Daily Punch 10-6-20 Gas Creature Race template for DCCRPG/Star Crawl

Reading Star Crawl, and I thought about this as I went through the race section.

Gas Creature: Some creatures are not beheld to a body. They exist as a creature of pure thought and molecules. These intelligent gasses are far harder to hurt then the simple protein based bodies of their kin, but lack the physical form to do much heavy lifting.
Stat Adjustments: Strength -2; Intelligence +2; Hit Die -1 Step (min d4)
Special Abilities: Gas Form (physical damage is reduced to minimum for all attacks), Space farer(does not need space suit in areas of no oxygen and is not harmed by environmental extreme cold or hot but take normal elemental damage from weapon, attack, or spell)


Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?


Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.


Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop


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 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
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 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4


Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6


Hit points: A heavenly hitman gains 1d6 hit points at each level.


Weapon training: A heavenly hitman 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: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.


Magic: A heavenly hitman cast spells as a cleric.


Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.


Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.


Luck: A heavenly hitman adds their Luck modifier to their backstab damage.


Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.




Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!


Priest of the Old Father


Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.


Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother


Hit points: A Priest of the Old Father gains 1d8 hit points at each level.


Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.


Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.


Magic: A priest of the old father cast spells as a cleric.


Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.


Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.


Infravision: An elf can see in the dark up to 60’.


Immunities: Elves are immune to magical sleep and paralysis.


Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.


Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 


Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.


Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.


Action dice: An elf’s action dice can be used for attacks or spell checks at any level.




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
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 7-10-17 Seelendieb sword for DCCRPG

My wife found a sword in DCC.  She loves it, but maybe she shouldn’t….


Seelendieb-this is a +1 longsword of impressive sharpness that also increases the wielders strength by +4.  It’s hilt is shaped like interconnected grasping hands of bone with the crossbar being a spine.  It was forged by a god of death and destruction and gifted to his chosen paladin to steal life in the multiverse.

INT: 18; PERS: 16; does not possess the wielder.  Wielder gains hit points equal to half damage dealt, and then the wielder then makes a Will saving throw, DC equal to hit points recovered.

Fail First Three-The sword now makes the hit point recovery feel amazing.  This process is almost addictive.

Fail Next Three-The wielders alignment shifts to chaotic.

Fail Final Three-The wielder becomes a soul wraith.  There is no physical change, but the character now eats souls instead of food.  This is done as an action over an intelligent creature that died less than 1 turn ago.  The character can also consume blood of intelligent creatures in place of souls.  The character heals damage as if they has used lay on hands on themselves using their own attributes if they drink blood.  The character can no longer heal hit points as normal, but may be healed by a cleric of a neutral or chaotic deity.  Healing from a Lawful cleric harms the character, but the character is allowed a Will save to prevent the healing, DC equal to amount that would the dealt as damage.  The character’s title shifts as follows depending on the level:






Daily Punch 12-28-15 DCC Funnel in Shadow of the DemonLord

We’re back from our extended break, and let’s start off with a big one!  I love the DCC RPG Funnel, and I love the Shadow of the Demon Lord system.  Let’s mix this peanut butter and chocolate together!


The Shadow of the Demon Lord Funnel

Players: Instead of creating and choosing one first level character, randomly roll a d6 (d8 with the Demon Lords Companion) four times to generate four characters.  Follow character generation rules as normal for each character.  Also, when a character drops to zero or fewer hit points, that character is dead!  No rolls for you!

GM: Instead of running a zero-level adventure, instead run a level one adventure.  Run the adventure as hard as normal, and players will drop like flies!  At the end, players will most likely be left with one character each.  That person gets all the experience points the would normally get putting them up to first level with a hell of a story!


Roll Race
1 Human
2 Changeling
3 Clockwork
4 Dwarf
5 Goblin
6 Orc
7 Faun
8 Hafling

Ring Side Report- RPG Review of The Served Brandolyn Red

Product-They Served Brandolyn Red

System– DCC

Producer– Goodman Games

Price– $7  here http://www.drivethrurpg.com/product/159410/Dungeon-Crawl-Classics-2015-Halloween-Module-They-Served-Brandolyn-Red&affiliate_id=658618

TL; DR– An awesome starter adventure! 95%


Basics-It’s a good day for a white wedding!  Until the groom’s head is chopped off and the bride is poisoned.  Then, players and the guests of the wedding have to find out all the twists and turns in this adventure and recover the groom’s head to properly bury the man.  Why did this happen?  Only you can find out!

Mechanics or Crunch-Ah, the DCC RPG funnel!  Hit the players hard and see what falls down.  It’s a time honored tradition.  This adventure has all the great pieces of one, and the mechanics match enough to challenge first and zero level players as well as bringing enough weird to the party.  5/5

Theme or Fluff-This adventure is one that you as a GM have to bring to life.  There is a lot going on here, and it kind of goes in two directions.  Only one direction gets the PC’s paid, so they won’t care about family struggles as longs gold happens.  If you can bring that part to life, it’s a fun side of the adventure.  But, most parties and games won’t even care about some below the surface details that the adventure has due to the second part being a bit off base.  It’s fun, but a bit too unwieldy with the second story not bringing as much to the party as the first. 4.25/5

Execution– This is a DCC RPG book put out by Goodman Games themselves, so it’s going to be good!  The art is great, the pictures are phenomenal, and the layout is simple enough to help every GM run a fun adventure.  The book even has detailed family trees that you can use to enhance  the substory that I complained about in the theme section.  Even the hex crawl simple map is a great addition to the game!  This simple adventure has the tools and talent needed to really help you make a great time for the players.  Also, it’s out in time for Halloween, so get this now! 5/5

Summary-I love this one so much it might become my new favorite funnel.  My players get a place to explore.  I get some story to build off with a subplot that is fun, if a bit of a strange addition.  The mechanics of the adventure are built well enough that it’s got enough challenge to keep things interesting, but not a killer curve to destroy a party.  From the art to the layout, this is a phenomenal adventure and an excellent introduction to DCCRPG, and if a group was looking for a  place to start, this is probably the best adventure to throw your friends and yourself as the GM into. 95%

Ring Side Report- RPG Review of Titansgrave: The Ashes of Valkana

Product– Titansgrave: The Ashes of Valkana

System– AGE System

Producer– Green Ronin

Price– $13.99 here http://www.drivethrurpg.com/product/153950/Titansgrave-The-Ashes-of-Valkana?src=hottest_filtered

TL; DR– I only wish this had more. 88%


Basics-Cyberpunk, fantasy, and Wheaton-oh my! Titansgrave: The Ashes of Valkana is the much hyped book using the AGE System and a setting designed by several RPG powerhouses and Wil Wheaton himself.  On the Tabletop YouTube page, Wheaton played several adventures of this game with his celebrity friends, and now you can play this game at home with your friends.  What will happen when you disturbed the ashes of a long dead war?

Mechanics or Crunch-Titansgrave demonstrates some amazing uses for the AGE system, but doesn’t quite hit the mark I was expected.  The book has some phenomenal new additions to the system like a completely new chart to spend stunt points for one creature type in combat.  Those kind of add-ons to a system show how robust and buildable the AGE system can be.  The book doesn’t quite keep up that new energy throughout however.  The basic Fantasy Age book introduces the system quite well, but Titansgrave doesn’t do enough to expand the system for this universe.  I wanted several new additions, spells, and mechanics, however, I really only got a new race, some new items, and a few character options in the first chapter.  They all work well, but it doesn’t do enough to really drastically enhance the system.  AGE is great itself, but I want more to really make the AGE system Titansgrave own thing. 4/5

Theme or Fluff- Titansgrave tells an interesting story, but sadly one you’ve kind of “heard” before.  The Titansgrave story is the fun romp from TableTop.  Which if you saw TableTop is awesome.  But, if you saw TableTop, then you have a general idea of what’s going to happen.  I was hoping for a bit more original stuff like added adventures, side quests, and a continuing adventure in the world, but there is some things here to keep your players guessing.  Also, the story is a bit linear.  You can’t go too far off rails on this as the story is written ahead of time.  4.75/5

Execution-If you like the layout from Fantasy AGE, you will do fine here.  This book is basically a giant version of the adventure at the back of the Fantasy AGE book with some serious additions.  I’d like a bit more here as the art is good, but I need a few more maps to throw to my players and some more breaks in the text to help me better read the story.  Overall, its well done and something that you can get through with general ease.  4.5/5

Summary-Titansgrave is the first big launch of the AGE system after it got its own push post-Dragon Age.  This book isn’t my favorite RPG book of all time, but I think it does a good job of introducing the system and setting in a big way.  The book provides a completely new world to play in.  I’d like a bit more mechanics specific to the world, but what’s here is well done.  The story is good, but depending on how much your players watch Titansgrave, they may have seen some of the high points.  The book is well executed, and overall a fun read.  After reading this book, I’m hungry for more in the Titansgrave setting.  88%

Ring Side Report- RPG Review of Steel and Fury: Combat Maneuvers of the Mighty

Product– Steel and Fury: Combat Maneuvers of the Mighty

System– Dungeon Crawl Classics RPG

Producer– Purple Duck games

Price– $7 here http://www.drivethrurpg.com/product/147952/Steel-and-Fury-DCC

TL; DR-A must have for the Dwarf or Fighter at the crawl! 97%


Basics-Cry havoc and let loose the dogs of war!  Steel and Fury is a Fighter and Dwarf supplement for the Dungeon Crawl Classics RPG.  This book focuses on the Mighty Deeds of Arms for both of those classes by adding several new deeds that are specific for the type of weapon you are using as well as expanding the deeds by adding mighty criticals and mighty fumbles.

Mechanics or Crunch-Hands down a home run.  Every mighty deed gets its own page with descriptions of what happening.  Also, the addition of mighty criticals and fumbles really adds to the dice rolling crunch of this system.  And, the book has an amazing resource- an end of the book table showing which weapons can do which deed (MORE BOOKS SHOULD DO THIS!).  As the cherry on the sundae, even the old deeds get a revisit by adding the critical and fumble rules to them as well.  This is well done and slick. 5/5

Theme or Fluff-  Again, another home run.  Every deed has a ton of story to it.  Not only does each deed have a description, but also the deed has a quote from an appendix N fantasy story.  That right there is awesome.  Also awesome is the art.  I honestly didn’t expect much art from a small publisher, but it’s here and well done.  You will feel every crunch from this one as Steel and Furry builds on to a solid foundation of carnage. 5/5

Execution-We’ve had two home runs, so it’s time for a foul.  I love the book.  It’s got great spacing, great writing, text, tables, and great art.  What I don’t like is the price tag.  This book is $7 bucks for about 60 pages.  That’s a bit much as much of this book is pages with tables.  $7 isn’t enough to keep me away, but I think this should be around $4 to $5 to keep up with other publishers’ prices. 4.5/5

Summary-This is a great book and addition to the DCC rpg.  Purple Duck Games really made a top notch product by supplying quite frankly a ton of new content to the system.  Every weapon get some love.  At the back is an amazing chart detailing what each weapon can do with the new and old mighty deeds.  Even old deeds get new additions with mighty criticals and mighty fumbles.  The story this book tells is great proving that a straight crunch book can bring some story and panache to the table.  I think the book is a bit over priced.  But, if you can stomach the price, this is a necessary book for any fighter and dwarf that hits the table. 97%

Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.


Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.


Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell



Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6