Friday, October 18, 2013

The Maleficent Witch Tradition




Any witch is at risk of being burned at the stake by the ignorant because of maleficent witches, also known as wicked witches. Such is the fear of this most despised and fiendish of traditions that it casts a shadow over all of witch-kind.

The following is a new Tradition for the Player's Companion Witch class.


Bonus Spells:  None.  (A maleficent witch does not receive any bonus spells at 1st level.)

1st level:  Familiar

2nd level:  Wicked Lore

4th level:  hex as a warlock

6th level:  contact dark powers as a warlock

8th level:  change shape as a warlock

10th level:  summon infernal creature as a warlock


New Proficiency

Wicked Lore

The character can control undead as a Chaotic cleric of one half her class level. Also, the two spells listed below are added to her class spell list at the designated spell level:
4th level: cause serious wounds
5th level: finger of death

Tuesday, October 8, 2013

Goblin Variants




The Player’s Companion Custom Classes approach to monsters such as goblins allows us to re-engineer the core rulebook base monster entry, as well as the champion, subchieftain, chieftain, shaman and witch doctor. Similarly, we can “advance” the base warrior class to create unique monsters such as an ogre-like goblin king. However, is it useful to extend this process beyond the warrior monster class to other classes? Simple monster creation is a strength of older editions. As Judge, I can craft a monster however I want. But, as I mentioned with Proficiency Packages, I find it convenient and even inspirational at times to have some “off the shelf” tools available. So, I considered what existing classes paired with a Goblin Racial Value of 0 might result in interesting goblin variants.

Each of the goblin variants below is a “0th level” goblin equivalent to and interchangeable with a normal core rulebook goblin (to the extent an Assassin, Fighter or Thief NPC are equivalent). I only list the key differences between the goblin variants and not the goblin custom powers common to all goblins. These goblin variants might be rare individuals who form a unique gang, or a Judge might build an encounter around an entire warband of variant (e.g. wall-climbing) goblins.


Goblin Bully (Assassin)

A goblin bully is AC2, 1d6 hit points, attacks and saves as a 1st level Fighter, and may Move Silently, Hide in Shadows and Backstab as a 1st level Thief.


Goblin Fanatic (Dwarven Fury)

A goblin fanatic is AC0, 1d8-1 hit points, attacks and saves as a 1st level Fighter, and may use fighting fury as a 1st level Dwarven Fury.


Goblin Scourge (Anti-Paladin)

A goblin scourge is AC3, 1d6 hit points, attacks and saves as a 1st level Fighter, and may use aura of protection, command undead, detect good and after the flesh as a 1st level Anti-Paladin.


Goblin Screech (Bard)

A goblin screech (also known as a goblin “scribe”) is AC2, 1d6 hit points, attacks and saves as a 1st level Thief, and may use Arcane Dabbling, Loremastery and Perform as a 1st level Bard.


Goblin Sneak (Thief)

A goblin sneak is AC2, 1d4 hit points, attacks and saves as a 1st level Thief, and may Climb Walls, Hear Noise, Move Silently, Hide in Shadows and Backstab as a 1st level Thief.


Goblin Weird (Witch)

A goblin weird is AC0, 1d4 hit points, attacks and saves as a 1st level Cleric, and gains one tradition power as a 1st level Witch. If the Judge uses Level 0 Spells, the goblin weird may cast 3 orisons per day.


Goblin Wyrd (Warlock)

A goblin wyrd is AC0, 1d4 hit points, attacks and saves as a 1st level Mage, and gains a Familiar as a 1st level Warlock. If the Judge uses Level 0 Spells, the goblin wyrd may cast 3 cantrips per day.