So here's that Patron I've been working on seemingly forever. There's a part of me that feels on some level that there should be a more balanced system for making Patrons, but I guess I'll get over it. Anyway, this guy comes from a frontier fantasy setting I put together for Hero System a few years ago, set in a faux North America, with pirates and vikings on the coasts and eagle-eyed woodsmen up in the hills, with some Salem style witchery scattered around. The Drownded Man in that document had just a couple of sentences dedicated to him (he was really just a skin for a devil template), but he seemed flavorful enough to stretch out into a full fledged Patron, especially for a Shudder Mountains game. Yeah, I stole a lot from Wellman in that setting too. Here's hoping Blogger doesn't ass up my OpenOffice file too bad...
The
Drownded Man, as he is called even by those who should realize the
grammar is wrong, appears as his name suggests. He is bluish and
sopping wet, and his eyes are clouded and roll about unfocused. He
holds the secrets of sunken things, and will share with those willing
to trade. What he really wants is company.
Invoke Patron check results:
12-13 |
The Drownded Man glances the caster's way. The air becomes
dense, slightly impeding movement and breathing. The caster
suffers a -1 penalty to saving throws and AC, as well as any
attacks depending on swinging momentum (most bashing and cutting
attacks). Stabbing and biting are not affected; other attacks are
left to the GM's discretion. The nearest enemy (within 20')
suffers double these penalties. Any allies of the caster between
the two are affected the same as the caster. These effects last
1d4 rounds. |
14-17 |
The Drownded Man briefly turns his attention to the caster.
The air becomes dense, slightly impeding movement and breathing.
Clothing, hair, and similar items will swirl around as though
underwater. The caster and all allies within 20' suffer a -1
penalty to saving throws and AC, as well as any attacks depending
on swinging momentum (most bashing and cutting attacks). Stabbing
and biting are not affected; other attacks are left to the GM's
discretion. Enemies within 20' suffer double these penalties.
These effects last 1d4 rounds. |
18-19 |
The Drownded Man rests his gaze on the caster. The air becomes
dense, impeding movement and breathing. Clothing, hair, and
similar items will swirl around as though underwater. Debris
kicked up on the battlefield will also swirl around and take time
to settle; this can make seeing extremely difficult. The caster
and all allies within 20' suffer a -1 penalty to saving throws and
AC, as well as any attacks depending on swinging momentum (most
bashing and cutting attacks). Stabbing and biting are not
affected; other attacks are left to the GM's discretion. Enemies
within 20' suffer triple these penalties. These effects last 1d6
rounds. |
20-23 |
The Drownded Man sends some minions to feed. The air becomes
dense, impeding movement and breathing. Clothing, hair, and
similar items will swirl around as though underwater. Debris
kicked up on the battlefield will also swirl around and take time
to settle; this can make seeing extremely difficult. Shadowy
fish-shapes swim through the air and nip at anyone in the affected
area. The caster and all allies within 20' suffer a -1 penalty to
saving throws and AC, as well as any attacks depending on swinging
momentum (most bashing and cutting attacks). Stabbing and biting
are not affected; other attacks are left to the GM's discretion.
Enemies within 20' suffer triple these penalties. In addition,
the caster and all affected allies take 1 damage per round;
affected enemies take 1d3 damage per round. These effects last
1d8 rounds. |
24-27 |
The Drownded Man sends many minions to feed. The air becomes
dense, impeding movement and breathing. Clothing, hair, and
similar items will swirl around as though underwater. Debris
kicked up on the battlefield will also swirl around and take time
to settle; this can make seeing extremely difficult. Shadowy
fish-shapes swim through the air and nip at anyone in the affected
area. The caster and all allies within 20' suffer a -1 penalty to
saving throws and AC, as well as any attacks depending on swinging
momentum (most bashing and cutting attacks). Stabbing and biting
are not affected; other attacks are left to the GM's discretion.
Enemies within 20' suffer triple these penalties. In addition,
the caster and all affected allies take 1 damage per round;
affected enemies take 1d6 damage per round. These effects last
2d6 rounds. |
28-29 |
The Drownded Man sends a bloated corpse to aid the caster. The
air becomes dense, impeding movement and breathing. Clothing,
hair, and similar items will swirl around as though underwater.
Debris kicked up on the battlefield will also swirl around and
take time to settle; this can make seeing extremely difficult.
Shadowy fish-shapes swim through the air and nip at anyone in the
affected area. The caster and all allies within 30' suffer a -1
penalty to saving throws and AC, as well as any attacks depending
on swinging momentum (most bashing and cutting attacks). Stabbing
and biting are not affected; other attacks are left to the GM's
discretion. Enemies within 30' suffer triple these penalties. In
addition, the caster and all affected allies take 1 damage per
round; affected enemies take 1d6 damage per round. These effects
last 2d6 rounds. Lastly, a bloated corpse swims into existence at
the edge of the area of effect from the extraplanar realm of the
Drownded Man. It fights and otherwise aids the caster for 2d6
turns.
Bloated Corpse: Atk +4 (dmg d4+1/d4+1 punch); AC 12; HD 4d12;
MV 20'; Act 2d20; SP sopping wet and immune to fire damage, grab
if both fists hit; SV Fort +3 Ref +0 Will +3; AL C. Bloated
Corpse demons of the Drownded Man appear to be undead and can be
turned as such. They are fat with decomposition, crawling with
crayfish and mayfly larvae, and saturated with foul water. If
summoned to fight, they will attempt to grapple enemies (requires
a successful hit with both fist attacks) and pull them into the
area of drowning created by the Invoke Patron spell if they're not
already there. |
30-31 |
The Drownded Man sends a bog mummy to aid the caster. The air
becomes dense, impeding movement and breathing. Clothing, hair,
and similar items will swirl around as though underwater. Debris
kicked up on the battlefield will also swirl around and take time
to settle; this can make seeing extremely difficult. Shadowy
fish-shapes swim through the air and nip at anyone in the affected
area. The caster and all allies within 30' suffer a -1 penalty to
saving throws and AC, as well as any attacks depending on swinging
momentum (most bashing and cutting attacks). Stabbing and biting
are not affected; other attacks are left to the GM's discretion.
Enemies within 30' suffer triple these penalties. In addition,
the caster and all affected allies take 1 damage per round;
affected enemies take 1d6 damage per round. These effects last
2d6 rounds. Lastly, a bog mummy swims into existence at the edge
of the area of effect from the extraplanar realm of the Drownded
Man. It fights and otherwise aids the caster for 2d6 turns.
Bog Mummy: Atk +8 (dmg d8/d8 punch); AC 15; HD 8d12; MV 30';
Act 2d20; SP sopping wet/immune to fire damage, boneless/immune to
blunt trauma, grab if both fists hit; SV Fort +4 Ref +2 Will +4;
AL C. Bog Mummy demons of the Drownded Man appear to be undead
and can be turned as such. They have blackened skins, bright red
hair, and a disquieting bonelessness to their movements. Like
Bloated Corpses, they will grab enemies outside of the area of
drowning and pull them in. |
32+ |
An avatar of the Drownded Man appears. The air becomes dense,
impeding movement and breathing. Clothing, hair, and similar
items will swirl around as though underwater. Debris kicked up on
the battlefield will also swirl around and take time to settle;
this can make seeing extremely difficult. Shadowy fish-shapes
swim through the air and nip at anyone in the affected area. The
caster and all allies within 30' suffer a -1 penalty to saving
throws and AC, as well as any attacks depending on swinging
momentum (most bashing and cutting attacks). Stabbing and biting
are not affected; other attacks are left to the GM's discretion.
Enemies within 30' suffer triple these penalties. In addition,
the caster and all affected allies take 1 damage per round;
affected enemies take 1d6 damage per round. These effects last
2d6 rounds. Lastly, an avatar of the Drownded Man swims into
existence at the edge of the area of effect from the extraplanar
realm of the Drownded Man. It fights and otherwise aids the
caster for 2d6 turns.
Drownded Man Avatar: Atk +12 (dmg d10/d10 punch); AC 17; HD
12d12; MV 30'; Act 2d20; SP sopping wet/immune to fire damage; SV
Fort +8 Ref +4 Will +8; AL C.
|
Patron Taint: The Drownded Man
Roll Result
1 The caster is always slightly damp,
as though breaking a slight sweat. The second time this result is
rolled, the caster exudes enough moisture to dampen his clothes. The
third time this result is rolled, the caster is always dripping,
sloppy wet, with all associated drawbacks insofar as paper goods,
tinderboxes, and other things that should be kept dry go.
2 The caster is always slightly damp,
as though breaking a slight sweat. If both result 1 and result 2
are rolled, they don't stack; the character is just slightly damp
until the second time one of these results is rolled. The second
time this result is rolled, greenish algae grows in the caster's
hair. The caster's skin is also somewhat slippery, creating a -1
penalty to rolls requiring a firm grip (climbing or grappling, for
example). The third time this is rolled, the caster becomes so
slippery that his penalty increases to -2, but he receives a +2
bonus against grappling attacks and a +2 bonus to escape from
manacles, bonds, etc.
3 The caster's complexion takes on an
unhealthy pale hue. The second time this result is rolled, the
caster's eyes cloud over, reducing his visual acuity. Ranged attack
rolls and other rolls depending on vision suffer a -2 penalty.
The third time this result is rolled, the caster's complexion
becomes a deathly blue, making him look entirely corpse-like.
4 The caster develops a slight cough
whenever he engages in strenuous activity. The second time this
result is rolled, the caster's cough is always present; he also
coughs up wads of foul smelling sputum when under physical stress.
The third time this result is rolled, the caster must make a DC
10 Fortitude Save whenever engaged in strenuous activity or fall
into a coughing fit for 1d4 rounds.
5 Something about the caster doesn't
sit well with animals. Dogs, cats, and horses will try to avoid
him, and may attack if his presence is forced on them. The second
time this result is rolled, the problem becomes apparent: he
stinks. All Personality based rolls suffer a -2 penalty when
dealing with humans or creatures with similar smell senses, unless
the smell is covered with perfumes. The third time this result is
rolled, perfumes aren't enough. The caster smells like rot, mud,
and dead things, suffering a -1d penalty to all Personality rolls.
6 Whenever the caster casts a spell,
mayfly larvae and amphipods appear in the folds of the caster's
clothes and scatter across the area. The second time this result is
rolled, the critters are always present, scattering when a spell
is cast. Their crawling around the ticklish spots of the caster's
body can be distracting, resulting in a -2 penalty to rolls
requiring concentration. The third time this result is rolled,
mayfly larvae, amphipods, leeches and crayfish are constantly
crawling around the caster's body and falling off, leaving a
fairly easily followed trail wherever he goes.
Patron Spells: The Drownded Man
1. Breathless Tranquility
2. Sunken Secrets
3. Dry Drowning
Spellburn: The Drownded Man
Roll Spellburn Result
1 A hypothermic chill comes over the
caster, whether a chill of deep water or the grave. All ability
damage (rather than just one point) done by this spellburn will heal
the next time the caster rests, as long as he stays warm and makes
a DC 15 Fortitude save.
2 Spectral leeches appear on the
caster's body, draining the spellburn as stat point loss.
3 The caster must cough foul smelling
water out of his lungs. He must make a DC 15 Fortitude save or
spend 1d6 rounds incapacitated by the coughing; a successful save
reduces this to one round. The coughing fit leaves him drained of
ability points equal to the points of spellburn.
4 The Drownded Man wants company. The
caster must drown an intelligent creature within the next 24
hours. If he successfully does so, the spellburn costs him no stat
point losses. Failure to do so will result in the Drownded Man
pulling him out of the normal flow of time for a visit; the caster
will lose twice the stat points used for spellburn, drowning in
the Drownded Man's realm as he sits watching, grinning, and burbling.
This may happen at a very inopportune time, and the caster will
be returned to the normal flow of time as soon as he left, much
worse for wear.
Breathless Tranquility
Level: 1 (The Drownded
Man) Range: Varies Duration: Varies Casting Time: 1 action Save:
None
General: Those of the
Drownded Man's realm are at peace, and beyond the cares and worries
of mortals. Neither drowning nor the creatures of the water hold
any terrors for them any more. This spell gives some of that
peace to the living adherents of the Drownded Man for a time.
Manifestation: Roll 1d4:
(1) Caster and all affected turn bluish and glassy-eyed, like drowned
corpses;
(2) Caster and all affected
grow gills and scales, and eyes become wide and unblinking;
(3) Caster and all
affected grow heavy scales and muzzles full of fangs; (4) Area of
effect is filled with tiny
fizzy bubbles
12-13 |
The caster can breathe underwater for 1 turn per caster level. |
14-17 |
The caster can breathe underwater for 1 turn per caster level.
In addition, during this time he is ignored by water creatures of
HD 1d4 or less, including small fish, snakes, frogs, aquatic
insects and swarms thereof. This includes creatures with a strong
affinity for water, such as mosquitoes and dragonflies. Attacking
a water creature breaks the “truce” for that creature. |
18-19 |
The caster and up to three additional creatures can breathe
underwater for 1 turn per caster level. In addition, during this
time they are ignored by water creatures of HD 1d4 or less, as
above.
|
20-23 |
The caster and up to three additional creatures can breathe
underwater for 1 turn per caster level. In addition, during this
time they are ignored by water creatures of 1 HD or less, as
above.
|
24-27 |
The caster and up to six additional creatures can breathe
underwater for 1 turn per caster level. In addition, during this
time they are ignored by water creatures of 2 HD or less, as
above.
|
28-29 |
The caster and up to six additional creatures can breathe
underwater for 1 turn per caster level. In addition, during this
time they are ignored by water creatures of 3 HD or less, as
above.
|
30-31 |
The caster and up to ten additional creatures can breathe
underwater for 1 hour per caster level. In addition, during this
time they are ignored by water creatures of 5 HD or less, as
above.
|
32+ |
The caster and up to ten additional creatures can breathe
underwater for 1 hour per caster level. In addition, during this
time they are ignored by all water creatures, as above. |
Sunken Secrets
Level: 2 (The Drownded
Man) Range: Varies Duration: Varies Casting Time: 1 hour Save:
None
General: The Drownded Man
hides secrets of many sorts under his murky waters. He is willing
to share them with certain
devotees. Note that a secret could be knowledge, an item or
items, or monetary
treasure, and the secret or a clue to its location must be found in
or
near the water.
Manifestation: Roll 1d3:
(1) A globe of will-o-wisp light leads the caster out over the water,
stopping
over the area holding the
secret sought for; (2) Caster turns blue and falls into a
thrashing trance for 1 or
more turns, during which time he sees a vision of the secret
sought for; (3) A drowned
corpse pulls itself from the water to lead the character to the
secret sought for.
14-15 |
The caster learns knowledge common to all the locals of the
area, finds some useful herb/mineral/substance common to the area,
or finds 2d6 copper coins or equivalent treasure. |
16-19 |
The caster learns information equivalent to a true roll on a
rumor table, finds some useful item uncommon (but not out of
place) to the area; or finds 2d20 copper coins or equivalent
treasure. |
20-21 |
The caster learns a minor secret of a minor character (useful
in some way, but not life-altering blackmail material), finds a
very useful non-magic item that you wouldn't think to find in the
area, or finds 2d20 silver coins or equivalent treasure. |
22-25 |
The caster learns a major secret of a minor character
(potentially life-altering blackmail material), finds a one-use
magic item (potion or scroll, for instance), or finds 2d20x5
silver coins or equivalent treasure. |
26-29 |
The caster learns a minor secret of a major character (useful
in some way, but not life-altering blackmail material), finds a
charge using magic item (such as a wand), or finds 2d20 gold coins
or equivalent treasure. |
30-31 |
The caster learns a major secret of a major character
(potentially life-altering blackmail material), finds a permanent
magic item (like a ring), or finds 2d20x10 gold coins or
equivalent treasure. |
32-33 |
The caster learns a major secret of a cosmic character (patron
level of power; probably not blackmail material, but invaluable to
wizardly types), finds a powerful magic item (like a sword), or
finds 2d20x100 gold coins or equivalent treasure. |
34+ |
The caster learns a major secret relating to a major plot point
in the campaign or a plot hook to a major adventure, finds a
legendary magic item (like the One Ring), or finds a dragon hoard
level of treasure. |
Dry Drowning
Level: 3 (The Drownded
Man) Range: 50' + 10' per CL Duration: Varies Casting Time: 1
round Save: Will vs spell check
General: The lungs or gills
of the target(s) fill with foam, at once too liquid for air-breathers
and too gassy for water-breathers.
Manifestation: Roll 1d3: (1)
a stream of water shoots from caster's hands hitting the target in
the face
(air bubbles vs water
breathers); (2) a splash of water erupts from the ground at the
target's feet (huge air
bubbles vs water breathers); (3) targets turn pale and their lips
turn
blue.
16-17 |
Coughing and gagging causes a single target to suffer a -2
penalty on attack and damage rolls, and inflicts 1d6 damage for
1d4 rounds. |
18-21 |
Coughing and gagging causes up to three targets to suffer a -2
penalty on attack and damage rolls, and inflicts 1d6 damage for
1d4 rounds. |
22-23 |
Coughing and gagging causes a number of targets equal to the
caster's level to suffer a -2 penalty on attack and damage rolls,
and inflicts 1d6 damage for 1d4+2 rounds. Additionally, affected
targets must make a second saving throw or fall unconscious for
one turn.
|
24-26 |
Coughing and gagging causes a number of targets equal to (CL
+1d6) to suffer a -3 penalty on attack and damage rolls, and
inflicts 1d6 damage for 1d6+2 rounds. Additionally, affected
targets must make a second saving throw or fall unconscious for
one turn.
|
27-31 |
Coughing and gagging causes a number of targets equal to (CL
+1d12) to suffer a -3 penalty on attack and damage rolls, and
inflicts 1d6 damage for 2d6 rounds. Additionally, affected
targets must make a second saving throw or fall unconscious for
1d3 turns.
|
32-33 |
Coughing and gagging causes a number of targets equal to 2x(CL
+1d12) to suffer a -4 penalty on attack and damage rolls, and
inflicts 1d8 damage for 2d6 rounds. Additionally, affected
targets must make a second saving throw or fall unconscious for
1d6 turns (targets of level/HD lower than CL fall unconscious with
no save).
|
34-35 |
Coughing and gagging causes a number of targets equal to 3x(CL
+1d12) to suffer a -4 penalty on attack and damage rolls, and
inflicts 1d8 damage for 2d6+4 rounds. Additionally, affected
targets must make a second saving throw or fall unconscious for
2d4 turns (targets of level/HD lower than CL fall unconscious with
no save).
|
36+ |
Coughing and gagging causes a number of targets equal to 10xCL
to suffer a -5 penalty on attack and damage rolls, and inflicts
2d6 damage for 2d8+4 rounds. Additionally, affected targets must
make a second saving throw or fall unconscious for 2d6 turns
(targets of level/HD lower than CL fall unconscious with no save).
|