DCC Monsters

Amortortok: Init +0; Atk claw +9 melee (1d6+5 plus life drain); AC 18; HD 9d8; MV 30’ or climb 20’; Act 4d20; SP infravision 120’, clairvoyance, locate object or creature, blend into shadows, life drain, immune to cold; SV Fort +7, Ref +6, Will +6; AL N.

Amortortok are ancient beings that live in the cold northern climates of the world. Tall as an ogre, these powerful beings have the faces of demonic gorillas.  Each of its four arms end in wicked three-clawed fingers.  Its eyes sparkle with forbidden knowledge of distant lands, for the amortortok are blessed with preternatural sight into the world beyond – with concentration, they can scry into any place they choose, and they have the ability to know the location of any creature of object they seek.

If these were not formidable enough powers, the amortorortok also have a strange relationship with the dark power of shadows. During any conditions other than full daylight, an amortortok can disappear into the shadows, giving it total concealment (+4 to AC). Artificial illumination, even if magical, does not negate this ability. Further, attacks by these creatures drain the very light and life from living beings, causing 1d5 points of temporary Stamina damage in addition to their physical effects, unless a DC 15 Fort save is successful.

Amortortok claim vast territories of frozen waste as their lands and often leave bone fetishes to mark their borders. The amortortok are creatures that can be both a boon and bane to those they encounter. If they and their territories are treated with respect, they can be sources of information on the northern lands and oracles able to speak of places far beyond the frozen north. If disrespected, the amortortok stalk offenders from shadowy places, striking without warning and draining their life away. With their ability to discern the location of whomever or whatever they seek, nothing can truly escape the multi-clawed reach of the amortortok.

On Porphyra

Deep in the Yeti Wastes of the Northlands, to the northwest of Gulag Red, the lands of the amortortok can be found. Once creatures of the Elemental Plane of Ice, these beings were cut off from the elemental planes during the NewGod Wars for failing to side with the Elemental Lords against the New Gods. The amortortok saw the coming defeat of the Elemental Lords and supported the ith’n ya’roo tribes of the Northlands in the conflict.

See Races of Porphyra: Ith’n Ya’roo (DCC) for more information concerning the ith’n ya’roo.


v.11 – Porphyra Roleplaying Game

Version 11 of the Porphyra Roleplaying Game has now been released to patreons and on Rpgnow.

Major Updates on V.11

  • Ability scores, races, and classes are all more or less roughly hammered into place.
  • Work has been done to try to give each class something unique to do which is made harder by the existence of three roguish classes in one book.

Moving Forward

  • For v.12, I will be focusing my attention on traits, skills, and feats. Traits and skills mostly need cleaning up. I think I need to do a lot of work with feats.

Replacing Sneak Attack

In the main book there are currently three classes with sneak attack. That is far too common. Each class should ideally have unique abilities to call their own. For the slayer, I am thinking of replacing sneak attack with surgical attack.

Surgical Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot dealing the listed ability damage. The slayer’s attack deals ability damage anytime her target would be denied a Dexterity bonus to AC, or when the slayer flanks her target. This additional damage is 1 point at 3rd level, and increases by 1 point every 3 levels thereafter. Creatures struck by this attack may make a Fortitude save (DC 10 + 1/2 slayer’s level + the slayer’s Int modifier) for half damage (minimum 1 point).

Should the slayer score a critical hit with a surgical attack, this ability damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The slayer can choose which ability to affect before she makes the attack. It is assumed unless stated otherwise that this attack is meant to kill and deals Con damage. If she wants to quickly disable spellcaster she will try to cause a concussion dealing Int or Wis damage, to weaken a strong combatant for capture she may hit nerve points and joints dealing Str or Dex damage, and to teach a foe a lesson about their station in the world leave scars or horrible wounds in the form of Cha damage.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use surgical attack while striking a creature that has concealment. Creatures immune to ability damage, critical hits, or precision damage are immune to surgical strikes.


There are a number of small changes to the fighter class (and the game in general that I think will greatly benefit them in the long run).

Skills and Saves: Fighters now begin with 4 skill points and a good Will save.

Feats: Most Combat feats have now been combined to provide auto-scaling of abilities. This is one of the most dramatic changes to the game and will alter play on both sides of the table.  It is also the is one of the areas that needs more extensive playtesting.

Bonus Feats: Fighter “bonus feats” now include Combat, Critical, Style, and Teamwork feats.

Feat Prerequisites/Rules: Fighters no longer need to meet ability requirements for Combat, Critical, Style, and Teamwork feats. Any feat that is applied to a specific weapon instead applies to a weapon group. So a cleric could take Weapon Focus (mace), but fighters take Weapon Focus (hammers).

Stamina Pool: All fighters can a pool of stamina points that can be used to provide additional benefits to most Combat and Critical feats. Short rests between battles help fighters recover stamina points.

Armor Training/Weapon Training: Neither of these have been formally changed, however the changes to feats (above) and the changes to ACP (previous post) make both of these abilities now far more valuable.



Armor Check Penalty

The type of armor you wear and how much loot you are hauling around the dungeon affect your ability to perform a number of tasks. Armor Check Penalty (ACP) is the way that the Porphyra Roleplaying Game simulates this reduction of performance.

In general:

  • ACP from armor and shields stack.
  • ACP for encumbrance overlaps.

If you ACP from your armor and shields is -4 but your ACP from encumbrance from a heavy load is -6 then your overall ACP is -6.

Armor Check Penalty applies to any of the following actions:

  • Melee and ranged attack rolls*
  • Dodge bonuses to AC (cannot be reduced below zero)
  • Reflex saves.
  • Skill Checks (Acrobatics, Athletics, Disable Device, Escape Artist, Ride*, Sap*, Sleight of Hand, Stealth)
  • Caster checks for spellcasters

* Does not apply if the user has proficiency in the armor.

Elemental Magic

As you may know, I am currently working on a revision of the Pathfinder SRD to serve as a basis for our own Porphyra Roleplaying Game.

You can find a current copy of the rules here.

And a playtest adventure written by Perry here.

There are six forms of elemental magic in the Lands of Porphyra: air, earth, fire, metal, water, and wood.

Air is associated with the electricity energy type; it is opposed by earth

Earth is associated with the acid energy type; it is opposed by air.

Fire is associated with the fire energy type; it is opposed by water.

Metal is associated with the sonic energy type; it is opposed by wood.

Water is associated with the cold energy type; it is opposed by fire.

Wood is associated with the light energy type; it is opposed by metal.