Skip to main content
Zeke
Support Kaitlynn Peavlier's Stock Art
One of the major themes I wanted to get across in Eldritch Shadows was that there was more to the world than the players knew (not the characters, the players). From the player perspective there are four magic using classes, the Priest, the Crusader, the Council Mage, and the Street Mage. Those are what are present to the players at the beginning of a game and logic then dictates that the world of the game follows suit. Not true, one of the threats in the Shadows are the "One-Trick Ponies", those magic-users who are weak as hell but have compensated for it by becoming really good at one thing.

One-Trick Ponies are too weak to be considered Council material, and don't have the same bag of tricks that a Street Mage would have. However, they make up for it quantity over quality. One such One-Trick Pony is the Summoner. Unlike a Council or Street Mage the Summoner cannot use any other spell except for Monster Summoning I spell. The difference is in duration, amount, and preference. The Summoner has an affinity for one supernatural creature on the Summon List and that creature will always be the one he summons. The Summoner also always receives the maximum  amount of the creature of his choice, and they stay in this plane of existence for 18 rounds.

Let's take Zeke up there, he's a rather gifted Summoner and has a special affinity for Dire Foxes (same stats as a Giant Rat in White Box). So ...

Zeke (Summoner) - AC 7 [12]; HD 2+2; Atk Weapon (Cane 1d4); THB +2; SV 17; MV 12; HDE/XP: 3/60; Special Summoner 3/day - Summon 6 Dire Foxes

Comments

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.