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Charizard's replacement with another Master Ball logo will definitely prove my dedication to the game! |
Tuesday, July 1, 2025
My third season of competition in Pokémon Trading Card Game Pocket
Thursday, June 26, 2025
The fantasy heartbreaker rolls on: Drafting a Thief class
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Image from the Forgotten Realms Wiki |
The Thief
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Art by David A. Trampier from the 1e Player's Handbook |
Hit Die: d8
Proficiencies
Armor: Light armor
Weapons: Simple weapons, swords, hand crossbows
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Athletics, Perception, Sleight of Hand, Stealth
Talents: Climbing, Lockpicking
To represent your experience up until Level 1, choose one additional Skill and one additional Talent; you gain those proficiencies.
Equipment
Begin with a set of campaign-appropriate equipment (per DM). This should definitely include what are usually known as “thieves’ tools,” which include lockpicks and instruments used to disable traps.
Thieves’ Cant
At Level 1, you are able to read, write, and speak in the heavily coded jargon known as Thieves’ Cant.
Backstab
Beginning at 1st level, you are exceptionally good at harming an unsuspecting foe. When you make an attack at an enemy’s back, and the target is is unprepared to be attacked from behind, you get a +1 Class Bonus to the attack roll and a +1d6 Class Bonus to any damage dealt. These bonuses go up to +3 / +2d6 at Level 3 and +5 / +3d6 at Level 5.
And do you really consider yourself a thief...?
At Level 2, you determine which of the many capabilities of the Thief you will take on as your specialty. This decision will file you into one of the following less-broad categories within the broad Thief class. However…I mean, hey, being called a Thief doesn’t even mean you’re actually a thief (just that you’re good at thief things), so being called one of these doesn’t define you as a character, either. (Unless you want it to...)
• Assassin – You gain proficiency with the Talent Poisons and an extra 10% chance of achieving a critical hit. (For example, if a weapon normally provides a critical hit on a 20 only, you score one on an 18-20 instead.)
• Burglar – You gain proficiency in Investigation; you also gain expertise in Stealth and the Talents Climbing and Lockpicking.
• Cutpurse – You gain proficiency in Deception and the Talent Picking Pockets; you also gain expertise in Sleight of Hand and Stealth.
• Scam Artist – You gain proficiency in Deception, Intimidation, Performance, and Persuasion
• Scout – You gain proficiency in Survival and the Talent Finding/Disarming Traps; you also gain expertise in Athletics and Perception.
Move Like Lightning
Starting at 3rd level, whenever you make a Dexterity saving throw, you only fail on a roll of natural 1.
Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Only the first of these can be used to Backstab, as you will no longer have the element of surprise with your second attack.
Saturday, June 21, 2025
Geeky SKAturday: The Pomps' "World Full of Traps"
The Pomps just made their way onto my radar this year as they started releasing songs from their newest record, Partial Eclipse of the Pomps. They bring a really interesting sound to the scene with this album...it's certainly ska, but with an especially New Wave influence, and even some touches of quirky indie rock.
I think this was the second song released for Partial Eclipse..., and I really dig it. I've gone back and listened to a bit of their previous stuff, and man, am I glad to have gotten them into my rotation, even if I am pretty late to the party.
Alright, enough blathering...here's a song with a title that's oh so appropriate for a blog that often discusses old school roleplaying..."World Full of Traps"...
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Now...to really geek out this Skaturday, I'll tie this into the RPG setting of time-traveling, universe-saving ska musicians that is slowly taking shape, Agents of SKA. Let's talk about traps! In D&D-style gaming, those are ideally tackled by a Rogue, or...in games old enough or cool enough to use it...a Thief. I haven't squared away that portion of my own fantasy heartbreaker yet (although I'm pretty sure I'm gonna use a Thief), so I'll just brainstorm here about the Agents of SKA analogue, which I think should probably be the Gangster.
Working on the premise that the classes among the Agents of SKA will operate like Monstrous Heartbreaker classes...and therefore be five levels of an approximation of 5e, but (hopefully) simpler...there are four levels to work with (since 4th is set aside to raise ability scores). I definitely want to have a backstab/sneak attack type of ability. That and some of the essential skills of thievery and sneaking around seem like they'll fit both a fantasy Thief and a time-traveling Gangster. And among the Agents of SKA, everyone is a "spellcaster," in that they all have the ability to harness the spirit of ska songs as they play out out their adventures. Surely the Gangster shouldn't be a full caster though...half or less...
Eh...if I'm gonna beat midnight, I should quit brainstorming there. First to come this week though: The Thief for the fantasy heartbreaker...then I'll work from there...
(Hope you're all having an awesome weekend!)
Thursday, June 19, 2025
Celebrating Fourth Wing...a Dragon Rider class for 5e and heartbreaking fantasy gaming
The Dragon Rider
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Image from Pixabay |
Hit Die: d10
Proficiencies
Armor: Light armor, all shields
Weapons: All simple and martial weapons
Saving Throws: Dexterity, Constitution
Skills: Athletics, Perception
To represent your experience up until Level 1, choose one additional Skill and one Talent (a competency not directly represented on the Skill list) proficiency.
Equipment
Begin with a set of campaign-appropriate equipment (per DM). You do not necessarily begin with a dragon mount, although this class assumes you have gained the abilities that accompany having one.
You Can Ride Dragons!
At 1st level, you gain proficiency on all checks that involve dragon riding.
Channeling the Dragon’s Power
Beginning at 1st level, you are able to achieve some feats of magic with the help of your dragon. Your beginning Dragon Rider knows the cantrip Mage Hand and the following new cantrips:
Trustworthy Pen – A quill or pen that you control writes with a consistent and smooth line and does not run out of ink.
Sphere of Privacy – You may establish a sphere of up to 20 feet in diameter, centered on you. Sound cannot pass into or out of this sphere. (However, creatures can move through this barrier as normal.) The sphere lasts for 10 minutes or until dispelled or eliminated by another creature’s magic.
Signature Power
At 2nd level, you gain the ability to cast a Level 1 spell from any spell list that can be accessed by a Mage in your world. Per the DM, this spell may be chosen or determined randomly. It is okay to rename and tweak the flavor of a spell in order to fit a slightly different theme; e.g. Witch Bolt may simply become Bolt for a character who is able to cast lightning.
You may cast your Signature Power a number of times per day equal to your Dragon Rider level; this is replenished after a long rest. It is always cast as a Level 1 spell (unless its enhanced version is selected at 5th level as your Ultimate Power). Wisdom is the ability you use for all spellcasting checks.
More Spells
Starting at 3rd level, you gain the ability to also cast the following spells: Knock, Arcane Lock, and Haste (Self) (which functions like a Haste spell that can only be targeted at yourself). Whenever you cast one of these spells, it uses up one of your Signature Power slots for the day.
Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Mounted Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn while you are riding a dragon.
Ultimate Power
At 5th level, select a Level 3 spell from any of the Mage spell lists. This should be related to the spell that defines your Signature Power (at the DM’s discretion). If your Signature Power spell has an enhanced version for casting at Level 3, you may use this instead of choosing a new spell. In addition to the spells you can already cast a number of times per day equal to your Dragon Rider level, you may cast this Ultimate Power spell once per day (it is also replenished after a long rest).
Tuesday, June 17, 2025
Monstrous Mini-Review: Fourth Wing by Rebecca Yarros
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Image from Goodreads |
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Image also from Goodreads |
Monday, June 16, 2025
Meta Monday: Nintendo Power magazine's 1989 Zelda fanfiction
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Image from Nintendo Power, and taken from this Tumblr post |
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Another image from the story, also snagged from that Tumblr post |
Hylians
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Image from the Zelda Wiki |
Ability Score Increase: Your Wisdom score increases by 2. Choose one additional ability score to increase by 1.
Age/Size: Hylians seem to age at about the same rate and are around the same size as humans. They are medium creatures.
Name: Whatever you like! Known Hylian names include Akrah, Benny, Garini, Irene, Link, Sonia, and Zelda.
Preternatural Hearing: Hylians have excellent hearing and get advantage on all Perception checks involving listening. In an ability that is also likely related to their pointed ears, Hylians are able to send and receive messages to and from other Hylians over great distances...and even when in different dimensions of existence. To telepathically communicate in such a way, both Hylians must succeed on a Wisdom check. Its base difficulty is 10, with 1 point added for each hundred miles of distance between the two Hylians. If they are on different planes, the difficulty is simply 10, but both rolls are made with disadvantage.
Languages: Hylians can read and speak Hylian and Common. Other languages may be known according to the guidelines of your campaign.
Friday, June 13, 2025
Happy Friday the 13th! Here's a minimalist, untested, overpowered 5e Slasher class...!
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Image from Wikipedia |
The Slasher
Hit Die: d12Proficiencies
Armor: None...you don't need it.
Weapons: Knives, machetes, chainsaws, hooks, gloves with metal claws...really, anything with a blade, a point, or a portion capable of bludgeoning someone. And all improvised weapons, too. (Not guns, though.)
Saving Throws: Constitution, Charisma
Skills: Deception, Intimidation
What are your character’s interests and hobbies? What have they done with their life up until this point? Choose one additional Skill and one Talent or Weapon proficiency to represent these.
Equipment
Begin with a set of campaign-appropriate equipment (per DM).
Unkillable
Beginning at 1st level, whenever damage would reduce your hit points to 0 or below, your HP instead become 1, and you lose one round of action. At the beginning of the next round, you gain 1d6 HP.
Getting the Hang of It
Two Beheadings Are Better Than One
Beginning at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn, as long as the attacks are each directed at a different
Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.