Showing posts with label Other. Show all posts
Showing posts with label Other. Show all posts

Thursday, January 26, 2023

Adding Feats to Magic Items Upon Creation

The D20SRD details how magic items are created, but does not include rules for adding feats to a new magic item.


The Arms and Equipment Guide suggests using a 10k base cost for an item that grants a feat, with an additional 10k per pre-requisite feat. So Power Attack would be 10k, while Improved Bull-Rush would be 20k base.

As a house rule this holds true, but the following feats may not be added to a magic item as they are primarily social in nature rather than physical or mental, or are granted by or affect others directly:


Friday, January 20, 2023

Rule: Character Flaws

Additional Flaws

Dishonest Face

For Variant Character Building rules, flaws were introduced. Here are additional flaws and their associated penalties.

Unless otherwise noted, all penalties are untyped.

Flaws

Absentminded Magician
You struggle to keep your spells organized in your mind.
Penalty: Each day, you fail to prepare 1d4 randomly determined spells from your available spell slots.

Angry Drunk
Alcohol brings out your aggression.
Penalty: While intoxicated, you must succeed on a DC 10 Will save each hour or attempt to start a physical confrontation.

Arcane Fatigue
Your body struggles to handle magical strain.
Penalty: Each time you cast a spell, you must make a Fortitude save (DC 10 + spell level). Failure results in becoming fatigued.

Bad with Animals
Animals instinctively distrust you.
Penalty: –2 on Handle Animal and Ride checks.

Boorish
Your manner is abrasive and off-putting.
Penalty: –2 on Bluff, Diplomacy, Gather Information, Intimidate, and Disguise checks.

Blood Obsession
A race or type of creature wronged you in the past, and you seek vengeance.
Penalty: –2 on Diplomacy checks and –2 Charisma.

Bloodlust
You instinctively escalate violence.
Penalty: –2 on Diplomacy, Gather Information, and Concentration checks, and –2 Charisma.
Benefit: +1 on Intimidate checks.

Cautious
You act slowly and deliberately.
Penalty: Performing any skill that normally requires an action takes twice as long. You also take a –2 penalty on Initiative checks.

Clanless
You have been rejected by your people.
Penalty: You take a –5 penalty on reaction rolls when interacting with members of your birth race.

Code of Honor
You follow a strict personal code.
Penalty: You must adhere to a defined code of conduct. Violating this code may result in penalties determined by the DM.

Cowardice
You fear for your life.
Penalty: –4 on saving throws against fear effects.

Curious
You are easily distracted by new things.
Penalty: –2 on Listen, Spot, and Initiative checks.

Cursed
A powerful curse afflicts you.
Penalty: The nature and effects of the curse are determined by the DM.

Delicate
Your body is fragile.
Penalty: –2 natural armor bonus to AC.

Delusional
You believe something that is not true.
Penalty: –1 Wisdom and –1 Charisma.

Disease Prone
You are highly susceptible to illness.
Penalty: –5 on saving throws against disease, and disease incubation times are always minimum.

Dishonest Face
You appear untrustworthy.
Penalty: –2 on Bluff and Diplomacy checks.

Disquieting Hallucinations
You perceive things that are not there.
Penalty: –2 on Spot, Search, and Listen checks, and –4 on Concentration checks.

Evil Aura
You radiate an aura of evil regardless of alignment.
Penalty: You always detect as evil to spells and effects. Moral alignment remains unchanged.

Exiled
You have been cast out from your community.
Penalty: Social penalties and restrictions are determined by the DM.

Gullible
You are easily deceived.
Penalty: –2 on saving throws against enchantment and illusion effects, and –4 on Sense Motive checks.

Hemophiliac
You bleed excessively from wounds.
Penalty: When damaged by a slashing or piercing weapon, you take 1d4 bleed damage per round until treated. A DC 15 Heal check or magical healing stops the bleeding.

Ignorant
You lack awareness and understanding.
Penalty: –2 on all Wisdom-based skill checks.

Indecisive
You hesitate under pressure.
Penalty: –2 on Initiative checks.

Lack of Empathy
You struggle to understand others’ emotions.
Penalty: –2 Charisma.

Landlubber
You are uncomfortable at sea.
Penalty: –2 on all rolls while at sea.

Lightning Rod
You attract electrical energy.
Penalty: You take +25% damage from electricity effects.

Multiple Personalities
You possess several distinct personalities.
Penalty: You have 2d4 personalities, each with its own character sheet (mental ability scores, skills, feats, etc.). Physical ability scores remain the same. Under stress (DM-determined), there is a 25% chance you switch to a randomly determined personality.

Mute
You cannot speak.
Penalty: You cannot speak or use verbal components when casting spells.

Naive
You lack experience and sound judgment.
Penalty: You are prone to poor decisions in unfamiliar situations. This MUST be roleplayed in character without going over the top.

No Criticals
You lack precision in combat.
Penalty: You cannot score critical hits, even on a natural 20.

Nonlethal Spells
Your magic lacks lethal force.
Penalty: All damaging spells deal nonlethal damage only.

Not a Morning Person
You are slow to start the day.
Penalty: You are fatigued for 1 hour after waking.

Obsequious
You are excessively submissive.
Penalty: You tend to defer to others, especially authority figures.

Outrageous Beliefs
You hold strong, irrational beliefs.
Penalty: –2 Charisma.

Overconfident
You overestimate your abilities.
Penalty: –1 Wisdom and –1 Charisma.

Paranoid
You trust no one.
Penalty: –2 Charisma.

Phobia
You have an overwhelming fear.
Penalty: You become shaken while exposed to the source of your fear.

Proselytizer
You are a fervent religious advocate.
Penalty: –1 Charisma, –2 Reputation.

Psychotic
You experience violent compulsions.
Penalty: You must attempt to kill a member of your race once per month unless you succeed on a DC 15 Will save.

Reckless Fighter
You leave yourself open in combat.
Penalty: –1 to Armor Class.

Reincarnation Flashbacks
You are distracted by memories of a past life.
Penalty: –1 Wisdom and –2 on Concentration checks.

Reincarnation Nightmares
You are plagued by visions during sleep.
Penalty: You are fatigued for 1 hour after waking.

Religious Fanatic
You are obsessed with your faith.
Penalty: +3 on Knowledge (religion) checks, –2 Charisma.

Scorned
You are disliked within your community.
Penalty: –3 to your Reputation score.

Self-Doubt
Your confidence falters at critical moments.
Penalty: Each time you make a roll, there is a 10% chance you take a –2 penalty on that roll.

Sexual Being
Your body requires regular intimacy.
Penalty: You take a –1 penalty on all rolls per week without engaging in sexual activity.

Slow
You move more slowly than others.
Penalty: Your base land speed is reduced by 5 feet.

Too Cute
You are perceived as harmless or unserious.
Penalty: –2 on Intimidate and Disguise checks.

Wanders Off
You lose focus during downtime.
Penalty: Whenever you rest, you must succeed on a DC 15 Will save or wander in a random direction for 2d10 rounds at normal speed.

Wicked
You are perceived as inherently malevolent.
Penalty: Your subtype is treated as Evil, and you detect as evil for all spells and effects, regardless of your actual alignment.

Sunday, November 14, 2021

Diseases

DISEASES

A disease is a particular abnormal condition that negatively affects the structure or function of all or part of an organism, and that is not necessarily due to any immediate external injury.


Anthrax

Type infection; Save Fortitude DC 22 (Inhalation)
Onset 1–3 days; Frequency 1/day
Effect Nauseated or ability damage (1d6 Con), possible unconsciousness or death (2 weeks); Cure 2 consecutive saves

This is the pneumatic version of anthrax, not the subcutaneous. Anthrax has been around for many years, and was known as Woolpicker's disease or Ragpicker's disease due to the prevalence of the illness coming from sheep's wool. Anthrax causes flu-like symptoms, then sudden respiratory collapse; it can also cause stomach ache and vomiting of blood, and bloody diarrhea. If the PC fails the check by more than 5 points, s/he suffers the ability damage mentioned (1d6 Con) and falls unconscious. If the PC fails the check by more than 10 points, s/he dies.

Anthrax is especially feared in port cities, textile warehouses, and caravan routes where untreated wool and hides are handled in bulk. The disease spreads quietly at first, moving from laborer to laborer before anyone realizes something is wrong, and by then it is often too late to contain. Entire shipments are sometimes burned as a precaution, and districts quarantined with brutal efficiency.

Those who survive rarely recover fully. Their lungs remain scarred, their breathing shallow, and physical exertion becomes a lasting struggle. In more superstitious regions, anthrax is blamed not on bacteria, but on cursed animals or “bad wind,” leading to rituals, burnings, and the destruction of entire herds to prevent its return.

Bog Rot

Type disease, contact; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4) damage; Cure —

Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The save DC is Charisma-based. A character with bog rot will develop 3d6 green pustules all over that last for the length of the infection, and there is a 10% chance per day that one of these pustules will naturally rupture (they can be intentionally ruptured with a pinprick). Anyone coming in contact with the puss after a rupture risks infection.

Bog rot festers in stagnant marshes, drowned forests, and places where decay has settled deep into the land. The pustules that form are slick, green, and faintly warm, often pulsing as though something beneath the skin is alive. In darkness, they may emit a dim, corpse-like glow, marking the afflicted as something halfway claimed by the swamp.

Among certain swamp cultures, bog rot is not seen as a disease at all, but as a form of communion with the land. Shamans may interpret its progression as a message, while less reverent groups harvest the infectious fluid as a weapon. To outsiders, however, it remains a slow, inevitable, and deeply unsettling death.

Brainworms

Type disease (parasite), contact or injury; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they’re capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.

Early symptoms are subtle - misplaced thoughts, slow reactions, and strange lapses in judgment. As the infestation progresses, these give way to violent mood swings and sudden aggression, often without warning. Victims may experience fleeting clarity, becoming aware of their condition only long enough to fear what they are becoming.

In rare and disturbing cases, individuals have willingly exposed themselves to brainworms, believing the parasites grant insight or shared consciousness. These infected groups are far more dangerous, retaining enough coordination and awareness to act as a unified threat rather than mindless hosts.

Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.

The plague does not simply kill - it dismantles societies. Streets empty, trade halts, and the living avoid one another as much as the dead. Entire districts may be sealed off, with guards ordered to prevent escape at any cost, turning containment into quiet execution.

Its horrific symptoms make it unmistakable, and victims are often abandoned long before death. In some regions, the disease is seen as divine punishment, while in others it is believed to be carried by unseen spirits or demons, spreading fear as effectively as infection.

Cholera

Type disease (injury); Save Fortitude DC 13
Onset 1d3 days; Frequency 1/day
Effect 1d2 Con damage; as long as a character suffers Con damage from Cholera, he is fatigued; Cure 2 consecutive saves

This is an infectious and often fatal bacterial disease of the small intestine, typically contracted from infected water supplies and causing severe vomiting and diarrhea.

Cholera spreads fastest where desperation already exists - refugee camps, war zones, and cities with poor sanitation. Victims can lose dangerous amounts of fluid within hours, leaving them weak, disoriented, and unable to stand without assistance.

Survivors often develop a lasting distrust of water sources, refusing to drink without purification. In some regions, elaborate rituals or blessings are performed over wells and rivers, blending practical caution with superstition.

Dysentery

Type disease (parasite), contact or injury; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d6 nonlethal damage and target is fatigued and staggered; Cure 2 consecutive saves

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.

Among soldiers and travelers, dysentery is often more feared than combat itself. It weakens quietly but completely, draining strength, morale, and dignity in equal measure. Entire expeditions have failed not due to enemies, but to this slow internal collapse.

Its danger lies not only in its severity, but in its timing. It strikes when rest is scarce and movement is required, turning even simple travel into a deadly gamble.

Grave Rot

Type disease (necromantic), contact or injury; Save Fortitude DC 19
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1d4 Dex damage; target is fatigued; Cure 2 consecutive saves

A creature that dies while afflicted by Grave Rot rises as a skeleton (as the standard monster description) within 1 hour. Upon death, the flesh rapidly blackens, liquefies, and sloughs from the bones, leaving behind a clean, animated skeleton. This transformation cannot be prevented except by remove disease, remove curse, or similar magic cast before death.

Even before death, Grave Rot carries an unmistakable presence. The afflicted feel unnaturally cold, their skin tightening and darkening as though already preparing for decay. A faint dry smell, like old crypts and dust, follows them wherever they go.

Necromancers value this disease as a weapon and tool alike, allowing the dead to rise without further effort. Entire battlefields have turned against the living when fallen soldiers stand again within the hour, stripped of flesh and mercy alike.

Lantern Fever

Type disease (supernatural), inhaled; Save Fortitude DC 17
Onset 1d3 days; Frequency 1/day
Effect 1d3 Wis damage and 1d2 Con damage; target is fascinated by lights (see below); Cure 2 consecutive saves

Afflicted creatures become unnaturally drawn to sources of light. Whenever a visible light source is within 60 feet, the target must succeed on a Will save (DC 15) or move toward it by the safest available route, treating it as a fascination effect. At 0 Wisdom, the creature becomes completely obedient to the nearest light source, ignoring all other stimuli.

Lantern Fever often begins with harmless curiosity - a flicker in the distance, a glow just beyond the treeline, something that seems worth investigating. Victims may initially dismiss it as imagination, but over time the lights become more persistent, more vivid, and impossible to ignore.

Entire groups have vanished after a single afflicted individual wandered off, drawn toward unseen lights into swamps, cliffs, or deep water. Many believe the disease is tied to will-o’-wisps or malicious spirits, using infected victims as lures to draw others to their doom.

Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 (initial), Fortitude DC 20 (secondary)
Onset 2d4 weeks; Frequency 1/week
Effect 1d4 Cha damage, 1d2 Con damage; Cure 3 consecutive saves

Leprosy is spread by victims of the disease through direct, even casual, contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don’t receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction’s incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.

The physical symptoms of leprosy are only part of its burden. Victims are often shunned or cast out long before the disease becomes debilitating, forced into isolated communities or left to wander alone. The fear of contagion spreads faster than the disease itself.

Despite its severity, leprosy progresses slowly, and some individuals manage to live long, functional lives while afflicted. This has led to conflicting beliefs - some view it as a curse, others as a test of endurance or even a strange form of transformation.

Malaria

Type disease, injury; Save Fortitude DC 18
Onset 1d3 days; Frequency 1/day
Effect 1d3 Str damage and 1d3 Con damage and target is fatigued; Cure 2 consecutive saves

A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.

Malaria is infamous for its cycles - periods of relative calm followed by sudden, overwhelming waves of fever and weakness. Victims may believe they are recovering, only to be struck down again hours later, their strength drained anew.

Swamps, jungles, and still waters are its favored breeding grounds, and seasoned travelers learn quickly to fear the hum of insects in the night. Entire expeditions have been lost not to monsters, but to the relentless attrition of this disease.

Mononucleosis

Type disease, infection; Save Fortitude DC 20
Onset 3–6 weeks; Frequency 1/day
Effect Sore Throat, fatigue, headache, insomnia (see text); Cure 2 consecutive saves

This disease is spread from anyone who has the disease, and it is spread through the mildest contact, including handshakes. Anyone who contracts this disease feels the symptoms 3–6 weeks later, and the symptoms last for 1–3 weeks. Anyone who contracts this disease is contagious, and can therefore spread it to their party, so often they are left behind for the duration (though they are not contagious until the symptoms appear). Those who contract this disease feel the following symptoms:

Fatigue: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

Headache: A character with a headache cannot concentrate as well as normal. This causes a –6 penalty to Concentration checks.

Insomnia: A character with insomnia cannot sleep very well. Any time the character attempts to fall asleep, and every hour that they remain sleeping, they must succeed a fortitude save (DC 15) or wake up, not being able to fall asleep again for 6d4 minutes. If a character of a race that does not sleep (such as elves) has insomnia, treat his form of sleep (such as meditation) as sleep for the purposes of this symptom.

Sore Throat: Any time the character attempts to speak, he must succeed a fortitude save (DC 15) or take 1 Voice damage. This damage is permanent, unless treated specifically with a healing spell (the voice has its own HP, so a healing spell must target the voice specifically, rather than the body). If the character's voice HP is reduced to 0, the damage cannot be healed.

Voice Damage: All characters have 10 Voice HP. Whenever a character attempts to speak, he must roll a d10. If the result of the d10 is greater than the character's current voice HP, he fails to say what he was attempting to, and cannot speak for one full round. If a character's Voice Damage isn't healed within 2 weeks of its initial occurrence, the damage is completely permanent.

Mononucleosis is deceptively mild in appearance, often dismissed as simple exhaustion or a lingering cold. By the time its true nature is understood, it has usually already spread to others, quietly undermining entire groups.

Though rarely fatal, its lingering effects can cripple an adventuring party’s effectiveness. Fatigue, poor sleep, and reduced focus make even simple tasks difficult, turning routine travel into a frustrating and dangerous ordeal.

Pneumonia

Type disease, infection; Save Fortitude DC 24 (after long illness only, see description)
Onset 1–4 weeks; Frequency 1/day
Effect Sick or nauseated, exhausted or fatigued, possibly confused or prone, possibly staggered or unconscious; Cure 2 consecutive saves

Pneumonia is no laughing matter. It is most definitely fatal in long-term illnesses. Pneumonia is generally a complication of other diseases (though it can be caught by it's lonesome) and causes coughing (with or without blood), chest pain, fever, shaking, chills, headaches, sweaty skin, fatigue, blueish skin, nausea, joint pains and muscle aches.

If the PC fails their check by more than 5 points, s/he becomes nauseated instead of sick, and fatigued instead of exhausted. If the PC fails by more than 10 points, s/he becomes confused and staggered in addition to nauseated and fatigued. If the PC rolls a natural 1 or fails by more than 15 points, s/he becomes prone and unconscious (effectively helpless) until some Good Samaritan drags him or her off to be healed.

Pneumonia often appears when a body is already weakened, turning a survivable illness into a fatal spiral. The steady decline in breathing capacity creates a sense of slow suffocation that is as terrifying as it is deadly.

Healers often treat pneumonia as the final threshold - the point where intervention must be immediate and decisive, or not at all. Without aid, even the strong can fade quickly.

Rabies

Type disease, injury; Save Fortitude DC 14
Onset 2d6 weeks; Frequency 1/day
Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 3 consecutive saves

Rabies is a viral disease that causes inflammation of the brain in humans and other mammals. Early symptoms can include fever and tingling at the site of exposure. These symptoms are followed by one or more of the following symptoms: nausea, vomiting, violent movements, uncontrolled excitement, fear of water, an inability to move parts of the body, confusion, and loss of consciousness. Once symptoms appear, the result is virtually always death.

Rabies carries a particular terror because of how it changes behavior. Victims may lash out at allies, animals, or even themselves, driven by confusion and instinct rather than reason.

The infamous fear of water is often misunderstood, but deeply unsettling to witness. Once symptoms manifest, even powerful magic may struggle to save the afflicted, making early intervention critical.

Red Harvest

Type disease (magical), injury; Save Fortitude DC 18
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1d4 Str damage; target takes 1 point of bleed damage; Cure 3 consecutive saves 

Whenever a creature afflicted with Red Harvest takes slashing or piercing damage, they take an additional 1d4 bleed damage. This bleed stacks with itself and persists until magically healed or the disease is cured.

Red Harvest gives the unsettling impression that the body has forgotten how to hold itself together. Small cuts reopen, bruises seep, and even pressure alone can cause the skin to split. Blood flows too easily, too freely, and refuses to clot.

The disease is often associated with cursed weapons or battlefields soaked in excessive bloodshed. Some believe it marks those who have taken too many lives, while others deliberately inflict it as a slow and inescapable death sentence.

Smallpox

Type disease, contact, inhalation; Save Fortitude DC 18
Onset 1–4 days; Frequency 1/day
Effect Nauseated or exhausted, possible ability damage; Cure 3 consecutive saves

Smallpox may have been eradicated in our world, but during the Middle Ages it was an unrepentant killer. Known as alastrim, cotton pox, white pox, and milk pox, it was common throughout the history of the world. It causes fever, muscle pain, headache, nausea, and vomiting; within 12–15 days small white lesions appear in and around the mouth, these will grow and rupture. The white lesions may spread across the body and then stop. If the PC fails the check by more than 5 points, s/he becomes exhausted instead of fatigued. If the PC fails the check by more than 10 points, s/he suffers 1d6 Con damage.

The disease leaves its mark long after survival. Scarring is common and often severe, permanently altering the appearance of those who live through it. In some cultures, these scars are seen as marks of endurance, while in others they are a sign of contamination.

Outbreaks of smallpox have reshaped entire populations, leaving lasting effects not just on individuals, but on societies and histories.

Tetanus

Type disease, injury; Save Fortitude DC 14
Onset 1d6 days; Frequency 1/day
Effect 1d4 Dex damage and 50% chance stiffened jaw muscles prevent speech for the next 24 hours; Cure 2 consecutive saves

Tetanus is an infection caused by bacteria called Clostridium Tetani. When the bacteria invade the body, they produce a poison (toxin) that causes painful muscle contractions. Another name for tetanus is “lockjaw”. It often causes a person's neck and jaw muscles to lock, making it hard to open the mouth or swallow.

The disease often begins subtly, with stiffness or discomfort that gradually worsens into full muscle rigidity. As it progresses, even simple movements become painful, and the inability to speak or swallow creates a deeply unsettling sense of helplessness.

Adventurers are particularly vulnerable, as even minor wounds can lead to infection if left untreated. Many seasoned warriors develop strict habits around cleaning and tending injuries, knowing how quickly tetanus can take hold.

Tuberculosis

Type disease, inhaled; Save Fortitude DC 18
Onset 1d4 days; Frequency 1/day
Effect 1d4 Str damage and 1d4 Con Damage; Cure 3 consecutive saves

This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, fatigue and eventually death.

Tuberculosis is slow and relentless, wearing down its victims over time rather than striking quickly. The persistent cough becomes a grim constant, often worsening until blood is present.

Because of its gradual progression, it is sometimes ignored until it becomes severe. In crowded cities, it spreads easily, making it one of the most common and quietly deadly diseases among the poor.

Typhoid Fever

Type disease, injury; Save Fortitude DC 15
Onset 5d6 days; Frequency 1/day
Effect 1d6 Str damage and 50% chance of 1 Con Damage; Cure 2 consecutive saves

Typhoid fever, also known as typhoid, is a disease caused by salmonella serotype typhi bacteria. Symptoms may vary from mild to severe, and usually begin six to 30 days after exposure. Often there is a gradual onset of a high fever over several days. This is commonly accompanied by weakness, abdominal pain, constipation, headaches, and mild vomiting. Some people develop a skin rash with rose colored spots. In severe cases, people may experience confusion. Without treatment, symptoms may last weeks or months. Diarrhea is uncommon. Other people may carry the bacterium without being affected, but they are still able to spread the disease to others. The risk of death may be as high as 20% without treatment.

Typhoid is particularly dangerous because it can spread silently. Carriers who show no symptoms may unknowingly infect entire communities, making containment extremely difficult.

Its long duration and gradual worsening make it especially draining, turning even strong individuals into weakened shadows of themselves over time.

Wednesday, June 16, 2021

Sanity

Sanity


Abominations from deep dimensions. Vile undead fiends. Knowledge that man was not meant to know. These are all things that can cause a normally well-adjusted individual to lose their grip on reality. The following rules assist in utilizing sanity in D&D games.

Sanity Score

Characters start with a number of Sanity points equal to five times their Wisdom score.

Whenever a character is exposed to something that could affect their sanity, roll 1d100 against their current Sanity score:

  • If the roll is equal to or less than the score, the character is unaffected

  • If the roll is higher than the score, the character is affected as follows:

Missed Roll By → Effect

  • 1–10: Stunned

  • 11–20: Sickened

  • 21–30: Nauseated

  • 31–40: Shaken

  • 41–50: Frightened

  • 51–60: Panicked

  • 61–70: Cowering

  • 71–80: Paralyzed

  • 81–90: Helpless

  • 91–100: Dead (Fortitude DC 20 negates; on success, becomes Helpless)

Sanity Modifiers

Aberrations, Oozes, and Undead make the Sanity roll more difficult:

  • Add (Creature CR – Character Level) to the roll (minimum +0)

Characters must also make a Sanity check when using the Forbidden Knowledge skill:

  • Add ½ the DC of the check to the Sanity roll

Fear Immunity

Paladins and characters immune to fear must still check:

  • Roll 1d20 + character level vs DC 15

  • Success: No Sanity check required

  • Failure: Make the Sanity check as normal

Insanity (0 Sanity)

When a character reaches 0 Sanity, they are driven insane. The DM selects one of the following effects based on the cause.

Insanity Effects

  • Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest. All attack rolls, saves, and checks take a -2 penalty.

  • Bipolar Mood Disorder - The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching between them.

  • Compulsions - The character insists on performing ritual actions (such as touching doorways in a specific pattern). This behavior lasts 1d10 rounds and may override survival instincts.

  • Depression - Persistent fatigue, hopelessness, and possible hallucinations. All attack rolls, saves, and checks take a -4 morale penalty. The character may withdraw entirely from activity.

  • Dissociative Amnesia (Psychogenic Amnesia) - The character cannot recall important personal information. DC 20 Will save required to remember. Optional: reset Forbidden Knowledge to +0 and max SAN to 99.

  • Dissociative Fugue - The character abandons their identity and assumes a new one.

  • Dissociative Identity Disorder - Multiple personalities with distinct behaviors and outlooks. Same stats, different roles.

  • Expectations of Doom - Constant dread and anticipation of disaster. All attack rolls, saves, and checks take a -2 morale penalty.

  • Intermittent Explosive Disorder - Sudden violent outbursts and destructive behavior.

  • Mania - Hyperactivity, delusions, reckless behavior. All attack rolls, saves, and checks take a -4 morale penalty.

  • Motor Tension - Restlessness and instability. –2 penalty on attack rolls, Fortitude & Reflex saves, and Str/Dex/Con checks.

  • Obsessions - Intrusive thoughts dominate attention, especially under stress, interfering with concentration.

  • Obsessive-Compulsive Disorder - Obsessive thoughts and/or compulsive behaviors.

  • Panic Disorder - Sudden episodes of intense fear with physical symptoms such as trembling, sweating, and breathlessness.

  • Personality Disorders - Long-term behavioral dysfunction. –4 penalty on Charisma-based checks; NPC attitudes shift negatively.

    Types include:

    • Antisocial

    • Avoidant

    • Borderline

    • Compulsive

    • Dependent

    • Histrionic

    • Narcissistic

    • Passive-Aggressive

    • Paranoid

    • Schizoid

  • Phobia - Irrational fear of a specific object or situation. DC 15 Will save to confront; –2 morale penalty while exposed.

  • Post-Traumatic Stress Disorder - Recurring flashbacks, emotional withdrawal, and reliving trauma.

  • Vigilance - Insomnia, irritability, and inability to focus. –4 morale penalty on Will saves and Int/Wis/Cha checks.

Healing Sanity

  • Characters regain Sanity equal to level + CHA modifier per session

  • Characters suffering from insanity do not regain Sanity

Recovering from Insanity

  • Once per session, a character may attempt a Will save (DC 25)

  • Success removes the insanity

  • The character may then begin recovering Sanity normally

Tuesday, December 8, 2020

The Curse of Snu-Snu

The Curse of Snu-Snu


A millennia ago there was a highly skilled monk that travelled the lands. While his name has been lost to the ages, he was commonly called Snu-Snu. An extreme celibate, Snu-Snu was disgusted by any form of sexual arousal outside of intentional procreation, and that even that was to not result in any pleasure to be had. He also claimed that his martial powers came from his celibacy, and that not even the Gods could tempt him.

Well, the Gods are a fickle and egotistical bunch. A majority of them got together to decide how to punish Snu-Snu for this effrontery. The debate quickly turned into a shoving match, and tempers flared until Sinela, Goddess of Humor, Lust and Chaos, offered a punishment idea that turned the fisticuffs into roars of laughter. The punishment was the most dramatically ironic punishment that had ever been inflicted upon a mortal before or since.

Soon thereafter, Snu-Snu entered a martial tournament that was known throughout the realms as one that would prove who the greatest martial artist around was. Snu-Snu won his first two combats quickly, pummeling his opponents into unconsciousness with a few powerful hits. His third combat was rather different, however. When his first punch landed, his opponent moaned and became obviously turgid under his robe. As punches contacted, Snu-Snu's foe moaned louder and louder and quickly became distracted. One last blow from the now furious monk caused his opponent to orgasm loudly and messily, falling unconscious and spent to the floor.

The laughter of the crowd caused Snu-Snu to become quite red. How could his enemy be so disgusting, to receive sexual pleasure from the pain that was being inflicted? He demanded a new opponent, and one was supplied for him. A woman this time, the exact same thing happened yet once again except that a fairly large puddle of vaginal lubricant and piss was left on the floor as well. This was beyond vile! How could such a thing happen? Disgusting! And why are they all laughing? The entire crowd is filled with perverts!

It soon became known that Snu-Snu could do nothing but inflict loathsome and nauseating sexual pleasure upon any living creature that he fought against, much to his ongoing chagrin. No matter where he went his reputation travelled with him, and while Snu-Snu was largely forgotten his name eventually became a term for the sex act. The term "Death by Snu-Snu" was coined by an all female barbarian tribe due to their preferred method of executing males.

Sinela, however, never forgot.

The Curse

Once in a generation, as a jest, Sinela bestows the Curse of Snu-Snu upon a monk.

Effects:

The afflicted monk cannot deal lethal damage with unarmed strikes

All damage dealt becomes nonlethal damage

Each successful strike induces involuntary waves of overwhelming physical pleasure in the target, disrupting their ability to act normally

For every 10 points of damage dealt, the target suffers a –1 penalty on attack rolls as their control steadily erodes

When a target is reduced to half hit points or lower, they experience a sudden, uncontrollable climax, leaving them Staggered for 1d4 rounds

If a strike deals damage equal to the target’s remaining hit points, the target is overwhelmed by a violent surge of sensation, becoming Stunned for 1 round

If nonlethal damage exceeds the target’s hit points, the target undergoes a complete physiological overload, collapsing Unconscious

This effect applies to any creature capable of such biological response

(Undead, constructs, and similar creatures are immune)

Removing the Curse

The Curse of Snu-Snu is notoriously difficult to remove:

  • Remove Curse cast by a 20th-level caster or higher
  • Wish or Alter Reality

On exceedingly rare occasions, Sinela herself may lift the curse, though this has only been recorded twice in the last thousand years.

Special:

The Curse of Snu-Snu is treated as a Flaw (per Unearthed Arcana), but does not grant a bonus feat.



Wednesday, May 20, 2020

Coin Sizes

Even though I run 3.5 edition games, this information is applicable.
Originally posted https://www.reddit.com/r/DnD/comments/8ctupf/the_size_of_coinage_in_dd_5e/


While 5E specifies a weight for coins, it doesn't specify size. This makes sense, since if coins all weigh the same amount, their sizes necessarily change based upon their differing metal content. Additionally, it is indicated that there are a number of different shapes of coins in use in the world, and shape can wildly change size, depending what variables you attempt to maintain. While in real life, anything other than round is very rare in regular issue pre-modern coinage, I thought it would be nice to produce some tables of what sizes coins would be in assorted shapes and metal compositions.
If you’re minting a coin of a specific weight, there are three other basic factors in play: Size, Shape, and Thickness. You can standardize any two of those at a time, but the third will have to change if the metal changes, since different metals have different densities, and a will require more or less volume to achieve a given weight standard. The following are tables for the resulting dimensions when you make coins of specific shapes, standardizing either the size of each coin (makes for easier stacking) or the thickness (makes for easier identification).
Circular Coins
The standard shape of coins the world over, since physics pretty much makes this the natural shape resulting from the minting process. The gold piece in either of these options is very close in size to an American one cent coin.
  • If all your coins all have a thickness of 1.5875mm (1/16”), then their diameters will be:
    CP: 28.45mm (1.12”)
    SP: 26.42mm (1.04”)
    EP: 22.35mm (0.88”)
    GP: 19.30mm (0.76”) <-- About the size of a US penny
    PP: 18.288mm (0.72”)
  • If all your coins are a matching 20mm (0.79”) in diameter, then their thicknesses will be:
    CP: 3.23mm (.127”)
    SP: 2.75mm (.108”)
    EP: 2.01mm (.079”)
    GP: 1.50mm (.059”)
    PP: 1.35mm (.053”)
Square Coins
While square coins exist in various nations around the world, they were extremely rare prior to the widespread use of machine minting. Examples from medieval Europe tend to be siege coins and emergency issues, which were physically sliced from a sheet of metal in the absence of proper minting equipment. Because squares maximize volume, these see the greatest extremes in size change across metals.
  • If all your coins all have a thickness of 1.5875mm (1/16”), then the length of their sides will be:
    CP: 25.16mm (.99”)
    SP: 21.46mm (.84”)
    EP: 15.61mm (.61”)
    GP: 11.66mm (.46”)
    PP: 10.49mm (.41”)
  • If all your coins have a matching 20mm (0.79”) side length, then their thicknesses will be:
    CP: 2.53mm (.10”)
    SP: 2.16mm (.09”)
    EP: 1.57mm (.06”)
    GP: 1.18mm (.05”)
    PP: 1.06mm (.04”) <-- This is wafer thin, but coins this thin did exist
Triangular Coins
While modern triangular coins do exist (typically as special commemoratives designed for the collector market), I’m not aware of any medieval coins minted in this shape. Many wedge-shaped pieces of coins were used (the famous “pieces of eight” for example), but these tended to be round coins that were then sliced up like a pie in order to make change. When the value is in the metal itself, the “coin” itself is more a convenient means of identifying a quantity, and fractions of it retain their fractional value perfectly. These calculations are for equilateral triangle shapes. If you’d prefer a right triangle, use the tables for squares, and double the thicknesses.
  • If all your coins all have a thickness of 1.5875mm (1/16”), then the length of their sides will be:
    CP: 38.40mm (1.51”)
    SP: 35.47mm (1.40”)
    EP: 30.27mm (1.19”)
    GP: 26.15mm (1.03”)
    PP: 24.82mm (0.98”)
  • If all your coins have a matching 20mm (0.79”) side length, then their thicknesses will be:
    CP: 5.86mm (.23”)
    SP: 5.00mm (.20”)
    EP: 3.64mm (.14”)
    GP: 2.72mm (.11”)
    PP: 2.45mm (.10”)
Hexagonal Coins
A number of coins over time have been standard polygons of more than four sides. Anything from five to twelve sides isn’t unheard of. The more sides are added, the easier it actually becomes to make, because the shape gets closer to the natural round one that metal wants to form when pressed. Anything above six sides I would probably just use the “round” table and estimate from there (an octagon, for example, has an area only about 10% smaller than a circle of the same diameter. A decagon is about 5% larger, and a dodecagon is about 2.5% larger). The distance from one point of a hexagon to the far opposite point is called the “long diagonal.”
  • If all your coins all have a thickness of 1.5875mm (1/16”), then length of the long diagonal will be:
    CP: 31.35mm (1.23”)
    SP: 28.96mm (1.14”)
    EP: 24.71mm (0.97”)
    GP: 21.35mm (0.84”)
    PP: 20.26mm (0.80”)
  • If all your coins have a matching 20mm (0.79”) long diagonal, then their thicknesses will be:
    CP: 3.90mm (.15”)
    SP: 3.33mm (.13”)
    EP: 2.42mm (.10”)
    GP: 1.81mm (.07”)
    PP: 1.63mm (.06”)
Data Used
Electrum Calculations:
Electrum is not a specific alloy – it is a name for any alloy of gold and silver. In order to obtain a coin, however, that is composed of those two metals, retains the same weight as either a SP or a GP, and achieves the PHB value of 0.5gp, it has to be a mix of 44.44‾% gold, 55.55‾% silver (by weight). That allowed the calculation of the alloy density of EP, and therefore the dimensions above.
Densities:
Cu: 8.96 g/cm3 | 4.72ozt/in3
Ag: 10.5 g/cm3 | 5.53ozt/in3
Electrum: 14.42 g/cm3 | 7.60ozt/in3
Au: 19.32 g/cm3 | 10.18ozt/in3
Pt: 21.45 g/cm3 | 11.30ozt/in3
Total volumes of coins:
CP: 1.0136cm3 | 0.0619in3
SP: 0.8650cm3 | 0.0528in3
EP: 0.6298cm3 | 0.0384in3
GP: 0.4701cm3 | 0.0287in3
PP: 0.4234cm3 | 0.0258in3
Fineness
All coins are calculated at 100% purity (1.000 fine). That is unrealistic, but it is not possible to account for the dozens of possible alloys and blends that one might justify using various historic models. These numbers should be good enough for pretty much anything your players want, but if you really want to get in to fine details or something, consider that debasing a coin will adjust its weight or its size. Lead is denser than copper or silver, so a coin of equal weight would have to be smaller. It’s a lot less dense than gold or platinum though, so the coin would have to be larger to make up for it. This is relevant, because coin scales of the time (used to weigh coins and ensure their value) also frequently had gauges to ensure the size was accurate as well. A warning to any tricksy rogue players who want to try their hand at counterfeiting. Also, the penalty for counterfeiting was usually death.

Thursday, March 14, 2019

Mule Inventory Sheet and Miniatures

Both of these sheets are sized 8x10 and should print fine on normal paper. For the paper miniatures, fold the rectangle at the hooves out, and the larger rectangle back in. When you glue it down, the larger rectangle will strengthen the base of the miniature. Use cardstock for best results. If you need to resize the mule, it is 2" long in scale

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Monday, February 18, 2019

Attitude Reaction Chart


When a NPC meets a PC, or vice versa, or even PC to PC meeting, this simple chart will supply how the individual feels about the other. This is strictly for humanoids. Reactions for non-humanoids are decided by the DM (e.g. a gryphon meeting a demonic owl, etc).

Attitude Reaction Chart
01-05     Violently hostile, attacks immediately
06-25     Hostile
26-45     Uncertain but prone toward negative
46-55     Neutral, uninterested or uncertain
56-75     Uncertain but prone toward positive
76-95     Friendly
96+      Enthusiastically friendly, immediate acceptance

Modifiers
+1/-1   CHA bonus/penalty point
+1/-1   Same/opposed racial bias
+1/-1   Same/opposed alignment bias
+2/-2   Same/opposed religion bias
+2        Genuinely Likable Feat
-5         Evil Brand vs non-evil alignments


(Thank you to Fionna for suggesting this)

Tuesday, December 4, 2018

In-House Game Clarifications

In-House Game Clarifications
Potions:
  • Potions take a Standard Action to consume, and the entire potion must be consumed for the magic to take effect.
  • Potions are (usually) carried in glass vials of various shapes and sizes and hold 30 ml of fluid.
  • The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.
  • Potion pouches come in a variety of sizes and have a flap that closes over the top to keep the potions secure. They hold 10 standard potion vials, weigh .1 kg and cost 3 gp.
  • Please see what happens when you mix potions.
Wands:
  • A wand usually contains a single spell of 4th level or lower.
  • Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time.
  • A character with the feat Create Wand is able to recharge a wand by casting the same spell into it. Each charge takes one full round or double the normal casting time if longer than a round (so recharging a Fireball wand with three charges will take 3 rounds and will require 3 fireball spells to be cast into the wand).
  • Wands are from 23 to 36 cm in length, weigh next to nothing, have AC 7, 5 hit points, hardness 5, and a break DC of 16. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic.
MORE TO FOLLOW. CHECK BACK.