Showing posts with label 3.x. Show all posts
Showing posts with label 3.x. Show all posts

Tuesday, August 14, 2012

Witch Books, Part 2. d20 years

Continuing on my previous post on the witch classes for the D&D game.  In this post I'll focus on the the early batch of d20 and later books.

DMG Witch
Let's not forget that the witch was a "sample" character in the 3.0 edition DMG.  She was basically a Sorcerer that had a different spell list.  Dropped some of the iconic damage spells of the Wizard in favor of some minor Cleric spells.   I always considered this the baseline witch. Though since it was not in the SRD I avoided reading about it.  When working on Liber Mysterium back in the day I was very, very strict about what I would read.  In fact I have a spread sheet full of spells and I would have discussions on what was and was not a witch spell.  In the end I ended up with a list that was not too unlike the witch spell list in the DMG, but I have tons of documentation of how I got it.  We were more concerned back then that WotC was going to stomp out any d20 infraction they found.  Still glad I did all the work though.  I was able to go back to it for all my other witch books.

Relics & Rituals
While not a book about witches per se, there is a lot in this book to like.
This was one of the very first additional magic books available for the d20 game.  It has a number of things that would be expected.  There are a good number of Prestige Classes for starters and I particularly liked the Blood Witch and the Sea Witch.  There are new feats and hundreds of new spells.  But the real gem of this book and the reason why it is still good to have today are the ritual casting rules.  There was a time that including a copy of these was mandatory in any new d20 book magic it seemed. They were frankly some of the best mutli-caster rules I had seen to that date and I have not seen anything else in the d20 world that has since come close.  Throw in scads of magic items and the book is a steal at twice this price really.

The Quintessential Witch - Mongoose (Print) (PDF)
I am not a huge fan of the older Mongoose books.  There are number of issues with the classes all over over the place, odd editing and art that runs the gambit.  This book is not any different.  The witch class is pretty typical of the time (early days of the d20 boom).  There is a wide variety of Prestige classes, which is nice, but not all of them are usable.  The book tends to be full of a lot cliches.   Though the ones that are good (Occultist, Puppet Mistress) are very good.  There is a good section on new uses for skills including telling fortunes and a good section of feats. There are new spells and new magic items, as expected, but the coolest thing might be the Places of Power.  Some Times of Power ends the book (also a good section).

The Witch's Handbook - Green Ronin
Certainly a great effort.  There is a lot I really like about this book.  The gems of this book are the ideas for skills and of course the fantastic cover art by Stephanie Pui-Mun Law.  Like my own d20 book this witch uses Wisdom to cast Arcane spells.  I still kinda like that to be honest.   There are a lot of nice Prestige Classes here.  There are new spells and like Way of the Witch below it uses the Ritual Casting rules from Relics & Rituals which were very much in vogue at the time.
There is no PDF of this I can buy which is disappointing really.

Way of the Witch -  Citizen Games
Style-wise this is the best of the lot of the early witch books for d20.  Hard cover, with some of the most beautiful art I have seen in a book.  I mean look at that Thomas Denmark cover.
The witch is basic and has a lot a really nice features.  The prestige classes are simple, but functional, dividing the witch into White, Black, Grey and Brown witches.  There are some other nice ideas as well.  The authors really took their time and care with this one and it really shows.
Alas, Citizen games did not make it out of the d20 boon alive.  They were going to come out with a second witch book, Seasons of the Witch, and I had heard a little about it.  I had high expectations really.
I am also disappointed that there is no pdf of this I can buy anywhere.  It would be great to have all my witch books in one place on my hard drive(s).

Lions' Den Press: Classes of Legend: The Witch
This one is different enough from the Pathfinder or DMG versions of the witch class to merit it's own product.  There are some new feats and spells.  All 20 levels are presented as well as some "High Witchcraft" alternate levels. Some good ideas here and not bad for the price.

The Enduring: Witches and Shamans
This book gives us a Faery Witch and Shaman class.  There is some natural overlap between the two.   In addition there are also 3 new prestige classes and 22 new feats.  There are a fair number of new magic items and a lot of new spells. There are also quite a few new monsters that are likely to exist in the same worlds as witches and shamans.   The classes seem a bit overpowered for straight d20 ones, but might make good Pathfinder classes.  The feats and spells are mixed bag. I have seen similar sorts of feats and spells in other books, some better, some worse.  But for the price, this is a good deal.  I am not a huge fan of the art, but it is not bad.

Unorthodox Witches
A lot of different types of witches built from the d20 rules. A few new ideas and a lot recycled art.
If you are looking for new ideas for witches, wizards or other types of spellcasters.
After going over this book again all these years later there is actually quite a bit more for your money.  55+ pages, and plenty of classes, there is a lot here that can use right out of the box or combine for something new.  The key word that I was forgetting here was "Unorthodox" and these certainly fit.  While I see this primarily as a GMs tool, there is likely to be a class in here that you will want to try if you are into witches.  Just because it is called a Beguiler or Crescent flyer, doesn't matter, that is just to separate them all out from each other.
There is something good here if you like arcane classes. Or any class with a bit of mystery to it.
Actually I would not use them as classes, but edit them a bit for Prestige classes for the Witch.

Lost Classes: Chaos Witch
Some products you buy for the content, some for the art. This was both.  I was working on the Chaos Witch for WitchCraft a while back and I wanted to see what is was all about.  Plus the witch on the front looks like Raven from the Teen Titans.  I didn't actually use anything here for the WitchCraft Chaos Magick, but I did enjoy this.

It is an interesting Prestige Class that adds a bit of randomness to her spell casting effects. She gains a few extra spell-like abilities and a random "hex" to curse people with.
A lot of fluff is given for the class, but the crunch does not quite match up. Still an interesting class for an NPC or a witch-themed game.  Only 3 pages, but the price is low.


Dept. 7 Adv. Class Update: NeoWitch Guardian
An advanced class for d20 Modern.  Has some nice features and powers.  I particularly like the broom (Besom) attacks. Great for d20 modern with magic.

Tuesday, July 24, 2012

My Kids are Awesome!

With the new reprints of 1st Ed AD&D now out my kids want our next game to be a 1st Edition one!

How freaking cool is that?

We have done just about everything we have set out to do in 3rd Ed and our 4th Ed game is still moving right along.

So what should we do then for 1st Ed?
I know I am going to throw in some house rules.

  • 1st level HP will be equal to Con scores for all characters and NPCs include 0-level humans.
  • I will be using bards, I am just not sure which one yet.
  • Double damage on a natural 20.
  • Will use strict multi-class and dual-class rules.
  • If it is written down somewhere and it works with AD&D1, 2 or Basic D&D then it will be considered for this game.

I know I am going to use ideas from ALL the retro-clones where appropriate.  So it will be less of a 1st Ed game in rules, but certainly one in terms of tone and spirit.

Here are the adventures I want to use.  Again, I like sticking with these old school modules.

T1 Village of Hommlet, levels 1-2 (IF I don't use it in the D&D4 game)
B1 Into the Unknown, levels 1-3 (my go to starting module)
B2 Keep on the Borderlands, levels 1-3 (how can I NOT do this?)

L1 The Secret of Bone Hill, levels 2-4
X2 Castle Amber, levels 3-6 (love this freaky module, though it sticks out as the only Non-Greyhawk one)
A1-4 Slave Lords, levels 4-7
C2 Ghost Tower of Inverness, levels 5-7
S3 Expedition to the Barrier Peaks, levels 8-12
G123, Against the Giants, levels 8-12 (I also have the Stone Giant one from Dragonsfoot)
D12,3 Against the Drow, levels 8,9-14
Q1 Queen of the Demonweb Pits, 10-14
S1 Tomb of Horrors, levels 10-14 (IF I don't use it in the D&D4 game, it is an AD&D classic)
CM2 Death's Ride, levels 15-20. (Again, unless I use it in my current 3.x game which the boys want me to do)

AND if their 4.e group does not get to the end, then I could use the Bloodstone H series too.  But that is getting WAY ahead of myself.

If you look over my previous plans here and here, you see I am sticking with the modules. 
I am running the HPE Orcus ones for 4e, and used many of the other classics in my 3.x games.

So far the boys have gone through B3, B4, S2, S4, WG4, I1, and X1 for 3.x (and a bunch I made up when they were younger like "Cave of the Rainbow Dragon" and "The Stinky Cave"), and H1 Keep on the Shadowfell for 4e.  So they are getting, as my youngest put it this morning, a full Dungeons & Dragons education.

Again.  This is going to be a lot of fun!  I am not expecting this one to start anytime soon, I still have a 3.x game to finish with them. 

Monday, June 25, 2012

Do we need these?

The 1st Edition reprints are on their way and I am quite excited about it.

WotC just also announced new reprints of the 3.5 version of D&D.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/20120625

This one has me scratching my head.  I can still buy 3.5 books new at my FLGS.  My 3.5 books are actually in really good shape (picked up the leather bound ones a while back).

I think I would rather see the Rules Cyclopedia reprinted than 3.5.

Sunday, June 10, 2012

Tiamat on my Mind

Been doing some research on the end game of my kids D&D 3.x game and I have been thinking a lot about Tiamat.  The kids are going to fight her in the end, but I wanted something more than the big five-head dragon of the AD&D Monster Manual, and not exactly like the Takhisis of Dragonlance.


So I hit the "books".

http://en.wikipedia.org/wiki/Tiamat
http://en.wikipedia.org/wiki/Tehom
http://en.wikipedia.org/wiki/Tiamat_(Dungeons_%26_Dragons)
http://en.wikipedia.org/wiki/Takhisis
http://forgottenrealms.wikia.com/wiki/Tiamat (for the Forgotten Realms info)
http://www.pantheon.org/articles/t/tiamat.html

And inspirational posts:
http://gorgonmilk.blogspot.com/2012/01/tiamat.html
http://dndwithpornstars.blogspot.com/2012/05/percentile-systems-girl-voices-and.html
http://blackmoormystara.blogspot.com/2011/09/divinity-of-dragons.html


http://timbrannan.blogspot.com/2010/03/drow-should-be-lawful-evil-among-other.html
http://timbrannan.blogspot.com/2010/01/going-up-to-hell-cosmology.html
http://timbrannan.blogspot.com/2011/05/post-666.html
http://timbrannan.blogspot.com/2010/11/sohave-you-ever-killed-god.html


Well I also hit the real books too.

One thing I recall thinking up years ago was that Tiamat in the old myths was the personification of Chaos.  This idea was reaffirmed with me when I, like many others, dabbled in Chaos Math and Science (it was the 90s, all the cool grad students were doing it).   Tiamat is primordial chaos.   Well what is that in D&D?  Simple, the Abyss.  So I have placed Tiamat in the Abyss, but it is not-quite-the-Abyss.  Her realm is Tehom, the Hebrew word for abyss or deep.  It is also related to the Kabbalah, being one of the Qliphoth.  Tiamat and Tehom also are have etymological relations.

Zak even talks a bit about fighting Tiamat and the mytho-historical Tiamat near the end of his interview over at Penny Red. (1:20:00 or around there).

Tiamat and Lolth
In my games Tiamat and Lolth are strong allies (no, not like this). Mostly because I have effectively had them swap places; Lolth becoming LE and in Hell, Tiamat CE and in the Abyss.  But also because they have similar backstories.  Both were (are) gods. Both were cast out by male Gods to establish some new order.  I can see each seeing something of herself in the other, and not in a self-loathing way (Lolth in my world is full of self-loathing, no pun intended) but rather as solidarity.  Their views are radically different, but their plans for conquest do not conflict really.  So they see each other as an ally.  Not best friends or anything like that, but there is mutual trust built up over centuries.  They are evil, not stupid.   If I were to play this out then I would have an alliance between the Drow and a group of dragons.  Most likely the red dragons, like what the Githyanki do.  I might even revise that a bit and say it was a select group Drow that went to serve Tiamat and she in return had some dragons serve Lolth.  Of course they are spies, but everyone knows this.

Here is an odd entry, attributed to the Demonomicon that Lolth is the offspring of Tiamat and Alrunes, the Queen of Sorcery.   Not quite sure about that one really.  But I have conjectured that Orcus is the offspring of Tiamat.  That would give me a hook too.

Of course I had this evil thought of using  the Scales of War material for the last few adventures.

Just a little late night research.

Anything cool about Tiamat or Lolth I should know?

Monday, May 21, 2012

Castles & Crusades updates

I want to thank everyone that gave me advice on C&C recently.


Here is what I now have:

My son owns the physical copies, I bought PDFs.  Because, well, I like reading on my tablet.
We are playing a C&C game at Gen Con and I am going to be playing around a bit with the PHB.

What I like so far is the ability to use 1st ed and 3rd ed material seamlessly.  Yeah I do that now, but I do it with 3e and a lot of prep.

Not 100% what I am going to do yet.  But it will be fun to figure it all out!

Sunday, May 20, 2012

Gen Con Registration

Well I got into Gen con registration this morning.

I didn't end up getting all the games I wanted, but I did get a lot of good choices.

I wanted to take my kids on a "history tour" of D&D.
So far we are going to be playing 5e/Next, 4e, 3e and Castles & Crusades.  I wanted to get in an AD&D1 game and Basic game.  No luck though.

I still might run them through a Basic game on my own one of the nights.  Of course if I can find a Labyrinth Lord game, I'd love that. C&C is close to 3e and AD&D so this is a good choice.  And I wanted to play that one myself.

I am not sure if I'll have time for a Ghosts pickup game, though I love to try it at least one night.

Hope you all got your games!

Tuesday, May 15, 2012

Talk to me about C&C

My son's group has moved from Pathfinder, to ACKs and now to Castles & Crusades.


I recall playing around with this game a little bit when it first came out.  But now I see there are a bunch of new 4th printing covers that are green.  Are they any different?

I have the Castle Keepers Guide and I have Tainted Lands.  The C&C books that came with that are all that I have.  For the record I was not thrilled with Tainted Lands.  It just never really jelled with me I guess.

So tell me about it.  What appeals to me is the 1st edition feel of it, but still taking advantage of the progress made in 3rd Edition.

This is what I have on my current "wish list", I think this could keep me set.


My son really loves it, but I have also suspected for some time that our next game is going to be either AD&D1 or a very modified version of 3.x (more modified that what I have now I guess).

So talk me.  Tell me what you like, what you hate.  If you are from Troll Lord then this is your chance to sell me and my readers on your game!

Tuesday, May 8, 2012

Gen Con Schedule is out

The Gen Con schedule is out now.

I do not have any Ghosts of Albion games running.  I wanted to focus on paying games with my boys.
We are going to try to get into the D&D Next games, try to get some AD&D first ed in, and hopefully some D&D Basic (a clone) would be good too.  I'll run some D&D 3.x too, so we will get the full D&D experience. I think it will be great.

I happy to see there are plenty of Victoriana games, some Buffy/Unisystem games and some others I am interested in.  I'll have to put together a schedule.

I am sorry there won't be any Ghosts of Albion games.  But I am not amiss to doing a pick up game one night.

Thursday, April 26, 2012

W is for What Next?

(Apologies to all coming here for the A to Z challenge, you might not be all that familiar with the back story of today's rant.)

I wanted to talk about World of Darkness today. But instead I am going to rant.  Well not rant so much as complain about gamer privilege. I know in the scope of things this is so minor as to be non-existent. But yet here I am...

W is for What Next?

So unless you were away from the internet like was all day yesterday you probably missed the "Big news" that Monte Cook packed up books and told WotC, "Screw you guys I'm going home."

Ok, not exactly like that.  Lots of times people leave projects on properties they love due to disagreements.
I have left playtests in "protest" before over a direction the author wanted to take that I felt was a bad idea.  I won't name names either, but it was a property I really liked and was honored to be a part of.  The game in my mind still sucked, but plenty others still liked it so maybe I was the one in the wrong (I don't think so).

So Monte Cook has left Wizards and his work on D&D Next; the nom-de-net for Dungeons & Dragons 5th edition.

I am a D&D fan. I am a D&D loyalist in fact.  I have every single edition and played them all.  I have nearly every retro clone.  I bought into the D&D 4 hype and bought a ton of books for it. I loved moving the minis on the maps with my kids, I loved the fact that the classes were balanced and I loved that 1st level characters all had something to do.  I disliked how long combats took. I disliked all the meta-gaming that had to go on with feats and surges and actions and markings.  But it was D&D and I still was able to do the sorts of things that worked for me.

Now we are going into the next version, and I have barely played the last version.  My kid's group, The Dragon Slayers, are wrapping up their 3.x game.  We have gone through many of the "Classic" adventures and as much as I love 1st Edition, I really don't want to go back to it.

I know.  I am complaining about having too many games to play. Woe is me...

I guess I'll wait for the playtest like everyone else.  But I have to say that at the moment, D&D 5/D&D Next is not filling me with a lot of excitement.

Meybe I'll just back to D&D Basic and house rule the hell out of it.  Start characters at a higher level (really, wizards should have more spells than 1) and use some of the rules I like from 4e (bloodied) and 3e (multiclass).

Thursday, March 1, 2012

Dragonslayers: An Epic Epic of Epicness

So after my Book of Vile Darkness enhanced version of S4:The Lost Caverns of the Tsojcanth, the characters all for the most part hit 20th level and frankly I don't want to stop.

So I am pouring over the Epic Level Handbook now.  This is not something I used back when I was play 3.x, and it has taken this long for the boys to get to this level.  I have some issues with it, for example the editing seems bad in places. But man this book is just full of great ideas.  Some of which would be great for Epic Level Play in D&D4 or 20+ level in D&D Bacic/BECMI.
Really it is kind of a fascinating book.  It takes the rules into places the original designers I don't think expected, but yet there is such an enthusiasm for it that it makes the reality of a 30-level D&D4 a no brainer.

They have not leveled up yet, they are still in the caves.  I am merging the 3.x rewrite of the LSotT with the Forgotten Temple of Tharizdûn.  I now have the temple far, far underground where the dengerate Norkers dwell and keep millennia old rituals alive to a God no one remembers.  There will be demons, monsters of pure chaos and all sorts of evil.  Maybe even a rogue Brain Collector.  Love those guys.

To keep the sense of evil, dread and most importantly fear, I am still going to use the Book of Vile Darkness (both the 3.0 and 4.0 versions) but I'll also include some elder scariness from the Epic Level Handbook too.

The idea here is to build to something big, apocalyptic even.  That is why I bought this thing.


The Mage Knight Apocalypse Dragon to stand in for the full Goddess form of Tiamat.  That is the 3.x era Aspect of Tiamat and the 4e Orcus.   I am not sure how powerful she is going to be, but I am expecting HP in the low 1000 area, at least 30-35 HD and enough magic the stomp a small city-state.  I want it to be so epic that the boys will tell their own kids one day.  Just like the time that my characters had to defeat Orcus in the original H4 Throne of Bloodstone back in that far off time of 1987 and that mystical land sages once spoke of, Southern Illinois.

But since I also want to make all the battles leading up to this one epic in feel I am also reading other's play experience with these two modules.

Beedo over at Dreams of the Lich House has a great post on his group's battle in the Temple of Tharizdun.  This is a great run down and shows that all in not quiet in this so-called Forgotten temple.  James of Grognardia gives us his retrospective as well.  What both bloggers offer me is something I already knew, but was glad to see it all spelled out again.  The Forgotten Temple is not a simple dungeon crawl. Sure it looks like one, but it isn't one. This is alien horror.  This is Lovecraft meets the Satan Pit.
There is no over ridding goal to this adventure.  This is uncovering a plot and then running the hell away. I'll give them chances to acquire some magic items, even face some ancient, eldritch evils.

If I ever do Tharizdûn it will have to be even bigger than the Tiamat battle.


Tharizdun. Now there is name.  You don't need to know anything else about this guy other than his name to know he is up to no good.

In Gygax's Oerth he is the next best (worst) thing to Satan.  He is the Source of All Evil, to borrow a page from Charmed.  He is the biggest baddie there is.  I'll take his "Satan" aspects and his "Thasaidon" aspects and maybe even pepper in a bit of Lovecraft for good measure.

Links I am currently reading for "inspiration".
http://en.wikipedia.org/wiki/The_Forgotten_Temple_of_Tharizdun
http://en.wikipedia.org/wiki/Tharizdun
http://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Thasaidon
http://en.wikipedia.org/wiki/Ghaunadaur#Ghaunadaur
http://en.wikipedia.org/wiki/Elder_Evils
http://forgottenrealms.wikia.com/wiki/Tharizdun
http://www.canonfire.com/wiki/index.php?title=Tharizdun
http://www.canonfire.com/wiki/index.php?title=Elder_Elemental_Eye
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=968
http://grognardia.blogspot.com/2008/11/retrospective-forgotten-temple-of.html
http://grognardia.blogspot.com/2010/08/pulp-fantasy-library-dark-eidolon.html
http://ulmo.mux.net/greyhawk/tharizdun.html

Anyone else run an Epic level game?  Or take on the Temple of Tharizdun.

Friday, February 24, 2012

Prestige Class: Witch Priestess

Continuing with my new witch Prestige Classes for d20/3.x/Patherfinder.
Earlier I posted the Queen of Witches, today I want to post something I feel lacking in the Patherfinder witch; A connection to the divine.

One thing I felt the early batch of witch books for the d20 game did well was the inclusion of a good amount of Prestige Classes.  There were all sorts really, but the ones I liked the best allowed the witch to take an aspect of what made her a witch and explore it in detail.  The Witch Priestess is one such class.    I suppose to fill out the mix I would also include an Arcane Witch, an Occult Witch, maybe some sort of expert on Charms and another on Potions.  But that would be for another day.

Here is the Witch Priestess.  All content below this point is consider Open.

Section 15:  Witch Priestess, Copyright 2012, Timothy. S. Brannan.
OGC Declaration: The following text content is considered Open Content for term of the OGL.

Witch Priestess
To a witch religion and witchcraft are the same thing and worship is a fairly private affair; it is something she does with (or even without) her Patron in her own way.  To the Witch Priestess though, religion, witchcraft and worship are far more important and she is considered to be a leader in the witch’s religious community and life. Not all witches are called to become a Witch Priestess and the sacrifice is great one.  The witch becomes more like a cleric in many respects.  She gives up advancing in her arcane spellcasting and begins divine spell casting as a cleric of the same level.  The Witch Priestess does have healing powers, but she cannot convert spell energy into healing energy as a cleric can.

Hit Dice: d6

Requirements To qualify to become a Witch Priestess, a character must fulfill all of the following criteria:
Knowledge (Religion) 8 Ranks
Knowledge (Witchcraft): 10 Ranks
Feats: At least one Witch feat.
Special: A Witch Priestess must belong to a coven.
 A Witch Priestess typically has a high wisdom.


Class Skills The Witch Priestess class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature), Knowledge (religion), (Int), Knowledge (witchcraft) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill points at Each Level: 4 + Int modifier

Class Features All of the following are class features of The Witch Priestess prestige class.

Weapon and Armor Proficiency: The Witch Priestess gains no proficiency with weapons or armor.
  Special: The Witch Priestess gains special powers at each level of her progression.

  Spells per Day: The Witch Priestess begins gaining Divine spells as a cleric of the same level.  The Witch Priestess can though add her levels to levels of witch for determination of DCs or level based effects.  Levels of witch do not however add to her levels of Witch Priestess when casting divine Witch Priestess spells.  For example a character with 10 levels of Witch and 3 levels of Witch Priestess will cast witch spells as a 13th level witch, but Witch Priestess spells as a 3rd level caster. NOTE: A Witch Priestess with levels in a divine spellcasting class may opt to continue to progress with those spell levels, they will not however add to her casting of witch spells.  So a character with 10 levels of Witch, 3 levels of cleric and 3 levels of Witch Priestess can cast as a 10th level witch and as a 6th level divine spell caster.

  Divine Spells: The witch may cast spells as a cleric of the same level. She uses the same list of spells as does the cleric.  She still cannot use spells that are contrary to her alignment or beliefs; that is  no Raise Dead spells. Domain: The Witch Priestess gains access to a clerical domain of the appropriate type.  They gain the spells and associated powers as a cleric with this domain.  At 8th level the Witch Priestess gains a 2nd domain.
   Occult Powers (Su): At 3rd level the Witch Priestess gains additional occult powers as if she were a witch of that Tradition.  The Witch Priestess will choose occult powers form her own Tradition first always at 3rd  level, then branching out to the other Traditions for her next Occult power. Note: Some witches call their Occult Powers “Hexes”.  These witches may choose a new Witch Hex at these levels.  The first Hex must be of the Minor sort. The second Hex may be Major or Grand as appropriate.
  Bonus Feat: The Witch Priestess gains an additional feat.  She may choose from Witch or Cleric/Divine feats if she meets the requirements.
  Form Coven: The Witch Priestess can form a new coven. If she is part of a coven now she will leave, with no ill will, to form her own coven.  The number of witches she gathers is equal to 1d6+ her Charisma modifier.  These witches will be under 6th level for a total number of levels equal to the Witch Priestess level + her level as a Witch.  For example a witch with a 17 Charisma can have a maximum of 9 (3 + 6) witches.  If she is a 10th level witch and a 5th level Witch Priestess the she can have a maximum of 15 levels of witches in her coven. So possibly 8 1st level and 1 7th level or any combination thereof.
  Drawing Down the Moon (Su): Once per day the witch priestess can recall a number of spell levels equal to half her level (witch and witch priestess combined) rounded down.  The witch must complete a ritual to regain her spell levels that takes a full round.  Once complete the witch regains the knowledge of the spells lost.
   Charge of the Goddess (Su): The witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +2 to all her saves and AC.  She also gains +3 to all offensive attack forms, spells (spellcasting and DCs) or weapons.  This charge lasts for a number of rounds equal to the witch’s Wisdom score. It may be performed only once per day and takes one full round to perform.

Level BAB Fort. Ref. Will Special Divine Spellcasting*
Save Save Save 1 2 3 4 5
1st +0 +0 +0 +2 Divine Spells, Healing 1
2nd +1 +0 +0 +3 Domain (1st Domain) 1+1
3rd +1 +1 +1 +3 Occult Power / Hex 1+1 1
4th +2 +1 +1 +4 Bonus Feat 2+1 1+1
5th +2 +1 +1 +4 Form Coven 2+1 1+1 1
6th +3 +2 +2 +5 Drawing Down the Moon 3+1 2+1 1+1
7th +3 +2 +2 +5 Occult Power / Hex 3+1 2+1 1+1 1
8th +4 +2 +2 +6 Domain (2nd Domain) 4+1 3+1 2+1 1+1
9th +4 +3 +3 +6 Bonus Feat 4+1 3+1 2+1 1+1 1
10th +5 +3 +3 +7 Charge of the Goddess 5+1 4+1 3+1 2+1 1+1

*A Witch Priestess may choose to continue advancing as any divine spellcasting class she also has.

Tuesday, February 21, 2012

Prestige Class: Queen of Witches

While I enjoy the Pathfinder Witch there is a serious lack of good witchy prestige classes.  Here is one based on my own Liber Mysterium witch and was going to appear in the 3.5 update.   Some of the powers and ideas here are actually based on my playtests of my Basic Witch class.

Section 15: Queen of Witches, Copyright 2012, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.

Queen of Witches
There are witches so dedicated to their path and to their Patron that they become not only the de-facto leaders of many covens, but of their traditions as well. They are considered to be the chief agent of the Patron’s will. Sometimes these witches can claim divine parentage, others are chosen by her peers for her deeds. In all cases the Queen of Witches is imbued with a spark of divine power.
Generally speaking there is only one Queen of Witches per Tradition, so only 13 (or less) in the world at any given time.

Hit Dice: d4

Requirements 
 To qualify as a Queen of Witches, a character must fulfill all of the following criteria.

Knowledge (Religion) or Knowledge (Arcana): 7 Ranks
Knowledge (Witchcraft): 13 Ranks
Feats: At least one Witch feat.
Spell casting: Ability to cast 7th level spells
Special: the Queen of Witches must belong to a coven.

 The Queen of Witches typically has a high wisdom.

Alignment: Any.

Class Skills

The Queen of Witches class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of The Queen of Witches prestige class.

Weapon and Armor Proficiency: The Queen of Witches gains no proficiency with weapons or armor.

Special: The Queen of Witches gains special powers at each level of her progression.

Spells per Day: The Queen of Witches continues to progress in spell casting as if she had gained another level as a witch. This does not include any special powers or benefits, such as extra feats or occult powers (except as noted below), she would normally receive for progressing as a witch.

    Awesome Presence (Su): At first level, the Queen of Witches is infused with the power of her faith and by the faith her Coven has in her. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. All witches will treat her with deference and respect. Secondly enemies can also detect this aura. Any morale checks made by enemies are at a –1 penalty.

    Occult Powers (Su): At 2nd level the Queen of Witches gains additional occult powers as if she were a witch of that Tradition. The Queen of Witches will choose occult powers form her own Tradition first always at 2nd level, then branching out to the other Traditions for her next Occult power.
Note: Some witches call their Occult Powers “Hexes”. These witches may choose a new Witch Hex at these levels. The first Hex must be of the Minor sort. The second Hex may be Major or Grand as appropriate.

     A Thousand Faces (Su): At 3rd level the witch gains the ability to change her appearance at will, as if using the disguise self spell. This affects the witch’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the witch’s appearance, within the limits described for the spell.

    Timeless Body (Su): At 5th level the witch no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the witch still dies of old age when her time is up.

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +0 +2 Awesome Presence +1 level of existing class
2nd +1 +1 +1 +3 Occult Power / Hex +1 level of existing class
3rd +2 +1 +1 +3 A Thousand Faces +1 level of existing class
4th +2 +2 +2 +4 Occult Power / Hex +1 level of existing class
5th +3 +2 +2 +4 Timeless Body +1 level of existing class


Sunday, January 29, 2012

The Dragonslayers vs. The Lost Caverns of the Tsojcanth, Finale

Last night the Dragonslayers (aka my kids) finished up the Greater Caverns to discover Iggwilv's greatest treasure and fight Drelnza.  I was considering to bring her back, but she was so completely destroyed that I just can't imagine how she would do it.


The boys did great really, I am very pleased how they played.  I was amazed how well my youngest did.  He figured out the secret of the central doors really fast and had a really good sense of direction.  We used minis of course, but not for the entire dungeon, just the battles.  They got the Lanthorn, the Prison, and all her books of magic.  Everyone leveled up one level.

Of course the boys had a  great time and we even got to play past bedtime. They woke up today and wanted to get right back into it.  That is the sign of a good adventure.

Now I need to figure out what the guys are going to do next.  I'd love to move on to the Forgotten Temple of Tharizdun, but I am anxious to get them to the big battle against Tiamat.

For that I am considering using the old H4 Throne of Bloodstone, but not sure yet.

Here are the previous posts in this series.



Tomorrow. Something special!


Monday, January 23, 2012

Quintessential D&D for D&D.Next

Remember my idea back from the late Summer, the one I was calling Quintessential D&D where there are five linked adventures that used all the rules of all D&D?

Here are the links to bring you all back up to speed.
http://timbrannan.blogspot.com/2011/08/quintessential-d-half-baked-ideas.html
http://timbrannan.blogspot.com/2011/08/half-baked-adventure-idea.html
http://timbrannan.blogspot.com/2011/08/so-building-off-of-my-half-baked.html

With me?  Ok good.
It dawns on me that with what I am hearing about D&D5/D&D.Next that this is the perfect segue into the new rules.

So the characters play through the worlds, they collect the Three Great Books of Gax, fight the dragon guardians and reset the universe.  Reset it to what though?  Easy, reset it to 5th edition.

With the new change in the rules I am not 100% sure I am going to finish up my 4e game.  Or if I do, it will be largely altered to fit into the kinda game I want to run (I still want Drama Points in D&D.)

Stepping away from this for a bit it occurs to me that this would also make a great play-test platform for D&D5.

In the mean time here is an interesting retrospective bit on "Could WotC Support ALL D&D".  What a difference seven months can make.

Year of the Dragon

Today is the start of the Chinese New Year, the Year of the Dragon.  And what a year it is turning out to be so far.



"May you live in interesting times." goes the old saying (which may or may not actually be Chinese in origin).

We are certainly living in interesting times now.  Never has there been such unprecedented access to games of any generation.  So of course I have indulged, maybe even over-indulged.

There has been an interesting side effect to this. The editions war have hit home.  In February  we are ging to playing: D&D4, Pathfinder, Basic D&D, and we want to try out some 1st Ed AD&D as well.  This is not even taking into consideration our semi-regular D&D 3.x game. And everyone here has an opinon on what works and what doesn't.

I have talked to some of the new D&D5 playtesters and so far 5e/D&D.Next does not appear to be what most people think it is going to be.  Well, I say "most" people, I guess I really should be saying "loud" people.
I do have renewed hope for the next version of D&D.

I fear no matter what both the 4e and the OSR crowds are not going to like it; each thinking this new game looks too little like their own and too much like the other.

While there are plenty of doom-and-gloomers out there, I want D&D to succeed. I would love to see a new Golden Age in fact.  We have everything we need really, we just need to get the world to see D&D (and by extension all RPGS) as a good low cost alternative to MMORPGS/Computer games that the whole family can enjoy. (see this bit here)

Get the families.
That is where the money and future is.

Sunday, January 22, 2012

Adventure crowd sourcing

Afternoon all.

I am looking for good 1st level adventure for about 5 characters that can be run in a little more than an hour.

I have some ideas, but want to know what my options are.

Any version of D&D is fine since I want to try it out on a few different versions.


Tuesday, January 17, 2012

The Dragonslayers and the Books of Vile Darkness

The Dragonslayers are currently wandering around the Greater Caverns of Iggwilv's lair (The Lost Caverns of Tsojcanth).

They have been sent to recover the rumored "Golden Treasure of Iggwilv" which of course is Drelzna.  I am of course keeping all the treasure (Demonomicon, the 6 books, Prison and Lanthorn) but I am also throwing in a copy of the Book of Vile Drakness.

I have been using the 3.0 version to expand the monster choices in the dungeon, figuring Iggwilv would have bound some demonic creatures to her lair.  Plus, the original S4 introduced a lot of new demons to the 1st Ed Game and the BoVD added more to the 3rd ed game.

So I picked up the 4th Ed Book of Vile Darkness over the weekend to help buff up what would be in the game world version.

I have to admit, the 4e one does not compare to either the 3.0 version OR the 4e Demonomicon.
The 4e version is fine, don't get me wrong, but it lacks the gravitas the 3.0 version had.

It's not that the 3.0 is more graphic (graphic is not the same thing as useful or good) but it suffers from the basic fact that all the ideas that should be in have already appeared somewhere else.

I'll use the props that came with the 4e version, and I'll expand the 3.0 version to include the 4e (And really converting between the two systems is not that hard).  I'll use the monsters in the lower levels, espcially if I plan to add on the Thaizdun bits.

Plus the Dragonslayers need the book because it has a ritual to summon Tiamat.  They are all god characters, and the ritual requires the sacrifice of a "Rainbow Dragon" which at the moment they think is a Chaotic good faerie dragon.  Have not decided about that one yet.  They are just kids afterall.

Did I get my money's worth for the 4e book?  Yeah, I feel that I did. There are some very neat ideas and some cool things for a 4e game.  Not as much as I would have hoped for though.

Of course if I use the book in 3e, should I turn around and have it reappear in 4e or 5e?  No idea yet.  Let me get done with 3e first.

Oh. And my oldest son wants to go back to Mentzer Basic.  It figures really, I have tried to push Moldvay/Cook Basic D&D on him for so long that naturally he would only be interested in the one box I never really pull out.


Friday, December 23, 2011

Return of the Dragonslayers

I got home early from work today and my boys wanted to play some D&D.  Like a good Daddy I agreed.

We continued going through the Lost Caverns of Tsojcanth, the Lesser Caverns, and they got to the stairs to the Greater Caverns.  I pulled out my 3.0 version of the Book of Vile Darkness to up the "demonic" content a bit.  I figure that caverns are a stopper for the forces of the Abyss, so the boys are bound to run into the worst types of demonic scum.

The original adventure had the Greater Caverns were protected by a gorgimera.  Today it was the largest abyssal chimera ever seen (well by them).

It was a great time today.  Looking forward to the Greater Caverns and the search for Iggwilv's greatest treasure.

Thursday, December 8, 2011

The Witches Three: 4e v. Pathfinder v. OSR

We are at an an interesting time in the history of D&D.  Today we have two games, but fun and great to play, that are the heir's of the legacy that is D&D.  The first is a direct descendant of the previous version with some of that version's best and brightest minds; Pathfinder.  The other bares the name, but is very different in structure and play, but no less fun and no less of an adventure: Dungeons & Dragons 4th Ed.  BUT that is not all, like buying two and getting the third for free we also have the large and chaotic mass that is called the OSR.  In it are many games that also claim rights to the throne.

I am not going to delve into the relative merits of one game or the other. Or even talk about play style or anything else.  Play the game you enjoy, the way you enjoy it.  Personally I like to play all of the above.

No today I want to drill down my attention on one thing in particular.  How the witch class is presented in the rules in these games.  For the first time we have what can amount to an "Official D&D Witch Class".

The 4e witch was just introduced in Heroes of the Feywild and the Pathfinder witch was introduced in the Advanced Players Guide.
For the moment I want to recuse myself from commenting too much on the OSR witches.  Both "The Witch" and "Eldritch Witchery" are off to editors, but still I don't think it would be the most proper thing to do.  That all being said I don't have issues commenting on these witches since a.) they have already been written and published and b.) all my ideas are already on "paper" and sent off, so I am not likely to change anything at this point.

So what do we have here?
Both the 4e and Pathfinder witches use Intelligence as their prime ability and the one tied to their spellcasting.
Both require the use of familiars to learn their spells.
Both can form covens for an added benefit or coven related benefits.  The 4e witch handles covens a bit like builds.  The Pathfinder witch can only join a coven with a hag.  I don't like that at all really.
Neither offer much right away in terms of higher level class options; ie no Paragon Paths (outside of the Legendary Witch) and no Prestige Classes.

The 4e witch, as mentioned previously, is a "type" of Wizard. This bugged me at first, but I got over it once I saw the advantages.
The Pathfinder witch is a base or core class.

The 4e powers are very much in line with charming, controlling and turning enemies into animals.  There are some "striker" like powers, but not many really.  The authors took care to make the distinction between Witch, Wizard and Warlock a lot clearer.

The Pathfinder Spells are similar, but lot are pulled from both the Arcane and Divine lists.  The Pathfinder witch with Hexes and a familiar gets an absolute ton of spells.  I'll need to go into detail on the Pathfinder witch on a later date.

I am using my checklist from Tom Moldvay as a means to identify how witchy these classes are, at least for a start.

Ability 4e Witch Pathfinder Witch Basic Witch
1. Ability to use Herbs skills skills ability check
2. The Power of Fascination powers spells spells
3. Clerical and Magic-User magic Yes Yes Yes
4. Sympathetic Magic limited to powers limited to spells new spell mechanic
5. Worshipers of forbiden religions yes yes yes
6. Powers based on natural cycles "Moon" builds no spells
7. Covens Yes only with hags Yes
8. Ritual Magic In PHB I only limited Yes

Based on that, the Pathfinder witch is a little short, but nothing that can't be fixed with role-playing and some supplements.  I do notice that Moldvay's list does not include the ability to use familiars.  I think that is rather important too.

I am getting a chance here in a bit to play some more of the 4e Witch so I'll know better how she plays out.  I am still looking for a chance to play the Pathfinder witch some more.

Negatives
Here is what I don't like about the classes.

4e Witch: There is still some confusion over the roles between a Witch and a Fey Pact Warlock.  Maybe this is on purpose.  Warlocks and Witches should have animosity towards each other and this could be where it comes from.
While it is nice that the Witch has some of the same options as does the Wizard, it also means the witch can take "Fireball" or "Lighting bolt" as spells.  Two very iconic wizard powers.

Pathfinder: I hate what they have done with covens for the Pathfinder Witch. It robs the witch of one of her key elements to be honest.  The hexes are cool, but some of them are too focused on curses and less on the other aspects of witches.
Where are the Prestige classes?

Both/Either:  Intelligence as a prime stat?  I can see why, but really it should be Wisdom or maybe Charisma. They supposed to be members of the craft of the wise.

In any case it is an embarrassment of riches. I am not sure if I'll ever have enough time to play the games I have now, let alone anything released in the future.  I like both of these classes and would love to see more for both of them.

It's a good time to be me! ;)

Thursday, October 13, 2011

The Kids Are Alright

With my wife down from her surgery I have been left to do all the things she does, take care of her and still find the time to squeeze in "my" stuff.
One thing though (of many) that has taken a hit is my game time.

I have no idea really if I'll get back to my Pathfinder game; things are just too crazy on the weekends and my regular game with my kids has been hurting.

My son though REALLY wanted to play.  I couldn't so he sat down on his own and wrote an adventure involving finding a lost King and defeating the monster that took him.  It was simple really but he hit it with enthusiasm.  Remember, all those things we in the older guard consider cliche or even passe are still new to someone.
He then proceeded to grab my books, roll up some characters (it was a 1st level adventure) and play with his brother and a friend.  They were in my kitchen while I worked so I got to hear it all and answer

They spent some time looking for equipment, managing their funds and complaining about the high cost of cross-bow arrows in this land.  They heard rumors, interacted with townsfolk and then went on their quest.

They were attacked by goblins, but found clues that lead them to a treasure trove, the King and a green dragon holding him hostage.  The dragon was a youngling and not very skilled.  The fighter and the thief nearly bought it a couple of times, but they had some help from their retainers.
The king was returned safe, the gold from the treasure returned to the merchants' families and the King gave them all a reward for bravery and honor.

Not bad for a few hours of play.  And certainly not bad for their age range (8 to 11).

So when people are worried about whether kids have the interest in D&D anymore, I have to think of "The Forrest Quest".

Now good readers.  Can you also ID what version of the D&D game they were all playing?