The Other Side

Character Creation Challenge: Blue Rose1st Edition, AGE Edition

Blue RoseYesterday I featured Blue Rose, the True20 Edition.  I am moving further afield now from the d20 base I started with, but there is still a lot recognizable here. Blue Rose 2nd Edition uses the new AGE system from Green Ronin.  Both systems, AGE and True20, have their benefits and suit the stories well.

The Game: Blue Rose, 2nd Edition

Like its predecessor edition, I have talked a lot about Blue Rose AGE edition.

In particular, I have been using it as a main feature in my recent "Plays Well With Others" posts. I have even considered it as one of the base systems to use for my "War of the Witch Queens" campaign.  In fact, one of the adventures morphed and has made its way to an official Blue Rose adventure anthology, the upcoming Six of Cups.  I have to say that working with Green Ronin on official Blue Rose material was a delight.

I have not played a campaign in BR yet, but I have played a number of one-shots that could be loosely defined as a campaign.  I have even played a few times at Gen Con with some really fantastic GMs. 

Again I spent a lot of time reviewing this game when it came out.

And I have to admit I am REALLY looking forward to the Blue Rose Adventurer's Guide for 5e when it comes out.

The game is an absolute joy and I hope to continue with it for a long time to come.

Blue Rose

The Character: Seren

Seren is a new character based on a character I have in Six of Cups.  That character, Celeste Vocolio, is considered to be one of the greatest heroes of the Aldean Navy.  She stowed away on a ship at age 8 because she wanted to see the world and she became the greatest Admiral of the Navy in Aldis, Kingdom of the Blue Rose.  I described her as "Pippy Longstockings growing up to become Honor Harrington."

Seren is not part of the Aldean Navy, nor is she a great hero. Yet.  She grew up hearing stories of Adm. Vocolio her whole life like many children growing up in Garnet. She would sit near to the Garnet Beacon lighthouse and watch the ships come in and go out.  

Seren though is not a sailor, she is a Sea-folk witch who now lives in Garnet.

MirandaSeren
Female Sea Folk Seer (Adept) 1st level

Accuracy 1 (Prime)
Communication 1
Constitution 1 [Swiming 3]
Dexterity 1
Fighting 1
Intelligence 2 (Prime) [Nautical Lore 4]
Perception 4 (Prime) [Searching 7]
Strength 0
Willpower (Prime) 2

Speed 11
Defense 11
Armor 0
Health 25

Powers, Talents and Specializations
Sea Folk (Dark sight, swimming)
Adept (Arcane training, Arcane channeling)

Observation Talent
Seer

Languages (Aldin, Lar'ttan)

Arcana
Healing (Novice) Cure, Psychic Shield, Second Sight
Visionary (Novice) Visions, Scry, Nature Reading

Calling: The World (Exploration & Discovery)
Destiny: Ace of Swords - Courage
Fate: Ace of Rods - Overzealous

Seren is a baby Sea Witch.  My goal for her would be get her on a boat with some crew that become her adopted family of choice and have merry adventures.  Likely I see her becoming a powerful, and hopefully scary, sea witch; I see her in a Miyazaki film to be honest.

Working with her Calling, Destiny and Fate, I see her as someone that wants to see the world, to be the one standing on the front of her ship and telling the crew where to go and what to do.  But that is a long way off yet and she has to first build up the courage to get there.

Character Creation Challenge: Blue Rose1st Edition, True20

Blue Rose, 1st Edition

One of the games I really enjoyed playing back in the early days of the new Millenium was Green Ronin's Blue Rose, True20 edition

The Game: Blue Rose, 1st Edition

Blue Rose is a great game.  It takes fantasy and instead of drawing from the heroic Pulp tradition it instead draws from the Romantic fantasy traditions.  The characters are every bit as heroic, but their actions are guided by different principles.

I have spent a lot of time talking about Blue Rose here so instead of converting that ground again, I will direct you to some relevant posts.



The Character: Marissia

Marissia (and yeah that is the spelling I am going with here) has the distinction of being the very first NPC witch I ever created.  Or at least the first one that I still have notes for. She makes her appearance in module B1: In Search of the Unknown where I call her the "Daughter of Zelligar."

She is an evil witch, or at least she will be when she gets higher in level.  Given my big Black Rose deal for this version of the game, I thought I might as well bring her in.  

Hero Forge picture of MarissiaMarissa
1st level Human Adept (Arcanist)

Strength: +0
Dexterity: +1
Constitution: +2
Intelligence: +3
Wisdom: +3
Charisma: +4

Intiative: +1
Defence: +2
BAB: 0, Melee Attack: +0, Ranged Attack: +1

Toughness: +0
Fortitude: +0
Reflex: +0
Will: +2

Conviction: 3
Corruption: 0
Alignment: Shadow
Calling: Adept - Mastery of Arcane
Light Nature: 8 of Pentacles - Dedicated
Shadow Nature: 10 of rods - Obsessive

Skills: Heal, Intimidate, Notice, Concentration, Craft (potions), Knowledge (Arcane), Sleight of Hand, Search

Feats and Powers: Arcane Focus, Brew Elixir, Visionary Arcana.
Arcana: Scrying, Battle Dance

I'd have to go over her again to make sure this fits my eventual idea of her, but it is a good place to start.

Character Creation Challenge: Astonishing Swordsmen & Sorcerers of Hyperborea

Astonishing Swordsmen & Sorcerers of HyperboreaAnother favorite game that came out of the Old-school push was Astonishing Swordsmen & Sorcerers of Hyperborea.  A game that took us back to the pulp-fantasy roots of the RPG hobby. 

The Game: Astonishing Swordsmen & Sorcerers of Hyperborea

I am very, very fond of this game. There is just so much potential here that I become overwhelmed with ideas.  Do I want to do the dawn-time of humanity when the Old Ones have left the Earth?  Do I want to do an older, colder Earth of the far future under a dying sun?  Or just smoosh it into my current games? I want to do it all, to be honest!!

I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.

AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

For me, it is another example of striking the perfect balance between B/X D&D and AD&D1.  This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X.  THEN you add in material from Lovecraft, Howard, and Clark Ashton Smith? Well, that is the perfect icing on the cake really.

Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers.  I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).

Astonishing Swordsmen & Sorcerers of Hyperborea

The Character: Xaltana

Astonishing Swordsmen & Sorcerers of Hyperborea has its own witch class and it really is quite excellent.

Ok, admittedly this one is a bit of a cheat since she is not only not my character, she is a pastiche of other characters.  Xaltana appears in the adventure HS4 The Lost Caverns of Acheron which I talk about here.  She is an evil witch/vampire lord found in the central part of the adventure.  She combines various characters including Drelzna and Iggwilv as well as any number of evil witch and evil vampire type characters found in Conan.  In the adventure, her stats are for 3.x edition. AS&SH is a much better fit for her really.

While I have a number of other Witch-y Vampire Queens, this one is a bit different in that she is designed to be a one and done sort of bud guy.

Xaltana, the Witch-Queen of AcheronXaltana, the Witch-Queen of Acheron
Female Witch, 12th level, Chaotic Evil

Race: Human(Common, but could be Hyperborean) Vampire 
Secondary Skill: Scribe

AbilitiesStrength: 16
Dexterity: 20
Constitution: 10
Intelligence: 14
Wisdom: 14
Charisma: 20

Casting Ability: 12
Fighting Ability: 5

Hit Points:  36
Alignment: Chaotic Evil
AC: 5 

Powers
1st level: Brew Potions, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom
9th level: Witch's Apprentice
Vampire Powers

Spells
First: (5) Burning Hands, Charm Person, Locate the Dead, Shocking Grasp, Sleep
Second: (5) Cause Blindness, Ghoul Touch, Hold Person, Infernal Tongues, Ray of Enfeeblement
Third: (4) Black Cloud, Explosive Runes, Phantasm, Witch Fire
Fourth: (4) Black Tentacles, Charm Monster, Mirror Mirror, Sorcerer Eye
Fifth: (3) Control Winds, Magic Jar, Sleep Everlasting
Sixth: (2) Disintegrate, See

Magic Items
Bracers AC1


Xaltana, the Witch-Queen of AcheronXaltana, the Witch-Queen of AcheronFemale Witch, Malefic Tradition 13th level, Chaotic

Abilities
Strength: 16Dexterity: 20Constitution: 10Intelligence: 14Wisdom: 14Charisma: 20
Hit Points: 29
AC: 1 (Bracers)

Occult Powers
Familiar: Bat
7th level:  
13th level: 

Spells 
Cantrips: Alarm Ward, Black Flame, Daze, Detect Curse, Object Reading, Open
First: Cause Fear, Everlasting Candle, Ghostly Slashing, Increase Sex Appeal, Minor Curse
Second: Bewitch II, Burning Gaze, Enthrall, Evil Eye
Third: Feral Spirit, Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Phantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation

Magic Items
Bracers AC 1

Both versions are good. I might rethink my plan to make her a one-shot villain!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.


Character Creation Challenge: Spellcraft & Swordplay

Spellcraft & Swordplay coverSpellcraft & Swordplay was one of the very first retro-clones or near-clones on the market.  In my mind, it was always much closer to original D&D than say Swords & Wizardry was mostly because the core mechanic of S&S was a 2d6 like the original combat of Chainmail.  It was the "Alternate Combat" method in OD&D that gave us the d20.  I enjoyed the game so much in playtesting that I had to do a witch class for it. I also did a warlock, one of my first ever.

The Game: Spellcraft & Swordplay

Spellcraft & Swordplay was released in 2009 and it became one of my favorite games. Super easy to learn, and very fast to play it captured that "Oldest school D&D" feel better for me better than some of the clones on the market at the time.  S&S is powered by O.R.C.S. (Optimized Roleplaying Core System) which is the forerunner to the O.G.R.E.S. (Oldschool Generic Roleplaying Engine System) we use in NIGHT SHIFT. There is something like 90% compatibility between the two, but that 10% is a bit different. 

After I played the game I went to Jason and asked to do a witch book for it.  The result was Eldritch Witchery, which presented the witch and warlock as "Elite Paths" to the Cleric and Wizard respectively.

It remains one of my favorite books.

Spellcraft & Swordplay book

The Characters: Runu and Urnu

Runu and Urnu are characters in my game with a bit of history.  They began as drow elves, then shadow elves, and then Shadar-kai elves.  They are twins and I modeled them to be the "evil Wonder Twins."  In 3e they had drow working with my big bad necromancer Magnus.  I know they killed their parents and they are/were pariahs in drow society.  They might be half-drow, half-shadow elf or something.  In any case they are fairly evil and are steeped in the darkest necromancies.

For Spellcraft & Swordplay, they are elite paths. Runu is a warlock (wizard) and Urnu is the witch (cleric). In an inversion of drow norms, Runu is the warlock/wizard and her brother Urnu is the witch/cleric.   Since Spellcraft & Swordplay features a native Necromancer class (wizard elite path) in the core rules, S&S has a good number of Necromancer spells to choose from.

RunuePic character by Overhead GamesRunu
Female Dark Elf 1st level Warlock (Wizard), Fraternity of Bones Lodge
Alignment: Evil

S: 11
D: 12
C: 13
I: 17
W: 15
Ch: 17

HP: 4
AC: 7 (leather)
Attacks: 1

Familiar: Bat

Powers: Hexes, Arcane Blast, Occult Powers

Spells
1st: Bane

Runu considers herself the oldest, though the two twins were born so close together that no one knows for sure who was first. Since they caused their mother's death in childbirth no one can ask her.

Runu, like her brother, invert the norms of their society, so she is a warlock (wizard).  Her coven is small, only her, her brother, and their leader.

UrnuePic character by Overhead GamesUrnu
Male Dark Elf 1st level Witch (Cleric), Demonic Tradition
Alignment: Evil

S: 12
D: 11
C: 13
I: 15
W: 17
Ch: 17

HP: 5
AC: 7 (leather)
Attacks: 1

Familiar: Rat

Powers: Read Magic, Occult Powers, Coven Spells, Herbal Healing

Spells
1st: Ghostly Slashing

Urnu follows his twin sister, and like her, considers her the oldest.  He is a witch (cleric) dedicated to the Demon Lord of the Undead.  This makes them doubly rejected by their people.  Their devotion to undeath also makes them outcasts among other witches.

He is part of a small coven dedicated to the Demon Prince Orcus.  They dedicate kills to him and when they are higher level they will also create undead for him. 

Since S&S has a good number of necromancer spells I allow them to dip into those as well.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Castles & Crusades

Castles & Crusades Players HandbookI continue with the D&D descendants with what might be one of my favorite RPGs.  Castles & Crusades. It has the feel of the best of 1st Ed. AD&D and the best mechanics of 3rd Ed.D&D.  It is is no surprise really that some of the ideas from this game made their way to D&D 5.

The Game: Castles & Crusades

Moreso than Pathfinder or any other retro-clone, Castles & Crusades feels like classic D&D.  If you ever played any version of D&D then you can pick up C&C with ease.  So much so that I have converted games back forth from C&C to AD&D and back with ease. D&D5 might be the successor to AD&D, but C&C is the spiritual successor. 

For whatever reason this happened there is a strong Celtic vibe to many of the C&C books I buy. The Codex Celtarum (1st and 2nd Printings), the Haunted Highlands, and more might give me this impression, but it is one I gladly stick with. So naturally, the character for today has to fit this.

I have written so much over the years on Castles & Crusades it is hard to put anything new here.  So check out all my C&C posts.

The Character: Fear Dorich

Fear Dorich is "The Dark Druid" of my campaign worlds.  He is a notorious bad guy and evil druid. He wants to become truly immortal and not this half-life he has now.  

Long time readers might recognize this guy as the enemy of Fion MacCumhail.  I featured him in a Buffy the Vampire Slayer adventure naturally titled "The Dark Druid."  Later he made another appearance in the "prequel" adventure "Blight" for Ghosts of Albion.  Here he was known as "The Necromancer" so I could make it either part of my Dark Druid Cycle or as part of the official Ghosts of Albion line.  Eventually, I wanted to make yet another prequel to all of those set in Celtic Ireland where Fionn and his band of heroes first fight the Dark Druid. I was calling it "All Souls Night" but I never quite got it into the shape I wanted. There have been a couple of good adventures to give me ideas like Robert J. Kuntz's Dark Druids and Night of the Sprits for Castles & Crusades.  It was these two adventures along with my two Dark Druid ones that gave me the idea for War of the Witch Queens.

If I ever finish All Souls Night I might redo the Dark Druid Cycle to use Castles & Crusades.  Replace Ghosts of Albion with Victorious and Buffy with Amazing Adventures.

Fear DorichFear DorichFear Dorich
Human 1st level Druid, Neutral (Evil)

STR: 10 (0)
DEX: 11 (0)
CON: 14 (+1) P
INT: 14 (+1) P
WIS: 18 (+3) P
CHA: 11 (0) 

AC: 13, Leather Armor
HP: 7 (d8)
BtH: +0

Staff +0, 1d6
Scimitar +0, 1d6

Druidic Language, Nature Lore
Druid Spells
0 (3): Create Water, First Aid, Know Direction
1st (1+1): Entangle, Magic Stones

This is Fear Dorich at the start of his career. He is already showing signs of being evil too.

For this character, I would let him take spells from the Codex Celtarum and also the Black Libram of Naratus.

Castles & Crusades books


Character Creation Challenge: Pathfinder 2nd Edition

Pathfinder 2nd EditionOf all the RPGs I have looked at so far it is this one I know the least.  Part of the issue is that Pathfinder 2nd Edition is so new, only published in 2019, and I have not had the chance to play it really at all.  Indeed I wasn't even going to pick up but my oldest expressed an interest in playing it so we got it.   He would later return to his true love, D&D 5, but I found I rather liked the books myself.

The problem I am running into here, for today, is I do have so little knowledge about it.  So little in fact that my plan for today was to update a character I had played in PF1 but I only now discovered that the class I wanted, Cavalier, has not been updated to PF2 yet! Though other options are open to me.

The Game: Pathfinder 2nd Edition

As I mentioned Pathfinder 2nd Edition was released back in 2019.  I recall the Paizo "booth" (more like "block") staked full of shiny new Pathfinder books.  I am sure they expected them all to sell out, but I get the feeling that the sales were not as high as they wanted.  Not a huge surprise really.  Pathfinder 1st Edition's success was built on their success with the D&D 3.5 products they had made and no small amount due to the failures of D&D 4th Edition.  Today, or at least in 2019, D&D 5 is a huge success and some gamers have gone from Pathfinder back to D&D.   

Also as I said I was not originally going to pick this game up, but I changed my mind after going over the playtest materials and my son wanting to get it.  There are a lot of really cool ideas here and some I think would work well in D&D 5. For example, Ancestry would be better in D&D 5 over the very outmoded "race" or even the awkward "species."

Much like a software development fork, Pathfinder represents one development off of the D&D 3.x line where D&D 5e is a different fork.  To be fair, Pathfinder is closer to its OGC roots than D&D 5 is, but looking at the games in 2021 you see similar parentage and DNA.  This means that someone could in theory bring the best of both worlds back together into one game.  An interesting thought experiment to say the least.  

One thing I will say for Pathfinder 2nd Edition.  It is designed from the ground up to show new players how to play and give them enough to keep them for a long time.  I think it would be fun to play a character in this from 1st to 20th level in a well-crafted adventure path.  I can see how that would be great.

The Character: Oisín

Character creation in Pathfinder 2 is a more modern process than the games in its, well, ancestry.  While you could easily roll up a character here just like you did in AD&D or D&D 3.x, it behooves me to follow the process here.

Oisín was a character I played in Pathfinder 1st Edition. In the game he was the youngest son of this powerful lord and a witch.  In reality, I decided he was the son of a Paladin/Warrior named Fionn and my witch Labhraín.  In the game, he was searching for who killed his mother and who his true father was. 

In Pathfinder 2nd Ed. we have a variety of character customization options that recreating that character is no longer as interesting as rebuilding him from the ground up.

For this character, I am going to use the Pathfinder 2nd Edition Core Rules and the Advanced Player's Guide which features the witch class.  Also for this character, I am going to start him at 1st level, but advance him to 2nd.  Also, just because, I am going to limit my 1st level choices to the Core Rules, and then 2nd level choices to the Advanced Player's Guide. I have my reasons.

Oisín

Niamh and Oisín
Lawful Neutral half-elf*
Bard 1

Ability Scores
Strength +0 (10)
Dexterity +1 (12)
Constitution +0 (10)
Intelligence +3 (16)
Wisdom +1 (12)
Charisma +4 (18)

Reserves
Hit Points 16/16
Hero Points 1/3
Focus Points 1/1

Defenses
AC 15 (Leather)
Fort +3
Ref +4
Will +6

Senses
Perception (Wis) +6 (E)
Low-light Vision

Tactical
Speed 25ft
Size Medium
Space 5 ft.
Reach 5 ft.

Other
Wealth 2 gp; 80 sp
Bulk 4/10

Attacks (1st/2nd/3rd Strike)

Dagger
Melee +4 / +0 / -4 1d4 Pier
Ranged +4 / +0 / -4 1d4 Pier

Fist
Melee +4 / +0 / -4 1d4 Blud

Longsword
Melee +3 / -2 / -7 1d8 Slsh

Hand crossbow
Ranged +4 / -1 / -6 1d6 Pier

Sling
Ranged +4 / -1 / -6 1d6 Blud

Skills
+6 Academia Lore T
+1 Acrobatics U
+6 Arcana T
+0 Athletics U
+6 Bardic Lore T
+6 Crafting T
+7 Deception T
+7 Diplomacy T
+4 Intimidation U
+4 Medicine T
+4 Nature T
+6 Occultism T
+7 Performance T
+4 Religion T
+6 Society T
+1 Stealth U
+4 Survival T
+1 Thievery U

Feats
Half-elf (Heritage)
Otherworldly magic (Elf, Ancestry)
Assurance - Arcana (Background)
Bardic Lore - Egnima (Bardic Feature)
Composition Spell (Bardic Feature)

Spells

Bard Cantrips
Chill Touch (DC 17) Unlimited +7
Daze (DC 17) Unlimited +7
Light Unlimited +7
Mage Hand Unlimited +7
Shield Unlimited +7

Bard 1st-level Spells
Magic Missile 2/2 +7
Magic Weapon 2/2 +7
True Strike 2/2 +7

I will be honest, this one took me a lot longer to do than expected.

I choose "Half-elf" as both a nod to the original myths of Oisín and to reflect there is something otherworldly about him.  He would not really be a traditional "AD&D Half-elf" more of a human with fey or sidhe blood in him from his father.

At 2nd Level instead of a Bard class feat I am going to take a multi-classed witch feat, Witch Dedication.    Multiclassing in Pathfinder 2nd Ed is a little bit like multiclassing in D&D 4 where you take a feat to gain some of the abilities of that class. This feat gives Oisín access to witch spells and feats as well as a Patron (including skills), and a familiar. 

Since Oisín has Engima as part of his Bard training I am going to choose a Fate Patron. Though there is some overlap here. He would get training in Occultism skill and the True Strike spell, both of which he already has.  I am going to leave this since the Egnima he is following is Fate; they are the same.

This is of course not optimized, but it fits better with my concept of the character, so I'll take the hit. In building this I realized I had unintentionally built the Pathfinder version of the Ghosts of Albion Occult Poet.  I am not unhappy with that.

Again, this is a good character idea, I might try to replicate it in D&D5 with a Bard/Warlock mix, I think it might actually work out a little better there.

Maybe I can even work out his Niamh one day.

Pathfinder 2nd Edition

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Pathfinder 1st Edition

Pathfinder Core RulebookPaizo's Pathfinder was a bit of a revolution in the RPG market.  Paizo had been a solid d20/3e publisher in the heyday of the d20/OGL boom, with the zenith of this time actually publishing Dragon and Dungeon Magazines for a time. When WotC opted to move on to 4e, Paizo began their work on an update to the 3.5 OGC ruleset for their own game.  In 2009 the Pathfinder RPG was released and soon there became two "Big names" in the RPG biz; Dungeons & Dragons and Pathfinder. 

The Game: Pathfinder, 1st Edition

Pathfinder quickly took on players that played D&D 3.x but who did not want to go on to D&D 4. Pathfinder was informally called "D&D 3.75" and moving between Pathfinder and D&D 3.x was fairly trivial compared to D&D 3.x and 4e.  Additionally, Paizo gave Pathfinder robust support both in terms of online presence and their Pathfinder Organized Play.  Releasing the rules as an open playtest was deemed so successful that many other companies, including WotC for D&D5, adopted it.

Paizo also released a number of high-quality sourcebooks, many of which are backward compatible with D&D 3.x. I am particularly fond of the Advanced Player's Guide, Book of the Damned, Bestiary 4 (for the mythos monsters), Occult Adventures, and Horror Adventures. I consider these part of my "core" for Pathfinder.  The witch-centric "Regin of Winter" Adventure Path is a must-have for me.

I have posted a lot about Pathfinder here. I enjoy the game but I don't play it all that much anymore. Still, I enjoy reading over the material.

My "Core" Pathfinder books

The Character: Labhraín

I played in a Pathfinder game that I treated as an alt-Universe version of my 3e/4e game universe. I held the idea that the two universes I was playing (4e vs. Pathfinder) had a similar start (3e) and then diverted.  The Pathfinder universe had devils as their "big bad" while 4e (running the Orcus-themed HPE series) had demons. Some characters were the same in each world.  Labhraín was the Pathfinder version of Larina. 

Here, because of the influence of various devil cults from the former Chelaxian Empire, Labhraín hid her status as a witch.  I took a page from "Prime World" Larina, who faked being a wizard to hide as a witch, to Labhraín faking being a priestess to hide being a witch.  I did not do much with the character but use her as a backstory to my cavalier character that I was playing at the time.  The belief was that Labhraín was dead.  I detail my other character tomorrow.

ePic Character Generator portrait of a witchePic Character GeneratorLabhraín
Human (Ulfen) witch 1 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +0; Senses Perception +1
Defense
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +3; +1 trait bonus vs. divine spells
Offense
Speed 30 ft.
Special Attacks hex (charmAPG)
Witch Spells Prepared (CL 1st; concentration +4)
   1st—charm person (DC 14), cure light wounds
   0 (at will)—daze (DC 13), light, read magic
   Patron Fate
Statistics
Str 9, Dex 11, Con 11, Int 16, Wis 12, Cha 16
Base Atk +0; CMB -1; CMD 9
Feats ScholarISWG, Silent Spell
Traits classically schooled, history of heresy
Skills Bluff +4, Diplomacy +4, Disguise +4, Knowledge (arcana) +9, Knowledge (religion) +6, Spellcraft +8
Languages Common, Elven, Infernal, Jistka, Skald
SQ witch's familiar (cat named Scamall)
Special Abilities
Charm +1 (3 rounds, DC 13) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Scholar (Knowledge [arcana], Knowledge [religion]) +2 bonus on two Knowledge skills.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Quest of the Ancients

quest of the Ancients RPG

So an interesting thing happened this week.  I posted my Rhianon character for AD&D 1st Edition and I was pointed to a Dragonlance adventure that featured a very thinly veiled version of Stevie Nicks! Well, you could imagine my surprise at that.  Then double that I tracked down the said adventure, DL15 Mists of Krynn, to discover it was written by none other than Other Side favorite and the only guy more obsessed with witches than me, Vince Garcia.

I grabbed the adventure and read it through.  Yup. Totally Stevie Nicks. 

This got me thinking.  The adventure is low-level, deals with a powerful witch, but one that is here to help the party, not fight them. 

It also deals with a witch traveling across the planes. 

Seems like a perfect fit for my War of the Witch Queens campaign!

The adventure was written in 1988, so a little bit before Garcia's publication of the "Druids of Rhiannon" Dragon Issue #155 and his Magnum Opus, Quest of the Ancients.  Given the Stevie-like character on the cover of both editions of his game, it seemed certain that they were somehow related.

The Game: Quest of the Ancients

I will admit I am rather fond of this game.  I spent some time talking about it in the past here so you can read all of those posts for more detail. But suffice to say that this game is a Fantasy Heartbreaker in the classic sense, still though I can't help but be fond of it.

The Character: Sarana

So there is a character in DL15 Mists of Krynn, Stevie, who really is a very, very thinly veiled version of Stevie Nicks. Now I am totally fine with that. But she isn't the only one. On the cover of the 1st Edition of Quests of the Ancients, pictured above, is Sarana. She is the one in the pink dress.  She is also a thinly disguised version of Stevie Nicks.  In the book she is listed as a 20th level Witch/Bard, but no other stats are given.

The Second Edition/Printing cover makes this a bit more obvious.


And if that wasn't enough, here is the dedication found in both printings.


Again, I am right there with him on this. He even mentions Dark Shadow's Angelique here and then again in REF5 Lords of Darkness as an NPC vampire. 

Sarana is an interesting case.  I can be perfectly ok with the idea that Sarana from QotA and Stevie in Dragonlance are one and the same. Sure, Stevie is listed as a grey elf and Sarana as a human.  One or other of those could be glamours or disguises.  I am likely to say elf or half-elf.  

Now "how" did get there? Well for that let us follow the story of her co-cover girl Raven TenTolliver.  I gave some insight to her goings-on in this post of her appearance in the Forgotten Realms.  Raven has been known as "Raven," "Whisper," and even "Rhiannon" (!) over her years.  It looks like in the Forgotten Realms book, LC1 Gateway to Ravens Bluff, she is largely retired and runs an inn.  You can read some of the details here, here (lifting words from LC1), and a bit on the Inn she runs in Ravens Bluff.  While retired she was a 25th level witch/20th level assassin!

So Raven left her group of adventures and then settles in Ravens Bluff in the Forgotten Realms, Sarana finds her way to Krynn, where she gets trapped and is sometimes known as Stevie. I split the difference and made her into a half-elf. She is a follower of the Faerie Goddess Rhiannon.  Given this I *might* have her in the Feywild and not Krynn.  I need to read over the adventure more to see. 

Sarana (Quest of the Ancients)
13th level Half-Elven Witch

Armor rating: 0
Tactical move: 10'
Stamina points: 68
Body points: 15

Stots: St 10; Ag 13; Cn 15; IQ 18; Ch 19; Ap 19: Lk 7

Attack 1
Combat phase: 3
Dmg: 1D4+1 (dagger) or by spell
Ethics: G
Size: 5'1", 125#

Witch Abilities
A: Create Focus ()
B: Additional Combat Skill Slot (2 for 4 total)
C: Create Potions and Elixers
D: Form Coven

Skills (180 pts)
Animal Handling: 40%
Nature Lore: 60%
Calligraphy: 40%
Danger Sense: 10%

Spells

Rank 1: Beguile, Catfall, Evil Eye, Helping Hands, Lirazel's Silent Scream, Magic Dart, Read Magic Script, Slumber, Trick, Witch Warrior
Rank 2: Discern Magic, Enchant Bracers, Fire Darts, Fire Tounge, Net, Night Sight, Stone Speak, Tell Sight, Witch Wand
Rank 3: Charm, Crystallomancy, Energy Blast, Laughing Skull, Sheet Lightning, Spirit Talk, Witch Mark
Rank 4: Hex, Illusion, Shape Change, Shooting Stars, Transform, Witches Eye
Rank 5: Cauldron of Magic, Lirazel's Pocket Dimension, Polymorph, Witchfire
Rank 6: Aura of Fear, Control Weather, Pentagram of Protection, Talisman
Rank 7: Vision Globe, Witch Ward

That's a lot of spells.

For my War of the Witch Queens, I made D&D witch stats for her too.

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Dungeons & Dragons, 5th Edition

We now come to what be the most popular version of D&D ever published in terms of units sold and public discussion.  While the debate can be held on the relative popularity of 1st ed vs. 5th ed one thing is certain that 5e has outsold all other versions of D&D and has introduced a new generation to the game that has been unprecedented. 

The Game: Dungeons & Dragons 5th Edition

I have described D&D5 as being something akin to the "Greatest Hits" of D&D.  I see bits of 1st ed here, 2nd Ed there, lots of 3e, and even bits of 4e.

Released in August of 2014 we (my family and I) were not originally going to pick it up.  I still had a ton of 4e material and my sons were looking seriously at 1st Ed to give it a try, but we starting hearing more so I grabbed the "D&D Next" playtest materials and thought, ok, let's give it a try.  When August 8, 2014, rolled around the boys and I went out at midnight to get our copies (and tacos).

5e quickly became the home system here.  My oldest ran games for his friends from high school and then college, he even ran games with his gaming group that has been together since they all met in pre-school.  My oldest played and eventually started the Table Top Club at the local high school. Between the two of them, they must have gotten somewhere around 40-50 new players to the game.  Of course many had heard about it via Critical Role first but remained players to this day. 

The Characters: The Coven

right away I was asked if I was going to do a witch for D&D 5.  Certainly, there are a lot of good reasons for me to do one, but in truth I was pretty happy with a lot of the options that D&D 5 already gives me. Plus I wrote my Old-School witch only after years of playing, writing and playtesting. Even when I published my first OSR witch book in 2012 I had over 30 years' worth of playing under my belt and a few published books.  I didn't want to just knock together something and slap a 5e label on it.

Plus with the advent of the DMsGuild (and 5e adopting the OGL) there were and are plenty of witch options from others for 5e. I spent all of October detailing them

So instead of making a witch class, I worked on characters that were RAW but I could make witchier.

I worked out some ideas and called them "The Coven."  The idea here was to take a very basic old-school idea.  Take a class and play it how I like.  In each case, I took a by-the-book spellcasting class and took the options to make them feel more like a witch.  The idea behind this group of witches is they all met in The Library, each searching for a particular tome.  All six managed to end up at the same place at the same time and each one wanted the same book, the infamous Liber Mysterium.  As it turned out the author of the Liber Mysterium, my iconic witch Larina, was present. She took all six under her tutelage.  Each class is a magic-using, spell-casting class, and each one has some connection to learning or deeper mysteries.  They all adventure and make appearances in my games as information brokers. 

Since I am doing six characters today I am going to link out to their sheets on D&DBeyond.

Tayrn Nix
Half-elf Warlock (Fey Pact)

Taryn was the first "witch-like" character I tried.  She is Larina's half-elf daughter.  She is a warlock, fey pact, and is my "embrace the stereotype" witch character.

Celeste Holmes
Human Wizard (Sage)

Celeste was a character I was planning on creating when I was going to go back to 1st ed before 5th ed came out.  She would have been a Magic-user but playing as a witch.  She was the first character I imagined going to The Library.  Felica Day is my model for this character.

Cassandra Killian
Human Sorcerer (Divne Soul)

With a backdrop of The Library, Cassandra became a no-brainer.  She is very obviously modeled after Cassandra Cillian from the Librarians played by the lovely Lindy Booth. She is also a nod to another character in my shared world. When my High School DM went off to college he created more of his world and a character named Killian.  Killian was major figure in his world and he created many adventures to go with it; Killian's Tower, Killian's Maze, Killians Dungeon, and so on. True old-school Gonzo affairs. 

For my Cassandra, I wanted someone whose magic felt like second nature to her. She didn't learn it so much as live it. So the Sorcerer seemed like the best route. Know of the great wizard Killian she took his name as her own.  She was the second character to enter the Library.

Jasic Winterhaven 
Gnome Bard (College of Lore)

Jasic is a character I have used off and on since my 3e days. I will admit he was created as a response to so many people I have gamed with saying how much they hate gnomes.  Jasic is a great guy.  He is a bard but I play him like a Benandanti witch.  He is also best friends with Taryn.

Sasha
Cleric (Knowledge Domain)

Sasha is an interesting one. She is a tiefling and claims to be the daughter of Glasya and is Taryn's Half-sister (same father, different mothers). She is a cleric, but again I play her like a witch priestess. I would suppose that the closest analogy would be if Sabrina (from Chilling Adventures of Sabrina) was Rowena's (from Supernatural) daughter instead of Lucifer's.  She is wanted by all the key players in Hell's Hierarchy but she herself has no power or pull beyond what she gets from her Goddess Cardea/Hecate (clerical).  Cardea led her to the Library.

Áedán Aamadu
Human Druid (Circle of the Land)

Áedán is a druid pagan who is the son of my two druids from OSE, Asabalom and Maryah. They were great friends with Larina (that is they were all part of my OSE playtests and games in summer of 2019).  Áedán is a circle of the land druid that I play as a pagan. Yes his name is Irish, but he looks like Will Smith.  I am pretty sure that he and Taryn are going to have a thing. 


Each one brings something different to the table for me.  I can't wait to convert them back to Basic/OSE for my War of the Witch Queens!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Dungeons & Dragons, 4th Edition

Dungeons & Dragons Player's Handbook 4th Ed.Like the editions before 3rd Edition had a long run, though maybe not as long.  Soon it began to get overwhelming to run a game what with the glut of d20 sourcebook, books from WotC and just an unprecedented amount of material available.  3e's greatest strength soon became it's greatest problem.  What is a publisher to do?  Simple. Reboot and start over with a new edition.

Thus in June 2008 Dungeons & Dragons 4th Edition was released to much hoopla. While many people gave it a try, only a few would stick with it. Many went back to 3e or older games, a significant chunk went to Pathfinder, what many were calling 3.75 or "the real 4e" and some stuck with it.

The Game: Dungeons & Dragons 4th Edition

This might be the most hated version of D&D ever made according to some or a misunderstood game by others.  I will say this, the vast majority of people complaining about or taking potshots at it have never actually played it. 

I have had friends comment that if the game had been called "D&D Miniatures Battles" then they might have liked it better. To be fair D&D 4 does require a lot of minis and battle maps.  But I am not here today to figure out the whys and wherefores of this game's successes or failures. Today I am here for a character and what is D&D first official witch subclass.

Player's Option: Heroes of the Feywild gave us more detail on the Feywild, the D&D land of the Fey.  Among those details are a proper witch class. While I thought it could use a little flavor it was a very good witch class and one I would have loved seen ported over to D&D 5.  But that is tomorrow's post.

Dungeons & Dragons 4e

The Character: Eireann

 My plans for 4e back then were to play in the Forgotten Realms (no kidding, I became a convert in the 4e days) and have a heavy influence from both the Shadowfell and the Feywild.  Well...that never quite happened, but a lot of those ideas came over to my Second Campaign for D&D 5e.

Eireann was going to make a show sooner or later.  My concept of her was going to be she was higher level and act as a literal "Faerie Godmother" to the party.  This is Eireann when she was first starting out.  She is Sidhe Lady (well, not yet, but getting there), Moon Elf Witch of the Full Moon Coven.  She lives in the Feywild and only comes out to the mortal realms when she has to.

D&D 4 gives you the options of rolling abilities, point-buy, or a standard array.  This is a 25-point, point-buy build.

Photo by Juliana Stein from PexelsPhoto by Juliana Stein from PexelsEireann
1st level Female Moon Elf Witch (Wizard)
Unaligned

Abilities
Strength: 10 +0
Constitution: 15 +2
Dexterity: 10 +0
Intelligence: 18 +4
Wisdom: 15 +2
Charisma: 12 +1

Combat
Initiative: +0
Speed: 6 (30ft)
Hit Points: 25, Bloodied 12
Healing surges: 8, 6hp

Defenses
AC: 14
Fortitude: 12
Reflex: 14
Will: 15

Skils
Arcana +9, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +2, Heal +2, History +9, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +9, Streetwise +1

Feats
Moon Elf Resilience

Powers (Spells)
At-will
Breath of Night, +4 vs Fortitude, 1d10+4 damage
Witch Bolt, +4 vs Reflex, 1d10+4 damage

Encounter
Burning Hands, +4 vs Reflex, 2d6+4 damage
Glorious Presence, +4 vs Will, 2d6+4 damage

Daily
Bewitching Charm, +4 vs Will (Charmed)
Sleep, +4 vs Will (Sleep)

Rituals
Gentle Repose

I had forgotten about the sheer amount of choice you have with characters in D&D4.  I could have made another 1st level witch that was identical, picked different powers/spells and had it come out very different. The books are also gorgeous to look at. 

Dungeons & Dragons 4e

Yeah D&D 4 gets a bad rap that it doesn't really deserve.  As the character levels up I could even take a feat to gain some Warlock or Druid powers, which would fit the concept of the character well.

There are also plenty of Paragon Paths I could take this character into such as the Legendary Witch or taking some ideas from the Forgotten Realms Player's Guide a Silver Star would also work.

Dungeons & Dragons 4e

And of course, what I can only describe as "flirting" with me, the Epic Destiny for the witch is the Witch Queen. 

Dungeons & Dragons 4e

Combat in 4e is a slog though.  But still I'd like to give it another go sometime.

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Dungeons & Dragons, 3rd Edition

D&D Player's Handbook 3rd EditionThe year is 2000. We don't have flying cars or stations on the moon, but we do get a new edition of the Dungeons & Dragons game.  Wizards of the Coast, known for Pokemon and Magic the Gathering, buy the cash strapped and deeply in debt TSR.  Soon TSR is folded into WotC and when D&D 3rd edition is announced, TSR is merely a memory.  Though WotC would go on to produce a hot new game that will still be played 20 years later AND set off a revolution in small press and fan publishing.

The Game: Dungeons & Dragons 3rd Edition

D&D 3rd Edition was by all accounts a revolutionary game.  It produced two (or three) direct descendants; D&D 3.5, Pathfinder, and Pathfinder 2nd Edition. It was the foundation for d20 Modern and the Star Wars RPGs from Wizards of the Coast. There was a Call of Cthulhu edition, a World of Darkness edition and not to mention thousands of games that used the d20 license and the Open Gaming License, and SRD.  The OGL and the SRD made so many other games possible including 90% of all the OSR releases on the market today.  D&D 3.x is also still widely played some 20 years later.

D&D retook the "Dungeons & Dragons" name, dropping the Advanced, to give D&D a single variant moving forward.  Basic and Advanced were no more. 

Of course, we also got the crowd of "never WotC D&D" forgetting that WotC gave out the SRD and OGL for free. Filled their website with free downloads and also created a very robust fan creation guideline that became the heart of the DMsGuild today, while TSR spent a lot of its early days on the Internet harassing BBSes, website owners, and AOL file areas as well sending C&D letters for anyone hosting Netbooks or fan-made D&D materials. 

The Character: Rowan McGowan

For this witch for D&D 3.5, I am going to use the sample custom witch class from the Dungeon Master's Guide.

The DMG witch class is a bit anemic really, it is just a reskinned Sorcerer with a new spell list.  But the goal for it was not to develop a full-blown witch class as I have done, but rather show how the classes can be altered for your own needs.   

Rowan continues my Celtic-themed named witches.  In 2000 I would have likely gone with Rowena, but I have a witch here already with that name.  She is "McGowan" instead of "nic Goibniu" because I want to represent her as being a little more "modern" than the previous witches.  Modern in the sense of rules updates.

Witches of the CoastLiliana Vess by Dopaprime, CC License

Rowan McGowan

Female Human Witch, Level 1 (DMG Witch)
Lawful Neutral

Abilities
Strength: 10 (0)
Dexterity: 11 (0) 
Constitution: 12 (+1)
Intelligence: 11 (0)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Saving Throws
Fortitude: +1
Reflex: +0
Will: +3

AC: 7
HP: 8
BAB: +0
Initiative: +0
Speed: 30

Skills
Bluff +3, Climb 0, Concentration +5, Diplomacy +4, Disguise +3, Gather Information +3, Heal +1, Intimidate +3, Jump 0, Listen +1, Move silently +0, Ride +0, Search +1, Sense Motive +1, Spellcraft +5, Spot +1, Survival +1, Swim +0, Use rope +0

Feats
Scribe Scroll, Toughness

Special Abilities - Familiar
Familiar - Cat (level 1, 11 HP, 15 AC Attack +5)
Deliver Touch spells through familiar
Empathic Link (Su)
Share spells

Spells
Spell DC 13 + Spell level
Cantrips: Arcane Mark, Daze, Detect Magic, Mending
1st level: Burning Hands, Disguise Self

Not too bad, if a little light on options. 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Advanced Dungeons & Dragons, 2nd Edition

Advanced Dungeons & Dragons, 2nd Edition came on the scene to much anticipation back in the Spring of 1989.  I was in college at the time but I still managed to get the books very close on release day.  The game was largely an update and cleanup of the AD&D 1st Ed rules.  Gygax had been gone from TSR for a while at this point and the rules lacked his "voice" but they were a significant improvement in many ways.  

But today no one talks about the 2nd ed rules as much as they talk about the settings.

The Game: Advanced Dungeons & Dragons, 2nd Edition

There is no doubt that the 2nd edition made many improvements to the AD&D ruleset. While Basic-era D&D moved on with the BECMI series, AD&D came here.  With the streamlined, but not simplified, rules in place TSR focused on what they believed to be their cash-cow, settings.  And to be fair the settings are what we all recall today.  There were also tons of splat books and eventually an update that was called AD&D 2.5 by some, but never by the company.  

This was also the edition that caved under the pressure of the religious right and bowdlerized demons and devils right out of the system.  It would not be till later with Planescape that we got them back in the forms of Tanarri and Batatezu. 

Since the Splats and Settings are so important to the identity of 2nd Edition it behooves me to mention a couple and my relationship with them. Not to mention the witch options they gave me.

The Complete Wizard's Handbook

Among 2nd Eds features were the "Kits" or archetypes you could apply to various classes to customize them.  Sadly like many splat books you see power creep in these. The Complete Bard's Handbook was one of the worst offenders along with the Elves book. But today is not the day to discuss those. Today I want to talk about the Witch Kit.

The Witch-kit appeared in the Complete Wizard's Handbook and was a mere 3 or so pages, but it was the first official witch class in AD&D.  She got powers every odd level and had a lot of role-playing potential.  This might seem more powerful than your average wizard, but at the time everyone was assumed to have a kit of some sort.

Ravenloft

My world of choice in the 2nd Ed era was Ravenloft.  The gothic horror tropes were too much of a lure to avoid. Interestingly enough it would not be until Spring of 2000 when Ravenloft would get their first witch class/kit and by this time they were owned by Wizards of the Coast.

This class/kit gave us the Witches of Hala, which is a kit that any non-magic using class could use, so only Fighter and Theif. But the witches did gain some spell abilities.  To differentiate between the two witches Van Richten's Monster Hunter's Compendium, Vol 3 calls the Complete Wizard Witch Kit the "Sorcerous Witch." To further distinguish them I took to calling the Witches of Hala "Hedge Witches."

Forgotten Realms

During the 2nd Edition years, Forgotten Realms was the undisputed King of the Campaign Worlds.  I largely ignored it.  I have made up for lost time since then and been spending more time in the Realms, but that is another post.  I did however know all about the Witches of Rashemen and Spellbound was one of the first Realms products I ever bought. This setting also uses the wizard kit and the Witches of Rasemaar kit.


Due to the amount of material I have here I am also going to do two characters.

The Character: Sinéad

Following my Celtic-influenced witches, I give you Sinéad.  Of course, she is named for Sinéad O'Connor whose album "The Lion and the Cobra" pretty much changed everything for me in 1988/1989.  

Sinéad is built using the Witch Kit from the Complete Wizard's Handbook. Now the witch kit says they can't be multi-classed, but the concept I want to try is. So I am going to do it anyway, but not choose a kit for the Bard class.  Some of the restrictions on this kit feel the same as the removal of the demons and devils; giving the players in-game reasons not to use it.

Sinéad is not a character I played back then, but this build is pretty close to what I would have created back in 1989 while living in Room 109 of the Wright I Hall Dorms.

Goodwife Sinéad
(Goodwife is how you address a witch whose marital status is unknown)
Half-elf 7th level Wizard (Witch Kit)/7th level Bard
Chaotic Good

STR: 12
DEX: 16
CON: 15
INT: 17
WIS: 14
CHA: 16

AC: 1 (Bracers of Defence)
HP: 50
THAC0 (Base): 17

Saving Throws
Paralyzation, Poison, Death: 12
Rod, Staff, Wand: 9
Petrification, Polymorph: 11
Breath Weapon: 13
Spells: 10

Weapons
Dagger

Proficiencies/Skills/Languages
Herbalism, Spellcasting, Artistic Abilities (Singing)
Climb Walls (30%), Detect Noise (40%), Pick Pockets (25%), Read Languages (90%)

Special Abilities
Half-elf: Resist Sleep (30%)
Bard: Spells, knowledge
Witch: Read Magic, Detect Magic, Secure Familiar (3rd), Brew Calmative (5th), Brew Poison (7th)

Spells
Bard: (1st) Light, Faerie Fire, Protection from Evil (2nd) Charm Person, Hold Person (3rd) Dispel Magic
Wizard (Witch): (1st) Audible Glammer, Magic Missile, Shocking Grasp, Identity (2nd) Continual Light, Spectral Hand, Ray of Enfeeblement (3rd) Lightning bolt, Fly (4th) Dimension Door

The Character: Nida

Nida is a character I have been playing around with for my War of the Witch Queens.  She is supposed to represent the "other" witches of 2nd Ed, the ones I didn't use but the ones everyone else did. That is the Witches of Hala and the Witches of Rashemen.  She is not a starting character because I need her to have some history.

Nida was a Rashmi girl born to poor parents.  She was playing when she was taken into the Mists and found herself in the lands of Ravenloft.  She became a thief to survive the world on her own until she tried to pick the pockets of a Witch of Hala. For the next ten years she trained with this witch and learned the secrets of Hala and her magic. One night she was hunting a particularly nasty Annis Hag when she found herself back in her homeland of Rashemen.  Unable to return, she tried to pick up her life before she left only to discover her family had long since died.  She began training as a Wychlaran, or a Witch of Rashemen.  Like the witches of her homeland she adopted a mask and changed her name to "Nida" which means "voice."

Note: Since Nida is a dual classed character, a Thief/Mage, there is no reason to assume she can't be a Thief (Witch of Hala) / Mage (Witch of Rashemen) even though the Witch of Hala can't be taken by a spellcaster (she is a thief at the time) and the Witch of Rashemen has to be a spellcaster (she is a mage at the time).


Lady Nida
Human 4th level Thief (Witch of Hala Kit) / 9th level Wizard (Witch of Rashemen kit)
Chaotic Neutral*
(Witches in Ravenloft can't be chaotic, but this is the character concept I have.)

STR: 11
DEX: 16
CON: 16
INT: 17
WIS: 13
CHA: 18

AC: 1 (Bracers of Defence)
HP: 48
THAC0 (Base): 18

Saving Throws
Paralyzation, Poison, Death: 13
Rod, Staff, Wand: 9
Petrification, Polymorph: 11
Breath Weapon: 13
Spells: 10

Weapons
Dagger

Proficiencies/Skills/Languages
Herbalism, Spellcasting, Artistic Abilities, Ancient History
Pick Pockets (35%) Open Locks (35%), Climb Walls (30%), Detect Noise (40%), Pick Pockets (25%), Read Languages (90%)

Special Abilities
Half-elf: Resist Sleep (30%)
Bard: Spells, knowledge
Witch: Read Magic, Detect Magic, Secure Familiar (3rd), Brew Calmative (5th), Brew Poison (7th)

Spells
Witch of Hala: (1st) Combine, Reveal the Weave, Luck (2nd) Arcane Insights, Master Coven Magic (3rd) Water Walk
Wizard (Witch of Rahemen): (1st) Circle, Alarm, Magic Missile, Shocking Grasp (2nd) Dazzle, Protection from Poison, Blindness, Tasha's Uncontrollable Hideous Laughter (3rd) Firelance, Lightning bolt, Suggestion (4th) Negate Magic Weapon, Magic Mirror (5th) Teleport

I like these builds. I certainly want to use Nida somewhere.  Maybe see what she is like with another system. Both are 14th level and have a similar range of abilities.

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.


Character Creation Challenge: Advanced Dungeons & Dragons, 1st Edition

AD&D Players ManualUp until 2000 if you said "D&D" most people thought of Advanced Dungeons & Dragons 1st Edition.   Indeed it was AD&D that dominated the later part of the 1970s, 1980s, and with 2nd Edition the 90s. Though that is for tomorrow's post.

Today I take on the game that I played the most and the one that dominates the imagination of so many still today.

The Game: Advanced Dungeons & Dragons

A lot of ink, both real and virtual, has been spilled on the whats, whys, and hows of the differences between Basic D&D and Advanced D&D, so I see no need to spill more here.  Suffice to say that they are different games, though we freely mixed them back in the day. 

The evolution of D&D from Original to 5th edition sees it's first divergence here. 

In the AD&D 1st Ed years there was no official witch class.  There were however many unofficial and semi-official witch classes.  I talked about the Dragon Magazine #43 witch yesterday but I used it for Basic D&D.  The class was famously, or maybe infamously, updated in 1986 for AD&D in the pages of Dragon #114.  It was, and maybe still is, one of the most popular versions of the witch ever made for D&D.

AD&D Players Manual, 4 versions

The Character: Rhiannon

Ah. If I had a dime for every Rhiannon I have run into over the years. 

Not that I can blame anyone. The Golden Age of AD&D was the early 80s and the Queen of the music charts was Stevie Nicks. "Rhiannon" by Fleetwood Mac was released in 1975 on the album Fleetwood Mac. The second Fleetwood Mac album to feature this title, and their tenth overall, but the first with new couple Stevie Nicks and Lindsey Buckingham.  But in the 1980s it wasn't this album or even the insanely good and popular Rumours or Tusk that grabbed me and my imagination. No it was Stevie's solo efforts Belladonna and (especially) The Wild Heart that began my deep, deep love affair with witches.

Rhiannon would be an old witch in my games today. Likely a relative or even a spiritual Goddess-mother to Larina.  But today she is the young Maiden who "rings like a bell through the night" and looks for a lover.  I can't help think of her as anything but the famous art Elmore drew in the Dragon #114 piece.  If she looks a little like Stevie, well, maybe Stevie looks like her.

Rhiannon
1st level Witch, Sisters of the Moon coven, High Secret Order
Chaotic Good

STR: 11
INT: 16
WIS: 13
DEX: 13
CON: 11
CHA: 15

AC: 9
HP: 3

Saving Throws
Witches use the best of Cleric & Magic-user Saves.

Poison or Death: 10
Petrification or Polymorph: 13
Rod, Staff, or Wands: 11
Breath Weapon: 15
Spell: 12

Saves +2 against other witch magic

Spells
1st (1+3):  Darkness, Mending, Seduction, Sleep

Equipment
Dagger, backpack, iron rations, water, 50' rope, staff.

AD&D Players Manuals and Dragon #114Everything you need for a witch character in 1986

I think an updated, and more mature, Rhiannon will need to grace my War of the Witch Queens games sometime.

Rhiannon rings like a bell through the night
And wouldn't you love to love her?
Takes to the sky like a bird in flight
And who will be her lover?

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Character Creation Challenge: Dungeons & Dragons, Basic Edition

Monday of the first week of the year and it is back to the day job for me.  Thankfully I planned an easy (for me) one today.  To continue with the editions of Dungeons & Dragons we are now up to Basic D&D. 

Basic D&D Boxed set

The Game: Basic Dungeons & Dragons 

I have told the tale here many times on how I began with Holmes Basic, but the first D&D I ever owned was the Moldvay Basic Set.  I played Basic D&D, just "D&D" to me then,  but soon I and everyone else, were mixing it liberally with bits of AD&D.  Sometimes I think of the days when a Blue or Red D&D Basic book was used side by side with the AD&D Monster Manual and modules.

Spend any time here and you will know of my love for Basic D&D. So there is little more I can say here.

The Character: Áine nic Elatha

The witch class I am pairing with this is the one from Dragon Magazine #43 and using the guidelines set out by Tom Moldvay on what a witch should be. 

Dragon Magazine #43 was published in November 1980; the high point of Holmes Basic, the start of AD&D popularity, and one year before Moldvay Basic was released.  The class is overtly designed for AD&D, but as I mentioned we used Basic and Advanced interchangeably.  I suppose if I am being true to Basic I should drop the bonus spells per Intelligence the witch gains.

Given the time and this tantalizing promise, I can justify making it for a bastardized Basic/Advanced D&D.

The witch from Holmes

Áine daughter of Elatha is a human magic-user (Basic after all).  She is "the path not taken" for me.  My first "witch-like" character was Luna, a cleric that worshipped an unnamed moon goddess. While she would later morph into something else, I soon created other witch type characters, Áine is what that character could have been if I had chosen Magic-user rather than Cleric.

Áine nic Elatha
1st level Human Witch

STR: 10
INT: 17
WIS: 12
DEX: 11
CON: 12
CHA: 11

AC: 9
HP: 3

Spells
1st (1+3):  Change Self, Cure Wounds, Light, Sleep

Equipment
Dagger, backpack, iron rations, water, holy water, darts (3), 50' rope, staff.


Holmes & Moldvay Basic sets

If you are doing this challenge as well please feel free to post on the Facebook group, I'd Rather Be Killing Monsters.

Also, this month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month!

Do check them out!


War of the Witch Queens Session 2: Into the Ruins of Ramat

We got a chance to play the second full session of War of the Witch Queens today, our last day of winter vacation.  Today's adventure dealt with leveling up the characters to level 1 and giving them a slight boost in HP.  The characters also got the chance to buy some real weapons and armor.

All in the process they learned about the terrible Ruins of Ramat from the villagers of Wydfield Woodfield.


The party searched the ruined church and found their way down into the underground structure where the clerics had lived and trained.   

They still need to find the spear and use it to defeat the ghost above.  Hopefully, we can get a session in this week, even with work.

The players are learning a key feature of Basic-era D&D.  Sometimes it is better to run away.  

Since everyone is now level 1, I am allowing the players to diversify their characters.  One thief is now an Assassin from OSE-Advanced. The magic-users are splitting up into a Blood Witch, Sorcerer, and Wizard.  I am going to let them choose from a common spell list, and then also a spell list unique to each class. One cleric is going to focus on being a healer.  So I need to get that written up with some ideas. 

For this game, I swapped out my New Big Dragon Game Master's Screen for the Old School Essentials Screen.  Both work great.

The tiles are Dwarven Forge and the temple is from Reaper Minis.

Can't wait to see where we all go next!

The Queen is Dead! Session 1 of War of the Witch Queens

After Session 0 the other day we settled on three characters each to run through the funnel of The Witch of Wydfield; or rather the Witch of Woodfield as we kept calling it.

Witch of Woodfield

The adventure went as expected. I had everyone choose one of the "Basic Four" classes; Cleric, Fighter, Magic-user, or Thief.  As they played we worked out what specific class each one would end up being.  One magic-user will become a sorcerer, the other a blood witch.  A cleric that worships the Moon might go into druid or might go into fighter, but tell everyone he is still a cleric. It's my youngest. That is what he does.

Witch of Woodfield

I had plenty of copies of Moldvay Basic so everyone had one.  I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.

Since one of my goals is to use as many different kinds of OSR products I can, I think I am off to a good start. Everyone had so much fun they want to play again tomorrow.

I am likely to go with the Ruins of Ramat, this time for Labyrinth Lord. There are also versions for Original EditonCastles & Crusades, and an expanded Castles & Crusades version.  I have not decided which one to use.  Part of the fun is converting.

The characters (and the players) learn the first hint of the overall arc of the campaign; cryptic messages from a possessed girl and the moon (no, really) "the Queen is dead!"

No new hints in the next adventure, but we will see.

Monstrous Mondays: Amphicyon, the Bear-Dog (Memory and the Mandela Effect)

I am sure by now many of my readers are familiar with the "Mandela Effect" or a large collective false memory effect OR example of how we, or some of us, switched over to a parallel universe.  It is named this because there are some people that "remember" that Nelson Mandela had died in a South African prison and did not later become the first President of post-Apartheid South Africa. 

There plenty of people that claim that the comic Sinbad was a genie in a movie called "Shazam" (and not the similar "Kazaam" from Shaq) or The Berenstein Bears was a book series and not The Berenstain Bears.

While it might be fun to explore the whole parallel universe or our world as a simulation narrative to all of this, that doesn't interest me as much as the truth; the collective false memories people have.  I did my Master's Thesis on Long-term memory activation, my first Doctoral Dissertation was on information processing cognition and memory.  I find memory to be a fascinating topic.  I don't want to claim to be an expert in this, but I am well informed and have done plenty of original, published scientific research on it.

So when I fall "victim" to the Mandela Effect myself, I pay attention.

At this point, you might be asking what does all of this have to do with Monstrous Monday? Well simply put, I have a creature in my memory that none of the rest of you have.

Let's go back a bit to 2002.  My oldest son was a baby, my youngest had not yet been born.  We would go to the library and pick up DVDs to watch.  One of my son's favorite was Ice Age. I have talked here before about how his love of prehistoric beasts, especially sea creatures, had been an influence on him getting into D&D.  Well this was before D&D and before his love of dragons.  I think I watched Ice Age a hundred times with him back then.  The disc we got also had a special "behind the scenes/making of" section that I would watch as well.  This section talked about all the characters that were in the movie; Manny, Sid, Diego, Scrat, and one other.  This other character was an Amphicyon or a bear-dog. They showed how the character was designed and even rough cuts of the character and a draft of the poster featuring this other character.  I remember telling my wife about it one day after we had returned the DVD to the library.

Fast forward a couple of years and we get the DVD, but no behind the scenes feature on it.  Hmm.  No problem I think, I'll just grab it from the library again.  Well, this stretches into a long period of time and I never grabbed it until a few years back.  I liked the creature and used it in a couple of games. I rewatched the DVD behind the scenes and...nothing.  No Amphicyon, no bear-dog, nothing at all.  I searched online. Nothing.  I asked my wife. She didn't remember it.  I have a very distinct memory of this short and this character.

But it never happened.

I know that over the years I have constructed and reconstructed the memory.  Memory is not a hard drive where things are stored unaltered.  We encode our memories with our surroundings; like how a smell or a song will trigger a memory, or in the case of my research in the 90s, how a word can affect which memories are retrieved.  For me, I know how my memories were altered.  At this time (2001 to 2005) I was suffering a fairly major bout of deep depression.  I have studied the effects of depression on memory.  I know what can happen.  Yet here I am, 2020, searching on the Internet for a character I *know* did not exist, but somehow I am still not 100% convinced I am wrong. (I am wrong, I know this logically)

BUT that doesn't mean I can't have a little fun with this.

Amphicyon

Amphicyon-ingens reconstructionaka Bear-Dog
Large Beast (Prehistoric)
Frequency: Rare
Number Appearing: 1 (1d4)
Alignment:
Neutral [True Neutral]
Movement: 120' (40') [12"]
  Swim: 90' (30') [9"]
Armor Class: 5 [14]
Hit Dice: 8d8+8 (44 hp); 
  Alternate (Large) 8d10+8 (52 hp)
Attacks: claw/claw, bite
Damage: 1d6+1 x2, 1d10+1
Special: Swimming, Omnivore
Size: Large
Save: Monster 8
Morale: 8
Treasure Hoard Class:
None
XP: 650 (B/X, OSE), 640 (LL)

The Amphicyon, or bear-dog, is a large prehistoric mammal that is the forerunner of all modern canines and bears. It was active some 16.9 million years ago and died out 2.6 million years ago.  

The creature appears as a large bear, 8 to 9 ft. in length and weighing 1,300 to 1,400 pounds.  Its muzzle is more wolf-like than bear-like as are it's teeth and jaw.  

Unlike wolves and modern canines, the amphicyon is more of a solitary creature. Groups greater than one and up to four are family units consisting of a mother and her cubs. Also like bears, the amphicyon is a carnivore but can survive on an omnivorous diet.  Amphicyons are good if slow, swimmers and will make a diet of fish when they can.

Generally, the amphicyon will avoid contact with humanoids, but it can attack with a claw, claw, bite routine. 

Lycanthrope, Were-Amphicyonidae
Medium Humanoid (Shapeshifter, Prehistoric)
Frequency: Rare
Number Appearing: 1 (1d4)
Alignment:
Neutral [True Neutral]
Movement: 120' (40') [12"]
Armor Class: 4 [15]
Hit Dice: 9d8*+18 (59 hp)
Attacks: claw/claw, bite, or by weapon
Damage: 1d4+2 x2, 1d8+2
Special: Shapechange, harmed by silver
Size: Medium
Save: Monster 9
Morale: 10
Treasure Hoard Class:
C (XX)
XP: 1,600 (B/X, OSE), 1,700 (LL)

Amphicyonidae Lycanthropes are similar to werebears and werewolves, likely the forerunner to both types of creatures. Like all lycanthropes, the were-amphicyonidae can shift between an animal form (an amphicyon), a human, and a hybrid creature. These lycanthropes though are found exclusively among prehistoric humans like cavemen and Neanderthals, and almost exclusively in colder climates.

Were-Amphicyonidae are affected by the phases of the full moon as are werebears and werewolves.  Like werebears they retain some human intelligence, though a primitive intelligence focused on survival.

The first were-amphicyonidae, and indeed, among the first lycanthropes ever, were shamans that had mastered the abilities of shape-shifting long before there were druids, clerics, or even witches. They passed their gift on to others and now all that remains of the great shamans of old are these creatures.

In combat, the were-amphicyonidae fight with a claw, claw bite routine. They cannot "hug" as a werebear can.   They can only be harmed by silver or magical weapons.  Their bite can transmit the lycanthropy curse but only Neanderthals will become were-amphicyonidae. Normal humans will become werebears (lawful and neutral) or werewolves (chaotic) depending on their alignment. 

Boxing Day: The World of Mayhem Campaign

A couple of weeks ago I posted about getting my 7th adventure from Mark Taormino's Dark Wizard GamesDread Swamp of the Banshee.  It is a great bit of fun and I can't wait to run it.  

I also know exactly what I want to do with them.


The World of Mayhem Campaign and I am going to run it using B/X rules, likely OSE Advanced Rules

OSE Advanced gives me the B/X rules I adore along with some of the rules from the Advanced era I want AND some additional options that were not available to me in either.   


Organizing the adventures from the lowest level to the highest you get a great spread from levels 1 to 14, perfect B/X and OSE levels.


I have talked about this in the past with the first five adventures, but the newer three only support this plan even more.

Arranged like this:

It makes solid coverage of levels 1 to 14.  If anything an adventure for levels 2 to 5  might be good.

With the addition of their Monsters of Mayhem #1, it makes for a full campaign.

I know the feel of these adventures is very much in the spirit of 1st Edition AD&D as well as the OSRIC rule set.  But for me, my "gonzo" gaming years were with B/X.  The rules of B/X were much looser than Advanced and these adventures really need a lighter hand on the rules.

I am thinking of also adding some material from Pacesetter's B/X RPG rules, in particular some of the classes.  Plus the B/X RPG rules play well with OSE, so that is reason enough to use them.  Plus I enjoy combining Palace of the Vampire Queen: Castle Blood from Pacesetter with Hanging Coffins of the Vampire Queen for a full saga of the Vampire Queen.


I have now run Vampire Queen for Basic, 1st Edition, and 5th Edition versions of D&D.  I think Basic was my favorite experience. 

Christmas Miracle! I Started "War of the Witch Queens"

It's Christmas, spent some quality time with the family yesterday and today.  We built a new kitchen cart for my oldest to keep all his cooking gear in, made a turkey, got a new laptop (using it now) oh and we started the War of the Witch Queens today!


Started with The Witch of Wydfield.  Didn't get very far though, we just started with session 0.  

We are going to use the Classic D&D B/X rules.  I didn't pick a particular flavor yet but likely go with Old School Essentials.  Right now since this is a DCC adventure for 0 level characters I had everyone roll up three characters.  All very simple. I used the classic Basic rules and had everyone choose Cleric, Fighter, Magic-User, or Thief at 0 level.  Once everyone hits 1st level, at 500 xp, I am going to allow them to specialize into OSE Advanced Classes or even something from BX RPG or anything really.  My goal is to say "yes" first and then direct them to something that works.

I had everyone roll 2d6+3 for stats. Yes that makes them all rather low on their abilities, but they are also just starting.  I am going to either allow them all a 1d6 per ability when they get to level 1 or give them 5d6 number of points to distribute amongst all their abilities.  This will in turn make their abilities a touch higher than average.  I am ok with that. I am still playing around with ideas.  I might even adopt some D&D 5 rules and let them add +1 to a stat every four levels or so.

Since they are super low level and below-average at this point I am saying they are all refugees from another village destroyed abut terrible weather.   This is of course the first "attack" of the witches with the Witch Queen now dead.  No queen so the more evil elements of the witchcraft world are running free.

This is going to be one of those only every so often games.  I am not 100% convinced everyone likes the old rules or are they just humoring me. 

I hope to pick up the next session soon.

Monstrous Mondays: Nøkk

Work continues on Basic Bestiary, playing around with a few ideas.  Here is one I have been working off and on with over the last year.  Most off, since I notice it has been a year since I looked at it last.

Nøkk
Medium/Large Fey (Water)
Frequency: Rare
Number Appearing: 1 (1)
Alignment: Neutral (True Neutral)
Movement: 180' (60') [18"]
   Swim: 240' (80') [24"]
Armor Class: 4 [15]
Hit Dice: 6d8+12* (39 hp)
Attacks: 1 fist or 1 hoof or 1 weapon
Damage: 1d6+1 or 1d8+1 or by weapon
Special: Song (Charm), Spell-like abilities
Size: Medium or Large
Save: Monster 6
Morale: 10
Treasure Hoard Class: None
XP: 650 (B/X, OSE) 680 (LL)

The Nøkk, also Neck, Näcken, and Nokken, is a type of fey creature that lives in temperate to arctic waters.  They can appear as a man playing a lyre, flute, or violin, or as a large horse made partially of water.  They are related to the nixie and other water-based faerie creatures.  Some scholars debate if they are in truth water spirits of water elementals.  They are not unduly affected by cold-iron as other fey are.  

The nøkk is content to spend his days sitting on rocks near the shore and playing his instrument and singing.  They avoid combat when they can preferring to use their song of charm to ward off possible attacks.  If a character approaches the nøkk with respect he may teach them a song.  For bards, this equates to a once in a lifetime gift of 500 XP.  For spellcasters such as magic-users, druids, or witches they learn to cast a Charm Person spell once without the need to memorize the spell.  

Nøkk also have the following spell-like abilities they can use once per day (x1 day), Animal Friendship, Charm Animal, Cure Light Wounds, Predict Weather, and cast Water Breathing on up to six others.  A nøkk can breathe air or water as it chooses.

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