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Tuesday, September 2, 2014

Whats going on Eric?

Hey fear not while it's been a while since my last update, work is being done. My article on Clerics is going to be huge!

I have been super busy with family, work and gaming when I can squeeze it in, it's alot.

Ganth is living and going strong. On top of that I have huge inspirations coming from "The Sword" a great retro Metal band you must listen too.

Like I have said, I tend to bite off more than I can chew...and I choke.

ANYWAY have a listen to this and keep dropping in to see whats going on!


Monday, July 7, 2014

Ganth, D&D and the future of this blog

So here we sit, on the verge of the release of the newest edition of D&D and I got to ask myself, what's the future for this blog?

I really like the new edition thus far, for the first time in well over a decade I am excited to play D&D.

So what do I do now? Ganth is being built over the top of S&W, do I continue on with that, or do I build it on to of 5e?

Well as much as I like 5e it's not always going to be around. However S&W is going to be around, probally just the same as it always will be.

So I'll stick with S&W.

But that leaves me with a question about 5e.

What do I want to do with that?

ERIC!

Monday, May 19, 2014

Classes Revisited: The Crusader


Fists of Might, the Crusaders of Law and Chaos


Art Miles Kelly Publishing
Crusaders of Ganth serve the cause of Law or Chaos, they rest above the whims of petty morality and strive for the greater purposes of the Alignments. Each Crusader swears binding oaths to the Powers of Law or Chaos and in trade receive incredible powers and abilities.

Crusaders strive to wage the eternal war of Law and Chaos, they very seldom care who or what is in their way from attaining their goals, because of this they can a times come at odds with the other members of an adventuring party.

Crusaders of Law will always abide by the laws of the local area, and when such laws are to clear they strive to create Law. They do this with little regard for morality. Chaos Crusaders are just as likely to break a law as to keep it, more often than not they strive to bring as much chaos to a situation as possible, some times going as far as to risk their own lives and the lives of the adventuring group.Smart Crusaders know when to uphold their world views and when to suppress them. However given an opportunity to wage the Eternal War they are compelled by their Oaths to do so. A Crusader who acts outside his Alignment is forever cursed unable to regain their powers and abilities, they effectively become Fighters of equal level.

Prime Attribute: STR and INT both 13+ (5% xp bonus)
Hit Dice: D8/Level
Armor/Shield Permitted: Any/Any
Weapons Permitted: Any
Race: Human Only

Alignment/Morality: Lawful neutral or chaotic neutral only
Magic Items: Magical arms and armor only
Allies: Crusader will never knowingly work for or with characters of opposed alignments

Crusader Class Abilities:
Smite: Crusaders channel the energies that founded the very universe, they are attune to their chosen Alignment and because of this they can focus this energy, rather Law or Chaos depending on their Alignment. Once per day, Smite to add a 1d6+Level to any damage he deals.

Art by Ian Miller
Favored of Law/Chaos: Crusaders of Law and Chaos are immune to all natural diseases and poisons. Crusaders of Law once per day per level can heal natural disease and poisoned allies, but only if such allies are Lawfully Aligned. Crusaders of Chaos can once per day per level Cause natural diseases in opponents, Crusaders of Chaos own blood is a poison, a blessing from Chaos, they can harvest this lethal poison once per day. The Blood Poison last outside of the body for 1 hour and can be applied however the Crusader sees fit.

Detect Law/Chaos: Crusaders cab detect the Alignments of an individual or creature naturally without concentration withing 20 feet of their location. This ability gives a general feel of the presence of the Alignment but not it's location. Nor can it determine intention or morality. This effect extend to Places infused with Law or Chaos.

Purge Law/Chaos: In a week long ceremony a Crusader can purge the presence of their opposing Alignment from an area. The area affected is 10 time the Crusaders level.

Infuse Law/Chaos: In a week long ceremony a Crusader can infuse an area with their own Alignment. The area affected is 10 times the Crusaders level.

Champion of Law/Chaos: At 9th level the Crusader has proven his full devotion to their chosen Alignment. As such these ancient forces have blessed the Crusader with strange new abilities and forms. Roll on the table below that corresponds with the Crusaders Alignment. A Crusader is allowed to roll again at level 12, 15 and 18, ignoring duplicate rolls. Don't be afraid to create new abilities and mutations!


Roll d10Crusader of Law
1
A golden flame surrounds the Crusader only during combat, and only if the Crusader is not surprised otherwise the flames will not appear. The flame acts as a Continual Light spell and 1d6 points of flame damage are added to all attacks.
2
The Crusader's features become sharp and angular, but still natural. His eyes become piercing grey and his hair turns white. On closer inspection small gears can be seen rotating around his pupils. The Crusader gains 1d3 to his Intelligence. He also can re-roll any single roll once per day, this reflects his resistance to random chance.
3
The Crusader develops clock work like gears in his joints and muscles that whir and tick quietly. Their skin hardens to a metal like quality yet remains flexible as skin. seams develop along joints and the backs of limbs, it appears as if the Crusader is wearing very detailed armor. The Crusaders Natural AC is modified by -3, however this does not add to armor already being worn, which ever is best rules out. Also the Crusaders strength is increased by 1d3.
4
The Crusader can generate a Weapon of Flame, this weapon acts as Flaming Weapon and down 1d6 extra points of damage. On a "critical" roll the target is engulfed in righteous flames that burn for 1d6 rounds down an additional 1d6 points of damage per round. This weapon can be summoned once per day and lasts 1 hour. The weapon acts as the favored weapon of the Crusader and reflects it's base damage. The Weapon can even simulate magical abilities of the Crusaders favored weapon.
5
Resistance of Law, Law abhors random chance. The Player can pick any ability as long as it has not already been chosen. This can only be rolled once.
6
Game Master's choice, or create a new power for the Crusader, or something secret has happen, just leave the player guessing.
                                                                                                                                                   

Roll d10Crusader of Chaos
1
A black tentacle has replaced much of the crusader's lower jaw, it effectively fills much of his mouth. The tentacle drips with purple saliva and lashes about as if having it's own mind. The Crusader still has the ability to "speak" however it acts as a very limited telepathy mimicking regular communication. The tentacle can attack once per round offering a "second" attack for the Crusader doing 1d6 points of damage.
2
Boils and growths develop all over the Crusaders body, his armor slowly fuses with his flesh and strange tumors hold it in place. the Crusader permanently gains 1d3 to his armor class, however his armor cannot be removed without the Crusader taking 1d6 points of con damage that will be healing in 1d6 weeks. Armor can be worn again but it will take 1d3 weeks for the armor bonus to return and the new armor to fuse to his flesh.
3
Strange runes of chaos appear to flicker around the Crusader when he is in combat. The Crusader can at anytime during combat enter a bezerker blood lust, he gains 1d3 to his strength and +10 to his hit points until combat has ended and he can make a save at -5. If the Crusader can not make his save he continue to search for targets to kill including his allies. 
4
The Crusader summons shadowy demons that lash out and attack his taget for 1d6 rounds, these creatures resemble the crusader in hit point and armor class, however the do damage equal to the Crusader's level, so if a Crusader is 10th level the demons on a successful hit do 10 points of damage. The number of demons summoned are equal to half the Crusader's level rounded down. This can be done once per day.
5
Resistance of Chaos, Chaos thrives on random chance. The Player can re-roll 1d6 times and picking any ability out of the re-rolls as long as it has not already been chosen. This can only be rolled once.
6
Game Master's choice, or create a new power for the Crusader, or something secret has happen, just leave the player guessing.


Table: Crusader Advancement
LevelExperience Points Required for LevelHit Dice (d8)*Saving Throw
10114
22,000213
34,000312
48,000411
516,000510
632,00069
764,00078
8128,00087
9256,00096
10350,0009+2 hp5
11450,0009+4 hp4
12550,0009+6 hp4
13650,0009+8 hp4
14750,0009+10 hp4
15850,0009+12 hp4
16950,0009+14 hp4
171,050,0009+16 hp4
181,150,0009+18 hp4
191,250,0009+20 hp4
201,350,0009+22 hp4
21++100,000 per level+2 hp/level4

Saturday, May 3, 2014

Classes Revisited: The Ranger


The Ranger, Warden of the Woods, Master of the Hunt

Art by Henry Justice Ford
The Ranger is a master of the wilderness, it's defender and protector, they may serve as a King's Warden, or belong to one of the Five Orders of the Grove. Rangers are good morally but can be of any alignment, however neutral aligned rangers tend to be in service of one of the Druidic Orders of the Wayward Wood. Rangers of Wayward Wood are very militant and act as the military arm of the Druids of Wayward Wood, some are rumored to be Lycanthropes.

Rangers can also serve in military units as scouts or commandos, they are effective wilderness guides and are often called into service by kingdoms and governments for their unique abilities. In some lands of Ganth far from the temperate regions other types of rangers exist. The Golden South has the nomadic Salyeld and the Plains of Prynn have the mounted Korucu.

Rangers are skilled woodsmen that can operate as rural sheriffs or game wardens for the local rulers. It is not uncommon for rangers to be in the service of local law enforcement working as bounty hunters.

Ranger's in Ganth retain most of their abilities however they lose all spell casting, instead starting at level one the have a group of skills similar to thieves called Wilderness Skills.

Table: Wilderness Skills

Level
Climb Terrain
Healing
Hear Sounds    (d6)
Camouflage/Hide
Move Silently
Nature Lore
1
80
10
-
10/5
15
-
2
81
15
-
15/10
20
-
3
82
20
-
20/15
25
-
4
83
25
3 in 6
25/20
30
15
5
84
30
3 in 6
30/25
35
20
6
85
35
3 in 6
35/30
40
25
7
86
40
3 in 6
40/35
45
30
8
87
45
4 in 6
45/40
50
35
9
88
50
4 in 6
50/45
55
40
10
89
55
4 in 6
55/50
60
45
11
90
60
4 in 6
60/55
65
50
12
91
65
5 in 6
65/60
70
55
13
92
70
5 in 6
70/65
75
60
14
93
75
5 in 6
75/70
80
65
15
94
80
5 in 6
80/75
85
70
16+
Remains at 95%
Remains at 85%
Remains at 6 in 6
Remains at 85%/80%
Remains at 90%
Remains at 75%

Climb Terrain: This skill covers all types of natural terrain and most constructed walls of structures. Rangers require the use of climbing gear or suffer a -10% penalty per 10ft to the max of -90%.
Healing: The healing skill allows the Ranger to produce non-magical healing salves, non-magical poison antidotes, and stabilize a character a 0 hit points.
Art by Angus McBride
  • Healing Salve: A Ranger can craft 1 salve plus his current level per day. Meaning a 1st level Ranger can create 2 healing salves. The healing slave can only be created in natural environments and the ranger can use nature lore to determine if the correct ingredients can be discovered in the immediate area. Every hour spent searching gives the Ranger a +10% bonus to Nature Lore checks to a max of 30%. The GM is the final judge in determining if an environment is "natural". Healing slaves heal 1d6 hit points plus the level of the Ranger. This bonus caps at +10 hit points. Healing salve will spoil in 1d3 days, this roll is determined by the GM and hidden from the ranger unless he inspects the slave before applying, other wise the salve poisons the wound doing 1d3 points of damage if a save is failed. It takes one full hour to create the salve. Only one slave can be used per hour.
  • Antidote: A ranger is limited in the number of antidotes he can craft per day and can only create non-magical cures for non-magical poisons. A ranger can create 1 antidote per level, the antidote instantly cures a non-magical poison. An antidote will spoil in 1d3 days, and as with Healing Slaves this result is hidden from the player unless he checks the antidote. Just like healing salves the ranger can use his nature lore roll to locate adequate materials for the antidote, and they can only be collected in a "natural" environments, to be determined by the GM. A spoiled antidote has no other effect other than failing to cure the poison. It takes 1 full hour to create the antidote.
  • Stabilize: Last of all the ranger is able to stabilize a fallen comrade who is at 0 hit points, this is assuming the use of the -10 rule that states at -10 hit points a character dies. Stabilizing requires the use of a antidote or healing salve to be successful, depending on the source of the damage, this process takes one round to determine how to best stabilize the comrade. A ranger cannot stabilize a comrade that is already in the negative hit point range. Once stabilized the comrade is at 1 hit point but is unable to perform any action other than half movements and defending themselves, anything more risks the character slipping back to 0 hit points and falling unconscious. However a unconscious character at this point does not lose any more hit points, unless further damaged. A healing salve can only return one hit point and only one salve can be used per hour.
Hear Sounds: The ranger can hear noises as the thief class.
Camouflage: This skill works much like the thief and assassins ability to hide in shadows, however it only works in a natural environment and a ranger must spend 10 rounds preparing his camouflage using natural material. After the 10 rounds are up the Ranger makes a camouflage check, on a success the camouflage is ready, and the ranger receives a +5% bonus per level to hide in natural environments. This bonus maxes at +95%. A failed camouflage rolls requires another 10 rounds to complete, however after this point another attempt can not be made until the Ranger moves off into a new area as he has clearly damaged the surroundings with his attempts. This skill gains a +10% on a successful nature lore roll.
Move Silently: The ranger can move silently as a thief.
Nature Lore: Nature lore is a general knowledge of nature, It covers a wide area of knowledge of the mundane, non-magical natural world. Nature lore also help modify several wilderness skill as discussed above.

Other Notes:
  • Rangers of Ganth are not bound by the charity rule in S&W Complete.
  • Rangers can and will associate with other rangers, ranger units are common in military units.
  • Rangers Track as covered in S&W Complete also the receive a bonus in Natural environments when a successful Nature Lore check is made. +10% one time tracking bonus per day.
  • Rangers do not receive bonuses when fighting Giants or goblin kind.
  • Rangers in Ganth do not receive "Scholar of Travel Magic" or "Scholar of Scrying Magic".
  • All other Ranger Abilities apply.