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About This Game

A game of gods and men, inspired by Ancient Greece.

Game System

D&D 3.5e

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11/01/2023

Detailed Description

"All men's souls are immortal, but the souls of the righteous are immortal and divine."
-- Socrates
"It is said that the gods play games with the lives of men. But what games, and why, and the identities of the actual pawns, and what the game is, and what the rules are—who knows?
Best not to speculate.
Thunder rolled…
It rolled a six."
-- Terry Pratchett, Guards! Guards!
  1. What's new in this game
  2. Does the extra Con from the changes in Enlarge person give more HP? or does it only increase the maximum for the duration?
  3. Now there is. If you want to do stuff as you approach you can, I kinda went a bit fast and loose with Eustice doing his Word then them fleeing.
  4. No line of sight on enemy, correct?
  5. Clem Statblock HP: 24/24 + 25 temp HP Init: +6, Listen +6 / Spot +14 AC: 28, TAC: 24, FFAC: 22 Fort: +4, Ref: +10, Will: +8 Speed: fly 75ft (average) DR 2/adamantine or magic Resist cold 11, fire 5 SR 10 Fast Healing 1 Shadow Blending Immune to Blind Speak with Birds Hide +22, Move Silently +15; Darkstalker PP 29/47 Effects: Inertial Armor (5h), Vigor (5 min) Bless (5 min) PSICRYSTAL HP 12/12 Senses Sighted 40 ft. Hardness 8 Telepathic Link with Clem - 1 mile Telepathic Speech with anyone - 30ft
  6. Clem < The god is there. If I don't make it out... farewell. > Statblock HP: 24/24 Init: +6, Listen +6 / Spot +14 AC: 28, TAC: 24, FFAC: 22 Fort: +4, Ref: +10, Will: +8 Speed: fly 75ft (average) DR 2/adamantine or magic Resist cold 11, fire 5 SR 10 Fast Healing 1 Shadow Blending Immune to Blind Speak with Birds Hide +22, Move Silently +15; Darkstalker PP 34/47 Effects: Inertial Armor (5h) Bless (5 min) PSICRYSTAL HP 12/12 Senses Sighted 40 ft. Hardness 8 Telepathic Link with Clem - 1 mile Telepathic Speech with anyone - 30ft
  7. Yep, just wanted to check you were aware. Eustice and the others are still quite far away at this point but he can use PW Weaken when he gets closer.
  8. Jezira leaps back, leaving one of her foes swiping at empty air... the other manages to snap at her with powerful jaws, however, and though she nimbly twists free, the bite draws blood. The wolfwere grins and, seemingly satisfied with having inflicted such a wound, hangs back rather than pressing the attack. "You're too late anyway, human - or whatever you are!" He snarls, his words difficult to understand from his bestial maw. "The ritual is complete - we felt it! Malar will deliver us!" "Ha! Go ahead! See for yourself!" The other gloats. "We won't stop you!" The two growl, however, as they see Kassandra's light approaching. The rest of the band of heroes, accompanied by many of the villagers, rush closer, and Eustice cries out a magical word causing one of the wolves to flinch back and yowl with discomfort. "You're too late, fools!" The wolves cry - and doing so, turn around and flee deeper into the mines. OoC You can attack them as they flee if you wish, or pursue, but the wolves are withdrawing from combat. Jezira is hit by one bite attack for 13 damage
  9. I had recalled there was something that increased the DC, but was hoping for better rolls lol. Just hoping to get distance since they're tough enough that swapping full attacks at 2 v 1 would be bad.
  10. Changed to power word weaken
  11. Kassandra has darkvision
  12. Sorry, Clem needs an update. As for the distance, I assumed far away, or at least far enough that you can't see them (the tunnel isn't twisty probably bends or slopes down enough but, at any rate, it's dark and your light doesn't extend that far). You all stood outside for a while as Jezira and Clem progressed in so even if you're moving faster you've got a round or two's catching up to do I reckon. Also, don't forget the houserules on Tumble checks! The DCs will be higher than 15.
  13. WHat is the range of the party that was outside and is now closing in on the man-wolves? I haven't seen a DM post indicating any more than hearing them ahead.
  14. Does Clem get spotted by the cultists, by the way? Based on your recent post, I imagine it won't matter; she won't disrupt the ritual and we'll have to deal with Malar, but just in case...
  15. - Stone Shape only has a range of touch and affects a pretty small amount of stone. I'd be perfectly happy for you to attempt to ensnare some wolves with it but you'd have to be stood right next to one and right now everyone is still a short ways off where Jezira is fighting them (apologies to you all as there's no meaningful update with you, really, but Jezria is round-by-round now so I can't just advance you all the way in until she's managed to trade a blow or two - the perils of splitting the party!).
  16. Eustice moves forward as well, he speaks a fell word "Mԍɑĸԍʁ" Show this Power Word Weaker: 2 Strength Damage if target under 75 HP [URL=/sheets/?id=304146][B][SIZE=+1]Eustice[/SIZE][/B][/URL] Male Lawful Good [ooc=Primordial Eneko, Giant]Ugly Human[/ooc] Wizard 7, [B]Level[/B] 7, [B]Init[/B] -2, [B]HP[/B] 2/2, [B]DR[/B] 3/magic, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 10, [B]Flat-footed[/B] 18, [B]Fort[/B] 4, [B]Ref[/B] 2, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] [ooc=Power Word Pain]Attack roll is spell penetration. 1st roll is duration[/ooc] [/B] +7 (4d4 1d6+4, -) [B] Wintry Blast (15' Cone) [/B] Reflex DC 19 Half (4d4+4, -) [B] Storm Bolt (20' Line) [/B] Reflex DC 19 Half (4d6+4, -) [B] Hellforged Mithral Chain Shirt Chahar-Aina & Dastana[/B], [B] Mithril Gauntlet Shield[/B] (+6 Armor, +2 Shield) [B]Abilities[/B] Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10 [B]Condition[/B] None [b]Skills of Note[/b] Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able. Spellcraft +18, takes 10 whenever able to ID any noticed magic [spoiler=SPELLBOOK]0: ALL NOT BANNED 1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify 2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken 3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken 4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse[/spoiler] [b]Prepared Spells[/b] [Cast] 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic 1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue 2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken 3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken 4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing Male Lawful Good Primordial Eneko, GiantUgly Human Wizard 7, Level 7, Init -2, HP 2/2, DR 3/magic, Speed 30 AC 18, Touch 10, Flat-footed 18, Fort 4, Ref 2, Will 6, Base Attack Bonus 3 Power Word PainAttack roll is spell penetration. 1st roll is duration +7 (4d4 1d6+4, -) Wintry Blast (15' Cone) Reflex DC 19 Half (4d4+4, -) Storm Bolt (20' Line) Reflex DC 19 Half (4d6+4, -) Hellforged Mithral Chain Shirt Chahar-Aina & Dastana, Mithril Gauntlet Shield (+6 Armor, +2 Shield) Abilities Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10 Condition None Skills of Note Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able. Spellcraft +18, takes 10 whenever able to ID any noticed magic SPELLBOOK 0: ALL NOT BANNED 1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify 2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken 3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken 4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse Prepared Spells [Cast] 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic 1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue 2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken 3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken 4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing
  17. Jezira AC: 19 (TAC: 15/ Then FF: 14)| HP: 40/48 |Saves: Fort 8, Ref 10, Will 7 | Init: +9| Jezira winced as one of the wolfweres managed to catch her with its claws. While she was a formidable fighter, she didn't like her odds in a straight fight against two of the creatures. Fortunately she didn't intend to do that. Weaving her scimitar in another intricate pattern from the scrolls, she lashed out at the wolfwere she had struck directly the first time. Rather than another explosion, the blade 'merely' coated itself with flames, leaving a blazing trail as it sought flesh. After the strike, Jezira sprung backwards, gaining some distance and hopefully limiting her foes' ability to respond. Actions/ Mechanics Maneuvers: Burning Blade | Death Mark SLAs Invisibility: 2/3 Enlarge/Reduce: 2/2 Speak with Animals: 2/2 Create food and water: 1/day Swift: Use Burning blade Standard: Scimitar attack Scimitar damage Burning blade damage Move: Moving 15 ft backwards, Tumble 1 Tumble 2
  18. As I recall, Jezira tumbled back to in front of both the wolves before, so they'll be kind of next to each other on the other side. The mines are low and cramped and the wolves Large but I figured we could probably just about fit two next to each other (even if I'm maybe bending the rules on their space slightly) - this is the main tunnel, after all, it's probably wider. That does mean that it'd be hard to get past them, if that's what you wanted to do - you'd have to Tumble through one of their spaces.
  19. For Jezira's current positioning, how are the wolfwere's she's fighting arranged? Next to each other, one in front or behind or one in front and one to the side (or some other configuration). Just want to know what her options for tumbling movement would be here and whether it'd be tumbling passed or tumbling through.
  20. Agreed, it only makes sense. Oh, oh... Hurry up, people; you do not want Clem handling that Diplomacy (or whatever it turns out to be).
  21. Kassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2 AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11 Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16 Kassítira follows the command and begins to advance at half speed to ensure that everyone keeps up, but ready to hold firm and brace for attack should a wolf-were decide to make an attack on her group, she makes sure she is in the lead position. "Stay in formation, make sure none can escape our line." she adds. OOC: Stonefoot Stance Statblock [URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler] Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30 AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1 +1 Returning Trident +11/+6 (1d8+7, x2) Mithral Breastplate , Buckler (+5 Armor, +1 Shield) Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 Condition . Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 Languages: Common, Aquan Traits: Focused Benefit: You gain a +1 bonus on Concentration checks. Drawback: You take a -1 penalty on Spot checks and Listen checks. Flaws: Code of Arms Effect: You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. Added: If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours. , Pride of Arms Effect: You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. Bonus: Harpoons & Nets Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident Class Abilities : Battle Clarity (Ex)You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves. , Weapon Aptitude (Ex)Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way. , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits. Blade Magic Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven Manuevers Known: 1st: Moment of Perfect MindDiamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure. , Sapphire Nightmare BladeDiamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage. , Steel WindIron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately. , Stone BonesStone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round. 2nd: Mountain HammerStone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness. , Battle Leader's ChargeWhite Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage. 3rd: Insightful StrikeDiamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells). Stances Known: 1st: Stonefoot StanceStone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth. , 4th: Hunter's SenseTiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314). Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones Divine Domain Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas Inventory Atlantean Mithral Breastplate 4350 Gp +1 Pearl TridentThis +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet. 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp
  22. Confusingly, whilst invisibility confers total concealment, total concealment is not invisibility and I don't think Shadow Blend counts. Essentially I'd assume it lets you hide "in plain sight" almost... at any rate, I'd only be applying a penalty for attacking or similar, which I do think ought to be harder than just sneaking about sneakily. It probably doesn't matter here anyway, because Malar has +whatever-I-want to Spot. And probably, like, True Seeing++ too. 🙂
  23. Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint QUICK STATS: AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________ Once the sounds of a nearby battle easily reach her ears, Kassandra mentally communicates with Clem thinking through the psi-link, We're very close to ongoing battle site. We are continuing to push forward. Calling out to the armed contingent, Kassandra says, "You can hear the skirmish with the man-wolves ahead! Our friends fight nearby! They urgently need our help so we can stop the evil ceremony! Everyone, push on to battle!!" Armed with her loaded light crossbow, the saintly arcanist doubles her efforts to reach the battle up ahead and into position where she can safely and effectively use her ranged weapons, saintly powers and possible a smidgeon of magic here and there to allow the party to push beyond these two guards and confront the unholy caster. Show Mechanics Magic Circle Against Evil & Globe of Invulnerability, Lessor MAGIC CIRCLE AGAINST EVIL - Abjuration [Good] Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Area: 10-ft.-radius emanation from touched creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No; see text All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. Arcane Material Component: A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. GLOBE OF INVULNERABILITY, LESSER - Abjuration Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spherical emanation, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it. Material Component: A glass or crystal bead that shatters at the expiration of the spell. Free Action: Speak, Mentally Communicate Double Move: Move 60 feet into cavern staying just behind the front vanguard Swift Action: Move Action: Standard Action: Continuing Effects: Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 3/10 rounds); Guidance on Self (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 6/10 rounds); Protective Aura all Allies within 20 feet - (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)
  24. I added a Hide check to my last IC post. I'll let you add/subtract to it as needed based on your final ruling. I don't think we fully hashed out what Shadow Blend would look like in this game. There's a bit of discussion in Clem's thread, but no conclusion. As a quick reminder, Shadow Blend grants total concealment, and Hide says " or usually (but not always; see Special, below) obviates the need for a Hide check, since nothing can see you anyway." The Special part is about Invisibility that "just" gives +20/+40 to Hide without obviating the need for a check. Shadow Blend doesn't specify whether it would need a Hide check / what kind of bonus it would give (if any) if a check is still on the table. I don't mind needing a Hide check with a penalty, but indeed -20 would seem excessive. (Well, except if Shadow Blend gives +20 like Invisibility 😉 but that's probably too strong.)
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