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Special Items Found in Random Graves.

I'd recommend only a third to a sixth of graves have anything as effective as these at all, although the rest could have perfectly normal versions of the below which haven't been possessed by their grave's occupants. 1d3 Blue Incense Sticks : Makes the air smell nice. When infused by owner's spirit : Calms spirits (roll their morale-2) for three rounds, if they fail they go calm until triggered. If re-triggered, the first target whomever lit these sticks. Ivory Prayer Beads : Counts prayers. When infused by owner's spirit : When used for a prayer, provide bonus of bless for one hour once each week. User must donate level x 10 gp to this religion's temple before it can be used again. Burial Shroud : Covers the face of a corpse as it is buried. When infused by owner's spirit : While on a corpse, for the purposes of Raise Dead, count each day as a half day. Roll a d20 each day, on a result of 1, this gets tattered, next 1 it disintegrates. Ouija Boa...

Trinity Continuum Character Sheets

 I've gotten into Trinity Continuum since late last year, specifically online play via Discord .  As part of that, I've noticed that there are plenty of completely manual character sheets, but nothing that takes advantage of them being stored on computers.  I've also noticed that communities tend to lean on Google Drive and Google Sheets to share documents. So I decided to do something about it. Here are the latest stable versions of the character sheets as of August 9, 2021: Novas/Aberrants : current version Evasive Egret Psiad : current version Bent Bimodals Psion : current version Generous Generator Superiors : current version Banned Biotech   I'll get around to making one for talents when I get a request for it. 

Gnome Class

This is certainly influenced by Skerple's Surly Gnome , and Roger's One Page Gnome to varying degrees. This post is designed in the style of Old School Essentials. Gnome Requirements: No positive attribute modifiers. Prime requisite: Wisdom Hit Dice: 1d6 Maximum level: 8 Armor: Leather, no shields Weapons: Any one-handed. Experience: As cleric Saves: As magic-user Gnomes are small fae who have lost most of their glamor. Some never regain it, and wither away completely. Others make an effort to retrieve it by looking for new experiences, or grasping for shards of divinity cast off or lost by others, while staving off the mundane. Adjust ability scores: In step 3 of character creation, gnomes may not lower any attributes. Combat  Because they are still strongly fae, they may not use armor or weapons made of metal.  This typically limits them to leather armor and spears or clubs to start.  They are also unable to use two-handed weapons on account of their bein...

Backwards Challenge Creature: Vedoteknos, the Tortiose Kappa Abjurer

Vedoteknos, the Tortoise Kappa Abjurer Description A large, ancient looking tortoise-humanoid, that moves slowly and deliberately Drivers Needs   to learn: always looking to read spell books, rituals, or instructions for making magical items. Needs   to eat about once a year. Wants   to eat magical items. Wants   to live forever. Wants to perpetuate Kappa species. O5R Str 8 Dex 10 Con   16   Int 22 (27) Wis 17 Cha   16 MV 9 " HD 18 AC 22 HP 11d8+3d6+14*3 (103)   Att   +5: Staff 1 d6+2(5) blunt, target must Con save or be stunned for one round.   Morale 5 Special Defense : Mystic Halt As a bonus action, Vedoteknos can utter the name of a creature it knows the true name of, preventing it from approaching closer than 60 ft. of him for one hour, if that target fail a Charisma save (-5). On a successful save, creature is immune to this ability for this encounter.  As a free action, has a 1 in 6 chan...

D30 Sages

What are those sages and hermits experts at?  Roll twice on the table to see their primary and secondary specialties.  In general, sages will be able to answer any general question on their specialties.  On their primary specialty, they will have an 85% chance (~1 in 6) to correctly answer any challenging related question, and a 75% to do so in any secondary specialties. Within five years, they can  train any human in basic proficiency in their technique.   Similar expertise to the sage will take decades for a human. Alchemist : Brew elixir of life to reduce someone’s age by half, once.  Needs ingredients. Anthropologist : Expert in the customs, beliefs, and practices of 1d6D* ethnic groups. Archaelogist : An expert on 1d6D* dead cultures. Archery :  Aiming with a bow, hits a tiny fixed target about 85% of the time, 75% if blinded. Astronomy :  Navigates flawlessly at night if they can see at least half the sky. Bow and Arrow making :  M...

My Spin On The Deck Of Many Things

♠ Spades ♠ Dungeon  ( 2♠ ): Character is instantly transported and trapped in a dungeon within four days of travel from the current location. The character's equipment other than clothes are left where the character was. with a note to his approximate location (where the entrance of the dungeon is). The character is actually restrained to a particular room (something similar to a jail cell, where movement is free but constrained to an uncomfortably small space). The character is not kept under guard, and the restraints in place may actually protect the character. There are 1d3+2 iron rations in the cell.No further draws are possible, and all cards already drawn from  any  deck of many things disappear Prisoner  ( 3♠ ): Character is instantly transported to an encampment, caravan, or marching army within four days travel of their current location. The character is kept prisoner by those of the caravan, the majority of whom hold values strongly removed from those ...