Barbarian: Totem Spirits of Rashemen

I love the Forgotten Realms, with a special soft spot for Rashemen. Not only it is the home of everyone’s hamster throwing barbarian, but a fascinating region with unique magic on the doorstep of one of the most powerful and evil forces on Faerun, Thay. As for the other totem lodges, you can easily substitute the Owlbear Lodge for the Bear totem, Great Elk for … Continue reading Barbarian: Totem Spirits of Rashemen

Age of the Old Republic Preview: Legendary Characters

Looking beyond level 10, characters have come into their own and have learned all there is to learn. Players have an idea of what or who their character is and what they can do. Progression beyond this point is about perfecting what your character is already good at and in large part, becoming more formidable. AGE is about simplicity, and I did not want to … Continue reading Age of the Old Republic Preview: Legendary Characters

Age of the Old Republic Preview: Advanced Force Powers

Been playing through KOTOR as part of my research for this project. Advance Force Powers require the Force-user to be familiar with more basic powers before learning them, much like spells work in Dragon AGE. However, unlike regular Force Powers, Advanced Force Powers can only be used ONCE per combat encounter. Kind of like your big boom daily powers. BATTLE MEDITATION (Senses) Prerequisite: Inspire Target … Continue reading Age of the Old Republic Preview: Advanced Force Powers

Xanathar’s Guide: Supplemental Elemental Arrows for Arcane Archers

Kinda felt like I was on a roll. Here are some extra arrow types for your Arcane Archers! Booming Arrow: You imbue your arrow with elemental air that creates a deafening sonic boom. The creature hit by the arrow takes an extra 2d6 thunder damage, the target and all creatures within 10 feet are deafened for 1 round and must also make Dexterity saving throw … Continue reading Xanathar’s Guide: Supplemental Elemental Arrows for Arcane Archers

Xanathar’s Guide: Supplemental Spirit Totems

Been going over Xanathar’s Guide to Everything over the holiday. Here are a couple additional totems for your Circle of the Shepherd Druid. Hope you all enjoyed a good meal with family and friends. Panther. The panther spirit grants you and your allies’ ferocity and speed. You and allies gain a bonus on melee damage rolls equal to your Wisdom modifier when within your spirit’s … Continue reading Xanathar’s Guide: Supplemental Spirit Totems

Wizard School of Hedge Magic & Bard College of Beast Taming

Been missing-in-action the past couple weeks, so I’m giving you a two’fer. Enjoy! SCHOOL OF HEDGE MAGIC Most wizards scoff at the folk remedies, smelly tinctures, and the miracle cures peddled by scummy charlatans. Your study of the natural world, however, have revealed to you deeper insights and restorative magics that your peers could never possess. Unlike the priestly healing, which often comes with a … Continue reading Wizard School of Hedge Magic & Bard College of Beast Taming

Bard: College of Animal Whispering

Hi everyone, I am going to try to post shorter articles like this, so that I can keep the content flowing. Thanks for stopping in and hope you enjoy! Bards of the College of Animal Whispering can weave their magic and influence over animals and are capable of conjuring small beasts from thin air. Often times they are overlooked as street or circus performers, but … Continue reading Bard: College of Animal Whispering

Age of the Old Republic Preview: Species

DUROS Ability Adjustment(s): Add 1 to Dexterity. Pick One Ability Focus: Dexterity (Piloting) or Dexterity (Initiative). Flexible Focus: You can choose one ability focus you have per day to give you a +3 bonus, rather than a +2 bonus. You can choose a different ability focus after resting for at least 6 hours. Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty … Continue reading Age of the Old Republic Preview: Species

Age of the Old Republic Preview: The Jedi

“For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Obi-Wan Kenobi Primary Abilities: Dexterity, Fighting, Perception, and Willpower Secondary Abilities: Accuracy, Communication, Constitution, Intelligence, and Strength Starting Health: 25 + Constitution + 1d6 Weapon Groups: Brawling, Staves, Lightsabers and Vibroblades. LEVEL 1 Block: After your Defend or Guard Up while wielding a lightsaber, stave, or vibroblade, … Continue reading Age of the Old Republic Preview: The Jedi

Mass Effect: Polyhedron

Over my prolonged absence from the site, I have been working on making my collaborative adaptation of Mass Effect up to snuff. I think that the reception of Andromeda really provides the fan community an opportunity to tell our own stories in the Mass Effect universe. The tactical movement and cover-based shooter mechanics really lend themselves well to the powers system in 4E. Marrying the … Continue reading Mass Effect: Polyhedron