Monday, August 2, 2021

Feat: Graduate of Higher Learning (General)

Feat: Graduate of Higher Learning

Requirements: Int 12+, Literacy

Your character has attended a college of some sort, be it monastic, magical, etc.

Bonus: Thanks to rigorous testing and the efforts of the school's educational staff, your Intelligence has increased by +1 and you gain additional skill points to assign. This Feat also adds four (4) years to the character's age. The DM should decide if this Feat can be taken past 1st level.

(According to RAW, you get more skill points. The bonus represents the mind expanding in ability and the skill points are the actual knowledge gained).

https://www.d20srd.org/srd/theBasics.htm#intelligenceInt

 

Monday, June 21, 2021

Spell: Blast of Force

 Blast of Force


School: Evocation [force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

Ranged Touch Attack, this spell causes 1d6 damage for every 2 caster level. If hit, the target must make a Fort save (equal to the caster's DC) or be knocked prone as if they were successfully hit with a Bull Rush

Thursday, June 17, 2021

The Síoraí

The Síoraí, pronounced "shee-ree," are a race of immortal humans. They age naturally up to the point they choose to remain at, and are then that age for as long as they choose to live. Although immortal, they can be killed by violence. They never suffer ability score losses due to age. They are also completely immune to disease, poison, etc. They are smarter than normal humans, but are slightly less charismatic due to their absent mindedness, stuffiness or aloofness.

Síoraí possess the following racial traits.

• +2 Intelligence, -2 Charisma.
• Medium size.
• A solarem’s base land speed is 30 feet.
• Immunity to all poison, disease, ability damages and drain
• Síoraí do not take any penalty from aging and do not 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 eggs. The following simple rules will assist in utilizing sanity in D&D games.

Characters start with a number of sanity points equal to five times their WIS. Whenever the character is exposed to something that could affect his sanity, roll 1d100 against their current sanity score. If the roll is equal to or less than the score, the player is fine. If he rolls over his score, he is affected as follows:

Missed roll by Effect (Condition Summary)

1-10 pts Stunned

11-20 pts Sickened

21-30 pts Nauseated

31-40 pts Shaken

40-50 pts Frightened

51-60 pts Panicked

61-70 pts Cowering

71-80 pts Paralyzed

81-90 pts Helpless

91-100 pts Dead (FORT DC 20 to avoid, becomes helpless)

Aberrations, Oozes and Undead make the Sanity roll more difficult for the character by adding a number of points onto the roll equal to their CR, minus the characters total level (i.e. a 5th lv character encounters a CR 8 undead, he adds 3 onto his roll). Characters must also make a SAN check whenever they roll to check the Forbidden Knowledge skill. The points added to the roll is 1/2 the DC being attempted.

Paladins and those that are immune to fear will still need to check to see if they are affected. However, the character gets a roll of 1d20 + ECL bonus vs a DC of 15. If this roll is successful they no not need to make a Sanity check.

When the character is completely out of SAN, she has gone completely off the deep end. The DM will pick one of the following insanity effects, based on what drove the character insane (lost their last point):

Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. 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 from one to another. It is also known as manic depressive disorder.

Compulsions - The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.

Depression - Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness - for example, deciding not to get out of bed for two years.

Dissociative Amnesia (Psychogenic Amnesia) - This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the GM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.

Dissociative Fugue - The character flees from home or work and cannot recall her past. Once the flight halts, the character will likely assume an entirely new identity.

Dissociative Identity Disorder (Multiple Personality Disorder) - The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)

Expectations of Doom - Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.

Intermittent Explosive Disorder - The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.

Mania - The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.

Motor Tension - Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.

Obsessions - The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.

Obsessive-Compulsive Disorder - This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.

Panic Disorder (Panic Attack) - This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return.

Personality Disorders - These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder. In game terms, the character takes a -4 penalty on all Charisma based checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile. Personality disorders are classified in the following categories:

» Antisocial - Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.

» Avoidant - Oversensitive to rejection, low self-esteem, socially withdrawn.

» Borderline - Rapid mood shifts, impulsive, unable to control temper, chronic boredom.

» Compulsive - Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.

» Dependent - Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).

» Histrionic - Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.

» Narcissistic - Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.

» Passive-Aggressive - Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.

» Paranoid - Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.

» Schizoid - Emotionally cold, aloof, has few friends; indifferent to praise or criticism.

Phobia - A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus. A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.

Post-Traumatic Stress Disorder - After a traumatic event, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.

Vigilance - Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.

Healing

Characters will automatically regain a number of Sanity points equal to their level + CHA bonus each game session. Characters that have gained insanity do not regain Sanity points.

If a character goes insane, he may make a WILL save, DC 25, to lose his insanity each game. He then begins to recover Sanity points at the normal speed.

Tuesday, December 8, 2020

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 didn't forget, however. Once in a generation a monk is inflicted with the Curse of Snu-Snu, simply as a joke on Her part. How this curse works is as follows: The monk is completely unable to inflict lethal damage with his unarmed attacks. Every attack causes his foe to become more and more sexually aroused, resulting in a -1 To Hit for every 10 HP of damage the monk inflicts. Once the enemy is at 1/2 HP, he or she has a strong orgasm that leaves them STAGGERED for 1d4 rounds. If damage exactly equals his current HP he is STUNNED, and if his nonlethal damage exceeds his HP he has a massive orgasm and becomes UNCONSCIOUS. This happens with any humanoid or non-humanoid creature that is capable of having an orgasm (undead are immune for obvious reasons).

The curse can only be lifted by having a Remove Curse cast upon the sufferer by a Lv 20+ spellcaster, or with the use of an Alter Reality or full Wish spell. Sinela will occasionally take pity on the poor monk, but this has been known to have happened only twice in the past thousand years. The curse itself is considered to be a Flaw, as described in the 3.5 Unearthed Arcana rulebook. It does not grant a bonus feat, however.



Wednesday, June 24, 2020

Tattooing Skill and Checks

A basic knotwork style tattoo requires a single skill check, has a DC 0f 12 (this will go up or down for different types of tattoos) and will take 1d6 hours, 1 hour minimum. The DC can be raised or lowered by adding or subtracting one hour for every point adjusted on the DC (e.g. 1d6+1 = DC11, 1d6-1=DC13, etc). A successful roll means the person getting the tattoo takes 1d4 non-lethal damage (a sliver of steel in octopus ink hurts) per hour, needs to make a disease check DC10 (failed means a minor infection for 1d8 days, -1 To Hit because of pain) and a new tattoo. A failed check means that the art is screwed up somehow, such as crooked lines, and the damage and disease check still happen. A fumble on the check means a bad tattoo, 1d2 regular damage and a disease check at DC 15. A crit on the check means the tattoo is incredible, and in addition there is no disease check. The 1d4 non-lethal still happens. The best part is that a crit will get you a +1 to Intimidation, Diplomacy or Bluff (depending on what the tattoo is - example: A shark is intimidation, an owl is diplomacy and a raven is bluff) if the tattoo is visible.


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.