Daily Punch 4-10-20 Rune Sage class for DCC RPG

How about another magic user?

 

Rune Sage

 

Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them.  The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Runes Cast Max Spell Level Ref Fort Will
1 +d2 1d8/I 1d20 2 2 1 0 1 1
2 +d3 1d10/I 1d20 3 2 1 0 1 1
3 +d4 1d12/I 1d20 3 3 1 1 2 2
4 +d5 1d14/I 1d20 4 3 2 1 2 2
5 +d6 1d16/I 1d20 4 3 2 2 2 2
6 +d7 1d20/I 1d20+1d14 4 4 3 2 3 3
7 +d8 1d24/I 1d20+1d16 5 4 3 2 3 3
8 +d10 1d24/I 1d20+1d20 5 5 4 2 4 4
9 +d10+1 1d24/I 1d20+1d20+1d14 6 6 4 3 4 4
10 +d10+2 1d30/I 1d20+1d20+1d14 7 6 5 3 5 5
Titles
Level Title (all alignments)
1 Runic Carver
2 Earth Enchanter
3 Slag Sorcerer
4 Ore occultist
5 Magma Magus

 

Hit points: A thief gains 1d8 hit points at each level.

 

Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.

 

Alignment: Rune sages are the children of dwarves and magic rock.  They follow the law of stone and never deviate from that order in the world.  Most rune sages tend to be lawful.

 

Magic: A rune sage cast spells as a wizard with a key difference.  At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.  A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting.  The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.

 

Rune: The spells carved by a rune sage can be passed to anyone.  On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell.  If another character is using the rune, that character can spell burn additional points to increase the previously determined result.

 

Sword and Stone.  A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better.  They may only trigger one spell per turn in this way.

 

Infravision: A rune sage can see in the dark up to 60’.

 

Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans

 

Language: A rune sage automatically knows dwarven at first level

 

Luck: A rune sage Luck modifier applies to their AC.

 

Action Die:  A rune sage always uses action die to attack.  Additional action die allow for additional attacks.

Daily Punch 4-8-20 Spell Thief class for DCC RPG

Working on a thing for DCC RPG!  Here is a fun combo class for DCC RPG

 

 

Spell Thief

Why work hard when you can get the magic milk for free?  You’ve spent years learning to be the smartest one in the room and along the way you learned a few tricks.  Now you’ve found a way to make a big score. Just a few more rubbes to swindle along the way and you will be set!

 

Level Attack (Magic Die) Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 +d3 1d10/III 1d20 3 1 1 1 1
2 +d4 1d12/III 1d20 3 1 1 1 1
3 +d5 1d14/III 1d20 4 1 1 2 2
4 +d6 1d16/IV 1d20 4 2 2 2 2
5 +d7 1d20/IV 1d20 5 2 2 2 2
6 +d8 1d24/V 1d20+1d14 5 3 2 3 3
7 +d10 1d30/V 1d20+1d16 6 3 3 3 3
8 +d10+1 1d30/V 1d20+1d20 6 4 3 4 4
9 +d10+2 2d20/V 1d20+1d20+1d14 7 4 4 4 4
10 +d10+3 2d20/V 1d20+1d20+1d14 7 5 4 5 5
Titles
Level Title (all alignments)
1 Spell Swindler
2 Mugger Mage 
3 Sorcery Sneak
4 Hex Hijacker
5 Eldritch Embezzler

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 1 2 3 4 4 5 5 6 6 7
Hide in shadows 2 3 4 4 5 5 6 6 7 8
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 0 0 1 1 2 2 3 3 4 4
Read languages 2 3 4 4 5 5 6 6 7 8
Handle poison 0 9 1 1 2 2 3 3 4 4
Bonus on spell theif check and against magic traps 3 5 7 8 9 11 12 13 14 `5

 

Hit points: A thief gains 1d4 hit points at each level.

 

Weapon training: A spell thief is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Spell thieves walk a hard line between the order needed to cast magic the the disorder needed to steal.  Most spell thieves tend to be neutral.

 

Thieving skills: A spell thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and a bonus against magic trips and spell thief checks.  These function as a theif’s skills.

 

Magic: A spell thief cast spells as a wizard.  At 1st level a spell thief determines 2 spells that he knows.  To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.

 

Spell Thief: A spell thief gains the ability to negate and learn a spell cast against him.  If the subject of a spell, the spell thief can choose to make a 1d20 + Intelligence modifier + spell thief check + magic die.  If the spell thief succeeds, the spell thief learns the spell in addition to its normal spell amount. If the spell thief fails, he is subject to the spell as normal.

 

Luck: A spell thief’s Luck modifier applies to rolls for checks to steal spells.
Action Die:  A thief uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

 

Thoughts?

Daily Punch 4-6-20 Tortured Shield sentient magic item for DnD 5e

Welp I got a dare to make a shield that enjoys being hit, let’s make this happen!

 

 

Tortured Shield

Armor (shield), legendary (requires attunement by a character with a Constitution score of 14 or more)

The tortured shield  is a battered, broken and repaired tower shield that is little more than scraps of metal bolted together that stands taller than a man.

History This shield containing the soul of a paladin who was captured by the agents of the king of hell. Dragged to the lower planes, he was tortured till he forgot his name but never giving up his faith.  He only remembered defending the weak and learned to love the pain inflicted on himself.  His soul was used to forge a shield that was gifted to the greater gods as a token of how any could be broken.  As he never broke his oath, he now continues to serve as a defender of his people

Enhanced defense Tortured Shield grants its barer a +3 bonus to AC.

Ever Defender When attuned to this item, you gain a reaction where you can be the target of any attack targeting an ally in the same engagement as you.

Love of the Lash When a creature makes an attack against the wielder of the Tortured Shield and fails to hit you is within three of your armor class, you can choose to have the attack hit.  If you do so, you can resistance to that attacks damage and all damage for one round as well as advantage on all checks, attacks, and saves for one round.

Unfailing Once per day, when you would fail a saving throw against a mental effect, you can choose to succeed instead.

 

Sentience. The Tortured Shield is a Chaotic Good shield, that can only provide the barer with emotions of a duty and a desire to be in the middle of any combat with a desire to take the blows instead of your friends to whoever is attuned to it as long as they hold the shield.  Telepathy feeling only Intelligence:8 Charisma:20 Wisdom:16
Personality. The Tortured Shield is a hero that has been beaten, but not had his faith broken.  He has lost words and knows only the joy of pain and service.  He will not do evil and will fight who hope the hurt the naive or innocent.  He likes it when the user is battered in the service of others while preventing his or her friends from balling.  Though as his bond with the wielder grows he hates any and all praise being heaped upon the barer or the shield, finding joy only when mocked and critiqued for either of their failings.

Destruction of The Tortured Shield It is possible that the shield to be finally broken.  If used as a focus of an evil spell to hurt another by an attuned user, the shield is finally broken as the paladin inside fully falls from grace.

Daily Punch 4-3-20 Conceal Beast primal spell for Pathfinder 2nd Ed.

How about hiding your pet in Pathfinder 2nd ed?

 

Conceal Beast                     SPELL 1

Transmutation

Traditions primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 creature you controlDuration 1 day


The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With an action or reaction you can end conceal beast.  The spell also ends if the target takes damage or attack another target.

 

 

 

thoughts?

Daily Punch 4-2-20 Conceal Beast Ranger spell for 5e DnD

Missed April fools, but I hae some ideas for some awesome tricks!

 

Conceal Beast

1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hour

You touch a friendly creature you control. The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With a free action or reaction you can dispel conceal beast.  The spell also ends if the target takes damage or attack another target.

 

 

 

 

Thoughts?

Daily Punch 3-31-20 Push Through idea for Delta Green

Delta Green doesn’t get as much love as I think it deserves.  This might be because Delta Green is Call of Cthulhu if it was somehow more depressing.

Something I don’t thing gets enough love willpower.  Let’s work on that.

 

Push Through

When you need to make a skill check, you can choose to before the roll roll a 1d2 and loose that much will power if able.  You may do that up to two times.  For each time you choose to lose willpower and do, you can increase your skill value by 1d10 for each time you choose to lose willpower.

You can choose to attempt to increase your skill value after a roll, but you must instead lose 1d4 willpower per 1d10 bonus to the skill value.

You must lose as much will power as you can.  If you can not lose as willpower as the die indicated, you lost as much as you can and do not gain the benefit of the bonus to skill value. You may still not succeed at the skill check after you roll the extra dice.

 

 

Thoughts?

Daily Punch 3-23 and 3-24 Starship maneuvers for Starfinder

How about two ideas I’ve been kicking around.

 

Drift

The ship moves forward up to three quarters its speed  in a straight line and turns twice at the end of that movement.To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate.

 

Hard Turn

The ship moves forward enough spaces to allow a turn and turns twice.  To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward but doesn’t turn.

 

 

Thoughts?

Daily Punch 3-17-20 Return to Sender fighter feat for Pathfinder 2nd ed.

Lots of alchemy toys in Pathfinder 2nd ed as well.  Let’s bring the idea of deflecting those back at the thrower to old school fantasy!

 

Return to Sender [REACTION]FEAT 6

Fighter

Trigger An item is thrown at you are an ally within your melee reach.

Requirements You are wielding a melee weapon.

You may make a melee attack against the ranged attack result of the item.  If your attack roll equals or exceeds the ranged attack, you hit the item back at the enemy and the enemy is subject to the item instead.

 

Thoughts?