Wednesday, July 13, 2011

New Witch Magic items, Protection items

In most games witches and wizards seriously lack anything like melee skills and protection.  This actually does not make much sense.  I see the logic in not allowing them to wear armor; there is the training needed to wear it properly and the interference with movements, but if you are going into a situation where arrows, claws and swords are all around you and often pointing at you then I think you would come up with some ways to better protect yourself.

Well the witches in my books typically do.  They create a variety of magic items that look like regular bits of clothing that can provide protection of one form or another. I have taken a lot of these from fairytales, legends and other places.

I am releasing these under the OGL, but they should be fine for any version of the "world's oldest fantasy role-playing game".  All content is open and is copyright 2011 Timothy S. Brannan.  Art copyrights are retained by their owners and are used here by permission (the broom) or public domain (hand of glory).

Broom of Protection: This broom appears to be an ordinary witch’s besom or other mundane broom. It’s magic is revealed when the witch uses it to sweep.
This broom provided protection as a Sanctuary spell when the witch sweeps a clockwise circle around herself and others. The effects last five rounds and may be repeated 3d6 times.

Broom of Protection, Threshold: This broom also appears as a normal broom. It’s magic is evident when placed across a door as a bar or propped up against a door to hold it closed. Once so placed the door cannot be opened save via magic. If placed across a threshold where there is no door then no one can pass through also save via magic or by making a save vs. Rods, Staves and Wands (or a Will save).


Charm Bracelet: This silver chain is worn on the wrist and has a number of metal charms attached. The number of charms, 1 to 4, indicates the level of protection the bracelet will provide. So 1 charm is +1 to AC and Saves, 2 charms are +2 to AC and Saves and so on.

Charm Bracelet, Luck: This silver chain appears to be a charm bracelet, but instead of providing protection directly it provides a +1 to any one roll. The number of times it can be used in a day is indicated by the number of charms, 1d6. The luck bonus must be announced before the roll is made. It may only provide a single +1 bonus per use.

Cingulum: This nine-foot long cord in often wrapped many times around the waist as a belt. Magical varieties confer +1 to +5 bonuses to AC. The material to make this cord maybe anything the witch has on hand (leather, hemp rope, cotton, silk) but the manufacture must be of high quality. The cingulum typically has a number of knots equal to its bonuses. The magic does not become active till it is wrapped around the waist and knotted.

Garters
Garters are bits of clothing, usually cloth or leather, but can be made of more exotic materials such as snake skin, used to hold up a pair of stockings or socks. Some garters are also worn without supporting any other item of clothing or on the arm. Only one garter may be worn per appendage.

Garter of Protection, Red: This garter is almost always red. It confers a natural armor protection of +1 to +5. Normally worn on the upper arm this garter is made of the finest leather available.

Garter, Snakeskin: This garter is made of the recently shed skin of a large snake (less than 24 hours old). The skin is treated and infused with the witch’s magic. The end product is a bright snakeskin garter that allows the wear to escape any bonds as if they had escape of the snake cast on them.

Hand of Glory: This was a right hand of a murderer that was severed while the corpse was still hanging from the gallows. This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). When the hand was ready, candles were fitted on it between the fingers. These were called the “dead man’s candles” were made from another murderer’s fat, with the wick being made from his hair. Another method of curing the severed and dried hand was to dip it in wax. After this process the fingers themselves could be lit. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it him or herself, and it does not count against the wearer’s two-ring limit. The hand can wear only one ring at a time.
Even without a ring, lighting the hand itself allows its wearer to use daylight and see invisibility each once per day.
The following phrase is spoken to invoke the hand:

“Let those who rest, more deeply sleep;
Let those awake their vigils keep.
Oh, Hand of Glory, shed thy light
And guide us to our spoil tonight.”


Mantel of Protection: This leather mantle can be worn over cloaks, coats or armor. It provides +1 protection to AC and a -1 bonus to saving throws.

Oil of Death Armor: This oil is rubbed onto the user’s body. Anyone touching the user with bare skin must save vs. Death or take 2d4 points of damage (save negates). This spell lasts a number of rounds equal to 2d6. Many Patrons could consider use of this potion evil.

Sky Clad Oil: This oil is rubbed on the body to protect the user from the elements while sky-clad (nude). The oil is only effective on bare skin. The user can survive temperatures of -60 degrees to +200 degrees Fahrenheit, but only when uncovered. Any part of her body covered by clothes will not receive the magical protection.
Any other class can use this oil, but witches are very secretive about its nature (reflected in the price). This oil can also be safely used with any other type of body potion or oil, in particular Flying Ointment.
The oil’s effects last 6 hours, typically midnight till dawn.

Talismans
Talismans are small items that can have any spell of third level or lower. The talisman can be made of paper, wood, clay or even metal. Often they are worn and kept till evoked. To evoke a talisman takes only an instant and the effects are instant. The command word or gesture to evoke the talisman is often inscribed on the talisman itself.
Unless otherwise noted a talisman can only be used once.

Hand of Fatima: A small brass talisman in the shape of a hand. Provides protection against any evil spell or spell like effect directed at the wearer, in particular the evil eye. These talismans may only be used once per day.

Isis’ Talisman of Protection: This talisman confers a +1 protection bonus to saves and AC. Effects last as per level of creator. This talisman is usually in the form of a fine crafted gold ahnk. These talismans may only be used once per day.

Talisman of Good Luck: This talisman is one of the most often found. This minor magic item provides +1 to any single roll. The talisman must be invoked before the action is taken (before the roll is made).
Typically luck talismans are in the form of a four-leaf clover, a rabbit’s foot, a horseshoe or a copper coin. Any other small item maybe use. The item is not consumed in the invocation, but it useless after the first use.

Talisman of Protection Against Conception: Even in historical times there were means of birth control practiced, this is one of the magical ones. Worn by tantric witches during their worship practices, witches during the rites of Beltane or any woman that wishes to prevent an unwanted pregnancy.
The talisman provides protection for one full lunar month (one moon phase to the next) then it becomes inert. This is if the talisman is used or not.
Mundane (non magical) pregnancies are completely blocked and magical ones (via a fertility spell) give a +1 to any saves.
Since they only last one month regardless of if it is used or not the materials are often not the highest quality. Also an owner can return to the witch to have the talisman “recharged” at the same price.
Note: A lot of these talismans are sold that are completely useless. Only the witch’s reputation, or the ability to detect magic, can one be sure. In places where witchcraft. is outlawed possession of these talismans is also considered a crime.


"Witch Protection Items", Copyright 2011 Timothy S. Brannan

DriveThru RPG July Codes

It is that time again.

Here are the products you can get from DriveThru RPG for 20% off.

DriveThruRPG.com

The coupon code to get 20% off all these products (or just some if you prefer) is CoolJulySave2011.

And for one lucky person you can get a free copy of Smallville.

The contest for that will be simple.  Tell me your favorite super hero and how you would like to play them in a "Smallville" like game.  If you need some hints/help then look over the DTRPG site reviews and my own coverage on Smallville.
The post does not need to be long, but it should tell me why you want to play that character.
I'll choose the winner on based on what you post here.  Make sure I have a way to email you.
Deadline is Midnight Central Time, Friday July 15.  I'll pick a winner on Friday.

Good luck!

Sunday, July 10, 2011

But....I am not done yet!

Very busy day.  Everyone has crashed early.  I am taking some time to sit down a look over the campaign material for the next few adventures comparing it with all the material I want to use and something dawned on me.

I am not quite ready to give up 3.x just yet.

Don't get me wrong, I love my 4e game and my Pathfinder playing helps fill some of that need.  But as a DM there is still so much ground to cover, so much I can still do.

Maybe it is just the lack of caffeine or just having a huge investment of 3.x books looking back at me.

I am sure I'll find something to do with it all.

Friday, July 8, 2011

The Best Blog You Are Not Reading

Time for another installment of "The Best Blog You Are Not Reading".

This time I want to focus on a writer's blog that helps you figure out what your characters are all about.
The Blog That Helps You Diagnose Your Characters

So if you are not into role-playing and see your character only as a collection of numbers and no name, then this is probably not for you.

The author, Joshua D. Hoyt, is a writer and also has a Master's Degree in Counselling Psychology and working on another on in School Psychology. I have a Masters and Ph.D. (ABD) in Educational Psychology myself and working on a Ph.D. in Curriculum Instruction myself, so I appreciate what he is writing here.

Now most people reading my blog are not writers (though some are) and most are gamers.  But we all deal with characters of some sort.  Players might want some sort of insight as to why things are done and GMs in particular (who don't have time to RP a character from tabula rasa) will gain some help in making their NPCs more life-like.

Some of the work is rather simple stuff, his run on Maslow's Hierarchy of Needs was good, but his Schema and Traits discussion was very interesting.

My favorite so far though has been his working through the Erikson stages of Development.  I liked this since I have been working on a character life-span development idea now for sometime.

I like this blog since it allows me to use both my gamer and academic backgrounds.  And besides that it is kinda fun.

Thursday, July 7, 2011

Strigoi: A New witch monster for Basic-era games

A long time ago, back in the far off time of 2000, the OGL was released.  Back on the OGL and OGF list there were many discussions over what is and what couldn't be considered PI (Product Identity).
What was intended was it a way for publishers to protect their IP (Intellectual Property) while still releasing other material into the OGC pool.  Among the "top tier" publishers this worked out well.  Sword and Sorcerery Studios, Mongoose, Necromancer and so on all played nice and thing more or less worked out.  Typically they protected "fluff" and text writeups while stat blocks were open.

Occasionally you would get someone that would try to claim some material they scraped off the net as PI (say the names of devils and demons) or the history of some historical figure, but for the most parts these were ignored when they were frowned apon.  The telling thing I think is the ones that did it well are still here to tell us about it.

Well...some people still don't quite have a grasp on this yet.

Check out this post from Kobold Quarterly,  on the Strigoi.
http://www.koboldquarterly.com/k/front-page9247.php

It is a good write-up for Pathfinder and I detect a bit of "4th Edition Envy" in some of the text.

What I don't like is the little bit at the end of each page where it says "(This post is Product Identity.)"

Hmmm...Ok....I guess.
I don't think that is very neighborly of them, and others tend to agree.
http://carjackedseraphim.blogspot.com/2011/07/this-bugs-me.html
http://quicklyquietlycarefully.blogspot.com/2011/07/strigoi.html

In truth they can't make "strigoi" PI anymore than they could make it copyrighted.  The post can certainly be PI. Their unique expression of a strigoi in Pathfinder can be PI.  The name cannot.
Plus, and not to put too fine a point on it, they can't make a claim of PI without the rest of the license as stated in the license itself.
Obviously the author wants to keep his creation for appearing in other publications and that is cool, I respect that.  There are better ways to go about it and his PI declaration doesn't quite pass the "reasonable person test".

In any case here is my contribution.  I am declaring the following monster stat-block, write-up and all text below and including the name of the monster to be Open Content.
My OGL documentation is here, http://timbrannan.blogspot.com/p/open-game-license.html and this post is copyright Copyright © 2011 Timothy S. Brannan.

Strigoi
Armor Class: 4 [15]
Hit Dice: 5d8+4** (28 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d6+2, 1d6+2 / 1d4+1
Special: Blood drain, transform into a large bird, undead
Movement:: 40 ft., Fly 60 ft
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: none
Alignment: Chaotic
XP: 660

The much feared Strigoi is an undead form of a particularly evil witch. They are most common among the witches of the Classical and Family (Gypsy) traditions and many are part of the Mara covens. They ways to become a Strigoi are varied, but it is believed to be part of a curse. The Strigoi loses her ability to cast spells, but it is offset with her increased strength and speed (treat as 18 in both strength and dexterity).
The Strigoi leaves her grave at night, usually an unhallowed one, to feed on blood much in the same manner as a vampire. She can transform into a large, evil looking bird; something akin to a giant crow with sharp teeth in her beak.
In human form the Strigoi can appear much as she did in life. Most Strigoi have red hair and blue eyes, though scholars debate on whether there traits were present before the witch was cursed. Most Strigoi do not attempt to hide what they are and retain the palor and look of death. Grave dirt clings to their clothes and their faces are smeared with gore.
Strigoi are predisposed to return to their loved ones in an attempt to reenter their lives. This often leads to the Strigoi destroying her former family.

Weaknesses of the Strigoi
The Strigoi cannot enter a home unless invited in first. A Stigoi also cannot pass a line of grain or salt laid out in front of them. Garlic is also effective, as is silver, but mirrors are not.
Strigoi can only be hit with silver or magical items.
Like all undead Strigoi take damage from holy water and avoid holy items. They do not care for light (or Light spells), but they are not destroyed by the sun as are vampires.
To permanently kill a Strigoi one must hammer an iron stake or nail through their head into their coffin. Their heart and blood sac (a new organ that looks like a second heart but is more akin to a stomach) must be cut out and burned.
Strigoi are turned as are Wraiths.

Living Strigoi
A type of witch known as a Strigoaică or a Strigoi Viu is a type of living Strigoi. She appears as a normal human witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a Strigoi on their own deaths. It is rumored that these Strigoi retain their spellcasting abilities after their transformation.

"Strigoi" Copyright © 2011 Timothy S. Brannan
Released under the OGL as Open Gaming Content

Conventions and other maddness

Been a slow blogging week here at the Other Side.  
I am really busy at work and I have been re-working both Ghosts of Albion adventures I'll be running.

Speaking of which, I will be at a local Convention, Cyphan, at the end of July.
http://www.cyphan.com/cyphan/CYPHAN_HOME.html

I will be running both of the same adventures I'll be running at Gen Con, "Obsession" and "Dinosauria!" on Friday and Saturday respectively.
You can see the schedule here: http://www.cyphan.com/cyphan/GAMING.html
Cyphan has a more Steampunk feel to it than Gen Con, so maybe I'll make a mad-scientist like character to fit into that mix.  He/She would be perfect for "Dinosauria!" really.

I have also been active in paying some more attention to my other (co-owned) blogs, Red Sonja: She Devil with a Sword and Amazon Princess.