Forgotten Realms: Ruins of Myth Drannor COMPLETED
Quote:
No more news on the game to report right now, fatherhood is sucking the life out of me
I know your pain there! Baby v.2 is not near as user friendly as baby v1.
I do agree with Rhu but the process to get to the happiness is long and full of sleepless nights!
As side note, I'll answer your PM about Alvar as soon as I can.
Also, I hate to say it, I might not be able to be part of the game... I changed schools and am now taking "condensed" classes. That plus work and my family are taking up ALL my time. I am also going to have to run 2 large scale training events in Jan & Feb.
If I can't play feel free to us Alvar as the party needs.
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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
- LordSeurek
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Sorry to hear you wont be able to make it Les. I dont think I will recruit anyone else, will leave it at 5 characters for now, so you can always come back in if you have the time.
Yeah, let me know about the PM and that piece of work you are looking at building in Dagger Falls. It will certainly change things in the town.
As well, November is here, and I should set a date for Session 1. Again, still waiting for our move to the new home, its not finished yet, so will take another few weeks no doubt. Assuming I am still in this home with Internet, Session #1 will begin at 7:30 EST on Wednesday, November 19. We can get some intro stuff done as well as preparing the party for the major undertaking that is the Ruins of Myth Drannor.
L.S.
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Yeah, let me know about the PM and that piece of work you are looking at building in Dagger Falls. It will certainly change things in the town.
As well, November is here, and I should set a date for Session 1. Again, still waiting for our move to the new home, its not finished yet, so will take another few weeks no doubt. Assuming I am still in this home with Internet, Session #1 will begin at 7:30 EST on Wednesday, November 19. We can get some intro stuff done as well as preparing the party for the major undertaking that is the Ruins of Myth Drannor.
L.S.
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- LordSeurek
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Kayolan wrote:
Rob, are the rules you used for encumbrance staying the same?
Yeah, that are not in the HR doc, but I remember there was some discussion on my other thread. Basically, I am not gonna police what people carry. That being said, if I feel someone is abusing it, such as finding and carrying 4 sets of plate armor with a 14 Str, then it will be looked into. You are all seasoned gamers, the ones I know, so I leave it to you on what you think is a fair carrying amount. If you have a lot of gear and think you are gonna be encumbered, let me know what you carry by a PM and I look into it.
L.S.
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- LordSeurek
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Matt. I am handling scrolls as other have done in the past. I can explain this later tonight. Just saw your PM on the scrolls
L.S.
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L.S.
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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- LordSeurek
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Hmmm, I did work out everyones Enc by the look at that link
If I have time, I'll do it again after I receive peoples characters before the first session, which will be, hopefully, 2 weeks from tonight.
On a side note Martin, if I do start mine up on time, are you moving your Warhammer game to another time or pausing it? If not, there will be a conflict of myself, you and Josh???
L.S.
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- LordSeurek
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ok, just wanted to clarify. I think that was what you initially had planned.
L.S.
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L.S.
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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- LordSeurek
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For turning undead, we will follow the rules as stated in the phb. However, it is a little vague on exactly how to determine what undead are effected. Been reading up on this on other threads and my ruling will be as follows:
If a divine turning check is made, any undead within "Line of Effect" of the cleric can be affected. The undead does not need to see the cleric as it 'senses' the presence of the cleric and its holy symbol. Sight of the undead is not necessary. Think of the line of effect as being a 10ft/caster level radius blast of positive energy. This is essentially line of sight but is not blocked by fog, darkness, and other factors that limit normal sight.
This came up in my last game and I think we ad-hoc the ruling.
L.S.
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If a divine turning check is made, any undead within "Line of Effect" of the cleric can be affected. The undead does not need to see the cleric as it 'senses' the presence of the cleric and its holy symbol. Sight of the undead is not necessary. Think of the line of effect as being a 10ft/caster level radius blast of positive energy. This is essentially line of sight but is not blocked by fog, darkness, and other factors that limit normal sight.
This came up in my last game and I think we ad-hoc the ruling.
L.S.
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- LordSeurek
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I am getting verily excited about starting this baby up. Next Wednesday is the start date. So far, we have the following people/characters:
Returning Characters:
Josh = Erlcer = Crowner 8
Martin = Nerneth = Shaman 5 / Gallowglass 5
Marc = Nazir = Ranger 5 / Assassin 5 / Marksmen 5
May be joining later if time permits and returning from last game:
Les = Alvar = Rogue 8 / Duelist 6
New Players
Kyle = Oskar = Wizard 7
Matt = ???? = Druid 7 / Monk 4
5 characters is great, we could use one more possibly. I may be recruiting an old friend that has gamed with a few of you in the past. Hopefully I'll know before next week if he will be gaming with us once more
If not, there is a certain NPC that you have met before that is getting bored with life in DaggerFalls and wants to hit the road once again. Will he be coming along for some muscle, maybe
Any questions, try and ask before Monday as I may not be reachable from Monday afternoon til game time on Wednesday due to meetings away from home.
L.S.
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
Returning Characters:
Josh = Erlcer = Crowner 8
Martin = Nerneth = Shaman 5 / Gallowglass 5
Marc = Nazir = Ranger 5 / Assassin 5 / Marksmen 5
May be joining later if time permits and returning from last game:
Les = Alvar = Rogue 8 / Duelist 6
New Players
Kyle = Oskar = Wizard 7
Matt = ???? = Druid 7 / Monk 4
5 characters is great, we could use one more possibly. I may be recruiting an old friend that has gamed with a few of you in the past. Hopefully I'll know before next week if he will be gaming with us once more
If not, there is a certain NPC that you have met before that is getting bored with life in DaggerFalls and wants to hit the road once again. Will he be coming along for some muscle, maybe
Any questions, try and ask before Monday as I may not be reachable from Monday afternoon til game time on Wednesday due to meetings away from home.
L.S.
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LordSeurek wrote:
Matt, have you decided what you want to play since our last chat/pm ????
As expected, my progress on the character came to a screeching halt. I should have capitalized on all that free time I had when last I pestered you with comments. I'll try to wrap the character up a.s.a.p.
I can say for certainty that I'm locked in with a Druid 7 / Monk 4.
Hope that helps. More to come.
- LordSeurek
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No problem Matt. Knowing your classes right now is enough for me. I am gonna ask players to either post or PM me their COMPLETE characters to me before Wednesdays game. I have what Marc, Josh, and Martin had at the end of the last game, but you guys will no doubt wanna upgrase, sell, etc.
The only character I have so far is Kyle's Wizard, so lets go people, I need em
L.S.
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The only character I have so far is Kyle's Wizard, so lets go people, I need em
L.S.
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- Damage-Devil
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- LordSeurek
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Next Wednesday, Nov 19th at 7:30 est.
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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- LordSeurek
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Thinking of revamping the # of attacks for fighting type and extra spells for casters. It was done last night in Tree's 'one-nighter' myself and Josh played in. The # of attacks may stay as is, will look it over and revamp that part of the HR doc.
However, I am looking at implementing a 4e'ish rule for spellcasters while still making use of the SEIGE system. This was done by Treebore:
SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.
Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.
As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.
May speed things up or slow em down til spellcasters get the hang of it. But I think its a much better system than the way I have spellcasters being able to cast more spells in a round. WOTC feel that this enables casters who are out of their allotment of spells, can still actively participate in an encounter. I like it and will probably go with it, as long as Tree doesn't mind.
Unless there is some real reason not to use this, I am open to discuss it, I'll review that part of my HR doc and adjust accordingly.
L.S.
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
However, I am looking at implementing a 4e'ish rule for spellcasters while still making use of the SEIGE system. This was done by Treebore:
SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.
Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.
As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.
May speed things up or slow em down til spellcasters get the hang of it. But I think its a much better system than the way I have spellcasters being able to cast more spells in a round. WOTC feel that this enables casters who are out of their allotment of spells, can still actively participate in an encounter. I like it and will probably go with it, as long as Tree doesn't mind.
Unless there is some real reason not to use this, I am open to discuss it, I'll review that part of my HR doc and adjust accordingly.
L.S.
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- LordSeurek
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Just remember, this will apply to all spellcasting NPC's and baddies you may encounter. Then again, things may go fuzzy anywho around the Mythal. Should be interesting to see how it plays out
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
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one of the things that has hampered spellcaster in the past and seemed a bit unfair is that a fighter (in 3e anyway) could swing a 2d6 greatsword attack every round on the round while wizards and the like got shafted.
I like the idea.
I doubt Nerneth will use it but I like it.
Martin
As for the Fighters attacks I think the old Unearthed arcanna system works best baring that the 3e way of 1 attack for every 5 BTH 9or is it 6)
well - nasically you get an extra attack at -5 once your Base attack reaches +6
so your attacks at level 6 for a fighter with an 18 str and specialized sword +2
would be
+12 for the first attack
+7 on the second attack
and you can only get multiple attacks if you do not move more than 5ft.
My 2 cents
Martin
OH PS
Specialization in unearthed Arcana (1st ed) allowed for non core fighters to specialize in a single weapon giving them a +1 to hit and a +2 to Damage
Fighters could Double Specialize giving them +3 to hit and +3 to damage
in C&C I think it would work like this
Fighters gain the Double Specialization ability at level 6
heh
Martin
I like the idea.
I doubt Nerneth will use it but I like it.
Martin
As for the Fighters attacks I think the old Unearthed arcanna system works best baring that the 3e way of 1 attack for every 5 BTH 9or is it 6)
well - nasically you get an extra attack at -5 once your Base attack reaches +6
so your attacks at level 6 for a fighter with an 18 str and specialized sword +2
would be
+12 for the first attack
+7 on the second attack
and you can only get multiple attacks if you do not move more than 5ft.
My 2 cents
Martin
OH PS
Specialization in unearthed Arcana (1st ed) allowed for non core fighters to specialize in a single weapon giving them a +1 to hit and a +2 to Damage
Fighters could Double Specialize giving them +3 to hit and +3 to damage
in C&C I think it would work like this
Fighters gain the Double Specialization ability at level 6
heh
Martin
I never heard back regarding Half -Ogres from you
I wanted to clarify which version of them you wanted to use for the FR game.
I will post the 3 version here .
May prefered version is #3 the comprise version
Note You have ruled that Half Ogres at a +2 Level Race
and thus cost 6000xp to play. I agree with you on this and I only mention
it as the races below have them as a +1 Level Race. I swapped out the +1
Level Adjustment in favor of the +2 as I know that is you ruling.
Below are 3 example Half-Ogre the first comes from Spiros Black a
campaign setting from Green Ronin and the 2nd from Savage Species.
They have been slightly altered to fit the game we are Playing . the Third
Version is what I feel is a good compromise and fits C&C (the modified C&C
That we play not the core version of the game)
Half-Ogre (Medium Sized) Racial Traits
+4 Strength, +2 Constitution,2 Intelligence, 2 Charisma. Few
half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
Medium: As Medium creatures, half-ogres have no special
bonuses or penalties due to their size.
A half-ogres base speed is 30 feet.
Powerful Build: The physical stature of half-ogres lets them
function in many ways as if they were one size category larger.
Whenever a half-ogre is subject to a size modifier or special
size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), he is treated as
one size larger if doing so is advantageous to him.
A half-ogre is also considered to be one size larger when
determining whether a creatures special attacks based on size
(such as improved grab or swallow whole) can affect him. A
half-ogre can use weapons designed for a creature one size
larger without penalty. However, his space and reach remain
those of a creature of his actual size.
The benefits of this racial trait stack with the effects of powers,
abilities, and spells that change the subjects size category.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+2 natural AC bonus due to tough skin.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They Require a 6000xp expenditure to play..
Nerneth would loose 2 points of Strength again No problem
For me to do, he would also deduct 2 points of Natural Armor
Again I feel that is fair.
Half-Ogre (Large Sized) Racial Traits
+6 Strength, +2 Constitution, -2 Dexterity, 4 Intelligence, 2 Charisma.
Few half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
Large: Gain a -1 to Armor Class and Attack Rolls. The Large Size
Category gives him Bonuses when Grappling, Bull Rushing and making trip
attempts, Carrying capacity is 50% more and all Clothing an such like are
also from 50-100% more expensive. Half-Ogre also have a reach of 10ft.
A half-ogres base speed is 40 feet.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+4 natural AC bonus due to tough skin.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They require an expenditure of 6000xp
to play.
Half-Ogre (Medium Sized) Racial Traits
+4 Strength, +2 Constitution,2 Intelligence, -2 Wisdom, 2 Charisma.
Few half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
(BALANCED ABILLITY SCORE ADJUSTMENTS)
Medium: As Medium creatures, half-ogres have no special
bonuses or penalties due to their size.
A half-ogres base speed is 30 feet.
Powerful Build: The physical stature of half-ogres lets them
function in many ways as if they were one size category larger.
Whenever a half-ogre is subject to a size modifier or special
size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), he is treated as
one size larger if doing so is advantageous to him.
A half-ogre is also considered to be one size larger when
determining whether a creatures special attacks based on size
(such as improved grab or swallow whole) can affect him. A
half-ogre can use weapons designed for a creature one size
larger without penalty. However, his space and reach remain
those of a creature of his actual size. The benefits of this racial trait
stack with the effects of powers, abilities, and spells that change
the subjects size category.
* Dim Witted: Half-Ogres are not very bright- more so than what
a -2 to Intelligence can convey. They tend to be gullible and
forgetful. As such when making any type of check involving
being Deceived, attempting to remember something or faced with
an illusion the Half-Ogre suffers a -2 to their roll.
* Thick Headedness: This goes Hand in hand with Dim Witted to an extant.
Due to their size and slowness of mental processes a Half-Ogre has
a tendency not to grasp when he is in danger and this carries over to
a fearlessness. +2 on all checks involving fear.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+2 natural AC bonus due to tough skin.
* Giant Blooded: as they have Giants blood in them any item
Requiring its user to be of Giant blood will function for them.
They also suffer from any abilities in the game that function
against giants or are triggered by them. Dwarfs and Gnomes
have a particular dislike for them as well. As per the C&C Guide
Dwarves and Gnomes have a +4 AC when fighting Half-Ogres.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They Require a 6000xp expenditure to play..
The above version would cause me to lower his Strength Score 2 points
And the Natural Armor by 2 as well, as adjust a few other details.
I wanted to clarify which version of them you wanted to use for the FR game.
I will post the 3 version here .
May prefered version is #3 the comprise version
Note You have ruled that Half Ogres at a +2 Level Race
and thus cost 6000xp to play. I agree with you on this and I only mention
it as the races below have them as a +1 Level Race. I swapped out the +1
Level Adjustment in favor of the +2 as I know that is you ruling.
Below are 3 example Half-Ogre the first comes from Spiros Black a
campaign setting from Green Ronin and the 2nd from Savage Species.
They have been slightly altered to fit the game we are Playing . the Third
Version is what I feel is a good compromise and fits C&C (the modified C&C
That we play not the core version of the game)
Half-Ogre (Medium Sized) Racial Traits
+4 Strength, +2 Constitution,2 Intelligence, 2 Charisma. Few
half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
Medium: As Medium creatures, half-ogres have no special
bonuses or penalties due to their size.
A half-ogres base speed is 30 feet.
Powerful Build: The physical stature of half-ogres lets them
function in many ways as if they were one size category larger.
Whenever a half-ogre is subject to a size modifier or special
size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), he is treated as
one size larger if doing so is advantageous to him.
A half-ogre is also considered to be one size larger when
determining whether a creatures special attacks based on size
(such as improved grab or swallow whole) can affect him. A
half-ogre can use weapons designed for a creature one size
larger without penalty. However, his space and reach remain
those of a creature of his actual size.
The benefits of this racial trait stack with the effects of powers,
abilities, and spells that change the subjects size category.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+2 natural AC bonus due to tough skin.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They Require a 6000xp expenditure to play..
Nerneth would loose 2 points of Strength again No problem
For me to do, he would also deduct 2 points of Natural Armor
Again I feel that is fair.
Half-Ogre (Large Sized) Racial Traits
+6 Strength, +2 Constitution, -2 Dexterity, 4 Intelligence, 2 Charisma.
Few half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
Large: Gain a -1 to Armor Class and Attack Rolls. The Large Size
Category gives him Bonuses when Grappling, Bull Rushing and making trip
attempts, Carrying capacity is 50% more and all Clothing an such like are
also from 50-100% more expensive. Half-Ogre also have a reach of 10ft.
A half-ogres base speed is 40 feet.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+4 natural AC bonus due to tough skin.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They require an expenditure of 6000xp
to play.
Half-Ogre (Medium Sized) Racial Traits
+4 Strength, +2 Constitution,2 Intelligence, -2 Wisdom, 2 Charisma.
Few half-ogres can match wits or learning with most other races but
nature has compensated by giving them imposing physiques.
(BALANCED ABILLITY SCORE ADJUSTMENTS)
Medium: As Medium creatures, half-ogres have no special
bonuses or penalties due to their size.
A half-ogres base speed is 30 feet.
Powerful Build: The physical stature of half-ogres lets them
function in many ways as if they were one size category larger.
Whenever a half-ogre is subject to a size modifier or special
size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), he is treated as
one size larger if doing so is advantageous to him.
A half-ogre is also considered to be one size larger when
determining whether a creatures special attacks based on size
(such as improved grab or swallow whole) can affect him. A
half-ogre can use weapons designed for a creature one size
larger without penalty. However, his space and reach remain
those of a creature of his actual size. The benefits of this racial trait
stack with the effects of powers, abilities, and spells that change
the subjects size category.
* Dim Witted: Half-Ogres are not very bright- more so than what
a -2 to Intelligence can convey. They tend to be gullible and
forgetful. As such when making any type of check involving
being Deceived, attempting to remember something or faced with
an illusion the Half-Ogre suffers a -2 to their roll.
* Thick Headedness: This goes Hand in hand with Dim Witted to an extant.
Due to their size and slowness of mental processes a Half-Ogre has
a tendency not to grasp when he is in danger and this carries over to
a fearlessness. +2 on all checks involving fear.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight. Half-ogres can function in no light at all.
* Human heritage Due to their mixed human heritage Half-
Ogres gain a +2 on Saving throws related to a single Ability.
This is in addition to their two Prime abilities.
+2 natural AC bonus due to tough skin.
* Giant Blooded: as they have Giants blood in them any item
Requiring its user to be of Giant blood will function for them.
They also suffer from any abilities in the game that function
against giants or are triggered by them. Dwarfs and Gnomes
have a particular dislike for them as well. As per the C&C Guide
Dwarves and Gnomes have a +4 AC when fighting Half-Ogres.
Automatic Languages: Giant or Common (choose one). Bonus
Languages: Common, Giant, Orc, Gnoll, and Goblin.
Level Adjustment +2. Half-ogres are more powerful than the
standard races. They Require a 6000xp expenditure to play..
The above version would cause me to lower his Strength Score 2 points
And the Natural Armor by 2 as well, as adjust a few other details.
SHAMAN (CHARISMA)
PRIME ATTRIBUTE: Charisma
HIT DICE d8
ALIGNMENT Any non Lawful
WEAPONS: Club, Dagger, Dart, Great Club, Mace, Spear, Staff, Knife, Sling, bow, flatchete, short sword, Javelin, Hand Axe, Whip, Scourge,
ARMOR: No restricted only trained in Medium armors or less, may use shields
ABILITIES: Totems & Domains, Taboos, Nature Lore, Spirit Companion, Detect Spirits, Rebuke Spirits, Trance, Confront, Tattoo Artistry, Craft Shamanic Items (Fetishes, Charms, Charged Fetishes etc.)
Level BtH Special
1 +0 Spirit Domain, Domain Choice, Nature Lore, Detect Spirits, Rebuke Spirits, Trance,
2 +1 Confront, Domain, Taboo
3 +1 Domain, Taboo
4 +2 Spirit companion, Tattoo Artistry
5 +2 Domain, Taboo
6 +3
7 +3 Craft Fetish,& Charm,
8 +4 Domain, Taboo
9 +4
10 +5
11 +5
12 +6 Domain, Taboo
Totems & Domains
At 1st Level a shaman chooses a Totem Spirit and a Domain that totem is tied too. They also receive the Ancestor Spirit Totem and the Spirit Domain. The Shaman gains none of the Domain Powers associated with the Domain. Shamans add the Spells of each Domain to their Known Spells list at each applicable level. Shamans also gain 1 additional spell per Spell level that they can cast per day, but this spell must be chosen from one of the Totems Domains.
Shamans do not have a holy symbol but instead have a Fetish Bag that they keep on their person filled will all the various items that their various Totem Spirits require them to have.
Shamans do not pray for spells or study dusty tomes as some other practitioners but instead barter with their Spirit Totems for the Knowledge. As such Shamans are required to take on various Taboos. Taboos must be decided by the CK and the player and are things that the player may not do or has to do. Should a Shaman break a taboo he will loose the ability to cast any spells until the next day.
Each Totem gained beyond those at first level requires the Shaman to acquire a Taboo.
Rebuke Spirits
Shamans can Rebuke (awe) or Control (command) Spirits like Neutral or Evil Clerics affect Undead.
Confront: (Curse, Disease, Magic): This ability Requires that the Shaman make a successful Trance Siege Check. The Shaman then falls into a deep trance and enters the Spirit Plane where he confronts the Spiritual manifestation of the power (Curse, Disease, Magic etc.) that they wish to overcome. The manifestation is equal in CR to the Caster Level -2. So a curse laid forth by a 9th level Wizard would have a Manifestation Challenge Rating of 7. The Ck would search out a creature of an equivalent CR. The combat, though fought on the Spirit Plane can have dire consequence for the shaman. If the Shaman is able to defeat the manifestation he will receive half damage as subduel damage. Should he loose all damage is tracked as 100% subduel.
When a Shaman enters the spirit plane he has a number of hit points equal to his maximum hit points adjusted by any Charisma damage they have sustained. This is expressed as a percentage.
Example: Magril has 57 hit points and a Charisma of 20, but has suffered 2 points of Charisma damage. This loss of Charisma is expressed as 10% and as such Magril enters the spirit plane at 51 hit points not at his total of 57
Detect Spirits
Shamans can Detect Spirits as Per the Detect Spirits Spell at Will.
Spirit Companion- Gained at 4th Level. The spirit companion may be of any animal or beast of medium size or smaller. The spirit being will have hit points equal to of the shamans base hit points plus an amount equal to the Shamans Con bonus times the shamans class level. The spirit Companions Attacks and other abilities are dependant upon the Shamans Class Level and Ability Scores.
4th
5th
6th
7th
8th
9th
10th
11th
12th
Trance- (WIS)
Thru this Skill you can accomplish the following
Sleep normally despite distractions CL -3
Sleep normally despite serious distractions CL 1
Slow Breathing to normal rate CL 5
Ignore Pain or Injury CL 5 plus the Damage Dealt
Body Awareness or Slow Breathing to rate CL 8
Heal at twice normal rate CL 10
Feign Death CL 10
Nature Lore: as per Druid (gained at 1st Level)
Additional Totems: Shamans gain additional Totems at 2nd/ 3rd/ 5th/ 8th/12th/16th/20th.
Spells Known
All 1st level Shamans begin knowing one 1st level Spells plus the spells provided by their totems (Spirit domain and one other of the Players Choosing). Shamans gain all the spells from their Domain Spell Lists at no cost other than the Taboos. Shamans collect spells by bartering with entities of the Spirit world. These spirits impart a focus for the spells the Shaman has access to. These foci act like a spell in a wizards spell book but rather than being entered into a tome they instead are placed into the shamans medicine bag. Shamans gain 1 new spell each level plus any domain spells gained and/or bonus spells provided by their Charisma bonus. Each new power gained requires a sacrifice (bribe) equal to 100gp times the spell level to be given to one of the Shamans Totem Spirits.
Should a Shaman find a fetish or charm with a power on it that they do not have, they may attempt to acquire the spell by bartering with one of their totem spirits for it. The Shaman must make a CHA Siege Check with a CL equal to the Spell Level and offer a bribe equal to 200gp per level of the spell. If the check fails the Shaman may still gain the power but will need to acquire a minor Taboo, or forsake the spell. The shaman may not attempt to barter for the spell again until they have gained an additional level in the Shaman Class.
Bonus Known Spells: Shamans gain additional known spells based on their Charisma bonus. 13-15 gains one 1st Level Spell, 16-17 gains two 1st level spells and one 2nd Level Spell. 18-19 gains three 1st, two 2nd and one 3rd Level Spell.
Note: the above bonus Known Spells do not stack.
Bonus Spells per Day:
Shamans gain additional Usable spells per day based on their Charisma bonus. 13-15 gains one 1st Level Spell, 16-17 an additional 2nd Level Spell. 18-19 gains an additional 3rd Level Spell- unlike the Bonus Known Spells per day these stack.
Example: A 7th level Shaman with an 18 Charisma will have 12 ( 1st: 6 / 2nd 4 / 3rd 3 / 4th 1 ) spells in his or her bag plus the domain spells they have acquired from their totem spirits.
Spells Useable per day
Shaman
Level 0 1 2 3 4 5 6 7 8 9
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 5 3 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 4 4 3 2 1
10 5 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
In addition to the spells listed above the Shaman gains 1 additional Spell slot per Spell level to use a Domain Spell.
Example: Gomba is a 12th level Shaman with an 18 Charisma. He can use the following number of spells per day 0: 6 1st: 6 / 2nd: 5 / 3rd: 5 / 4th: 3 / 5th: 3 / 6th: 2
When choosing Spells for use in a day the Shaman is more flexible than other Practitioners. They choose their Spells as normal but may spontaneously cast any Domain spell they have access to. They may even cast a Domain Spell of a lower level using a higher level slot if they so choose.
Spirit Familiar
Shaman Level Natural AC Bonus Int
Attack Special
4 -- 1d4 Alertness Imp. Evasion, Share Spells, Empathic Link, Touch, Manifestation, Materialization, Incorporeal
5-6 +1 1d6 Speak w/Master
7-8 +2 1d8 Speak w/ Animals of its type
9-10 +3 1d10 Turn Resistance
11-12 +4 1d12 Spell Resistance
12-13 +5 2d6
Spirit Familiars HD are equal to its masters HD and its Hit Points are equal to their Masters total HP.
Attack bonus is equal to its HD plus the bonus of its Masters Strength or Dexterity bonus (whichever is Greater.)
0 level Spells
Create Water
Cure Minor Wounds
Dancing Lights
Detect Magic
Detect Poison
Ghost Sound
Guidance
Know Direction
Light
Mending
Prestidigitation
Purify Food and drink
Resistance
1st
Animate Rope
Cause Fear
Cure Light Wounds
Detect Animals or Plants
Detect Snares and Pits
Detect Curse/Taboo
Detect Spirits
Divine Favor
Endure Elements
Entangle
Entropic Shield
Goodberry
Hypnotism
Invisibility to Spirits
Lay to Rest
Magic Weapon
Obscuring Mist
Pass without a trace
Protection from Spirits
See Spirits
Spirit Dart
Summon Monster I
Unseen Servant
2nd
Aid
Animal Messenger
Augury
Enhance Attribute
Darkness
Darkvision
Delay Poison
Endurance
Gentle Repose
Ghost Touch
Identify Spirit
Levitate
Locate Object
Protection from Arrows
Resist Elements
Rope Trick
Silence
Speak with Animals
Spirit Claws
Spirit Spear
Spiritual Weapon
Summon Monster II
Whispering Wind
3rd
Battle Rage
Bestow Curse
Blight
Blindness/deafness
Body of eyes
Call lightening
Contagion
Continual Flame
Create Food and Water
Cure Moderate Wounds
Daylight
Tiny Hut
Magic Circle against Spirits
Materialize
Natures Bounty
Phantom Steed
Plant Growth
Prayer
Protection from Elements
Remove blindness/deafness
Snare
Speak with Dead
Speak with Plants
Summon Monster III
Water Breathing
4th
Control Plants
Control Weather
Cure Serious Wounds
Death Ward
Dimensional Anchor
Dismissal
Divination
Freedom of Movement
Etheral Projection
Greater Magic weapon
Lesser Geas
Lesser Planar Ally
Neutralize poison
Polymorhic Projection
Reincarnate
Repel Vermin
Scrying
Sending
Spirit Wall
Summon Monster IV
Tongues
5th
Atonement
Awaken
Commune with Nature
Contact Other Plane
Control Winds
Cure Critical Wounds
Death Curse
Dream
Etheral Jaunt
Greater Etheral Projection
Journey of Healing
Journey of Soul retrieval
Lesser Astral Projection
Magic Jar
Nightmare
Phantasamal Killer
True Seeing
6th
Animate Object
Banishment
Curse Turning
Etheralness
Eyebite
Find the Path
Forbiddence
Etheral Banishment
Geas
Healing Circle
Legend Lore
Mass Etheral Projection
Planar Ally
Plane Shift
Slay Spirit
7th
Control weather
Greater Scrying
Insanity
Repulsion
Sequester
Shadow Walk
Vision
8th
Command Plants
Earth Quake
Finger of Death
Greater Planar Ally
Journey of Mass Healing
Trap the Soul
Whirlwind
Word of Recall
9th
Astral Projection
Elemental Swarm
Gate
Shadow Projection
Soul Bind
Weird
PRIME ATTRIBUTE: Charisma
HIT DICE d8
ALIGNMENT Any non Lawful
WEAPONS: Club, Dagger, Dart, Great Club, Mace, Spear, Staff, Knife, Sling, bow, flatchete, short sword, Javelin, Hand Axe, Whip, Scourge,
ARMOR: No restricted only trained in Medium armors or less, may use shields
ABILITIES: Totems & Domains, Taboos, Nature Lore, Spirit Companion, Detect Spirits, Rebuke Spirits, Trance, Confront, Tattoo Artistry, Craft Shamanic Items (Fetishes, Charms, Charged Fetishes etc.)
Level BtH Special
1 +0 Spirit Domain, Domain Choice, Nature Lore, Detect Spirits, Rebuke Spirits, Trance,
2 +1 Confront, Domain, Taboo
3 +1 Domain, Taboo
4 +2 Spirit companion, Tattoo Artistry
5 +2 Domain, Taboo
6 +3
7 +3 Craft Fetish,& Charm,
8 +4 Domain, Taboo
9 +4
10 +5
11 +5
12 +6 Domain, Taboo
Totems & Domains
At 1st Level a shaman chooses a Totem Spirit and a Domain that totem is tied too. They also receive the Ancestor Spirit Totem and the Spirit Domain. The Shaman gains none of the Domain Powers associated with the Domain. Shamans add the Spells of each Domain to their Known Spells list at each applicable level. Shamans also gain 1 additional spell per Spell level that they can cast per day, but this spell must be chosen from one of the Totems Domains.
Shamans do not have a holy symbol but instead have a Fetish Bag that they keep on their person filled will all the various items that their various Totem Spirits require them to have.
Shamans do not pray for spells or study dusty tomes as some other practitioners but instead barter with their Spirit Totems for the Knowledge. As such Shamans are required to take on various Taboos. Taboos must be decided by the CK and the player and are things that the player may not do or has to do. Should a Shaman break a taboo he will loose the ability to cast any spells until the next day.
Each Totem gained beyond those at first level requires the Shaman to acquire a Taboo.
Rebuke Spirits
Shamans can Rebuke (awe) or Control (command) Spirits like Neutral or Evil Clerics affect Undead.
Confront: (Curse, Disease, Magic): This ability Requires that the Shaman make a successful Trance Siege Check. The Shaman then falls into a deep trance and enters the Spirit Plane where he confronts the Spiritual manifestation of the power (Curse, Disease, Magic etc.) that they wish to overcome. The manifestation is equal in CR to the Caster Level -2. So a curse laid forth by a 9th level Wizard would have a Manifestation Challenge Rating of 7. The Ck would search out a creature of an equivalent CR. The combat, though fought on the Spirit Plane can have dire consequence for the shaman. If the Shaman is able to defeat the manifestation he will receive half damage as subduel damage. Should he loose all damage is tracked as 100% subduel.
When a Shaman enters the spirit plane he has a number of hit points equal to his maximum hit points adjusted by any Charisma damage they have sustained. This is expressed as a percentage.
Example: Magril has 57 hit points and a Charisma of 20, but has suffered 2 points of Charisma damage. This loss of Charisma is expressed as 10% and as such Magril enters the spirit plane at 51 hit points not at his total of 57
Detect Spirits
Shamans can Detect Spirits as Per the Detect Spirits Spell at Will.
Spirit Companion- Gained at 4th Level. The spirit companion may be of any animal or beast of medium size or smaller. The spirit being will have hit points equal to of the shamans base hit points plus an amount equal to the Shamans Con bonus times the shamans class level. The spirit Companions Attacks and other abilities are dependant upon the Shamans Class Level and Ability Scores.
4th
5th
6th
7th
8th
9th
10th
11th
12th
Trance- (WIS)
Thru this Skill you can accomplish the following
Sleep normally despite distractions CL -3
Sleep normally despite serious distractions CL 1
Slow Breathing to normal rate CL 5
Ignore Pain or Injury CL 5 plus the Damage Dealt
Body Awareness or Slow Breathing to rate CL 8
Heal at twice normal rate CL 10
Feign Death CL 10
Nature Lore: as per Druid (gained at 1st Level)
Additional Totems: Shamans gain additional Totems at 2nd/ 3rd/ 5th/ 8th/12th/16th/20th.
Spells Known
All 1st level Shamans begin knowing one 1st level Spells plus the spells provided by their totems (Spirit domain and one other of the Players Choosing). Shamans gain all the spells from their Domain Spell Lists at no cost other than the Taboos. Shamans collect spells by bartering with entities of the Spirit world. These spirits impart a focus for the spells the Shaman has access to. These foci act like a spell in a wizards spell book but rather than being entered into a tome they instead are placed into the shamans medicine bag. Shamans gain 1 new spell each level plus any domain spells gained and/or bonus spells provided by their Charisma bonus. Each new power gained requires a sacrifice (bribe) equal to 100gp times the spell level to be given to one of the Shamans Totem Spirits.
Should a Shaman find a fetish or charm with a power on it that they do not have, they may attempt to acquire the spell by bartering with one of their totem spirits for it. The Shaman must make a CHA Siege Check with a CL equal to the Spell Level and offer a bribe equal to 200gp per level of the spell. If the check fails the Shaman may still gain the power but will need to acquire a minor Taboo, or forsake the spell. The shaman may not attempt to barter for the spell again until they have gained an additional level in the Shaman Class.
Bonus Known Spells: Shamans gain additional known spells based on their Charisma bonus. 13-15 gains one 1st Level Spell, 16-17 gains two 1st level spells and one 2nd Level Spell. 18-19 gains three 1st, two 2nd and one 3rd Level Spell.
Note: the above bonus Known Spells do not stack.
Bonus Spells per Day:
Shamans gain additional Usable spells per day based on their Charisma bonus. 13-15 gains one 1st Level Spell, 16-17 an additional 2nd Level Spell. 18-19 gains an additional 3rd Level Spell- unlike the Bonus Known Spells per day these stack.
Example: A 7th level Shaman with an 18 Charisma will have 12 ( 1st: 6 / 2nd 4 / 3rd 3 / 4th 1 ) spells in his or her bag plus the domain spells they have acquired from their totem spirits.
Spells Useable per day
Shaman
Level 0 1 2 3 4 5 6 7 8 9
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 5 3 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 4 4 3 2 1
10 5 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
In addition to the spells listed above the Shaman gains 1 additional Spell slot per Spell level to use a Domain Spell.
Example: Gomba is a 12th level Shaman with an 18 Charisma. He can use the following number of spells per day 0: 6 1st: 6 / 2nd: 5 / 3rd: 5 / 4th: 3 / 5th: 3 / 6th: 2
When choosing Spells for use in a day the Shaman is more flexible than other Practitioners. They choose their Spells as normal but may spontaneously cast any Domain spell they have access to. They may even cast a Domain Spell of a lower level using a higher level slot if they so choose.
Spirit Familiar
Shaman Level Natural AC Bonus Int
Attack Special
4 -- 1d4 Alertness Imp. Evasion, Share Spells, Empathic Link, Touch, Manifestation, Materialization, Incorporeal
5-6 +1 1d6 Speak w/Master
7-8 +2 1d8 Speak w/ Animals of its type
9-10 +3 1d10 Turn Resistance
11-12 +4 1d12 Spell Resistance
12-13 +5 2d6
Spirit Familiars HD are equal to its masters HD and its Hit Points are equal to their Masters total HP.
Attack bonus is equal to its HD plus the bonus of its Masters Strength or Dexterity bonus (whichever is Greater.)
0 level Spells
Create Water
Cure Minor Wounds
Dancing Lights
Detect Magic
Detect Poison
Ghost Sound
Guidance
Know Direction
Light
Mending
Prestidigitation
Purify Food and drink
Resistance
1st
Animate Rope
Cause Fear
Cure Light Wounds
Detect Animals or Plants
Detect Snares and Pits
Detect Curse/Taboo
Detect Spirits
Divine Favor
Endure Elements
Entangle
Entropic Shield
Goodberry
Hypnotism
Invisibility to Spirits
Lay to Rest
Magic Weapon
Obscuring Mist
Pass without a trace
Protection from Spirits
See Spirits
Spirit Dart
Summon Monster I
Unseen Servant
2nd
Aid
Animal Messenger
Augury
Enhance Attribute
Darkness
Darkvision
Delay Poison
Endurance
Gentle Repose
Ghost Touch
Identify Spirit
Levitate
Locate Object
Protection from Arrows
Resist Elements
Rope Trick
Silence
Speak with Animals
Spirit Claws
Spirit Spear
Spiritual Weapon
Summon Monster II
Whispering Wind
3rd
Battle Rage
Bestow Curse
Blight
Blindness/deafness
Body of eyes
Call lightening
Contagion
Continual Flame
Create Food and Water
Cure Moderate Wounds
Daylight
Tiny Hut
Magic Circle against Spirits
Materialize
Natures Bounty
Phantom Steed
Plant Growth
Prayer
Protection from Elements
Remove blindness/deafness
Snare
Speak with Dead
Speak with Plants
Summon Monster III
Water Breathing
4th
Control Plants
Control Weather
Cure Serious Wounds
Death Ward
Dimensional Anchor
Dismissal
Divination
Freedom of Movement
Etheral Projection
Greater Magic weapon
Lesser Geas
Lesser Planar Ally
Neutralize poison
Polymorhic Projection
Reincarnate
Repel Vermin
Scrying
Sending
Spirit Wall
Summon Monster IV
Tongues
5th
Atonement
Awaken
Commune with Nature
Contact Other Plane
Control Winds
Cure Critical Wounds
Death Curse
Dream
Etheral Jaunt
Greater Etheral Projection
Journey of Healing
Journey of Soul retrieval
Lesser Astral Projection
Magic Jar
Nightmare
Phantasamal Killer
True Seeing
6th
Animate Object
Banishment
Curse Turning
Etheralness
Eyebite
Find the Path
Forbiddence
Etheral Banishment
Geas
Healing Circle
Legend Lore
Mass Etheral Projection
Planar Ally
Plane Shift
Slay Spirit
7th
Control weather
Greater Scrying
Insanity
Repulsion
Sequester
Shadow Walk
Vision
8th
Command Plants
Earth Quake
Finger of Death
Greater Planar Ally
Journey of Mass Healing
Trap the Soul
Whirlwind
Word of Recall
9th
Astral Projection
Elemental Swarm
Gate
Shadow Projection
Soul Bind
Weird
Rob I chose my last domain and on the list it has the following Spell
I need you to look it over and decide how you want to adjudicate it - I guess you could eyeball it at the time or just fall back to having it give a flat bonus of +2 or +1/3 Caster level or some such
New Spells
Warriors Heart
Evocation
Level: Clr 2, Courage 2, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell infuses the caster with divine energy, a power that becomes stronger the greater the odds are stacked against the caster. For every Encounter Level that the combat is beyond the casters level of experience, he receives a +1 morale bonus to attacks and saving throw rolls.
I need you to look it over and decide how you want to adjudicate it - I guess you could eyeball it at the time or just fall back to having it give a flat bonus of +2 or +1/3 Caster level or some such
New Spells
Warriors Heart
Evocation
Level: Clr 2, Courage 2, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell infuses the caster with divine energy, a power that becomes stronger the greater the odds are stacked against the caster. For every Encounter Level that the combat is beyond the casters level of experience, he receives a +1 morale bonus to attacks and saving throw rolls.
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Interesting Martin. Will give it all a read later when baby goes down and respond
FYI to everyone for tomorrow nights game. We will use the most upto date version of maptool each week. If they change and even 1 person updates, then its easier if we all update as opposed to someone having to use the zip file and revert back.
They have updated recently to 1.3.b47
To download, go here:
http://rptools.net/doku.php?id=downloads
Click the link where it says Maptool, Development, Web Start for 1.3.b47
Any issues with it, let me know.
I will try and have Skype logged on a little before game time in case anyone got any questions.
Oh yeah, and I am gonna change my HR doc on attacks and spell casting. Will update late this eve for those that wanna make use of it.
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
FYI to everyone for tomorrow nights game. We will use the most upto date version of maptool each week. If they change and even 1 person updates, then its easier if we all update as opposed to someone having to use the zip file and revert back.
They have updated recently to 1.3.b47
To download, go here:
http://rptools.net/doku.php?id=downloads
Click the link where it says Maptool, Development, Web Start for 1.3.b47
Any issues with it, let me know.
I will try and have Skype logged on a little before game time in case anyone got any questions.
Oh yeah, and I am gonna change my HR doc on attacks and spell casting. Will update late this eve for those that wanna make use of it.
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Rob can you post a list of items you want listed on a token
So far I think the following :
AC
DR
Primes:
HP
MV
Awareness: (Not sure if you use this)
Class levels
ECL (Effective Character level= your highest class plus 1/2 of your other class(s) rounded down) (this is the Base number added to your saves plus any other modifiers from Abilities or items.)
Ill email you the Token Property.
Then you will need to load it into your Maptools Campaign by importing it
By going to Edit then Campaign Properties and import it in.
So far I think the following :
AC
DR
Primes:
HP
MV
Awareness: (Not sure if you use this)
Class levels
ECL (Effective Character level= your highest class plus 1/2 of your other class(s) rounded down) (this is the Base number added to your saves plus any other modifiers from Abilities or items.)
Ill email you the Token Property.
Then you will need to load it into your Maptools Campaign by importing it
By going to Edit then Campaign Properties and import it in.
Wulfgarn wrote:
Does a Amulet of Natural Armor stack with a creature own Natural Armor.
I dont think it should Nerneth has Natural Armor +4 and an Amulet of Natural Armor +2
so does that stack?
I don't believe it did in 3E as only the higher bonus contributes when the enchanmnet is of the same type (natural armor).
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Yeah Josh, been reading over the various classes in the party. Didn't know they restricted the armor for a crowner. Not sure why. So I am removing it. There are no restrictions to armor for a crowner, so they can essentially wear any type that they want.
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497