| |  | Posted 13th January 2009 at 09:00 PM by Reveille
Tale of the Twin Suns is unique. The current present of the world has magical portals in every major city in the western lands of Seracia, plus Sunrise City on the East Coast of the continent. Basically any town of Village or larger size has such a portal network. These are today's equivalent of ariports.
[B][U]Scry Screens. [/U][/B]
The nobles and the wealthy are able to afford these. They function like TVs and also allow for tele-confrencing.
[B][U]Mass Production.[/U][/B]
It has happened. Only a handful of metropolises have the manufacturing plants, and due to the portal network, every city connected to it benefits from this. Newspapers are common and can be bought in every settlement.
[B][U]Parcel system. [/U][/B]
Every settlement in the civilized lands has a mail delivery system in place. Key buildings are whwere one can go to have your mail picked up and sent for a small fee. Ring Gates are used to allow for instantaneous delivery to a Parcel Shop anywhere else; a hub exists that allows sorting of mail to get to its proper destination.
[B][U]Arcane Firearms.[/U][/B]
Gunpowder and blackpowder will never work in the Tale; the physics of the world won't allow it. Instead firearms do exist that allow wielders of the arcane to produce spell-like effects with devices that resemble guns. The item is not considered a Magical Device and thus those that have the feats [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603382]Arcane Understanding[/url] & [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/247626-tale-twin-suns-feats-talents.html#post4603419]Arcane Firearms Proficiency[/url] are able to use them without having to have ranks in Use Magic Device.
[B][U]Other Tech.[/U][/B]
I've yet to decide on other tech adaptations.
[B][U]Underlying Feel & Tone.[/U][/B]
The feel of the civilized lands equates to Earth's own Gothic Era. The exception to this is the Elven Empire. In the Elven lands, buildings that scrape the sky exist and they combine their magics with those of dwarves to sculpt buildings right out of the ground. The combined magics are able to create any kind of building just by extracting the needed components from deep within the earth. In this regard, the heavily colonized eleven cities might resemble the Bronx and have a New York style skyline.
[B][U]The Future.[/U][/B]
Assuming the civilized lands don't get swallowed up by the savage Scaled Kingdom and/or aren't enslaved by the scaled folk, then future ill be brighter than Earth's. Plollution will be eliminated before it can adversly affect the atmosphere due to fast developments and intermingling of science and magic and will jump ahead a generation, right over our modern era and into a steampunkish future heavily resembling Dragonstar.
| Its a kind of magic | | Views 343
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|  | Posted 13th January 2009 at 01:15 PM by Reveille
In the Tale of the Twin Suns, spellcasters do not have caster levels, instead their EDR/MTR governs how powerful a spell is when it is cast.
[B][U]EDR/MTR[/U][/B]
The ability to weave spells greater than cantrips is measured by one’s Eldritch Rating (for arcane spellcaster) or Mystic Rating (for divine spellcasters). Regardless of whether PCs or NPCs can utilize cantrips, only true spellcasters have an EDR or MTR. A character capable of casting first level spells has a base of 1 in their EDR/MTR. In the traditional D20 System, caster level would reflect how a spell would manifest and its limitations. In Tale of the Twin Suns EDR/MTR is the replacement for this mechanic.
A character always has a base EDR/MTR. Spellcasters add their ability modifier that governs their bonus spells to their base EDR/MTR. When casting a spell, the spellcaster adds any other adjustments (usually from feats) to their modified EDR/MTR to determine the power of the spell cast. As the spellcaster gains levels, their base EDR/MTR improves. The improvement is on the same track as a spellcaster’s caster level in the standard D20 System.
| Its a kind of magic | | Views 303
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|  | Posted 7th January 2009 at 08:09 AM by Reveille
Tale of the Twin Suns capitalizes on the idea that money doesn't necessarily mean having power.
I've seriously cut down on the Christmas Tree of magical equipment defining the character by replacing that with racial abilities that improve as you gain levels (my Bloodline Strength mechanic), the ability to gain Incarnum abilities (powers harnessed by utilizing ones soul (an no Incarnum in the Tale is nowhere near the same as Incarnum from MoI)) and more class abilities gained as one levels up.
I've also increased the cost to create magic items (x1.5), made the steel piece the standard and lowered the amount of wealth gained as one levels up). In the Tale, your racial, incarnum and class abilities define your character, not your magic items.
| Its a kind of magic | | Views 281
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|  | Posted 6th January 2009 at 05:03 AM by Reveille
So I've been hard at work yesterday and today working on getting a diagram of the inner planes for the Tale complete.
Here it is for your viewing pleasure:
[sblock=Inner Planes Overview][img]http://www.enworld.org/forum/attachments/tale-twin-suns/38406d1231213176-cosmology-discussion-alsteir-transitive-inner-.jpg[/img][/sblock]
| Its a kind of magic | | Views 220
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|  | Posted 25th December 2008 at 07:55 PM by Reveille
[b][font=papyrus]The Adept[/font][/b]
[b][smallcaps]Game Rule Information[/smallcaps][/b]
There are corners of the world that are untouched by civilization and technology. These pockets give rise to crude spellcasters known as adepts.
Adepts are spellcasters capable of a handful of spells that are derived from the arcane and the divine, and cast these spells as divine spells. Adepts must meditate for an hour in order to refresh their allotment of spells on a daily basis.
Due to their wild and eccentric nature, adepts are most commonly hermits. Adepts are not usually relied on as wizards and sorcerers of the civilized lands, and thus are mistakenly are labeled hags or witches. More appropriately, adepts are mystical defenders or more uncommonly holy men or wise women.
[B]Alignment:[/B] Any
[B]Hit Dice:[/B] D8
[b][smallcaps]Class Skills[/smallcaps][/b]
The adept’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level:
(6 + Int modifier) x 4.
Skill Points at Each Additional Level:
6 + Int modifier.
[code][b]Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1 2 3 4 5 6[/b]
1 +0 +0 +2 +2 Aniaml Companion, 2 - - - - -
Eschew Components
2 +1 +0 +3 +3 Wild Lore 3 - - - - -
3 +2 +1 +3 +3 Evasion 3 - - - - -
4 +3 +1 +4 +4 Trackless Step 4 2 - - - -
5 +3 +1 +4 +4 4 3 - - - -
6 +4 +2 +5 +5 Brew Potion 4 3 - - - -
7 +5 +2 +5 +5 Commune with Nature 1/Day 5 4 2 - - -
8 +6/+1 +2 +6 +6 Woodland Stride 5 4 3 - - -
9 +6/+1 +3 +6 +6 Seductive 5 4 3 - - -
10 +7/+2 +3 +7 +7 Percipience 5 5 4 2 - -
11 +8/+3 +3 +7 +7 Commune with Nature 2/Day 6 5 4 3 - -
12 +9/+4 +4 +8 +8 Improved Evasion 6 5 4 3 - -
13 +9/+4 +4 +8 +8 Speak with Spirits 6 5 5 4 2 -
14 +10/+5 +4 +9 +9 Timeless Body 6 6 5 4 3 -
15 +11/+6/+1 +5 +9 +9 Commune with Nature 3/Day 6 6 5 4 3 -
16 +12/+7/+2 +5 +10 +10 6 6 5 5 4 2
17 +12/+7/+2 +5 +10 +10 Spiritform 1/Day 6 6 6 5 4 3
18 +13/+8/+3 +6 +11 +11 Slippery Mind 6 6 6 5 5 4
19 +14/+9/+4 +6 +11 +11 Commune with Nature 4/Day 6 6 6 5 5 5
20 +15/+10/+5 +6 +12 +12 Longevity, Spiritform 2/Day 6 6 6 6 6 6[/code]
[b][smallcaps]Class Features[/smallcaps][/b]
All of the following are class features of the adept.
[b]Weapon and Armor Proficiency:[/b] Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
[b]Orisons:[/b] The adept is capable of casting a number of orisons per day equal to two plus half her level. The adept always has access to her orisons, regardless of whether the adept has meditated for the day.
[b]Spells:[/b] An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier. Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they must meditate for their spells, receiving them as divine gifts from the land itself. The adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. The most common times that adepts choose to meditate to refresh their spell allotment is the midnight hour, second dusk or rising dawn.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is represented on the class table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
[b]Animal Companion (Ex):[/b] Adepts’ begin play with an animal companion selected from the following list: bat, cat, dog, owl, rat, raven or snake (tiny viper). This animal is serves as a life companion for the adept.
A 1st-level adept’s companion is completely typical for its kind except as noted below. As the adept advances in level, the animals power increases as shown on the table. If the adepts’ companion has perished, she gains a new one after a full day has passed.
The adepts’ druid level for determining her companion’s abilities is equal to her adept level.
[b]Eschew Components (Ex):[/b] The adept is able to cast her spells with a flick of the wrist and/or an utterance. Any spells that have complex somatic or material components are treated as if the adept had applied still spell and eschew materials applied to them. The adepts’ hands need to be free to cast any spell, regardless. If a spell has an expensive material component the adept may sacrifice a portion of her own essence to power it instead.
She does not need to obtain the material component, but she must instead pay a price in experience points for casting the spell. The adept pays 1/25 of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus if an adept casts stoneskin, which require 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 ÷ 25 = 10). Spells that already require an expenditure of experience points are handled normally.
[b]Wild Lore (Ex):[/b] The adept can identify plants and animals (their species and special traits) with perfect accuracy and can determine whether water is safe to drink or dangerous. In addition the adept gains +3 bonus on Knowledge (nature) check to correctly identify herbs and roots.
[B]Evasion (Ex):[/B] At 3rd level and higher the adept 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 adept is wearing light armor or no armor. A helpless adept does not gain the benefit of evasion.
[b]Trackless Step (Ex):[/b] Starting at 4th level the adept leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
[b]Brew Potion (Ex):[/b] The adept gains Brew Potion as a bonus feat at 6th level.
[b]Commune with Nature (Su):[/b] At 7th level, the adept can use commune with nature once per day as a supernatural ability. At 11th level and every four levels thereafter the adept may use this ability one more time per day.
[b]Woodland Stride (Ex):[/b] At 8th level the adept may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
[B]Seductive (Ex):[/B] At 9thllevel the adept gains a +6 bonus to all Charisma checks involving members of the opposite gender and a +3 bonus involving member of the same gender.
[b]Percipience (Su):[/b] At 10th level the adept can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability disconcerting at first, because it makes her realize how pervasive spirits are: they are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. Adepts sometimes become alerted to danger when the nature spirits of an area are upset or absent.
When an area is devoid of sprits or if spirits around the adept are agitated, the adept cannot be caught flat-footed and the character gains a +3 deflection bonus to her AC. This bonus lasts for only the first round of combat.
[sblock=Spirits][b][font=papyrus]Spirits[/font][/b]
When an adept uses her speak with spirits ability, it generally takes her at least a minute to coax a spirit to appear. These spirits usually take on a translucent humanoid form, although sometimes they simply make a face appear in the water, wood, or other substance they inhabit. Spirits do not like to speak with mortals, but an adept is special and thus more tolerable.
The nature of a spirit sometimes dictates its answer, particularly when a longer answer is requested. Water spirits are quick witted but easily distracted. Wood spirits are quiet and demure. Air spirits are impatient and easily flustered. Creature spirits vary considerably – these are the totem spirits that totem warriors bond with. Stone spirits are the least friendly, the slowest to respond, and the hardest to fathom. Yet, as some of the oldest and most stable, they may have the best and most reliable information.
Spirits have no standard stats – hit points, Armor Class, etc. They are beyond mortal interactions. However, diverting a river spirit’s flow (or a severe drought) can destroy that spirit, as can cutting apart or breaking the stone of a stone spirit. A wood spirit chopped down is destroyed, and, while air spirits are difficult to destroy, they rarely spend much time in one place – wind and weather may send them far away at a moment’s notice.[/sblock]
[B]Improved Evasion (Ex):[/B] This ability works like evasion, except that while the adept still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless adept does not gain the benefit of improved evasion.
[b]Speak With Spirits (Su):[/b] At 13th level the adept can speak with the spirit of a tree, a brook, the air, or any other part of nature that he touches. Once per day he can ask a spirit a question that requires an answer of up to one word per adept level or a series of yes/no questions – one per adept level. Generally, only natural things have spirits – wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if an adept asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100 yard radius, however – a river miles long has many spirits. A spirit has a 75 percent chance, plus 1 percent per level of the adept, to know the answer to a question about things farther afield, such as, “Is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or to the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I’m here?”
To convince the spirit to give an answer, the adept must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM’s discretion). The check’s Difficulty Class depends on the type of spirit.
[b]DC Spirit[/b]
10 Water
15 Wood
18 Air
20 Animal
30 Stone
The adept can speak with spirits once per day for every three levels she has plus one additional time per point of Wisdom bonus.
[b]Timeless Body (Ex):[/b] After attaining 14th level, an adept no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
[b]Spiritform (Sp):[/b] At 17th level the adept can make her body into a spiritform for up to one minute per level once per day. Spiritform allows the adept to become incorporeal for the ability’s duration.
At 20th level and every three levels thereafter, the adept may use this ability one additional time per day.
[B]Slippery Mind (Ex):[/B] The ability grants the adept a chance to wriggle free from magical affects that would otherwise control or compel her. If the adept is affected an enchantment spell or effect and fails her saving throw, she can attempt it again one round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
[b]Longevity (Su):[/b] Adepts that achieve 20th level benefit from an extended lifespan. The adept’s maximum age is changed to equal the maximum age + the maximum die roll possible; the total is then multiplied by three. This is the adepts new maximum age.
[D]-[/D]
[B][FONT=papyrus]Adept Spell List[/FONT][/B]
Adepts choose their spells from the following list.
[b]Orisons:[/b] create water, detect magic, ghost sound, guidance, know direction, light, mending, purify food and drink, read magic, touch of fatigue.
[B]1st Level:[/B] bless, burning hands, calm animals, cause fear, command, comprehend languages, cure wounds, detect chaos, detect evil, detect good, detect law, endure elements, entangle, jump, longstrider, obscuring mist, protection from chaos/evil/good/law, sleep.
[B]2nd Level:[/B] aid, animal messenger, alter self, animal trance, barkskin, bear’s endurance, bull’s strength, cat’s grace, cure wounds, darkness, delay poison, eagle’s splendor, fog cloud, fox’s cunning, gentle repose, gust of wind, hold animal, identify, invisibility, mirror image, owl’s wisdom, pass without trace, remove paralysis, resist energy, scorching ray, see invisibility, shatter, soften earth and stone, speak with animals, web.
[B]3rd Level:[/B] continual flame, cure wounds, daylight, deep slumber, deeper darkness, dispel magic, dominate animal, invisibility purge, glyph of warding, lightning bolt, meld into stone, neutralize poison, plant growth, remove curse, remove disease, sleet storm, stone shape, tongues, water breathing, wind wall.
[B]4th Level:[/B] air walk, antiplant shell, call lightning, command plants, control water, create food and water, cure wounds, gaseous form, minor creation, protection from energy, restoration, solid fog, speak with plants, spike stones, wall of fire.
[B]5th Level:[/B] baleful polymorph, break enchantment, control water, control winds, cure wounds, dismissal, fabricate, faithful hound, greater invisibility, heal, ice storm, overland flight, major creation, passwall, raise dead, scrying, tree stride, true seeing, wall of stone, wall of thorns.
[B]6th Level:[/B] antilife shell, call lightning storm, chain lightning, cone of cold, control weather, cure wounds, forbiddance, heal, ironwood, legend lore, major creation, move earth, plane shift, repel wood, resurrection, spellstaff, stone to flesh, stoneskin, transport via plants, waves of exhaustion.
| Its a kind of magic | | Views 758
Comments 1
|  | Posted 25th December 2008 at 07:48 AM by Reveille
[code]Arilee Antea
Female, Dwarf, Wizard
Lawful Neutral
Medium, 4' 3", 116 lbs., 61 years old
White, Blue, Light Brown
[b][u]LANGUAGES[/b][/u]
Common, Dwarven, Draconic, Undercommon
STR: 13 (+1)
CON: 17 (+3)
DEX: 14 (+2)
INT: 17 (+3)
WIS: 12 (+1)
CHA: 09 (-1)
[b]Hit Points:[/b] 10
[b]Initiative:[/b] +2
[b]Speed:[/b] 4 squares (20 feet)
[b][u]DEFENSES[/b][/u]
AC: 12 (16 when Shield is cast)
Fort: +0
Ref: +0
Will: +2
+1 to all saves when Resistance is cast
+2 against poison
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature
loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed,
it loses its dodge bonus, too.
Melee or Attack
[u][b]ATTACKS[/b] Ranged Bonus Damage Critical Range Type Weight Notes[/u]
Dagger x2 Melee +01 1D4+1 19-20/x2 10 ft. P/S 2 lbs.
Dagger x2 Ranged +02 1D4 19-20/x2 10 ft. P/S 2 lbs.
Light Crossbow Ranged +02 1d8 19-20/x2 80 ft. P 4 lbs.
- 30 Bolts 3 lbs.
Key Skill Ability Ranks Misc. Magic
[u][b]SKILLS[/b] Ability Modifier Modifier Class Skill Modifier Modifier Notes[/u]
Appraise INT +04/+06 +03 01/n xxx xxx 4
Balance DEX +02 +02 xx/n xxx xxx 1
Bluff CHA -01 -01 xx/n xxx xxx
Climb STR +01 +01 xx/n xxx xxx 1
Concentration CON +07 +03 04/y xxx xxx
Craft INT --- --- xx/y --- ---
- Pick One - +xx +03 ---- xxx xxx
Decipher Script INT +05 +03 02/y xxx xxx
Diplomacy CHA -01 -01 xx/n xxx xxx
Disable Device INT +03 +03 xx/n xxx xxx
Disguise CHA -01 -01 Xx/n xxx xxx 1
Escape Artist DEX +02 +02 Xx/n xxx xxx 1
Forgery INT +03 +03 Xx/n xxx xxx
Gather Information CHA -01 -01 xx/n xxx xxx
Handle Animal CHA xxx xxx Xx/n xxx xxx 3
Heal WIS +01 +01 xx/n xxx xxx
Hide DEX +02 +02 Xx/n xxx xxx 1
Intimidate CHA -01 -01 xx/n xxx xxx
Jump STR +01 +01 Xx/n xxx xxx 1
Knowledge INT --- --- ---- --- ---
- Arcana - +07 +03 04/y xxx xxx
- Arch & Engineering - +05 +03 02/y xxx xxx
- Dungeoneering - +05 +03 02/y xxx xxx
- Geography - +03 +03 Xx/y xxx xxx
- History - +03 +03 xx/y xxx xxx
- Local - +03 +03 Xx/y xxx xxx
- Nature - +03 +03 Xx/y xxx xxx
- Nobility & Royalty - +03 +03 xx/y xxx xxx
- Religion - +03 +03 xx/y xxx xxx
- The Planes - +03 +03 xx/y xxx xxx
Listen WIS +01 +01 xx/n xxx xxx
Move Silently DEX +02 +02 xx/n xxx xxx 1
Open Lock DEX xxx +02 xx/n xxx xxx 3
Search WIS +01 +01 xx/n xxx xxx
Sense Motive WIS +01 +01 xx/n xxx xxx
Sleight of Hand DEX xxx +02 xx/n xxx xxx 3
Spellcraft INT +07 +03 04/y xxx xxx
Spot WIS +01 +01 xx/n xxx xxx
Survival WIS +01 +01 xx/n xxx xxx
Swim STR +01 +01 xx/n xxx xxx 2
Tumble DEX +02 +02 xx/n xxx xxx 1 & 3
Use Magic Device CHA xxx -01 xx/n xxx xxx 1
Use Rope DEX +02 +02 xx/n xxx xxx
1. Armor Check Penalty
2. Double Armor Check Penalty
3. Can't Use Untrained
4. +2 Stone or Metal items
[u][b]FEATS[/b][/u][list][*]Toughness[/list]
[u][b]RACIAL TRAITS & POWERS[/b][/u][list][*]Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and dwarves can function just fine with no light at all.[*]Stonecunning: This 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.[*]Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons,
rather than exotic weapons.[*]Stability: A dwarf gains 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).[*]+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 and goblinoids.[*]+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its
Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge
bonus, too.[*]+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.[/list]
[b][u]OTHER CLASS FEATURES[/u][/b][list][*]Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to
the character because of her race.[*]Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the
sorcerer description and the information on Familiars below for details.[*]Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.[/list]
[b][u]EQUIPMENT[/u][/b]
Explorer's Outfit (Worn, 8 lbs.)
Dagger (belt left, 1 lb.)
Dagger (belt right, 1 lb.)
Spell Component Pouch (belt front right, ½ lb.)
Spell Component Pouch (belt back right, ½ lb.)
Light Crossbow (left shoulder, 4 lbs.)
Quiver (Right shoulder, 3 lbs.))
Backpack (Center back, 28 lbs.)
Bedroll (Below backpack, 5 lbs.)
Signet Ring (Right 4th finger)
Belt (Waist, ½ lb.)
Boots or Slippers (feet, ??wt)
Waterskin x3 [Full] - Water (Backpack, 12 lbs)
Trail Rations - 14 days (Backpack, 14 lbs.)
Coins- 5gp
Spell Components (Pouch)[/code]
[B][U]HISTORY & CHARACTER INFORMATION[/U][/B]
Arilee is the twelfth child of Aroll & Ethee Antea. She was named after her grandmother on her fathers’ side who died in battle defending the dwarven enclave of Agnacia in the depths of Mt. Stone against a hostile drow invasion force twenty years prior to her birth. The force was repelled and hasn't been back.
Arilee was noticed for her hardiness and intellect at an early age and her parents had placed her in the enclaves’ militia for her training to become a stalwart defender of it. Arilee had much difficulty grasping the concept of melee and she took every opportunity to be punished for her shortcoming in her training so that she could spend time pouring over old musty tomes and reading books. It didn't take very long for Marteth Araback, the headmaster of the militia to kick her out of the training program. Her parents didn't know what to do with her and so Arilee asked them if they would fund her endeavor to become a praticed wizard by enrolling her in The Gilded Academy. They were hesitant, but her constant nagging over the course of a year finally made them cave.
She took to the wizarding ways like a fish to water. Her resilience and intellect made her a candidate to become one of the most revered wizards the enclave had seen in millennia. Her studies allowed her to explore options that came naturally to her due to her dwarven blood. She learned how to appraise from the Master Appraiser himself, Alistair Allgood. Focusing her studies on teachings of architecture, engineering and Dungeoncraft when not gleaning the envy of other students for being able to outsmart and out do them in markings, she learned these fields of knowledge by apprenticing with the enclaves’ engineers and tunnelers and by pouring of tomes of the subject matter.
In just 21 years she mastered the arcane and is now a full fledged recognized wizard in the southwest dwarven territories. One of the stipulations of this recognition is that if and when she should ever receive word of the dwarven territories ever need her for any reason (whether for her to teach or put to use any of her fields of knowledge or talents) she must journey to them and accept what they have laid out for her.
Currently Arilee is set out on adventure, looking for a group to join up with and she hopes to loot lost information, tomes and books to expand upon what she knows and to learn new spells and hopefully learn new things that might help in her survival as an adventuring wizard.
[b][u]SIBLINGS[/b][/u]
6 Brothers; Balanor, Galathor, Makaneega, Rana, Thanious, Vicci
5 Sisters; Anabelle, Delora, Nanaka, Selawyn, Wyria
[B][U]PERSONALITY[/U][/B]
Arilee is a studious wizard. Whenever not actively engaged in the adventuring lifestyle or pursuing a goal she always has her face buried in a tome or book. She has difficulty dealing with other people, but that doesn’t mean she doesn’t try. If someone strikes up a conversation about one of her fields of knowledge she loves to listen to what they have to say and takes it all in before replying. That doesn’t mean she doesn’t talk too much though; but sometimes when she gets started talking she is hard to shut up.
Arilee has a soft spot for helping out the underdog; though she can’t dish out much damage in fisticuffs, she can certainly take it. If she has to, she’ll let someone beat on her until she’s had enough. When she seriously gets annoyed, she’ll let her temper get the better of her and unleash the unforgiving eldritch energy she has stored within her.
[B][U]APPEARANCE[/U][/B]
Arilee is quite tall for a female dwarf, for this she is taken seriously when dealing with other dwarves. She has long straight white flowing hair that reaches down to the back of her knees. She likes to keep her hair in braids so as to keep it out of her way when engaged in combat. She is a stickler for keeping her hair clean and generally likes to keep enough water on her to at least bathe her hair at least once a week when she is away from the pleasantries of civilization.
She has a scar on the underside of her right arm, the remnant of a battle she lost to an elven swordsman.
Arilee has quite pleasant looks, but she spoils her looks when she gets mad, she can be quite bad tempered and when pressed she has no remorse about retaliating against real and imagined slights.
[B][U]SPELLS PER DAY & PREPARED[/U][/B]
[code]CANTRIPS [] [] []
1st Level [] []
[b][u]TYPICALLY PREPARED[/u][/b]
[U]Cantrips[/U]
Detect Magic
Resistance
Mage Hand
[U]1st Level[/U]
Magic Missile
Shield[/code]
[B][U]SPELLBOOK[/U][/B]
[code][u]Cantrips[/u]
Acid Splash Orb deals 1d3 acid damage.
Arcane Mark Inscribes a personal rune (visible or invisible).
Dancing Lights Creates torches or other lights.
Daze Humanoid creature of 4 HD or less loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Disrupt Undead Deals 1d6 damage to one undead.
Ghost Sound Figment sounds.
Read Magic Read scrolls and spellbooks.
Flare Dazzles one creature (–1 on attack rolls).
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whispered conversation at distance.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Ray of Frost Ray deals 1d3 cold damage.
Resistance Subject gains +1 on saving throws.
Touch of Fatigue Touch attack fatigues target.
[u]1st Level[/u]
Mage Armor Gives Subject +4 Armor Bonus
Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5)
Magic Weapon Weapon Gains +1 Bonus
Ray of Enfeeblement Ray deals 1d6 +1 per two levels STR damage
Shield Invisible Disc gives +4 to AC, blocks Magic Missile
True Strike +20 on your next attack roll[/code]
| Its a kind of magic | | Views 185
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|  | Posted 20th December 2008 at 09:02 AM by Reveille Updated 20th December 2008 at 09:07 AM by Reveille
Luna appeared in Deuce Traveller's Six Nights To Years End Ptolus game.
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[IMG]http://i6.photobucket.com/albums/y210/Frukathka/LunaUpload2.jpg[/IMG]
[font=papyrus][b]Luna Requiem[/b][/font]
[b]Female Wood Elf, Elf Paragon 1st, Martial Rogue 9th[/b]
[b]Alignment:[/b] Chaotic Good
[b]Deity:[/b] Aldinach, Goddess of the Moons
[b]Height/Weight:[/b] 5’ 5” / 152 lbs.
[b]Age:[/b] 155
[b]Appearance:[/b] Luna has short blonde hair and deep blue eyes. She is tall for her kind and quite attractive too. Luna has a tattoo of Lunas on her back, half of the moon hidden by a milky white cloud and has the Praemal’s starscape in the background.
[color=deepskyblue]"Luna speaks in deep sky blue"[/color]
OOC in [color=olivedrab]olive drab[/color]
[b]Statistics[/b]
Str: 22 +6 [color=olivedrab](+2 racial bonus, +2 from levels)[/color]
Dex: 16 +3
Con: 15 +2
Int: 16 +3
Wis: 15 +2
Cha: 14 +2
[b]Hit Points:[/b] [color=red]80[/color]/80 [color=olivedrab][62 Base, 18 Con][/color]
(1D8 Paragon level, 9D6 Rogue levels)
[b]Armor Class:[/b] 22, touch 19, flat-footed 13 [color=olivedrab][10 base + 7 armor + 3 dex, +2 natural (amulet)][/color]
[b]Armor Check Penalty:[/b] -2
[b]Initiative:[/b] +13 [color=olivedrab][+4 improved initiative, +4 lightning initiative, +2 quick reconnoiter +3 dex][/color]
[b]BAB:[/b] +6/+1
[b]Grapple:[/b] +12
[b]Speed:[/b] 30ft [color=olivedrab][30 base][/color]
[b]Saves[/b][list][*]Fort: +6 [color=olivedrab][3 base + 2 Con + 1 cloak][/color][*]Reflex: +12 [color=olivedrab][8 base + 3 Dex + 1 cloak][/color][*]Will: +6 (+10 enchantments) [color=olivedrab][3 base + 2 Wis + 1 cloak + 4 against enchantment spells or effects][/color][/list]
[b]Attacks[/b][list][*]Melee Attack: Unarmed [Nonlethal] (+12/+7, 1D3+6)
[color=olivedrab][Atk: +6/+1, +6 Str] / [Dmg: +6 Str][/color][*]Melee Attack: Unarmed [Lethal] (+8/+3, 1D3+6)
[color=olivedrab][Atk: +6/+1, +6 Str, -4 Lethal Damage Penalty] / [Dmg: +6 Str][/color][*]Melee Attack: Masterwork Dagger (+13/+8), 1D4+6, range increment 20 ft., piercing or slashing)
[color=olivedrab][Atk: +6/+1, +6 Str, +1 Masterwork] / [Dmg: +6 Str][/color]
[color=olivedrab]Additional +1 Atk & Dmg if target is within 30 ft. of Luna[/color][*]Missile Attack: Magical Composite Longbow (+13/+8, 1D8+10, range increment 220 ft., piercing)
[color=olivedrab][Atk: +6/+1, +3 Dex, +2 Magic, +2 Greater Weapon Focus] / [Dmg: +6 Str, +2 Magic, +2 Specialized][/color]
[color=olivedrab]Additional +1 Atk & Dmg if target is within 30 ft. of Luna[/color][/list]
[b]Languages:[/b] [list][*]Common[*]Draconic[*]Dwarvish[*]Elvish[*]Undercommon[/list]
[b]Skills[/b][list][*]Balance[sup][b]ACP[/b][/sup] [b]+16[/b] [color=olivedrab][13 ranks + 3 Dex][/color][*]Climb[sup][b]ACP[/b][/sup] [b]+8[/b] [color=olivedrab][2 ranks + 6 Str][/color][*]Disable Device [b]+16 (+18 w/Tools)[/b] [color=olivedrab][13 ranks + 3 Int +2 Masterwork Thieves Tools][/color][*]Escape Artist[sup][b]ACP[/b][/sup] [b]+16[/b] [color=olivedrab][13 ranks + 3 Dex][/color][*]Fate Weaving [b]+8[/b] [color=olivedrab][6.5 ranks + 2 Wis] (Ptolus, pg. 112)[/color][*]Hide[sup][b]ACP[/b][/sup] [b]+9[/b] [color=olivedrab][6 ranks + 3 Dex][/color][*]Jump[sup][b]ACP[/b][/sup] [b]+6[/b] [color=olivedrab][0 ranks + 6 Str][/color][*]Knowledge (Arcana)[sup][b]CC[/b][/sup] [b]+4[/b] [color=olivedrab][1 ranks + 3 Int][/color][*]Listen: [b]+17[/b] [color=olivedrab][13 ranks + 2 Wis, +2 Racial Bonus][/color][*]Move Silently[sup][b]ACP[/b][/sup] [b]+15[/b] [color=olivedrab][7 ranks + 3 Dex, +5 Boots of Elvenkind] [/color][*]Open Lock [b]+16 (+18 w/Tools)[/b] [color=olivedrab][13 ranks + 3 Dex, +2 Masterwork Thieves Tools][/color][*]Search [b]+15[/b] [color=olivedrab][8 ranks + 3 Int, +4 Racial Bonus][/color][*]Spellcraft[sup][b]CC[/b][/sup] [b]+8 (+10 scrolls)[/b] [color=olivedrab][5 ranks + 3 Int, +2 UMD synergy bonus to decipher spells on scrolls][/color][*]Spot [b]+15[/b] [color=olivedrab][9 ranks + 2 Wis, +4 Racial Bonus][/color][*]Swim[sup][b]DACP[/b][/sup] [b]+7[/b] [color=olivedrab][1 ranks + 6 Str][/color][*]Use Magic Device [b]+17[/b] [color=olivedrab][13 ranks + 2 Cha, +2 Spellcraft Synergy][/color][*]Use Rope [b]+4[/b] [color=olivedrab][1 ranks + 3 Dex][/color][/list]
[b]Skill Abbreviations[/b][list][*]ACP = Armor Check Penalty[*]CC= Cross Class Skill[*]DACP = Double Armor Check Penalty[/list]
[b]Feats[/b][list][*]Martial Weapon Proficiency (Longsword) [color=olivedrab][Racial bonus feat][/color][*]Martial Weapon Proficiency (Rapier) [color=olivedrab][Racial bonus feat][/color][*]Martial Weapon Proficiency (Longbow & Composite Longbow) [color=olivedrab][Racial bonus feat][/color][*]Martial Weapon Proficiency (Shortbow & Composite Shortbow) [color=olivedrab][Racial bonus feat][/color][*]Improved Initiative [color=olivedrab][1st Level][/color][*]Point Blank Shot [color=olivedrab][1st Level Martial Rogue] [/color][*]Quick Reconnoiter [color=olivedrab][3rd Level] (Complete Adventurer, pg. 112) [/color][*]Weapon Focus (Long Bow) [color=olivedrab][3rd Level Martial Rogue] [/color][*]Weapon Specialization (Long Bow) [color=olivedrab][5th Level Martial Rogue][/color][*]Lightning Initiative [color=olivedrab][6th Level] (Quintessential Fighter, pg. 39)[/color][*]Far Shot [color=olivedrab][7th Level Martial Rogue][/color][*]Greater Weapon Focus (Long Bow) [color=olivedrab][9th Level][/color][*]Precise Shot [color=olivedrab][9th Level Martial Rogue][/color][/list]
[b]Abilities Granted[/b][list][*] Luna gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.[*]Luna may make one Spot check and one Listen check each round as a free action.[*]When Luna uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When she uses a thrown weapon, its range increment is doubled.[*]Luna can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on her attack roll.[/list]
[b]Racial Abilities[/b][list][*]Immunity to magic sleep effects, and a +4 racial saving throw bonus against enchantment spells or effects.[*][b]Low-Light Vision:[/b] Luna can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.[*][b]Weapon Proficiency:[/b] Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.[*]+2 racial bonus on Listen checks, +4 on Search, and Spot checks. When Luna merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.[/list]
[b]Class Features[/b][list][*][b]Trapfinding:[/b] Only rogues can use the Search skill to locate traps when the task has a DC 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. Luna 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. When Luna 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.[*] [b]Spell Reflection:[/b] [color=olivedrab](Complete Mage, pg. 35)[/color] Luna has the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at Luna, she can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This effect only applies to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren’t subject to this reflection. If a single spell or ability misses Luna more than once at the same time (such as scorching ray cast by a high level caster), she can redirect each portion of the spell that missed her. Luna can use this ability a number of times per day equal to 1+ her Dexterity modifier (4/Day). This ability replaces evasion and requires that Luna have one rank in the knowledge (arcana) skill. [*] [b]Uncanny Dodge (Ex):[/b] Luna can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.[*] [b]Improved Uncanny Dodge (Ex):[/b] Luna can no longer be flanked. This defense denies another rogue the ability to sneak attack Luna by flanking her, unless the attacker has at least four more rogue levels than Luna does.[/list]
[b]Basic Equipment[/b][list][*]Backpack, 2 lbs. [color=olivedrab] [1 gp, 8 sp][/color][list][*]Acid (flask) x5 [color=olivedrab][45 gp][/color][*]Antitoxin x2 [color=olivedrab][90 gp][/color][*]Crowbar, 5 lbs. [color=olivedrab][1 gp 8 sp][/color][*]Magnetic Compass, 1 lb. [color=olivedrab][405 gp][/color][*]Multiflask x3 [color=olivedrab][8gp 1sp][/color][*]Pocketwatch, 1 lb. [color=olivedrab][27 gp][/color][*]Signal Whistle [color=olivedrab][7sp, 2 cp][/color][*]Silk Rope - 50 ft., 5 lbs. [color=olivedrab][9 gp][/color][*]Sledge, 10 lbs [color=olivedrab][9 sp][/color][*]Small Steel Mirror, .5 lb. [color=olivedrab][9 gp][/color][*]Spellbook (Blank), 3 lbs. [color=olivedrab][14 gp, 5 sp][/color][*]Spell component pouch, 2 lbs. [color=olivedrab][4 gp, 5 sp][/color][*]Masterwork Thieves Tools, 2 lbs. [color=olivedrab][90 gp][/color][*]Trapfinder Ball x5 [color=olivedrab][22gp 5 sp][/color][/list][*]Chest, 25 lbs. [color=olivedrab] [2 gp, 8 sp][/color][list][*]Cold Weather Outfit, 7 lbs. [color=olivedrab][7 gp, 2 sp][/color][*]Entertainer’s Outfit, 4 lbs. [color=olivedrab][2 gp, 7 sp][/color][*]Royal Outfit, 15 lbs. [color=olivedrab][180 gp][/color][*]Spellbook (Blank) x2, 6 lbs. [color=olivedrab][27 gp][/color][*]Spell component pouch x2, 4 lbs. [color=olivedrab][9 gp][/color][/list][*]Identification Papers (citizen)[/list]
[b]Magical Equipment[/b][list][*]Amulet of Natural Armor +2 (+2 enhancement bonus to natural armor) [color=olivedrab][8,000 gp][/color][*]Boots of Elvenkind (+5 competence bonus on Move Silently checks) [color=olivedrab][2,500 gp][/color][*]Cloak of Resistance +1 (+1 to all saves), 1 lb. [color=olivedrab][1000gp][/color][*]Devlin’s Ring (when Luna pulls back on an empty bow of any kind, an arrow appears nocked and ready to fire bow, can produce more than one arrow in a round, arrow leaves no indication of what wounded its victim) [color=olivedrab][2,000 gp; Complete Book of Eldritch Might, pg. 169][/color][*]Ring of Sustenance (continually sustains Luna with life sustaining nourishment, refreshes her body and mind so that she only requires two hours of sleep) [color=olivedrab][2,500 gp][/color][*]Magical Composite Long Bow +2 w/Distance Special Ability (double bow’s range), 3 lbs. [color=olivedrab][18,975 gp][/color][*]Magical Elven Chain +2 w/ Minor Fortification (25% chance to negate critical hits and sneak attacks), 20 lbs. [color=olivedrab][13,150 gp][/color][/list]
[b]Coin[/b] [list][*]Copper: 8[*]Silver: [*]Gold: 176[*]Platinum:[/list]
[b]Carrying Capacity[/b][list][*]Light load: 173 lbs.[*]Medium load: 346 lbs.[*]Heavy load: 520 lbs.[*]Weight of Gear: 55.5 lbs[/list]
[b]Background[/b]
everything but this is done; will do later.
[B]Contacts[/B][list][*][B]Thuela Nasarini[/B] (halfling seer) is an old and seemingly fragile woman that lives in Oldtown, and claims to live off of fortune telling while also claiming to once have been a member of the Fate Weavers. She normally has a couple of strong and not-too-bright toughs watching over her place and her well-decorated home, a situation that makes Luna naturally suspicious of the woman. For a price, she taught Luna a bit about focusing the elf's own latent ability to see into the future. Luna still visits on occasion when she has a vision that she has difficulty deciphering, but rumors of Thuela's involvement in criminal affairs has caused the relationship to be more distant than what it could be.[/list][list][*][B]Barrat Tilden[/B] (half-elf rogue 7) is a senior member of the Longfinger's Guild and a source of information when it comes to the various crime organizations of Ptolus. The man is usually upbeat and admires the current guildmaster, Hayman Knapp. What Luna has also discovered is that Barrat is an Imperial agent working for the Imperial Eyes, the spies of the Empire. He has been charged with helping Haymann keep the guild intact and running, as the Longfinger's Guild specializes in non-violent crime and avoids slavery and drug-running. If the guild was ever to fall, crime in Ptolus would likely become more violent because of the less moral crime organizations filling in the void. As Luna has not revealed Barrat's dual nature to anyone the two have created a friendship based on trust.[/list]
[B]Notes[/B][list][*]Group A[/list]
| Its a kind of magic | | Views 81
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|  | Posted 1st July 2008 at 06:36 PM by Reveille Updated 1st July 2008 at 06:40 PM by Reveille
So, I've finally decided to put up a story hour on the beginning times of my homebrew campaign setting [url=http://www.enworld.org/forum/showthread.php?t=233857]Tale of the Twin Suns[/url]. At least once a week you find an update, more if I'm feeling creative and energetic about it. The idea has been on the burner for awhile, but no longer; full steam ahead!!
Also be on the lookout for updates to my campaign setting notes ( in the D&D 3rd Edition House Rules forum) and keep an eye of the Begiinings Rogue's Gallery. Together we will delve into the past and uncover the truth behind Seracia.
| Its a kind of magic | | Views 167
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