Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

2016/09/26

WTF Character Sheets tailored to Character Classes

I'd often thought to myself ... each class in D&D should have its own character sheet. After all, the classes do pretty different things. After making the three sheets that my WTF hack requires, I understand why there are not more class-specific character sheets.

Time. It takes time.

On the other hand, they look pretty. And I also understand more clearly why more adventures don't have infographics outlining the games for the enterprising lazy DM. Enjoy.

(should also be compatible with 3rd level 5E characters)




And for the Generics.


2016/09/04

Healerrior - The Healing Warrior

A player joined our group and asked to play a healing warrior. So we made one. These were the notes:

HD - like thief
Armor & Weapons - like warrior
Spells - like wizard, remove one ... (2nd level) - 3 cantrips, 4 level 1, 2 level 2 - spell slots: 3, 3, 1

Spells cost: 2 hit points, cantrips count as level 1

subtype - rustumani leveller / breaker of chains
no chains,
chosen weapons: hammer and sickle

spells

Now lets turn that into the ... Healerrior?

Class Features:
  • Hit Dice: 3d8
  • Hit Points: 16 + 3 * Con modifier
  • Spells: cost 2 hit points or ability points per spell level, cantrips count as level 1 for cost, rituals vary.
    • Spells Known: 3 cantrips, 4 L1, 2 L2
    • Spell Slots: 3 cantrip, 3 L1, 1 L2
  • Armor proficiency (roll d6): 1: light and shields, 2: light, shields and medium, 3: all organic armors and shields only, 4: all metal armors and shields, 5–6: all armors and shields.
  • Weapon proficiency: all weapons.
  • Tools: healer's kit and (roll d6) 1: barber's kit, 2: herbalist's kit, 3: surgeon's kit, 4: scribe's kit, 5: thief's tools, 6: musical instrument (1d4: 1: bongo drums, 2: flute, 3: harmonica, 4: lute).
  • Saving Throws (roll d6): 1–3: Con and Wis, 4: Str and Wis, 5: Str and Con, 6: Dex and Wis.
  • Skills (roll d6 twice): 1: History, 2: Dialectics (Persuasion), 3: Insight (Clairvoyance), 4: Psychological Opiates and Religion, 5–6: Medicine and Opiates.
Class Features:
  • Fighting Style (roll d6): 1: archery (+2 ranged), 2: defense (+1 AC w armor), 3: dueling (+2 dmg with 1h weapon and no shield), 4: great-weapon fighting (reroll 1 and 2 with 2h weapon), 5: protection (reaction to Disadvantage an attack against an adjacent target), 6: two-weapon fighting (add ability mod to second attack damage).
  • Forbidden Weapons by the Grace of Reason and Faith (roll d6): 1: blunt weapons, 2: edged weapons, 3: chain weapons, 4: ranged weapons, 5: melee weapons, 6: magic weapons.
  • Chosen Weapons (roll d6): 1: hammers and sickles, 2: quarterstaffs, 3: swords, 4: pistols, 5: great axes, 6: scythes and polearms — grant (roll d4): 1: +2 to hit, 2: +1 AC, 3: +2 to damage, 4: greater critical range (19–20).
  • Healing (roll d6): 1: kiss, 2: touch, 3: whisper, 4: bite, 5: strike, 6: blood. Functions as Lay on Hands (PHB p.84), restore 15hp per long rest. Neutralize poison or disease = 5 hp.
  • Second Wind: self heal for 1d10+3 hp once per short rest.
  • Action Surge: take additional action 1/turn, use twice per short rest.
Level Up (roll d20):
  1. +1 proficiency,
  2. gain 2 hp,
  3. gain 2 hp,
  4. gain 3 hp,
  5. gain 3 hp,
  6. +1 cantrip spell slot
  7. improve 1 ability score by 1,
  8. improve 1 ability score by 1,
  9. extra attack,
  10. gain +1 L1 spell slot,
  11. gain +5 to healing pool,
  12. learn new skill or become expert in existing skill,
  13. learn new weapon,
  14. gain +2 to hit with existing weapon,
  15. d6: 1–4: +1 level 2 spell slot, 5–6: +1 level 3 spell slot
  16. gain +1 AC with armor type (light, medium or heavy)
  17. gain one feat (see PHB),
  18. improve 1 ability score by 2
  19. healthy as a mule, gain advantage on all saves vs. poison and magical disease, gain immunity to regular disease,
  20. healing discharge: every time you use a healing spell, an additional 2 + spell level hit points are restored to you or another adjacent creature of your choice.

2016/06/02

WTF Character Sheet v2

Building a character? Make your own sheet. Or grab this ultra-basic variant.

It might look like I haven't been up to anything ... but the last few months have seen me drawing copiously. Thanks for your patience!


2016/02/23

NPCs of Longwinter, or at Least Some of Them

Names and descriptions and details can be swapped and I've separated them with em-dashes, but for layout purposes in this format, they're just listed.


Rudvik, the City of the Pit, the Silver City, the Guild Warren, built in the guts of the Gargantuan Golem Fact of the Long Long Ago. Suspended on the cliff above is an iron spider of a fortress, now the Home of Counting and Count

  1. Counte Rudolf Rudov — the man with the golden hand and silver eye, his hands bedecked with rings, his abacus with beads of (1: amethyst, 2: emerald, 3: rubies, 4: sapphires, 5: garnets, 6: amber), his brow crowned with the Binary Bindlet.
  2. Countess Krovela Rudolfova — the Counte's wife, who's skin is forever milky and young as the day they were wed by the Baron's grandfather.
  3. Counteska Rudina Rudolfova — the Counte's daughter, some say witch, others wild thing. In truth she is (1: both, 2: neither, 3: a changeling, 4: a misunderstood goth).
  4. Vizir Sokolov — the wizard of Rudvik, demons worry when he is near. He turns tears into joy, everyone's happy when he walks by.
  5. Vaga — the death-dealer of Rudvik. Darkness stalks the steps of the death-dealer. Grown men become children in the presence of the death-dealer. The House of the Death-Dealer is surrounded by (1: shields, 2: skulls, 3: glass vials, 4: stone chimes, 5: silver-threaded copper coins, 6: feathers).
  6. Moksijeva Maja — a noble fightress, tough and just.
  7. Perimpepet — a brainy fellow, some would say a thief, he is a master of geomancy and mining.
  8. Nur Gottlieb — a rustumi preacher-pundit.
  9. Masad Obershtain — mason, builder and inn-keeper of the Sign of the Cog-clock.

Vrelets, the Sanatorium, the Village by the Marble Hall, built on the polychrome calcium ledge of the Great Hot Spring where even oranges may grow in the Dead Winter of the High Turan.

  1. Jana Janova — the good-doctor of Vrelets, she brings sleep and peace to those who can do no more and administers the Rites of the Purple.
  2. Ignobel Rosenberg — the mind-doctor of the Sanatorium, stitcher of souls and collector of dice.
  3. Nedred Shvab — a noble fighter, strong and hardy.
  4. Ostina Ostra — a smart lass, her wit sharper than her knife, but not by much. She would be a fox.
  5. Niza Visoka — matron and mistress of the blood bush plantation of the Marble Head.


Gomilsk, the City of the Baron, the High Town, built on a barrow and a bond of blood.

  1. Baron Boris III Borisov — blood-trothed ruler of the Vale of Saint Nom, a (1: kind, 2: harsh, 3: just, 4: oblivious, 5: scholarly, 6: arrogant) man out of his depth in games of strategy, but intensely good at games of luck. A rich man, he wants for a wife.
  2. Baronovitsch Boris IV Borisov — the bastard son is not a bastard but a nerd. A seeker after knowledge, a delver into the barrow below the town.
  3. Vera Plava — the fairest girl born of the Three Maidens of the Temple in living memory. Why does the Baron not take her? She loves (1: ivory, 2: hunting, 3: chess, 4: guns) but is (1: viciously smart, 2: spoiled rotten, 3: gentle as a lamb, 4: possessed of an ancient wraith).
  4. Kanzler Rudolf Valentinov — headman of the Valentinov clan, advisor to Boris. He collects ancient tomes, is kind to cats and hates boys.
  5. Haydn the Old — believer, preacher, spy.
  6. Philby Philbyyev — khan's ambassador, connoisseur of rabbits and berrywine.
  7. Morya Svetla — artifact merchant and calligrapher. Purveyor of fine amulets. She was abandoned by a dog in the dirt.
  8. Ulvar Silbershtain — hydraulic priest of the Steam Demon.
  9. Vincente de Biro — the bureaucratic head-tender of the Pneumatic Inn  and Brothel. Has a thing for the rabbit races.
  10. Mossy Moz — there's taverns and there's taverns. This is one of the taverns. Flying axes are free.
  11. Underbaroness Izolda — a tragic tale surrounds her, like a grim dress. One of woe and a lover lost.
  12. Vod — a noble fighter, courageous and fine.
  13. Medo — a smarmy wizard, purveyor of Toads and Toad charms, master of the pseudomantic school.
  14. Lado Bezgov — roguish and dashing, with a dagger of gold and a dagger of dragon bone and a fiddle so fine, it makes grown women weep.

Mostova, the Big Bridge, the Bridge of Giants, the Enormous Living Stone Bridge, seriously, it's a town on a huge bridge built in the long, long ago.
  1. Sheriff Leni — a jovial santa of a man with a dark past to overcome.
  2. Counte Verruca Mostar — the man with the iron heart and the Gauntlet of Grimace who loves cats for the mysteries they bring.
  3. Elena Trojska — the Purple Gunsmith. She betrayed a friend once. There are no bodies.
  4. Mushter — a pair of legs that open up like butterfly wings and a mad dog that wouldn't sit still. But a doctor's a doctor, even if his speciality is rusty proctology.
  5. Alfred Zorov — Zoro's House has beds, Zoro has a bar, his wife trades in curios. Worthless trinkets, you understand?
  6. Jovan Vrv — a basketman does his thing, but a basketmaster runs the elevators to the river cold down below.
  7. Oriana Diana — necromancer and lawyer, bringer of closure and wills. There's a parchment with her name on it. There's a locket clasped in the hands of a drowned deep one.
  8. Elvis Dirtnap — he plays his (1: banjo, 2: guitar, 3: bass guitar, 4: violin, 5: piano, 6: guillotine) in the bar every third night, when he needs to forget.
  9. Muti Mnogo — some cults are fun, some cults have mysteries. This cult has (1: fun weeds, 2: fun mushrooms, 3: fun incantations, 4: child sacrifice). Muti likes red and green.
  10. Raven Girl — she plays with the ravens in the Circle of the Black Glass and nobody disturbs her.
  11. Ebenezar Skrudjeyev — the Grand Toll-Master of the bridge, bearer of many chains, master of coin, mint and tea. He loves a good tale and collects old books.

Oak-that-bleeds-and-sings, the Longest House, the Hall of Horror and Home, hidden in the Pines where the Cold Wind "Reza" blows and cuts the flesh of evil men off their bones.
  1. Chief Owlfox — bold and red-haired, the temptress of the woods, the soft-eyed widow who loves a good skirt and sharp knife. 
  2. Chief Hawkbear — cunning and dark, bulky and grim, a shadow bringing firewood or death from the dark. He sees men's souls but is afraid of women.
  3. Boris Turtledove — witchman, wizardwoman, shawls and feathers and thick furs. Man or woman, it's not clear, but reading the burnt bones is her art.
  4. Karl Tree — a tree with the soul of a man, a man with the soul of a tree. Walk this way.
  5. Boneman Grim — how can one die when one's soul has been cleansed of flesh?
  6. Littlefox —so tempting, her tail so long. Her smile melts warriors' hearts.
  7. Jane — an outlaw who likes big guns.
  8. Shaman Owlfalcon — shaman and mushroom hunter.

The Last Trading House, the Green Bubble, the Most DFG Palace, clasping the marbled canyon walls like a demented translucent jelly-bird.

  1. Vizkont de Konti — third licensed silver merchant of the House of the Fourth Leg,
  2. Graham Schmidof — chicken-eating silversmith,
  3. Velisa Darteu — beady-eyed jeweler of the Velvet Sisterhood,
  4. Koliste Four-Two — khan supervisor with the big belt buckle and the mirrored eye,
  5. Miszko Temni — smaller burdenbeast merchant in speckled fur,
  6. Slavoshkrat Benzinov — glittering tinker artificer and karaoke star,
  7. Origen Kanalov — swaggering artifact merchant with the poncho and the feathered clock,
  8. Imba Takozela — leather-clad scholar from among the (1: rustuman, 2: petrograd, 3: morjanska, 4: turalia, 5: wolf-folk of the black wood, 6: white canyon),
  9. Polona de Marko — spy, tailor, sailor and international trader of mystery,
  10. Ibis Motel — smooth-talking flour-chucking food merchant with a cart of (1: boiled leeches, 2: broiled leeks, 3: grilled lima beans, 4: sautéed lemon-fish, 5: flambéed lobster, 6: fresh linear accelerated-growth lion-strip),
  11. Kapsikun Kundarov — militiaman with the clockwork heart,
  12. Petra do Pijer — churchman of the (1: rustuman leveller, 2: tsarist hierarchist, 3: petrogradist poly-sacralism, 4: kentauri shamanism, 5: shkraeti pragmatism, 6: potnik sweat-lodge vision fatherhood) persuasion with a gilded monocle,
  13. Ozrik Tamogled — fanatical lay rustuman leveller (1: carpenter, 2: shoemaker, 3: levite, 4: soldier, 5: roundhead, 6: turncoat),
  14. Elbreht Adamov — ruin explorer mumbling incoherently and tapping with a metal leg,
  15. scavenger with a wooden pistol and pet (1: cat, 2: rat, 3: clockwork hat, 4: dire rat, 5: animated mat, 6: bat),
  16. Vina de Vin — moustache-twirling restauranteur and cheese maker,
  17. Angela Merser — pleasure mercer with red shoes and a (1: boudoir, 2: synth-sensorium, 3: opium bowl, 4: rolling papers, 5: fine wines, 6: smoked shifter meat),
  18. Tabor Three-Three — kentauri fighter swaggering without a care in the world,
  19. Onda Tako — friendly and almost discrete agent of the (1: viles, 2: viladrines, 3: moss-fuckers, 4: tree-huggers, 5: vile bastards, 6: deathless doppelgangers),
  20. Djet — mysterious stranger known as (1: traveler, 2: walker, 3: jack, 4: jane, 5: loper, 6: stinker).
The Last Trading House is a joint enterprise of the Baron's Bullion Company and the Khanal Silver Company built in the shell of an ancient builder DFG palace (spheroid subtype B) in the Most Canyon.