OGL Spells, 1st and 2nd — Stands In Fire

It has been a long time coming, but here are the 1st-level and 2nd-level OGL compliant spells I have created. As before, these spells are meant to supplement the existing OGL spell list, and are not balanced to work with additional, proprietary, or other supplemental spell lists. While I believe the power-level is appropriate, all […]

via OGL Spells, 1st and 2nd — Stands In Fire

S03 Episode 0 part 2: Prophet’s Will

Jolliver raised the mug to his lips and began chugging down the cheap ale. He slams it down with a drunken sigh. Around him is the usual dull roar of the weekend’s usuals. He’s been going to this piss pot ever since the day his ship was confiscated by the authorities.

He glances around him and studies the tavern’s patrons. Most of these guys are mercs and pirates looking for the next job. He sighs to himself. He was a captain! A captain!

And now here he was, pathetically drinking his life away!

Here he was, the great Captain Grimjaw! And yet he has no ship, no crew…

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More than Just Damage: Bows

A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. More than Just Damage ties unique maneuvers to weapons from both the core rules and the Atreia Campaign Setting, giving them a distinct impact on the battlefield.

The following maneuvers can be used by any character as long as they are wielding and proficient with the appropriate weapon. If a maneuver requires a creature to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Unless specified, these maneuvers do not deal normal weapon damage.

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Inheritors of Lance Rock

A special gallery dedicated to the inheritors of the Lords of Lance Rock after the original group embarked for their last mission.

More Than Just Damage

A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. These expanded rules ties unique maneuvers to weapons, giving them a distinct impact on the battlefield.

The following maneuvers can be used by any character as long as they are wielding and proficient with the appropriate weapon. If a maneuver requires a creature to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Unless specified, these maneuvers do not deal normal weapon damage.

Continue reading “More Than Just Damage”