Thursday, February 26, 2015

The Keythong for 5e


Picture by Scatha the Worm on Deviantart.

The Keythong is a heraldic beast like the Griffin. It differs from the Griffin in that it has spikes instead of wings, and in some myths, it is supposedly the male of the species with only the females having wings. For my purposes, I'm treating them as separate species.

Keythong
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10+21)
Speed 50 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
18 (+4)             15 (+2)             16 (+3)             2 (-4)               13 (+1)             8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., passive Perception 15
Languages
Challenge 2
Spiky Hide. At the start of each of its turns, the keythong deals 4 (1d8) piercing damage to any creature grappling it.
Keen Sight. The keythong has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The keythong makes two attacks: one with its beak, one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Keythongs are wingless cousins to the griffin, with the body of a lion and the head and forelegs of an eagle. A pair of slightly curved horns grows from their heads and spike-like spines sprout from their backs, particularly dense in the shoulders where a griffin’s wings are located. They live in mated pairs, and coordinate their attacks with their mate when they hunt. They do not seem to possess the same fondness for horse flesh as the griffin, though they certainly wouldn’t hesitate to take one if the opportunity presented itself.

Fierce and Loyal Mates
Keythongs mate for life and will not take another if their partner dies. They are also fierce combatants, and will not hesitate to defend their mate or young. They never surrender, fighting to the death if need be.

Guardian Beasts
A keythong can be raised from an egg to serve as a companion and guard beast. Due to their spikes, training them to be mounts isn’t practical. Training a keythong can be a dangerous and resource intensive process, and typically requires a trainer well-versed in their ferocious nature.

Once trained, they are completely loyal to their master, defending him or her as readily as they would their mate or young. They will also guard their master’s property with that same feriocity.

Sunday, February 22, 2015

Con of the North

Every year on Valentines Day weekend Con of the North takes place in the Twin Cities area in Minnesota. I'm not a fan of the date, for what should be obvious reasons, but I've managed to go to this con for a few years now. Con of the North is a gaming convention that currently happens in Plymouth, MN, which is a lot closer to where I live than its last location in St Paul.

The Crown Plaza is a pretty nice hotel. Parking has been mildly problematic, but the hotel & con have worked together to alleviate the problem, & they did a pretty good job this year.

There is generally a good mix of games. Pathfinder Society seems to have pushed out some of the other RPGs, but they seem to be slowly coming back. I don't play PF Society, so that makes me happy. There is also quite a lot of miniature gaming, with some nice terrain. For the 40K fan there is a Rogue Trader tournament. Every year there is even Battletech! Can you believe it? I love that game!

Overall, it's a good time. I highly recommend Con of the North if you can manage it. I'm lucky to have a very understanding girlfriend.

Monday, February 9, 2015

Monarch of the Monsters 5 is upon us!

I'm sure most interested parties have already seen this, but if you haven't, Kobold Press' Monarch of the Monsters 5 is underway. Go flex some of those creative muscles.

http://www.koboldpress.com/k/front-page19084.php

Saturday, January 24, 2015

Well, this week sucked.

So, despite my first few posts, I never claimed this was a gaming blog. Since that is the case, I am going to share my non-gaming experiences from this week.

I totaled my car on Wednesday. Ice on the road, a guardrail, and it all added up to a totaled Toyota Corolla. Thankfully no one else was involved, despite it being rush hour. I was also able to walk away from the wreck without any injury at all. No idea how. So, as you can imagine, I've had a stressful week.

My insurance company is Progressive, and I am truly amazed at how efficiently they sorted everything out. I had a check in hand Friday. Really, I'm just stunned. My only complaint about the whole thing is that they are putting a lot of pressure on me to get a new car. I can understand the urgency; they don't want to pay for the rental longer than they have to, but I live in a state where it is illegal to sell cars on Sunday (most stupid thing I've heard in 2015 so far). Slightly annoying, but they sorted out the car much faster than expected & actually gave me more money for it than I'd expected. Overall, I'm pretty pleased with Progressive.

Tuesday, January 13, 2015

Who doesn't need a few more weapons for 5e?

En World has a collection of user made 5e creations. Some are better than others.

I find that I really like the stuff created by the user Jargogle. He expands the weapon list a bit, & also provides extensive lists of Asian & European weapon & armor equivalents.

Check it out: 5e weapons & armor

Saturday, January 10, 2015

Two-handed weapons and optional speed factor

In the DMG there is an optional initiative rule called speed factor. It lists a bunch of modifiers for different weapon types and situations that affect your initiative roll. There's more to it than that, but that's not important for my purpose here. Anyway, the table lists a -2 penalty for two-handed melee weapons. That's completely wrong.

Now, I'm not an expert in medieval weaponry. I have, however, been taking medieval combat classes for a little while. I guess I can really only comment on the sword, as the class hasn't included things like axes or spears, but it has been clearly demonstrated by the instructor that the longsword is noticeably faster when used with two hands rather than just one. Now, I'm not talking some giant monster two-handed sword that you couldn't possibly use one-handed. Though looking at that table, it also gives a penalty for a heavy weapon, so if I were to use speed factor, I would consider just ditching the two-hander penalty and only apply the heavy weapon penalty.

It basically has to do with greater control of the sword. To really hit someone hard with a one-handed weapon, you pretty much have to get some momentum behind it. When you have two hands on the hilt, it takes a lot less motion to get power behind the hit. Does this apply for the other versatile weapons besides the longsword? I'm not sure, as I haven't worked with an axe or spear. Honestly, I would assume so if I was using speed factor and I'd just dump that two-handed penalty altogether.

Just my .02.

Monday, December 29, 2014

5e fey sorcerer bloodline

This would be one of those things I didn't want to leave on a post-it. I got a little decent feedback on the original version from reddit & this is what I currently have.

Fey Sorcerer Bloodline
Fey Affinity - At 1st level, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check. You can speak, read & write Sylvan.
Favor of the Fey - At 1st level, you may roll 1d6 & add it to one ability check, attack roll or saving throw. You may see the result of the d20 roll before deciding to use this favor die, but it must be used before the DM lets you know if you were successful or not. This ability may be used once between long rests.
Fey Step - At 6th level, you may spend 2 sorcery point to cast misty step.
Fleeting Glance - At 14th level, as a bonus action, you can cause your form & the items you carry to become indistinct, imposing disadvantage on attacks directed at you for as long as concentration is maintained up to one minute. This ability may be used once between long rests.
Fey Resistance - At 18th level, you have advantage on all saving throws vs. magic.