Total cheat today. But I am going with Raven. Her name is also Rachel Roth, so that also counts.
Why is she good to post today? Raven is the daughter of the Demon Trigon. So she is half demon. But she is a good person, or at least she tries to be one.
Raven Detail by *AdamHughes on deviantART
Raven by *timberwolfd3 on deviantART
Evil Raven Laughs at... by =morganagod on deviantART
Raven's bookgasm {tontos como yo 'verse} by ~Asmodeus7891 on deviantART
Raven - Teen Titans by ~Neferet-Cosplay on deviantART
Blackbird by ~HastyKitten on deviantART
Trigon's Heir_colored by ~FezzTheeElite on deviantART
Raven by *RandyGreen on deviantART
Teen Titans-Raven by =autumnwraith on deviantART
Teen Titans Raven Theme by ~hackman2k3 on deviantART
Raven in ten years?? by ~Asukawa on deviantART
Demon's Daughter by ~raymundlee on deviantART
TT-Raven (DC Special) by *Glee-chan on deviantART
Sentinel of Magic by ~Neferet-Cosplay on deviantART
Saturday, April 20, 2013
Friday, April 19, 2013
Q is for Quareen
Qareen, or qarīn, are another demon from Islamic literature. They are kind of an interesting idea. I think they have some origins of the idea of a personal daemon like the Greeks talked about, but I have no data to support this.
In a game I would treat them much like another demon I created a while back called the Never Was. Though I would give them a much darker edge.
Quareen
These creatures are lesser Jinn also known as Personal Demons. Occult scholars suspect that everyone has at least one, maybe even several. Unlike other demons, the Qareen rarely if ever manifest in our world as physical beings. They influence their host by goading them on to do evil. The Qareen are also unique in that they work with nearly any demon. If a succubus has targeted a particular mortal in order to steal his soul, his Qareen will aid the succubus in the temptation by suggestion. The succubus gains the soul on the death of the victim. It is unknown what the qareen get. They seem motivated by evil for evil’s sake.
If the qareen is made manifest (some rare magical books detail how this can be done) they have the same stats as the person they belong too. Killing the qareen doesn’t affect the person, save for making them feel “good” and want to do good. Sooner or later another qareen will take over.
A carefully worded remove curse spell can remove a qareen, but they usually return when the character is faced with temptation again.
Game Stats:
The Quareen uses the same stats as whatever person it is attached to. They can't normally attack and do not physically manifest. Though the days when a Qareen is most active the character must make a Wisdom-based save (or Will or Magic with Wisdom mods) to avoid giving into temptation.
In a game I would treat them much like another demon I created a while back called the Never Was. Though I would give them a much darker edge.
Quareen
These creatures are lesser Jinn also known as Personal Demons. Occult scholars suspect that everyone has at least one, maybe even several. Unlike other demons, the Qareen rarely if ever manifest in our world as physical beings. They influence their host by goading them on to do evil. The Qareen are also unique in that they work with nearly any demon. If a succubus has targeted a particular mortal in order to steal his soul, his Qareen will aid the succubus in the temptation by suggestion. The succubus gains the soul on the death of the victim. It is unknown what the qareen get. They seem motivated by evil for evil’s sake.
If the qareen is made manifest (some rare magical books detail how this can be done) they have the same stats as the person they belong too. Killing the qareen doesn’t affect the person, save for making them feel “good” and want to do good. Sooner or later another qareen will take over.
A carefully worded remove curse spell can remove a qareen, but they usually return when the character is faced with temptation again.
Game Stats:
The Quareen uses the same stats as whatever person it is attached to. They can't normally attack and do not physically manifest. Though the days when a Qareen is most active the character must make a Wisdom-based save (or Will or Magic with Wisdom mods) to avoid giving into temptation.
Thursday, April 18, 2013
Atari 2600 for Sale
Ok, so I normally don't pass on non-RPG related eBay auctions, but in this case I am sure you will forgive me.
My brother is selling a sealed in the box, brand new Atari 2600 system. Never been used.
http://www.ebay.com/itm/230963964171
He bought it at some sale with a bunch of toys.
Either way this is old school video-gaming at it's best.
My brother is selling a sealed in the box, brand new Atari 2600 system. Never been used.
http://www.ebay.com/itm/230963964171
He bought it at some sale with a bunch of toys.
Either way this is old school video-gaming at it's best.
New Google+ Comments
Trying out the new comment system that is supposed to link Blogger comments and Google+ comment together.
I know some people like to post here, and others over at Google+.
Instead of doing it here first I figure I'll try it on my other blog.
So pop over there to give it a try.
http://freedomofnonbelief.blogspot.com/
I know some people like to post here, and others over at Google+.
Instead of doing it here first I figure I'll try it on my other blog.
So pop over there to give it a try.
http://freedomofnonbelief.blogspot.com/
P is for Paimon
Paimon is another demon that was once an Angel. When he was a Angel he was is in Lucifer's* service and remained there after the Fall. Paimon is a great king of Hell and he commands 200 legions of demons, a full 25 legions of these demons are his personal retinue of musicians and singers that announce his arrival. Another 10 are his court, followed by his marshals, generals, and captains. All in his court are scholars of fine learning and repute. These demons are not soldiers and are not expected to go into battle.
Paimon is great scholar in his own right, in fact he may be the greatest mind in the infernal court. He has no desire for personal power, but he has amassed so much knowledge that no plan gets enacted that he does not know about. His familiars granted to mages and witches never fail to teach his subjects whatever knowledge they need to know. All he requires of course his their ever-lasting soul.
While he gives out good familiars he is never summoned himself. It is said that in order to summon Paimon the would be conjurer first needs to learn his secret language; no small feat. Then properly summon Paimon in this language and converse with him in it. Anyone that attempts to summon him will instead get his two chief advisers Beball and Abalam.
Paimon appears as a man with an effeminate or even a woman's face. He ride on a camel that breathes fire. He is richly dress and always appears kingly. He carries a rod that he uses to command or on the rare times that he partakes in combat.
If attacked Paimon sees fighting beneath him and will send his legions in his stead. If he found alone he will summon Beball and Abalam to fight for him.
All other Baalseraph fear him but they also value his sage advice and knowledge. None dare openly plot against him.
Paimon
Alignment: Lawful Evil
Movement: 180'
Armor Class: -2
Hit Points (Hit Dice): 125 hp (24 HD)
Attacks: Rod
Damage: 1d8 +save vs. death on critical hit
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (75%), telepathy 300 ft., knows everything
Save: F24
MORALE: 11
XP: 25,000
Beball and Abalam fight as powerful (full hp) Pit Fiends. Paimon's mount is a camel, but it possess all the same powers of the Shedim including a fire breath weapon like a red dragon.
*For the record, while I have nothing against adding Lucifer to my games it seem far to Judo-Christian for my tastes. Especially when I can achieve the same goals using the D&D version of Asmodeus or Tharizdun.
Paimon is great scholar in his own right, in fact he may be the greatest mind in the infernal court. He has no desire for personal power, but he has amassed so much knowledge that no plan gets enacted that he does not know about. His familiars granted to mages and witches never fail to teach his subjects whatever knowledge they need to know. All he requires of course his their ever-lasting soul.
While he gives out good familiars he is never summoned himself. It is said that in order to summon Paimon the would be conjurer first needs to learn his secret language; no small feat. Then properly summon Paimon in this language and converse with him in it. Anyone that attempts to summon him will instead get his two chief advisers Beball and Abalam.
Paimon appears as a man with an effeminate or even a woman's face. He ride on a camel that breathes fire. He is richly dress and always appears kingly. He carries a rod that he uses to command or on the rare times that he partakes in combat.
If attacked Paimon sees fighting beneath him and will send his legions in his stead. If he found alone he will summon Beball and Abalam to fight for him.
All other Baalseraph fear him but they also value his sage advice and knowledge. None dare openly plot against him.
Paimon
Alignment: Lawful Evil
Movement: 180'
Armor Class: -2
Hit Points (Hit Dice): 125 hp (24 HD)
Attacks: Rod
Damage: 1d8 +save vs. death on critical hit
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (75%), telepathy 300 ft., knows everything
Save: F24
MORALE: 11
XP: 25,000
Beball and Abalam fight as powerful (full hp) Pit Fiends. Paimon's mount is a camel, but it possess all the same powers of the Shedim including a fire breath weapon like a red dragon.
*For the record, while I have nothing against adding Lucifer to my games it seem far to Judo-Christian for my tastes. Especially when I can achieve the same goals using the D&D version of Asmodeus or Tharizdun.
Wednesday, April 17, 2013
Swords & Wizardry Appreciation Day: The Witch
Swords & Wizardry Appreciation Day
Today is Swords & Wizardry Appreciation Day hosted by Tenkar of his eponymous Tavern.
Witch
Prime Attribute: Charisma
Hit Dice: 1d4 per level up to 10th level. At 11th level, +1 hit point per level.
Armor: Cloth, Padded or Leather only, no shields.
Weapons: A witch may only use a dagger, staff, flaming oil, holy water, net, thrown rock, sling, and whip as weapons.
Special Abilities: Occult Powers; witch spells, ritual spells, herb use.
Race: Elves, Half-elves and Humans may be Witches. Dwarves and Halfings may be NPC Witches.
* 7th Level Spells usable only by Witches with CHA of 16 or greater
** 8th Level Spells usable only by Witches with CHA of 17 or greater
! A Witch may take a ritual spell at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.
Witch Class Abilities
Saving Throws: The witch gains a +2 bonus to any save verse charm or hold spells.
Spell Casting: The witch owns a book of spells called a “Book of Shadows” this is similar to the books used by magic-users, but each book is unique to each witch. A Read Magic spell will not enable another witch or magic-user. Witches may cast up to 8th level spells.
Familiar: The witch gains a familiar at 1st level. This is a supernatural creature that often appears to be a normal animal such as a cat or frog.
Occult Power: At first level and every 6 levels hereafter the witch gains an Occult Power. These powers vary from Tradition to Tradition.
Ritual Magic: At 2nd level the witch may opt to choose a Ritual Magic spell. These spells have special requirements in terms of components needs and multiple participants.
Coven: at 13th level a witch may leave her coven to form her own coven.
New Tradition: Amazon
Witches of the Amazon tradition are one of the most misunderstood witches. To begin, “Amazon” is a misnomer. These witches are only remotely related to the legendary female warriors of the same name. Also these witches are not a group of female warrior-witches, though they opt for fighting professions more often than members of other traditions.
Witches of the Amazon Tradition can only be female; no man may enter this Tradition. This attitude of superiority further extends beyond their own Traditions and covens. Amazon witches believe that no man should be allowed to be a witch regardless of Tradition. An Amazon witch will always refer to a male witch as a warlock.
These witches also share an honoring of the Goddess Diana with their warrior cousins. They are associated so much with the Goddess Diana that many call their Tradition The Cult of Diana. Nonetheless, some small groups of Amazon witches do worship other Goddess, such as Freya, Artemis, Brigit, or even Hecate.
Despite stereotypes, not all Amazon witches are man-haters. Some are happily married with children. This is not viewed as a problem for these witches as Diana is also viewed as the Patron of children and of women in childbirth. They just believe that men should not be witches.
Humans make up the majority of the witches in the Amazon traditions. Elves, dwarves and halflings, from a racial standpoint, do not share the Amazon’s philosophy. Elves in particular gravitate more towards the Faerie tradition. Dwarves have a special type of Amazon-like tradition that is embodied in the Xothia, the Dwarven witch.
Role: Amazon witches represent, what they believe, to be the righteous anger of the Goddess. It is believed that these witches may have began as part of the Classical tradition. When witches began to be hunted and killed, mostly by the priesthoods, the Amazon rose up to fight this oppression.
This tradition overlaps, geographically at least, with areas that are common to Classical traditions and druids. Thus there have been successful attempts over the years to work for each group’s mutual benefit. The philosophical differences between the groups have always been the greatest hurdle.
Joining this Tradition: There are no special ability scores required to be an Amazon, although high Strength and Constitution are entirely desirable. The only requirement to becoming an Amazon Witch is the character must be female.
Amazon Witches usually meet in groups, called Meets, during the time of the waxing moon till the full moon. These meets are very secretive and there is a rumor that any man viewing one will be put to death.
Amazons for the most part are neutral, with some gravitating towards lawful.
Leaving this Tradition: The belief system of the Amazon witch are deeply ingrained into her personality and culture. So most will never leave this Tradition. Generally, an Amazon who leaves the Tradition will be warmly welcomed into the arms of the Classical or Craft of the Wise Traditions.
Occult Powers:
Minor: 1st Level: Minor Fighting Prowess. The Amazon witch gains some minor fighting ability and may add one of the following weapons to her skill set; long sword, large axe, long bow or spear. She may use one of these weapons as she chooses. She still uses the Magic-User attack tables, but she adds +1 to her “to hit” rolls. The Amazon witch may also sacrifice one spell per day to give her a bonus to hit and damage equal to that spell level. This will allow her to overcome the natural resistance that require some creatures to only be hit by magical weapons.
Lesser: 7th Level: Immune to Fear. The Amazon witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and fear. She also gains +4 to any checks versus magical induced fear.
Medial: 13th Level: Shape Change. The Amazon witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at 13th level. The witch may only change shape to a natural animal that is within one size category of her normal size. So a Medium sized witch may only change to a Small, Medium or Large animal.
The number of times the witch may do this per day increases with every other level. So 2 times per day at 15th, 3 times per day at 17th and 4 times per day at 19th. The witch may opt to sacrifice one of these times to go outside of her normal range of sizes. So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shape shifts per day).
Greater: 19th Level: Charge of the Goddess. The Amazon witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself. The witch radiates an aura of Fear at 15’ to all her enemies. She gains a bonus of +3 to all her saves and AC. She also gains +2 to all offensive attack forms, spells or weapons. This charge lasts for a number of rounds equal to the witch’s Wisdom or Charisma score, which ever is better. It may be performed once per day and takes one full action to perform.
Special Restrictions: Only women may join this tradition.
Equipment: None required. Amazon witches are more likely to use martial weapons, such as a longbow or spear, than any other Tradition.
The ritual tool of the Amazon witch is the cauldron (representing the Goddess). If adventuring, the witch can or will use a staff, which can double as a weapon. Both items may also be used for more mundane purposes.
Preferred/Barred Covens: This Tradition is suited mostly to all Amazon covens. Amazon Witches will join covens with other Traditions, but the coven must be exclusively female.
Relationship to the Goddess/Patron: Diana is the protector and guardian of the Amazon witches; they are Her children and heirs to Her world.
Source/Views of Magic: Magic comes from the powers of Creation. As the bearers of children, only women can be true receptacles of creative forces. Men can only destroy or pervert this pure and sacred power.
Wealth: Amazon witches start with the amount of wealth allotted to any witch.
Other: Amazon witches generally get along well enough with other traditions, in particular Classical and Craft of the Wise. The Amazon’s views on male witches usually leads to the Amazon being seen with distrust by the other traditions. Amazon witches do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They view priests and wizards as patriarchal tyrants.
Amazons will always burn the body of a deceased witch as a proper funeral. It is also common that the coven will burn the witch’s Book of Shadows with the body.
You can download this a PDF file from my Box.com service.
My A to Z post is here: http://timbrannan.blogspot.com/2013/04/o-is-for-ordog.html
Today is Swords & Wizardry Appreciation Day hosted by Tenkar of his eponymous Tavern.
Nearly 150 blogs are gathered to talk about S&W. He did the same thing a few months back for Basic Fantasy Role-Playing and it was a huge success. I am a fairly late comer to the world of S&W, having read it and then dismissed it. I have recently come back to it and detailed my findings in review and post.
I do have to hand it to Frog God Games to have gotten me re-interested in this game with their Complete Rulebook.
If you would like to get some products for this game here's a coupon you can use at the D20PFSRDshop.com, thanks to John Reyst: SWAD252013
If you would like to get some products for this game here's a coupon you can use at the D20PFSRDshop.com, thanks to John Reyst: SWAD252013
So what should I post about today? Well really there is only thing I can and should do. I get a some emails asking me for me for a S&W compatible version of the Witch. Now to me ALL the retro-clones are largely compatible, but sometimes a ready to go product is also nice. So for you, the S&W fan, here is the Witch for S&W.
You will still need my book, The Witch: A sourcebook for Basic Edition fantasy games, and a copy of the S&W rules. But this will get you going.
I am also including a new Tradition for you to use with ANY version of the Witch you might want to play.
OGL Notice: The following text is considered OPEN under the Open Gaming License.
Section 15: "The Witch for Swords & Wizardry" and "Amazon Tradition" copyright © 2013 Timothy S. Brannan.
Art is not considered open and copyright is retained by the artist, Toby Gregory and is used here with permission.
Witch
Prime Attribute: Charisma
Hit Dice: 1d4 per level up to 10th level. At 11th level, +1 hit point per level.
Armor: Cloth, Padded or Leather only, no shields.
Weapons: A witch may only use a dagger, staff, flaming oil, holy water, net, thrown rock, sling, and whip as weapons.
Special Abilities: Occult Powers; witch spells, ritual spells, herb use.
Race: Elves, Half-elves and Humans may be Witches. Dwarves and Halfings may be NPC Witches.
Witch Experience Table | Spells / Level | |||||||||||
Level
|
XP
|
Hit Dice (d4)
|
Saving Throw
|
Occult Powers
|
1 | 2 | 3 | 4 | 5 | 6 | *7 | **8 |
1
|
0
|
1d4
|
15
|
Power
|
1 | - | - | - | - | - | - | - |
2
|
2,600
|
2d4
|
14
|
Herb Use
|
2! | - | - | - | - | - | - | - |
3
|
5,200
|
3d4
|
13
|
2 | 1 | - | - | - | - | - | - | |
4
|
10,400
|
4d4
|
12
|
2 | 2! | - | - | - | - | - | - | |
5
|
20,800
|
5d4
|
11
|
2 | 2 | 1 | - | - | - | - | - | |
6
|
40,000
|
6d4
|
10
|
3 | 2 | 2! | - | - | - | - | - | |
7
|
80,000
|
7d4
|
9
|
Power
|
3 | 2 | 2 | 1 | - | - | - | - |
8
|
160,000
|
8d4
|
8
|
3 | 3 | 2 | 2! | - | - | - | - | |
9
|
320,000
|
9d4
|
7
|
3 | 3 | 2 | 2 | 1 | - | - | - | |
10
|
440,000
|
10d4
|
6
|
4 | 3 | 3 | 2 | 2! | - | - | - | |
11
|
560,000
|
10d4+1
|
5
|
4 | 3 | 3 | 2 | 2 | 1 | - | - | |
12
|
680,000
|
10d4+2
|
4
|
4 | 4 | 3 | 3 | 2 | 2! | - | - | |
13
|
800,000
|
10d4+3
|
4
|
Power
|
4 | 4 | 3 | 3 | 2 | 2 | 1 | - |
14
|
920,000
|
10d4+4
|
4
|
5 | 4 | 4 | 3 | 3 | 2 | 2! | - | |
15
|
1,040,000
|
10d4+5
|
4
|
5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | |
16
|
1,160,000
|
10d4+6
|
4
|
5 | 5 | 4 | 4 | 3 | 3 | 2 | 2! | |
17
|
1,280,000
|
10d4+7
|
4
|
5 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | |
18
|
1,400,000
|
10d4+8
|
4
|
6 | 5 | 5 | 4 | 3 | 3 | 3 | 2 | |
19
|
1,520,000
|
10d4+9
|
4
|
Power
|
6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
20
|
1,640,000
|
10d4+10
|
4
|
6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | |
21
|
+120,000
|
+1 hp/level
|
4
|
6 | 6 | 6 | 5 | 5 | 4 | 3 | 3 |
** 8th Level Spells usable only by Witches with CHA of 17 or greater
! A Witch may take a ritual spell at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.
Witch Class Abilities
Saving Throws: The witch gains a +2 bonus to any save verse charm or hold spells.
Spell Casting: The witch owns a book of spells called a “Book of Shadows” this is similar to the books used by magic-users, but each book is unique to each witch. A Read Magic spell will not enable another witch or magic-user. Witches may cast up to 8th level spells.
Familiar: The witch gains a familiar at 1st level. This is a supernatural creature that often appears to be a normal animal such as a cat or frog.
Occult Power: At first level and every 6 levels hereafter the witch gains an Occult Power. These powers vary from Tradition to Tradition.
Ritual Magic: At 2nd level the witch may opt to choose a Ritual Magic spell. These spells have special requirements in terms of components needs and multiple participants.
Coven: at 13th level a witch may leave her coven to form her own coven.
New Tradition: Amazon
Witches of the Amazon tradition are one of the most misunderstood witches. To begin, “Amazon” is a misnomer. These witches are only remotely related to the legendary female warriors of the same name. Also these witches are not a group of female warrior-witches, though they opt for fighting professions more often than members of other traditions.
Witches of the Amazon Tradition can only be female; no man may enter this Tradition. This attitude of superiority further extends beyond their own Traditions and covens. Amazon witches believe that no man should be allowed to be a witch regardless of Tradition. An Amazon witch will always refer to a male witch as a warlock.
These witches also share an honoring of the Goddess Diana with their warrior cousins. They are associated so much with the Goddess Diana that many call their Tradition The Cult of Diana. Nonetheless, some small groups of Amazon witches do worship other Goddess, such as Freya, Artemis, Brigit, or even Hecate.
Despite stereotypes, not all Amazon witches are man-haters. Some are happily married with children. This is not viewed as a problem for these witches as Diana is also viewed as the Patron of children and of women in childbirth. They just believe that men should not be witches.
Humans make up the majority of the witches in the Amazon traditions. Elves, dwarves and halflings, from a racial standpoint, do not share the Amazon’s philosophy. Elves in particular gravitate more towards the Faerie tradition. Dwarves have a special type of Amazon-like tradition that is embodied in the Xothia, the Dwarven witch.
Role: Amazon witches represent, what they believe, to be the righteous anger of the Goddess. It is believed that these witches may have began as part of the Classical tradition. When witches began to be hunted and killed, mostly by the priesthoods, the Amazon rose up to fight this oppression.
This tradition overlaps, geographically at least, with areas that are common to Classical traditions and druids. Thus there have been successful attempts over the years to work for each group’s mutual benefit. The philosophical differences between the groups have always been the greatest hurdle.
Joining this Tradition: There are no special ability scores required to be an Amazon, although high Strength and Constitution are entirely desirable. The only requirement to becoming an Amazon Witch is the character must be female.
Amazon Witches usually meet in groups, called Meets, during the time of the waxing moon till the full moon. These meets are very secretive and there is a rumor that any man viewing one will be put to death.
Amazons for the most part are neutral, with some gravitating towards lawful.
Leaving this Tradition: The belief system of the Amazon witch are deeply ingrained into her personality and culture. So most will never leave this Tradition. Generally, an Amazon who leaves the Tradition will be warmly welcomed into the arms of the Classical or Craft of the Wise Traditions.
Occult Powers:
Minor: 1st Level: Minor Fighting Prowess. The Amazon witch gains some minor fighting ability and may add one of the following weapons to her skill set; long sword, large axe, long bow or spear. She may use one of these weapons as she chooses. She still uses the Magic-User attack tables, but she adds +1 to her “to hit” rolls. The Amazon witch may also sacrifice one spell per day to give her a bonus to hit and damage equal to that spell level. This will allow her to overcome the natural resistance that require some creatures to only be hit by magical weapons.
Lesser: 7th Level: Immune to Fear. The Amazon witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and fear. She also gains +4 to any checks versus magical induced fear.
Medial: 13th Level: Shape Change. The Amazon witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at 13th level. The witch may only change shape to a natural animal that is within one size category of her normal size. So a Medium sized witch may only change to a Small, Medium or Large animal.
The number of times the witch may do this per day increases with every other level. So 2 times per day at 15th, 3 times per day at 17th and 4 times per day at 19th. The witch may opt to sacrifice one of these times to go outside of her normal range of sizes. So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shape shifts per day).
Greater: 19th Level: Charge of the Goddess. The Amazon witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself. The witch radiates an aura of Fear at 15’ to all her enemies. She gains a bonus of +3 to all her saves and AC. She also gains +2 to all offensive attack forms, spells or weapons. This charge lasts for a number of rounds equal to the witch’s Wisdom or Charisma score, which ever is better. It may be performed once per day and takes one full action to perform.
Special Restrictions: Only women may join this tradition.
Equipment: None required. Amazon witches are more likely to use martial weapons, such as a longbow or spear, than any other Tradition.
The ritual tool of the Amazon witch is the cauldron (representing the Goddess). If adventuring, the witch can or will use a staff, which can double as a weapon. Both items may also be used for more mundane purposes.
Preferred/Barred Covens: This Tradition is suited mostly to all Amazon covens. Amazon Witches will join covens with other Traditions, but the coven must be exclusively female.
Relationship to the Goddess/Patron: Diana is the protector and guardian of the Amazon witches; they are Her children and heirs to Her world.
Source/Views of Magic: Magic comes from the powers of Creation. As the bearers of children, only women can be true receptacles of creative forces. Men can only destroy or pervert this pure and sacred power.
Wealth: Amazon witches start with the amount of wealth allotted to any witch.
Other: Amazon witches generally get along well enough with other traditions, in particular Classical and Craft of the Wise. The Amazon’s views on male witches usually leads to the Amazon being seen with distrust by the other traditions. Amazon witches do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They view priests and wizards as patriarchal tyrants.
Amazons will always burn the body of a deceased witch as a proper funeral. It is also common that the coven will burn the witch’s Book of Shadows with the body.
You can download this a PDF file from my Box.com service.
My A to Z post is here: http://timbrannan.blogspot.com/2013/04/o-is-for-ordog.html
O is for Ördög
I first saw the word Ördög in the pages of Dracula. It was the Hungarian word for Devil I came to learn. As is my habit, I wrote the name on my bookmark and went on. It was not till later that I saw the name again that I starting thinking it would make a good devil-type.
The Ördög is part of the Hungarian folk tradition. They appear much as a satyr or faun; humanoid with the upper torso of a human male and lower portions of a goat. Their hooves are black and cloven. Their features are bestial and they have long ram-like horns. It is sometimes remarked that the best way to know the difference between an Ördög and a Satyr is by the size of their horns, but this is not always foolproof.
The Ördög also has a long black tail that ends in a blade. They can't attack with it, but it looks frightening. Another part of the ördög that is frightening is their overtly large phallus.
The Ördög shares more than surface similarities to the satyr. Like the satyr, the ördög can be found in rural or wooded areas. Also, the ördög is summoned up most often to partake in the sabbats and rituals of witches. These devils partake in the infamous orgy-like sabbats of witches, held at midnight. Children born to the witches after these orgies become ördög themselves if male or witches if female.
One of the more famous (or infamous) Ördög was Caliban, son of Sycorax.
An Ördög can appear as human male, albeit one with thick black hair and black eyes, or as a large fox.
Some occult scholars believe that ördög share the same relationship to hags as satyr's do with nymphs.
Consequently, the offspring of an ördög and a nymph is a Forlarren.
Since today is Sword & Wizardry Day, here is the ördög in S&W format.
Ördög
Hit Dice: 6
Armor Class: 4 [15]
Attacks: 2 claws (1d6)
Special: Magic resistance (45%), regenerate (1 hp/round), shape change (human, fox)
Move: 18
Save: 11
Alignment: Chaos
Challenge/XP: 7/650
Ördög are among the lowest of the Shedim. They spend quite a bit of time in the prime material plane where they work as messengers for higher level demons. Much like imps, they can teach witches of the Malefic, Diabolic or Demonic traditions spells. A witch can learn one new spell per interaction with an Ördög; once per sabbat. The ördög needs payment for learning this new spell; usually in the form of a sacrifice or sexual congress.
Ördög are wild demons, they attack with their claws like that of animal; often ignoring weapons even when they are handy.
Swords & Wizardry post is later today.
The Ördög is part of the Hungarian folk tradition. They appear much as a satyr or faun; humanoid with the upper torso of a human male and lower portions of a goat. Their hooves are black and cloven. Their features are bestial and they have long ram-like horns. It is sometimes remarked that the best way to know the difference between an Ördög and a Satyr is by the size of their horns, but this is not always foolproof.
The Ördög also has a long black tail that ends in a blade. They can't attack with it, but it looks frightening. Another part of the ördög that is frightening is their overtly large phallus.
The Ördög shares more than surface similarities to the satyr. Like the satyr, the ördög can be found in rural or wooded areas. Also, the ördög is summoned up most often to partake in the sabbats and rituals of witches. These devils partake in the infamous orgy-like sabbats of witches, held at midnight. Children born to the witches after these orgies become ördög themselves if male or witches if female.
One of the more famous (or infamous) Ördög was Caliban, son of Sycorax.
An Ördög can appear as human male, albeit one with thick black hair and black eyes, or as a large fox.
Some occult scholars believe that ördög share the same relationship to hags as satyr's do with nymphs.
Consequently, the offspring of an ördög and a nymph is a Forlarren.
Since today is Sword & Wizardry Day, here is the ördög in S&W format.
Ördög
Hit Dice: 6
Armor Class: 4 [15]
Attacks: 2 claws (1d6)
Special: Magic resistance (45%), regenerate (1 hp/round), shape change (human, fox)
Move: 18
Save: 11
Alignment: Chaos
Challenge/XP: 7/650
Ördög are among the lowest of the Shedim. They spend quite a bit of time in the prime material plane where they work as messengers for higher level demons. Much like imps, they can teach witches of the Malefic, Diabolic or Demonic traditions spells. A witch can learn one new spell per interaction with an Ördög; once per sabbat. The ördög needs payment for learning this new spell; usually in the form of a sacrifice or sexual congress.
Ördög are wild demons, they attack with their claws like that of animal; often ignoring weapons even when they are handy.
Swords & Wizardry post is later today.
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