Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts

Monday, January 2, 2017

2017 A Look Ahead

I like to be optimistic. I like to look forward to things.  So here is my look forward to 2017 and what it might hold for me and the Other Side.

First things first I know my posting frequency is going to take a hit.  I have a lot of projects I need to wrap-up and the only time to do that is blogging time.

Strange Brew is hitting the shelves, both virtual and physical. There is a Pathfinder version, a Castles & Crusades version (that I am really pleased with) and there is talk of a D&D 5 version.  So expect to see more of that here.

Additionally, I am working on the Swords & Wizardry Witch.  There is already a "Lite" version now, I will release "White Box" and "Complete" versions too.  One thing I have not decided on yet is whether or not to include monsters.

Gaming I see Sci-fi games being big in the Brannan House.  We played some Star Trek over New Year's eve and that was a blast.   I got a bunch (all but the 11th Doctor) of the Doctor Who "Doctor" supplements for Christmas, so doing something with that would be great.


Starfinder in on the way and that looks like a lot of fun.  Depending on how it is I *might* update the Sisters of the Aquarian Order for it.  But that is not till later in the year.

I have my fingers in a couple of other projects that are not mine specifically, but I am helping out on.

Having fun with Star Trek.
I also have three books I'd love to get out this year for White Star.  One has been on my "to do" list for 7 years (many different systems).

I am also really looking forward to the new Blue Rose.

So far 2017 is shaping up to be BUSY.

What are YOU most looking forward too?

Sunday, January 1, 2017

Strange Brew: Book of Shadows - On Sale Now

Welcome 2017!
A reminder that Strange Brew: Book of Shadows is for sale at DriveThruRPG and RPGNow.


Over 100 new witch spells for your Pathfinder game!

Monday, December 5, 2016

Strange Brew: Book of Shadows

My next book out for Pathfinder is now out!

Strange Brew: Book of Shadows


From the blurb:

Legends say that witches keep their spells inscribed into a Book of Shadows that holds their accumulated wisdom and power.

Here, in Strange Brew: Book of Shadows, you’ll find magic drawn from real-world legends, mythology, and folktales, as well as pure flights of fancy. Within Strange Brew: Books of Shadows, you will find over 100 spells and a half-dozen rituals, enough to delight your characters, bedevil your foes, and make your witch (or other spellcaster, whether arcane or divine) a formidable opponent.

Witches are magical creatures.

All for your Pathfinder Role-Playing Game!

50 pages, full color.
Again. Special thanks to +Rich Howard  and +Robert Hudson  for helping me get this together. And of course my editor/publisher +Christina Stiles The cover art is by +Jacob Blackmon,  whom I have featured here many times.

Thursday, December 1, 2016

Pathfinder Strange Brew: Book of Shadows

My next book out for Pathfinder now has a cover!


Part of the Strange Brew line from Misfit Studios this book contains a few hundred spells for the Witch class (and others) for the Pathfinder game.

Special thanks to +Rich Howard and +Robert Hudson for helping me get this together. And of course my editor/publisher +Christina Stiles.  The cover art is by +Jacob Blackmon whom I have featured here many times.

The character on the cover is my iconic half-elf witch Taryn. Here she is seen casting the spell "Moonbow".

Not exactly sure when it is hitting the shelves but I'll keep you all posted.

Tuesday, October 25, 2016

Review: Pathfinder Occult & Horror Adventures

I don't review a lot of Pathfinder material here.  Mostly because I have been writing a lot of Pathfinder material and I don't want to read much of it so as not to unduly influence myself.  Well, those manuscripts are off (more or less) so I picked these up for a review.  

The Pathfinder Occult Adventures and Pathfinder Horror Adventures are the two most recent books I have picked up.  Like all Pathfinder books these books are compatible with D&D 3.5 and still fairly compatible with D&D 5 and other OSR games.  How compatible depends on how much work you want to put into it.

Given that most people reading this are likely not Pathfinder gamers, I am also going to talk about how to port these over to your own games.

Pathfinder Occult Adventures
Hardcover 272 pages, full color cover and interior.
This book is essentially the psychic powers book for Pathfinder.  It uses the same 3.x spell system that Pathfinder has always used only now there is Divine, Arcane, and Psychic magic.  This makes porting over to other systems a lot easier, but it certainly lacks some of the flavor of some other psychic books.
Chapter 1: covers Occult Classes.  The classes are the elemental Kineticist (which has powers and not spells), the Medium (powers and spells), the Mesmerist, the Occultist (which is a rather cool class), the Psychic (the star of the book really), and the Spiritualist.  Some racial options are also given for the classes.  Of all these, the psychic could be ported over the easiest. They are, essentially, magic-users with a unique spell list.
Chapter 2: Archetypes give an "occult" or psychic bend to the Pathfinder classes (of which I think there are about 135 by now).  We start out with the classes in the book, lots of different ideas to swap out powers and feats for other types of characters.  The more interesting one is the Tome Eater Occultist; this archetype actually eats books and scrolls to gain their magical powers.   We get to archetypes for the previously published classes.   Cavalier + Spiritualist, for example, gives us a Ghost Rider.  Which is actually really cool.  Occult Witches are known as Ley Line Guardians.  There is a lot if interesting ideas here.
Chapter 3 Feats details all the new feats.  Now either you love feats or you hate them.  I am hitting a little bit of feat fatigue myself.
Chapter 4 is all about the Psychic Spells. Now the advantage of using the existing spell system for a new class is that other class spells can be used for the new classes and the new spells can be used for the older classes.  So everyone gets something new. At 46 pages this is one of the larger sections in the book.
Chapter 4 covers Occult Rules. This covers a wide variety of rules and rulings for an occult game.  In particular rituals, possessions, and auras.
Chapter 5 gives advice for running an Occult game. This includes planes of existence and other locales for adventuring.
Finally, Chapter 6 covers Occult Rewards or magic items.
The book is a lot of fun and has a lot of material that I have seen elsewhere in different games over the last 35+ years, this just has them all in one place with the same system.

Pathfinder Horror Adventures
Hardcover 260 pages, full color cover and interior.
Playing a good horror game is not easy. It takes work on the part of the DM and the players. But for me I find it one of the more rewarding types of games.  Playing "Horror in D&D", even if that D&D is Pathfinder, is a bit trickier.  Horror relies on a certain sense of powerless and unknown.  D&D characters are largely powerful.  The difference is the same as a horror movie versus and action movie.
Chapter 1 covers some horror rules.  The usual suspects are here; Fear, Corruption, and Sanity.   I am as a rule pretty particular about using Sanity in my games.  I spent years as a Qualified Mental Health professional only see some game rules that were beyond embarrassing.  These rules work well enough due to their simplicity. Though I question the actual use of sanity in heroic fantasy.  In gothic fantasy, sure. But here it feels, well, perfunctory.  Corruption is interesting since your character can now slowly become the monster they hunt.
Chapter 2 covers the various archetypes for all the Pathfinder classes (453 at last count).  There are some neat ones here too. Alchemist + Horror gives you a Mad Scientist. Cleric + Horror gives us a Elder Mythos Cultist.  Various types of hunters, slayers, killers, and collectors are also given.
Chapter 3 is Feats.
Chapter 4 gives us horror themed Spells and Rituals. The rituals use the same rules as does the Occult Adventures book.
Chapter 5 details various Horror Rules. This chapter also has a section on curses and diseases and how to use them in a horror game. Different environments and their effects on the characters are also detailed.  One of these changes includes Madness.  Again, I am generally very critical here but nothing jumped out at me save that I am not sure I need another set of sanity rules at this point.  There is also a great section on horror domains. So yes you can add some Ravenloft-like areas to Pathfinder, but also Dreamlands, Far Realms and more.
Next we get the main focus of this book, Chapter 6 Running Horror Adventures.
There is some good stuff here. In particular ideas on running a D&D-style horror game. Now there is a section on "Consent".  Sorry Paizo, but I have been running horror games for decades.  So have others.  Consent is given by sitting down at the table.  I hate to sound like a jerk here, but seriously. Pick up a copy Vampire the Masquerade, Call of Cthulhu or Chill to see how this can be done.
The various horror sub-genres are covered here.  Not all of them, but enough and some ideas on how to run a game using those sub-genres.
Chapter 7 lists our Horror Gear and Magic Items.  Yes, there is something similar to the Lament Configuration.
Chapter 8 Bestiary, was an unexpected surprise. There are not a lot of creatures here but there are some interesting ones.
The book ends with a list of horror inspirations in print and film.

Both books are fun, but they are viewed through the lens, naturally, of the Pathfinder game.
Either book has something to offer the Pathfinder GM/DM but also the D&D/OSR DM willing to do a little work and little tweaking.  Classes and Archetypes can be converted as can spells and magic items.  Advice on running the games is good for any sort of game system really.
They are good guides, not the best, but still pretty good.


Wednesday, July 13, 2016

Class Struggles: Cthonic Warlocks and The Return of Tharizdûn

Working through my "end game" for my Come Endless Darkness campaign.  Like the Gygax book of the same name my main Big Bad is Tharizdûn.  Also like the books I am sure that the universe is going to look very different when I am done.

Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.

In truth it is all going to be Tharizidûn.  This is something I have built up over the last couple of campaigns.  The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn.  His big plan, of course, is to get free.

Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn.  He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact.  But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.

In my games Tharizdûn also has another title, "The Whispering God".  This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things.  He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.

Recently Strange Brew: Warlocks was released.  It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GOD
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For Pathfinder this is a "Cthonic" Patron.  For D&D 5 this would be an "Old One".
For my players, it means trouble.

Here is a Cthonic Tradition for the Basic Era Witch.

New Tradition: Cthonic

Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.

More so than any other witches, these are most often called Warlocks.

Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers.  They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.

Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one.  For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.

These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.

Leaving this Tradition: Often there is no way to leave this tradition; not even in death.

Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire.  These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.

Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them.  Magical fear is also given a -4 bonus on saves.

Medial - 13th Level:  Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.

Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form.  The witch does not have the special abilities of the aberant form save for those that she can manage with the form.  So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.

Superior - 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.


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I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".

Sunday, May 29, 2016

Starfinder

Paizo has announced "Starfinder", a new Sci-Fi game that is compatible with their Pathfinder game.



http://paizo.com/paizo/blog/v5748dyo5litw?Announcing-the-Starfinder-Roleplaying-Game

http://paizo.com/starfinder/

I am cautiously optimistic.  This could be a lot of fun and I have a ton of d20 compatible Sci-Fi games to play with.  But of course, I have to ask what will this give me that White Star doesn't already do?

Well it looks like I'll have to wait till 2017 to find out.



Tuesday, April 19, 2016

Strange Brew: Warlocks

I am interrupting this A to Z Challenge to talk about my newest book. The first part of "Strange Brew" is now out.  This book features Warlocks for the Pathfinder game.

Strange Brew: Warlock



Power.

Sorcerers are born into it. Wizards spend their lives in rigorous study for it. Witches gain it through devotion to their patron. But some who seek power are unlucky enough to have been born mortal, with no access to or desire for arcane education; ordinary people who know little of witchcraft’s ancient traditions. Unlike witches, who are called by their patrons, warlocks seek out powerful beings to grant them the power they crave or desperately need.

That power can now be in your hands.

Included in these 30 pages is the new Warlock class for the Pathfinder RPG.

  • Also inside are new rules on Grimoires, the ancient and living texts of warlocks.
  • Details on new warlock pacts, including unique powers and spells.
  • Examples of several new warlock Patrons.
  • New feats
  • New hexes
  • New spells
  • And a new warlock NPC

All for your Pathfinder Role-Playing Game!

Monday, March 14, 2016

The Iconic Witches of D&D

No game this past weekend. I wasn't feeling great and my son was at a birthday party.

I was thinking about Friday's post on the witches of Rahasia and of Ravenloft and it occurs to me that D&D lacks in iconic witches.  There are great examples of Vampires, Liches, Wizards, Priests, Paladins, Rangers, enough Thieves to fill a guild, even Bards.

The witches in Rahasia are one thing, but the ones in Ravenloft don't even have proper names really.

Pathfinder does a good job with their iconics.  Feiya is a proper witch, but even the sorceress Seoni is often referred to as a witch.  Not to mention all the witches to be found in Irrisen like Queen Elvanna.

The witches three. Larina, Feiya and Seoni
I have my iconic, Larina.  But she appears mostly in my Pathfinder books.

Who do we have for D&D?

Well for starters and maybe the most iconic is Iggwilv, the Witch-Queen. We also have Elena the Fair, Witch Queen of Summer. Also, while not as a well know or even explicitly a witch is Skyla.

There is also one witch that both D&D and Pathfinder share, Baba Yaga.


There was also Koliada, the Winter Witch. a Level 26 Solo Skirmisher from the 4th ed era adventure "Winter of the Witch". But there is not a lot out there about her.  Interestingly Pathfinder also has a lot Winter and Cold related witches.

Dungeon Crawl Classics gives us Lady Kyleth, The Witch Queen.

Personally I'd love to see more.  There might be more, I just haven't found them all yet.

Thursday, November 19, 2015

Grimalkin, The Witch-Assassin

Gimalkin is the assassin of the Malkin witch-clan and is the best one they have ever had.
She is tall, thin but muscled and covered in leather straps and daggers.
In addition to being a powerful witch she is a peerless assassin and always chooses to make her own weapons.
Her weapon of choice is a razor sharp pair of scissors that she uses to snip off the thumbs of her victims.  While she is deadly and cruel, she also has a sense of honor. She will not fight against people much weaker than herself and she never, ever lies.

You can read more about her here:
http://thespooksapprentice.wikia.com/wiki/Grimalkin

Grimalkin the Witch-Assassin
Female Human Assassin 4/Rogue (Rake) 1/Witch (bone-witch) 5
LE Medium humanoid (human)
Init +3; Senses Perception +11

Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 53 (5d8+5d6)
Fort +2, Ref +8, Will +6; +2 vs. poison
Defensive Abilities uncanny dodge

Offense

Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
   dagger +0 (1d4+1/19-20) (x13)
Special Attacks bravado's blade, death attack (DC 18), hexes (coven, disguise, healing), sneak attack +3d6, true death (DC 19)
Witch Spells Prepared (CL 5th; concentration +11):
3rd—arcane sight, bestow curse (DC 17)
2nd—alter self, darkness, hold person (DC 16)
1st—cause fear (DC 15), charm person (DC 15), command (DC 15), infernal healing
0 (at will)—daze (DC 14), mending, message, read magic

Statistics

Str 16, Dex 17, Con 11, Int 18, Wis 12, Cha 9
Base Atk +5; CMB +8; CMD 21
Feats Acrobatic, Agile Maneuvers, Alertness, Blind-Fight, Endurance, Quick Draw
Traits focused mind, killer
Skills Acrobatics +13, Bluff +3, Craft (weapons) +15, Diplomacy +3, Disguise +7, Escape Artist +12, Fly +5, Heal +5, Intimidate +8, Knowledge (arcana) +17, Knowledge (planes) +14, Knowledge (religion) +10, Perception +11, Sense Motive +9, Stealth +14, Survival +7, Swim +7, Use Magic Device +10
Languages Abyssal, Common, Daemonic, Dark Folk, Infernal
SQ hidden weapons, patron spells (bone magic), poison use
Other Gear leather armor, dagger x 13

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Death Attack (DC 18) (Ex) You can kill or paralyze for 1d6+4 rds with a prepared sneak attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (5 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Focused Mind +2 to Concentration checks
Healing (2d8+5) (Su) Use cure moderate wounds once per day/person.
Hidden Weapons +4 (Ex) You gain +4 to Sleight of Hand checks made to hide weapons on your person.
Killer Add weapon's critical modifier to its critical bonus damage.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
True Death (DC 19) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 19 caster level check.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Familiar (Bone Witch)
Grimalkin uses bones as her familiar. In particular the thumb bones of other powerful people, witches or creatures.  Right now she has in her possession the head the of Fiend, she can use that as a familiar as well.

Thursday, June 25, 2015

Prestige Class: Daughter of Baba Yaga

There is an ancient tradition among witches to seek out the Great Crone Baba Yaga to learn arcane secrets known to no one else.  The vast majority of witches never find her mysterious hut. Those that do are often killed and eaten for their impropriety and presumption.  But a few, a very few, find the ancient hag and she sees something of worth or value in the witch.  These witches go on become quite powerful in their own right.  They are known as the Daughters of Baba Yaga.

Section 15: Daughter of Baba Yaga, Copyright 2015, Timothy. S. Brannan.
OGC Declaration: The following content is considered Open Content for term of the OGL.

Daughter of Baba Yaga

The Daughters of Baba Yaga (DoBY) are a varied lot but all share a desire to learn more arcane secrets and in particular secrets of witchcraft.  Witches are the most common of her daughters, but sometimes an occasional wizard or sorcerer will also seek her out.

Hit Dice: d4

Requirements 
 To qualify as a Daughter of Baba Yaga, a character must fulfill all of the following criteria.

Knowledge (History): 9 Ranks
Knowledge (Arcana): 7 Ranks
Feats: Iron Will
Spell casting: Ability to cast arcane spells
Special:  Female only; Oath of Fosterage*

The Oath of Fosterage must be taken when Baba Yaga first considers to take on the potential daughter.  Baba Yaga will often demand some sort task or quest from the witch.  The task will be one that is difficult and require cleverness to complete.  For example asking her to fetch water from a well but only give her a sieve to collect the water.
Once the Oath is made the Daughter cannot attack or harm in any way any other Daughter or Baba Yaga despite their alignment.  All Daughters, despite when they were fostered will know each other on sight.

Alignment: Any (usually any non-evil)

Class Skills
(2 + Int modifier per level): Bluff, Climb, Concentration, Craft (any), Knowledge (arcana),  Knowledge (history), Knowledge (nature), Profession (any), Spellcraft, Survival, and Swim.

Class Features

All of the following are class features of the Daughter of Baba Yaga prestige class.

Weapon and Armor Proficiency: The Daughter of Baba Yaga gains no additional weapon or armor proficiencies

Spells per Day: The character’s caster level increases when a Daughter of Baba Yaga level is gained if she had also gained a level in a previous class that allows them to qualify for this class.

This affects her spells per day and spells known, as if they had gained a level, but she does not gain any other benefit a character of that class would have gained. If a character had more than one qualifying class before becoming a Daughter of Baba Yaga, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.

Daughters continue to use whatever Arcane spell lists they used before becoming a Daughter of Baba Yaga.  Daughters also continue to use what ever spell casting ability she had been using before becoming a Daughter.

Poison Resistance (Su): Daughters are exposed to a number of noxious potions, poultices and herbals and even poisons.  This exposure builds up over time till the witch gains a +5 to any posin based saving throws.

Arcane Diversity (Sp): Starting at 2nd level, the Daughter of Baba Yaga can learn any 1st level Arcane spell that is not on her typical list.  So if she begins as a witch she can choose a 1st level spell from the Wizard/Sorcerer, Bard or Magus lists. At 4th level she can choose a 2nd level spell and so on.  The spell will use same spell casting ability she uses for all her spells.

Hex (Sp): The Daughter may choose a Hex from the Witches list of hexes.  If she previously met the requirements for higher level hexes she may choose from those lists as well.

Kitchen Witchery (Sp): The Daughter may substitute any spell of 1st to 3rd level with an Alchemical Extract of the same level.  The Daughter may replace 1 spell of every level, 1st to 3rd, in this manner.  The Daughter though is not an alchemist by training so once a spell is replaced in this way the choice is permanent.
At 9th level the Daughter can choose Alchemical Extracts of 4th to 6th level. She may replace one spell each of levels 4th to 6th.

Table Daughter of Baba Yaga Progression

Class Level Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +1 +2 +2 +0 Oath, Poison Resistance +1 level of existing class
2nd +1 +3 +3 +1 Arcane Diversity, 1st level +1 level of existing class
3rd +2 +3 +3 +1 Hex +1 level of existing class
4th +2 +4 +4 +2 Arcane Diversity, 2nd level +1 level of existing class
5th +3 +4 +4 +2 Kitchen Witchery, 1 +1 level of existing class
6th +3 +5 +5 +3 Arcane Diversity, 3rd level +1 level of existing class
7th +4 +5 +5 +3 Hex +1 level of existing class
8th +4 +6 +6 +3 Arcane Diversity, 4th level +1 level of existing class
9th +5 +6 +6 +4 Kitchen Witchery, 2 +1 level of existing class
10th +5 +7 +7 +4 Arcane Diversity, 5th level +1 level of existing class



Thursday, June 18, 2015

Baba Yaga and the Reign of Winter

I know we are mere days before the start of Summer, but I find my thoughts turning to Winter...
The Reign of Winter to be precise.

Backing up.

I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.

Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s.  Something like "Throne of Bloodstone" but very specifically NOT that.  I wanted it to be an older module for my own reasons.

Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign.  The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point.  The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.

Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back.  It works perfect as an adventure for the Dragonslayers.

I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.

But it got me thinking.  Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too.  In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.

I picked up those three books, but not the first 5 of the Reign of Winter.

Does anyone know if they are any good?  Has anyone played them?

I like the idea behind the adventures, but they are not really something I am looking for.

Plus I would like to fit in all these other adventures too.  I also like the idea that each adventure is from a different game.

Recent purchases

Tuesday, November 25, 2014

Strange Brew Updates

Thought I would spend some time today talking about Strange Brew.



For my part (the writing) I am moving along. Maybe not as fast as I would have liked, but 12+ years of playing around with this material has given me new perspectives.
For example last night I rewrote the Hermetic Mage Prestige Class to work a little better if your initial path to it was an Alchemist or an Oracle.

Today I am on track to finish up the magic items, though that might take longer depending work and how many pages it ends up.

The art is looking great and I love what I have seen so far.  I have not seen the spells chapter in layout yet, but that is what is happening to it now.

So we are moving along. We had a team meeting a couple of weeks ago to see where all the departments are at and things are good.

I am really looking forward to getting this into your hands.  It is going to be a massive volume.


Thursday, September 25, 2014

Strange Brew Updates

You may have noticed a drop in posts here over the last month and half or so.

That is because I am working diligently on Strange Brew.


So far the spells, feats and skills are all done.  I should finish hexes in the next day or so.
I have completely re-worked my idea for witch traditions to play nicer with Pathfinder and I really like them a lot.

The Warlock class is done and we getting feedback from the backers now.

Still to do:
- Rework the base witch class just a little. Mostly some minor edits.
- Get the chapters on traditions, covens and patrons done.

When that is all done I will move on to the Castles & Crusades version.   I am so excited about that one.  I have so much I want to do with that.  The trick now is to edit things down to our promised page count.  Right now I am at 230% OVER page count.

I have other games on other burners too.  Lots of new Victorian stuff for at least 3, maybe three, different systems.

It's good to be busy!

Tuesday, September 23, 2014

Feiya, Pathfinder Iconic Witch

I have been thinking and working a lot in Pathfinder for the last few weeks.  Gearing up for the release of Strange Brew.  I have been reading over all their witch material and that includes material on their iconic witch Feiya.

She certainly has an interesting background and one tailored to the Pathfinder/Golarian world.  But I have wondered, on a few occasions, on how she would fare in one of my worlds where witches have, how shall I say it,  a bit more freedom of expression.

So here is the Pathfinder Iconic Feiya as a Basic Witch.

In Pathfinder we have stats for her at 1st level, 7th level and 12th level.  Since I typically like to do stats at 1st, 7th and 13th level for witches this sounds good to me.

I am going to start with her 1st level stats and move out from there.  In the Basic Era abilities did not improve over time so they are locked in at 1st level.  I am going to swap her Intelligence and Charisma to reflect the different spell casting abilities.

Also given her background of being taught by Hags I am giving her the Faerie Tradition.


Feiya
Witch stats for the Witch for Basic Era Games
1st level Witch, Faerie (Hag) Tradition

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15

Hit Points: 3
Alignment: Neutral
AC: 7 (Leather Armor)

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Sickly

To hit AC 0: 20
Weapons: Dagger, Quaterstaff


Feiya
7th level Witch, Faerie (Hag) Tradition

Saves
Death Ray or Poison:  11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13

Hit Points: 19
Alignment: Neutral
AC: 6 (Leather Armor, Ring of Protection +1)

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Sickly
Second: Levitate, Rose Garden
Third: Bestow Curse, Dispel Magic
Fourth: Emotion

To hit AC 0: 18

Feiya
13th level Witch, Faerie (Hag) Tradition

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 33
Alignment: Neutral
AC: 4 (Leather Armor, Ring of Protection +1, Bracers of defense +2 )

Occult Powers
Familiar:  Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Minor: Fae Shape (Hag)

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh:Wave of Mutilation

To hit AC 0: 16


All in all similar powers but overall not as powerful.   But that is also part of the power growth between the Basic Era games and Pathfinder/3rd Era games.

But I really liked how she turned out.  I would love to use this character in a game someday.

Thursday, June 5, 2014

Witch Archetype: Voodoo Witch (Pathfinder)

I talked a lot about Voodoo this past year.  I have been thinking about what a "Voodoo Witch" might be like.  So here is stab at a voodoo witch (a Voudounista) for the Pathfinder rules and Strange Brew.

Marie Laveau, Voodoo Queen
Voodoo

Description: The Voodoo witches (also known as Voudounista) are probably among the most mistrusted and misunderstood of all the Traditions, save for the Malefic witches.  These  witches, however, are usually not evil. Their area of specialty is that of enchantments and the creation of items dealing with enchantments, both good  and bad.

Voodoo witches are feared because they work in secret using strange, unknown rituals, and they often catch the blame if anything bad happens (such as a flood or a bad crop season).  It is rare that a Voodoo witch would be responsible for such acts of nature, but there have been times when a Voodoo witch was banished away from a village, and managed to cause some real trouble but this behavior is looked down upon by Voodoo covens as it only justifies people’s fear of Voodoo.

There is no style of dress directly related to the Voodoo witch.    Some Voodoo witches choose to dress very plainly, often trying to hide the fact that they are Voodoo.  Other Voodoo witches cease caring about what the average person thinks of them, and freely advertises what and who they are.  In either case, the Voodoo witch will have many different ceremonial clothes for the performance of various rituals. Typical ritual garb includes a simple linen robe or dress tied with a purple sash.
Voodoo witches are not most common among  any particular race.  Many races distrust them, dwarves outranking any of the other races in  terms of fear of the Voodoo witch. Gnomes, elves and half-elves tend to be more tolerant to Voodoo’s mysterious magic than the other races.  Humans and halflings often view the Voodoo witch as the source of most problems.

Role: The Voodoo witch will often stay within their own home devising new enchantments and creating other devices.  They also perform many rituals, more so than other witches.  On occasion, people may come to the Voodoo witch seeking help, charms or wards against evil, or something to attract a certain someone.
Because local governments and religious authorities fear the Voodoo witch, she has a hard time dealing with paladins and clerics.  On the other hand, she has no problems working with druids and rangers (though the occasional Voodoo witch has caused enough trouble in the wilderness to attract the attention of the often zealous druids).  The Voodoo witch also tends to get along with wizards and sorcerers fine, since much of her time is spent working on the creation of arcane magical items.  Fighters, bards, rogues and barbarians are usually viewed with indifference, though the feeling may not be mutual.
There are many sub-traditions of voodoo.  These particular ones have shared many of the same roots, but then evolved in isolation from each other. GM’s will want to use whichever sub-traditions work[tb1]  best with their campaign world.  The examples here are from our own history.

  • Bocur: One of the very few purely evil off shoots of Voodoo.
  • Candomblé: (“Kun-don-blair”) A Brazilian sub-tradition related directly to Macumba.  Leans more towards the darker sides of Voodoo.
  • Macumba: A Voodoo sub-tradition of Brazil.  Has much in common with Santería.  Often very neutral.
  • Obia: Also Obeah, common to the islands of the Caribbean, in particular Jamaica.  Most often believed to be evil.  Obia has actually been outlawed in some lands.
  • Quimbanda: Also known as Cuimbanda.
  • Santería: Sub-tradition that began in Cuba and spread to South-east United States.  Origins go back to the Yoruba religion of West Africa.  Despite the stereotype and sacrificing live chickens, a Santería witch is most often good aligned. 
  • Voudou:  A form of voodoo that is common to the peoples of Haiti.  Comes from the French words “vo” introspection, and “du” the unknown. Also known as “Haitian Voodoo”.

Voodoo witches can be of any alignment or temperament. Good Voodoo witches often accuse Evil ones of serving the “False Loa”, and visa versa.

Skills & Feats
Voodoo witches prefer craft based skills that can aid them in their normal lives and their worship. They receive a +2 bonus to single craft skill of the player’s choice.

Spells
The Voudounista can replace any of her Patron spells with a spell from the Portents Patron.

Orishas & Ghedes
The familiar of the Voudounista is a spirit being known as an Orisha or a Ghedes.  Orishas have always been spirits, the Ghede is the spirit of a long dead ancestor.  The spirit is bound to the witch like any other familiar but it has no physical form.  The Voudounista gains the ability to see incorporeal undead that might be invisible or shifted into the ethereal plane.  She may attack such undead as if they were on the same plane.

Powers and Hexes

Learned Voodoo (Sp)
Replacing her 2nd level Hex, the Voudounista adds +1 to any Spellcraft check that involves magic from the Enchantment school.  This increased by +1 every other level.

Enchantment Specialist (Sp)
The Voudounista can replace any spell she knows for an equal level spell from the Enchanment school.  The witch retains the knowledge of both spells, but may only cast one of the spells per day.
This takes the place of one of her Major Hexes.

Solid Mind (Sp) 
The Voodoo witch is immune to mind affecting magics, and gains a +8 bonus against all saves against spells and spell-like abilities from the school of Enchantment.
This replaces one of her Grand Hexes.

Equipment
Voodoo is the only Tradition that allows the witch to use a sharpened Athame. This ritual dagger is often used for animal sacrifice, ceremonial bloodletting or for carving magical symbols into fetishes.  The Voodoo witch can use it for combat, with no penalty, but rarely do because they do not wish to damage it.

Voodoo Patrons
The Voodoo witch is more likely than any other Tradition to practice monotheistic religious worship.  This is because the Voodoo witch generally looks at the God and Goddess as all-encompassing and all-present.  Some Voodoo witches may follow patrons of nature or earth, though these may be few and far between.

The main Patron of the Voodoo witch is usually known by the title “Gros Bon Dieu” or “The Great Good God/Goddess,” all other gods honored by the Voodoo witch are lesser and subordinate to the Great God.  While this Patron is the ultimate source of all, the Voudounista has more contact with intermediate spirits known as the Loa.

The Loa are the ones that grant the Voodoo witch her powers. The Loa are powerful spirits of god-like abilities.  They give the Voodoo witch her power.  When the Voodoo witch begins she chooses one of the Loa as her Patron.  She may choose spells from one of the area the Patron controls.

The various Loa are:

  • Mama Aida Weido (female): The mother Goddess, wife (or mother) of Danabala. Goddess of the rainbow.  Patron Spells: Ancestors, Healing, Light
  • Danbala Weido (male): The main god of the Voodoo pantheon. Snake god. Creator of the world. Patron Spells: Ancestors, Animals, Strength
  • Papa LeBas. Papa Legaba (male): The devil. King of black magic. Patron Spells: Deception, Occult, Plague, Vengence
  • Baron Samedi (male): Lord of the crossroads and the cemetery. Patron loa of many voodoo witches. Appears as a skeleton in fancy dress. Patron Spells: Moon, Occult, Shadow, Spirits
  • Erzulie (female): Goddess of love. Appears as a beautiful dark skinned woman. Patron Spells: Devotion, Enchantment, Healing, 

Source/Views of Magic
The voodoo witch’s magic is viewed as the loa’s will being pushed through the witch. The enchantments of a witch are viewed as the goddesses will being enforced.  Magic comes from the Loa.  By serving the Loa and the spirits one can gain magical knowledge and thus knowledge of our world and the next one.
Voodoo witches use magical focuses to cast their spells.  These focuses are known as fetishes.  Every spell or type of spell has a specific fetish.  The Voodoo witch can not cast any spells without the proper fetish.  These typically include a poppet (doll of the victim), an animal part (such as a claw or feather) and blood (typically animal, but sometimes human).
A powerful fetish imbued with the witch’s own power is known as a Gris-gris.

Joining this Tradition
The requirements of joining the Voodoo Tradition tend to vary coven to coven.  Usually, an extensive  ritual is performed to initiate the ones who hear the call.  After the  ritual, the witch is bestowed the title of Houngan (for males) or Mambo (for females).

The Voodoo witch covens seldom meet more than once a year.  However, they also perform more rituals than the average witch.  It’s customary for the  voodoo witch to have an extensive ritual to perform at each full and new  moon.    Large numbers of the participants in these rituals are not witches themselves, but lay people, sometimes referred to as “Hounsi”.  They may share the same beliefs, but are not members of a voodoo coven.

These ceremonies are loud musical explosions of dance, fire and free form religious expression.  It is not uncommon for some of the participants to become overwhelmed as the Loa are communed with.  Participants can be found speaking in tongues, enduring large amounts of pain, and even damage and occasionally having disease spontaneously cured.

Other: As been noted voodoo witches get along well with wizards and sorcerers.  Often a multi-classed Voodoo Witch/Sorcerer is known as a Hoodoo, or even a Hoodoo Man.  These individuals are usually given much respect in the community.

A warlock Voudounista usually follows Papa Legba or Baron Samedi and is known as a Bokor.

http://timbrannan.blogspot.com/2014/04/a-to-z-of-witches-v.html
http://timbrannan.blogspot.com/2014/04/a-to-z-of-witches-g.html
http://timbrannan.blogspot.com/2014/04/a-to-z-of-witches-o.html
http://timbrannan.blogspot.com/2014/04/a-to-z-of-witches-j.html

Monday, May 26, 2014

Strange Brew. Now for Castles & Crusades

I am pleased to announce that are also offering Strange Brew: The Ultimate Witch & Warlock for Castles & Crusades!


https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war

This book is part of the same Kickstarter as the Pathfinder book.  So really for one price you could get 4 books instead of 1.

  • Strange Brew for Pathfinder
  • Strange Brew for Castles & Crusades
  • The Witch for Basic Era Games
  • and the update of Way of the Witch for Pathfinder
We are at 75% funded now with about 2 weeks left to go.

Material is written. We just need to secure the art and layout.

Thursday, May 22, 2014

One more Reason to Support my Kickstarter

Say that 256 pages of witchy goodness is not enough?
Ok, how about another 200. For free?

Pledge at $25 or above level and I will throw in a PDF copy of my 2012 "The Witch" for Basic Era/OSR games.



It makes a great companion to my Pathfinder book.



https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war

Kickstarter hits 65% in 10 Days!

So my recent Kickstarter for Strange Brew is moving along nicely.
In the first 10 days we have hit 65% of our funding goal.

https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war

That is fantastic, but it won't help us hit man of our stretch goals.

So are thinking of adding some more "benefits" for levels.  For example we have the rights now to the old Citizen Games, Way of the Witch book and were are updating that to Pathfinder.
We have a couple of other products ready and a few more nearly ready.

What would you like to see?
Pledge and get a free copy of my Basic Era Witch book?
Something else?

If nothing else or if you are not interested, please consider spreading the word!  Let others know.

Thanks

Wednesday, May 21, 2014

What *is* a Warlock?

I have been thinking and talking a lot about warlocks of late.

More specifically "what is a warlock?"

Research on the word reveals that it is Scottish in origin and was first used in the early 1700s and has a few cognates. So what is a warlock?
A wizard: Well that doesn't help. We have those already in Pathfinder. Ditto for sorcerer and magus.
A male witch: No. That doesn't work so well either. Besides a male witch is a witch unless you want a male witch to be a wizard. But why have a witch at that point?
A spellcaster: No. Half the classes are "Spellcasters" in one way or another.
There is evidence that word shares roots with lÄ“ogan and wÇ£rloga, but those only tell me the roots of the word, not what the word is itself.

And more to the point, what does a warlock mean in my games? What is it's role? What does it do?  This isn't a history or linguistic text I am working, it is a game book, so I have to think about this in terms of what is good for a class and what is good for the players.

Recently I spoke about them on my blog back in April (W is for Warlock), but I have never really sat down to define them in terms of role and powers.  Powers might be important mechanically speaking, but if the class doesn't fill a role in my game then the powers could or should go to someone else.

A while back on my blog I reprinted what Tom Moldvay, author of the D&D Basic set, had to say about witches.  These came from Dragon Magazine #43 which was presenting their version of the Witch class.

According to Moldvay a witch has:  1. The ability to use herbs for healing and magic.  2. The power of fascination, like a super-charm ability.  3. A combination of both Clerical and Magic-User abilities. 4. The ability to practice sympathetic magic.  5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era. 6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.
I added a 7th, the ability to form into covens.

I would like to take these as a basis for the Warlock class, since the witch and warlock are so intertwined historically.

1. The ability to harm using magic.  Warlocks, if anything, are seen as evil.   But players should be able to choose their own alignments for their characters. So an "Evil" act would be to use magic to directly harm.  One thing D&D/Pathfinder is missing is a magical blaster class.  Sure the Wizard and Sorcerer could do this, but it is a side effect of their spell use, not a feature of the class.

2. Combination of Witch, Cleric and Wizard powers. Like the witch the warlock is an arcane spell caster that deals with otherworldly powers. They are a bit cleric, a bit wizard and a lot of something else.  I think this should allow them access to the Witch spells.  This also ties the two classes closer together.

3. Witches have sympathetic magic, warlock have this too but in order to do harm.  This is best exemplified by curses. But warlocks need something more than just that.  Correspondences will be important to warlocks too. Their magic is tied closely to their patron. The rituals they perform to learn and cast their magic also bind them closer and closer to their patron. Their magic needs to be reflected in this.

4. Like witches, warlocks are in league with otherworldly powers for their own benefit.  These are stereotypically demons, devils and lost gods, but they are also Arch Fey Lords and Ladies, areas of magical power, even elementals and primal creatures.  These pacts are a way for the warlock to gain power without having to do all of the learning that wizards do. They also do not have the sorcerer's magical bloodlines, so power for the warlock must be taken where it can.

5. Warlocks, again like wizards and witches, form into groups that aid them. Wizards have their schools, witches have covens, and warlocks have cabals. Where covens are more centers of worship for the witch, a cabal is place for like minded warlocks to share secrets. It is similar to the wizard school in that there is shared learning.

Additionally I would like to see the warlock have some form of corruption happen to them. Their pact ties them body and soul to their patrons.  This should be reflected in the physical presence of the warlock.  The Oracle class has their curse for example and the anti-paladin has their auras.

In the Strange Brew Kickstarter I mention I want the witch to be more than just a distaff wizard.  I also want the warlock to be more than a male, maybe evil, witch.