A Slow Month

Sorry for the LACK of any news. Or classes.

I am getting ready for NaNoWriMo – National Novel Writing Month. I am supposed to write 50,000 words of a novel in 30 days. Or 1600+ words a day. So I am busy preparing outlines and character sheets and….

actually… I SHOULD be busy doing that. In truth, I’m still trying to figure out which of the several storylines floating about my head I want to do. And, gosh, it’s getting close to November first, I notice. Huh…

So: long story short, I may blog a bit about the progress of my writing, (it almost certainly being D&D related) but I won’t be doing much else.

But hey, as long as I am making wildly optimistic goals this month – I will say I have been thinking about two different board games I want to design. So come December, there may be a few posts about those as well as a return the the prestige classes.

Until then – Happy Gaming!

another edit. and a note about “comments”

Here are a few changes for the Sewer Rat class:

pre-req: Survival skill: 4 ranks (instead of 8 )

Hit Die: d6. (hey. Maybe it would be a good idea to let the class have hit points?)

Skill Points: 8 points(+int modifier) per level

Pass without Trace : effective for one hour per level of Sewer Rat, instead of one hour total.

I’m not ready to replace “Tunnel Rat” feat with the “Reduce” feat, yet, but it is tempting. (and of course nothing is preventing anyone else from doing that)…

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Thank you everyone, for your interest in my blog. However – I seem to have found my way onto several spam lists already! So I am reading all your comments, but I am choosing here not to publish any of them on the site, unless they discuss the articles specifically. I am sorry to cut off all the other comments, but getting 20 “Nice site. Buy this drug” comments a day from some Ukranian email address dampens one’s enthusiasm. But again – all thoughts on the classes themselves (or other game subjects I post) are certainly welcome.

….

(until they are covered with drug ads too. Then… I don’t know)

So, thanks for reading! Hopefully another 2 classes by the end of the month.

Sewer Rat (goblin rogue prestige)

This one was FUN to do. Went quickly too! Thanks, Lonestarnorth for the feedback.

Sewer Rat

The water slowed to a trickle out of the old sewer pipe, and then stopped altogether. Soon after a fist punched out the last of the accumulated debris around the opening. And like a worm emerging from a cocoon, an arm soon followed the hand, and the muck covered appendage groped and slapped around the outer wall where the pipe protruded. The hand found a suitable leverage point, and pushed, and soon the top of a head came into view – nearly scraping the inner walls of the pipe clean as it passed, so tight was the fit. Once the head fully emerged, it let out a huge gasp and sputter.

“NOT! – “

The hand and arm pushed again and a shoulder soon followed the head out of the pipe. Then the other shoulder, and arm, and now the sludge covered creature took a few extra moments to rotate himself to face up.

“-unlike…”

Both arms now pushed, and the creature had his whole upper body out of the pipe.

” – escaping mother’s womb!”

Two slime soaked eyes looked down, and saw only a 5 foot drop to the muddy ground below. He wiggled the rest of the way out  and fell into a shallow puddle. He stood quickly, looked around to be sure no one was about, then reached down and untied a small rope from
his ankle. He held up the “acquired” orb and gave a huge grin, his white teeth brilliant against his mud soaked face.

“Gads, what a memory!”
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DESCRIPTION

The City is a dangerous place – especially for small folk. Especially for small sized folk who aren’t welcomed by the inhabitants of the city in the first place. You need someplace safe; someplace where no one would even want to try looking for you. And if you have the stomach for it, the sewers and drains can give you that protection. Those who embrace the role of sewer rat will give up social status (and a dry bed) but can find both total city access, and the perfect refuge from all prying eyes and nosy followers. Because the sewers connect to every part of the city, from the palace to the slums, and it is the one route the guards aren’t going to stop you from taking as you ply your “trade” from one edge to the other.

REQUIREMENTS

Small sized
Chaotic aligned
Feats: Stealthy or Urban Stealth
Endurance
Skills: Survival 8 ranks
Hide 8 ranks
Move Silently 8 ranks

SKILLS

Appraise (int), Balance (dex), Bluff (cha), climb (str), Craft (int), disable device (int), disguise (cha), Escape Artist (dex), Hide (dex), Gather Info (cha), Intimidate (cha), Jump (str), Knowledge Dungeoneering (int), Knowledge Local (int), Listen (wis), Move Silently (dex), Open Lock (dex), Profession (cha), Search (int), Slight of Hand (dex), Spot (wis), Survival (wis), Swim (str), Tumble (dex), Use Rope( dex)

CLASS FEATURES

Pass without Trace. At first level, the sewer rat has committed to life in the unlit underbelly of the city. The crumbling pipes and slimy passageways are as familiar to him as the tree branches are to those cursed elves. As a result, he is adept at traveling through these tunnels as nimbly as a shadow. Once a day for up to one hour, he can pass through city terrain leaving no trail, as per the first level Ranger spell.

Know Direction. The dark tunnels and pipes are the sewer rat’s home. By 2nd level he can stop and reorient himself once a day if he ever does get lost. Works the same as the 0 level Druid spell Know Direction. At 5th level he may perform this twice a day. At 8th level, 3 times a day.

Sneak Attack Bonus. At 2nd level, the sewer rat may add 1d6 to whatever sneak attack damage he is already able to do. If the sewer rat does not have the sneak attack ability yet, then he now has 1d6. At 5th and 8th level, he gains an additional 1d6 to sneak attack damage.

Tunnel Rat. At third level, the Sewer Rat gains the “Tunnel Rat” feat, even if he does not have the normal prerequisites for the feat. When squeezing, each space counts as 1 square of movement and you only suffer a –2 penalty on attack rolls.  Normally, each space squeezed through costs 2 squares of movement and the penalty is –4.

Self Sufficient. The time the sewer rat has spent out on the streets (and under them) is teaching him to better adapt. At fourth level he gains a +1 bonus to all heal and survival skill checks. At level 7, the bonus increases to +2/ At level 10, it increases to +3.

Strong Stomach. Living in the sewers, you lose certain social graces. You also learn to take what you can and not worry about niceties like aroma. Receive a +4 bonus on saving throws vs. extraordinary, supernatural, or spell-like effects that cause Nausea
or any other scent-based effect.

Tunnel Fighting. After so many months or years living in tight spaces, the sewer rat has adapted his fighting technique to take full advantage of the limited space. You do not take a penalty on your attack rolls or to your AC when squeezing into or through a tight space.

edit -added the table html.

level
BAB
Fort
Ref
Will
Special
1
0
+2
+2
+0
Pass without Trace (in City) 1/day
2
1
+3
+3
+0
Know Direction 1/day, Sneak Attack +1d6
3
2
+3
+3
+1
Feat: Tunnel Rat
4
3
+4
+4
+1
Bonus: +1 to Heal and Survival checks
5
3
+4
+4
+1
Know Direction 2/day, Sneak Attack +2d6
6
4
+5
+5
+2
Feat: Strong Stomach
7
5
+5
+5
+2
Bonus: +2 to Heal and Survival checks
8
6
+6
+6
+2
Know Direction 3/day, Sneak Attack +3d6
9
6
+6
+6
+3
Feat: Tunnel Fighting
10
7
+7
+7
+3
Bonus: +3 to Heal and Survival Checks

Puppetmaster (Prestige for Goblin Bards)

Here is my second attempt at prestige. Sorry for the long delay, but my first Bard Prestige class kinda … imploded. It took a little while longer to come up with a new one, but I hope you like. PLEASE feel free to comment.


-”DAMN it! He’s wedged himself too far in! The little rat is sitting in some side fissure. My fireballs can’t reach him!”
-”Don’t worry about it. He can’t get out. We’ll seal the exit when we leave. YOU HEAR THAT, RAT? You’ll be trapped down here forever. Alone!”
-”Alone?” The high pitched voice cackled, and sent a chill up the half elf’s spine. “Poundpaw is never alone with his friends around!”
“Your friends are dead! We just killed the last.” Lord Pixton shook his wand uselessly at the tiny crack where the last goblin had skittered. “Why don’t you come out and join them?”
A single drum hit shot through the cavern. Then another. And another. The hits built on one another. Going faster and faster, with odd rhythms mixing in the echoes – sometimes syncing up, sometimes not. And all with a unsettling power woven through the vibrations.
-”Poundpaws friends want YOU to join them.” The goblin’s voice could barely be heard over the din.  “Hee hee hee! Ask them yourself!”
The three adventures turned just in time to see the battered bodies of the patrol they had just killed, standing again: awkwardly, unnaturally. Bashed skulls lolled around on broken necks, and   swords were raised in broken arms and the goblins again slowly shuffled forward.
-”Ask them yourselves!”

PUPPETMASTER

The Puppetmaster is a prestige class for certain savages who wish to see their bardic powers peak in a darker place than most. Most goblins learn quickly that often the only thing more plentiful than living clanmates are dead ones. And inspiring the living is useful, but … the dead offer such a larger audience to play to! Yes, it’s one thing to have your music influence people after you die – but to influence people even after THEY die? Talk about the ultimate encore!

REQUIREMENTS
non good alignment
Able to cast 5th level bard spells
15 ranks perform

CLASS SKILLS

The Puppetmaster’s class skills are?Appraise, Balance, Bluff, Climb, Concentration(con) Craft(int) Decipher Script, Disguise, Escape artist, Forgery, Gather information, Hide, Intimidate(cha), Jump, Knowledge, Listen(wis) Move Silently, Perform, Profession, Sense Motive, Slight of Hand, Speak Language, Spellcraft(int), Swim(str) Tumble, Use Magic Device?

Skill points at each level: 4 + Int modifier

CLASS FEATURES

Weapons and Armor -?same weapon and armor proficiencies and restrictions as Bards

SPELLS

Puppetmasters  will continue to acquire 1st through 5th level bard spells, as if they were advancing in bard levels. However, they will have only very limited access to 6th level spells, with a few sorcerer spells thrown in.

New Spell: Encore

Necromancy. Level: 3 Components: V, S, M(dried blood) Casting time: 1 full round action Range: touch Target: one creature Duration: 1hour/level. This spell is similar to “False Life” but its effects are not obvious until after the recipient falls below zero hit points (but not below -9 hit points). Then the subject will be treated as having the Diehard feat. The subject will immediately stabilize, and may take one movement or one standard action per round. Standard actions will reduce hit points by 1. If the subject reaches -10 hp, he will die. If the spell wears off before the subject is out of negative hit points, he will fall unconscious, but not lose any additional points.

Bonus Feat: Requiem
You can alter your music or virtuoso performance effects so they influence undead in addition to any other creatures they would affect.

New Spell: Puppet Master
Necromancy. Level: 6 Components: V, S, M(string) Casting Time: One Full round action Range: 30 feet radius Target: creature or creatures whose total hit dice are <= caster level Duration: length of performance + 1 round/level. This spell is similar to Animate Objects, only the subject(s) of this spell are the dead. Corpses or skeletons will begin moving again and perform whatever simple commands the spellcaster asks. They can fight with natural or simple weapons, or perform simple tasks. They cannot speak, perform magic, or other supernatural abilities they might have had when alive. The bodies are NOT converted into the undead. They are simply used as unliving tools, and will immediately collapse back when the spell ends. The “puppets” are always considered flat footed. They cannot take attacks of opportunity, but neither are they affected by any mind controlling spells. They are considered to have the same strength, Dexterity, and constituion as the puppetmaster. They will take one half the hit points of puppetmaster before they collapse. Once all manipulated corpses collapse, the spell automatically ends.

Spell: Halt Undead
As the 3rd level Wizard spell. Necromancy Components: V, S, M(pinch of sulfer and powdered garlic) Casting Time: one standard action Range: Medium (100ft + 10ft/level) Targets: up to 3 undead creatures, no 2 of which can be more than 30ft apart) Duration: 1 round/level Saving Throw: Will Negates Spell Resistance: yes

New Spell: Encore, Mass
As the first level puppetmaster spell, only Target is all allies in 15 ft radius

Spell: Wake the Undead
Necromancy. Components: VSM Casting Time: one standard action Range: touch Targets: one or more corpses touched Duration: Instantaneous Saving Throw: none Spell Resistance: no. Same as the 4th level Wizard spell Animate Dead. The puppetmaster can create Zombies and Skeletons that obey his command. Instead of an Onyx, the material component for the spell is a silk ribbon with the blood of the puppetmaster on it, tied somewhere on the body of the undead.

level BAB Fort Ref Will Special Spells
1 1 +0 +2 +2

Otto’s Irresistible Dance, Encore

2 2 +0 +3 +3 Requiem Animate Objects
3 2 +1 +3 +3 Puppetmaster, Halt Undead
4 3 +1 +4 +4 Encore (Mass), Greater Shout
5 3 +1 +4 +4 Mass Suggestion “Wake the Undead”

Minor edit, plus “thanks”

I fixed the table from the previous post – hopefully these BAB and SAVE scores are better.

Also – thanks to everyone who has given imput: Zathyr at the Goblins forum for his “goodmushroom” idea, and some of the vine characteristics; and Brian and Theo from my D&D group. I really like the brachiation and “reach” additions, and the extra plant creatures you found. I’ve got two more prestige classes waiting in the wings, now, so I better get started. Also – hopefully today – I will add my first link to this site: Brian’s blog chronicling the D&D games he is running.

In sadder news – it looks like the game shop where I went for boardgame night every week is closing for good. It was a great place to beta test my two previous board games. Hopefully I can keep in touch with some of the people there. I guess I’ll see…

Rootrunner: (my first shot at prestige)

All RIGHT! Here is my first REAL post –

A prestige class for GOBLINS! (and other monsters. I’m feeling generous). In this case a Goblin druid. Eventually I hope to have a goblin prestige class for each of Fumbles’ 11 professions. But here is the key – and I REALLY REALLY MEAN IT! I need your help. You, the reader. I REALLY need your help. I have never made a prestige class before, and I would honestly like your thoughts. Too powerful? Not powerful enough? already been thought of before? leave a comment: one word or a long critique. I want this blog to be fun but also provocative, and I don’t mind arguments, as long as they are respectful. So read on. Then post your reply. I’m excited to hear from you!

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Sandscar’s eyes slowly unwillowed, and he smiled grimly. The elf rogue had finally stopped twitching. He studied the dead intruder for a few moments; the tangled hair, the purple face, the feet dangling just slightly off the cavern floor…. and Sandscar’s tentacle wrapped tightly around its neck. He walked over to one corner of his lair and carefully lay the former adventurer against one wall. The leafy appendage then slowly dissolved back into Sandscar’s body – reforming into a regular hobgoblin arm. The elderly druid then took up his shovel and spread a light coating of mulch over the body. “Yes,” he grinned. “Yes, we should get a nice crop of mushrooms from you…”

ROOTRUNNER
The Rootrunner is a prestige class for certain savage humanoids. Those who know the viscous side of plants – who have witnessed the weapons and defenses flora can produce and yearned to have them too. Typically this class would appeal to druids, but other classes could take it as well. The Rootrunner uses his wildshape or other shape changing abilities to adopt different characteristics of plants, in order to better protect himself or his gardens. But instead of changing fully, he can focus his transformations to particular body parts, creating a terrifying plant/animal hybrid guardian.

Rootrunners normally don’t adventure  much, preferring to stay in one particular area, protecting and farming their own gardens or oases. But sometimes, they will venture out – especially if enticed by the rumor of a new deadly plant or fungus they can bring back and cultivate.

REQUIREMENTS
Goblinoid, Gnoll, or lizardtype
10 ranks Knowledge Nature
Wildshape ability, or polymorph spell

CLASS SKILLS
The Rootrunner’s class skills are
Concentration(con) Craft(int) Handle Animal(cha) Knowledge Nature(int) Listen(wis) Spellcraft(int) Spot(wis) Survival(wis) Heal(wis) Intimidate(cha) Swim(str) climb(str)
Skill points at each level: 4 + Int modifier

CLASS FEATURES
Weapons and Armor -
same weapon and armor proficiencies and retrictions as Druids

Spells
Rootrunners gain Druid spells at one half the rate of Druids. Two levels of Rootrunner for ever one level of Druid spell advancement.

Nature’s Mark
As the Rootrunner begins his journey towards mastering his abilities, all hair on his body (if any) will turn into a fern-like leafy mesh. It will continue to grow normally otherwise, and may vary in color from green to yellow to a rust red. Games set in an aquatic venue may substitute moss for leaves.

Goodmushroom
acts as the 1st level Druid spell Goodberry – only it affects 2d4 mushrooms. Each mushroom = one normal meal, and cures 1 hitpoint of damage (for a maximum of 8 points per 24 hour period). No divine focus is needed for this spell.

Spore
The Rootrunner is able to fire a cone of highly toxic spore (or dye, in an aquatic campaign). everyone within short range (25 feet) of this cloud must make a Fortitude save (DC10 + lvl) or suffer d6 rounds of uncontrollable choking. The subject can take no action during this period, but is not considered helpless.

Summon plant ally 1
Works as a summon nature’s ally spell. A focus is needed instead of a divine focus. The plant ally from the list below will appear and attack your opponents to the best of its ability. If you are able to communicate with it, you can direct it to do other actions.
[Assassin Vine CR3, Phantom Fungus CR3, violet fungus CR3]

Nature’s Mark II
large areas of the Rootrunner’s skin will begin to change into a more plantlike appearance. He or she may choose whether a thick husk covers a majority (50-80%) of their body, or myriads of short stiff barbs mark their features. In either case, add +1 to your natural armor class.

Protection from Nature I
This supernatural ability acts as a Sanctuary spell for all plants or plant creatures. Plants  will not harm the Rootrunner unless they are first attacked by him. This includes triggering of poisons or other defenses. Plant creatures must make a will save or not be able to attack first. This ability does not stop the plants or plant creatures from attacking others in the Rootrunner’s party

Vines
A Rootrunner may use a Wild Form or Polymorph spell to transform just his arms into prehensile vines (or create 2 prehensile vines, if character normally has no arms). The vines can wield light or one handed weapons, or be used as natural weapons (bludgeoning). Any jewelry clothing or armor on the arms at the time of the change is absorbed into the vines and becomes non-functional for the length of the change . All other conditions of the wild shape or polymorph spell apply, except the Rootrunner will keep all his original ability scores. The vines can be used to aid in swimming or climbing, but walking on them is very arduous. Rootrunners attempting to walk using only their vines take a penalty on balance checks (-5 for small creatures, -10 for medium, -20 for large). Writing or other delicate or intricate actions are generally not possible using the vine-arms.

Nature’s Mark III
Rootrunners who chose to have a husk skin will find it eventually hardened to a rough bark. Treated as a permanent barkskin spell, with the Rootrunner’s natural armor bonus +3 at level 6, +4 at level 8, and +5 at level 10.  Rootrunner’s who chose the barbs at level 3 will now grow 1-4 inch cactus spines over most of their body. This will be treated as a permanent “Urchin Spines” spell. The Rootrunner gets no additional AC bonus, but all grapplers and natural weapons take 1d3 DC13 fortitude save or take initial and secondary DEX damage.

Summon Plant Ally II
Same as Summon plant ally I, only with the ability to summon one ally from the list below, or 1d3 creatures from the level I list.  [Shambling mound CR6, Tendriculos (huge) CR6, Udoroot (huge) CR5]

Double Vines
As with the Vines ability – the Rootrunner may use one Wild Shape or Polymorph spell to produce two pairs of vines, one pair for each arm. The vines are strong enough now to wield two handed weapons. Up to four attacks per round are now possible, if the vines are wielded as natural weapons. The Rake ability is now allowed. Gain two additional bludgeoning attacks against a grappled foe. Rake attacks are not subject to the usual -4 penalty for natural weapons in a grapple. (one must begin his turn in a grapple to use Rake. -You cannot begin a grapple and rake in the same turn). Add a +2 to all grapple rolls.

Improved Spore
The Rootrunner can now shoot a cone of spore that will blind all foes in an 25 foot cone. Fortitude saving throw negates.

Enhanced Vines
A Rootrunner’s vines now are covered with thorns. Add a +4 to all grapple rolls. In addition, vines may now inflict slashing or bludgeoning damage. Rootrunners also gain the improved grab feat (when they have the vines), even if they do not otherwise meet the prerequisites for the feat.

CLASS LEVEL BAB Fort Save Ref Save Will Save Special
1st 0 +2 +0 +2 Nature’s Mark, Goodmushroom
2nd 1 +3 +0 +3 Spore
3rd
2
+3
+1
+3
Summon Plant Ally I
4th
3
+4
+1
+4
Nature’s Mark II, Protection from Nature
5th
3
+4
+1
+4
Vines
6th
4
+5
+2
+5
Nature’s Mark III
7th
5
+5
+2
+5
Summon Plant Ally II
8th
6
+6
+2
+6
Vines II
9th
6
+6
+3
+6
Spore II
10th
7
+7
+3
+7
Enhanced Vines

Welcome. And roll for initiative…!

Greetings from Tulsa~

and….. here it is. The start of my blog.

It took a while. I have been holding off until I was sure this whole “inter-net” thing wasn’t just some fly by night fad that would die as soon as I got started on it. But I think I’m safe for at least a little while.

So what is this blog about? GAMING. Specifically – MY games.

As in “games I am making” games. These will be divided into two groups.

One) Dungeons and Dragons. OK. Obviously, I didn’t make D&D. But I have started building a new world. Quite a task for someone who hadn’t picked up a D&D book or die since first edition. But I am back, learning fast, and hope to create something… well…. worthy of being read. Much more on this in future posts.

Two) Board Games. I made a board game. Actually – I have made TWO board games. Actually – I have made two board game variations. I created a new version of Monopoly based on the television show Mystery Science Theater. The game, naturally is called “MST-opoly.” Completely re-designed board, redesigned cards, redesigned tokens, redesigned properties. It is available for download on my website http://www.acyn.net/MSTopoly.html

I have also made a new version of the Avalon Hill game “Vegas Showdown” – my game is called “Conestoga Showdown” based on the local science fiction convention “Conestoga.” In this game, you attempt to buy “”events” for your own Scifi convention, instead of rooms for your casino. It is actually good enough that I am contemplating finding a way to market it. more on this later as I mull the possibilities.

So – right now I am in the beginning stages of thinking up a third – hopefully all original – board game. This blog will let me bounce ideas around and hopefully will chronicle the beginnings of an actually successful product.

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So that’s it for now: a short (for me) welcome to my tiny hidey-hole on the web. I hope you come back and see how I am doing from time to time. I will be here posting a couple times a week. Let me know what you think, or share some stories of your own!

Peace!

Michael