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rogueblade0729

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  1. One has the right combination of character traits to make it happen. Storyteller especially seems to me that he knows how to grab and hold attention. Not even gonna make you roll for it. I encourage you all to use your skills in similar ways going forward, too! Also recall you can use them for mechanical benefits, such as adding d4s to dice rolls or gaining Inspiration.
  2. I'll say that, because Orn will provide such an excellent distraction, anyone rolling Stealth gains advantage on their checks.
  3. Honestly the worst part about splitting the party isn't even the work, it's just keeping everyone engaged, entertained, and active all at the same time. And considering the pace of the last combat, there is no way in the Nine Hells I am gonna run TWO combat encounters simultaneously.
  4. Oh, sorry, you don’t have 9 days. It's BEEN 9 days since the cultists last raided the village. You have about 3-5 days until they return.
  5. Music: Glenn Hollow Osgar answered, "I suspect they'll be back within the week. It's been 9 days since they were last here, and they rarely wait past 12." 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: - To Post: RP at will! Map of the Area
  6. Sir Belithar Galviston Sir Belithar's heightened senses fell upon Effalreich, and he did not like what he saw. Gritting his teeth, he said, "There is an evil in you, my friend. You must fight it, and I shall fight it with you!" Drawing his blade, he took a step back and stared into Effalreich's eyes, boring into his soul. "Show yourself, villain! Leave this man in peace, and face me! UNMASK thyself!" As the final words left his lips, they echoed in the cell with radiant power, attempting to compel whatever lurked within the knight to make itself plain. Mechanics & OOC Statblock Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 46/46 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. Active Effects: Bless OOC: I'm going to try a creative response to this situation. I would like Sir Belithar to cast command on the evil presence lurking within Effalreich, not Effalreich himself. The command word is "unmask", with the intent of forcing the evil presence to depart Effalreich and reveal itself to the paladin. It must make a DC 13 Wisdom saving throw or follow the command.
  7. How are we doing here folks? Looks like Hydro hasn't logged on in about a month, and Sylas is having some issues accessing MW. This is the final part of the quest, but if we're low on availability or interest, I may just speed things along and wrap things up so you can have your characters back.
  8. Hey everyone, I'm going to take some time to update the Looking for Group table that lists which characters are available for missions. To do this, I'll need your help. Please head on over there and submit any corrections that need to be made, following the format in my recent post there. Thank you!
  9. Alright everyone, time for some spring cleaning! I'd like to update the LFG table, so reply here with any corrections that need to be made. New characters that should appear on the table, characters now in missions that should be removed from the table, characters needing to go up in level, and so on. When you reply, please @ me here, and include your character's name, level, and link to their character THREAD (not their sheet).
  10. Alright folks, so what are we thinking? I've seen one suggestion to assault the outpost, and another to ambush the next band of cultists who come to town.
  11. Kildrak Grimbeard will be enjoying his hard-earned coin from the Phoera Hunt! Starting Gold: 5884 gp, 9 sp Sales Masterwork Half-Plate Armor (+375gp) Masterwork Warhammer (+156gp) Gold After Sales: 6415 gp, 9 sp Purchases +1 Warhammer (-2312gp) +1 Heavy Plate (-3150gp) Final Gold: 953 gp 9 sp
  12. Alright alright! That's a level up for Kildrak. He's currently sitting on 6002gp worth of items, so for WBL he will gain +2998gp from this mission. Not a bad payout!
  13. Kildrak also has no need of those items, so he will take his payment in WBL. This was an excellent adventure Blue Jay, thank you for running!
  14. Kildrak Grimbeard With all set to right, Kildrak grinned and let forth a hearty laugh. "Ah, I've not felt flame that hot since I last stepped into the great forges of my homeland! And no dwarf worth his steel would ever turn down such a thrilling battle! My hammer is yours, Talissa, should you ever need its protection again. Until then, farewell." With that, the Gavstorian departed for the Tavern, counting his well-earned gold, one piece at a time. Mechanics & OOC Statblock Male LN Dwarf Fighter 5 || Warblade 5, Level 5, Init 2, HP 78/78, Speed 20ft AC 25, Touch 10, Flat-footed 25, Fort 7, Ref 5, Will 0, Base Attack Bonus +5 +1 Warhammer +9 (1d8+4, x3) Throwing Axe (x2) +7 (1d6, x2) +1 Heavy Plate Armor, +1 Tower Shield (+10 Armor, +5 Shield) Abilities Str 16, Dex 14, Con 17, Int 14, Wis 8, Cha 10 Condition None Dwarf Slow and SteadyA dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision 60ft StonecuttingThis ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. StabilityDwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Racial Bonuses+2 racial bonus on saving throws against poison +2 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears) +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants) +2 racial bonus on Appraise checks that are related to stone or metal items +2 racial bonus on Craft checks that are related to stone or metal Warblade 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. Uncanny Dodge (Ex)At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead. 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. Feats Dodge Stand StillWhen a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Combat Reflexes EnduranceYou gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. White Raven DefenseWhen you are in a White Raven stance and adjacent to at least one ally, you gain a +1 bonus to AC. Furthermore. when you are wielding one of the White Raven discipline's preferred weapons, each ally adjacent to you gains a +1 bonus to AC. These bonuses don't apply when you're flat-footed. 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 (-) Note: -
  15. Kildrak Grimbeard Nodding in relief to hear Talissa will survive, Kildrak broke out two of his healing potions and downed them himself. "Mm, still need some bandages, but that'll do for now." Mechanics & OOC Statblock Male LN Dwarf Fighter 4 || Warblade 4, Level 4, Init 2, HP 34/63, 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 (-), Charisma Drain -3 Note: Kildrak drinks two CLW potions.
  16. Kildrak Grimbeard Feeling his hammer cave in Dshalvur's chest cavity, Kildrak took a few moments to watch the life fade from his enemy's eyes. Once he was sure he was dead, he grinned coldly, uttering in his native tongue, "Seht, der Zorn der Zwerge. Siehe, die heidnischen Götter, die du anbetest. Seht, euer Verhängnis." *Behold, the wrath of the dwarves. Behold, the heathen gods you worship. Behold, your doom. With that, Kildrak wiped the blood from his face and turned towards Talissa. Seeing Ez begin to administer a healing potion to her, he asked grimly, "How fares the lass?" 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 (-), Charisma Drain -3 Note: Kildrak has four more potions of cure light wounds, if more are needed to stabilize her.
  17. Williorn Barrett, Abjurer As the battle is joined, the abjurer pointed a finger at one of the guards and commanded, "HALT!" 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: 4/4 + 1/1 [S] + 1/2 (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: Williorn casts command on one of the guards. He must make a DC 17 Will save or follow the spoken command, Halt, meaning he takes no actions for 1 round.
  18. Music: Glenn Hollow Dolly and Damien are able to recall hearing legends of the Barrow King, told by various travelers to the Tavern from this land, Etharia. According to them, the Barrow King is the restless spirit of a mighty ruler from ages ago, during the days of terror wrought by Inguma, the god of nightmares. This ruler was proud and sought to bargain with Inguma for power, but in the end, this only drove the ruler mad and caused the downfall of his entire nation. The Barrow King is said to loathe all life, seeking to destroy the living whenever possible. He especially delights in making his victims suffer before snuffing them out. However much truth to the legends there are remain to be seen. "Myrna Swiftbow?" Osgar questioned. "I'd not heard that the ranger was here to aid us. But I suppose that is her way; she's not overly fond of stone houses and feather pillows." "Ah, but let's not put the horse before the cart here. Hear my tale, 'fore you begin to prepare! The Barrow King, as terrible and ruthless as he is, has never troubled Glenn Hollow before. It's the opposite, really. Outlanders flock here for safety. The Barrow King dogs them with nightmares and curses in the lands beyond our vale, but his magic cannot reach us within here. That must be why he's gathered these outlaws and cultists to do his bidding. "Three months ago was when they first showed up. It was a day like any other: crops to tend, cattle to feed, wood to chop, beer to ferment, and so on. But on that morning, we awoke to discover that Calder Cob's house was raided in the night! Calder and his whole family, gone, like a puff of smoke. Strangely enough, all their valuables were left untouched. We gathered a search party to find them, but no matter where we looked, no tracks or signs of their passing appeared to us. "In the weeks that followed, more and more of us went missing: the Brackenbrooks, the Foxgloves, the Appledores. We sent a messenger to our neighbors in the west--the dwarves of Clan Bjarvren--but she never returned. I suppose that's how Swiftbow learned of our plight. "Nowadays, the Barrow King's pawns don't even try sneaking around no more. They come in broad daylight, once a fortnight, and take one of us away. Men, women, children, it don't matter to them. We've tried to fight back, but... well, we're not warriors. Wolves and boars, we can handle on our own, but these men? The Barrow King must've granted them his dark magic, for we can't even scratch them without losing three of our own. "The good news is, I think I know where they're dragging 'em off to." Osgar withdraws a map and makes a mark along the river, about 60 miles southwest. "This is the forbidden burial ground, where no living man may walk. If the Barrow King's tomb is to be found anywhere, it's here. But, on occasion, we've also seen some of their warbands travel from out of the western hills. They may have an outpost set up there to keep watch over us, the bastards!" The old man grits his teeth, his hands clenched into fists. Then, taking a deep breath, he lifted his gaze to the party. "If you're looking for coin, we've not much to offer you. The best we can scrounge up is 100 crowns per person in your party. Whatever you claim from the Barrow King's tomb is yours to keep; we've no interest in cursed treasure. But please, if you're here to help, rescue our people and put an end to this madness!" 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: Check the "Map of the Area" below to see the Barrow King's tomb: it's the ruin marked with a triangle southwest of Glenn Hollow. Osgar is offering the party 100gp each to rescue of the villagers and stop the Barrow King's cult. You know of two locations they operate out of: the fortified outpost in the hills, 1 day to the west; and the forbidden burial ground, a 3 day's march southwest. As a reminder, Myrna Swiftbow said she would meet you all here after you arrived. If you choose to wait, she will be able to guide you through the wild to avoid being ambushed by the cult. But waiting also gives the cult time to learn of what has transpired, and to either prepare or react. To Post: RP at will! Map of the Area
  19. Kildrak makes an opportunity attack! Note that Kildrak has the Stand Still feat, so if he hits, Dshalvur is stopped in his tracks and will not be able to finish moving to the Phoera, unless he makes a Reflex saving throw. From the feat: If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. So the Reflex DC is 19.
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