Wednesday, January 25, 2017

Liska, the skulk daughter of Graz'zt.

Liska, daughter of Graz'zt and a skulk, is the last of the demon lord's children that I am statting up. She made an appearance in Dungeon 212, back in March 2013. Her stats are 4e, and while I'm not overly familiar with that edition, I would say she seems quite a lot more powerful than what I've come up with. Still, I like what I've come up with.

Liska
Medium fiend, chaotic evil

Armor Class 19
Hit Points 135 (18d8+54)
Speed 30 ft.
Str        Dex      Con      Int        Wis      Cha
18 (+4) 20 (+5) 17 (+3) 14 (+2) 16 (+3) 19 (+4)

Saving Throws Str +8, Con +7, Int +6, Cha +8
Skills Acrobatics +8, Deception +8, Intimidation +8, Perception +7, Sleight of Hand +8, Stealth +8
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Elven
 Challenge 9 (5,000 XP)

Assassinate. Liska has advantage on any attack rolls against any creature that hasn’t taken a turn yet in combat. In addition, any hit she scores against a creature that is surprised is a critical hit.

Chameleon Skin. Liska has advantage on Dexterity (Stealth) checks made to hide. Liska may hide by pressing herself against a solid surface that is at least as tall and wide as she is. While she remains there without moving or taking actions, Wisdom (Perception) checks to detect her are made with disadvantage.

Fiendish Blessing. Liska’s AC includes her Charisma bonus.

Innate Spellcasting. Liska’s spellcasting ability is Charisma (spell save DC 16). Rule-of-Three can innately cast the following spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)

Poison Use. Liska is proficient in the poisoner’s kit.

Sneak Attack. Once per turn, Liska can deal an extra 21 (6d6) damage to one creature she hits with an attack if she has advantage on the attack roll. Liska doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Liska doesn’t have disadvantage on the attack roll.

Stealthy Step. Liska is able to move stealthily at a slow, normal, or fast pace with no penalty.

Vanish. Liska can use the Hide action as a bonus action on her turn. Also, Liska can’t be tracked by nonmagical means, unless she chooses to leave a trail.

Actions
Multiattack. Liska makes two dagger attacks if wielding one weapon, three dagger attacks if wielding two weapons.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.

Equipment
Dagger of Venom. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Liska fights with two of these daggers.

Liska is another of Graz’zt’s daughters, a deadly skulk assassin of great skill. Her first loyalty is to her own survival, then to her father. She defends the demon lord’s interests faithfully, using guile and subterfuge, and a cadre of male drow loyal to her. She doesn’t hesitate to put her own continued existence first if circumstances dictate it, though she immediately goes back to defending Graz’zt’s interests as soon as possible.

Liska’s cadre of drow warriors are unshakably loyal to her, giving their lives if need be. Liska takes her favored warriors as consorts, though her affection is fickle.


Liska is a slender, hairless humanoid with grey skin and elfin features. Being a skulk, she is able to change the color of her skin to match her surroundings, making detecting her extremely difficult. She wears minimal clothing so as to make the most of her camouflage abilities.

Sunday, January 22, 2017

Zeitgeist's setting, and the deva & goblin.


So, it occurs to me that I could have a wee bit more about Zeitgeist's setting. Like anything at all. This is what I get for posting while on lunch at work.

Zeitgeist takes place on Lanjyr. It used to be a relatively stereotypical fantasy world until about 300 years before the start of the ap. A goddess died, terrible things happened, magic stopped working some places, etc. As a result of this, the industrial revolution came to the world.

The PCs start out in Risur, which has a rather Great Britain feel to it, but it's in a subtropical region. It's industrial revolution came a bit later, and there is a lot of social issues as a result. Risur has traditionally been very magic and nature oriented, and now it's moving to industry and technology. The PCs start out as members of what is essentially Risur's version of the Secret Service and/ or the FBI.

So you're starting from a very different place than in most aps. Some of my players had difficulty adjusting to this. Anyway, things happen, the PCs get thrust into the middle of it, and ultimately some really epic stuff happens.

So, the deva. In this setting, the deva is someone who was originally your garden variety mortal, but they were in the blast radius when that goddess died. As a result, a piece of her divinity became lodged in that person's soul and now they reincarnate when they die. The deva doesn't really have memories of their former lives, though there are vague rumors that some have managed to figure out how to do that.



Deva Traits

Ability Score Increases: Your Intelligence score increases by 1, your Wisdom score by 2.

Age: Devas are reincarnated as adults and have an immortal life span. They can still died from disease or injury.

Alignment: Many devas tend towards good. Lifetime after lifetime has taught them that being virtuous to others has its own rewards.

Size: Your size is medium.

Speed: Your base walking speed is 30 ft.

Astral Resistance: You have resistance to necrotic & radiant damage.

Cantrip: You know one cantrip from the cleric spell list. Wisdom is your spellcasting ability score for this spell.

Memory of a Thousand Lifetimes: When you make an attack roll, saving throw, or ability check & don't like the result, you can roll 1d10 & add it to the result. You must complete a long rest before you can use this ability again.

Worldly Knowledge: You have proficiency in the History skill.

Languages: You can speak, read, and write Common & Elven. If you've lived in Risur for a significant amount of time, you can also speak, read, & write Primordial.

This is obviously very heavily borrowed from World Builder Blog.

As for the goblin:



Goblin Traits

Ability Score Increase: Your Dexterity score increases by 2, your Wisdom score by 1.

Age: Goblins mature faster than humans, reaching adulthood by age 10. Goblins rarely live past 50 years of age.

Alignment: Goblins used to tend towards Neutral Evil. In this new civilized age, goblins now tend towards Neutral.

Size: Goblins range 3 to 4 feet in height, and typically weigh 40 to 60 lbs. Your size is small.

Speed: Being unusually fleet of foot, your base walking speed is 30 ft.

Darkvision: Goblins are used to living underground. You can see in dim light as if it was bright light up to 60 ft., and in darkness as if it was dim light.

Nimble Escape: When an attacker targets you with a melee attack & misses, you may Disengage as a reaction and move away from your attacker.

Sneaky: You are proficient in the Stealth skill.

Goblin Weapon Training: You are proficient in the scimitar & shortbow.

Languages: You can speak, read, and write Common & Goblin. Goblin uses the Dwarven script. Immigrants to Risur are typically also able to speak, read, and write Primordial.

I borrowed heavily from Myth Weavers & the Small But Vicious Blog for the goblin.

Zeitgeist: the Gears of Revolution for 5e



If you're not familiar with Zeitgeist, published by En World, it's a very good AP. It's very different from the other APs out there, and players who want to hack and slash rather than roleplay & investigate probably won't like it. That was a mistake I made when I tried to run it; I didn't make a good choice on who to invite to play it.

Anyway, I wanted to run this for 5e. It's been published for 4e, which is reflected in a couple of things in the material, and Pathfinder. I started converting the Pathfinder stuff to 5e. A couple of people on the En World forums have also done some conversion work, and I borrowed some of that. If I post any of that material, I will properly credit the source. En World announced not long ago that they would be putting out some converted material, which should be nice.

First up: playable races.
Deva
Dragoborn (any)
Eladrin
Gnome (forest & rock)
Goblin
Goliath
Half-elf
Half-orc
Human
Lightfoot Halfling
Minotaur
Mountain Dwarf
Tiefling
Wood Elf

There are wood elves & eladrin in this setting. Obviously, you can get the eladrin from the DMG.

Goblins can now be found in Volo's. I originally came up with something different, which I'll put in my next post.

There are Devas here, which is a type of aasimar. I'll put that in my next post, too. Both the deva & goblin are originally other people's ideas.

For the minotaur, you have the UA material & material from Kobold Press to choose from.

Everything else is straight out of the PHB. I will say I like the stuff over on Tribality to mix things up a bit for dragonborn.

That's all for now.

Saturday, January 14, 2017

Second item up on DM's Guild.

Hi all. I've finally gotten around to posting a second item up on DM's Guild. Like the first thing I posted, it's pay what you want. So check it out, see if you like it. If you're so inclined, toss a couple of quarters my way. I'm not proud, I'll take quarters.

PC Race Options: Half-ogre & Grippli Player Character Races

It has the information I originally posted on this blog, as well as stats for the typical NPC grippli you might meet.

And just as a reminder, here's the first item I posted on DM's Guild.

Folio of Fiends

The next thing I'll be posting will be a collection of 24 creatures from myth, legends, and cryptozoology. They're all original creations, not updates of creatures from other editions.

Thanks!