Archive for the ‘ Spes Magna News ’ Category

Texicon Cometh

Well, Texicon 2012 is almost here. Giant Boy and I are heading up to the Dallas/Fort Worth area this Friday. At the convention, I’m running Dyson Logos’s Geodesic Gnomes and a Go Fer Yer Gun!/Call of Cthulhu mash-up. The former adventure, Metro Gnomes, is going to be made available via the regular sources for Spes Magna PDFs by the end of this month (in theory). I’d like to publish the other adventure, but I need to contact GFYG!‘s author Simon Washbourne. I’d like to note that my adventure, BR&ND, is compatible with GFYG!, but I won’t use someone else’s product identity like that without their permission.

I’m also behind the curve on getting the metric system version of Dodeca Weather done. Once I get caught up, it’ll be made available as well. Those of you who’ve already purchased Dodeca Weather will receive the metric system version for free when I update the files.

Peanuts Not Included

Today I bring you another archetype, this one for barbarians.

Jotunkin

The jotunkin are barbarians whose bloodlines contain a trace of giant. When these barbarians rage, their giantish heritage manifests itself in greater size and strength.

Jotunrage (Su): A jotunkin can call upon supernatural sources of strength and ferocity, granting him greater size and prowess. Starting at 1st level, a jotunkin can jotunrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can jotunrage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a jotunkin can jotunrage per day. A jotunkin can enter jotunrage as a free action. The total number of rounds of jotunrage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in jotunrage, a barbarian increases in size by one size category. He gains a +4 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. He also gains a +2 natural armor bonus. The increase to Constitution grants the jotunkin 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a jotunkin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A jotunkin whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. If insufficient room is available for the growth, the jotunkin attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

All equipment worn or carried by the jotunkin is similarly enlarged by the jotunrage. Melee weapons affected deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves a jotunkin’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

A jotunkin can end his jotunrage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the jotunrage. A jotunkin cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a jotunkin falls unconscious, his jotunrage immediately ends, placing him in peril of death.

Jotunrage does not stack with magical effects that increase size.

This ability replaces rage.

Fear’s Friend (Ex): At 3rd level, a jotunkin gains a +1 competence bonus to Intimidate checks. These bonuses increase by +1 every three jotunkin levels thereafter (6th, 9th, 12th, 15th, and 18th level). The jotunkin also receives an insight bonus to saves against fear effects equal to one-half the competence bonus to Intimidate checks (drop fractions).

This ability replaces trap sense.

Greater Jotunrage (Su): At 11th level, when a jotunkin enters jotunrage, his size bonus to Strength increases to +6 and his natural armor bonus increases to +3.

This ability replaces greater rage.

Jotunrage Form (Su): At 14th level, when a jotunkin enters jotunrage, he may choose to assume the form of a frost giant, fire giant, hill giant, or stone giant. Once he assumes his new form, he gains the following abilities (instead of those normally granted by jotunrage): +6 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to Constitution, +4 natural armor bonus, low-light vision, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the giant has immunity or resistance to any elements, the jotunkin gains resistance 20 to those elements. If the giant has vulnerability to an element, the jotunkin gains that vulnerability.

Every round in jotunrage form counts as 2 rounds against the jotunkin’s total number of rounds per day for jotunrage. In all other respects, jotunrage form is the same as jotunrage.

This ability replaces indomitable will.

Mighty Jotunrage (Su): At 20th level, when a jotunkin enters jotunrage or jotunrage form, his size bonuses to Strength and Constitution increase by a further +2, and his natural armor bonus increases by a further +1.

This ability replaces mighty rage.

N.B. The 17th-level ability tireless rage applies to jotunrage but not to jotunrage form.

In other news, Dodeca Weather gets a 5-star review! Huzzah! Here’s an excerpt:

“This is one of those little pdfs that could easily be overlooked, which would seriously be a pity, for the pdf is stellar: It’s logical and Mark L. Chance’s writing is easy to understand, structured and fun. Plus, this pdf makes the whole endeavor of creating weather forecasts simple and yet varied. A great pdf, professionally presented and cool – essentially a “So what’s the weather like, anyway?”-book of the highest caliber – for less the a buck!”

June 9th, 2012  in RPG, Spes Magna News 1 Comment »

Oh, Snap!

First, an announcement: A to Z is a collection of Spes Magna Games blogposts written during the April 2012 A to Z blogging challenge. All 26 blogposts have been subjected to revisions, edits, and other improvements. The end result is a 40-plus-page, printer-friendly PDF featuring fluff and crunch such as:

* Alternate rules for channeling energy, energy drain, exploding dice, jumping, monks, outsiders, and x-ray vision
* Bromantic poetry
* GM advice about how to motivate your players to be more invested in your game
* Luck, a new ability score
* New archetypes, one each for the magus and the rogue
* NPC villains such as an awakened psionic gorilla

All of this and more can be yours for less than a cup of gourmet coffee at both DriveThruRPG and Paizo.com.

Next, a big turtle!

The methoataske is a truly enormous ambush predator, very much resembling an alligator snapping turtle larger than a house. It tends to strike from camouflage, lunging forward to swallow its prey whole. If harrassed after gulping down a victim, a methoataske is likely to retreat to deeper water.

Methoataske
CR 13; XP 25,600
N Colossal animal
Init +4; Senses low-light vision, scent; Perception +32

DEFENSE
AC 26, touch 2, flat-footed 26 (+24 natural, –8 size)
hp 319 (22d8+220)
Fort +20, Ref +11, Will +12

OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +24 (4d8+22 plus grab)
Space 30 ft.; Reach 20 ft.
Special Attacks swallow whole (4d6+22 bludgeoning, AC 26, 62 hp)

STATISTICS
Str 40, Dex 10, Con 29, Int 1, Wis 17, Cha 10
Base Atk +16; CMB +39 (+43 grapple); CMD 49 (53 vs. trip)
Feats Blind-Fight, Improved Blind-Fight, Improved Initiative, Improved Iron Will, Iron Will, Lunge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +32, Swim +29; Racial Modifiers +8 Swim
SQ armored stomach, camouflage, hold breath, shell

SPECIAL ABILITIES
Camouflage (Ex): The rough shell of a methoataske is particularly well adapted to camouflage the creature in its native environment. Creatures must succeed on a DC 28 Perception check to notice an unmoving methoataske. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the methoataske.

Armored Stomach (Ex): A methoataske’s body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

Shell (Ex): As a move action, a methoataske can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.

ECOLOGY
Environment temperate or warm water or shore
Organization solitary or pair
Treasure none

June 8th, 2012  in RPG, Spes Magna News 2 Comments »

Wanted: Playtesters & Proofreaders

Do you want a small slice of fame? How about a small slice of fame with a side of free PDF? If so, I need playtesters/proofreaders for three PDFs:

Dodeca Decor: In this PDF there are many tables, 12 of which have more than 20 different dungeon details each. Most of the dungeon details don’t come with any specific game effect. They’re merely decorative or inspirational. In the former case, a merely decorative element may inspire your players into fits of speculation and investigation that lead nowhere. In the latter case, you the GM may have one of those great aha! moments and what started as merely decorative may become functional or even dangerous.

The Swamp Isle of the Croaking Priestess: This short adventure pits the PCs against a boggard army led by the Croaking Priestess herself. The PDF includes full stats for the Croaking Priestess, links to d20pfsrd for quick rules references, tips for running the adventure, and a cross-section map of the isle. Let the blood flow, and don’t fall off your lilypad!

A to Z: All 26 of my A to Z Challenge blogposts are collected in one volume. Edited, revised, and improved, these blogposts feature foes for your PCs to fight, alternate rules, two archetypes, as well as advice, wit, and wisdom.

All playtesters/proofreaders get credit on the table of contents page and a free copy of the completed PDF. If you’re interested in helping, please email me at mark at spesmagna dot com.

Dodeca Weather for Sale!

Dodeca Weather helps restore the noble d12 to a position of respectability and importance by making it the randomizer that determines your campaign’s weather from day to day.

This printer-friendly, 20-page PDF presents a plethora of tables that help GMs determine daily weather by taking into account season, climate, altitude, and terrain. Dodeca Weather consolidates and expands weather rules in one location. It also includes a reproducible weather worksheet to help organize weather in weekly blocks.

And you get it all for less than $1.00.

For those of you who prefer DriveThruRPG, here’s the link.

May 30th, 2012  in RPG, Spes Magna News 1 Comment »