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jokomaisu

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  1. jokomaisu

    Rules
    Forced March
    You have grown used to living in the army. Pointless and exhausting tasks, broken shoes, unending marches, flea-bitten bedrolls and unsavory mush. Staying awake or sleeping badly has become routine for you, and you have learned to live with your exhaustion. You gain the following benefits:
    You ignore any penalty from your first 2 levels of fatigue. You can finish a short rest in half the time.
  2. jokomaisu

    Rules
    Bounceback
    Prerequisite: Wolfcat
    A wolfcat cultivates their catlike skill, acquiring extraordinary agility and athletic talents. You gain the following benefits:
    Increase your Dexterity score by 1, to a maximum of 20. Your speed increases by 30 feet. You gain a climbing speed equal to your base speed. When falling, you can use your reaction to halve any fall damage you would take.
  3. jokomaisu

    Rules
    Viperwolf Blood
    You have endured and survived the effects of the most fearsome poisons to the point of becoming immune to them. You gain the following benefits:
    Increase your Constitution score by 1, to a maximum of 20. You are immune to poison and have immunity to the poisoned condition.
  4. jokomaisu

    Rules
    Throwance
    You have become a master of throwing objects of all kinds with absolute precision. You gain the following benefits:
    When you make a ranged attack using a weapon that doesn't have the thrown property, consider it to have thrown (range 10/20) instead. When you make a ranged attack with a weapon with the thrown property, you can treat the weapon as if it had the finesse property. When you make a ranged attack with a weapon with the thrown property, increase its normal range and maximum range by 10 feet.
  5. jokomaisu

    Rules
    Stars and Stables Child
    Prerequisite: Human
    You are able to sleep literally anywhere, whether you find yourself under a starry sky or surrounded by the stinking smell of an old stable. You gain the following benefits:
    Increase an ability score of your choice by 1, to a maximum of 20. When you spend one or more Hit Dice at the end of a short rest, you can re-roll those dice that show a result lower than your Constitution modifier. You can spend 2 Hit Dice to recover one level of fatigue.
  6. jokomaisu

    Rules
    Shieldance
    Trained in the ancient art of the buckler, you are a true master when it comes to defending yourself with a shield. You gain the following benefits:
    Increase your Constitution or Strength score by 1, to a maximum of 20. You gain proficiency with shields. Whenever you take the Dodge action in combat, you gain an additional +2 bonus to your AC, and you ignore the shoddiness of the shield.
  7. jokomaisu

    Rules
    Seasoned Wood
    Prerequisite: Marionette
    All sentient marionettes are made from triflewood and its variants. However, the best puppeteers know how to properly treat the stumps and strips of this magical material to optimize its performance. In other cases, seasoning is a natural process that can occur even a long time after the marionette's creation. In these cases, you gain the following benefits:
    Increase an ability score of your choice by 1, to a maximum of 20. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Cunning Extravaganza. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  8. jokomaisu

    Rules
    Peasant Soul
    You have a strong connection with your past as a farmer, you know how to behave with animals and you know how to use even the humblest tools to defend yourself. You gain the following benefits:
    Increase your Strength or Constitution score by 1, to a maximum of 20. You gain proficiency in the Animal Handling skill. When using a sickle, martial mattock, or martial pitchfork, your attacks score a critical hit on a roll of 19 or 20.
  9. jokomaisu

    Rules
    Pantagruel’s Heritage
    Prerequisite: Morgant
    You are a descendant of an incredibly ancient and imposing lineage of morgants and, willy-nilly, this characteristic emerges clearly. You gain the following benefits:
    Increase your Constitution or Strength score by 1, to a maximum of 20. When completing a long rest you can recover one additional level of fatigue. Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by 1 additional hit point.
  10. jokomaisu

    Rules
    Patch Up
    You are used to coping with any situation and getting by with the scarce means at your disposal. You gain the following benefits:
    Increase your Constitution or Wisdom score by 1, to a maximum of 20. You can ignore the shoddiness of a piece of equipment, service, animal, or component for 1 hour. Once you use this feature, you can't use it again until you finish a short rest.
  11. jokomaisu

    Rules
    Malebolge Nostalgia
    Prerequisite: Malebranche
    Some malebranche do not entirely deny their past and sometimes dedicate themselves to reclaiming some of the powers and faculties lost after their Great Refusal. This kind of path is as long and difficult as the one that led them to humanity, but sometimes the results are much more… flashy!
    Both your Helltraits improve and increase in effectiveness:
    Hellwings. Your wings grow big and strong. You gain a flying speed of 20 feet. Hellflames. The flames you emanate become unholy and corrupt. Whenever you hit a creature using your Hellflames trait, that creature takes an extra 2d6 necrotic damage on a failed save and half as much damage on a successful one. Hellfeet. Your goat legs now allow you to make mighty leaps. When you jump, you add 10 feet to the total distance covered, and you don't have to make checks even if you land on difficult terrain. Hellvoice. In addition to the charm person spell, you can now cast the fear spell once with this trait and regain the ability to do so when you finish a long rest. Hellclaws. Your climbing speed increases to 30 feet and your claws deal an additional 1d4 poison damage. Hellears. You gain blindsight within a radius of 30 feet.
  12. jokomaisu

    Rules
    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.
  13. jokomaisu

    Rules
    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 Jibber-Jabber die is expended when you use it. You regain all of your expended Jibber-Jabber dice when you finish a short or long rest. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Jibber-Jabber, rolling a Jibber-Jabber die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
  14. jokomaisu

    Rules
    Forest Companion
    Prerequisite: Sylvan
    You have a special affinity with the forest, its balance, and its inhabitants, and you are able to create a unique bond with a wild animal; a bond of equality, friendship, and collaboration. You gain the following benefits:
    You add double your proficiency bonus to any Nature and Survival skill check, instead of your normal proficiency bonus. Through a ritual lasting 8 hours, you can create a bond with a friendly beast. That beast must be Medium or smaller with a challenge rating of 1/4 or lower. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to make an Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts independently of you, focusing on protecting itself and you. The beast does not need your command to use its reaction, for example, to make an opportunity attack.
  15. jokomaisu

    Rules
    Exceedingly Gifted
    Prerequisite: Gifted
    Your Gift stands out even in comparison with the innate faculties of your own kind. You gain the following benefits:
    Increase your spellcasting ability score for the gifted spells by 1, to a maximum of 20. In addition to the spells granted by the Magical Influence trait, you learn a new 2nd-level spell that must belong to the same school of magic chosen for the Magical Influence spells. Magical Resonance now allows you to regain a 1st level spell slot or a 2nd level spell slot or one more use of your Magical Influence cantrip, 1st level spell, or 2nd level spell.
  16. jokomaisu

    Rules
    Apothecary
    Your knowledge of herbs and ancient remedies makes you an expert in preparing every kind of concoctions and decoctions capable of healing wounds, soothing pain, and facilitating rest. You gain the following benefits:
    You gain proficiency with the herbalism kit and the following artisan's tools: alchemist's supplies and brewer's supplies. At the end of a short rest, up to 6 creatures can add your proficiency bonus to the hit points regained by spending one or more Hit Dice. You can use a healer's kit to allow a creature to make a new saving throw to eliminate the effects of a disease or a poison. You gain proficiency in the Medicine skill if you don't already have it, and you add double your proficiency bonus to Medicine checks, instead of your normal proficiency bonus.
  17. jokomaisu

    Rules
    Ancient Culinary Art
    You are an expert in the Kingdom's culinary art, a long tradition handed down by aunties and grannies. You gain the following benefits:
    You gain proficiency with cook's utensils and add double your proficiency bonus to all checks made using them, instead of your normal proficiency bonus. Also, you treat shoddy cook's utensils as standard cook's utensils. You treat cook's utensils as improvised weapons you are proficient with. You can cook a special meal that makes the consumer gain a number of temporary hit points equal to their Constitution modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can use it again. By examining food or drinks for 1 minute, you can tell if they are poisoned or if they carry any disease.
  18. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    The 17 backgrounds have been added to the Compendium 🙌 You will probably notice that Personality, Ideals, and Bonds are missing. Your Drive replaces all of these.
    I'm excited for you all to see the Drives because they are the reason why your character is a knave. The Drive is who your knave is at their core. It also describes the circumstances when your knave receives Inspiration.
    I've started working on Drives. I hope to knock out Drives and Feats before next weekend because I will be busy then (Mother's Day).
    That's all for now 👋
    Until next time...
    For the bounty!
  19. jokomaisu

    Rules
    Slacker
    How did you come to this in your life? Where did you go wrong? You didn’t, actually, as what you have “done” is just following someone else and living off the results of their success.
    You don’t feel the urge to do anything, you do not have any outstanding ability. No special feature whatsoever. And that’s the way you like it: why struggle when someone else can do the job for you and you can live and bask in their glory? What really matters is to find a party to exploit, and a band of knaves will do just fine.
    In many ways, the slacker is the quintessential soul of Brancalonia: a never-do-well with no ambitions, a lazy nobleman, a certified layabout, a buffoon with no redeeming qualities, an idle ruffian, a commoner with no qualities.
    The slacker does not contribute any benefit to a Band, but they contribute a unique gift, their utter, unrestrained laziness, which they have refined into a true form of art. A slacker never feels like doing anything, and they need a huge incentive just to get out of bed in the morning.
    Equipment: An inherited heirloom, a stolen jacket, a mismatched certification, a pouch with 30 sp that fell into your hands in a sheer stroke of luck.
    Feature: The Art of Opportunism
    You can turn a failed ability check or saving throw into an automatic success for yourself, at the expense of an allied creature within 10 feet and that you are able to see. That creature will have disadvantage on its next check or saving throw, as the slacker stole its opportunity. Until you finish a long rest, you can’t use this feature again.
    Suggested Characteristics
    Your knowledge and proficiencies are just like everybody’s, but you just don’t feel like putting them to good use, and you have to be persuaded to take care of even the smallest tasks.
  20. jokomaisu

    Rules
    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 greengrocer in the market? Nobody can answer such questions, except Ternal Father or, maybe, the Fairy Godfather.
    Those who spring to life in this way cannot tell if there was ‘something’ before that moment, much like a newborn. Still, they come into this world as adults, in full physical and mental form. The origin of an inspirited’s experiences, abilities, mood, personality, preferences, and notions remains a mystery. And yet, this mystery does not prevent an Arcimboldo or a Nonexistent from using spells and weapons like a normal human who had to spend their whole life to attain that level of mastery. In your face, humans! Take that!
    Unlike their kin who have immediately adapted to the world around them and imagined or chosen a different background, the inspirited chose to focus immediately on the conundrum of their nature and developed special proficiencies, such as that in the mysterious Unknown Language, the secret code that hints at the mysteries of creation itself.
    Skill Proficiencies: Arcana, Insight
    Languages: Lingua Ignota, Racket
    Equipment: A leftover from your native place, a strange receipt detailing an unknown purchase, a pouch with 15 sp.
    Feature: Unknown Past, Violent Future
    A man without a past is a man without bonds and loved ones, but also a man without rivals and enemies. You start with 2 fewer Misdeeds, but all your Misdeeds produce a bounty with two additional coins every time you commit one.
    Suggested Characteristics
    The very essence of an inspirited is shrouded in mystery and confusion. Many people may treat it normally, but more often than not, people resent those who are “born learned”. Children, on the other hand, always like to know and to play with a “weird guy”. An inspirited shares no common trait with others of its kind. Indeed, they are often very different from one another.
  21. jokomaisu

    Rules
    Herbalist
    One of the most common arts among the populace is the lore of herbs and natural remedies, invaluable to heal injuries and illnesses, get by, and brew a good rotgut spirit in your own stable, far from the prying eyes of tax collectors.
    As Extravagant creatures and phenomena grow more and more frequent in the countryside and in the natural world, herbalists are specializing in low-ranking rural magic as well: They study as arcane initiates and trade with many fey and wild spirits of the realms. Sometimes these herbalists become sorcerers or hexers, other times they become alchemists and apothecaries. A few of them even specialize in rustic cuisine, high gastronomy, or curdlemancy.
    Still, most herbalists remain just simple healers who produce natural essences and perfumes by themselves: perfumers, greengrocers, and gardeners, men and women with green thumbs and brown pinkies who know how to work with earth, plants, and grafts.
    In recent times, especially in the Free Towns in the North, herbalists have gathered to establish guilds and minor arts, founding two main corporations that have a presence both in towns and in smaller settlements.
    Practicalists are herbalists closer to traditional lore and methods. They may look less organized and sophisticated, but they can rely on a good dose of common sense, traditional recipes, and useful remedies to take care of the commoners.
    Herbailiffs, or “bailiffs of herbs”, are a modern and experimental branch. They research new methods to mix worthless weeds to obtain scents and essences, in order to create more expensive and alluring remedies, often devoid of any special quality. They are therefore more appreciated by officials, merchants, and fashion lovers with too many coins in their purses.
    Skill Proficiencies: Medicine, Nature
    Tool Proficiencies: Alchemist’s supplies, healer’s kit
    Equipment: Worn gloves, healer’s kit, pouch with 10 sp.
    Feature: Practicalist or Herbailiff
    An herbalist chooses one of the two following features when they select this background, representing two different herbalist corporations.
    Practicalist Lore: As a practicalist herbalist you can produce poultices that increase the uses of a healer’s kit to a total number of uses equal to your proficiency bonus. Until you finish a long rest, you can’t use this feature again.
    Herbailiff Lore: As an herbailiff herbalist, you can use pellitory, leaves, cabbage, and other weeds to brew a special concoction for a maximum of 5 doses. When a creature drinks a dose of your concoction, it gains a number of temporary hit points equal to your Charisma modifier. Until you finish a long rest, you can’t use this feature again.
    Suggested Characteristics
    Herbalists are usually experts on plants and herbs. They use their resources to practical purposes, and sometimes study the arcane side of nature, although they might not be able to master its most arcane, divine, or extravagant facets. At a closer look, once you consider their goals and activities, practicalists and herbailiffs are very different figures, juxtaposed in many ways. The former care about sharing, tradition, and taking care of the people, while the latter aim to gain riches and social renown through clever tricks.
  22. jokomaisu

    Rules
    Tough
    Toughs were born and raised amidst all manner of oppression, hardship, or violence, yet far from breaking them, these extreme living conditions tempered their mettle, making them as hard as steel. Having been exposed so directly to the harshest abuse and privations, no obstacle, fear, or hesitation will stop them now.
    Skill Proficiencies: Athletics, Intimidation
    Tool Proficiencies: One type of gaming set
    Languages: Racket
    Equipment: A pendant of Saint Marauda, a poppycock card deck or another game, a set of common clothes, and a pouch with 15 sp.
    Feature: Hard Mug
    You look so damn tough and intimidating that everyone you meet instantly realizes that you're no joke. When you interact with others using your Notoriety, you consider it 1 level higher.
    Suggested Characteristics
    In the Kingdom, the toughest of the tough come from Penumbria, the most violent and dangerous region in the Sinister Boot; many others originate from the worst neighborhoods of the worst cities in the Kingdom, from the depths of the poorest and most remote countryside, and from the most forbidding and isolated communities. The tough aren’t necessarily bad, but they’re certainly used to dealing with the bad guys, and should never be crossed lightly.
  23. jokomaisu

    Rules
    Rover
    Rovers spend a large part of their lives in the free, natural manner traditional of feral communities and wolfcats, hermits, heretics, woodcutters, coalmen, shepherds, and the more isolated pagans. They are hunter-gatherers and their groups move with the seasons, drawing all their raw materials from the remains of animals or plants. The rovers’ cultures, skills, and knowledge are deeply influenced by their outdoor life, experience with wild territories, and communion with nature and its phenomena.
    Skill Proficiencies: Animal Handling, Athletics
    Tool Proficiencies: Herbalism kit
    Languages: Petroglyph
    Equipment: A staff, an animal bone pendant, colored pigments, a set of traveler clothes, and a pouch with 10 sp.
    Feature: Wild Comfort
    You know how to move with respect for the creatures inhabiting the wildlands. This awareness allows you to avoid unpleasant encounters. You and up to five other people can travel across any wild territory without encountering hostile beasts. This feature does not affect different kinds of encounters.
    Suggested Characteristics
    Rovers experience life among civilized peoples as a wolf would amidst domesticated dogs, and they often feel alien in a world made of cities, farmland, and “civil” customs. Instinctively, they feel more akin to animals in chains or cages than to their owners. Far from living “in the State of Nature”, rovers have a vast and complex culture that involves living in the wilderness, away from walls, roads, or stone houses – a life they constantly miss whenever they find themselves sleeping in a flea-ridden bed with a ceiling a mere few feet from their head.
  24. jokomaisu

    Rules
    Fugitive
    Outcasts; prison, galley or forced-labor escapees; deserters from armies and mercenary companies; on the run after attacking a guard or an aristocrat: whether rumors about them are true or false, fugitives are accused of escaping from the Kingdom’s “justice”, and when they join a company, it’s because they have no other prospects.
    Skill Proficiencies: Stealth, Survival
    Tool Proficiencies: Thieves' tools
    Languages: Racket
    Equipment: A dagger, a memento from your past life, a set of traveler's clothes, a pouch with 10 sp.
    Feature: Outcast
    Your Bounty is higher than usual, due to a serious misdeed that has been (fairly or unfairly) attributed to you, along with some aggravating factors. Roll once on the following table and add the result to your misdeeds.
    d10 Outcast Misdeed d10 Outcast Misdeed 1 Evasion 6 Assault of a Guard 2 Desertion 7 Sedition 3 Betrayal 8 Riot 4 Public Execution 9 Brigandage 5 Resisting Arrest 10 Pillage Your Bounty increases by 100 gp.
    Suggested Characteristics
    Fugitives are Knaves hunted early in the game, with Bounties probably higher than their companions’. They could be poor wretches unjustly accused of wrongdoings they never committed; people who rebelled against injustice; idealists who sided against guards and pretentious nobility; or downright criminals who won’t let others push them around.
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