Wednesday, April 13, 2016



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Sunday, March 20, 2016

Kobold Hauntbinder

Kobold Hauntbinder (Wizard Archetype)
     Those who walk in places of atrocity and murder may be familiar with haunts -- where the restless spirit of the dead, rather than taking on corporeal or incorporeal form instead merge with the place of their death as a sort of undead 'trap'.
     Such individuals would be horrified indeed to learn that there exist kobold necromancers who have learned to create such haunts purposefully, reaching beyond the grave to expand their racial knack for trap-building. While these hauntbinders are rare - most arcane casters found amongst the race are sorcerers - failed attempts to invade those haunted warrens where they live serve only to bolster their defenses, making their homes some of the most deadly and terrifying places in the world to invade.

     Class Skills: A Kobold Hauntbinder adds Craft (Trap-making) to their list of class skills. This alters the wizard's class skills.
     Necromantic Focus: The forbidden arts of hauntbinding are innately necromantic in nature, and a Kobold Hauntbinder must choose to specialize in Necromancy, and they must choose Command Undead as their bonus feat for Power over Undead. Some of that arcane school's abilities are altered as noted below.
     Haunting Master: A Kobold Hauntbinder adds their Intelligence as a bonus to all Notice rolls to detect a Haunt before it activates. At 9th level they no longer count as a 'living being' for the purpose of activating haunts. At 12th level they add their Intelligence bonus to the HD of undead they're able to have controlled for the purposes of controlling created haunts only.
     This ability replaces Grave Touch from the necromancy specialist school.
     Hauntbinding: The reason that the Kobold Hauntbinders are so feared is their ability to create haunts from the spirits of the fallen. In order to create a haunt, they need to either sacrifice a sentient, helpless being with no more HD than their wizard level, or have a controlled undead they're willing to bind into the haunt. This requires a 10 minute ritual to be performed. If a living victim is being sacrificed, a coup de grace manuever must be performed at the culmination of the ritual. If the sacrifice survives, the ritual fails and must be performed again. If a controlled undead is instead being bound, it may make a Will save (DC 10 + 1/2 wizard level + Int bonus) or be destroyed and produce a haunt; mindless undead automatically fail this save.
     The maximum CR of a haunt created by a Hauntbinder is equal to their wizard level, and the total CR of haunts currently existing under their control count towards the maximum HD of undead that they can control at any one time. The spells generated by the haunt are limited to those that the Kobold Hauntbinder can cast - this includes any spell in their spellbook, but also any spells gained from other classes the character may have. Unlike standard haunts, after one activation a created haunt is destroyed.
     A Kobold Hauntbinder will never set off or be affected by any effect created by one of their own haunts, and as a standard action can cause one haunt under their control (at any range) to be destroyed.
     This ability replaces Arcane Bond.

    For the Haunt Creation Rules, please reference the Pathfinder Gamemastery Guide, p242-243. Please note that the 'Reset' modifier cannot be used due to the one-activation only nature of a created haunt.

First Post!


...wait, 'first' is what traditionally gets put in the comments section, isn't it? I'm just starting this off and I'm already messing things up!

Well, it's too late to change it now. Mistakes were made and we'll all just have to live with them.

Welcome, one and all, to Save vs Editor, a blog featuring home-brewed rules and systems for a variety of tabletop games that I play in, world-building for a setting I'm working on, my thoughts and ideas about both playing, running, and writing role-playing games, and whatever else on the subject that I feel like writing down.

To offer you, the reader, a little background about me: I've been tabletop gaming since I was 13 years old and discovered the red box of D&D, and have never really stopped. My experience runs the gamut of both venue and genre - I've played on actual tabletops, over the medium of online text (MUSHes), and live and in person (LARPing); I've played D&D, Cyberpunk 2020, TORG, World of Darkness (both old and new), and dozens of other tabletop games. I've played in NERO, Vampire, and Dystopia Rising LARPs, amongst some smaller troupe games. Let's not even get into all the video games I've played!

I have a minor contributing writer's credit in the 1st edition Werewolf Player's Guide by White Wolf Publishing, and I'm a contributing writer in the Aethera Pathfinder Campaign Setting by Encounter Table Publishing (out later this year!). I hope to find more freelance work in the future, and who knows, maybe one day I'll have a book of my own published.

Until then, I offer you my writings here, for those who might be interested.

May you always save for half damage,

Jeff Dahl