'Tis the Season for Feats... and these should appeal to d20 System gamers wether they love of hate Christmas! (All feats in this post are presented under the Open Game License.)
GRINCH [General]
You are adept at stealing that which might bring others joy.
Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
Special: During the rest of year, bonus is reduced to +1.
HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.
KRAMPUS [General]
The naughty had better watch out!
Prerequisite: Naughty or Nice
Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.
Friday, December 21, 2018
Wednesday, December 12, 2018
The Santa Slayings
Here's a Christmas Season-appropriate random mystery/horror adventure outline generator that was inspired by a combination of a drawing by Bryan Baugh and a spooky version of "Carol of the Bells" by rock group Halocene. (The video and song can be enjoyed at the bottom of this post.)
THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?
WHEN DO THE MURDERS START? (Roll 1d6)
1. July 24 ("Christmas in July")
2-3. November 20.
4-5. December 12 ("The 12th Day of Christmas")
6. December 25 ("The 12 Days of Christmas")
WHO IS KILLED? (Roll 1d6)
1. A Family (Mother, Father 1-6 children)
2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
4. Church Choir Members (2d6 Guys, 2d6 Girls)
5. Toy Company Executives (1d6)
6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)
HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
1. Every 1d6 hours.
2. Every 2d6 hours.
3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
5. Every third day until stopped.
6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.
WHO IS KILLED NEXT?
Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."
WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.
HOW IS THE KILLER STOPPED? (Roll 1d6)
1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
2. By killing him.
3. By cornering him and forcing him to surrender to be brought to justice.
4. By killing him.
5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
6. By killing him.
THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?
WHEN DO THE MURDERS START? (Roll 1d6)
1. July 24 ("Christmas in July")
2-3. November 20.
4-5. December 12 ("The 12th Day of Christmas")
6. December 25 ("The 12 Days of Christmas")
WHO IS KILLED? (Roll 1d6)
1. A Family (Mother, Father 1-6 children)
2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
4. Church Choir Members (2d6 Guys, 2d6 Girls)
5. Toy Company Executives (1d6)
6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)
HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
1. Every 1d6 hours.
2. Every 2d6 hours.
3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
5. Every third day until stopped.
6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.
WHO IS KILLED NEXT?
Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."
WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.
HOW IS THE KILLER STOPPED? (Roll 1d6)
1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
2. By killing him.
3. By cornering him and forcing him to surrender to be brought to justice.
4. By killing him.
5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
6. By killing him.
Monday, December 3, 2018
Christmas is Coming!
'Tis the Season for Percussion Magic!
A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.
THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1% chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).
The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
A few years ago, we posted some "Little Drummer Boy" inspired artifacts (the Drum of Bethlehem and the Drumsticks of Bethlehem). We're returning to the percussion theme, using the neat music in the video above as our inspiration.
To read up on tabla drums, click on this link. Watching the video above should give you a good idea however. Basically, a set of tabla drums (known just as "tabla") is at least two drums, a daya (right drum) and a baya (left drum). The daya carries the main melody while the baya provides the bass.
The portions of this post from "The Magical Tabla Drums" to the end are presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2018 Steve Miller.
THE MAGICAL TABLA DRUMS
There are an unknown number of magical tabla drums in the world. No one knows how they are created, nor who creates them, but numerous wise men have claimed that they are gifts to the world from Saraswati, goddess of music and knowledge, bestowed either as rewards to worshipers and musicians who have impressed her, or as sources of reassurance and comfort during trying times. The music of the drums are rumored to strengthen the powers of holy men and women, cure the sick, and fill warriors with the strength and prowess of war gods.
Magical tabla drums are always found in sets consisting of 1d4+2 daya and 1d2 baya. They rarely radiate any form of magic (only 1% chance) and when they do, it is always of a weak, undeterminable type. The function of the drums can only be determined by playing them. If a set is broken up, the magic is disrupted.
A silence spell centered upon the characer playing the tabla will negate the drums' effects and totally disrupt their magic. Characters who were within range of the drums' magic must roll successful Will saves (DC10+caster level) to retain the benefits of having heard the music (see below for details).
The Tabla of Comfort and Joy
When a skilled musician plays a tune on these drums--with a successful DC12 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius become immune to negative mind-effecting magic and spell-like effects, such as fear spells or illusions designed to frighten or cause other forms of distress. Divine spells cast with the intent of heal, comfort, or otherwise make targets feel better or more cheerful, function at two caster levels higher than the actual caster.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
The Tabla of Protection and Celebration
When a skilled musician plays a tune on these drums--with a successful DC15 Perform (percussion instrument) skill check--all who can hear the music within a 60-ft radius feel invigorated and gain a +1 bonus to all saving throws, as well as a +2 bonus to Armor Class/Defense. Characters also gain a +8 bonus to Perform (dance) skill checks, whether they have ranks in the skill or not.
The effect of the tabla start after two rounds of the mucician player, and remains in effect for a time equal to the total amount played after the musician ceases. (If the musician plays for 10 minutes, beings within a 60-foot radius enjoy he drums benefits for 20 minutes.)
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