Friday, April 14, 2017

DCC Patron: Venatorion the Hunter

All right, this is my second elf oriented DCC Patron.  With this guy, elves can choose between three main Patrons and don't have to worry about turning into some snaky mess from weird Patron taint.  Other Patrons are, of course, still available, but you're not locked into just having the King of Elfland for plain vanilla NPCs.

So anyway, Venatorion the Hunter is based loosely on the Wild Hunt, with a few other little bits thrown in for good measure.  Fun fact: the Latin word for "hunter" and the name of the hunter constellation go together pretty well to make an elfy sounding name.

Venatorion the Hunter

Venatorion the Hunter is the embodiment of wild, predatory nature. A stag's antlers grow from his head and his eyes glow with green fire. He wears leathers and furs, and wields a wicked boar-spear. He rides a black horse with glowing green eyes, and is usually accompanied by a pack of similarly uncanny hounds and hunters. Venatorion rides the night in search of the most elusive or most dangerous game, and welcomes any wizard or elf who can keep up.


Invoke Patron check results:

12-13 The caster summons a tracking hound with eyes and tongue of green flame. It will remain for 1 hour, and during that time, will fight for the caster and will follow any quarry without fail.
Tracking hound: Init +1; Atk +1 (dmg 1d3 bite); AC 10; HD 1d4; MV 40'; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C
14-17 The caster summons 1d2+1 tracking hounds as above. They remain for 1 hour.
18-19 The caster summons 1d2+1 tracking hounds as above, and 1d2 coursing hounds of appearance similar to the trackers but larger and with a sleeker build. The coursing hounds, when set on a target within sight, will chase it tirelessly and attempt to herd it back around to the caster and his retinue for the final kill. The hounds remain for 2 hours.
Coursing hound: Init +2; Atk +1 (dmg 1d4 bite); AC 11; HD 1d6; MV 60'; Act 1d20; SV Fort +2, Ref +3, Will +0, AL C
20-23 The caster summons 1d3+1 tracking hounds and 1d2+1 coursing hounds as above. They remain for 2 hours.
24-27 The caster summons 1d3+1 tracking hounds, 1d2+1 coursing hounds, and a huntsman (level 2 warrior with green fiery eyes) to fight and act as pack master. The master and his hounds remain in the caster's service for 2 hours.
Huntsman: Init +2; Atk +1d4 (dmg 1d8 spear); AC 12; HD 2d12; MV 30'; Act 1d20; SV Fort +1, Ref +1, Will +0, AL C
28-29 The caster summons 1d4+1 tracking hounds, 1d4 coursing hounds, 1d2 fighting hounds (large, shaggy, aggressive monsters similar in appearance to the other two types of hounds), and 1d3 huntsmen. The hunting party remains in the caster's service until the next sunrise.
Fighting hound: Init +4; Atk +4 (dmg 1d8 bite); AC 12, HD 2d10; MV 40'; Act 1d20; SP on critical hit, the fighting hound chomps down on its opponent and drags it to the ground where it suffers penalties as if entangled; SV Fort +4, Ref +3, Will +0; AL C
30-31 The caster summons 2d6 tracking hounds, 2d4 coursing hounds, 1d4 fighting hounds, and 1d6 huntsmen mounted on black horses with green fiery eyes, allowing them to keep pace with the hounds. The hunting party remains in the caster's service until the next sunrise.
32+ The caster summons 2d8 tracking hounds, 2d6 coursing hounds, 2d4 fighting hounds, and 1d8 mounted huntsmen. The hunting party remains in the caster's service for as long as he continues to actively hunt any prey. Stopping for a breather or a bite to eat is pushing it; falling asleep causes them to return whence they came.



Patron Taint: Venatorion the Hunter

Roll Result
1 The caster's eyes turn green. The second time this result is rolled, the caster's eyes glow
green in the dark. The third time this result is rolled, the caster's eyes blaze with green
fire, easily visible in even full daylight.

2 Two small lumps form on the caster's forehead. They are small and easily overlooked at
this phase. The second time this result is rolled, the lumps grow into small antler buds.
They are easily visible, but can be covered by a hat or other headgear. The third time
this result is rolled, the antlers grow into a full rack, and are not concealable in any
fashion.

3 The caster gets carried away in the heat of combat and must make a DC 10 Will check to
avoid killing unconscious or surrendering enemies. The second time this result is rolled,
the caster's bloodlust increases to the point that the Will check DC rises to 15 and must
also be passed to avoid chasing fleeing enemies. The third time this result is rolled, the
Will check DC rises to 20 and the caster must pass it in order to avoid attacking any
weaker potential enemy.

4 The caster makes herbivorous animals (except for properly trained hunting or war
horses) nervous, and they try to avoid him. The second time this result is rolled, affected
animals become frantic in the caster's presence and may attack if it's the only way to get
away from the caster. The third time this result is rolled, it affects all mundane animals.
The caster must get their horses, dogs, and hunting falcons from the Faerie world.

5 The caster develops a mild claustrophobia. Being confined in a tight space (ie indoors)
for more than a night (about eight hours) will cause them to suffer a -2 penalty to all skill
rolls, spell checks, and saving throws. The second time this result is rolled, the caster
suffers penalties after being indoors for more than four hours. The third time this result
is rolled, the caster suffers penalties after spending more than one hour indoors. Any
enclosed area will trigger this phobia, including caves and dungeons, however, at the
GM's option, large open caverns, the kind that contain ancient lost civilizations, are
exempt.

6 The caster hears the call of the hunting horn and must spend time hunting with
Venatorion. The first time this result is rolled, the caster must head deep into the nearest
wooded area and spend 1d6 days riding with Venatorion's hunting party. The second
time this result is rolled, the excursion lasts 1d6 weeks. The third and succeeding times
this result is rolled, the excursion lasts 1d6 months. This result can recur any number of
times.


Patron Spells: Venatorion the Hunter
1. Hunting Horn of Venatorion
2. Boon of the White Stag
3. Hunting Horses of the Fae


Spellburn: Venatorion the Hunter

Roll Spellburn Result
1 The caster is engulfed by green fire, with the damage manifesting as stat point loss.

2 The caster is struck by a mystical green arrow, with damage manifesting as stat point
loss.

3 The spell takes effect, but the caster disappears for 1d4 rounds. During this time, he is
taken to the fae realms and chased as quarry by Venatorion's hunters, with spellburn
manifesting as stat point loss from exhaustion and wounds.

4 Venatorion grants the spellburn without exacting stat point damage from the caster.
However, the caster can't spellburn again until he slays one Hit Die worth of game
animals for each point of spellburn granted.


Hunting Horn of Venatorion
Level: 1 (Venatorion the Hunter) Range: 100' Duration: Varies Casting Time: 1 action
Save: Will save vs spell check

General: The sound of hunting horns emboldens the caster's allies and affrights the caster's
enemies.

Manifestation: Roll 1d4: (1) horns sound through the area; (2) the sound of hounds baying in pursuit  of quarry mingles with the sound of the horns; (3) the sound of horses and hoofbeats
mingle with the sound of the horns; (4) horns, hounds, and horses

12-13 The caster and all allies gain a +2 bonus to hit in combat for 1d4 rounds.
14-17 The caster and all allies gain a +2 bonus to hit for 1d6 rounds. Affected creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1 to damage during this time.
18-19 Enemies in the area of effect suffer a -2 penalty to all saving throws, and the caster and all allies gain a +2 bonus to hit for 1d8 rounds. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1d to damage during this time.
20-23 Enemies in the area of effect suffer a -2 penalty to all saving throws for 1d10+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +2 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1d to damage during this time.
24-27 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d12+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +2d to damage during this time.
28-29 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d14+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +2d to damage during this time, or a +1d bonus to all other weapons.
30-31 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d20+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit, and +1d to their Deed die size (this means non-warriors get a 1d3 Deed die). Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +3d to damage during this time, or a +2d bonus to all other weapons.
32+ Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d30+CL rounds and must make a morale roll every round or flee; meanwhile, the caster and all allies gain a +4 bonus to hit, and +2d to their Deed die size (this means non-warriors get a 1d4 Deed die). Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +3d to damage during this time, or a +2d bonus to all other weapons. Additionally, any enemy struck by the caster or an ally must make a Fortitude save with a DC equal to (2x damage inflicted) or die if the attacker is wielding a hunting weapon. For example, the caster hits an enemy with an arrow for 9 points of damage; the enemy must make a Fortitude save against DC 18 or fall dead due to his mighty hunting prowess.


Boon of the White Stag
Level: 2 (Venatorion the Hunter) Range: None Duration: Varies Casting Time: 1 hour Save: none

General: Venatorion sends a white stag to lead the characters along secret paths to a desired
destination or to track down an individual. The duration of the spell lasts as long as
necessary to travel to the target location without rest, or until the party gives up the
chase from exhaustion or some other reason.

Manifestation: Roll 1d4: (1) the stag is in plain sight, running hard to escape; (2) the stag can be seen in
glimpses fleeing among the trees; (3) the stag is only seen at intervals, always in the
distance, and never seeming to break into a run, although pursuers never get any closer;
(4) the stag is never seen, only heard bellowing and crashing through the underbrush.

14-15 The stag leads the party on the most direct route to reach the destination or individual being tracked.
16-19 The stag leads the party to the destination or individual being tracked 10% faster than the most direct route would normally be. At some point in the chase (10%-100% of the full distance; roll 1d10x10) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive +1 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d3 Luck, but the spell ends immediately and can't be cast again for a month.
20-21 The stag leads the party to the destination or individual being tracked 25% faster than the most direct route would normally be. At some point in the chase (30%-100% of the full distance; roll 1d8x10+20) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d2 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d4 Luck, but the spell ends immediately and can't be cast again for a month.
22-25 The stag leads the party to the destination or individual being tracked 50% faster than the most direct route would normally be. At some point in the chase (40%-100% of the full distance; roll 1d7x10+30) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d3 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d5 Luck, but the spell ends immediately and can't be cast again for a week.
26-29 The stag leads the party to the destination or individual being tracked twice as fast as the most direct route would normally be. At some point in the chase (50%-100% of the full distance; roll 1d6x10+40) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d4 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d6 Luck, but the spell ends immediately and can't be cast again for a week.
30-31 The stag leads the party to the destination or individual being tracked three times as fast as the most direct route would normally be. At some point in the chase (60%-100% of the full distance; roll 1d5x10+50) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d5 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d7 Luck, but the spell ends immediately and can't be cast again that day.
32-33 The stag leads the party to the destination or individual being tracked four times as fast as the most direct route would normally be. At some point in the chase (70%-100% of the full distance; roll 1d4x10+60) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d6 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d8 Luck, but the spell ends immediately and can't be cast again that day.
34+ The stag leads the party to the destination or individual being tracked ten times as fast as the most direct route would normally be. At the end of the chase the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d10 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will have their Luck boosted to 18.


Hunting Horses of the Fae
Level: 3 (Venatorion the Hunter) Range: None Duration: Varies Casting Time: 1 hour Save: None

General: The caster summons supernatural steeds for himself and his allies. The horses are black,
with fiery green eyes and hooves striking green sparks from stones as they run.

Manifestation: Roll 1d4: (1) a shimmering portal opens in mid-air and the horses step out; (2) the
horses appear in a blaze of green flame; (3) nearby rocks and trees transform into horses;
(4) the horses gallop up as if they were lurking just out of sight the whole time

16-17 The caster summons a steed equivalent to a mundane horse (as per the DCC rules) except with a Move of 65'. The steed disappears at dawn.
18-21 The caster summons 1d3 horses as above.
22-23 The caster summons 1d4+2 horses as above. Additionally, the horses are not slowed by forest or other heavy vegetation, and remain 1d4 days, disappearing at dawn.
24-26 The caster summons 1d4+2 horses as above. In addition to previous movement advantages, the horses are prodigious leapers, able to clear obstacles 10' high or 30' across. They remain 1d4 days, disappearing at dawn.
27-31 The caster summons 1d6+2 horses as above. In addition to previous movement advantages, the horses are not slowed by water obstacles, running right across the top of rivers, lakes and swamps. They remain 1d4 weeks, disappearing at dawn.
32-33 The caster summons 1d6+2 warhorses (as per the DCC rules) but with movement advantages as above. They remain 1d4 weeks, disappearing at dawn.
34-35 The caster summons 1d8+2 warhorses (as per the DCC rules) but with movement advantages as above and HD 5d8. Their speed is increased to 70' and they remain 1d4 weeks, disappearing at dawn.
36+ The caster summons 1d8+2 warhorses (as per the DCC rules) but with movement advantages as above and HD 6d8. The horses can breathe green fire against melee opponents up to three times a day, doing 2d6 damage (Reflex save vs DC 15 for half damage). The horses remain with the caster until dismissed or slain.

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