Tuesday, October 21, 2014

So I missed 2 Mondays. Again

So, I missed 2 Mondays again. But, I had a good reason. Like hours at the dentist. I have a lot of work to do, and Monday is the day, apparently. So, as much as I would like to give steady updates, it may not be in the cards for a while.

Tuesday, October 7, 2014

I missed Monday

So, I am trying to get into the habit of posting on the Facebook page (Mord Mar) on Mondays. I've been calling it "Mord Mar Mondays" (aren't alliterations great?) Well, due to some strange occurrences (namely sleeping all day) I didn't get it done yesterday. I made up for it on the Facebook page, introducing a new villainous weapon. That's a bit too pedestrian for the blog. So, I give you the playtest version of Mord Mar's first Prestige Class:


DEAD ONE

Dead Ones were a sect of great warriors that once defended Mord Mar. They traded their individuality for anonymity. Until recently, these warriors were believed to be lost to time. Together, Dead Ones in society were called the Legion of the Dead

Hit Die
d10

Requirements
To qualify for Dead One, a character must fulfill the following criteria:
Alignment: all Dead Ones are Lawful
Base Attack Bonus: +3
Feats: Endurance
Role-Play: contact with the Legion of the Dead

Class Skills
A Dead One’s class skills (and key ability) are Climb (STR), Intimidate (CHA),   Knowledge: Dungeoneering (INT), Perception (WIS), Sense Motive (CHA), Swim (STR)

Skill Ranks: 2 + INT modifier


Level
BAB
Fort Save
Ref Save
Will Save
Special
1
+1
+0
+0
+1
Die Hard Feat, Iron Mask, Will to Die
2
+2
+0
+0
+2
Death’s Embrace
3
+3
+1
+1
+2
Clarity of Death
4
+4
+1
+1
+2

5
+5
+2
+1
+2
Death’s Emissary




Class Features

Die Hard Feat: Per the Pathfinder CRB. Dead Ones at 0 HP or below are not considered disabled or staggered.

Iron Mask: All Dead Ones have an iron mask grafted to their faces. This gives them a -2 to CHA and a +1 AC (Circumstance Bonus). The CHA penalty can only be removed with a Wish or Miracle spell (which removes the mask).

Will to Die: All Dead Ones forsake any type of Resurrection Magic (including Raise Dead, Reincarnation, Breath of LIfe, etc). If a Dead One ever loses their Lawful alignment, they will attack every living thing near them until slain.

Death’s Embrace: At 2nd level, when a Dead One’s HP is below 50%, they do an additional 2 points of damage with every melee attack. When below 75%, they deal an additional 3 points of damage with every melee attack, and when below 0 HPs, all melee damage is at +5, and any crit has an additional +1 to its damage multiplier (a x2 critical weapon would do x3).

Clarity of Death: Whenever a Dead One is under the influence of any spell with the following descriptors: Charm, Compulsion, or Pattern, the Dead One may re-roll his saving throw against that spell.



Death’s Emissary: At 5th level, a Dead One is able to call upon Death. Once per day, if the Dead One is below zero HPs, he may activate this as a swift action before rolling to hit. If the hit is successful, the target must make a Fort Save with a DC equal to damage dealt. If the target fails this save, it dies.
 

Friday, October 3, 2014

Blogging at work

After reading the 1d12 blog I mentioned, I immediately found something to work into Mord Mar. On December 26, 2011 he wrote a Strange and Terrible Curses table. One of these curses was a "beard of worms." As Mord Mar is a dwarven city overrun, there are a lot of dwarves. And this curse sounded particularly heinous. So, in it had to go:

Meet the newest NPC:
Captain Trask Stoneblood Trask is an ex-adventurer who contracted a strange curse. His beard has been turned to worms. It wriggles constantly. The beard serves as a warning to other would be adventurers. No cleric has been able to break the curse.

Captain Trask is a long time member of the Var Nae Guards, who has worked his way up the ranks in spite of his 'handicap.' He generally can be found guarding the entrance to the Lost City, usually berating young adventurers. This is the only time he brings notice to his wormbeard.

When not on duty, Captain Trask can be found in one of the taverns of Var Nae, drinking away his sorrows. Here, he is quite a different man. He is standoffish, ready to fight anyone he imagines is laughing at his beard.

Thursday, October 2, 2014

D&D 5E Monster Manual


I just had a chance to thumb through the 5E Monster Manual. Other than not having recommended Encounter Levels, I absolutely loved it. The art is amazing, and the organization of material is top notch.

And our team mascot:




So I found this blog: http://roll1d12.blogspot.com/. I found it pretty interesting. In honor of finding it, here is a Dwarvish Surname Generator I made for Mord Mar:

Surname Generator

    d20        +           d12
1.   Iron              1.   Axe
2.   Steel            2.   Hammer
3.   Earth            3.   Helm
4.   Fire              4.   Beard
5.   Gem            5.   Shale
6.   Rock            6.   Smith
7.   Mithril           7.   Pick
8.   Stone           8.   Shaper
9.   Ruby            9.   Grinder
10. Onyx            10. Drum
11. Copper         11. Blade
12. Silver            12. Plate
13. Gold
14. Strong
15. Heat
16. Brick
17. Jewel
18. Rake
19. Break
20. Spark