zone
The bubble materializes in the abandoned city of Pripyat near the Chernobyl reactor. The bubble's protection shields from radiation, but the occupant sees the haunting remains of a city frozen in time. Strange phenomena occur in this area—reality seems thin here.

36-38: United Nations Headquarters
The bubble arrives in the UN building in New York. Security personnel and diplomats approach cautiously, offering assistance while also demanding explanations. They warn about the dangers of uncontrolled dimensional travel.

39-41: Maldives Resort
The bubble appears on a pristine tropical beach. The occupant feels overwhelming peace and contentment (DC 14 Will save or be unwilling to leave for 1d4 hours).

42-44: Ancient Atlantis (Past)
The bubble travels through time to Atlantis at its height, 10,000 years in the past. The occupant witnesses the magnificent crystal spires and advanced technology. Atlantean scientists detect the bubble and approach with curiosity.

45-47: The Collapse (Past)
The bubble arrives during Atlantis's final moments. The occupant witnesses the civilization's destruction—reality tearing apart, dimensional rifts opening, and the great city collapsing into chaos. The bubble automatically makes another random jump in 1d4 rounds due to temporal instability.

48-50: Underwater Atlantean Ruins
The bubble appears in the sunken ruins of Atlantis itself. Strange mutated creatures have made the ruins their home. Advanced technology and artifacts are visible among the rubble.

51-53: Sahara Desert
The bubble materializes in the endless Sahara under a merciless sun. No civilization is visible in any direction. The occupant must choose a direction to travel or make another random jump.

54-56: Antarctic Research Station
The bubble arrives at a remote scientific outpost in Antarctica. Howling winds and driving snow reduce visibility to near zero. In the distance, the occupant might glimpse the lights of the station or the movement of penguins.

57-59: Amazon Rainforest
The bubble appears in the heart of the Amazon jungle. Ancient ruins are barely visible through the thick vegetation. The sounds of unknown creatures echo through the trees.

60-62: Mount Everest Summit
The bubble materializes on the windswept peak of the world's tallest mountain. The view is spectacular but dangerous. Climbers might be attempting the summit nearby.

63-65: Mammoth Cave System
The bubble arrives in one of the world's longest cave systems. Bioluminescent organisms provide eerie illumination. The sound of running water echoes from somewhere in the darkness.

66-68: Yellowstone Supervolcano
The bubble appears above the massive magma chamber beneath Yellowstone. The bubble's protection holds, but the heat is intense. The occupant can see a network of geothermal features throughout the area.

69-71: Oil Rig in North Sea
The bubble materializes on an offshore oil platform in the middle of the ocean. Workers react with shock and confusion. Helicopters and supply boats service the platform regularly.

72-74: Mariana Trench Research Station
The bubble arrives at an experimental deep-sea research facility. Scientists in pressure suits investigate the anomaly. Strange bioluminescent creatures drift past the windows.

75-77: Silicon Valley Tech Campus
The bubble appears in the private laboratory of a major tech corporation. Engineers and researchers are startled but intrigued by the unexpected visitor. Their reaction depends on corporate policy and current projects.

78-80: Fort Knox Gold Vault
The bubble materializes in the legendary gold depository. Mountains of gold bars surround the bubble. Security systems have detected the intrusion, and armed response teams are en route.

81-83: Active War Zone
The bubble arrives in the middle of an active conflict. Two military forces clash around the bubble, which is ignored in the chaos of combat. The occupant must decide whether to flee, hide, or intervene.

84-86: Times Square, New York
The bubble appears in the heart of Manhattan. Crowds of people react with shock and wonder. Police arrive within 1d4 rounds to investigate.

87-90: Pripyat, Ukraine
The bubble materializes in the abandoned city near Chernobyl. Buildings stand empty, streets are silent, and an eerie atmosphere pervades everything. Signs of a hasty evacuation are evident, but no bodies are present.

91-94: Alternate Research Site (Mirror Facility)
The bubble travels to an alternate research site where everything is reversed or opposite. Allies are enemies, enemies are allies, and familiar places are subtly wrong. The occupant might encounter alternate versions of people they know.

95-96: Alternate Research Site (Post-Collapse)
The bubble arrives in an alternate timeline where civilization has collapsed. Ruins of familiar cities are overgrown with vegetation, and survivors struggle to exist in a harsh, post-apocalyptic landscape.

97: The Quantum Void
The bubble becomes stuck in the quantum void between locations. The occupant sees swirling colors and impossible geometries. Strange entities drift past, taking no notice of the bubble. The bubble will make another random jump in 1d6 hours.

98: Temporal Loop
The bubble arrives at its starting location, but 1d100 years in the past. The occupant might encounter younger versions of people they know or witness historical events.

99: Convergence Point
The bubble arrives at a location where multiple realities intersect. The occupant can see ghostly images of alternate versions of the same location overlapping. Reality is unstable here—strange things happen, and the laws of physics are unreliable.

100: GM's Choice
The bubble arrives at a location of the DM's choosing—perhaps a location relevant to the campaign, a place the occupant has been seeking, or somewhere that advances the story in an interesting way.




Saturday, August 22, 2026

RPG-a-Day #22: Grit

 Here are three OGL Modern feats for characters with grit. (They are easily adaptable to other d20 System games, and they are released under the Open Game License and may be reproduced in accordance with its terms.)

Ornery
You refuse to go down easy.
   Prerequisite: Constitution 13+
   Benefit: Whenever you would be reduced to 0 hit points or fewer, you may make a Fortitude save (DC 10 + the amount of damage in excess of your current hit points). If successful, you are instead reduced to 1 hit point and become fatigued. You can use this feat once per encounter.

Nerve Under Fire
Your calm demeanor steadies those around you. 
   Prerequisite: Charisma 12+, base Will save +2
   Benefit: As a free action, before you or an ally within 30 feet makes a saving throw against an effect that would impose the shaken or frightened condition, you may make a Charisma check (DC = the effect's save DC). If successful, that creature gains a +2 morale bonus on its saving throw against the effect. Additionally, you gain a +1 morale bonus to Will saves against fear effects. You can use the active portion of this feat once per encounter.

Push Through
You've learned to compartmentalize pain and keep moving.
   Prerequisite: Iron Will feat
   Benefit: Once per day, you may ignore the penalties from a single condition that imposes penalties (such as wounded, fatigued, or shaken) for a number of rounds equal to your Constitution modifier (minimum 1 round). During this time, you function as though you don't have that condition. When the duration ends, the condition returns and you become fatigued; if the condition ends before the duration does, you do not become fatigued.



Thursday, August 20, 2026

RPG-a-Day #20: Promise

"I take great pride in having the Oath Stone as part of my collection of artifacts--especially since it infuriates the gold dragons they don't have it. But I know it's not really mine, so I've kept it in my Australian home, within short distance of the Conclave of Dragon's primary meeting hall. But, hey, be sure to tell me if you need a promise kept!"
--Brigid the Red, a dragon living secretly among humans

 



THE OATH STONE
Artifact (Minor)


DESCRIPTION
The Oath Stone is an ancient relic forged in the Age of Law by celestial smiths who sought to bind mortals to their word. This fist-sized sphere of polished obsidian bears golden runes that glow when oaths are spoken nearby. Legend claims it was created to enforce the first treaties between gods and dragons, ensuring neither party could betray sacred compacts. The stone radiates an aura of absolute authority, and those who handle it feel the weight of every promise they've ever made.


POWERS
The Oath Stone has both constant and activated effects, as well as a few special considerations.

Constant Abilities:
   Oath Detection Aura: The Oath Stone continuously detects all spoken oaths, vows, and promises made within 60 feet. Any creature that makes a deliberate promise while within this radius becomes bound to the stone. The stone glows brightly when an oath is spoken and records the exact wording of the promise. This is a supernatural ability that cannot be dispelled.
   Truth Sense: The wielder gains a +20 insight bonus on Sense Motive checks to determine if someone is lying about a promise or oath. This bonus applies only to matters directly related to sworn oaths.

Activated Abilities:
   Oath Binding (Su): As a standard action, the wielder can force a creature within 30 feet to make a Will save (DC 25) or be compelled to speak truthfully about any promises they have made. The creature must answer three questions about their oaths. This ability can be used three times per day.
   Mark of the Oath-Keeper (Su): Once per day, the wielder can touch a willing creature and grant them immunity to the Oath Stone's punishment for 24 hours. This allows the creature to renegotiate or be released from an oath without suffering retribution.

Special Qualities:
   Indestructible: The Oath Stone cannot be damaged by any means short of a wish or miracle spell cast specifically to destroy it.
   Oath Registry: The stone maintains a supernatural record of all oaths sworn in its presence. The wielder can spend 1 minute concentrating to review any oath recorded by the stone.

Restriction
The Oath Stone cannot be used to bind a creature to an oath that would require them to commit an evil act (as defined by the DM). Any attempt to do so causes the stone to go dormant for 24 hours and inflicts 4d6 points of damage on the wielder.

 
OATH BREACH MECHANICS
   Valid Oaths: An oath becomes binding when a creature deliberately makes a promise, vow, or sworn statement within the stone's 60-foot detection radius. The promise must be specific and include clear terms. Casual statements ("I'll try my best") do not trigger binding. Formal oaths ("I swear upon my honor to deliver the message by dawn") always trigger binding.
   Detection Range: The Oath Stone can detect oath breaches anywhere on the same plane of existence once an oath has been recorded. Distance is irrelevant after the initial binding.
   Breach Determination: The stone determines breach through supernatural judgment of intent and action. It evaluates:
 
  * Whether the oath-breaker had the ability to fulfill the promise
  * Whether they made genuine effort to honor their word
  * Whether they deliberately chose to break the oath

   Loopholes based on exact wording provide no protection—the stone judges the spirit of the promise, not merely the letter. A creature that is physically prevented from fulfilling an oath (imprisoned, killed, etc.) is not considered an oath-breaker unless they engineered their own inability.

Initial Punishment
When an oath is broken, the violator immediately suffers the following effects:
   Searing Pain: The oath-breaker takes 3d6 points of damage (no save). This damage cannot be reduced by resistance or immunity.
   Mark of Shame: A glowing golden brand appears on the oath-breaker's forehead, visible to all creatures. This mark grants all creatures a +4 bonus on Sense Motive checks against the oath-breaker and imposes a -4 penalty on the oath-breaker's Diplomacy and Bluff checks. The mark is a curse effect (caster level 20th).
   Guilt Compulsion: The oath-breaker must succeed on a Will save (DC 25) or be compelled to confess their broken oath to the next intelligent creature they encounter. Failure to confess within 24 hours results in the oath-breaker becoming shaken (this condition does not stack with itself but persists until confession occurs). If 72 hours pass without confession to an intelligent creature, the compulsion becomes irresistible—the oath-breaker is magically compelled to actively seek out an intelligent creature to confess to, and cannot rest, hide, or avoid intelligent beings until they do so.

Escalating Penalties
For each day the oath remains unfulfilled after being broken, the punishment intensifies. The stone grants a brief mercy period in the first week, allowing the oath-breaker a window to make amends before divine retribution reaches its full severity:

  * Day 2-7: The oath-breaker takes 3d6 points of damage each dawn (no save) and suffers a -2 penalty on all attack rolls, saving throws, and skill checks.
  * Day 8-30: Damage increases to 6d6 per dawn. The penalty increases to -4. The oath-breaker cannot benefit from natural or magical healing until they make genuine effort to fulfill or atone for the broken oath.
  * Day 31+: Damage increases to 10d6 per dawn. The penalty increases to -6. The oath-breaker gains one negative level each week (Fortitude DC 25 to remove after 24 hours, as per standard negative level rules). These negative levels stack.

Ending the Punishment
The curse ends when:

  * The oath-breaker fulfills the original promise (or as much as is still possible)
  * The oath-breaker performs a quest of atonement determined by the Oath Stone's wielder (minimum one month of service)
  * The creature to whom the promise was made formally releases the oath-breaker
  * An atonement spell is cast by a cleric of 15th level or higher, followed by a successful DC 30 caster level check
  * The oath-breaker dies (punishment does not follow into afterlife or affect resurrected versions unless the same soul deliberately breaks a new oath)

Multiple Breaches
A creature that breaks multiple oaths suffers the effects of each breach simultaneously. Damage stacks, and the worst penalty to rolls applies (penalties do not stack with each other).


CURSE/DRAWBACK
Claiming ownership of the Oath Stone carries its own hazards.
   Wielder's Burden: Any creature that claims the Oath Stone as their own or carries it for more than 24 hours becomes subject to its judgment. The wielder cannot break any formal oath as defined in the Valid Oaths section—deliberate, specific promises with clear terms and explicit conditions—without suffering the full punishment as described above. Casual remarks, off-hand comments, and vague statements do not bind the wielder, regardless of context. However, the wielder is held to a stricter standard of clarity than other oath-breakers: ambiguous or poorly-defined oaths are interpreted against the wielder's favor, and the stone requires only a preponderance of evidence (rather than absolute certainty) that an oath was broken.
   Compulsive Honesty: The wielder suffers a -10 penalty on all Bluff checks and cannot voluntarily make false promises or oaths. Any attempt to do so causes 2d6 points of damage and fails automatically.
   Weight of Justice: The wielder becomes obsessed with enforcing oaths and punishing oath-breakers. Each week, the wielder must succeed on a Will save (DC 20) or become preoccupied with hunting down known oath-breakers, spending at least 4 hours per day on this pursuit. This is a mind-affecting compulsion effect.
   Separation Anxiety: If the wielder is separated from the Oath Stone by more than 100 feet for more than 1 hour, they suffer a -2 penalty on all rolls until reunited with it. This penalty increases by -1 for each additional day of separation (maximum -10).

Tuesday, August 18, 2026

RPG-a-Day #18: Directness

 Today, we take a look at a pair of magic rings that bring unfailing directness and honesty to relationships.


 
Rings of Unspoken Words
(matched pair that requires attunement by two creatures in a romantic bond)

These matching rings are crafted from intertwined bands of silver and rose gold, each set with a small gemstone that pulses with soft light when the wearer's beloved thinks of them. The rings bear no visible inscription, yet those attuned to them report feeling as though unspoken vows are etched into the metal itself. Traditionally given as tokens of commitment between adventuring lovers who must face separation, the Rings of Unspoken Words have saved countless relationships—and lives—across the planes.

 
Attunement
The Rings of Unspoken Words come as a matched pair and require attunement by exactly two creatures who share a genuine romantic bond. Both creatures must attune to their respective rings simultaneously during the same short or long rest, holding hands and speaking aloud (or otherwise communicating) their commitment to one another. If either creature's attunement to their ring ends for any reason, both rings immediately lose all magical properties until both wearers re-attune together. A creature can only be attuned to one Ring of Unspoken Words at a time; attempting to attune to a second ring automatically breaks attunement with the first.
   The rings recognize romantic bonds through the sincere intent of the attuning creatures. Attempts to attune through deception, coercion, or false pretenses automatically fail, and the rings remain dormant. The bond need not be formalized through marriage or similar institutions—what matters is the genuine emotional connection between the two individuals.

 
Mechanics
While attuned and wearing your ring, you gain the following benefits in relation to the creature attuned to the matching ring:

Telepathic Communication 
You can communicate telepathically with your bonded partner as long as you are both on the same plane of existence and within 1 mile of each other. This communication requires no action and can be maintained even while unconscious (though not while dead). You can send complex thoughts, images, and sensations, not merely simple words. However, you cannot access your partner's thoughts without their consent—they must consciously choose to share with you. Attempting to "listen in" on unwilling thoughts yields only silence.

Emotional Resonance
You are always aware of your partner's general emotional state (calm, distressed, joyful, fearful, etc.) and whether they are alive or dead, regardless of distance, as long as you remain on the same plane. This awareness is passive and requires no action or concentration. If your partner is subjected to effects that would mask their emotional state (such as mind blank or similar magic), you sense only a gentle numbness where their presence usually resides.

Heartbeat Echo
As a bonus action, you can cause your ring to pulse in rhythm with your heartbeat, allowing your partner to feel the sensation through their own ring. This serves as a simple signaling method that works even when telepathic communication is blocked or unavailable. You can establish simple codes with your partner (such as three quick pulses meaning "danger" or a steady rhythm meaning "all is well").
Mechanical Benefits

Coordinated Defense
When you can see your bonded partner and both of you are wearing your rings, you each gain a +1 bonus to AC. This bonus represents the unconscious awareness and protective instinct that flows between you.

Shared Resolve
If your bonded partner is within 30 feet of you and you can see them, you have advantage on saving throws against being frightened or charmed. Your partner grants you the same benefit. Love steadies the heart against fear and manipulation.

Emergency Beacon
Once per long rest, if you are reduced to 0 hit points while your bonded partner is within 1 mile, your ring sends an intense pulse of alarm to your partner, conveying your exact location and condition. Your partner immediately knows the direction and approximate distance to you (within 100 feet of accuracy) for the next 10 minutes. This effect occurs automatically and requires no action from you.


Limitations
The rings carry certain limitations that reflect the nature of the bond they represent:

Planar Boundaries
The telepathic communication and heartbeat echo functions cease to operate if the wearers are on different planes of existence. Only the emotional resonance (awareness of life/death and general emotional state) transcends planar boundaries.

Emotional Honesty
The rings cannot be used to lie through telepathic communication. While you can choose not to share certain thoughts, any thoughts you do consciously send through the ring are perceived by your partner as truthful. Attempts to deceive through the telepathic link cause the communication to fail, replaced by a sensation of static or discord.

Concentration Interference
If you are maintaining concentration on a spell, using the telepathic communication feature to send complex thoughts or images requires a DC 10 Constitution saving throw to maintain concentration, as the divided focus strains your mental discipline. Simple emotional impressions or single-word messages do not trigger this requirement.


Roleplay Hooks

Separation and Reunion
The rings provide excellent narrative opportunities for separated lovers. A character might feel their partner's distress through emotional resonance, spurring a rescue mission. Alternatively, the comfort of knowing a distant partner is safe can provide solace during long journeys or dangerous quests. DMs can use the rings to create dramatic moments: a sudden absence of emotional resonance might signal that a partner has crossed into another plane—or worse.

Tactical Coordination
In combat, the rings allow for silent coordination between partners. A rogue might telepathically signal their fighter partner about an ambush or separated party members might maintain communication during a complex infiltration. The heartbeat echo provides a backup communication method when magic is suppressed, and the emergency beacon can turn a potential tragedy into a dramatic rescue scene. DMs should reward creative tactical use while ensuring the rings don't overshadow other party members' abilities.

Saturday, August 15, 2026

RPG-a-Day #15: Endurance

A feat for d20 System characters who are at peak physical condition and still push further.


IRON BODY [General]
Through rigorous physical conditioning and mental discipline, you have trained your body to withstand punishment and exertion that would cripple ordinary individuals. Your muscles, bones, and cardiovascular system operate at peak efficiency even under extreme duress. Your endurance is second to none.
   Prerequisites: Strength 13+, Base Fortitude save +2 or higher
   Benefits: Iron Body grants the following advantages..
   Damage Reduction 1/-: You gain damage reduction 1/- against all physical damage. This represents your body's ability to absorb and distribute impact force more effectively than untrained individuals.
   Fatigue Resistance: You gain a +4 bonus on Constitution checks made to resist nonlethal damage from forced marches, starvation, thirst, hot or cold environments, and suffocation. Additionally, you may ignore the effects of being fatigued for a number of rounds per day equal to your Constitution modifier (minimum 1). These rounds need not be consecutive.
   Extended Exertion: When performing strenuous physical activity (running, swimming, climbing, etc.) for extended periods, you may continue for twice as long before needing to make Constitution checks to avoid fatigue. When you do make such checks, you receive a +2 bonus.
   Special: The damage reduction from this feat stacks with damage reduction from class features, but not with damage reduction from other feats or equipment. The bonuses to Constitution checks stack with bonuses from talents and class abilities. If you possess the Toughness feat, you gain an additional +1 hit point per character level (this is in addition to Toughness's normal benefit).

Sunday, August 9, 2026

RPG-a-Day #9: Privilege

This material was cut from Deception, a just-released OGL Modern release from NUELOW Games. It was cut because the editor felt it explained the self-evident. Here's hoping you'll find it interesting enough to check out the product it was cut from.

Basically, Deception contains feats and talent trees for characters belonging to the privileged elite in our society--or those with the skills and daring to pass themselves off as belonging among them. 




Feat Synergies

The true power of this supplement emerges when you combine feats and talents strategically. Individual feats provide solid mechanical benefits, but layering them creates exponential advantages—and exponential risk. Below are the most potent synergies, along with guidance on how they function mechanically.


Synergy 1: False Credentials +Web of Lies
The Combination: False Credentials lets you create forged documents and maintain a false identity. Web of Lies prevents you from contradicting yourself across multiple narratives. Together, they create an identity so seamless that even intensive investigation struggles to find inconsistencies.

How It Works: When you establish a false identity using False Credentials, you gain mechanical protection against Sense Motive checks and investigation attempts targeting inconsistencies in your cover story. Web of Lies ensures that every detail you've established—your background, your motivations, your connections—remains internally consistent across all interactions. If someone cross-references your story with a third party, the details align perfectly.

Mechanical Effect: Gain a +4 bonus to all Bluff checks made to maintain your false identity. Additionally, investigators must succeed on a Gather Information check (DC 20 + your ranks in Bluff) to find any contradictions in your cover story, even if they interview multiple people who've interacted with your false identity.

In Practice: A character creates a false identity as a mid-level insurance adjuster. They forge credentials, establish a work history, and create a believable personal background. When a rival becomes suspicious and begins investigating, they interview the character's "former colleagues" and "previous employers"—all of whom are either fabricated contacts or people the character has already briefed. Every detail aligns. The investigation hits a wall because there's nothing to find. The false identity is airtight.



Synergy 2: Blackmail Material + Puppet Master Talent
The Combination: Blackmail Material gives you leverage over individuals. Puppet Master allows you to remotely manipulate institutions through layers of control. Combined, you can use blackmailed individuals as nodes in a larger network of institutional influence.

How It Works: When you possess blackmail material on someone with institutional access or authority, you can activate them as an asset within your Puppet Master network. They become a remote control point for institutional decisions. Unlike normal Puppet Master assets (which require ongoing relationship maintenance), blackmailed assets remain loyal through coercion rather than favor. They cannot refuse your requests without risking exposure.

Mechanical Effect: Blackmailed individuals can be used as Puppet Master assets without consuming your daily asset activation limit. Additionally, when you activate a blackmailed asset to perform an institutional action, you gain a +2 bonus to the relevant check, and the asset cannot fail or refuse the request (though they may perform it poorly if they're actively hostile).

In Practice: A character has blackmail material on a city councilman—evidence of embezzlement. They activate him as a Puppet Master asset to redirect a zoning investigation away from a warehouse the character controls. The councilman, terrified of exposure, uses his institutional authority to bury the investigation. When another city official becomes suspicious, the character activates a second blackmailed asset—a police captain with a gambling problem—to misdirect the inquiry. Within weeks, the character has built a cascading network of coerced institutional control, each node reinforcing the others.




Synergy 3: Untouchable + Any Deception Feat
The Combination: Untouchable provides mechanical protection from investigation and evidence. When layered with any other deception feat, it becomes insurance that protects your other schemes from unraveling.

How It Works: Untouchable's core benefit is that you gain a +4 bonus to all checks made to avoid investigation and a +2 bonus to all checks made to misdirect blame. When you combine this with other deception feats, you're essentially creating redundant layers of protection. If your False Credentials are discovered, Untouchable helps you misdirect blame. If your Blackmail Material is exposed, Untouchable protects you from the fallout.

Mechanical Effect: When you use Untouchable in conjunction with another deception feat, you can apply Untouchable's bonuses to checks made to protect that feat's benefits. For example, if someone discovers your false credentials, you can use Untouchable to misdirect blame or create plausible deniability. Additionally, once per session, you can retroactively apply Untouchable's protection to a deception scheme that's beginning to unravel, gaining a second chance to avoid investigation.

In Practice: A character's Web of Lies begins to crack when someone notices a contradiction in their cover story. Normally, this would trigger an investigation. But the character activates Untouchable, using its misdirection benefits to suggest that the person who noticed the contradiction is mistaken or deliberately spreading false information. The investigation never materializes. The character's scheme remains intact.



Synergy 4: Silver Tongue + Information Broker Talent
The Combination: Silver Tongue provides bonuses to Bluff and Diplomacy checks. Information Broker allows you to gather, trade, and weaponize intelligence. Together, they make you exceptionally skilled at extracting information from targets.

How It Works: When you use Silver Tongue to build rapport with a target, you gain a +3 bonus to Bluff and Diplomacy checks. Information Broker's core benefit is that you can use Diplomacy checks to extract information that would normally require Gather Information or Investigation checks. Combined, you can charm information out of people who would normally refuse to talk.

Mechanical Effect: When using Silver Tongue in conjunction with Information Broker, you gain a +5 bonus to Diplomacy checks made to extract information. Additionally, targets must succeed on a Will save (DC 15 + your Charisma modifier) to resist sharing information with you, even if they're suspicious of your motives. If they fail, they provide the information you're seeking, though they may realize afterward that they've been manipulated.

In Practice: A character needs to know about a rival's financial situation. They use Silver Tongue to build rapport with the rival's accountant at a social event, then smoothly transition into asking about the rival's recent business dealings. The accountant, charmed and relaxed, shares details they normally wouldn't discuss. By the end of the conversation, the character has extracted sensitive financial information without the accountant realizing they've been manipulated.



Synergy 5: Misdirection + Information Broker Talent
The Combination: Misdirection lets you redirect attention away from suspicious details and toward false leads. Information Broker allows you to gather and weaponize intelligence. Together, they let you steer investigations in directions that benefit you.

How It Works: When you use Misdirection to redirect scrutiny, you're essentially creating a false lead for investigators to follow. Information Broker allows you to plant that false lead strategically, ensuring that investigators waste time chasing information you've deliberately seeded. This creates a feedback loop where the investigation moves further away from the truth with each step.

Mechanical Effect: When using Misdirection in conjunction with Information Broker, you can plant false information into your Information Broker network, ensuring that investigators who tap into that network receive misleading leads. Investigators must succeed on a Sense Motive check (DC 18 + your ranks in Bluff) to recognize that the information is deliberately planted. Additionally, each false lead you plant adds +1 to the DC of future investigation checks targeting your actual schemes (maximum +5).

In Practice: A character's scheme is beginning to attract investigative attention. They use Misdirection to create a false lead suggesting that a rival is responsible for the scheme. They then use their Information Broker network to seed this false lead into the investigation—a journalist contact publishes a speculative article, a police informant mentions the rival's involvement, a data analyst "discovers" financial connections between the rival and the scheme. The investigation pivots toward the rival. By the time anyone realizes the lead was false, the character has had weeks to cover their tracks.

 

Friday, August 7, 2026

RPG-a-Day #7: Mercy

Mercy
Minor Goddess
Domains: Mercy

As her name implies, Mercy is the personification of mercy, and she roams battlefields and areas of strife and disaster, either bestowing merciful deaths upon mortals who are beyond help but suffering from wounds or illness, or rewarding those heroes who show mercy to their foes by allowing them to surrender or otherwise quit the field of battle. She also bestows her blessing on heroes who help the helpless and defenseless during times of crisis.
   Mercy is worshipped in border territories and in areas prone to natural disasters. Shrines devoted to her are few and far between, as she numbers her followers in the tens of thousands. A secondary shrine devoted to her can be found in temples devoted to gods of Healing or Peace. She is also honored in connection with few gods of Death.


 
Gaining the Attention of Mercy
When the character shows mercy to a foe, the DM should roll 1d100. If the character is a worshipper of Mercy, on a roll of 1-20 the goddess rewards him or her with a +1 bonus to d20 rolls until the next sunrise. If the character is a non-worshipper, the bonus is gained on a roll of 1-5.
   If the being to whom mercy was granted chooses to attack instead of retreating, all attacks are against the merciful character suffer a -4 penalty to hit and damage, while the character who extended the mercy gains a +2 bonus to hit and damage against the attacker.
   If the merciful character attacks, unprovoked, the being upon whom mercy was bestowed, the character is immediately subjected to the goddess' curse, which inflicts a -4 penalty to all d20 rolls until he or she finds a way to appease the angered goddess.

Mercy's Clergy
Mercy's followers number around 30,000 worldwide, so her clergy is very small. They are either highly mobile--and often found as part of adventuring groups--or they tend the isolated shrines devoted in her honor.
   Her priests are expected to assist those in need, espcially those who have been injured in battle or displaced by natural disasters. Sometimes that assistance requires the merciful end to someone whose injuries or illness put them beyond the priest's ability to ease their pain and save their lives. This is why shrines to her are often found in temples devoted to Death gods, tucked away in side chamber.
   Her priests are granted all the standard class benefits outlined in the core rules, but as a minor goddess she is only able to grant one domain when it comes to the selection of bonus spells, the Mercy domain which is specific to her clergy. Another difference is that her clerics may choose between an orison or a spell of the appropriate level. The selected orison always fills the bonus 1st-level spell slot. The open bonus spot can then be filled with any domain spell of a lower level.
  
Mercy Clerical Spell Domain

Bonus Spells
1st Purify Food and Drink, Deathwatch 
2nd Virtue, Death Knell
3rd Detect Poison, Cure Serious Wounds
4th Cure Minor Wounds, Neutralize Poison
5th Create Water, Mark of Justice
6th Mending, Heal
7th Detect Magic, Destruction
8th Light, Mass Cure Critical Wounds
9th Resistance, Mass Heal


Monday, August 3, 2026

RPG-a-Day #3: Poise

Brigid the Red


"There's a saying I live by when it comes to attending public and private events: Be polite, be friendly, be poised... but always have a plan to kill everything in the room. Or in a two-mile radius if circumstances demand it."
--Brigid the Red, a dragon living among humans


Poise Mechanics for the d20 System

What is Poise?

Poise represents a character's ability to maintain composure, grace, and control under pressure. Unlike other ability checks that measure raw capability, poise checks determine whether a character can execute actions smoothly without betraying nervousness, losing balance, or succumbing to stress. Poise is not a separate ability score but rather a specialized check that draws upon existing abilities—most commonly Wisdom (for mental composure) or Dexterity (for physical grace).

Key Applications:

  • Maintaining composure during social pressure

  • Keeping balance in precarious situations

  • Resisting visible signs of fear or stress

  • Performing delicate actions under observation

  • Controlling involuntary reactions


Making a Poise Check

When the GM calls for a poise check, follow these steps:

  1. Roll 1d20 - Roll a twenty-sided die

  2. Add Modifiers - Apply relevant ability modifier (typically Wisdom or Dexterity) plus any circumstance bonuses or penalties

  3. Compare to DC - If your total equals or exceeds the Difficulty Class, you succeed

Formula: 1d20 + Ability Modifier + Circumstance Modifiers ≥ DC

Which Ability to Use:

  • Wisdom (Poise) - Mental composure, emotional control, resisting intimidation

  • Dexterity (Poise) - Physical grace, maintaining balance, smooth movements

  • Charisma (Poise) - Social grace, maintaining façade, performing under scrutiny

The GM determines which ability is most appropriate for the situation.


Difficulty Classes for Poise

DCDifficultyExample Situations
5TrivialWalking across a wide, stable beam; maintaining composure during casual conversation
10EasyKeeping your voice steady when lying about something minor; balancing on uneven ground
15ModerateMaintaining composure while being questioned by authorities; walking across a narrow ledge
20ChallengingKeeping a straight face while bluffing in a high-stakes negotiation; balancing on a tightrope
25HardResisting visible fear when confronted by a dragon; maintaining balance while fighting on a narrow beam
30Very HardControlling your expression while being tortured for information; performing acrobatics on a swaying rope
35HeroicMaintaining perfect composure while watching loved ones threatened; balancing on a razor's edge during an earthquake
40+LegendaryShowing no reaction whatsoever to catastrophic revelations; performing impossible feats of balance under extreme conditions

Ability Modifiers

Apply the relevant ability modifier to all poise checks:

  • Wisdom modifier for mental/emotional poise

  • Dexterity modifier for physical poise

  • Charisma modifier for social poise

Circumstance Modifiers

Bonuses (+2 to +5):

  • Character has training in Performance, Bluff, or Balance (+2)

  • Character is in familiar, comfortable surroundings (+2)

  • Character has prepared for this specific situation (+2 to +4)

  • Magical aid (spells like calm emotions, cat's grace) (+2 to +4)

Penalties (-2 to -10):

  • Armor Check Penalty applies to physical poise checks (typically -1 to -8)

  • Character is fatigued or exhausted (-2 to -6)

  • Distracting environment (combat, loud noises, crowds) (-2 to -4)

  • Character has personal stake in outcome (-2 to -5)

  • Injured or in pain (-1 per 25% HP lost)

  • Intoxicated or impaired (-2 to -10)

Synergy Bonuses

Characters with 5+ ranks in related skills gain +2 synergy bonuses:

  • Balance → Physical poise checks

  • Bluff → Social poise checks involving deception

  • Concentration → Poise checks to maintain focus

  • Diplomacy → Social poise checks in formal settings


Social Consequences

Poise checks in social situations determine whether characters maintain their composure and control the impression they make on others.

Success Effects

Minor Success (beat DC by 0-4):

  • You maintain composure adequately

  • No one suspects your true feelings or intentions

  • You avoid social embarrassment

Moderate Success (beat DC by 5-9):

  • You appear confident and in control

  • Gain +2 circumstance bonus on related Diplomacy or Bluff checks

  • Others are impressed by your composure

Major Success (beat DC by 10+):

  • You appear unshakeable

  • Gain +4 circumstance bonus on related social checks

  • May intimidate or inspire others with your control

Failure Effects

Minor Failure (miss DC by 1-4):

  • You show subtle signs of discomfort (fidgeting, hesitation)

  • Observant characters (Sense Motive DC 15) notice something is off

  • Take -2 penalty on related social checks for 1 minute

Moderate Failure (miss DC by 5-9):

  • Your discomfort is obvious to everyone present

  • Take -4 penalty on social checks for the scene

  • May provoke suspicion or lose credibility

Major Failure (miss DC by 10+):

  • You visibly lose composure (stammering, sweating, obvious nervousness)

  • Automatically fail related Bluff checks

  • May suffer social consequences (loss of reputation, failed negotiation)

Specific Applications

Bluffing Under Pressure: When telling a significant lie, make a poise check in addition to your Bluff check. Failure reveals your nervousness even if the lie itself is believable.

Maintaining Secrets: When someone probes a sensitive topic, make a poise check to avoid involuntary reactions that might give away information.

High Society Events: Navigating formal social situations may require poise checks to avoid embarrassing faux pas or maintain appropriate decorum.


#RPGaDAY2026. All game mechaics are releasted under the Open Game License.

Sunday, August 2, 2026

RPG-a-Day #2: Stature



"My favorite human form is short, slight, and seemingly harmless. It brings out the best in humans... or the worst."
--Brigid the Red, a dragon living among humanity

 
 
 

Stature-Based Modifiers
In the d20 system, Intimidation is a Charisma-based skill that represents a character's ability to frighten or coerce others through threats, hostile actions, or sheer force of personality. While Charisma captures force of will and presence of character, it doesn't fully account for the visceral impact of physical stature.

Stature-based modifiers are optional rules that add circumstantial bonuses or penalties to Intimidation checks based on the physical presence and size differential between the intimidator and their target.


Stature Bonus Calculator

HeightModifierBuildModifier
Short (6"+ below avg)-1Slight-1
Average+0Average+0
Tall (6-12" above avg)+1Muscular+1
Unusually Tall (12"+ above)+2Massive+2

Optional Additions

ModifierBonus
Visible Scars+1
Heavy Armor+1
Brutal Weapon+1
Threatening Demeanor+1


Size Differential Modifier Table

Intimidator SizeTarget SizeModifier
4+ categories largerAny+8
3 categories largerAny+6
2 categories largerAny+4
1 category largerAny+2
Same sizeSame+0
1 category smallerAny-2
2 categories smallerAny-4
3+ categories smallerAny-6


Modifier Stacking Checklist

Always Stack Together:

  • Skill ranks + Charisma modifier

  • Stature bonus (height + build)

  • Size differential modifier

  • Racial bonuses

  • Circumstance bonuses (scars, armor, weapons, demeanor)

  • Feat bonuses: Intimidating Prowess (adds Str/Con modifier to Intimidation), Skill Focus (Intimidate) (+3 bonus)



Intimidation Context Guide

SituationStature Applies?Notes
Threatening violenceFullPhysical intimidation at its core
Combat demoralizingFullDirect threat of harm
Social/political threatsNoneReputation, not physique
Magical threatsSize onlyNo personal stature bonus
Indirect threatsHalfAllies will act, not you directly
Competence-basedGM's callQuiet menace of expertise

Quick Rule: If the target fears this person's physical harm, apply full stature. Otherwise, reduce or eliminate it.


#RPGaDay2026


Friday, June 12, 2026

They're not just clowning around...

We've just released Carnival & Terror for the OGL Modern (and easily applied to other d20 System games). It lets players turn any character class into vehicles of mirth (Jesters) or mayhem (Harlequins) via feats and talent trees.

This post provides some ideas for suitable gear for each kind of clown character and what sort of settings they will work best in. 

Equipment Synergies

Jesters benefit from:

  • Costumes: Oversized, brightly-colored silks and velvets with exaggerated proportions; bell-trimmed hats and jingling accessories that announce your arrival

  • Props: Juggling clubs, rubber chickens, oversized mallets, confetti cannons, and springloaded gag items that enhance physical comedy

  • Acrobatic Gear: Masterwork rope, climbing gloves, and padded vambraces that let you take falls without injury

  • Magical Items: Cloak of Billowing (for dramatic flourishes), Boots of Speed (for enhanced mobility), or Gloves of Dexterity (for refined acrobatics)

  • Performance Tools: Masterwork instruments, enchanted bells, or a Wand of Prestidigitation for visual gags

Harlequins benefit from:

  • Makeup & Masks: Grotesque face paint in stark blacks and whites, porcelain masks with exaggerated grins, or Masks of the Skull that enhance intimidation

  • Costumes: Tattered, stained silks in deep purples and blacks; torn ruffles and deliberately disheveled formal wear that suggests something deeply wrong

  • Weapons: Wickedly-sharp throwing knives, a Dagger of Venom, or a Whip of Entanglement for sinister control

  • Magical Items: Cloak of Shadows (for lurking in darkness), Ring of Intimidation, or a Helm of Telepathy (for psychological warfare)

  • Tactical Gear: Smoke pellets, caltrops, and flash-bangs for dramatic entrances and disorienting opponents

Multiclassing and Combinations

The Jester works best with:

  • Fast Hero: Maximizes mobility and acrobatic abilities

  • Charismatic Hero: Enhances performance and crowd control effects

  • Dedicated Hero: Provides durability to survive while entertaining

The Harlequin works best with:

  • Charismatic Hero: Maximizes intimidation and psychological effects

  • Dedicated Hero: Provides mental fortitude and staying power

  • Fast Hero: Adds mobility for hit-and-run terror tactics


Campaign Integration

Jesters fit well in campaigns that feature:

  • Circus or carnival settings

  • Urban environments with crowds

  • Light-hearted or comedic tones

  • Teams that need morale support

  • Situations requiring non-lethal solutions

Harlequins fit well in campaigns that feature:

  • Horror or dark urban settings

  • Psychological thriller scenarios

  • Villain or anti-hero characters

  • Intimidation-focused gameplay

  • Gothic or noir atmospheres




Sunday, May 31, 2026

d20 Ballerinas

By way of a preview of a couple forthcoming releases, here Items and feats that did not make the final cut. It's not that they're no good, it's that they didn't fit the tones of the final edits! (All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2026).



NEW FEAT 

Captivating Gaze
You have learned to hold an audience's attention through presence alone. 
   Prerequisite: Cha 13, Charisma-based class feature or 2 ranks in Perform (dance)
   Benefit: You gain a +2 bonus on Diplomacy and Gather Information checks.When you use Perform (dance) as part of a social encounter, observers treat you as one attitude category more favorable (hostile becomes unfriendly, unfriendly becomes indifferent, etc.) for 1 hour after your performance ends.

NEW MAGIC ITEMS

Leotard of the Radiant Performer
Aura: Moderate enchantment; Weight: 1 lbs
   This dazzling leotard is covered in thousands of tiny golden sequins that catch and reflect light in mesmerizing patterns. When the wearer moves, the garment seems to glow with an inner radiance, drawing all eyes to the performer within.
   Abilities: The wearer gains a +4 competence bonus on Perform checks and a +2 enhancement bonus to Charisma. Additionally, the wearer gains a +2 competence bonus on Bluff and Diplomacy checks. 
   Special: Three times per day, the wearer may activate the leotard as a swift action to gain the benefits of glitterdust centered on themselves, though they automatically succeed on the saving throw and are unaffected by the blindness. The dazzling display lasts for 3 rounds and affects all creatures within 10 feet.


Leotard of Strength and Supple Grace
Aura: Moderate transmutation; Weight: 2 lbs
   This deep crimson leotard is crafted from reinforced silk interwoven with threads of mithral. Despite this, the garment moves like water, conforming perfectly to the wearer's body and never restricting motion.
   Abilities: The wearer gains a +3 bonus to both Strength and Dexterity. Additionally, the wearer gains a +4 competence bonus on Escape Artist checks and may add their Strength modifier (if positive) to Tumble checks in addition to their Dexterity modifier.
   Special: The leotard grants its wearer the ability to treat their carrying capacity as if their Strength score were 4 points higher (this stacks with the enhancement bonus the leotard provides).


By further way of preview, here are covers for the forthcoming ballet-related d20 System releases... keep an eye out at DriveThruRPG!

Cover of "Battlerinas" from NUELOW Games




Cover of "The Magic of Ballet" from NUELOW Games