Monday, August 2, 2021

Feat: Graduate of Higher Learning (General)

Graduate of Higher Learning [General]


You have spent years in formal study, refining your mind through discipline, instruction, and rigorous academic training.

Prerequisites:

Int 12, Literacy

Benefit:

Your formal education grants you enhanced knowledge and learning capacity.

  • You gain 2 additional skill points per character level, including 1st level (these points are retroactive if the feat is taken at 1st level)
  • You gain a +2 bonus on all Knowledge checks

Special:

This feat may only be taken at 1st level, as it represents years of prior study.

Taking this feat increases your starting age by +4 years, as per the rules for aging and education.

At the DM’s discretion, this feat may be allowed after 1st level, but the additional skill points are not retroactive in that case.

Monday, June 21, 2021

Spell: Blast of Force

Blast of Force

Evocation [Force]


Level:
Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Description

You project a concentrated blast of force that strikes with both impact and kinetic power.

You must succeed on a ranged touch attack to hit the target. On a successful hit, the ray deals 1d6 points of force damage per 2 caster levels (maximum 5d6 at 10th level).

If the target is struck, it must succeed on a Fortitude save or be knocked prone.

Creatures larger than Huge gain a +4 bonus on this saving throw, while creatures smaller than Medium take a –2 penalty.

Thursday, June 17, 2021

The Síoraí

The Síoraí


The Síoraí (pronounced shee-ree) are a race of immortal humans whose existence bridges philosophy, magic, and the passage of time itself. Originating from the radiant and magical dimension of Da’Ma, they are frequent dimensional travelers who appear across many worlds as scholars, wanderers, and quiet observers of existence. Da’Ma is described in their own records as a land of extraordinary beauty - lush, luminous, and overflowing with magic so abundant that it shapes the very fabric of life, thought, and reality. Compared to other worlds, Da’Ma is not merely a homeland, but a place where magic and philosophy are inseparable.

The name “Síoraí” was not originally of their own choosing. It was first coined by a now-extinct lizard-like race that once opposed them. In that ancient tongue, the word carried a meaning akin to “those who do not end,” intended as both a fear-driven insult and a grudging acknowledgment of their persistence. After the Síoraí ultimately outlasted that race, they chose to adopt the name themselves. Today, it stands as both a memorial and a quiet declaration of their endurance - an echo of a victory long past, preserved in memory rather than vengeance. While they may still be Da'Man, they choose this sobriquet over their dimensional name.

Physically, Síoraí are nearly indistinguishable from humans, though many possess a subtle, almost timeless presence. Their defining trait is not in their bodies, but in their relationship to time. A Síoraí ages naturally up to a point of their choosing, and then may halt their aging entirely, remaining at that age for as long as they wish to live. While they are functionally immortal, they are not invulnerable - death still comes through violence or rare misfortune. They do not suffer the ravages of age, nor do they experience ability decline due to time. Instead, they exist in a state of self-defined permanence.

Their prolonged lives and deep connection to Da’Ma’s pervasive magic grant them remarkable resilience. They are entirely immune to poison, disease, and all forms of ability damage or drain. This allows them to pursue knowledge and mastery over spans of time that other races can scarcely comprehend. However, this also contributes to a tendency toward introspection, reserve, and a sometimes aloof demeanor. To outsiders, this can appear as emotional distance, though among their own kind, it is often simply a reflection of their thoughtful nature.

Intellect is highly valued among the Síoraí, though not in isolation. They prize not only raw intelligence, but also wisdom, perspective, and the ability to synthesize knowledge across time. Their extended lifespans allow them to explore ideas with unmatched patience, and many dedicate themselves to long-term study, reflection, or the pursuit of arcane understanding. As a result, they are particularly inclined toward wizardry, seeing it as a disciplined and structured way to engage with the fundamental forces of magic.

Síoraí Cultural Paths

Rather than organizing themselves through rigid societal roles, the Síoraí follow philosophical paths - ways of thinking that shape how they experience their long lives. These paths are not fixed castes, but evolving perspectives. Many Síoraí move between them over time, though most tend to favor one that aligns with their nature.

The Archivists of Continuance

Archivists are devoted to the preservation of knowledge in all its forms. In a culture shaped by centuries and millennia, memory is sacred, and forgetting is considered a form of loss. Archivists meticulously record histories, magical discoveries, cultural developments, and even the smallest personal observations.

They are often the ones who travel between worlds, documenting what others overlook and preserving details that might otherwise fade into obscurity. To an Archivist, every moment contributes to a vast and interconnected tapestry of existence. Their work is not merely record-keeping - it is an attempt to ensure that nothing meaningful is ever truly lost.

The Wanderers of Perspective

Wanderers are perhaps the most commonly encountered Síoraí beyond Da’Ma. They embrace dimensional travel not just as movement, but as a means of understanding. Every world they visit is a question to be explored, every culture a perspective to be considered.

They are often found in places like Ville des Marai, where cultures overlap and reality itself feels thin. Wanderers typically observe before acting, preferring to understand the systems and lives around them rather than interfere. They rarely seek to change the worlds they visit - instead, they seek to understand them.

To a Wanderer, existence is not something to be controlled, but something to be experienced and interpreted from as many angles as possible.

The Quiet Philosophers

The Quiet Philosophers turn inward, dedicating themselves to introspection, contemplation, and the exploration of abstract truths. Many remain in Da’Ma for extended periods, reflecting on the nature of existence, identity, time, and reality itself.

They are calm, measured, and often reserved, preferring thought over action and silence over unnecessary speech. While this can make them appear distant, it is not detachment from others, but immersion within their own internal worlds.

Some Quiet Philosophers believe that understanding reality requires stillness - that only by observing without interference can one begin to grasp the deeper truths that underpin existence.

The Custodians of Balance

Custodians are rare among the Síoraí, but deeply respected. They see themselves as stewards of balance - between magic, time, and the natural order of all things.

In Da’Ma, where magic flows freely and abundantly, they study its currents to ensure it remains stable and harmonious. When they travel beyond their home dimension, Custodians may quietly observe or intervene in cases where magical imbalance threatens to cause disruption.

They do not see themselves as rulers or enforcers, but as caretakers of equilibrium. Their philosophy is rooted in the belief that imbalance, if left unchecked, inevitably leads to collapse.

The Reflections

Not all Síoraí follow established paths. Some reject structured philosophy entirely, forging their own understanding of existence. These individuals are known informally as Reflections.

Reflections may become independent scholars, unconventional thinkers, or even permanent residents of other worlds. Some leave Da’Ma by choice, seeking to immerse themselves fully in lives unlike their own. Others are exiled for pursuing ideas deemed too divergent from Síoraí tradition.

Unpredictable and often difficult to categorize, Reflections are among the most intriguing of their kind. They challenge assumptions, disrupt norms, and explore possibilities that others might never consider.

Shared Traits of the Síoraí

Despite their varied philosophies, all Síoraí share several defining characteristics:

  • Deliberate Communication: They choose their words carefully, often speaking with precision and thoughtfulness.
  • Long-Term Perspective: Their decisions are shaped by lifetimes of consideration, not immediate outcomes.
  • Curiosity Without Urgency: They explore deeply, but without haste, allowing understanding to develop naturally.
  • Respect for Knowledge: Intelligence, wisdom, and perspective are highly valued.
  • Subtle Emotional Expression: Their demeanor may appear reserved or aloof, though this reflects restraint rather than absence of feeling.

Racial Traits

  • +2 Intelligence, -2 Charisma.
  • Medium size.
  • Base land speed: 30 feet.
  • Immunity to all poison, disease, ability damage, and ability drain.
  • Do not suffer aging penalties and cannot die of old age.
  • Automatic Languages: Common.
  • Bonus Languages: All common bonus languages.
  • Favored Class: Wizard.
  • Level Adjustment: +2.
  • Challenge Rating: +2.


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.

Tuesday, February 25, 2020

Feat: Immortality (General)

Immortality [Epic]

You have transcended the natural limits of mortality, existing beyond the reach of time and decay.


Prerequisites:
Character level 21st, DM approval.

Benefit: You no longer age and cannot die from old age. You remain at your current age category indefinitely and do not accrue further penalties for aging. Any penalties already incurred prior to gaining this feat remain.

You can still be slain through hit point damage, death effects, disintegration, or other effects that destroy or render your body incapable of sustaining life.

You cease to require sleep, food, drink, or air to survive.

Special: This feat may only be obtained through extraordinary means, such as the completion of a powerful ritual, the slaying of a unique or legendary creature, divine intervention, or a wish or similarly potent effect. The exact method of acquisition is determined by the DM and should be a significant narrative event.

Bonus Abilities:

Ageless (Ex): You no longer take penalties to your ability scores from aging and cannot be magically aged. Bonuses gained prior to acquiring this feat are retained.

Immortal Health (Ex): You are immune to poison, disease (including supernatural and magical diseases), fatigue, and exhaustion. You are also immune to ability damage and ability drain.

DM Guidance:
This feat grants substantial defensive benefits and removes several survival limitations that are normally part of the game’s balance. While it does not prevent death through damage or powerful effects, it significantly increases a character’s longevity and resilience. It is strongly recommended that this feat be reserved for epic-level play and tied to meaningful story progression rather than granted freely.