Showing posts with label custom. Show all posts
Showing posts with label custom. Show all posts

Friday, December 1, 2017

Monster Mash: Q is for Questing Beast

Is there more comedy or tragedy in equal parts found on the mortal plane than in the ironic quest to find the "Questing Beast"?

A Tradition.
The Glatisant or "Questing Beast" started as a tradition played upon young squires: their mentors would take them into the woods to hunt down a beast that has been troubling the local peasants without telling them anything about the creature. The older knight would treat this hunt with all seriousness. After night falls, the mentor would build up the size, speed and ferocity of the creature before describe the beast:

The creature has the spotted body of a leopard, the neck and head of a great serpent, the legs and hooves of a hart, and a long lion's tail. Its footfalls are silent and it can climb a tree as easily as a spider. You can hear the Glatisant call, the barking of thirty hounds hunting prey, right before it ambushes its prey!

Just as the knight finishes the story, the sound of barking hounds come from nearby, and the knight tells the squire to seek out the beast. Of course, there is no beast. The sound of the barking came from a hidden accomplice with several hounds or a dog call. The squire then spends the night, frightened of his own shadow, scrambling around the woods until morning. When they reveal the trick, the squire is embarrassed but gets to borrow the tradition and use it on the next apprentice.

It is all in good fun... until the gods get involved.

A Cosmic Joke Turned Real. Perhaps, a heroic god was displeased with a family of knights or a trickster god wanted to teach a do-gooder a lesson, but the Questing Beasts was made real.

The Glatisant is a large and solitary ambush predator that hunts small birds, lizards and fish. They spend most of their time lounging about in the branches of trees, running at break neck speed that defies their awkward body shape and barking in excitement when they see humanoids. Their call does sound like dozens of dogs yipping. Their natural instinct is to run from humanoids and they seem to enjoy the chase.

They are most vulnerable when they stop running to cool off with a drink.

The Quest. Many knights are tasked with hunting these creatures by the gods but they are difficult to catch. Some families hunt the same beast for generations, since these creatures live for hundreds of years, and the creature is a symbol found on many family crests. While some knights perhaps driven mad by the quest would slay the beast for a trophy but it is considered bad luck to harm one of these creatures. They are not known to attack humans. It is better to release them back into the wild so that future heroes can prove their mettle by catching the Questing Beast. And who knows, perhaps the Questing Beast will reward this act of mercy by coming to the aid of their favorite Questing hunter in their time of need.


Friday, November 3, 2017

Naryan Class Options: The Gladiator (Fighter Subclass)

Arenas are found throughout fantasy worlds from the decadent empire to the criminal underground to the glorious tournament. The gladiator takes pit fighting to an artistic height: they have titles, they have catchphrases or signature moves, they know how to work a crowd, how to pull or take a punch, and how to create a show. 

Generally, gladiators are too valuable to their owners to risk actual death and much of the blood sport is theater. That said, gladiators are incredible athletes and those that find themselves in death sport, whether by accident or intent of the arena owner, must learn to fight to survive and how to win the crowd's approval. A popular fighter can survive a defeat if the crowd demands it.

The gladiator as a fighter archetype takes the best parts of this identity and works into their fighting style. Gladiators inspire their allies, demoralize their opponents and do it all practically naked. What's not to love? They're the pro-wrestlers of the fantasy world.

Show Some Skin
Beginning at 3rd level, your showmanship makes for a fine substitute for armor by wowing your opponents with your shear gall. While gladiators often wear masks, belts and boots, these are mostly for show and tend to be costume pieces. While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

You also gain proficiency in the Performance and Intimidate skills.

Executioner's Heart
At 3rd level, you become an harbinger of death against your opponents. As a bonus action, you can attempt an Intimidate check against one creature. They must make a Wisdom saving throw against the result. If they fail, you gain a bonus to all attack rolls and damage rolls against this creature until the end of your turn equal to your Charisma modifier. If they succeed, they're immune to this effect until you land a critical hit or reduce a creature to 0 hit points.

Work the Crowd
Also, at 3rd level, your ability to demoralize your opponents and inspire your allies come from your ability to make impressive displays of violence.

Inspire
Whenever you land a critical hit or reduce an creature to 0 hit points, you may choose to rally your allies with a theatrical flourish. You make a Performance check as a free action and each ally within 60 feet, that can see or hear you, gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier. If you landed a critical hit, you can add your Performance check total to the damage.

You regain this feature whenever you finish a short or long rest.

Demoralize
Whenever you land a critical hit or reduce an opponent to 0 hit points, you may choose to demoralize your opponents with a terrifying display. You make an Intimidation check, and each enemy within 30 feet, that can see or hear you, must make a Wisdom saving throw against the result. If they fail, they become frightened of you until the end of your next turn. You gain a number of temporary hit points equal to your Charisma modifier.

You regain this feature whenever you finish a short or long rest.


Dramatic Reversal
Starting at 7th level, you know how to make a surprising comeback. Whenever you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. In addition, you make a Performance or Intimidation skill check as a free action and regain a number of hit points equal to the check + your Fighter level. Each ally within 60 feet that can see or hear you gains a number of gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier and each enemy within 60 feet that can see or hear or you has disadvantage on all attack rolls against you until the end of your next turn.

You regain this feature whenever you finish a long rest.

Additional Fighting Style
At 10th level, you choose an additional fighting style from the Fighting Style class feature.

Tag Team Champion
At 15th level, you inspire your are an expert in bolstering your ally's attacks in battle. You can use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, instead of one of your extra attacks. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

You may only do this once per attack action.

Legend of the Arena
At 18th level, while note wearing armor, you gain resistance to all bludgeoning, piercing and slashing damage from nonmagical weapons.


Friday, August 11, 2017

Monster Mash: B is for Beastmen~ Part 1 Beast Hags & Common Beastmen


Orcs and goblins have no home in Sublanarya. Instead, they are host to a uniquely disturbing and dangerous horde of their own humanoid savages; the beastmen.

Less than a millenia ago, Kalibos the Bastard Prince, the god of butchers and cannibals, was reborn in eastern Thule to a barbarian witch. The powerful and hateful brutality of Kalibos's tribe quickly saw The Hold's southern tribes fall to his savagery or join his quickly growing cult. The diabolical and monstrous god infused his servants with blood and transformed them into monstrous shapeshifters able to switch between their human and lycanthropic form. But even a large army of primitive shapeshifters wasn't enough for Kalibos and he intended to tear civilization down and drown it in a sea of blood.

Kalibos's "great innovation" came in the creation of a dark ritual that allowed him to impregnate his priestess with his own demon seed and transform them into the progenitors of a menace that would last long after his second defeat. These priestesses transformed into bloated brood mothers capable of bearing the monstrous spawn of a demonic god. After the ritual, they are able to produce the Cannibal King's offspring indefinitely without repeated ritual. However, they do require copious amounts of blood and flesh to create their spawn. Luckily, barbarian cultists of Kalibos and the beast hag's own children are more than happy to oblige.

While they are hardly picky, cursed with a ceaseless hunger that would see them eat their own children if made to wait to long, the content of their diet is important. In fact, the contents of a beast hag's diet contribute to the exact variety of beastmen formed: a beasthag who is fed rodents, rabbits, and other small woodland creatures produces hobbs, if she eats porcine flesh she produces mobbs, cougars and leopard meet makes prowlers, excess primate and human meat allows them to create orgs, tons of beef and mutton create butchers, horsemeat makes for tramplers, and gnolls are created from dog and hyena meat. This means that raiding for food to feed the beasthag is central to beastmen "society" as the contents of the beasthag's food directly contributes to the creation of specific beastmen subspecies-- the "better" the diet, the better the beastmen a tribe can produce.

Due to their bulk, beasthags are vulnerable in the open and spend most of their time in beastmen lairs to protect them while they spawn more warriors and hunters for the tribe. That doesn't mean they are unable to defend themselves and are not threats on their own: beasthags are capable of wielding devastating magical effects to keep their spawn in line and defend themselves from would be beasthag slayers.

BEASTHAGS
Now, let's look at the beastmen that beasthags spawn in greater detail:

COMMON BEASTMEN

HOBS

Hobs are the common rabble of the beastmen horde and make up the bulk of any group.

Opportunistic, easily-distracted, cowardly, stupid, and nasty are all words that perfectly described this wicked ankle-biters. As they are the result of a diet of rabbits, rats, moles, voles, and other mammalian vermin, they have similar but exaggerated features in the face with uneven ears, bulbous eyes, flat noses and a mouth full of sharp teeth. Hobs are usually about 1-3 feet tall with yellow to reddish leathery skin stretched over the boney bodies that are a mockery of the humanoid form. A trademark and unusual feature of the hob is the small horns or antlers they often have growing out of their temples. Some hobs headbutt each other in silly little games that often devolve into bloody fights between the creatures.

Hunched like apes with short legs and long arms, hobs rely on numbers or ambush to get their better of their prey, as they have neither the size nor the strength nor the intelligence to do much better. They are so common that many farmer's almanacs consider them pests and include handy descriptions on how to deal with hobs poking about your property. Still, like any beastmen, they are dangerous and a large enough group of hobs can go from barn thieves to raiding the villages if not dealt with quickly enough.

In a tribe of beastmen, they are the lowest of the low; hobbs quickly fall in-line under the scrutiny of bigger, meaner beastmen.


MOBS

Mobs have been described as a parody of orcs by loremasters and they're not wrong to categorize them as such. Usually in hues ranging between blue to green to yellow with porcine feature, such as snouts and tusks, mobs are the second most common breed of beastmen and make up the bulk of any tribe's warriors. They are not much smarter than hobs but are clever enough to prioritize, make tools, weapons and armor, and come up with strategies to overcome more than farmers with pitchforks. The biggest thing they have over mobs is size: they are between 4 and 7 feet tall with powerful builds but are prone to fattening themselves up on the spoils of war. They enjoy bullying lesser creatures, especially hobs, and are known to force the hobs to play cruel games for their amusement.

An organized group of mobs can make for a fierce army of brutes.



PROWLERS
Not even predatory animals are safe from the insatiable appetite of the beast hag. When a beast hag has been fed a diet infused with meat from predatory animals, such as mountain lions or wolves, she births prowlers.

Covered in shaggy fur, with powerful limbs and a terrifying fang filled mouth, they are remarkably stealthy for their intimidating builds. They use their natural predatory instincts, enhanced senses and survivalist aptitude to stalk the area surrounding a brood's cave or a beastmen camp for intruders or prey. They are gifted with surprising cunning when it comes to tracking prey and the elite of their kind are infamous for taking pleasure in picking off straggles of traveling party over a several day period before making a more direct move.

Still, they are known to be the most cowardly and lazy of their kind, and are the first to run when things don't go their way.
ORGS
Brute strength incarnate, orgs are the most valuable and difficult members of the common beastmen rabble. Not only does a beast hag require a steady diet of man flesh to birth these huge monsters, they are dull-witted and their power/size makes them difficult to control. Furthermore, their own monstrous appetites can often rival that of the beast hag and, in a pinch, they will kill and eat their own brethren.

Still, you will find at least one org in any band of beastmen. They are used for tasks that require immense strength, like lifting and moving trees or boulders, and in battle they crush all but the swiftest and most experienced warriors with their superior reach and their enormous great clubs. Furthermore, as they develop, their hides becomes so tough that they can shrug off blows from most practical weaponry. While other beastmen are feared for their ability to overrun small villages, a full grown org is enough to terrorize a county on his own.


Next time we will look at the more elite and uncommon breeds of beast men.