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Showing posts with the label Boilerplate

Boilerplate Fantasy Spiritualist Playbook

No sooner did  +Arnold K.  post his Dungeon Hacker class , than I started making a playbook for it. Boilerplate Fantasy Spiritualist I'm still going to get around Arnold's Bug Collector . EDIT: Bonus fun: give the ghosts some color with this table from Elfmaids & Octopi , d100 Petty Undead .

Boilerplate Robot Playbook

I couldn't help it. I made a playbook for a robot. This is built on  +Patrick Wetmore 's Robot class , and +Stan Rydzewski 's  upgrade variations for that class. Boilerplate Fantasy Robot

Boilerplate Errata

(part one of who knows how many) Turns out I left out armor pricing from the Boilerplate playbooks! I'll update them, but until then, here's the information: Armor Shield (+1 AC) 10 gp Helmet (+1 AC) 10 gp Leather Armor (+2 AC) 15 gp Mail Armor (+4 AC) 30 gp Plate Armor (+6 AC) 50 gp EDIT: Okay, armor has been added to all the playbooks, and a few other errors have been fixed up. Please let me know if you spot any others!

Boilerplate Illusionist Playbook

Now that I have the documents set up for these playbooks , it's pretty easy to put out more. Here's an Illusionist class, based on the conceit of the Delving Deeper Illusionist —namely, that an Illusionist is a charlatan who imitates magical effects. Boilerplate Fantasy Illusionist I'm pretty happy with the "spell" selection. Each one strikes me as useful, distinct, and allowing for just the tiniest sliver of credence. The problem is: Where do Illusionist characters get new spells? MU's and Elves are motivated to adventure in order to find new spells, and Clerics gotta smite to please their gods. But how do you tie Illusionist trick advancement to adventuring? • An Illusionists Guild that will only sell new training for extortionate prices? • Seed adventures with points of inspiration that help an Illusionist discover new tricks? Eugh, neither of these quite does it for me. Well, I don't have to solve this problem until someone