Showing posts with label M20 Advances. Show all posts
Showing posts with label M20 Advances. Show all posts

Monday, 8 October 2012

Microlite20: Bard Specialist Advances

Keeping a roll on... here's The Houri, the first Bard Specialist Advance, inspired by a post my good friend Dangerous Brian made, updating the class from an old White Dwarf issue for OSRIC.

The Houri is an entertainer, first and foremost, and a concubine second. She uses her charm and natural grace to enthrall any onlookers, and finds that many are taken by her looks as well. Many have been trained by high-society madames, moulded into the very image of what the rich and powerful want to see in a woman.

Note that, in this case, men can qualify for the Houri Advance - simply change its name to "Courtesan", or something suitably exotic.

Houri
Bard Specialist Advance
Enchantress - you gain a +2 bonus to your Communication skill when used for seduction.
Presence - you gain Charm Person as a spell-like ability, cast as a Signatue Spell.
Flexible - you gain a +2 bonus to any Skill check which requires flexibilty (say, dancing, escaping bonds, or particularly exotic bedroom moves).
Exotic - you gain +1 to-hit and damage with whips, chains, daggers (stilletos and the like), and bows.
High Class - you gain a +2 to any rolls involving nobility (whether charming them, or remembering facts about specific Royal lines and history, etc).



Thursday, 4 October 2012

Microlite20: Rogue Specialist Advances

So, inspired by a few requests, and digging through some old-school materials, I present The Pirate and the Thief-Acrobat!


Pirates are dashing scoundrels of the seas - always on the lookout for profit, adventure, and aiming to misbehave. They fit well into the Errol Flynn School of Pirating - swashbuckling charmers.

Pirate
Rogue Specialist Advance

Swashbuckler - you gain a +2 bonus to your AC when fighting with a rapier (or short sword) in one hand, and a dagger (whether a main-gauche, parry dagger, or otherwise) in the other.
Dashing - you gain a +2 bonus to your Physical skill when performing dashing acts of derring-do (swinging from chandeliers, sliding down curtains using a dagger, etc.) The GM has the final say in whether an act counts.
Skilled Swordsman - you gain a +1 bonus to-hit and damage with rapiers, daggers, and cutlasses.
Sea Farer - you gain a +2 to any checks involved in sailing (or commanding) a boat.
Delicate Swordplay - you gain a +2 bonus to any attempts to disarm an opponent.

The Thief-Acrobat is a top-story man - cat burglars, wirewalkers, and assassins who strike when their target is asleep. They have trained themselves to maintain their balance at all costs, for a single foot out of place could spell an ignomious end on the cobblestones below.

Thief-Acrobat
Rogue Specialist Advance

Slow Fall - you only take half damage (rounded up) from falls of any height.
Acrobatic - you gain a +2 bonus to your Physical skill when performing acrobatic maneuvers.
Exotic Weapon Training - you gain a +1 bonus to-hit and damage with any 2 of whips, chains, shuriken, daggers, and the quarterstaff.
Finesse - you may apply your DEX bonus to attack rolls with any non-two-handed melee weapon (so, longswords, quarterstaff, etc.) The GM has the final say in what weapons can be used in this manner.
Killer Reflexes - you gain a +2 bonus to any Reflex save (normally, DEX+Phys).

Wednesday, 19 September 2012

Microlite20: Fighter Specialist Advances

Each of these represents a Fighter with a narrower focus than usual - and I have more in the works!

The Myrmidon is a professional soldier. She is trained in small-unit tactics, the use of several weapons designed for the battlefield, and maintains an air of authority and professional stoicism at all times.

Myrmidon
Fighter Specialist Advance

Phalanx Fighter - you gain +1 AC for each ally with a shield who stands beside you (max +2 AC).
Spear-Carrier - you gain +1 to-hit with javelin, polearms, and bows.
Skirmisher - you gain a bonus of 10ft to your Speed while wearing light or medium armour.
Professional - you gain a +2 bonus to your Communication skill when talking to those who respect martial prowess.
Hold The Line - you gain a +2 bonus to saving throws against Fear effects.

The Brawler, on the other hand, is a dirty Fighter - he uses his bare hands and any objects he can lay his hands on as weapons, and can roll with the punches better than most.

Brawler
Fighter Specialist Advance

Meaty Fists - your Unarmed attack does 1d6 damage at 1st level, and increases by a dice size every 3 levels (so 1-2 1d6, 3-5 1d8, 6-8 1d10, 9-11 1d12, 12-14 2d6 etc).
Smash - a number of times per day equal to your Strength Bonus, you can add extra damage equal to your Physical skill to any successful melee attack.
Combat Pragmatist - you suffer no penalties for using Improvised Weapons.
Take a Punch - you gain DR1/4 levels vs Bludgeoning damage (so 1-3 DR1, 4-7 DR2, 8-11 DR3, etc).
Terrifying - you gain a +2 bonus to any rolls to Intimidate others.

Thursday, 13 September 2012

Microlite20: Specialist Advances: The Undead Hunter

Sometimes, you want your character to be more specialised than the lite constraints of Microlite20 can afford. If that's the case, and your DM allows you to use the Advances I've posted up when making your character, you can also take a third set of Advances to choose from - your Specialist Advances (to lift a term from FFG).

The first one I'll throw out would be for Clerics who specialise in hunting the Undead, whether they follow a God who despises them (like 4e's Raven Queen, a Death God to whom Undead are heresy), or follow a God who opposes another Deity who creates Undead, or some other justification. These Clerics gain a few unusual abilities to help serve their cause.

The Undead Hunter
Cleric Specialist Advance
Unholy Presence - you gain Detect Undead as an at-will ability, with no HP cost.
Know Thy Enemy - you gain a +3 bonus to your Knowledge skill when remembering facts about the Undead (including weaknesses, origins, etc).
Radiant Soul - you gain extra Turning attempts equal to your Charisma Bonus (so you may now Turn Undead 2+Level+MIND bonus+CHA bonus times per day).
Aim For The Head - you gain the ability to make Critical Hits on Undead (on a roll of natural 20, as per usual). If you have also acquired the ability to make Sneak Attacks or Death Attacks, you may also use those on Undead, despite their immunity.
Specialist Weapon Training - you gain a +1 bonus to-hit with any two of crossbows, bludgeoning weapons, whips, and stakes.

And, only suitable for some campaigns...

Vampire Killer - you may channel any touch spells through a weapon, so long as it has been blessed, and is of Masterwork quality or better. Striking with the weapon will cause the usual damage and effects as well as those caused by the spell. (Some Hunters use whips for these attacks...)

New Weapon

Stake
Damage: 1d4
Type: Piercing
Cost: 5gp/Free
Notes: while prepared stakes cost 5gp, players may make a MIND+Knowledge roll to create a suitable piece of wood immediately, or may spend half an hour carving one from wood.

Stakes made from special wood, or blessed by holy men, cost up to 100gp each, and vary from +1 (for a very well-made stake) to +3 (obviously magical).

Wednesday, 12 September 2012

Microlite20: Advances Overview

One of the cool things about the Advances I've been working on is how easy they are to make.

Each Race and Class gets 5 Advances, and I've been following a formula:
  • +1 to-hit with a weapon iconic to the Race or Class (Fighters get a few of these, to represent their broader martial training).
  • +1 to a Skill that typifies the Class
  • +2 to a skill in certain situations (like the Assassin's bonus to Subterfuge for Disguise, or the Dwarf's bonus to resisting poisons).
  • A Spell-like Ability (like the Elf's Detect Magic, or the Tiefling's Darkness) - these are either 0-th Level or situational, for at-will abilities, or tied to an ability bonus, for 1st level spells (other might be too powerful).
  • Another ability (the Tiefling's Prehensile Tail, or the Druid's Elemental Wildshape).
Unless noted, these bonuses stack - so a Dwarf Fighter, who takes the Weapon Focus (Hammer) and Smith at Heart Advances could gain a +2 to-hit with hammers. The DM is the final arbitrator of what stacks and what doesn't.

This is just a guideline - add whichever abilities you wish when making an Advance scheme, although be careful not to make them too powerful. They can be used to represent Feats, Class Features, whatever you want - just try and make sure they are in-keeping with the Class.

Next, I'll be looking at tailoring an Advance Scheme to a certain specialisation of a Class - in this case, making a Cleric who specialises in hunting down Undead.

Monday, 10 September 2012

MORE Race and Class Advances

Well, I'm getting a group together to playtest some of this content, but they want to try my Advances and Races. Problem is, he picked a Race I hadn't done advances for yet...

So here's a batch - the Tiefling and Aasimar Races, and the Assassin Class.

Tiefling
Fiendish Resistance - you gain Resistance (3) to one of Fire, Cold, or Electricity damage.
Prehensile Tail - you gain the ability to use your tail as an extra limb, capable of holding (and attacking) with a light weapon, or holding your weight for a number of rounds equal to your Strength bonus.
Demonic Negotiator - you gain a +2 bonus to your Communication skill when communicating with Evil creatures and characters.
Darkness - you gain Darkness as Spell-like Ability, a number of times per day equal to your Mind or Charisma bonus (whichever is higher). If you have already gained Darkness as a Spell-Like Ability, the GM may allow you to choose another from the Tiefling Ability Table, or a suitable spell from another source.
Devil-skin - you gain a +1 Natural Armour Bonus.

Aasimar
Celestial Resistance - you gain Resistance (3) to one of Cold, Electricity, or Acid damage.
Winged - you possess a small pair of wings, that can be used to glide for a number of rounds equal to your Strength bonus. 
Angeltongue - you gain a +2 bonus to Communication when talking to Good creatures and characters.
Light - you gain Daylight as a Spell-like Ability, a number of times per day equal to your Mind or Charisma Bonus (whichever is higher).
Blessed - you gain a single re-roll per session, to any one roll.


Assassin
Shadow Master - you gain a +2 bonus to your Subterfuge skill when hiding in shadows or darkness.
Dark-Adapted - you gain darkvision (or, if you already had it, the range of your darkvision doubles).
Well-Trained Nose - you gain Detect Poison as an at-will ability, with no HP cost.
Master of Disguise - you gain a +2 bonus to rolls to disguise yourself.
The Subtle Knife - you gain a +1 to-hit with all daggers and short swords.

Sunday, 9 September 2012

M20 Advances: Expert Rules

More Microlite20 Advances, this time covering the Races and Classes presented in the Expert Rules section of the Purest Essence PDF.

I will note that these haven't been playtested yet - I'm just throwing them out there. I'll try and get a group together to run through them soon, and then post up errata/feedback.

Races

Half-Orc
Furious Heritage - you gain +1 to attack when you are below half your total HP.
Big and Scary - you gain a +2 to your Communication skill when intimidating people.
Tough as Old Leather - Once per encounter, when reduced to 0HP or less, you gain a number of temporary hit-points equal to twice your class level.
Ironguts - you gain a +2 bonus to saving throws against poisons and disease.
Ironhide - you gain a +1 natural armour bonus.

Gnome
Natural Trickster - gain a +2 bonus to your Subterfuge skill when used to play tricks on people.
Natural Talent - you gain Prestidigitation as an at-will ability, with no HP cost.
Gnomish Magic - you gain the use of Mage Hand and Dancing Lights as a Mage' Signature Spell.
Tinker - you gain a +2 bonus to your Knowledge skill with regards machines and technology.
Tricky Rhyme - gain a +2 bonus to your Subterfuge skill when used to Bluff others.

Half-Elf
Half-Breed - you may choose a talent from either the Human or Elf Advance lists.
Charming - you gain a +1 bonus to your Communication skill.
Elven Eye - you gain a +2 bonus to saving throws to resist illusions.
Shared Insight - you and all allies within 30ft gain a +2 to perception-related rolls a number of times a fay equal to your MIND bonus.
Drifter - gain a +1 bonus to your Knowledge skill.


Lizardfolk
Natural Weapons - you gain the ability to make a bite attack (1d4) and a tail slap (1d6).
Acid Spit - you gain the ability to make a ranged attack (Ranged Touch Attack, 1d4 Acid damage) a number of times a day equal to your Strength Bonus.
Adept Swimmer - you gain a +2 to your Physical skill when making tests of swimming ability, as well as the ability to hold your breath for a number of rounds equal to four times your Strength score.
Tribal Weapons - you gain a +1 bonus with all clubs, spears and javelins.
Swamp Hunter - you gain a +2 bonus to your Subterfuge skill when is overgrown or marshland areas.


Classes

Ranger
Sniper - double the range increment of all ranged weapons you wield.
Superior Two-Weapon Fighting - the penalty for wielding two weapons at once is removed.
Wild Empathy - you gain a +2 bonus to attempts to train, intimidate, or otherwise interact with natural animals.
Manyshot - you gain the ability to fire two arrows at once at your full Ranged Attack Bonus, with no penalty.
Favoured Terrain - you gain a +2 bonus to Survival checks whilst in your favoured terrain.

Paladin
Smite Evil - you gain the ability to add your CHA bonus to attack and damage rolls against Evil opponents, once per day for every 4 levels you possess.
Zealous Weapon Training - you gain a +1 to-hit with your God's favoured weapon.
Godly Resolve - you and any allies within 30ft gain a +2 bonus to any saving throws against charm effects.
Zealot's Rage - you may trade up to 5 points from your MAB into damage (as Power Attack).
Protector of Faith - you may interpose yourself between an adjacent ally and an attacking enemy, once per round. The enemy will target you instead of the ally.

Bard
Courtesan/Companion - gain a +2 bonus to your Communication skill when seducing others.
Distraction - you can use a physical performance (dancing, comedy, etc) to counter illusions for all those who can see your performance - they gain a bonus to their saving throws equal to your Mind or Charisma bonus.
Suggestion - you can use one of your uses of Bardic Music to plant a Suggestion (as the spell) into one creature/level.
Well-Versed - you gain a +2 bonus to your Knowledge skill when recalling myths, stories and legends.
Dashing Swordsman - you gain a +1 to-hit with all short swords, daggers, and rapiers.

NOTE: Countering Illusions and Sound-based effects requires a roll with your Magical Attack Bonus.

Druid
Friend of All Animals - you gain Speak With Animals as an at-will ability, with no HP cost.
Initiate of Nature - you may turn (animals are not destroyed, simply forced to flee) or rebuke (you may control 2HD of animals per class level) animals as a cleric of your level
Trackless Woodland Step - you may pass through any natural growth (like brambles or heavy brush) with no penalty - and may elect not to leave a trace of their passage through woodlands.
Elemental Nature - you may spend two of your uses of Wildshape to transform into a Small Elemental (three uses for Medium, four for Large).
Venom Immunity - you gain immunity to all natural poisons.

Illusionist
Specialist Mage - you gain a +1 bonus to either damage, spell DC, or duration (choose with each casting) to every Illusion spell you cast.
Fascinating - you gain a +1 to your Communication skill.
Misdirection - you gain a +2 to your Subterfuge score when attampting to hide or disguise your spells.
Minor Trick - you gain one of Dancing Lights, Ghost Sound or Prestidigitation as an at-will ability, with no HP cost.
Life-like Disguise - you gain a +2 bonus to any rolls used to disguise yourself (or your opponent gains a -2 malus, depending).

Also, note that these Advance schemes stay pretty close to the "traditional" view of these Races, and might not be appropriate for some campaign settings. For instance, an Athasian Elf (from the Dark Sun setting) might look more like this:

Athasian Elf 
Dune Runner - you gain a +2 bonus to your Physical score when on the Dunes. 
Natural Thief - you gain a +1 bonus to your Subterfuge skill. 
Sharp-Eyed - your natural low-light vision doubles in distance (to 120'). 
Hunter - you gain a +1 bonus to-hit with all slings and pulled weapons. 
Traders - gain a +2 to your Communication skill when used to barter.

I'll post up a few more soon, with some more setting-specific lists, and a note about creating your own Advance lists!

Monday, 3 September 2012

M20: Advances

In Microlite20, characters follow a very tight schedule of advances by class. Even high-level characters can start to look very similar, with the same abilities and methods as others of the same class (or even other classes). As I use M20 for low-level games, I don't see much of this problem - but, for those wishing to use it as an alternative to 3.5 for an entire campaign, it can be somewhat grating.

So, to remedy this, players can choose one of these advances at 1st, 3rd, and every odd-numbered level after that - in other words, these are heavily simplified feats. They simply have to be the right class or race to take them (unless specified - some may have pre-requisites).

These are for the "standard" M20 races and classes, at the moment - I might add a few more for the more unusual ones as I go.

Racial

Elf
Sharp-Eyed - your natural low-light vision becomes darkvision.
Elven Accuracy - you gain +1 to-hit with pulled weapons (long and short bows).
Ancient Knowledge - you gain a +2 bonus to your Knowledge skill when remembering ancient history (with GM approval).
Magical Knowledge - you gain a +2 bonus to your Knowledge skill when investigating or identifying magical effects.
Naturally Magical - you gain Detect Magic or Read Magic as an at-will ability, for no HP cost.

Dwarf
Stout and Hardy - you gain a +2 bonus to your Physical skill when resisting poisons and illness.
Smith at Heart - you gain +1 to-hit with all hammers.
Stability - you gain a +2 bonus to resisting being moved, tripped, or rushed.
Stubborn - you gain a +2 bonus to any saving throws to resist mind-affecting spells, illusions, fear effects, or enchantments.
Masters of the Forge - you gain a +2 bonus to your Knowledge skill when recalling information about weapons (general, magical, and specific, legendary ones).

Human 
Adaptable - you gain +1 to a skill of your choosing.
Lucky - you gain a free re-roll to any roll, once per session.
Cosmopolitan - you gain a +2 bonus to your Knowledge skill when recalling the traditions and cultures of other races.
Versatility - you may take an Advance from another Class or Race list (at the GM's discretion).

Halfling
Beneath Suspicion - you gain a +2 bonus to your Subterfuge skill when picking pockets.
Fearless - you gain a +2 bonus to any attempts to resist fear effects.
Slippery - you gain a +2 bonus to your Physical skill to escape bonds and grapples.
Sure-Footed - you gain a +2 bonus to any checks to keep your balance.
Low Blow - you gain a +1 bonus to attack opponents larger than yourself.

Class

Fighter
Shield Bash - you may attack with a shield without it counting as an improvised weapon.
Cleave - when you kill an opponent with a melee attack, you may make another melee attack against an adjacent creature, without penalty.
Weapon Focus - you gain a +1 to-hit with a particular class of weapon of your choosing (bows, hammers, swords, daggers, etc.) GMs are the final arbitrator of what exotic or unusual weapons count under which class, when some of those might be best under their own class, and indeed how broad the classes are.
Two-Weapon Fighting - the penalty for wielding two weapons (and attacking with both) is reduced to -1.
Power Attack - you can trade up to 5 points of your MAB in exchange for bonus damage.

Rogue
Liar - you gain a +2 bonus to the Subterfuge skill when used to lie.
Ninja - you gain a +2 bonus to the Subterfuge skill when remaining undetected (moving silently or hiding).
Trapsmith - you gain a +2 bonus to the Subterfuge skill when setting, disarming, or locating traps.
Stabby Stabby - you gain a +1 bonus to-hit with daggers and short-swords.
Thief-Acrobat - you gain a +2 bonus to the Physical skill when used for acrobatic manoeuvre.

Wizard
Battle Mage - you gain the ability to wear light armour, and may cast spells with no chance of failure while wearing it.
Specialised Training - you gain a +1 bonus to spell DCs, and duration of one school of magic.
Arcane Defence - you gain a +1 bonus to resist spells from one school of magic.
Elemental Alignment - you gain a +1 bonus to spell DCs, damage, and duration of spells linked to a certain element (Fire, Earth, Air or Water).
Co-operative Spell - you and another spellcaster may share the hit-point cost of any spells you cast (only one of you need this Advance). These spells are cast as as normal otherwise.

Cleric
Favoured Soul - you gain one free re-roll to any action that furthers the course of your God, once per session.
Zealous Weapon Training - you gain +1 to-hit with your Deity's favoured weapon.
Meditative Healing - any healing spells you cast receive a bonus to the number of hit points healed equal to their MIND (or CHA) bonus.
Monastic Study - you gain a +2 bonus to your Knowledge skill when recounting facts that fall under your Deity's domain.
Improved Turning - you gain a +2 bonus to Turn Undead DCs.