Fantastic Heroes & Witchery [rolegate campaign]

Where in all of your character write ups will go.
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MisterB
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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by MisterB »

Woodclaw wrote: Wed Jun 12, 2019 5:09 pm I don't understand how those disposition rules work (especially the Agnostic disposition).

Essentially these are Alignments in FHW. Quoting direction from the Appendix: Appendix 3, page 366.
Material is solely the property of Dice of Might Publishing & Dominique Crouzet.
PERSONALITY DESCRIPTORS
Nine distinct descriptors define the most common behaviors encountered
among sentient creatures. Remember that individuals vary from
this norm, and that given characters may act more or less in accord
with their descriptor from day to day. Use these descriptions as guidelines,
not as scripts. These descriptors are not considered an alignment
per se, and generally relate to the whole spectrum of neutral creatures.
Nonetheless, the Virtuous and Ruthless descriptors will probably fit
very well for Law and Chaos aligned creatures respectively, but are not
the alignment in itself.
• Virtuous. [former LG]: These characters are driven by an ideal of
justice. They hope to improve the world in promoting high standards
of behavior that will benefit society and peoples at large. They normally
tell the truth, keep their word, help those in need, and speak
out against injustice. They typically seek to combine the values of both
honor and compassion.
A virtuous character willing to dedicate his life to his ideals, will generally
make an allegiance to Law. A virtuous knight would otherwise
have an allegiance to Chivalry and the king, if not to Law.
• Altruistic. [former NG]: These characters like to do the best that a
good person can do. They are devoted to helping others, and feel rewarded
for doing it. Altruistic persons generally fit well within society, and
will do whatever they can to improve the well being of those around
them. They might work with or on behalf of kings and magistrates, but
don’t feel beholden to them if they feel that they are not serving the
cause of good.
An altruistic character is likely to have an allegiance to his community,
or to a charitable organization. The most dedicated may eventually gain
an allegiance to Law.
• Rebellious. [former CG]: Such characters are typically goodnatured
people who act as their conscience directs, with little regard
for what others might expect. They follow their own moral compass,
which, although good, may not agree with that of society. Rebellious
characters value the combination of a good heart with a free spirit.
They have little use for laws and regulations, and disdain those who
seek to intimidate others and tell them what to do.
A rebellious character is unlikely to have any allegiance, except maybe
to a rather informal brotherhood dedicated to freedom and revolution.
• Righteous. [former LN]: These characters act as law, tradition, or
a personal code directs them. Order and organization are paramount.
They may believe in personal order and live by a code or standard, or
might believe in order for all, favoring a strong, organized government.
Righteous characters value reliability and honor, and some can be quite
zealous about forcing these attributes onto society or other individuals.
They have a strong dislike of those who don’t abide by the rules, and
hate to see the guilty go unpunished.
A righteous character is likely to have an allegiance to a ruler, government,
or hierarchical organization. On the other hand, they more rarely
get an allegiance to Law, as they favor the rules for their own sake, not
as a means to bring a higher good, and the rules they abide to may contradict
the philosophy of Law (where Law is associated with good).
• Agnostic. [former N]: These characters mostly exhibit a lack of
conviction toward any kind of ideal or faith. They normally think of
good as preferable to evil (after all, they would rather have good neighbors
and rulers than evil ones), yet such characters are not personally
committed to upholding good in any abstract or universal way, especially
when there is treasure to be had. In fact, these characters are
mostly driven by satisfying their natural needs, and live their lives as
best they can, but don’t care for any philosophy nor have overwhelming
ambitions or desires.
An agnostic character is unlikely to have any allegiance, except maybe
to his family and community. They never gain allegiances to either Law
or Chaos.
• Individualist. [former CN]: These characters but follow their
whims. They value their own liberty but do not strive to protect others’
freedom. Individualists do not normally intentionally disrupt organizations
as part of a campaign of anarchy. They are too self-centered
to bother with something like that. They just avoid authority, resent
restrictions, and challenge traditions. Note however that being an individualist
doesn’t mean having an erratic behavior. Such characters may
be unpredictable but do not act randomly. Individualists have their own
agenda too: one could want to get and rule his own fief for example; it’s
just that he wouldn’t bow to the king, nor have to follow the rules he
would impose upon his subordinates.
An individualist character has no allegiance; it would go against his or
her nature to have one.
• Tyrannical. [former LE]: Such characters believe that the elite
should rule the masses with an iron fist, especially if themselves can
belong to, or at least associate with that elite. They often care about
tradition, loyalty, and order but not about freedom, dignity or life. They
are comfortable in a hierarchy and willing to serve, if only they can
have many under their rule. Tyrannical characters generally play by the
rules, but without mercy nor compassion, and may do evil as part of
a duty to an evil master. They are also used to condemn others not
according to their actions but according to race, religion, homeland or
social rank.
A tyrannical character is likely to have an allegiance to a despotic ruler,
autocratic government, or grim hierarchical organization. On the other
hand, he would not make allegiance to Chaos, unless convinced that
his masters would abide by some rules.
• Malevolent. [former NE]: These characters are usually dark and
brooding. They are noted for envy and jealousy, hating all of those who
seem to be happy and own more than they do. Malevolent characters
will steal when they have the opportunity, will hurt others if they can,
and shed no tears for those they kill, whether for profit, sport or conve
nience. They generally prefer that the rest of the world abides by order
and decency, while themselves discreetly go on with their crimes and
turpitude, as they see it more convenient than live in a world rife with
danger and treachery. In any case, they normally prefer a devious and
elaborate evil, than sheer wanton violence like a ruthless personality.
When malevolent characters enjoy cruelty (inflicting pain upon others),
they quickly gain an allegiance to Chaos, whether they are aware of it
or not. Even if it is not the case, malevolent characters are often willing
to make pacts with demons (and thus get an allegiance to Chaos), if
they believe nothing wrong will befall them in doing so (just that they
will get more power from it).
• Ruthless. [former CE]: Such characters take whatever they want
by force. They are typically hot-tempered, vicious, arbitrarily violent,
and unpredictable. They have no qualms about hurting others, and
consider them only as tools to use in the pursuit of their interests and
personal objectives. As utterly self-centered and brutal personalities,
these characters typically revel in power and material possessions, especially
if they can rise above others and hold them in their control.
Ruthless characters never have any allegiance but to Chaos. In fact,
their brutal and evil disposition almost always eventually lead them to
gain an allegiance to Chaos. There always comes a time when dark entities
will propose them demonic powers, which they are likely to crave
and admire, in exchange for their souls (whether they are aware of this
part of the bargain or not).
Last edited by MisterB on Wed Jun 12, 2019 10:40 pm, edited 1 time in total.
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Re: Fantastic Heroes & Witchery (Monsters converted)

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Artist Unknown, all rights belong to them. Will remove if asked.

Bilbo Baggins
Race & Gender: Halfling Male
Level & Class: Level 2 Professional (Gentry)
Background: Peasant
Social Origin: Upper class (affluent)
Personality: Altruist
Motivations: Personal Quest
Allegiances: Law, Organization (Company of Dwarves)

Abilities
Strength 8 (-1) , Dexterity 14 (+2), Constitution 10 (0),
Intelligence 13 (+1), Wisdom 14 (+2), Charisma 15 (+2)
Features
Weapons Prof.: All small weapons.
Armor allowed: Light & Medium Armor
Class Skills: Knowledge (heraldry, nobility, etc.) +5,
Persuasion +6, and Riding +4
Languages: Halfling: Literate, Common (Westron).
Talents: At 3rd level, he takes a talent to increase his
strength.

Race Abilities & Class Features
Base Speed. 20’
Lucky. +1 bonus to all saving throws because of this luck, that will also manifest against
detrimental events once per day.
Small Size. +4 bonus to Stealth checks, then a +2 bonus to AC when fighting large
humanoids such as ogres and trolls, and a +4 bonus when fighting giants.
Small Weapons. can only use small-sized weapons such as daggers, short-sword,
short-bow, hand axe, etc.

Combat
Armor Class (Base 15, Surprise 10, Touch 12)
Hit Points (Wound hp 6, Vitality hp 8)
Save 16 (+2 bonus to Int & Cha saves; +1 because of Luck.)
Base to Hit +0
Critical Effect: Inspires allies within 20 feet: First, they are freed of fear spells or effects (if
any), and then, they get a +2 bonus to their next attack roll.
Attacks: Sting, Elvish Dagger. (+0 to hit, 1d4 damage, Speed 2 )

Equipment
Sting, Elvish Dagger. (see below)
Mithril Ring Mail. (+3 Ac bonus, No movement penalty, 0 skill penalty, and 5% spell failure)
Bilbo’s Golden Ring. (See below)

Builder Notes
1. This build indicates Bilbo's Stats before his adventure.
2. Ability scores uses my house rules for ability score modifiers.
3. A non-adventuring class would normally have no critical effect, however there are many
instances were Bilbo has performed this effect which the Halfling folk hero class would
possesses.
4. Sting had the (apparently) magic ability to detect the presence of goblins in its vicinity.
When Orcs were nearby, it glowed blue, as Bilbo noticed when alone in the dark just prior
to meeting Gollum. This ability was used several times by Frodo and the Fellowship such
as when the group encountered Orcs in the mines of Moria and by Aragorn upon the
Fellowship's arrival at Parth Galen. Sting also performed better than ordinary weapons
in combat and against odd materials; it cut through the webs of giant spiders easily,
whereas the blade that Sam brought from the Barrow-downs failed to cut through
Shelob's webs. During the Battle of the Chamber of Mazarbul, Boromir's sword glanced
off of the hide of a troll, but Sting was able to deal a painful wound. [Treat sting as a +1
weapon, and is considered made of Mithril. Sting does double damage against servants
of the dark lord (Orcs, Goblins, Trolls, Ring-wraiths, etc. ).]
5. The one ring at this stage of the story has left Gollum’s side to find it’s way back to
Sauron’s hand. And its ability to influence Bilbo is very weak , right now, it grants the
power of invisibility when ever he puts the ring on, it does this by shifting the physical
form to the Ethereal plane. It also enhances one trait based on the stature and power of
the race; In bilbo’s case, this is a +4 bonus to stealth checks. Bilbo can be seen by other
Ethereal creatures, such as ghosts, spirits, and Ring-wraiths.
6. By the End of the series, bilbo gains one level after escaping the goblins. BtH is +1,
strength is raised to 9 (so no penalty to hit and damage now), +4 hit points, and save is
15. Bilbo gains one more level after the events of the dragon. Gaining +4 hit points, and
save is 14. His social background increases to Upper Class (wealthy).
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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by MisterB »

To be re-written
Birth Sign
The Birth Signs are based on astrological influences, that have shaped all the races. The Celestial Court is a reference to the 16 Star Signs, that make up the calendar of the year. Your birth sign provides you with relative information about its effects on you. Description traits most likely possessed by those of your sign. Your Birth sign grants you several traits.


The Lover.
Description: You are lucky with love, and are full of life and vibrancy. You are something of a Hedonist and enjoy wine and song, and a passionate person. The chase is the most important thing to you. On the other side of the Coin, the Lover is also the inspiration of jealousy and war. The lover is a passionate person and is easily inspired to revelry and love. Your Patron Animal is the Cat.
Benefits: +1 to your saves against Slow, Exhaustion, or Paralyze. And a +1 bonus to all social skills with the opposite sex.


The Queen.
Description: You have the grace and beauty of a queen. Peace, Mercy, and Kindness are prominent Description traits. The Queen represents the Goddess Allandria, Mistress of Water, Life, Peace, Sunlight, and Goodness. The queen is a compassionate and merciful being, they never attack first and only to defend themselves and never to kill. Your Patron Animal is the Deer.
Benefits: +1 to your saves against all Black Magic. And a +1 bonus Persuasion based skill checks.


The Child.
Description: You have the energy and exuberance of a child. The Child often represents Innocence, which is often seen as a good defense against the influence of evil. The child is quick and agile, with surprising acts of physical prowess at times. The child is the other side of the coin for the Knight. The child is Innocent and easily manipulated. Your Patron Animal is the rabbit.
Benefits: +1 bonus to saving throws to resist spells that can detect him. And a +1 bonus to Athletics Checks.


The Artist.
Description: You are creative and expressive. You inspire the creative process and are often very passionate. You are the Muse and can Inspire others. Your Patron Deity is Helina. The Artist despite their innate creativity can be a self-absorbed lot. The Fish is your Patron Animal.
Benefits: +1 to your saving throws against Delusion spells that affect your vision. +1 bonus to your Detection skill checks when finding hidden things.


The Knight.
Description: You are the epitome of skill and chivalry. The knight represents a protector, someone willing to throw down their life for another. The noblest position. The noble nature of the Knight can get the better of them, making pride your down-fall. Your Patron Animal is the Steed.
Benefits: +1 bonus to Strength-based saves, and a +1 bonus to your Riding Skill checks with Horses.


The Merchant.
Description: You are a proficient cosmopolitan. You are good at business and know how to talk with people. Especially when it has to do with money. You are the other side of the Wise-man but generally, learn towards avarice. The merchant may be a wise and shrewd businessman, but their downfall is their avarice. Your Patron Animal is the Raven.
Benefits: +1 to Intelligence-based Saving throws. +1 bonus to Gaining Information skill checks.


The King.
Description: You have a righteous presence, in the service of law and justice. You often represent strength and truth. But are also the cold nature of the law. You despise change. You are rigid and unthinking in your thought. The Lion.
Patron Animal: You are rigid and unthinking in your thought.
Benefits: +1 bonus to your saving throws against charm based spells. +1 bonus to Knowledge (Feudalism) Skill.


The Fool.
Description: You know how to use misfortune to your benefit, in physical or social situations. Sometimes the fool can be considered the treacherous side of life. Such is the fickle nature of Luck. The fool often plunges into Danger unwittingly. Your Patron Animal is the Monkey.
Benefits: +1 bonus to saving throws where luck can play importance. +1 to bonus to Acrobatics skill checks.


The Wiseman.
Description: You are bright and insightful. The Wiseman represents the academic or learned. You are also another aspect of the Moon. You represent knowledge and the ability of Foresight. Even though the wise might be able to see those things that lie within the future or past, dealing with the present is slightly harder. Your Patron Animal is the Owl.
Benefits: +1 bonus to wisdom based Mind-Affecting spells. +1 bonus to any Practical skills that require Wisdom, or Insight.


The Thief.
Description: You are quick and cunning, and you have a love for games of chance. The thief represents subterfuge, but at the same time has a knack for finding lost things. The thief can sometimes be reckless, taking unnecessary chances in their quest for wealth. Your Patron Animal is the fox.
Benefits: +1 to Dexterity based saving throws. +1 bonus to Escape Bond skill checks.


The Wanderer.
Description: You have a natural affinity with nature. You are resilient against the cares of the world. Sometimes known as the traveler. You are a patron of the simple rural folk, such as Farmers. As well as animals. Your rustic lifestyle means you are not as learned as others, difficulties on all knowledge checks are one worse. The Hound is your patron animal.
Benefits: +1 bonus to constitution saves when dealing with environmental factors. +1 bonus to Survival skill checks.


The Moon.
Description: The ability to wield magic comes naturally to you. The moon represents the light that reveals the mysteries found in the darkness. Enigmas and Knowledge are your forte. Can often be distracted by a puzzle or clue. The Moth is your Patron Animal.
Benefits: +1 bonus to all Intelligence-based saves. +1 bonus to Astrology based skill checks.


The Healer.
Description: Your very touch can mend bruises and cuts over time. The Healer is the other side of the coin, for the Queen. You are often seen as a mother figure. Protecting those under your charge, like children. The Healer is often represented by midwives, mothers, or children. Those of the Healer, Abhor violence. Your Patron Animal is the Dove.
Benefits: +1 bonus to constitution saving throws against Black Magic spells. +1 bonus Healing based Skill checks.


The Void.
Description: You have a closer connection with the other world, the realm of the dead. You are often seen as a force of finality, the end of all things. The cycle of life and Decay. Those touched by the void are distance and cold, and people feel uncomfortable around them. Patron Animal is the Worm.
Benefits: +1 bonus to your saves against spells or powers used by Undead Creatures. +1 bonus to your Knowledge (Undead) skill checks.


The Mistress.
Description: The mistress otherwise known as the Tempter is the deceiver. She is the absence of light, and thus a patron of the shadows. She is an aspect of the lover. And many thieves are known to call on her. Those born under the mistress have a natural aversion to working during the day being more comfortable in the darkness. The Snake is your Patron Animal.
Benefits: +1 bonus to resist darkness or shadow based magic spells and effects. +1 bonus to your Deception based skill checks.


The Reaper.
Description: The Reaper is the Harvest Lord and the Father of time. He is the beginning of the cycle of death, and lord of the underworld. The reaper is often seen as an elder or sickly old man. Your patron animal is the Raven.
Benefits: +1 bonus to all constitution based saving throws. +1 bonus to Knowledge (Nature) skill checks.
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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

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I am very excited after spending weeks in development for this new class, I now have a pdf preview of the Dwarven Rune-Keeper Class!
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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Post by MisterB »

Here' is a character sheet idea using the free web-browser Photo Editor, Pixlr X.

Image
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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Post by MisterB »

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Balgruuf the Greater, Jarl of Whiterun, 7th level Fighter
"These Thalmor might not like to admit it, but as long as the Empire has Skyrim, the Empire has strength."
*Artwork by PlumpOrange on Deviant Art.


Race: Nord, Background: Aristocrat, Social Class: Upper Class / Opulent, Personality: Altruistic.
Motivations: A Hatred of Thalmor.
Alleigances: Duty to his people & his hold. Loyalty and friendship with Irilith. Secretly worships Talos.

Ability Scores
Strength 16 (+2), Dexterity 13 (+0), Constitution 17 (+2)
Intelligence 11 (+0), Wisdom 13 (+1), Charisma 15 (+1)

Features
A true Nord. Nords gain a +2 saving throw bonus against cold environments and fear spells.
Fighter Class. +2 to all strength and constitution saves.
Combat Style (Two-Hander style). -3 speed segments with two handed weapons.
Combat Specialties. (Mighty Blow, Weapon Specialist - War Axe, Armor Specialist - Plate armor, Swirling Defense)
Battle Tricks. +3/-3

Skills & Talents
Background: Aristocrat +7
Languages: Cyrodillic, Nordic, Altmeri, and Dunmer.
Additional Skills: None
Talents: Attribute Increase (+1 Dexterity), Campaigner

Combat
Wound Hit Points 7, Vitality Hit Points 63
Base to Hit +7
Armor Class: Plate Mail 18 (Touch 10, Surprise 10, Swirling Defense 21 for 1d4+2 rounds)
Critical Hit: Gains an Immediate extra attack (either against the same target, or against an adjacent foe.)
Attacks: Nordic War Axe +1 (+11 to Attack, 2 handed, 1d10+5 damage, 4* segments)
Saves 10

Equipment
Ring of Water-breathing. Signet Ring, Noble Garments.

Character Notes
While eventually becoming loyal to the Empire, he puts Whiterun's interests first, many times denying the Imperial Legion permission to garrison soldiers in his city so as not to portray martial law―if he is asked what side he is on in the war, he will say that he is "on the side of Whiterun," showing a great sense of loyalty towards Whiterun. In his neutral stance, he remarks that he may well be obligated to support one or both sides; the Empire as a province, the Stormcloaks out of loyalty to Skyrim. Indeed, he will only express open hatred of the Stormcloak Rebellion after the Dragonborn chooses a side in the Civil War, slandering them if they seize Whiterun with the Stormcloak army; according to Gerdur, Balgruuf and Ulfric had been at odds for years and fears Balgruuf will side with the Empire out of spite.[1] Balgruuf's distaste for the Stormcloaks may stem from the fact that he had refused to declare for either side, but Ulfric attacked Whiterun anyway by deeming anyone who didn't support him as an enemy. He is generally more interested in dragons than the Civil War in which he is involved. Since Whiterun's provisions were terribly diminished during the Skyrim Civil War and Ulfric's uprising had doubled the costs of goods, Balgruuf ultimately sided with the Empire in order to preserve the more lucrative trade agreements with the Empire.

According to his son Nelkir, he still worships Talos and hates the Thalmor as much as Ulfric and the other Nords do, if not more. If encountered at the party at the Thalmor Embassy, he will make this view very clear and will also be more than happy to disrupt the proceedings on behalf of the Dragonborn.

Balgruuf has strong bonds with his friend and Housecarl, Irileth, whom he fought alongside with during his time in the Legion. As such, she rarely lets him out of her sight and berates him for a lack of concern for his personal safety.

In the Official Game Guide, Balgruuf is viewed by many as the embodiment of a true Nord and his allegiance with the Empire as having actually convinced many would-be Stormcloaks that the Empire may actually be the answer to Skyrim's problems.
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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

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Image
* Art by Jim Nelson

Gloomy Beacon.
Description: This magical item is often a candle , lamp, or lantern. Often of significant age or wear. Its magic however comes into play when lit.
Magical Properties: The gloomy beacon sheds a magical unsaturated light upon command, and can only be doused with the same command. The light itself seems rather dull and lifeless despite it being magical flame. If creates light in a radius of 20’, and dim light for another 20 feet. The light itself can reveal the presence of ethereal and invisible creatures who enter the radius of its light. Once per day the beacon can be used to repel creatures from the plane of shadow (or creatures made of shadow), as if the holder had the ability to turn undead as a cleric of the same level.
Value: 3,000 gold pieces.
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Undead :: Skeletons

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Skeleton
Rare, Medium creature (malevolent disposition)
No. Encountered: 3d10
Speed: 12”/30 feet
HD: 1 (d8) +4
[Hit-points: avg.: 8 ; max.: 12]
AC: 13 [ 3 Natural; Surprised 13, Touch 13]
BtH: +1
Attacks: Weapon (1d6) or Claw (1d4)
Special: Immune to Cold, Sleep, Charm, Hold, and other mental based attacks.
Saves: 17
Skills: None
Morale: 16
Treasure: None
Advancement: +1 to +3
XP: 20
These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. They are completely mindless, only obeying the simple commands of their animator, which is often limited by the spell itself to a score of words. Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Un-life in forgotten catacombs and foul dungeons. Though given no commands, they seek out the living and attempt to force them into the ranks of the dead.
No matter how a skeleton attacks, whether rusty blade, a stone, or its own former femur, it always deals 1d6 damage. Cold and spells that attack the mind have no effect on skeletons. Skeletons are hard to kill. They take less damage from edged and cutting weapons, typically reducing the damage by half. Piercing weapons, like arrows, do 1 damage. But spears do 2 points of damage per attack. Only blunt weapons have any chance of doing regular damage. While Holy water inflicts 2d4 hp per vial that strikes.
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Undead :: Ghouls

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GHOUL
Uncommon, Medium creature (ruthless disposition)
No. Encountered: 4d6
Speed: 12”/30 feet
HD: 2 (d8)
[Hit-points: avg.: 8 ; max.: 16]
AC: 14 [ 4 natural; Surprised , Touch]
BtH: +2
Attacks: 2 Claws (1d4), Bite (1d6)
Special: Darkvision 60’; Paralysation; Immune to Sleep and Charm Spells
Saves: 16
Skills: Acrobatics +3, Athletics +3, Detection +5, Stealth +4
Morale: 14
Treasure: 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d3×1,000 gp (25%); 2d4 gems (30%); 1d4 jewellery (20%); magic weapon or armour (10%); 1d4 scrolls (10%)
Advancement: +1 to +4
XP: 40
Description: Ghouls appear as emaciated, animated corpses with sharp teeth and long fingernails to which shreds of corpse-flesh are sometimes attached. Their voices are weird and eldritch, sometimes described as “meeping” and “glibbering”.

Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. Loping through the darkness up to 15’ feet a round with their vague canine cast and long black marrow licking tongues, they haunt graves and ruins, seeking the flesh of the dead and the living. Though their minds are warped by the transformation, and their general intellect stunted, they still retain a terrible cunning, and they attack in fearless packs to good effect, bringing down the living to feast on their remains. Any human or demihuman, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.
Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.

Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace. Marine ghouls are called “lacedons” and are sometimes found on ghost ships or dwelling in wrecks on the sea bed.
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Undead :: Zombie

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ZOMBIE
Rare, Medium creature (Agnostic disposition)
No. Encountered: 3d8
Speed: 8”/20 feet
HD: 2 (d8) +4
[Hit-points: avg.: 12 ; max.: 20]
AC: 12 [ ; Surprised 12, Touch 12]
BtH: +2
Attacks: Weapons up to 1d8, Unarmed 1d4 damage.
Special: None
Saves: 15 (MR/SR: ??)
Skills: +2 to one skill from their previous life.
Morale: A zombie is unaffected by Morale. They are relentless.
Treasure: 10% 1 piece of Jewelry
Advancement: +1 to +4
XP: 40 xp

Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. These creatures shuffle slowly into combat; they are always the last creatures to attack in a melee round regardless of initiative rolls. Once they begin to attack, they never flee unless turned by a cleric. Zombies are immune to enchantments, hold spells, and any spell that inflicts damage from cold.
Last edited by MisterB on Fri Nov 15, 2019 8:09 pm, edited 2 times in total.
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Woodclaw
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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Post by Woodclaw »

5e zombies have a really nice feature that they can only be permanently killed with a critical hit or if the attack that dealt the last HP was an even number on the d20. It provides a bit of variety with the skeletons (which are generally better) and gave that unending horde feel.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Post by MisterB »

That sounds pretty interesting.
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Gandalf the Grey

Post by MisterB »

Image

Gandalf, the Grey.
Race: Male Maiar
Class: 9th Wise-man, 7th Wizard,
Social Origin: Lower Class (Poor)
Personality: Altruistic
Motivations: Personal Quest.
Allegiances: Aedra, and all that are good.


Ability Scores
Strength 10 (+0), Dexterity 14 (+1), Constitution 20 (+5)
Intelligence 19 (+4), Wisdom 20 (+5), Charisma 18 (+3)


Features
Weapon Prof: Staff, Dagger, Sword
Armor Allowed: None
Background: Scholar (+9 bonus to related skills)
Class Skills: Arcane Lore +9
Languages: Black Speech, Dwarf, Elf: Sindarin, Elf:Quenya, Westron
Talents: Weapon proficiency (Swords), Battle Magic (+1 to initiative when casting spells; and their spells are considered 2 class levels higher for the purposes of dispelling or penetrating), Combatant Mage, Dabbler in Sorcery, Diehard.


Race Abilities & Class Features
· Grace of the Maiar: Immunity to Aging, Disease, Cold Temperatures, and Heat. Maiar uses 2d6 for their wound hit points. Maiar have a natural +2 AC bonus.
· Spiritual Majesty: Once per day, the Maiar can reveal the truth of their spiritual form. This can give them a +2 bonus to charisma based skill checks; make their spells harder to resist inflicting a -2 to their saving throws to those being affected, or to banish the dark away by casting light.)
· Spell Focus: The maiar must channel their power through the focus by creating their own staff, doing so allows them to cast their spells and affect the world of middle earth with physical manifestations. Without that staff, they cannot cast their spells.
· Class Save: +4 bonus save against spells and magic.
· Awareness. Add their level (9) to any check involving noticing, detecting, or discerning something.
· Secret Knowledge: Mind over Matter (Use Intelligence on physical force checks), Weapon Trick (add intelligence bonus to attack rolls), Inner Strength (+2 bonus on all mental saves), Superior Health (+4 hit points)
· White Magic Spells/Day: 1st -7, 2nd -5, 3rd – 5, 4th – 2, 5th - 1
· Grey Magic Spells/day: 1st – 7, 2nd – 5, 3rd – 4, 4th - 1
· Signature Spells: 1st level – Choose One, 2nd level – Choose One, 3rd level – Choose One


Combat
Speed 30'
AC (15 base, Surprise 12, touch 15)
Hit-Dice 9d4
Hit Points (12 wound, 76 vitality)
Save 12
Base to Hit +3 (with glamdring +10)
Critical Effects Victim suffers a -2 penalty to saves against magic for 1d4 rounds (Charisma save negates)


Weapons & Attacks
Glamdring “The Foe Hammer”.
Glamdring is one of many swords created during the first age. It will glow blue in the presence of Orcs. Growing brighter as they get near. Glamdring is considered a +3 magic bastard sword, doing 1d10+3 damage (1d12+3 damage) damage, though being elven made only has a speed of 4. Glamdring does double damage against Orcs.

Gandalf's Staff.
On command, Gandalf can command his staff to create light with a 30 bright radius, and 30' dim radius. Gandalf's staff is treated as a +3 weapon and does 1d8+3. Otherwise, treat it as a Staff of Wizardry.


Equipment
Narya “Ring of Fire”.
While wearing the Narya, the possessor's charisma is considered 18, if already 18 or higher it grants a +1 ability score bonus. The bearer is also resistant to fire damage, taking half damage normally. And no damage on a successful saving throw. Any fire spells that the bearer cast while worn, are considered two levels higher in casting level when it comes to saves or damage.


Magical Spells Known
White Magic
The choice of White Magic and Wiseman represents his power as one of the Maiar.
1st (9) Bolster Faith, Cure Light Wounds, Light, Remove Fear, Turn Blasphemous Creatures,
2nd (4) Bless Weapon, Calm Emotions, Chant of Hope, Shield Other
3rd (3)
4th (2)
5th (1)

Grey Magic
1st (8) Affect Normal Fires, Burning Hands, Detect Magic, Identify, Message, Protection from Evil, Shield, Wizard Mark,
2nd (4)
3rd (2)
4th (1) Swift Passage*

still working on the spell selections.

Swift Passage is a spell that was seen used once in the hobbit, and later in the two towers. Swift Passage allows Gandalf and those near him, to travel three times the distance one could normally travel. And while traveling, they are hidden from sight. This hidden state is more like a natural blending into the surroundings, those under the effects of the Passage would be unaware of this effect. Though this travel can be detected by magical means.

Turn Blasphemous creatures. This spell has been modified to work on the mythos of Middle Earth and represents mostly the supernatural creatures and beings that are empowered by Soron himself.
Last edited by MisterB on Wed Nov 27, 2019 2:20 am, edited 2 times in total.
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Re: Fantastic Heroes & Witchery [ Gandalf the Grey ]

Post by MisterB »

I'm still updating Gandalf. I will be putting magical spells seen being used by Gandalf throughout the series. So bear with me, this part is the hardest.
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