So I’m working on my first base class, and before I start in on the advanced moves and the gear I figured I’d post…

So I’m working on my first base class, and before I start in on the advanced moves and the gear I figured I’d post…

So I’m working on my first base class, and before I start in on the advanced moves and the gear I figured I’d post what I have so far to see if it’s any good.

It’s meant to be an officer from an army, assigned as a sort of liason for the heroes. He’s a charisma-based “leader” class whose main mechanic is grouping everyone into battle formations that grant cooperative bonuses and group maneuvers.

http://www.mediafire.com/view/q8a3txx4c04yew6/soldiertrial.pdf

It’s incomplete, it’s my first class, and I clearly have no idea what I’m doing. I’d welcome feedback.

http://www.mediafire.com/view/q8a3txx4c04yew6/soldiertrial.pdf

So I think my last post was deleted? I can’t find it on the Magic Item section..

So I think my last post was deleted? I can’t find it on the Magic Item section..

So I think my last post was deleted? I can’t find it on the Magic Item section..

If there’s anything I’ve been doing wrong as far as posting is concerned, let me know.

EDIT: That’s strange, it just showed back up! False, bizarre alarm

More topically, here’s a magic item I made with a mechanic I’m not sure about, an automatically granted Defy Danger roll. Interested in any feedback.

ISTAAN’S STANDARD

This is a ragged banner tied to a spear. Punched through with arrowholes and stained with crusting blood, it was held once by a heroic captain whose unit was betrayed by a jealous superior and slaughtered to a man by a barrage of his own force’s arrows.

The banner has been through so many desperate and victorious campaigns and been witness to such a cruel betrayal that something of the battlefield remains inside it. It can be held, or used as a cape or cloak.

When the user holds or wears Istaan’s Standard in combat, it flaps and flags as if a full wind was blowing it, regardless of weather conditions. The fabric will gladly and readily drag through mud or blood, but has a peculiar distate for water, blowing away from it and lying as flat against the user’s back as possible when it rains. Arrows fired at the user are miraculously caught and tangled in the frayed fabric, slowing or even stopping them, and those who wear it find its threads catch at their ear and pull their heads round when an unseen threat creeps up on them.

Treat this protection as an automatically rolled Defy Danger, modified by the user’s +CHA or +1 (the Standard’s Dexterity Modifier), whichever is higher.

Istaan’s Standard abhors dishonesty and treachery in all their forms, and if the user lies or deceives someone, it will bodily attempt to throttle them (although its grip is fairly weak).

Once it calms down a little, it will trip them up and do its best to get in their way, giving a -1 ongoing to any physical action. This continues until the user removes the Standard or properly atones, in a way fitting the Banner’s (and the GM’s) judgment.

Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a…

Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a…

Howdy y’all, I’m a new GM running a Hyborian-style Crush the Cultists kind of adventure, and I thought I’d post a few of the magic items I’m considering for the players for perusal/approval.

The Dislocation Glove

A thick right-hand gauntlet of beaten brass, with a length of lightweight chain leading from just behind the thumb to clip to a cinched leather band worn halfway up the bicep.

When the user detaches the chain from the band, he can move away from his arm and leave it hovering in midair, able to perform any action its user can do as normal, including wield a weapon (although it grants no magical vision, and the user still needs to be able to see what they’re doing).

It is rooted in place, and any attempt to move it will register to the user as someone tugging on their arm. Enough force applied to it will “rip” the arm away, with the same effect to the user as ripping someone’s arm off normally has. Naturally, the Glove’s keeper would be wise to avoid the situation.

Returning to the arm and retethering the chain reattaches it, and the glove can then be removed as normal.

The Hamelin Plague-Wreath

A thick ring of nettles and briars bound with twine, and festooned with 5 tiny animal bones. Worn around the neck, where its brambles dig into your shoulders and throat in uncomfortable places.

When its user crushes one of the bones to dust and sprinkles it over a fresh medium size (or larger) corpse, it explodes into a swarm of a hundred or more rats, and the user rolls +INT.

On a 10+, choose 3.

On a 7-9, choose 1.

-The rats are under the user’s mental command.

-The user can see from the eyes of any of the pack.

-The rats are starved and eager to attack any creature.

-Those aren’t rats, those are bats!

On a 6-, the rats are uncontrollable and cause complications to their creator, making a lot of noise, skittering into his clothes, or even biting and attacking him.

The rats crumble to bone and twigs after five minutes of life or when killed.

The wreath holds only 5 bones on recovery. Any more wanted must be woven in by a skilled Mire-Witch, who will ask for dark things in exchange.

Ink-Mirror

A hand mirror of braided silver wire that has been stained almost entirely with black ink, including a sizable black blotch across its reflective surface.

The ink is from a devil’s inkpot, tipped over by the trembling hand of a princess as she signed her soul away for eternal youth and beauty. When it stained her mirror, it morphed it into a powerful magical item, and her eternal prison cell.

When it is looked into, the user makes contact with her bound, tortured soul, reflected in the mirror as a beautiful, tearful, pale phantom that offers you her power.

Roll +CHA. On a 10+, choose 1. On a 7-9, choose 1, but it is fleeting and lasts an hour before it ceases.

-You become a more healthy, young, and beautiful version of yourself. Take a +1 ongoing to charisma.

-You alter your appearance to that of a complete stranger. Any negative Outstanding Warrants have no effect and no one will recognize you unless they know your clothes, demeanor, and (if you speak) voice.

-You are invisible. Only your flesh is affected; if you want the benefits you’ll have to disrobe, and anything you carry remains visible.

-Your appearance becomes so fearsome and frightening that you gain the Terrifying tag.

Any of these effects last until you bathe in liquid, whereupon the illusion washes away from you like ink.

On a 6-, the trapped princess rebelliously changes you into a hideous old crone or ghoul. Take a -1 ongoing to charisma until you bathe.

On a 3-, your appearance is so shocking and unnerving to you that you drop the mirror, and at the GM’s discretion it smashes to the ground. The lady’s soul is finally freed from its glass prison.