Saturday, April 27, 2013

The Anti-Paladin

Another Zak Smith style random class.

The Rights of the Anti-Paladin;

Suffer not the weak, they are insult to your glory.

Deference is owed only to strength, and should be refused at the first sign of inferiority.

Passion, desire and drive are what makes humanity what they are. Deny any of these and become less then human.

Ethics and morality are but the lies of the lesser, made into philosophical shackles for those better than they. Those who support these falsehoods must be made to suffer.

No being can tell you from where those who become Anti-Paladins draw their strength. Though many of them become (temporary) servants of demons and dark gods, their inherent abilities are not infernal in nature. They stand in direct opposition of their benevolent twins; they are slaves only to their own lusts and ambitions.

It can be assumed that even a beginning Anti-Paladin has seen his fair share of violence and villainy. Each begins with the normal starting Hit points and Saving throws for whatever system you are using. At first level, roll a 1d100 twice and apply both results to your PC; Do the same for each time you level up. Do not forget that you also gain an additional hit die each level per normal. You will probably need them.

1-20: Violence is often the swiftest path to one's goal. Add +1 to your chance to hit in combat.

21-35: No lesser creature shall strike you down, nor will some paltry malady halt your march to fruition. Improve all of your saving throws by 1.

36 - 50: Others deny their vices, but you revel in them. You fancy a particular evil above the others however; Choose one of the following every time you result:

Cruelty - Wounds you make leave deep scars. Every time you do damage, at least one Hit point worth of it can only be healed naturally. Any attempts to use magic to heal the wound will simply leave the subject in unbearable pain, requiring a saving throw versus paralysis to act at all that round or not cry out.
Deceit - Your tongue is silver and words silk; you may lie with impunity and are immune to the effects of things like Zone of Truth. You may re-roll any failed attempt to deceive someone outright.
Pride - You think so highly of yourself that you won't here anything to the contrary. You receive a +4 bonus to any saves or tests when something tries to mentally or spiritually dominate you, and will probably react to such attempts with violence.
Despair - Your toxic words can fell even the most determined spirit. You may force anyone to re-roll any successful attempt as long as failure would have serious, negative (for the target) consequences. This option may be chosen more then once, granting you another forced re-roll each time.
Avarice - Greed may not be good, but it has given you much. Your equipment should always be as fine and decorated as possible and your bearing demands respect from the lowly. While you will be instinctively despised by the peasantry and other children of the earth, rich merchants and high nobility will take a liking to you - granting you any reasonable favors you might ask for.

51-53: There is nothing sweeter then the cries and blood of your enemies; you're blows are excruciating and brutal. You may roll two dice instead of one when rolling for damage, and choose the higher result. Further rolls of this result will grant you a cumulative +1 to your damage rules.

54-55: A supreme specimen of monstrous, chaotic or infernal nature has chosen to follow you out of interest, even condescending to fight with you or even serve as your mount. Your surprisingly strong will has bound the beast to your service and you may call it to you once a day, and remain in till your ordered task is complete. Large quadruped's are the most common creatures for this purpose, but it can be anything approved by the GM with the following restrictions; It cannot have more then 1 hit die more then you. Any useful special ability it may have (Such as flight or a breath weapon) counts as one more hit die per ability for purposes of qualifying. Regardless of what it is, its thoughts are known to you and yours to it.

Rolling this additional times after the first means you may bind another creature, with your new level taken into consideration.

56-57:  Attempts to catch you defenseless are as fruitless as pleas for mercy. You may nominate a favored weapon that you can call forth whenever you need it, regardless where it might be. Alternatively, you may forge a weapon out of your own dark desires; you decide the type when this is rolled, the weapon hits on a +1 and is considered unholy/magical for the purposes of dealing damage. Ranged weapons of this type may only be fired one every other round, since ammunition is formed only after a shot is fired. The weapon remains in till dismissed and can be summoned again instantly.

Rolling this any additional times will allow you to nominate or create another weapon independently of the first one.

58-59: The darkness will not betray you like others may. You gain the chance to Hide In Shadows and Move Silently (Or Stealth if the game you are using has that ability)  equal to a thief of you experience level at the time this result is rolled. This ability is not hindered by armor of any kind.

If you roll this result again, simply adjust your chance to your match current experience level.

60-61: Woe to those who have earned your ire; once a day you may call down a terrible curse upon an enemy. The unfortunate may attempt to make a saving throw versus spell. If failed, they are hexed; this curse may either halve one ability score, or impose a -4 penalty to all ability, skill, to hit, or saving throw rolls, and it lasts for a number of days equal to the Anti-Paladin's hit dice. There is always some obvious and mortifying manifestation to curses granted in this manner. A person whose charisma has been halved may be suddenly covered in horrible boils, a nimble rogue robbed of their deftness may become flabby and immense or a mighty warrior's iron thews may shrivel with magically induced age.

Additional rolls with this result will allow you to attempt another curse a day.

62-63: No matter fine your exterior, inside your body writhes with numerous plagues and maladies - though none shall ever harm you, others may not be so lucky. Not only do you become immune to all forms of normal disease, you also gain the ability to once a day unleash them upon others. This may be preformed by a touch or normal attack and is most terrible to watch - the cancer itself seeps from your skin and attempts to crawl into your victim. Unless they make a saving throw versus poison, they contract some horrible sickness as decided by your GM.

If you roll this result again, you are granted an additional chance to spread disease a day.

64-65: While being able to see their face is often fun, sometimes an unexpected attack is needed. When attacking someone from behind who didn't know you were coming, or at least truly believed you wouldn't do such a thing, you gain a +4 to hit and do double damage on a successful blow. Further rolls of this sort increase your damage modifier by one. (x2 - x3 - x4, etc)

 66 - The Oracle managed to spit it out before she finally died and her bleating servants attested to the fact - some artifact of great power is sealed away somewhere close by. A black sword that consumes souls, a crown that dominates the minds of others or some other foul item (of your choosing, approved by the GM) that would please you mightily is a mere 2-3 sessions worth of adventure away.

67-69: Your countenance either belies your evil or announces it; your features contort and change to either make you an unearthly beauty or a hideous monster (As chosen by the player.) The former makes your allure undeniable, granting you a re-roll in any failed attempts to seduce, charm or persuade another party. The latter makes you unbearable to behold, granting a similar effect for intimidation or other bullying. Further rolls of this result grant you mutations that befit your new form; luminescent skin, wings, horrible claws or slitted eyes. The nature of these mutations are up to the GM, but should ultimately be useful in some way.

70-71: Creatures twisted by evil energy might as well be marionettes to you. You gain the ability to control undead or other foul creatures as a cleric equal to your current level. This requires you to cackle evilly, proclaim your superiority, or at least reaching out and pantomiming puppeteer motions. Further rolls on this table increase your commanding level by one.

73-74: You are quick to show others the folly of opposing you. Once a day you may smite a foe with an attack that receives a damage bonus equal to your hit dice total. The target must be defending someone weaker then them or have made their intent to hinder your current goal clear somehow. This blow counts as an unholy one for purposes of doing damage against other creatures, meaning it may be ineffective against demons or the undead.

Further rolls of this result gain you an additional attack of this type a day.

75-76: Your infamy has earned you the assistance of a small gang of minions; these are usually 1d4+2 1HD creatures (Goblins or Kobolds are the standard, but they can be something else if you desire and your GM approves.) The creatures are unwaveringly loyal thanks to not really knowing better and will follow your orders to the best of their ability. They will insist on calling you "Master" or sometimes "King" or "Queen" regardless of your apparent gender.

Rolling this again means you may increase the HD of each of these creatures by 1, or roll again for a new band of minions. Your minions can never have more HD then you do, however.

77-78: An angel pines for you, but its pleas for you to join the side of light have become weak. Eventually losing themselves, they will save your life or grant you one boon that is within their power when you whisper their name longingly. When this happens, you may either let them leave you forever in shame or attempt a charisma check. If you succeed, your darkness has enraptured them and they will lose their angelic status, becoming your mortal slave. If you fail, they will finally see you for what you truly are and attempt to destroy you once and for all.

79-80: You have learned something terrible about a well loved and influential personality. They may be a Duke, Merchant, Royalty or even a local divine force or presence. This dark secret maybe a past deed or secret vice they hide from everyone - for good reason; it is something you can use to torment or blackmail them.

81-88: When your will is strong enough, you may command forces beyond the understand of normal men. You may pick one spill from the cleric spell list that is no greater in level then half your own, at a minimum of one. You may cast this spell once a day. The spell will naturally be something that will aid you in your goals or cause someone else suffering. Additional results of this kind can be used to pick new spells, or allow you another use per day of a previously chosen spell.

89-90: Your wickedness is so great that even Hell will no longer take you. An hour after the time of your death, you shall rise again as a Undead creature. Your stats are virtually identical, save for you gain all the strengths, weakness and immunities that your unlife entails. If you are ever destroyed again, it is the end of you - your soul's own evil will rend itself apart and leave you to oblivion.

Further rolls of this type will allow you to choose a spell just like the previous entry, though it should be from the Wizard's spell list instead of the clerics. These spells may only be cast once you are undead.

91-92: You may spread the gifts of chaos wherever you go. Once a day you may attempt to spread corruption to a helpless (or willing) individual. They must make a saving throw versus death magic; failure means the subject gains 1d8 random mutations from your favorite table of this kind. A second saving throw must then be made, this time against spell - success means they are driven mad but retain their freedom. Failure means they are now under your control, and will do as you ask.

Corrupted creatures never heal, and are dead forever once they are brought to 0 hit points. A creature with higher HD then you succeeds the second save automatically.

93-94: Succor must be given or stolen, and you're not really in the giving business. Once a day, you may touch someone to drain (2 HP per your hit die total) from them and add it to your own. This may temporarily raise your HP above your maximum, but never more then twice that. You must make a successful attack roll to utilize this with an unwilling participant. Additional results of this kind grant you another chance to use this ability per day.

95-96: Magic is the primary tool of any number of detestable weaklings. Any hostile spell cast upon you has a 25% + your current level chance of fizzling before harming you or any one else.

Additional rolls of this result recalculate your resistance according to your current level.

97-99: Your hands grow talons, turn to iron or sprout spines, making your unarmed strikes do 1d6 + your strength modifier in damage, as well as being considered magical for purposes of harming certain types of creatures. Additional rolls of this result grant you a cumulative +1 to hit and damage with such attacks.

100: Your vile words can poison reality itself. You may utter one, horrible Wish. This is equal in all ways to a the Wizard spell except for the following caveats; The wish may only be used to do something harmful or malign, and the Anti-Paladin's desire is considered when the Wish it declared, as opposed to the way they ask for it.

Once the wish is granted, the Anti-Paladin will forever be known to the gods as an enemy.

Sunday, April 7, 2013

The Wicked Prince

“Prince, you are mighty indeed, but God’s power is much greater than yours; we dare not obey your orders.”

“Well,” said the prince. “Then I will conquer God too.”

 - Hans Christian Anderson, The Wicked Prince

In the lands bathed eternally in the brilliance of the sun, there is a boy who hates the light. He is beautiful, with fair skin and hair; dressed in disorderly but resplendent armor. He is accompanied by an army of horrid and twisted creatures that obey his every command. In his right hand is a long and terrible blade called Doubt, that constantly whispers in its master's ear, telling him what his foes dread most of all.

For him sleep is seldom, and his grotesque army marches ceaselessly. All that stands before him is ravaged or conquered, and those who live through their defeat are cursed forever by the Prince's kiss - for they are transformed into one of his horde. Each of the terrible things are unique in shape and form, twisted by the very failings that led to them to this fate.

He has sworn to rid the world of shepherds and their flocks, to bring an end to the sanctity of the weak and make all the world his own.

He is the Wicked Prince, and his reign would mean the end.

Tuesday, April 2, 2013

The Skull Baron of Hexenbracken

(Hex 0212)

On either end of a long mountain pass sit two archways, both marble and once splendid, now smashed to near bits. All that remains is a foundation for what could have been. These wounded, melancholy structures are the only warning travelers receive of the Skull Baron.

The Baron sits silently in the center of the pass. The road and scenery about has been stamped down and crushed, thanks to any number of his many tantrums. He is a rare, single-headed ettin; his second head was born with a strange wasting disease which caused it to rot away in the Baron's adolescence. On the stump that remains, sits a mammoth skull stolen from the Ratmen's (Hex 0206) macabre idol. The skull normally lulls about, otherwise motionless - but someone studying it may spot a flicker of malevolent intelligence in it's empty eye sockets.

The maimed ettin does not move in till the players are in sight and within 60 feet of his person. He reacts then immediately, even if otherwise unprovoked. His complete insanity means that his actions are not influenced by players save in very rare exceptions.

The Skull Baron himself has the stats of a normal ettin or stone giant, but with maximum hit points. The Mammoth Skull is actually possessed by the malign soul of one of the Ratmen's former priests. It can speak telepathically to the Skull Baron and does so near constantly; it is the reason he has gone mad.

The Skull Baron's initial reactions are decided by rolling a d6. Any falsehoods the ettin speaks are whispered to him by the awful mammoth skull and he believes they are entirely true. In this sense he isn't actually lying.
  1. The Baron is terrified of the players and will scurry away from them. He will promise to tell them of treasures in another random hex if they leave him be. These are always fabrications.
  2. A great cry is followed by unashamed weeping, the giant will place his head in his hands and tell the players, sobbing, a great tale of woe. This is usually how he's been cursed with this monstrous form and that he's married to the imprisoned nymph in the woodlands of Hex 0206. Again, he thinks he is telling the truth in spite of this being another lie told to him by the skull.
  3. The Baron shouts accusations at the PC's; strangely enough, everything he says is true - but they aren't things that happened to him. Anything he shouts at them is based on a wrong the players committed against another living creature, though he acts as if it were preformed against him. Unless the players make an overt display of remorse and offer of recompense, he attacks.
  4. Without a word, the Skull Baron stands and marches towards the PC's with the intent to kill every last one of them. He cannot be dissuaded from this task or routed.
  5. The Skull Baron foams at the mouth and falls unconscious. At this point, the Mammoth Skull takes over, moving the Baron's body like a puppet master as well as being able to cast spells as a 9th level chaotic/evil cleric.
  6. A combination of both 4 and 6; the Skull Baron and Mammoth skull work in unison. The Skull Baron attacks in relentless, silent fury, while the Mammoth Skull casts spells as a 9th level cleric. 
If the Mammoth Skull is smashed, the Skull Baron regains his sanity; this does not change the fact that he was pretty much an awful person to begin with.