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rogueblade0729

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  1. Ho-ly crap dude, Cufwell just dealt a little shy of 300 points of damage. And I thought Jarren was rocking some big numbers!
  2. Music: The Road to Glenn Hollow With the journey decided, the party set out once more, led expertly by Daitan. They couldn't quite make it to the town by the end of that day, but its soft glow was within sight. By mid-morning on the following day, they finally traveled down a dirt path into a small vale between hill and mountain. There laid Glenn Hollow, a village of several dozen stone houses covered in moss. Signs of dwarvish stonework are present in each building, especially the foundations, but the newer sections of the building reveal this place as being decidedly human. No wall or gate can be seen, though the ruins of an old watchtower are visible on the edge of town. For the most part, the stony, elevated terrain that surrounds this place appears to have historically kept it safe from invaders... until recently. Your arrival, however, is decidedly less pleasant than the picturesque countryside. Villagers usher their children hastily into the safety of their homes, doors are locked, windows closed. The only exception to this are a small group of armed individuals: an old man, two young men who are similar in appearance, and a few middle-aged women. All of them wield a combination of clubs, pitchforks, and meat cleavers, though they have no armor beyond basic gambeson and patchwork leather jackets. At the signal from the old man, the group stands down. He then stepped forward to greet the party. "Welcome, travelers," he began. "I am Osgar. You'll have to forgive our less than hospitable greeting. Our village has fallen on dark times, and we thought you to be servants of the Barrow King." Glancing at Dolly, he nodded and added, "The presence of a daughter of Heaven, of course, should have dissuaded that notion at once. But such are the days we live in." He paused, as if preparing to ask a question, but reconsiders at the last moment. "Let's go inside, get you lot something to eat. We can talk more then." With a gesture, the militia are ordered into the stone house behind them. One of the younger men, as well as a woman with striking resemblance to him, remain outside as guards. Osgar then indicates for the party to follow as he slowly makes his way into the darkness of the house. Once everyone was gathered within, candles were lit and a fire was fueled. A great oak table with many chairs awaited them in the main room, which Osgar sat at its head. He said nothing, but simply waited as the two women and younger man began serving them food: rabbit and herb stew. It's not the finest cuisine, but it's certainly better than the cold rations you've had over the last few days. "I know adventurous sorts when I see them, though your lot rarely pass this way anymore. Most of you've gone off to kill one another in the Heartland War, but... bah, that's neither here nor there. From your wounds, you must have met the trouble of the day: those damned outlaws who've sworn themselves to the Barrow King. I assume you're here to help, then. What would you like to know?" Mechanics & OOC Journey Roles GuideDecides on the direction the party travels, as well as determines when they stop to rest and how supplies are rationed. They need good Survival and Knowledge (geography) skills. - Daitan ScoutSeeks what lies ahead of the party, determines where they will make camp each night, and forges new paths if needed. They need good Hide, Move Silently, and Search skills. - ? HunterKeeps the party fed beyond their supply of trail rations. They need good Survival and Knowledge (nature) skills. - ? Look-outMaintains vigilance at all times while on the road, can rotate during camp at night. They need good Spot and Listen skills. - ? OOC: You all have arrived in Glenn Hollow! Dolly, you are no longer under the effects of bestow curse; the magic seems to have dissipated upon arriving at Glenn Hollow. If any of you have levels in bard, or if you have the bardic knowledge ability, or even just ranks in Knowledge (local), you may roll a check for that now to see what you can recall about the Barrow King. To Post: RP at will! Map of the Area
  3. Sir Belithar Galviston The look on the Templer's face hardened as he heard Effalreich's sudden change in expression. Narrowing his gaze, his eyes began to glow softly as he took in the scene, his hand slowly reaching for his sword. "What is it? What's wrong?" Mechanics & OOC Statblock Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovitch, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. (4/4) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. OOC: Sir Belithar will use his Divine Sense to try and detect any celestial, fiend, or undead in the area. He will also stay aware for any imminent threats to the party or Effalreich.
  4. That works for me! Williorn can cast greater invisibility on someone if needed, but that sounds much better.
  5. Williorn Barrett, Abjurer Williorn scratches his chin in thought, considering how to approach stealthily. "I've enough magic to hide one person from their gaze, but not enough for everyone." Mechanics & OOC Statblock Male LG Human Wizard 3/Master Specialist 4 || Archivist 7, Level 7, Init 1, HP 56/56, Speed 30ft AC 12, Touch 11, Flat-footed 11, Fort 8, Ref 4, Will 7, Base Attack Bonus +3 Light Crossbow (x20 Bolts) +4 (1d8, 19-20/x2) +1 Bracers of Armor (+1 Armor, +1 Dex) Abilities Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 10 Condition None Wizard Summon Familiar (Raven)A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Raven: +3 bonus on Appraise checks Scribe ScrollSCRIBE SCROLL [ITEM CREATION] Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. School Specialization (Abjuration)SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells. Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Forbidden Schools (Evocation, Necromancy) Archivist Dark Knowledge (Tactics, Puissance)Three times per day, an archivist can draw upon his expansive knowledge. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature. The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. *New monster described on page 144. Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it). Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. (3/3)x/day Lore Mastery (Arcana)Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. Still Mind (Ex)Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline. Master Specialist Skill Focus (Spellcraft) Expanded SpellbookWhen you reach 2nd level, you can add one wizard spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level. Greater Spell Focus (Abjuration) Minor School Esoterica (Ex)At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school. Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level. Feats Collegiate WizardCollegiate Wizard (Complete Arcane, p. 181) [General] You have undergone extensive training in a formal school for wizards. Prerequisite INT 13, Wizard level 1, arcane caster level 1st Benefit You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks. Special You can take this feat only as a 1st-level character. Normal 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks. Extend SpellExtend Spell [Metamagic] Benefit An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. Academic PriestAcademic Priest [General] (Legends of the Twins) Scourge: Dragonlance Campaign Feats Your path to faith is more scholarly than those of other clerics. Prerequisites: Intelligence 13+ Benefit: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Intelligence. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change. Special: You may only take this feat as a 1st-level character. If you take this feat more than once, it applies to a different divine spellcasting class each time. You may take this feat even if you have no divine spellcasting classes yet. Spell Focus (Abjuration, Enchantment)Spell Focus (Player's Handbook v.3.5, p. 100) [General] Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Spells Wizard Level 0: 4/4 + 1/1 [S] Level 1: 3/4 + 1/1 [S] + 2/2 (Bonus) Level 2: 3/3 + 1/1 [S] + 1/1 (Bonus) Level 3: 2/2 + 1/1 [S] + 1/1 (Bonus) Level 4: 1/1 + 1/1 [S] + 1/1 (Bonus) Archivist Level 0: 4/4 Level 1: 5/5 + 2/2 (Bonus) Level 2: 4/4 + 1/1 (Bonus) Level 3: 3/3 + 1/1 (Bonus) Level 4: 2/2 + 1/1 (Bonus) The Network of Arcane Lore Academies Affiliation Score: 14 +2 to one Knowledge skill (arcana) +2 to any one other guild-associated skill of your choice (Spellcraft) Mission completion vouchers are good for 2 free spells Active Effects: Mage Armor [14 hours]; Darkvision [14 hours]; Tyche's Touch [24 hours] OOC: -
  6. Kildrak Grimbeard Though the strangely mind-numbing touch was felt again, Kildrak powered through, focused on crushing this villain beneath his boot. With a war cry, he swung his hammer down upon Dshalvur, attempting to stagger him just long enough to give the others a prime opportunity to strike. Mechanics & OOC Statblock Male LN Dwarf Fighter 4 || Warblade 4, Level 4, Init 2, HP 28/63, Speed 20ft AC 23, Touch 10, Flat-footed 23, Fort 6, Ref 5, Will 0, Base Attack Bonus +4 Masterwork Warhammer +8 (1d8+3, x3) Throwing Axe (x2) +6 (1d6, x2) Masterwork Half-Plate Armor, +1 Tower Shield (+8 Armor, +5 Shield) Abilities Str 16, Dex 14, Con 17, Int 14, Wis 8, Cha 10 Condition None Active Effects: Stonefoot StanceWhile 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., Fire Resistance 10, Dodge+1 dodge bonus to AC vs specified target (Dshalvur), Charisma Drain -3 Note: Kildrak's Touch AC is 13 against Dshalvur, due to both Dodge and Stonefoot Stance bonuses. Not that it matters against this attack, but it's worth pointing out. Kildrak reactivates his Stonefoot Stance as a swift action due to moving in the last round. He then takes a 5-foot step to the right, in order to flank with Hoo'Grawr, and attacks Dshalvur with Leading the Attack. If he hits, everyone gets a +4 bonus to their attack rolls against him for the round!
  7. Here's hoping Grugurg's AC is 29 or lower! Otherwise, that's a huge waste of a turn.
  8. Jarren Grayson, the Nightshade "OOF!" Jarren grunted, taking the blow from the war hulk. Feeling himself get thrown to the ground, he crashed onto the grass hard, and had to take a moment to recover. "I'm definitely feeling that tomorrow," he thought to himself, gritting his teeth. Propping himself up on his elbows, he wiped a trickle of blood from the corner of his mouth, looked up at Grugurg, and reluctantly said, "Friend, if you're in there... I'm sorry about this." In a blur of motion, the Nightshade suddenly kipped up and darted forward. Grugurg barely had time to register the shadow moving his way as he rolled between the giant warrior's legs, popping up on the other side. A moment later, two blades plunged into his back, keenly aimed to take him down as swiftly and mercifully as possible. Mechanics & OOC Statblock Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 79/131+26, DR 1/- (6/10), Speed 60ft AC 23+4, Touch 16, Flat-footed 18+4, Fort 11+7, Ref 16+7, Will 6+7, Base Attack Bonus +13/+8/+3 Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 18-20/x2) +1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier]) +2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2) +3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex) Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15 Condition Dark Subtype Resistance: Cold 10 Hide in Plain Sight (Ex)Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect). Rogue/Avenger Sneak Attack (+7d6+13) Trap Sense (Ex) +1Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. TrapfindingTrapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. (Improved) Uncanny Dodge (Ex)Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. --- Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Evasion (Ex)Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Poison UsePoison Use Avengers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. +3 to Saves vs Poison Death Attack (DC 21)Death Attack If an avenger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (avenger's choice). While studying the victim, the avenger can undertake other actions so long as his attention stays focused on the target and the target does not detect the avenger or recognize the avenger as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the avenger's class level + the avenger's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the avenger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the avenger has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the avenger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Urban Ranger Favored Enemy (Human +4) (Gnoll +2) (Ex)Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage (and attack, due to Solitary Hunting) rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Urban TrackingUrban Tracking You can track down the location of missing persons or wanted individuals within communities. Benefit To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions: If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require. Normal A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing. Special A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check. Wild Empathy (Ex) (1d20+3)Wild Empathy (Normal) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Wild Empathy (Urban Ranger) An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world. Combat Style (Two-Weapon) (Ex)Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Improved Combat Style (Two-Weapon) (Ex)Improved Combat Style (Ex) At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor Swashbuckler Weapon Finesse (Ex)A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat. Grace (Ex) (+1)A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Barbarian Ferocity (Ex)Ferocity (Ex) Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check. While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely. The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. [0/1]x/day Lion TotemRegal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313). Shadows of Virtue Rank 30 (Nightshade) Hire for Lesser ActionA Vigilante gains the ability to hire an agent to perform a simple action. Among these include Urban Tracking/simple intelligence-gathering, stealing an unprotected item, and commandeering small numbers of horses/simple land vehicles. Lethal actions not allowed, and it is up to the DM's discretion as to how successful the agent was. This ability may be used once per mission. Base cost is 50gp for a level 1 Urban Ranger or Rogue; +100gp per additional level. Hire for Greater ActionA Nightwatch gains the ability to hire an agent to perform an advanced action. Among these include kidnapping, infiltrating a dangerous organization, stalking a target for an extended time, stealing important documents (or planting false ones), and commandeering a large convoy or sea vessel. Lethal actions must require a DM's approval, but the result is also to their discretion. This ability may be used once per mission. Base cost is 100gp for a level 1 Urban Ranger or Rogue; +200gp per additional level. Nimble ChargeRun or charge across difficult surface without Balance check Nimble StandStand from prone safely (no provoked AoOs) Dimension DoorDimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. [0/1]x/day Opportunist (Ex)Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. Magic Items Rogue BladeROGUE BLADE Price (Item Level): 12,320 gp (13th) Body Slot: — (held) Caster Level: 6th Aura: Moderate; (DC 18) illusion Activation: Swift (mental) Weight: 2 lb. The edges of this elegant rapier seem to fade and twitch, making it difficult to look at directly and surrounding it with a blur of motion though it remains perfectly still. When you activate this +1 rapier, it provides you with the effect of a blink spell for 6 rounds. The effect ends prematurely if you stop holding the rogue blade. This effect can be used twice per day. Prerequisites: Craft Magic Arms and Armor, blink. Cost to Create: 6,000 gp (plus 320 gp for masterwork rapier), 480 XP, 12 days. [2/2]x/day Belt of BattleBELT OF BATTLE Price (Item Level): 12,000 gp (13th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (mental) Weight: — This leather belt bears a platinum buckle set with three small black pearls. A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring's charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Prerequisites: Craft Wondrous Item, haste. Cost to Create: 6,000 gp, 480 XP, 12 days. [0/3] charges Rod of RopesRod of Ropes This versatile item meets your every rope-related need. Crafted from the darkest teak and repeatedly stained until it holds a lustrous black shine, this rod is a sculpted, 18-inch-long baton. Closer inspection (Search DC 15) reveals three barely perceptible concave indentations in the middle third of the rod. The three indentations act as buttons. Pressing any one of the rod’s buttons requires a move action. The rod has three functions, each of which can be employed an unlimited number of times. However, no two functions can be used at the same time Rope: When you press button 1, rope begins to extrude from one end of the rod at the rate of 60 feet per round. The rod can extrude 300 feet of rope in this manner. Pressing the button a second time stops the rope from extruding. Pressing it a third time draws the rope back in, also at a rate of 60 feet per round. Any knot in the rope automatically unties when it comes within 30 feet of the rod. This rope has the same hardness and hit points as the rest of the rod. Grappling Hook and Rope: When you press button 2, a small leather wrist loop springs from one end of the rod and three sharp grappling hooks sprout from the other end. Pressing the button again launches one-third of the rod (the end with the three hooks) in the direction you aim it. A length of rope up to 300 feet long trails behind the launched section and connects it with the end you hold; all 300 feet of rope can discharge in 1 round. The rope stops unreeling if the hooks strike something solid (including a creature) or if you give the rod a quick backward jerk. Pressing the button a third time retracts the rope, drawing the held end toward the hooked end if it is secured properly. The retracting feature can pull up to 1,000 pounds with it, drawing up 60 feet of rope per round. The rope has the same hardness and hit points as the rest of the rod. This function can be used to attack and push back opponents within 30 feet (beyond that distance it lacks sufficient power). On a successful ranged attack (no range increment) the hooked end deals 1d6 points of damage. The force of the blow is considerable, and those struck by it are subject to a bull rush effect (treat the hooked end as having a +5 bonus on its opposed check). The hooked end cannot pursue a pushed opponent. Grappling Hooks and Slide: When you press button 3, three sharp grappling hooks sprout from each end of the rod. Pressing the button again launches the two ends of the rod (each one-third of its length) in opposite directions simultaneously. A length of rope up to 300 feet long trails behind each launched section and connects it with the middle third you hold (all 600 feet of rope can discharge in 1 round). The grappling hooks work exactly as described above, including the possibility of bull rushing opponents. Pressing the button a third time causes part of the middle section to expand slightly in diameter and slide freely along the extruded rope. The slide can be released from the remaining part of the middle section by squeezing it to loosen it. Two hand loops allow you to slide down the rope if it is at an angle. Regardless of the angle of the rope or the load on it (up to 1,000 pounds), if attached firmly the rope does not sag. Pushing any button a second time returns the rod to its previous (unactivated) state. Aura/Caster Level: Moderate transmutation; CL 10th. Weight: 4 lb. Corsair's EyepatchCORSAIR'S EYEPATCH Price (Item Level): 3,000 gp (7th) Body Slot: Face Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: Swift (command) Weight: — A leather strap and a bit of hardened leather and krenshar hide make up this menacing black eyepatch. Despite its name, the improved visual acuity provided by a corsair's eyepatch is equally useful to landlubbers. Wearing this eyepatch has no negative impact on your eyesight—it appears completely transparent to you. While you wear a corsair's eyepatch over your left eye, activating it grants you the ability to use see invisibility (as the spell) for 1 round. While you wear it over your right eye, activating it grants you the benefit of the Blind-Fight feat for 1 minute. Moving the eyepatch from one eye to another requires a move action that doesn't provoke attacks of opportunity. A corsair's eyepatch functions a total of three times per day. Prerequisites: Craft Wondrous Item, see invisibility. Cost to Create: 1,500 gp, 120 XP, 3 days. Bracers of MurderBRACERS OF MURDER Price (Item Level): 8,000 gp (11th) Body Slot: Arms Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Weight: 3 lb. Each of these burnished metal bracers is adorned with grinning skull set with onyx stones in its eye sockets. Bracers of murder grant you a +2 profane bonus on attack rolls and damage rolls against flat-footed targets. If you have the death attack ability, the save DC to resist your death attack increases by 2. If you have sneak attack or sudden strike, reroll any result of 1 on the dice. Cloak of the BatCloak of the Bat Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time. Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp; Weight 1 lb. Necklace of Vine StrikeGrants sneak attack against plant creatures 3 times per day. [3/3]x/day Anklet of TranslocationANKLET OF TRANSLOCATION Price (Item Level): 1,400 gp (5th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Swift (command) Weight: — A pewter chime hangs from this simple leather ankle-band. An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 700 gp, 56 XP, 2 days. [2/2]x/day Ring of the DarkhiddenRING OF THE DARKHIDDEN Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) illusion Activation: — Weight: — More than a dozen etchings of closed eyes circle this tarnished silver ring. You are invisible to darkvision, although you are fully visible in normal light. Prerequisites: Forge Ring, invisibility. Cost to Create: 1,000 gp, 80 XP, 2 days. ShiftweaveSHIFTWEAVE Price (Item Level): 500 gp (3rd) Body Slot: Torso Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (mental) Weight: 5 lb. This otherwise plain-looking set of clothing seems to have gossamer threads woven randomly into the fabric. When you activate shiftweave, it changes your garb to resemble any of five specific outfits designated during its creation. Shiftweave has no effect on any armor you wear (nor can it mimic armor) and does not change the effect of any magical clothing you wear. Lore: Though originally created for wealthy socialites who wanted to avoid wearing the same gown to the gala, shiftweave is also useful to spies and assassins (Knowledge [nobility and royalty] DC 10). Prerequisites: Craft Wondrous Item, disguise self. Cost to Create: 250 gp, 20 XP, 1 day. Handy HaversackHandy Haversack A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb. Active Effects: Nondetection (7 hours), Gift of Grace+3 bonus to all saving throws for the rest of the day (until end of day); Conviction (130 minutes); Bear's Endurance (13 minutes); Freedom of Movement (70 minutes); Shield (1 minute) OOC: Yeouch. 30 points of damage (reduced by 1 from DR). Okay, time to break out the big moves. Swift Action: Jarren activates his Belt of Battle to grant him another standard action, depleting the belt of its remaining charges for the day. Move Action: Jarren will Tumble through Grugurg's space onto the other side. With a 30 minimum on the check, I don't think I need to roll, but I will if would like. Even with environmental effects like "severely obstructed" or "severely slippery", he still hits the DC of 30. If a roll is required, I'll be applying a use of Jarren's Daredevil Athlete feat to add another +5 to the roll for a 35 minimum. The successful Tumble triggers his Acrobatic Strike feat, which grants a +4 untyped bonus to his next attack roll against Grugurg this round. It also triggers his Acrobatic Backstab skill trick, which means he treats Grugurg as flat-footed against his next melee attack. Standard Action(s): Jarren takes both of his standard actions to attack Grugurg. If these hit, both will deal sneak attack damage. Technically, since these are two separate standard actions and not a full attack, he gets full BAB to each attack. For style reasons, he'll make one attack with each weapon he's holding: his Rogue Blade first, and his +2 Short Sword second. With his Vexing Flanker feat, these attacks gain another +4 bonus to hit. For clarity, the Rogue Blade attack has a +8 bonus on top of its normal attack modifier, and treats Grugurg as flat-footed. The Short Sword attack only has a +4 and rolls against normal AC. Reaction: In the event Grugurg still survives long enough to make an attack on his turn, Jarren's Opportunist ability from his guild fires, granting him an opportunity attack, which presumably comes with its own sneak attack due to flanking. TLDR: Jarren Tumbles through Grugurg's space. If Grugurg's AC (regular or flat-footed) is 29 or lower, Jarren deals 72 magical piercing damage and 4 cold damage. If Grugurg makes an attack on his next turn, Jarren gets an opportunity attack, dealing another 45 magical piercing damage and 2 cold damage.
  9. Gotcha. Then I'll make my post with the assumption that someone is going to flank with Jarren, so he can roll those sweet sweet sneak attack dice!
  10. Okay, so I’m confused by the wording of the web spell. If Kildrak rolls a 25 on his Strength check, how far does he go? The plan is to move straight for Dshalvur, so however close he can get, he'll do. I’m assuming he’s also unable to charge him at this time?
  11. Kildrak Grimbeard The dwarf looked on with a stunned expression as the horse fell dead. In a moment, that shock shifted to rage. Fighting through the webs, he bellowed, "Ye shouldn't have hurt the poor beast, you overblown coalfire! GIT 'IM!!!" Mechanics & OOC Statblock Male LN Dwarf Fighter 4 || Warblade 4, Level 4, Init 2, HP 40/63, Speed 20ft AC 23, Touch 10, Flat-footed 23, Fort 6, Ref 5, Will 0, Base Attack Bonus +4 Masterwork Warhammer +8 (1d8+3, x3) Throwing Axe (x2) +6 (1d6, x2) Masterwork Half-Plate Armor, +1 Tower Shield (+8 Armor, +5 Shield) Abilities Str 16, Dex 14, Con 17, Int 14, Wis 8, Cha 10 Condition None Active Effects: Stonefoot StanceWhile 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., Fire Resistance 10, Dodge+1 dodge bonus to AC vs specified target (Dshalvur) Kildrak is going to try moving through the webs to get at Dshalvur. He'll make a Strength check to move.
  12. Is there anyone in position for Jarren to flank Grugurg with? That absolute unit is gonna cause us a lot of problems, and I’ve got so many d6’s with his name on it.
  13. Alright! Amdiran managed to sneak away, though I’m going to give Dandi a chance to catch up and speak with him before he reaches the rest of the Company.
  14. Before Amdiran can return to the Company... please roll me another Stealth check. You unfortunately were not able to see Dandi waving at you.
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