Sunday, August 23, 2020
Thursday, August 20, 2020
Monday, April 6, 2020
Saturday, February 1, 2020
It's Matt Jackson's 78th Birthday! Everyone Go Wish Him Happy Bday!
The 'Grouchiest Man in Gaming', the 'Grandfather of the OSR' is approaching his 80's!
Happy Birthday You Grouchy Fucker!
Listen to my birthday message to him here.
Go wish him happy birthday on his blog, or leave a voicemail on his podcast. I'm sure he'll love and appreciate it. :)
Happy Birthday You Grouchy Fucker!
Listen to my birthday message to him here.
Go wish him happy birthday on his blog, or leave a voicemail on his podcast. I'm sure he'll love and appreciate it. :)
Wednesday, January 15, 2020
Monday, October 14, 2019
Joe and Bro Firepit Show: Mentzer for Kids, Him DM'ing, My Solo Game With Him, and Two Months of Voicemails
Enjoy! Sorry for not responding to all the voicemails sooner. I was taking a bit of a break.
Sunday, October 6, 2019
The mechanics for adding Elves, Dwarves, Gnomes and Halflings to the AS&SH system. What do you think?
Demi-Human Abilities for Astonishing
Swordsmen and Sorcerers of Hyperborea
Race
|
Ability,
Longform
|
Abilities,
Detailed Below
|
Elf
All Elves need 20% more experience per level to level up than humans
of the same class.
|
Plus one intelligence, Minus one constitution
Can use long and short bows and long and short swords regardless of
class
At character creation an Elf can pick one first level Magician
spell. That spell can be cast once
every 48 hours, no memorization or material components required. That spell, once chosen, cannot be changed
for any other.
|
Telescopic Vision
Twilight Vision
Magical Potency
Magical Knowledge
Alertness
Move Silently
Hide
Ambusher
Discern Noise
Detect Secret Doors
|
Dwarf
All Dwarves need 15% more experience per level to level up than
humans of the same class.
|
Plus one constitution, Minus one charisma
Add a plus one to their chance to appraise items crafted of precious
metals and/or carved stone
Can use all hammers and axes
Can use any type of armor and shield (not that certain classes that
prohibit casting while using certain types of armor and shield trumps this
ability)
|
Heat Vision
Tough
Resilient
Magic Resistant
Fearless
Small Sized Advantages
Discern Noise
Discern Smell
Poison Resistance
Determine Depth and Grade
|
Halfling
All Halflings need 15% more experience per level to level up than
humans of the same class.
|
Plus one dexterity, Minus one strength
Plus one to hit with sling stones or thrown stones.
At character creation a halfling can pick one first level Druid
spell. That spell can be cast once
every 48 hours, no memorization or material components required. That spell, once chosen, cannot be changed
for any other.
|
Dark Vision
Fearless
Small Sized Advantages
Climb
Move Silently
Hide
Ambusher
Poison Resistance
Lucky
|
Gnome
All Gnomes need 15% more experience per level to level up than humans
of the same class.
|
Plus one to either dexterity or intelligence, Minus one to either
strength or constitution
Add a plus one to their chance to appraise items crafted of precious
metals and/or gems
At character creation a gnome can pick one first level illusionist
spell. That spell can be cast once per
day, no memorization or material components required. That spell, once chosen, cannot be changed
for any other.
|
Microscopic Vision
Heat Vision
Magic Resistant
Friend to Burrowing Animals
Small Sized Advantages
Discern Noise
Discern Smell
Perceive Illusion
Determine Depth and Grade
|
All Races: Must abide by armor restrictions of the
classes over races, as in magic users who cannot use armor while casting cannot
use armor when casting just because they are a dwarf. Bonuses and abilities don’t stack if you get
it for both race and class. Except as
described below, you pick the best one.
Abilities: Note that some have been slightly altered
from their equivalent in the AS&SH book, others are completely new.
Telescopic Vision: See two times further than Humans with the
same level of detail and accuracy.
Microscopic Vision: See two times more detail than humans when
looking at tiny objects.
Heat Vision: See in the infrared spectrum out to 60
feet. Helpful when looking for gems and
metals underground as they often have a subtly different heat signature than
the ground around them. Any heat source
like a torch or lantern or even a candle ruins this vision for ten minutes and
impairs even normal vision for two minutes.
Penalized by two to all rolls during that time.
Dark Vision: Can see in the dark in shades of grey up to
30 feet as if it was daytime. Not
disturbed by anything.
Twilight Vision: While
outdoors, at night, can see as if it was twilight as long as there are stars
and a moon in the sky. If an elf, this
basically grants you the ability to see at night as a normal human would during
the day. Not disturbed by anything.
Tough: One bonus
hit point per level.
Resilient: Can
move at normal pace while carrying twice the weight of a human with the same
stats. (pg 236, table 79)
Magic Resistant: You gain a plus one bonus to all saves versus
magic.
Magical Potency: Enemies save at minus one versus your spells,
and you gain a plus two bonus to spell resistance checks enemies make against
spells you cast at them.
Magical Knowledge: Plus one to rolls involving arcane lore
checks.
Friend to Burrowing
Animals: Have a telepathic and
empathic bond with small burrowing animals.
Can control the ones within 5 feet that another is not controlling. Can see and hear through one within 15 feet
that another is not controlling. Note
that this form of communication does not mean the animal is any smarter. While linked in this way if the creature dies
the possessor/controller is stunned for three hours, and if it is hurt in any
way they are stunned for one hour.
Fearless: Plus two to all saves versus fear effects.
Small Sized
Advantages: Plus one to AC when
fighting creatures one size larger than man sized.
Alertness: Reduces by one (−1) on a d6 roll the party’s
chance to be surprised when traversing the wilds (see Vol. III,
p. 244: Combat, surprize).
Climb: To
ascend or descend sheer cliffs or walls without need of climbing gear, if
lightly armoured or unarmoured, as a thief of half their level, rounded down
(see p. 23: Table 11). If vertical,
the surface must be rough or cracked. At least one check must be made per 100
feet of climbing. Failure indicates the climber has slipped and fallen at about
the midpoint of the check (see Vol.
III, p. 263: Damage,
falling
damage).
Move Silently: To
stalk as a panther, moving when
traversing the wilds alone with preternatural quiet as a thief of half
their level, rounded down (see p. 23: Table 11).
The character must be lightly armoured or unarmoured. This skill is executed at
half the character’s normal movement rate.
Hide: If
lightly armoured or unarmoured, able to hide when traversing the wilds alone as a thief of half their level, rounded down
(see p. 23: Table 11), lurking behind bushes, rocks, trees, and the
like. The huntsman can
camouflage himself, or flatten his body
to the ground whilst remaining still. Only the slightest
movement is permissible (e.g., unsheathing a blade,
opening a pouch). Hiding is
impossible in direct sunlight,
or if the character is actively observed. In
non-wilderness areas (e.g., cities, dungeons), his chance-in-twelve for success is penalized by
−2.
Ambusher: When
traversing the wilds alone or with others of like ability, the character’s base
surprize chance increases by one (+1) on a d6 roll. Furthermore, when outdoors
and working with the untrained, the character increases by one (+1) the party’s
chance to surprize, if he positions and prepares them accordingly.
Discern Noise: Unusually
perceptive when outdoors if an elf or Halfling, or if underground if a gnome or
dwarf, detecting the faintest sounds. Can hear normal things sooner than
humans. The character can discern
noise
as a thief of half their level,
rounded down (see p. 23: Table 11).
Six rounds (one minute) of concentrated listening are required.
Discern Smell: Smells
things others do not. Can smell normal
things sooner than humans. For faint smells, the character can Discern Smell as a thief of half their level, rounded down,
Discerns Noise (see p. 23: Table 11).
Six rounds (one minute) of concentrated listening are required.
Perceive Illusion: +2 bonus to saving throws versus illusions and
phantasms. If the illusion is that of a sorcerer 3 or more levels lower than
the illusionist, then the saving throw bonus is instead equal to the level
difference (e.g., a 7th-level illusionist met by the phantasm spell of a 3rd-level bard gains a +4 saving
throw bonus). For gnomes this ability is
believed to be linked to their Microscopic Vision in some way.
Detect Secret Doors: Find a secret door on a base 3-in-6 chance.
Poison Resistance: Plus one bonus on all saving throws versus
poison, though not other death
saving throws.
Determine Depth and Grade: Ascertain the extent of a pit, chasm, or shaft
by dropping a coin or pebble and listening. The character has a 2-in-6 chance
of success (rolled in secret by the referee). If the d6 roll is a 3 or 4,
the scout’s estimate is off by 20%; on a 5 or
6
he has failed. Too, the character can
determine the slope of dungeon passages, able to detect even the shallowest of
slants on a base 2-in-6 chance of success.
Lucky: Add
plus one to all saving throws.
Monday, September 23, 2019
Matt Jackson Walks Into A Strip Bar....
Just what the title says. All about our bet. :) Plus updates on stuff.
Friday, September 6, 2019
5e Modifications: Cleric Domain: Worship of the Evil Elemental God of Earth Ogremach
Please
see the earlier post on the Temple of Elemental Evil and the Battle of
Emridy Meadows for necessary background to fully understand the material
below.
Cleric
Domain: Worship of the Evil Elemental
God of Earth Ogremach
Domain Spells:
Cleric Level
|
Spells
|
1
|
Earth Tremor,
Magic Missile: Acid
|
3
|
Earth Bind,
Melf’s Acid Arrow
|
5
|
Erupting
Earth, Protection from Energy (Acid Only)
|
7
|
Stone Shape,
Stone Skin
|
9
|
Conjure
Elemental (Earth Only), Energy Flood (Acid only, no undead)
|
At 1st Level:
Bonus Proficiency: Heavy Armor
Minor Ability: Resist Acid, Earth
and Poison dmg
At 2nd Level
Channel Divinity: +1d8 Acid dmg all weapon attacks that hit in
next 10 rounds
At 6th Level
Channel Divinity: Max dmg to Acid,
Earth, or Poison spells, magical devices or scrolls for one minute
At 8th Level
Ability: Summon Fire
Elemental. Lasts for 1 round per level,
does not require concentration, and is under the mental control of caster. It
goes back to home plane after one minute
At 17th Level
Ability granted by their choice
of who they followed at 10th Level:
Iuz or Zuggtmoy
Thursday, September 5, 2019
5e Modifications: Cleric Domain: Worship of the Evil Elemental God of Water Olhydra
Please
see the earlier post on the Temple of Elemental Evil and the Battle of
Emridy Meadows for necessary background to fully understand the material
below.
Cleric
Domain: Worship of the Evil Elemental
God of Water Olhydra
Domain Spells:
Cleric Level
|
Spells
|
1
|
Fog Cloud, Ice
Knife
|
3
|
Snilloc’s
Snowball Swarm, Dragon’s Breath (Cold Only)
|
5
|
Water
Breathing, Protection from Energy (Cold Only)
|
7
|
Ice Storm,
Watery Sphere
|
9
|
Conjure
Elemental (Water Only), Energy Flood (Cold only, no undead)
|
At 1st Level:
Bonus Proficiency: Heavy Armor
Minor Ability: Resist Water dmg
or Cold dmg caused by anything based in water like sleet/hail
At 2nd Level
Channel Divinity: +1d8 fire dmg all weapon attacks that hit in
next 10 rounds
At 6th Level
Channel Divinity: Max dmg to
Water or Cold spells, magical devices or scrolls for one minute
At 8th Level
Ability: Summon Water
Elemental. Lasts for 1 round per level,
does not require concentration, and is under the mental control of caster. It
goes back to home plane after one minute
At 17th Level
Ability granted by their choice
of who they followed at 10th Level:
Iuz or Zuggtmoy
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