MACE Convention Weekend

Last weekend we went to the MACE convention in Charlotte, NC. We left a day early, so we didn’t have to rush this year. This year we stayed on the 12th floor of the Hilton/Marriott.

On Friday, I played was a 1920s pulp fiction Savage Worlds game.

Saturday, I ran the Wildcraft! board game 3 times for people. It was fun and helped me learn the rules better. No one wanted to run Havoc and Hyjinks though.

wildcraft_box_trans_md

Instead of playing the two games that I was scheduled for, I went to the vendor room to sell some of our d20 candles. I was able to sell 2 today. We went to Love Sushi for dinner, it was delicious, although the steak one was a bit too spicy.

I went to a Sculpey class today, there were a few other adults, the rest were children. We all had a fun time. We made a happy and sad goblin? face, I also made a skull bead and die. After we left, the teachers sun baked them in a toaster oven in the back for us to pick up tomorrow. Below are some of the teachers finished projects, as well as our candles.

Sunday, after breakfast, I set up our vendor table again and sold 6 more d20 candles throughout the day. In between customers, I rolled up a few monsters. The NFL Dolphins team showed up and started taking over some of the rooms that we were using. They even blocked off the elevators.

We stayed late so I could go to a D&D Adventure League 5e Tortle game, but they had started early and were in the middle of the game.

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Figure of the Week: Tasanee, Venomspitter Hero

Today’s’ Figure of the Week is Reapers’ Tasanee, Venomspitter Hero. He is a Nagendra warrior wearing plate mail on his upper body and wielding two saw-toothed scimitars. He was fun to paint and I will be completing more soon.

Flowerling

Flowering 12 RP
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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Chosen of Ssliora (Template)

Chosen of Ssliora

The “Chosen of Ssliora” is an acquired template that can be added to any reptilian creature, or other follower of Ssliora that is chosen by the Priesthood. They are paragons of their race that are chosen to guard the holy lake Takshila (or other holy site), to make sure the Gods rules are followed throughout the land. There are three types of Chosen: Huntsmen, Enforcers and Teachers. Usually, the alignment of a creature that becomes a chosen of Ssliora matches that of the God that invested it with power. Sometimes, however, a God punishes a wayward worshiper or an enemy of the faith by making it a Chosen of Ssliora.

Prerequisites: Reptilian race (naga, lizardfolk, etc).

Challenge Rating: Same as the base creature +1.

Size and Type: Size and type are unchanged, but the creature might gain one or more alignment or elemental subtypes, depending on the alignment and portfolio of the deity that granted it the template. Possible subtypes include: air, chaotic, cold, earth, good, lawful, neutral and water. For instance, a Chosen of Ssliora would have the lawful and good subtypes, even if it were actually of some other alignment. Similarly, a neutral god of water and ice would grant its chosen of Ssliora the water and cold subtypes.

Initiative: A Chosen of Ssliora gains a +4 bonus on initiative rolls.

Speed: A Chosen of Ssliora is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the Chosen of Ssliora maneuverability becomes perfect if it was not already. The water subtype, if acquired, grants the chosen a swim speed equal to its highest speed.

Defensive Abilities: A Chosen of Ssliora gains the following defensive abilities.

  • Ability Healing (Ex): A Chosen of Ssliora heals 1 point of ability damage per round in each damaged ability score.
  • Fast Healing (Ex): While a Chosen of Ssliora is in water, they have the fast healing ability.
  • Immunity to Mind-Affecting Effects (Su): The Chosen of Ssliora are taught to guard their minds, so are immune to all mind-affecting effects.
  • Immunity to Disease and Poison (Ex): Chosen of Ssliora are so hardy that they are immune to disease and poison.

Weaknesses: A Chosen of Ssliora has the following weakness.

  • Bound to the Faith (Ex): A cleric or paladin of Ssliora can rebuke or command the Chosen of Ssliora as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the Chosen of Ssliora is performed as described in the Command Undead feat, and uses one of the cleric or paladin’s daily channel energy abilities.

Special Attacks: A Chosen of Ssliora retains all the base creature’s special attacks and gains those described here.

  • Dimension Door (Su): At will, a Chosen of Ssliora can use dimension door as the spell (caster level equals chosen of Ssliora Hit Dice) to reach any location within the Temple or Lake of Takshila (see Sacred Site, below). They can also use this ability in the dispensation of their duties.

Spell-Like Abilities: A Chosen of Ssliora gains spell-like abilities according to its Hit Dice, as indicated on the following table. These abilities are cumulative. Caster level equals chosen of Ssliora’s Hit Dice. The save DCs are Charisma-based.

Special Qualities: A Chosen of Ssliora retains all the base creature’s special qualities and gains those described here.

  • Blessed Life (Ex): A Chosen of Ssliora does not age or breathe. They do not require food, drink, or sleep.
  • Sacred Site (Ex): Each Chosen of Ssliora is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, series of structures, or natural site with clearly defined borders. It can be as large as a city, but in most cases it is a single temple complex or a sacred grove.  The Chosen of Ssliora is charged with protecting the site from harm and preventing incursions by those not of the faith. Most Chosen guard the temple island of Takshila, but there are various shrines on the island of Nagpur/Slithoria

Abilities: Change from the base creature as follows: Wis +4, Cha +4.

Skills: A Chosen of Ssliora gains a +5 racial bonus on Sense Motive, and Perception checks.

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