Daily Punch 12-6-13 “Great” or “Holy” Spirit mentor in Shadowrun

I’ve always wanted to play an exorcist in Shadowrun.  I’m Catholic, and I know we’ve got a bad rap in 2075, but we can’t be all bad…can we?  How about a spirit mentor for Roman Catholics who play with magic?

 

“Great” Spirit

The “Great” Spirit might be the Catholic Holy Ghost or might represent the Great Spirit of Indian folklore.  In either case, this spirit mentor seeks  to help metahumannity survive in the new magical age.  However, this comes with a price-one must follow a code of selflessness.

ADVANTAGES

All:+2 to Assensing checks checks

Magicians: +2 to all checks to banishing checks

Adept: Gain the Astral Perception Power for free

DISADVANTAGES

If you act in a way that will harm others who mean no harm to you or allow others to come to harm through inaction, you take a -1 penalty to all dice pools until you atone.  This may require sacrifices or attending a religious service.

 

Thoughts?

Daily Punch 12-5-13 Cold domain for DnD Next Cleric

How about a cleric domain for DnD Next?

Cold

You are an avatar of winter. You are the living embodiment of the trial cold bring to all who live in where snow falls. You sort the weak from the strong. You must root out the weakness in others and destroy it, through whatever means necessary. Those who cross your path and are unworthy will never see the light of day again. You’re god doesn’t desire worship as much as fear!
DOMAIN SPELLS

Cleric Level Spells
1 Sleep, Gust of Wind
3 Blur, Phantasmal Force
5 Sleet Storm, Slow
7 Evard’s Black Tentacles, Ice Storm
9 Cone of Cold, Cloudkill
11 Circle of Death
15 Power Word Stun

Bonus Spells
You gain the Ray of frost and and chill touch cantrips if you don’t already have them. You also gain extra domain spells at levels 11 and 15, as shown in your Domain Spells table.

Hasten the End
When a creature that you can see falls to or below 0 HP, you can use your reaction to cause the creature to die that much faster. The creature must make an Constitution saving throw with the DC equal to your spell casting DC. If they fail, the immediately die or count as having failed a death roll. Any spellcaster that attempts to prevent the creature dying must make an apposed spellcaster roll to prevent this effect or stabilize the creature.

Channel Divinity: Frostbite

Starting at 2nd level, you can use your Channel Divinity to harness the bitter cold of winter . As an action, you present your holy symbol, and any fires are extinguished within 25 feet of you is dispelled. Spells that have the fire effect are given an opposed check by their creators using their spellcasting bonus vs your spell casting bonus + d20 roll. Additionally, each enemy creature within 25 feet of you must make a Constitution saving throw. A creature takes cold damage equal to 2d10 + your cleric level on a failed saving throw and half as much damage on a successful one.

Channel Divinity: Icy Strength
At 6th level, you gain the ability to bestow the blessing of winter to yourself or an ally with your Channel Divinity. As an action, you present your holy symbol, and you or an ally gains an extra 1d6 cold damage on any attacks to perform as well as gaining resistance cold. At level 12 this bonus increases to 2d6, and at level 18 this bonus increases to 3d6.

Heart of winter

Starting at 20th level, you can use your action to turn an area into the deepest winter for 1 minute or until you dismiss it using another action. You become a creature of pure ice and emit waves of cold in a 50¬foot radius. You gain resistance cold and to weapon attacks. All creatures in the area without cold resistance must make Constitution checks every turn or take 4d6 cold damage and be restrained by the ice.

What do you think?

Daily Punch 12-5-13 Reghed Barbarian Background in DnD Next

How about one more background for DnD Next?

 

Reghed Barbarian

You have carved a life where most others could not.  You are not a tamed man.  You find no comfort when sleeping indoors.  You are of the North.  You travel for your own reasons.

Trait-Master of your surrounding

You know how to survive.  When in a natural environment you can find enough food to support yourself and your friends.  You know where to find what you need to build simple tools that you need.  You know nothing of how to build complicated machine that the tamed men use.

Proficiencies

Skills:Nature, Athletics, Survival

Tools: Climbers’s kit

Equipment

Adventurer’s kit, climber’s kit, bedroll, blanket, common clothes, fishing tackle, hunting trap,  tent, 105 gp 10s

 

Thoughts?

Ring Side Report-A review of Legacy of the Crystal Shard

Product: Legacy of the Crystal Shard

Producer: Wizards of the Coast

Price: ~$30

TL;DR-Great Season, but consider your group. 83.3%

Basics-Its the second book in the Sundering encounters series, and this one takes place in the frozen north of Icewind Dale.  The players arrive in town just as an attack of Yetis takes place.  After saving the town the heroes must root out the various problems in town with the biggest problem being the worst winter the dale is seen in a long time? Can they save Icewind dale from the cold?

Theme: I have really been impressed with the latest DnD encounter manuals.  One book is pretty much dedicated to theme.  Here are the peoples and places the players (alliteration!) will see.  Having a one book dedicated to this really helps me get the world across to my players.  The book is full of tons of small details that will really help.  Its worth it! 4/5

Mechanics/Story: Here is where things get a little “dangerous.”  I love this story compared to the other one.  The heroes here get to be heroes!  However, the heroes can’t completely save the day.  I’m tipping my hand as a DM, but the Sundering encounter season is set up so Wizards has something to say about what happened here.  Something big occurs, the PCs fix most of it, but some evil will remain that the PCs can’t fix, at least right now.  If you’re group or you hates this, then this might not be for you.  However, I love what I’ve seen and what I’ve read.  Also, see the summary for a few running concerns. 4/5

Layout/construction: Honestly, I love the latest projects from Wizards.  The paperback books are pretty decent quality.  They tear kind of easily, but for the page count it’s a good deal.  Also, the package comes with a nice DM screen.  The screen is encounters specific and full of stuff you need for the game.  You get over 100 pages of stuff to read, but the layout is well done and a pleasure to read.  I never felt like it was hard to get through.  A fantastic job. 4.5/5

Summary and thoughts: I really like this product.  This is a great product that is full of information on the frozen north and a great story.  Keep in mind, you or your group will fail at least in part.  If you can get past that, you will have a great time.  Also, as a tip:  you might want to tell your players to agree on a course of action.  In the last session, it was pretty fair game for the PCs to just go in any direction.  This session, for the players to get the most out of the random encounters and distances between towns, you want to only have one group of PCs running around the realms.  83.3%

Daily Punch 12-4-13 Arcane Brotherhood Agent Background in DnD Next

How about some more love for DnD Next?

Arcane Brotherhood Agent

You work for a wizard in the Arcane Brotherhood in Luskan.  The reason you do so is your own.  It may range from money to being tutored by a senior wizard.  In any case, you are not necessarily evil, but you work to bring the North under the economic control of Luskan.  However, you may undermine other Arcane Brotherhood agents to ensure your master is the one in the limelight.

Trait-Information and Financial Network

You are a member of a far flung organization that has agents and depots across the west.  You can request information and funds from any place you know another agent resides.  However, these requests are noted and this makes your presence know to other Arcane Brotherhood personal or leaders in the area.  Requests for personal gain might go unnoticed momentarily, but eventually this problem will be rectified.  You know code words and phrases that allow you to find and identify other Arcane Brotherhood agents across the world.

Proficiences

Skills:Stealth, Deception, Sleight of Hand

Tools: Disguise kit, thieves’ tools, navigation kit

Languages

One of your choice

Equipment

adventurer’s kit, bedroll, blanket, common clothes, traveler’s clothes, fine clothes, disguise kit, lantern, 1 pint oil, navigator’s tools, tent, thieves’s tools 44gp 4 silver

Daily Punch 12-3-13 Using Int to get skills in DnD Next?

I’ve always felt like the intelligence stat gets left by the wayside when you play an RPG especially DnD next or Pathfinder.  How about an optional rule to make it a little more useful….

 

Optional Rule: Intelligence for skill acquisition

Every character gains four skills as normal during character generation (three from their background, and one (or more) from their class).  However, if they have an above average intelligence (12 o better) they receive one extra skill for each point of intelligence bonus they posses.  When their bonus increases, they gain a new skill.  The skills they receive come from their class skill list, but if they ever get more skills then their class give them access to, they may select any skill.

If a character posses a below average intelligence and has a penalty, they lose one skill.  They may select if they lose a class skill or a background skill.  If they have an extremely low intelligence, they at minimum have one skill.  If a characters intelligence decreases during the game, they lose skills in much te same way increasing your intelligence increases your number of skills.

 

Thoughts?

Ring Side Report-Board Game Review of Belfort

Game-Belfort

Producer-Tasty Minstrel Games

Price-$50

Set-up/Play/Pick-up-Two hours

TL;DR-Not a perfect game, but damn fun and well designed! 82.5%

Basics-Time for some urban planning mixed with worker placement, and area control!  In Belfort, you and your friends all play city planners in a fantasy setting that is more Pratchett then Tolken.  The city has hired way too many planners, and you now have to compete to see who is the best.  Each turn you take turns placing workers on the board.  However, at any point you can say DONE and then place your remaining workers on the resource gathering board.  After placing workers is over, every player can then build buildings and use building powers.  After a few of these rounds, all players count to see who has the most of each worker type (elf, dwarf, gnome) and the most buildings in each city section for points.  Most points at the end of the game wins.

Mechanics: Honestly, this game covers a bunch of game ground (worker placement, terrain control, resource management), but it does it really well.  The different types of workers and the fact that these are also points makes getting the workers that much more important.  That sentence is an understatement to seasoned worker placement fans, but now that they are worth points hammers home that fact much more.  Much like most eurogames, the buildings you build give you extra actions that anyone can use, but where you place them gives you more points.  Thus, in addition to thinking through what building you need to win, you now have to think where the building must go so you can win! The addition of a third worker type that makes building better also makes your choices that much more important in this game. This is a great game that plays fairly quick for a heavy euro. 5/5

Theme: You are an urban planner.  That is about as dry a subject as trains, but the game is pretty fun.  The instruction book is full of theme for this fantasy setting.  I love to read instruction books that are full of great theme.  It makes the game that much more fun to play.  However, the game by itself doesn’t have much theme.  You do feel like you’re building stuff, but not a city planner since what I built was just what I could when I could.  Also, the great fantasy setting was just left to the wayside when you play through.  A little flavor test on the cards might have made a world of difference to drag me back into the funny fantasy Tasty Minstrel created. 3/5

Instructions: This book is very awesome.  Any book that makes me laugh out loud is awesome!  Also, this book had a tough task of teaching me the rules to this complex game, and it’s a pulled it off quite nicely.  I had a few questions that my play ground just decided a way the rules would go and we moved on, but all said and done, this is a well done book.  4/5

Construction: This game has some nice components.  Lots of nice wood pieces are in the box.  This game was kickstarter project and the stretch goals really helped pull this thing off.  The different resources really look like the different resources!  Nice sparkly iron!  I love this.  The box is well put together.  The only problem I had was the stickers!  You will spend at minimum an hour putting stickers on wood.  That’s a pain, but for all the worker types, you need it.  Maybe on the exclusive 10 year edition, use some different meeples?  4.5/5

Summary: This game is awesome.  Its lots of fun and has lots of replay.  Tasty Minstrel Games kind of came out of nowhere for me, and after this game, when I see a kickstarter from these guys I give just to see what going to shake out of it.  Give this game a try.  You may have to find your own theme for the game, but if you love mechanics of a well designed eurogame, there is no question.  You must buy this game. 82.5%

Daily Punch 12-2-13 Harper Background in DnD Next

I’ve been reading a lot of old reams books to get into the latest season of encounters, how about some Forgotten Realms exclusive backgrounds?
Harper Agent
You defend the rights of freedom for all.  You work to prevent extremes in the realms.  You do so in secret.  If anyone know who you are, trouble might follow you.  You walk on the edges of society, but still have to find your place in it.
Trait-Harper Membership
You are a member of the Harpers of Luruar.  You know secret signals to identify other Harpers.  They may be able to provide you extra information about any area you are in.  Also, you are given a pin that  will identify you as a Harper.  You also know a secret signal to activate the magic of a Harper pin.
Proficiencies
Skill:  Insight, Persuasion, Nature
Tools:Navigator’s Tools, mounts (land)
Languages
Elven and one other
Equipment
Adventurer’s kit, Harper Pin, bedroll, blanket, common clothes, traveler’s cloths, disguise kit, lantern, 1-pint oil, navigator’s tools, tent, 76 gold, 90 silver.

Daily Punch 11-29-13 Mobility Feat in 13th Age

I’ve been playing a bit more 13th Age lately.  We just jump started the Living 13th Age game in Jackson, MI, so you should go if you can!  How about a feat to help you get out of combat?

 

 

Mobility

Adventurer Tier: Gain a +4 bonus to saves to disengage.

Champion Tier: Gain a +4 bonus to escape being grabbed.  You may add the escalation die to all disengagement checks.

Epic Tier: You only need to roll a 9 to escape being grabbed or disengage.  You may add the escalation die to all checks to escape being grabbed.

 

Thoughts?