Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Tuesday, September 15, 2020

Eludecia, the Succubus Paladin for Basic-era games

ePic Character Generator

Back in the 3.5 days there was this contest, the D&D Creature Competition. It was a fun little romp of pitting monster vs. monster in a bracket-style competition where people voted.  There were such mainstays as the Tarrasque, Meepo the Kobold, and a gelatinous cube, and some odd ones like a half gold dragon/half pixie, a warforged ninja, and Half-Amethyst Dragon/Iridescent Naga.  But the strangest one, and the one that eventually won was Eludecia, the Succubus Paladin.

Eludecia got a featured write-up and even an adventure centered around her, Legend of the Silver Skeleton.  I always thought the character was a really interesting one.  She is seeking redemption at a level that honestly staggers the mind. She has suffered (imprisoned inside a gelatinous cube to burn the entire time) and yet she is still trying to be better. She is a character I could see working quite well in D&D 5th edition.  But what about Basic-era D&D?  

Basic D&D: B/X or BECMI?

Lately, I have been playing an unholy hybrid of D&D B/X and BECMI and OSR.  It might not work for others, but for me it has been fantastic.

So I try to aim at a 1st to 14th level range, this allows me not to have to choose between B/X and BECMI level play.  I add in BECMI details when things get higher in level.  Thankfully for me, there are plenty of examples of Eludecia at levels 8th, 14th, and 18th level.  Once you figure her 6HD of Succubus this makes her 2nd, 8th, and 12th level Paladin.  That keeps her within the bounds of my B/X sweet spot.

In this version of Eludecia has been roaming the multiverse, seeking quests not to prove her worthiness, but to test it.  She has a shape-change ability, but she keeps her succubus features in the open so that everyone knows what she is.  To her, it is far more important to be truthful in her dealings with all mortals than to pass herself off as human.  She carries a holy sword, even though its touch hurts her. 

For her Basic build, I am going to start with the Succubus as presented in Eldritch Wizardry. Then I am going to add the Paladin class on top of that.  For the Paladin, there are a lot of choices including the BECMI Paladin in the Companion Rules or the OSE Paladin.  I think in the end I'll use the OSE Paladin and add in the BECMI material as needed.


The Eldritch Wizardry Succubus has the following features.

Succubi prefer to act alone and Eludecia is no different. In her case though it is because she knows her journey is a solo one. Only she can earn her redemption. Plus she knows she is a target by the forces of Evil and sometimes Good alike. She does not wish to put others in harm. She still has all her succubus powers; causing darkness, drain life, become ethereal, charm person, ESP, clairaudience, shape change, and gate.  She considers these powers to be tainted and will never use them, even to save her own life.  Her Gate ability will not work even if she tried, no demon will answer her summons. She does know this. She can't control her 70% magic resistance.

Her base AC is 9, movement is 40 (120), and 60 (180) flight. Her base HD is 6.  

I think for this build I want her a little higher level than her 3.5 days, so here she is now a 14th level Paladin. With her base 6HD this makes her a 20HD/level NPC.

Her base 3.5 stats are a little bit outside the realms of Basic D&D (unless I use some Companion or Immortal Rules).  
Str 18, Dex 14, Con 14, Int 16, Wis 14, Cha 30

I'll re-scale these to Basic levels.

I also opted to make her blonde as a nod to Sheila Mullen the supposed "model" for the succubus in the AD&D Monster Manual. 

Eludecia, the Succubus Paladin

14th level Paladin, Lawful (Lawful Good)

Strength: 18 (+3)
Intelligence: 16 (+2 languages)
Wisdom: 14 (+1 on magic-based saves)
Dexterity: 14 (+1)
Constitution: 14 (+1)
Charisma: 20 (likely it is a lot more) (+4)

Saving throws: D 2, W 3, P 4, B 3, S 6.  MR 70%

AC: 0 [19]
HP: 93 (6d8+6, 9d8+9,+10)
THAC0: 10 [+9]

Powers, Succubus: +2 weapons needed to hit, 70% magic resistance (these are powers she can't control)

Powers, Paladin: Divine Spells, Lay on Hands, Undead Turning

Equipment: Plate Armor +2, holy sword +3, holy symbol, normal shield

Spells

1st level: Cure Light Wounds, Detect Evil, Protection from Evil

2nd level: Bless, Hold Person

3rd level: Striking



How I Would Use Her

There is so much that could be done with this character. I guess that is why 15 years after she appeared I still find reasons to pull her out for things.

I am getting near the end of my HUGE Order of the Platinum Dragon campaign (more on that later) and presently the characters are stuck in the Abyss.  I think it is entirely possible that they might find her silver bones stuck in the Gelatinous Cube. The PCs could free her and gain an ally.  AND since I now have Basic-era stats for her, I can see her making an appearance in my new campaign, War of the Witch Queens.

Anyone ever use her in your own games?

Thursday, August 20, 2020

Wynnona Earp for NIGHT SHIFT

Wynonna Earp is back for Season 4! Largely due to the efforts of the fans, "Earpers",  and so far it has been great.  

So I think giving them the NIGHT SHIFT treatment is in order.

Spoilers up to Season 3.  Images of the characters by HeroForge.

Wynonna Earp
AKA "Nona"
5th Level Chosen One, Human
"I am the girl. With the big-ass gun."

Strength: 15 (+1)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 12 (0)
Wisdom: 13 (+1)
Charisma: 15 (+1)

HP: 40 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Brutal Warrior, Killing Blow, Supernatural Attack, Difficult to Surprise, Improved Defense, Ranged Combat, Survivor Skills, Stunning Blow, Melee Combat, Regeneration of HP, 2 bonus Damage Dice, the Earp Heir. 

Equipment
Peacemaker (gun form), whiskey flask.

Wynonna Earp is the great-great-granddaughter of Wyatt Earp and heir to the Earp curse.  She is the one that must rid the Ghost River Triangle of all the revenants, or "demon-adjacent" dead that return to battle with the Earp heir.

Waverly Earp
AKA "Waves", "Baby Girl", "Angel"
3rd Level Survivor / 1st Level Sage, Half-Angel
"Heroes always win."

Strength: 12 (0)
Dexterity: 14 (+1)
Constitution: 17 (+2)
Intelligence: 17 (+2)
Wisdom: 15 (+1)
Charisma: 17 (+1)

HP: 20 (3d4 + 1d6)
AC: 8
Fate Points: 15

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2    Ranged bonus: +3
Saves: +3 to Death saves

Special Abilities/Skills
Stealth skills, Danger Sense, Perceptive, Sneak Attack, Read Languages, Suggestion, Lore, Half-angel abilities

Equipment
Shotgun, Earp lore.

Waverly Earp is Wynonna's younger half-sister. She only recently discovered that she is not in fact and Earp, but instead the offspring of Michelle Earp, nee Gibson, and the Angel Julian.  She knows the most about the Earp family and curse.  She is currently engaged to former Sheriff Nicole Haught.

Nicole Haught
AKA "Red", "Sheriff Hot", "Hot Sheriff" 
4th level Veteran, Human
"Did I just hit my head and wake up in patriarchal bullshit land?"

Strength: 16 (+2)
Dexterity: 17 (+2)
Constitution: 16 (+2)
Intelligence: 16 (+2)
Wisdom: 17 (+2)
Charisma: 18 (+3)

HP: 37 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2  Ranged Bonus: +2
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking

Equipment
Shotguns, handguns

Sheriff (formerly) Nicole Haught is the only survivor of an attack of demons lead by Bulshar, the demon responsible for all the demonic activity in the Ghost River Triangle and the town of Purgatory. She is smart and resourceful. She is in love with Waverly Earp and just said yes to Waverly's proposal.

John Henry "Doc" Holiday
AKA "Doc", "Holiday"
5th level Veteran, Vampire
"Careful, Earp. Doing what’s right, even in the face of ridiculous odds … you are beginning to sound like a hero."

Strength: 20 (+4)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 13 (+1)
Wisdom: 15 (+1)
Charisma: 16 (+2)

HP: 42 (5d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking, Vampire abilities

Equipment
Handguns

John Henry "Doc" Holiday was cursed after his friend Wyatt Earp died and had been trapped in a well for 130 years. He was released by Wynonna and they went from being colleagues to friends to lovers. Though with his aging catching up to him Doc went to his ex-wife Kate and became a vampire.

This could be a lot of fun really!

How about a sneak peek at Season 4?

Let's hear that theme song again.


Friday, August 7, 2020

#RPGaDAY 2020: Day 7 Couple

I could go a number of places with this one, but I think I know what, or more to point, who I want to talk about.

Back when I was working The Craft of the Wise: The Pagan Witch Tradition I wanted to go back through my years of notes, not just on witches and witchcraft or even my notes on playing a B/X-style game, but on who were the Pagans I was trying to represent.  So I took a two-pronged approach.

Lars and Siân from HeroForge

First. I looked to the rules I was going to be using.  In this case, it was the Old School Essentials from Necrotic Gnome, in particular, the Advanced Fantasy: Genre Rules. That was the feel I was going with.  

I wanted to create some characters to mimic the feel of a "pagan world."  At the same time I was organizing my other RPG books and was thumbing through the game Keltia and it's companion game Yggdrasill.  Both really captured the feel I wanted in a "Pagan World" game.   So I took two character concepts from here, one from each game, and looked to translate them into OSE, Rules As Written.

What character types fit this notion of both Celtic and Norse/Scandinavian Paganism?

Simple. The Druid and the Bard.  Both classes have their roots in Pagan Europe and might even be two of the most "pagan" classes out there save for the Barbarian. 

Since my iconic witch Larina is often used to test my new witch classes once they are written, I wanted these two other characters to be my tests for the materials I was still writing.  I like to keep my variables to a minimum when playtesting, so starting with established classes is always my first choice.  If Larina is my witch, then these are the parents of the witch.  Who they were now was easy.

Introducing Lars & Siân

Since I was playtesting a Pagan game I used our world circa 350-500AD.  Lars is a Bard from Denmark. He was a member of a raiding party heading towards the British Isles.  I choose to ignore the Romans there for this since it worked out better for me.  The ship that Lars was on was beset by terrible storms (same sort that would bedevil King James over a 1000 years later) and his ship, and all the raiders were lost.  
He washed ashore in Wales (they had gone through the English Channel.  I never said they were good or even smart raiders) and was encountered by the locals where they nursed him back to health.  They recognized that he was a bard (or a skald in his own language) and thought it would be ill-advised to harm him.  He was given over to the protection of Siân, a druidess.  If this sounds familiar then I essentially ripped off the story of Amergin Glúingel and his journey to Ireland. Though Lars was not a Milesian.
There was some initial mistrust, but soon they fell in love and consummated their relationship on Beltane night.  Some 38 weeks later, Larina was born.

It amused me to use these characters, ones really brand new to me, to be the parents of a character I know so well. 

Lars
Lars, son of Nichols 
Lawful Male Human Bard, 12th level

Str: 13
Int: 17
Wis: 16
Dex: 14
Con: 13
Cha: 18

HP: 42
AC: 5 (leather armor, ring of protection)

Spells
First: Detect Danger, Predict Weather, Speak with Animals
Second: Cure Light Wounds, Obscuring Mists, Produce Flame
Third: Hold Animal, Protection from Poison, Water Breathing
Fourth: Cure Serious Wounds, Summon Animals

Lars, despite his name, is not based on Lars Ulrich. If anything he based on a combination of Donovan and Van Morrison. 


Siân
Siân nic Stefon 
Neutral Female Human Druid, 12th level

Str: 10
Int: 16
Wis: 18
Dex: 12
Con: 12
Cha: 17

HP: 38
AC: 5 (leather armor, ring of protection)

Spells
First: Animal Friendship, Entangle, Faerie Fire, Predict Weather, Speak to Animals
Second: Barkskin, Create Water, Cure Light Wounds, Obscuring Mists, Slow Poison
Third: Call Lightning, Hold Animal, Protection from Poison, Tree Shape, Water Breathing
Fourth: Cure Serious Wounds, Dispel Magic, Protection from Fire & Lightning, Temperature Control
Fifth: Commune with Nature, Control Weather, Transmute Rock to Mud, Wall of Thorns


I once said "I don't explore dungeons, I explore characters" and I had a great time exploring these two.

It's like reading the Superman stories that take place on Krypton before the planet explodes. Here I explored the Pagan world before Christianity took over (appealing) AND two characters that shaped one of my most important characters. 

I loved using HeroForge to make these as well.  Lars has Larina's face and hair color. Siân has the same body and staff as my first version print of Larina so many years ago.  This pleases me to no end.  Siân's face is that of a half-elf with human ears since I consider her to have a bit of sidhe blood in her, but that is true of all the Welsh I think. 

I might have to get these. They are two of my new favorite characters. Plus I am so pleased with how the different versions of Larina turned out I am going to have to get her mom and dad!

For those that are curious, yes, I am working on a Digest sized version of Craft of the Wise. Out very soon I hope!

Thursday, July 16, 2020

That's So Raven! Raven Swordsmistress of Chaos for BECMI

Raven by Luis Royo
Back in 1987, I was a freshman in college. My then Favorite Local Game Store was also my Favorite Local Used Book Store.  They sold new books, used books as well as new and old gamebooks.  I got a copy of the first printing Deities & Demigods here along with scores of old copies of Dragon and White Dwarf.  

One book they always prominently displayed was the American versions of Raven Swordsmistress of Chaos.  

I never grabbed the book but as an 18-year-old guy, I always was attracted to the covers. I even had a character named Raven, who like the cover, was blonde and had a pet raven.  I was vaguely aware there were more books in the series, but never knew how many. 

Over the last couple of years, I have been on a quest to find and read all the Raven books by "Richard Kirk" who was, in reality, the pen name of authors Angus Wells and Robert Holdstock.  Both wrote Book 1 and then they alternated with Wells on Books 3 and 5 and Holdstock on Books 2 and 4.

Well, I succeeded in my quest and I found them all and read them.
While they are not...good...they are fun little romp in late 70s Swords and Sorcery (and Sex, but not as much as the Corgi covers hint at). Sometimes described as a mildly ribald Red Sonja or a less ribald Ghita Of Alizar. The books however perfect for game fodder. 

Others have reviewed the books and I went back and forth on whether I should do the same.  So instead I am just going to link out to some of the better reviews and retrospectives for your own reading.

I figured there are five books in the Raven saga and there are five rule sets in the BECMI series.  
Seems like a good fit.  Plus it let's me try out each set of rules with a character.

I also did this with my very first character, the Lawful Cleric Johan Werper. While I find him interesting I figure you all would like to see Raven more. Also I wanted to get a good feel for how the fighter works in all sets AND the advanced fighter paths from the Companion rules.  So let's get to it!

Raven Swordsmistress of Chaos

Raven from Heroforge
The story Raven begins with that of a runaway slave girl named Su'ann. She is reduced by a mysterious warlock-like character named Spellbinder who recognizes that she is "the pivot on which the world turns" partially because she is also protected by giant Raven and he senses something in her.  Spellbinder and Su'ann, now calling herself "Raven" hook up with a band of outlaws and pirates.  They go from adventure to adventure but all the time Raven is training with swords, spears and what would become her "trademark" a set of throwing stars.  It was the 70s man.  Raven though is not training out of boredom, nor even for the higher purpose fate seems to have, but is very vague about, for her.  She wants to kill her former slave owner the Swordsmaster Karl Ir Donwayne.  
While Raven is the cover girl and the eponymous main character, the events are all narrated and told by Spellbinder many years after the fact. Even the scenes where he was not present.  

The story is one that is simple, but close to many FRP gamers. Raven wants to kill Karl Ir Donwayne. How is going to do that? Well, they need to Skull of Quez to appease this ruler to get to Donwayne. But they have to find the mysterious island first and then kill the beast-men. And there are shadowy loners, men with mysterious pasts. Raven jumping in and out of bed with Spellbinder, Gondar the Pirate captain, and even Krya M'ystral, the Queen and sister of the ruler they were trying to go see.  This is all in the first book.  There is a nice gory battle with Karl Ir Donwayne too, but he comes back in future books to bother Raven some more.

We never get a satisfactory end to Raven's story.  Book 5 just ends.  Though all the books are told from Spellbinder's point of view they could be out of order.  We do know that Raven met some sort of end between Book 5 and Spellbinder's remembering which seems to take place many years later. Maybe she became that agent of Chaos after all.

For this I am going to stat up Raven for each rule set in the BECMI rules, trying to feature what I feel are the best parts.  I am also going to try to feature what I can from what she was doing in the books.

Raven, ePic Character Generator


Sheets are from The Mad Irishman

Basic


Here is the Basic version of Raven.  The hardest this is always to guess at what any one character's numbers are going to be. I figure she had good strength and constitution as well as high dexterity since she favors the throwing stars.  Her charisma is very high, not because of her looks, but because she inspires a lot of loyalty from the cutthroats she usually hangs out with.

She is a fighter. No doubt. I also gave her alignment as Chaotic.  She is a force of chaos, but she is also a killer.  For this example, I thought putting her at level 3, or "Swordmistress" (no middle "s" like the books) was appropriate even for her first book.

You can see her full Basic sheet here (click for larger): 



Expert


Fighters don't get a lot in the Expert set. So for her 2nd book I just advanced her to 9th level "Lady" and gave her some magical chain mail.

You can see her full Expert sheet here (click for larger): 



Companion


Ah now here are some changes!

In the Companion rules, we have more going on.  First I wanted to have her become an Avenger or the Chaotic traveling Fighter.  She obviously has no lands to call her own and she is still going about killing things.  But the Avenger gives her some Clerical ability.

Magic is rare and dangerous in Raven's world.  But everyone seems to have some sort of supernatural sort of talent.  So for Raven, I choose spells that fit in with role as the "pivot on which the world turns" and other things like her raven companion.  So things like "detect magic" and "cause fear" made sense. She also got the 3rd level spell "striking" since that covers a lot of what could be a natural talent.

She also gets 2 attacks per round now at 18th level.

You can see her full Companion sheet here (click for larger): 



Master


Master level Raven is really Ultimate Raven.  This is the Raven that goes toe to toe with gods and spirits and comes out unscathed. 

She gets three attacks per round now and I implemented the Weapon Mastery Rules to give her mastery over the sword and her throwing stars. 
She gets more cleric spells, this time to the 10th level of ability.  Some spells are easily explained by her connection to her bird, fate, and chaos.  Others can be explained by natural ability. "Commune" for example is with her bird and the forces of Chaos only.  "Speak with Animals" can be roughly explained by her time with the animal men. Others could be when she was dealing with weird supernatural forces.

She also gets 3 attacks per round now.

You can see her full Master sheet here (click for larger): 



Immortal


This sheet is largely incomplete.  It is also the most different of the other four (printed from my DTRPG copy) and interestingly enough the only book in series that I don't have an American (Royo cover) edition of.  I do have the British Corgi version with the Chris Achilléos cover.  

I made a lot of guesses as to what sort of Immortal she would be and just cheated and made her an Initiate. I might try this again with one of my own characters that I know better. 

You can see her full Immortal sheet here (click for larger): 


All in all I rather pleased with these. I am curious to hear from anyone that has also read these books.
As far as BECMI character I am happy with it.

Links

Thursday, July 2, 2020

Kersy, The Witch Queen of Alphatia, Mystara (BECMI)

I knew my month of BECMI reviews and deep dives was going to be educational, but while I had hoped, I did not expect to find a new Witch Queen.  But there she was, in Module M1 Into the Maelstrom

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th level Magic-user and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct.  But.  Doing some deeper research into Kersy gives me a stanger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  
Koryis is the Immortal Patron of Peace.  While he was on his epic quest he sought to purge himself of evil in impure thoughts. He was successful and that "impurity" manifested itself as Kersy.

At least that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius we learn that she is beautiful with long raven black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!) but I have been looking for an excuse to use Vanessa Williams as a witch since 1997.  Today is that day.

Kersy and Koryis

We first meet both of these immortals in M1 Into the Maelstrom.  It is obvious they have a connection from the start.  

Kersy (Vanessa Williams) and her "brother" Koryis (Armand Assante)

Back when I was an undergrad in psychology I read a lot of Freud and Jung. It wasn't required, I was (still am) a Cognitive Psychologist. But I felt it was important to my overall education to know my subject's history.    While I like Freud, I find his theories to be outdated and outmoded.  Jung on the other hand felt more like philosophy than psychology at times.  I have credited his "Man and His Symbols" as one of my most important "Appendix N" books.  

What is the importance of that here?  Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima; who is Kersy.

Now if this is what happened then according to Jung Koyris is now forever incomplete.  Reading over the history on VoP it would seem that Kersy knows this. If we extend this to other Jungian archetypes then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris in his quest to rid himself of Kersy only weakened himself and gave his power away.

Kersy as a Witch

You knew I was going to come to this.  Kersy is not just described as a witch, she is listed on VoP as having the portfolio of Witchcraft and Charm. she is also described as being unique among immortals. She prefers to use her own magic for example.  She also seems to have become an immortal at the same time Koryis did due to their link.  So she hides from other Immortals, not having a Patron of her own, and lives in a cave on an Island filled with turkeys.
That's all rather disappointing.
Even a 30th level magic-user can do better than living in a cave somewhere.  So taking a page from my own games I say Kersy went on her own quest of Immortality and she got it, as a Witch Queen.

In this version soon after her "birth" Kersy, granted great power, but no learning on how such power should be wielded and let's just say poor impulse control, soon overpowers her jailers and sets her sights on the known world.  She travels much as her history suggests and in particular in Old Alphatia.  She studies magic everywhere and learns her magic does not come from the study of dusty tomes, she gets her magic from somewhere else. 
In the intervening centuries she learns much about who and what she is.  The divide between her and Koryis grew.  She still desires him and wants to make him hers. Maybe this is some desire to reunite their torn assunder soul or a darker desire to possess him in a way that was his desire but now forsaken and left with her desires.

Kersy, Witch Queen of Alphatia
31st level Witch, Eclectic Tradition
Female, Chaotic (Chaotic Neutral)

Strength 12
Intelligence 25
Wisdom 18
Dexterity 17
Constitution 19
Charisma 25

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 4
Rods, Staffs, Spells 3

+5 to all saves via Ring of Protection
+3 for Wisdom

Hit Points: 87
AC: -8
(leather armor +5, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 17 -2)

Base THAC0: 8
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Lesser: Familiar (Familiar Spirit)
Minor: Speak to Animals
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Polymorph Other
Superior: Longevity

Spells
Cantrips (8): Arcane Mark, Clean, Daze, Guiding Star, Mote of Light, Object Reading, Open, Summon Vermin
1st (9+3): Allure, Analgesia, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Eldritch Fire, Glamour, Mend Minor Wounds, Pace Without Trace
2nd (8+3): Alter Self, Beckon, Bewitch II, Blight of Loneliness, Burning Gaze, Continual Flame, Detect Charm, ESP, Evil Eye, Haunting Mists, Mind Obscure
3rd (8+3): Astral Sense, Bestow Curse, Bewitch III, Calm Animals, Clairsentience, Control Winds, Danger Sense, Expand Senses, Lethe's Curse, Toad Mind, Twisting the Heartstrings III
4th (8+4): Analyze Magic, Ball Lightning, Bewitch IV, Cauldron of Rage, Confusion, Divination, Forest of Deception, Instant Karma, Masque, Polymorph Others, Remove Curse, Threshold 
5th (7+4): Adoration, Bewitch V, Break Enchantment, Commune with Nature, Decimate, Enslave, Maelstrom, Nightmare, Sending, Song of Night, Ward of Magic
6th (7+3): Analyze Dweomer, Animate Shadows, Bewitch VI, Bones of Earth, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mislead, Smitten
7th (6+1): Adoring Crowd, Astral Spell, Bewitch VII, Breath of the Goddess, Irresistible Dance, Mass Polymorph, Veneration
8th (6): Adoration (Overwhelming), Bewitch VIII, Demand, Eye of the Storm, Mists of Ecstasy, Storm of Vengeance

Magic Items
Alrune Statues, Bracers of Protection, Brooch of Shielding, Calming Tea, Cauldron of Plenty, Cloak of Night, Cord of Protection, Earings of Timeless Beauty,  Friendship Tea, Ring of Protection, Wand of Spell Storing

Kersy is something of a unique witch, so I made her an Eclectic Tradition Witch.  She is also a solitary witch so you will notice and no "ritual" spells.   
I also opted to raise her to 31st level from 30th to give her a bump in her power.
As an Eclectic, I was able to grab spells and occult powers from a variety of sources.  While a case could be made that she is a Classical witch or even with bits of the Mara thrown in, I felt Eclectic was the best choice. 



Books and Resources Used

Friday, June 19, 2020

Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.

Monday, June 15, 2020

BECMI Special, Warduke for 5e

We are going into Companion Week so let's get a character above 15th level.  Who better than the poster boy for Chaotic Avengers, Warduke.

But since I am playing 5e this weekend, here are his stats for 5e.



H/T to Jason Vey for providing these stats.

Wednesday, May 27, 2020

Motherland: Fort Salem for Dungeons & Dragons (all editions)

Last week was the Season Finale of Motherland: Fort Salem on the FreeForm channel.   The season was great, start to finish. It had great characters that showed a lot of growth and at least three different "What the Hell!" moments in the last few minutes of the last episode.

If you have not been watching then you are missing out.  Motherland gives us an alternate history where witches rose up during Salem and forged a pact with the then Colonies to protect the new country from their enemies.  There are fewer states in the US and a large portion, The Cession, was given back to the Native Americans in return for their help and magic.  The series follows three new witch recruits, Abby, Tally, and Raelle, as they go through Basic Training and survive as a unit.
There is a terrorist organization of rogue witches known as the Spree who resent the servitude that sends all witches to the Army.

    Honor me, make a place for me and my kind and we will win your wars.
- General Sarah Alder to Massachusetts Bay Militia, Say the Words    

The show features a full cast of strong, interesting women characters.  The leader of the Army is General Alder, a 300+-year-old witch, their drill sergeant is a woman. Even the President is an African-American woman.  Men are either tertiary characters at best (the Witch-Father) or eye-candy (Abby's two boy toys).  Tally doesn't even see a man until one gives up his seat for her so she can fly from California to Massachusetts.  Not that men are put into a bad light.  The Witch Father is respected and well-liked. Raelle's dad is proud of his daughter and worries about her.  It's just their stories are not as important here.  That's a nice change of pace really.

The witches are also not a Ms. Pac-Man trope. They are warriors, witches but also women and they are allowed to be all three. It really is quite enjoyable and very different from what I have seen in the past.  It has been a fantastic first season.

I can't believe I have to wait a whole year to catch up on the Bellweather Unit and their battle against the Spree and "The Camarilla", the "Ancient Enemy" of all witches.   This certainly sounds like a lot of fun.   But can I wait that long?


So what am I going to do?  Easy.  Convert them to D&D characters!

The witches of Motherland are perfect as adventurers really.  They are great as a group with Abigail as their leader, Raelle as the healer and Tally as the seer.   I don't know much about who or what the Camarilla is, but given what we saw in the last episode I am looking forward to it.

Witches vs. the Camarilla?  Yeah. Sign me up!

Basic D&D and D&D 5

D&D 5 is the latest and greatest version of the game but the Basic version from the early 80s is my game of choice these days.  So I figure I can do both.

Basic D&D (1981)
In this version I would use one of my own Witch classes.  But instead of Traditions, I would opt for family lines.
I am putting them all at 3rd Level since they "Finished Basic." I know. Dumb D&D joke. 

D&D 5th Edition
In this version, there is no proper witch class.  There is a warlock of course, but that doesn't feel like the right call here.  With their focus on combat, voice-based magic, leadership, and some healing the obvious choice is the Bard class.  There is even a perfect sounding group for them, The College of War.

Abigail Bellweather

Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit.  She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series she is the leader she was born to be.  Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.

Base Abilities
Strength: 12
Dexterity: 11
Constitution:  13
Intelligence: 14
Wisdom: 11
Charisma: 17

Hair: Drk. Brown
Eyes: Brown

Basic D&D
Witch Level 3, Lawful
HP: 10  AC: 7
Tradition: Bellweather family (Leaders) (For this I will use my Amazon Witch Tradition)
Abilities: Windstirke*, Fighting Prowess
Spells: Fury of the Ancestors, Windshear* (Ritual), Suggestion

D&D 5th Edition
Bard Level 3, Lawful Good
HP:  21   AC:  11
Abilities: Bard Abilities, Spellcasting
Spells: Eldritch Blast, Thunderclap, Truestrike, Cure Wounds, Featherfall, Heroism, Thunderwave, Phantasmal Force, Suggestion

Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet

Tally Craven
Tally comes from the depleted Craven line. All her aunts had gone to fight in the Army and they all died.  She is the last of her line. She lived in the Matrifocal Allotment near Sacramento, California. She had not even seen a male until she answered her call of duty, an action her mother strongly wished her not to do.  Her power is to "see." She can detect disguised and hidden objects or people and might be one of the most powerful seers to come up in the ranks in a long time.
Tally is a sweet girl who loves with all her heart because that is what she knows.  She is fiercely loyal to her Unit.

Base Abilities
Strength: 11
Dexterity: 13
Constitution: 14
Intelligence: 13
Wisdom: 12
Charisma: 16

Hair: Red
Eyes: Brown

Basic D&D
Witch Level 3, Lawful
HP: 9  AC: 7
Tradition: Craven family (Seers) (For this I will use my Classical Witch Tradition)
Abilities: Windstirke*, Detect Evil
Spells: Foretell, Detect Invisible, Witch Sense

D&D 5th Edition
Bard Level 3, Neutral Good
HP:  24   AC:  11
Abilities: Bard Abilities, Spellcasting
Spells: Thunderclap, Truestrike, Detect Magic, Heroism, Identity, Thunderwave, Detect Thoughts, See Invisible

Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet

Raelle Collar
Raelle lived in the part of American known as the Chippewa Cession where the Indigenous Tribal Federations are.  She is a healer of great power, like her mother was.  Her mother was reported dead by the Army and Raelle blames the Army and Gen. Bellweather in particular.  She doesn't want to be there and her plan was get enlisted to the infantry and get killed as soon as possible.  Her attitude earned her the nickname "shitbird" from Abby.
Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.

Base Abilities
Strength: 12
Dexterity: 13
Constitution: 15
Intelligence: 12
Wisdom: 13
Charisma: 15

Hair: Blonde
Eyes: Blue

Basic D&D
Witch Level 3, Lawful
HP: 11  AC: 7
Tradition: Collar family (Healers) (For this I will use my Pagan Witch Tradition and Basic Witch Tradition)
Abilities: Windstirke*, Healing Touch (1d4)
Spells: Cure Light Wounds, Sleep, Heal Affliction

D&D 5th Edition
Bard Level 3, Chaotic Good
HP: 24  AC: 12
Abilities: Bard Abilities, Spellcasting
Spells: Thunderclap, Truestrike, Cure Wounds, Feather Fall, Healing Word, Sleep, Lesser Restoration, Warding Wind

Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet

Scylla Ramshorn
Scylla is a "Necro" or a Necromancer.  Because their power makes others uneasy they are quartered in a different part of the base. We learn that Scylla's parents were killed when she was young.   She meets and falls in love with Raelle.  Later we find out she is part of the terrorist organization known as The Spree, responsible for hundreds of deaths across the country.  Her job was to recruit Raelle, but she actually fell in love with her.

Base Abilities
Strength: 11
Dexterity: 13
Constitution: 16
Intelligence: 14
Wisdom: 13
Charisma: 18

Hair: Black
Eyes: Blue

Basic D&D
Witch Level 4, Chaotic
HP: 13  AC: 7
Tradition: Ramshorn family (Necromancer) (For this I will use my Mara Witch Tradition)
Abilities: Glamour
Spells: Bewitch I, Lay to Rest, Dark Whispers, Hypnotize

D&D 5th Edition
Bard Level 4, Chaotic Neutral
HP: 35  AC: 12
Abilities: Bard Abilities, Spellcasting, Magic Initiate (Necromancer)
Spells: Chill Touch, Message, Minor Illusion, Toll the Dead, Truestrike, Bane, Charm Person, Disguise Self, Dissonant Whispers, Sleep, Enthrall, Lesser Restoration, Suggestion

Click here for her D&D Beyond Sheet.

Notes

For Basic D&D I linked to the Witchcraft Tradition that best fits each witch.  If I were to do something more like this I might revive my old "War Witch Tradition."  This is the ancient Celtic tradition of witches like The Morrigan and Scáthach.



For 5th Edition Bards felt like the closest match.  I originally had Scylla as a Magic Initiate (Warlock) to cover her other magical abilities and to represent her membership in the Spree.  But I changed it to Magic Initiate (Necromancer) to cover some of her Necro powers.  She is still too low-level to really take advantage of the necromancy spells.

I considered making them all Sword-Pact Warlocks and taking a Magic Initiate Feat at first level to cover their various Traditions/Backgrounds.  So Necromancer for Scylla, Cleric/Healer for Raelle, Bard for Abby and Wizard for Tally.  That might still work well to be honest.

*Windstrike is the basic attack ability of a Warrior Witch.  With her voice the witch can cause 1d6+1 hp of damage.

*Windshear is a ritual spell performed by multiple witches.  It is a shield from attack and it destroys whatever comes in contact with it.



The Scourge is a flail like weapon used by all witches.  It is long with a whip-like handle and a knob on the end that glows with the witch's magic.  It is considered a +1 weapon and does 1d6+1 points of damage.  In D&D 5th Ed it is considered an exotic weapon.

The real test will be doing stats for Sgt. Anacostia Quartermaine and Gen. Sarah Alder.



Other Editions of D&D

Building these characters was so much fun I could not help but think how other editions of D&D might work.

1st Edition AD&D
Bards are out because they are very different here.  I would use Magic-users and let them dual-class into another class to help.  Or even use Druids.

2nd Edition AD&D 
Ah now here is a chance to really try something fun.  Like 5th Edition, I would make them Bards, but I would also have them take the Blade kit from the Complete Bard Handbook.  Again like 1st Ed, I might let them dual-class into another class OR just allow them to take the proper spells.

3rd Edition D&D
So many choices here.  I would try out a Hexblade or Bladesinger for these.  I mean really, a witch-army has the Forgotten Realms written all over it!  Blasesigners and Witches of Rashemen are just about War Witches now.

4th Edition D&D
So many classes!  Ok make them Pact of the Blade Warlocks, let them take a multiclass feat at first level to add the other class features they need.  OR start them out as Witches from Heroes of the Feywild and then multiclass feats.

I might try each option on one character to see how it would work.  The choice is obvious.


She may be General Sarah Alder, but I know a Witch Queen when I see one.

Tuesday, May 26, 2020

Review: ePic Character Generator

I like to think I have some solid talents. I am at an age where I know what I can do well and what I still need to learn how to do better.  And what I am terrible at.

I am a terrible artist.  I don't even try anymore.  That's fine really. I know plenty of great artists and the things I am good at have allowed me a lifestyle where I can buy the art I want.  But I still love to create.   And that is where character generation software comes in.
I was a HUGE fan of the Brazilian Factory of Heroes (Fábrica de Herois), the City of Heroes character builder, the Skyrim one, and the character builder with the added benefit of 3D-Printed minis, Hero Forge.

A few weeks ago I was in the market for a new character builder, potentially one for a project I have coming up.  Well in one of those rare instances of serendipity while I was doing my Google searches I was approached by András Bondor of Overhead Games.
András offered to send me a copy of the ePic Character Generator to try out. I figured it would be fun.  Well it is. I'll get into the details in a bit.

The character builder is free. You can download it and start right away.  There are even ways to gain free "packs" of design elements.  Their model, and I think it is a good one, is to charge for various design packs.  You see something you want, say the "Sorcerer" pack or the "Drow Spellcaster" pack then you can purchase them and add them to your suite.  You get four packs for free to start, "Female", "Male", "Large Male" (think demons and centaurs), and "Season #1" which combines a lot of smaller releases.
Prices range from $5 to $150.  So there is a pack for every budget.  There is a special perk I am going to talk about later, but it helps offset those costs for me.



For this review, I built a bunch of characters over the last month or so, but for today I'll walk through the building of my new favorite character, Maryah, a Ranger for Old-School Essentials.

Your opening screen has the four basic packs I mentioned above.  If you are going with just the free version for now then the Female pack has the most options.  Click on your pack and hit "Start".
Now at this point you might want to click on the tutorial first.  But I'll leave that to you.


Clicking start gives you the Female demo pack.  In my screens, you see the other packs I have installed.  Hey, you know me, if I can't make a witch first thing then I lose interest pretty fast. ;)


You can choose a pack and start with that. OR you can choose Load Fantasy, Load Modern, or Load All.   Typically I like to load all.   The advantage is you can mix and match all your elements in one design.  The disadvantage is you have lots of screens you might have to click through.


Once you do that you are given a workspace and your new character.  You can try clicking on "Random" to see what you get or click through the various options.
"Skin" also includes species options. So if you want a drow, an elf, a catgirl, or even a zombie this where you start.



There are options for scars, tattoos, and even dirt.  These options are a little limited.  For example, you can't design your own tattoo nor move the presets around.



Some options also exist as "Presets."  So in the "Hair Preset" it is a style and a color.  But what if you want a style, but a different color.  Or a different color anything for that matter?  There is a color palate wheel at the middle bottom of your screen that will allow you to change the color of your current selection.   You move your cursor to the desired color and get a standard RGB notation for it as well as a palette of recently used colors.  The ability to type on the RGB numbers is a great plus.  I might not be able to move my mouse where I want it exactly, but I can type in the numbers.


The ability to do this helps when matching clothes later on.  After the body mods you can then choose how your character appears.  Different packs give you different options.  since I am working on a ranger here, I am going to choose light armor/clothing and favor greens.


You can choose all sorts of items like weapons, back items. and even magic effects.
You can also add tails, horns wings and other elements depending on your packs.



Lastly there are backgrounds and other effects. In this section there are a lot of backgrounds, or you can choose to make the background clear.  You can add companions as well.  I rather like the choices of the animal companions, but the people companions look a touch "off" to me.  No fault of the software or the design team, I think it is a bit of an "uncanny valley" situation.



You can also move any element to the foreground or background.
In this section there are also auras, magical effects, and other items.

Let's move Threnody to the front.

The BEST part of this section is the ability to take your character and make Tokens or Cards. I have not tried to save these and import them into software like Roll20, but I can't see that it would be difficult.




If you have the paid version you can also remove (or turn back on) the Logo.



NOW here is my least favorite part of this software.
Saving and Loading is not at all intuitive.
You click "Settings" then are given the option to "Save" or "Load".

Thankfully if you attempt to exit or go back without saving you will be warned about losing your characters. You can also export your files as a PNG (with optional transparent background) or as Photoshop PSD (if you purchase that option).  Every element in the software is saved as a layer in the PSD file.  Very convenient really.

Not sure why her hair lost it color, but that is not a big deal.
Other Packs give you the option of making character portraits or monsters.

Honestly even with just a couple of packs, including the free ones, you can have a nearly endless supply of choices.  Of course, the packs are very, very tempting and I have been very pleased with the ones I have grabbed.  Overhead Games is always making more.

I did try the software out on my Chromebook as well, installed via GooglePlay and it worked well enough.  Not enough to make me want to switch over from my Windows 10 machine, but it is an option.

Chrome vs. Windows 10
The big thing that caught my eye was their full Commercial License.  Yup, if I want to create some art here and add to one of my books I can do that!  It won't (nor is it intended to) replace an artist, but it will give me some spot art or filler art for characters.  Especially the portrait options.


Overhead Games has strong customer service and support.  In the short while I have been using it I received a customer questionnaire asking about features and prices.  They also have customer forums where others share tips, tricks, and creations.   All my interactions with the company have been great and they are eager to answer any questions.

Another perk are the updates.  The software is updated often.  In fact sometimes I went in to my software and was told: "because you purchased XXXX we are including YYYY now for free." Or something to that effect.

If you are already competent with any 3D art software like Daz3D then you won't need this.
BUT if you are like me and can't even draw a stick figure OR you just want something designed to do RPG-style art then this is a good buy.  It is at least worth the download.

I have played around with it for a while now and I have been able to create most characters I wanted.  I did try to create a passable "Batman" but it did not turn out the way I wanted, but that is much harder to do really, and I am sure Overhead Games wants to avoid people being able to create such a recognizable character.

I was able to get a couple great looking versions of Larina.


It was worth getting the Sorcerer pack for the broom and witches hat.  I know what my priorities are.

Plus some classic D&D characters I'll talk about more next week.  Aleena and Morgan Ironwolf!



I even made a card, exported and edited in Photoshop. Pretty much set up for an RPG as is.



So yes the ePic Character Generator is a ton of fun.  I also see a use for it in the future for some books, but I'll have to judge that according to the book since I most often prefer older looking art.

The pricing model is also great. 

My only complaint is the saving and loading features, but otherwise it is a fantastic bit of software. I can't to make some more characters and see what else this can do.

Get it here: https://overheadgames.com/epic-character-generator/

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