Geek life and custom content for Savage Worlds
Paizo will be announcing the Top 32 (the first cut) from their annual RPG Superstar contest today. I have an entry that I thought was pretty good, so I’m waiting with some nerves jangling. A new Wayfinder should come out soon with my second article in it, so I feel like I’m starting to dip my toes into the freelancing thing – getting chosen for RPG Superstar would help that quite a bit, I think. Here’s to hoping!
The Extra Life fundraiser was last weekend, and I participated through a local group called Table Talk Games. Had a pretty decent time, though I didn’t end up playing as many new games as I expected to while we were there. I played…
I also ran a Pathfinder one-shot that took several hours. Had a decent time with it – I think the pre-generated characters I put together can work pretty well for a variety of games, depending on what kind of stuff I want to throw against the PCs – in this case, the big bad was a goblin alchemist who was transforming creatures into monsters. I can see running a variety of games based on the same premise and setting.
I tried to do some of the things that I’d have liked to see in other one-shots I’ve played in.
For one thing, I kept the character sheets simple. Pathfinder is a complicated game, but I tried to keep things relatively easy. I was helped with this by a friend who does the organization for our Wednesday game, and also does character sheets for the game she runs with her kids. She’s got a simplified Pathfinder sheet that looks a lot less intimidating than the more complicated ones that we grown-ups use.
Second thing I did was give everyone a name card. I didn’t give the pregens names, just a description. The name card had that description – say, “Half Orc Ranger”, and then a blank for the PC’s name and the player’s name. This makes it easier for everybody at the table.
Third thing was an index-card sized synopsis of the character and their background, along with a complexity rating. It included:
Here’s a link to all the material I prepared for the one-shot.
Anybody else have any thoughts about how to run one-shots at conventions or game days? What do you try and do to make things easier for your players? For yourself?
The table of contents for Wayfinder #7 was just released, and my article’s in it! Yay!
This was another class conversion I did, an artificer based on the one from Eberron, but significantly modified. I like the Pathfinder class design method of choosing powers from a menu, and getting most class abilities that way. This class reflects that design principle.
I wrote this base class up a while ago, when I was first getting into Pathfinder, because I like the marshal/warlord role of a fighting leader. The cavalier has elements of this, but I wanted something more focused.
As a preview, here are a handful of feats associated with the class.
One of my New Year’s resolutions this year was to try and get something published in a Pathfinder or Savage Worlds… something. I’d like to get something in Kobold Quarterly or Wayfinder (which doesn’t seem to have any kind of home page… hm), with the intention of occasionally doing freelance RPG work. That’s something I’ve been interested in for a while, but have never really pursued – I always seem to get distracted and don’t actually send anything off or participate in contests like the RPG Superstar or the various contests that third-party Pathfnder publishers do. My fault, of course.
To that end, I’m going to send a few things I’ve been working on in to the Kobold Quarterly web person and submit an article to Wayfinder #7. Hopefully they’ll like some of the stuff I do enough that I get something posted or published. I like to think I do a pretty good job of writing custom content, but outside of a couple of forum posts and things I write on this blog, nobody ever really sees it.
Anyone else out there have any recommendations for someone who’s interested in getting started in something like this? Anything I should avoid doing? I’ve listened to a number of podcasts and read stuff that talks about this kind of thing – Fear the Boot, Know Direction, a little bit from the Chronicles Pathfinder podcast, as well as the stuff on the Kobold Quarterly web site.
Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. If this power is used to enhance every Craft check to produce an item, its hardness increases by 2 and it gains an additional 5 hit points. This bonus increases by 2 hardness and 5 hit points for every five cleric levels you possess (at 5th, 10th, etc). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master of Artifice (Ex): At 6th level, you gain a bonus item creation feat, either the Craft Wondrous Item or Craft Magic Arms and Armor. Once you have selected the feat, it cannot be changed. When creating items with this feat, you may use an appropriate Craft skill check in place of the Spellcraft check usually used to create a magic item.
Spells: 1st – crafter’s fortune, 2nd – make whole, 3rd – locate object, 4th – minor creation, 5th – major creation, 6th – hardening, 7th – refuge, 8th – discern location, 9th – miracle
Seeker of Justice (Su): Once per day as a standard action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form – “the killer” is insufficient, but “Gurzon the Butcher” or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger’s favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every six cleric levels. The bonus granted by this ability increases by +2 for every cleric eight levels.
Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a standard action. Any weapon you wield while using this ability gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. You may use this ability a number of rounds per day equal to your cleric level. These rounds don’t need to be consecutive.
Spells: 1st – command, 2nd – zone of truth, 3rd – blood biography, 4th – discern lies, 5th – mark of justice, 6th – geas, 7th – sequester, 8th – discern location, 9th – soul bind
Justice Subdomain – Redemption
Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice.
Alternate spells: 1st – sanctuary, 2nd – calm emotions, 3rd – crushing despair, 5th – atonement, 9th – miracle
Justice Subdomain – Retribution
Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30′ of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Take Them Alive.
Alternate spells: 1st – divine favor, 3rd – pain strike, 6th – spell turning, 7th – phantasmal revenge
Moonbeam (Sp): You can project a ray of moonlight for your outstretched hand at a target within 30′. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two cleric levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon’ essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30′ of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level.
Spells: 1st – hypnotism, 2nd – owl’s wisdom, 3rd – guiding star, 4th – moonstruck, 5th – dream, 6th – cloak of dreams, 7th – shadow walk (must be cast at night, called moon bridge by the faithful), 8th – scintillating pattern, 9th – etherealness
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%.
Spells: 1st – comprehend languages, 2nd – eagle’s splendor, 3rd – locate object, 4th – treasure stitching, 5th – secret chest, 6th – guards and wards, 7th – greater scrying, 8th – sympathy, 9th – miracle
Trade Subdomain: Greed
Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30′. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman.
Alternate spells: 1st – ant haul, 2nd – retrieve item, 3rd – create treasure map, 5th – covetous aura
I’m putting this together because I wanted a place to write down ideas for my games, as well as a permanent home for any custom content I post – I’ve written several things over the years that have just been living in my Dropbox public folder and only show up if you happen to search through ENWorld archives, and I figured they might get more exposure if I gave them a more permanent home.
This blog will primarily be devoted to Pathfinder and Savage Worlds content. I have a Pathfinder setting I’m slowly fleshing out for use, mostly as a thought exercise and because I like tinkering with mechanics. I’m also starting the planning stages of adapting the Complete Masks of Nyarlatholtep to Deadlands using the Savage Worlds system. I’m a born tinkerer, though, so I’ll be changing a substantial amount of the adventure to fit into my preferences and the Deadlands setting.