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Mage Armor

Mage Armor 1st-level (abjuration; arcane, protection) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Touch Target: One willing, unarmored creature Components: V, S, M (metal stud) Duration: 8 hours Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it. Cast at Higher Levels. The target gains 5 temporary hit points

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Lucignolo

Lucignolo In a world where you can meet fairies, elves, turquoises, and all kinds of nonsense behind any corner, some mere mortals have reached a degree of awareness, confidence, and ability when it comes to dealing with these beings that allows them to use the best of both worlds to their advantage. Children exchanged by fairies for long or short periods, girls blessed by their godmothers, firstborns given to witches or elves as servants due to some pacts entered into by their parents, shephe

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Longstrider

Longstrider 1st-level (transmutation; movement, utility) Class(es): Druid, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S, M (coiled wire and the sole of a shoe) Duration: 1 hour Until the spell ends, the target’s Speed increases by 10 feet. Cast at Higher Levels. Target one additional creature for each slot level above 1st.

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Light

Light Cantrip (evocation; arcane, utility) Class(es): Bard, cleric, paladin, sorcerer, wizard Casting Time: 1 Action Range: Touch Target: Object no larger than 10 feet in any dimension Components: V, M (small tinder box) Duration: 1 hour Saving Throw Dexterity for an object held or worn by a hostile creature Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. The light emanating from the target may be any color. Com

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Lifestyle Expenses

Lifestyle Expenses Living costs money, and when not out delving dungeons or exploring Knaves still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail. While all food and lodging provide the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by

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Languages

Languages Your knaves’ race, class, and background will determine the languages they speak. Here are the main languages used in the Kingdom, in order of importance: Vernacular. Despite the numerous regional dialects, jargons, and local variants, the Kingdom’s inhabitants all speak and understand Vernacular, the common language in use from the Crown Mountains to the Charybdean Sea. Most people can also read and write, at least well enough to sign documents, read plates, signs, and bountie

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Knight-Errant

Knight-Errant Beggars and paupers in dire straits are not the only people you meet in the streets of the Kingdom and in the Bounty Brotherhood. There are Knaves of noble descent, offspring of fallen families and cadet sons launching into adventures, with their high ideals, weapons and banners of their lineage in plain sight, and their rump on an old jade. Generally more cultivated than most of the populace, and armed with robust ambitions and moral principles, these rambling knights ar

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Knave’s Pedigree

Knave’s Pedigree You grew up surrounded by scoundrels and villains. You know how to navigate shady environments and you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. Your Notoriety is considered 1 level higher when interacting with other Knaves. You speak, read, and write Racket.

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Knave's Rest

Knave's Rest The Knaves of the Kingdom regard resting in a different way than adventurers do elsewhere. Short Rest A short rest is a period of time of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activities, nothing more strenuous than reading, writing, talking, binding wounds, eating, or standing watch. If this period is interrupted by strenuous activity for more than an hour, such as walking, fighting, or casting spells, the knaves ga

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Jump

Jump 1st-level (transmutation; enhancement, movement) Class(es): Druid, sorcerer, wizard Casting Time: 1 Bonus Action Range: Touch Target: One creature Components: V, S, M (grasshopper's leg) Duration: 1 minute You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally. Cast at Higher Levels. Each of the target’s jump distances increase by 5 feet for each slot level above 1st.

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Journey Rules

Journey Rules A Band will often roam across the countryside and beyond during their jobs. But traveling is not simply a means of getting to a destination, nor something to be undertaken lightly. A great part of the life of a knave is spent on the road. Often, what distinguishes a knave from a common villager is the skills they possess to help them survive while on a journey. Knaves make various ability checks along the way, to deal with the various perils that may occur, as well as to

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Jinx

Jinx Northerners by the name of warlocks who reach the lands of the Kingdom are better known south of the Crown Mountains as jinxes. They are powerful and feared conjurers, capable of casting curses and misfortunes with a mere sideways glance, a false and envious word, the touch of annoyance and remorse. All their power derives from “Madame Jinx”, the Misfortune that deflects human destinies toward the darkest outcomes, and against which even invocations of all the Saints of the Calendar

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Jibber-Jabber

Jibber-Jabber Prerequisite: Charisma 13 or higher You are able to fool other creatures with an unrivaled combination of self-confidence, gab, and nonsense as if you were a high-ranking guard. You gain the following benefits: You gain proficiency in knowing crazy people don’t know they’re crazy and you know you’re crazy, therefore you’re not crazy and that is pretty crazy indeed. Savvy? You have 2 Jibber-Jabber dice, which are d4s. Use these dice to enhance your Jibber-Jabber. A

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Inspirited

Inspirited Nobody knows the true nature of the insane process of creation behind Marionettes, Manikins, and Boguses. Nobody actually knows how Arcimboldos, Nonexistents, and Cloven (or other similar wondrous beings) come to be, or how Malebranches, Seraphs, Paraghouls, and Bartered Ones are respawned in the world. Is there a greater power behind all this? Or maybe a magic power has gone awry. Why should a living puppet come out of a wooden log, or from the mound of rotten vegetables of a

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Inflict Wounds

Inflict Wounds 1st-level (necromancy; attack, divine, necrotic) Class(es): Cleric Casting Time: 1 Action Range: Touch Target: One creature Components: V, S Duration: Instantaneous You impart fell energies that suck away the target’s life force, making a melee spell attack that deals 3d10 necrotic damage. Cast at Higher Levels. The damage increases by 1d10 for each slot level above 1st.

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Incandescent Mark

Incandescent Mark 1st-level (evocation; arcane, fire, light) Class(es): Cleric Casting Time: 1 Bonus Action Range: Long (120 feet) Target: One creature Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it with a glowing sign. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. Until the spell ends, the target sheds bright light in a 20-foot radius

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Impresario

Impresario The Kingdom is crossed by ambulants, actors, puppeteers, itinerant singers, troubadours, bards, minstrels, acrobats, and all sorts of artists, not to mention those who always reside and perform in a specific city, in one particular theater, or their own ward. This confusing saraband of musicians, entertainers, and wanderers often leads to some Impresario, or crafty traffickers who know how to deal with commoners and gentlemen, full of connections and knowledge, and notably able to m

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Illusory Tribute

Illusory Tribute 1st-level (illusion; arcane, utility) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: S, M (10 cp that the spell consumes) Duration: 1 hour You alter the structure of the copper pieces so that they appear to be gold pieces. These new pieces now have a total value of 10 gold pieces for the spell's duration. You also alter how each piece appears for spells and magical effects which detect magic auras, such as detect mag

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Illusory Script

Illusory Script 1st-level (illusion; arcane, communication) Class(es): Bard, warlock, wizard Casting Time: 1 Minute Range: Touch Target: A piece of paper or other writing material Components: S, M (ink worth at least 10 gold, consumed by the spell) Duration: 10 days You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other c

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Identify Weapon

Identify Weapon 1st-level (divination; arcane, divine, knowledge, law, weaponry) Class(es): Cleric, paladin, wizard Casting Time: 1 Action Range: Touch Target: One creature or corpse Components: V, S Duration: Concentration (1 round) While casting this spell, you touch a wound on a creature or corpse. If the wound was inflicted by an object, such as a weapon, you know exactly what the specific item looks like for the purposes of spells like locate object. For the duration o

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Identify

Identify 1st-level (divination; arcane, knowledge) [ritual] Class(es): Bard, wizard Casting Time: 1 Minute Range: Touch Target: One object or creature Components: V, S, M (pearl worth at least 100 gold and a feather) Duration: Instantaneous You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if

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Human

Human Humans are by far the largest population in the Kingdom and, for that matter, in the rest of Occasia and the Orb. Along with their more common variants, such as sylvans, gifted, and morgants, humans are also supposedly the only self-aware species in the known world, while the others all have magical and supernatural (or subnatural, unnatural, preternatural, or paranatural) origins. Or so they think, but beings such as pantegans, mandrakes, and wolf-cats totally disagree. One way or

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How to Brawl

How to Brawl Being non-lethal disputes by definition, Brancalonian brawls are regulated by simple rules that replace the typical cycle of combat. A brawl basically works like combat, but introduces significant differences regarding the actions you can take each turn, and how hit points, damage, and movement are calculated. Note: During a brawl, you cannot use class abilities (such as Class Spells, Extra Attacks, etc.), but you are allowed to take advantage of passive features (such as Una

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Housekeeping

Housekeeping 1st-level (transmutation; arcane, utility) [ritual] Class(es): Bard, wizard Casting Time: 1 Minute Range: Medium (60 feet) Target: A number of 5-foot squares within range Components: V, S, M (a miniature broom) Duration: Instantaneous When you cast this spell, select a 10-foot square section within range. If it is a hard, treated, or manufactured surface (such as wood, fabric, leather, stone, glass, or metal) it becomes spotlessly clean. Any foreign substances

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Hideous Laughter

Hideous Laughter 1st-level (enchantment; affliction, arcane, compulsion) Class(es): Bard, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One creature with an Intelligence of 5 or more Components: V, S, M (poppy seed) Duration: Concentration (1 minute) Saving Throw: Wisdom negates The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand. Until the spe

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