SotS's War of the Burning Sky campaign

StreamOfTheSky

Adventurer
We play using maptools version 89. Note that the normal .exe file does not work, you need to open the JAR executable file. I have no idea why. The server is named "SotS WotBS" (without quotes) and the player password is "pw"(without quotes).

Current Party:
[sblock]Tansley (Druid / Holt Warden) and Phet
Angir (Shaper Psion / Constructor)
Zayed al-Zwaheri (Warblade/Fighter/Barb/Capo/Dervish/Crusader), wielder of the Living Blade
Kalinah (Centaur Fighter / Warblade)
Lucas Midgard (Warmage)
Torrent "NPC" Cleric/Crusader/PKV

Former:
Roslyn Katrina Valerius (Warlock/Gladiator/Rogue)
(old) Roslyn Katrina Valerius
Sophia (Wildshape Ranger) and her wild shape forms
Lilynette Alexandra Voss (Bard)
Mara (Battle Dancer)
Sabina (Beguiler)

Should the Bat Signal ever be lit...
Bhreus Wehn[/sblock]
Use this thread to post links to sheets, communicate about the game, etc...

We skipped most of the first arc, so the character creation rules are level 3 with normal starting wealth (2700 gp; spent however you want) and 32 point buy. Hit points are 3/4 max HD. Or you can roll, if you really want to...
[sblock]What 3/4 means:
The first HD is maxed, after that, you can either roll (rerolling 1's) or take 3/4 the max result, as shown below (you also add your Con modifier at each level up):
∙d4: 3 hp each level
∙d6: 4 hp on even levels, 5 hp on odd levels
∙d8: 6 hp each level
∙d10: 7 hp on even levels, 8 hp on odd levels
∙d12: 9 hp each level
"Level" referring to class level, not character level.[/sblock]

I am banning Savage Species and C. Psionic entirely for being broken and horrible, respectively. Incarnum and Tome of Magic, except for the Binder class/rules/etc..., are banned because I don't know those subsystems. Setting specific books are generally banned because it's not that setting, but I'm willing to allow something from them if requested. I'll allow most stuff from most hardcover WotC 3.5 books. I do ban or nerf some things, usually really powerful caster options like Persistent Spell, night sticks, Abrupt Jaunt, etc..., sorry if I'm being vague, but there's a LOT of 3E material out there, and even houseruling one tenth of 1% of it would take many paragraphs to detail.
Just clear things with me.

For races, try to stick to ones without a level adjustment, the only one I'm going to outright ban is Warforged. Feel free to ignore the favored class / multiclassing penalty rules.

Please feel free to use any of these classes I have worked on, if you'd like. I'm actually hoping to see some of them get used...
Capoeirista (Battle Dancer) (Unarmed front liner/buffer, has Monk, Bard, and Rogue elements)
Ninja of the Sublime Way (Uses Tome of Battle, sort of a Rogue/Swordsage hybrid)
Soulknife fix (Just... a lot better than in XPH)
Warmage (much more flexible use of metamagic and energy subbing, more control abilities)
Sublime Marshal (Marshal w/ full Tome of Battle maneuvers/stances)
Also, I have a Vow of Poverty houserules if anyone wants them.

The campaign's Wayferer cirqueliste is also available.

You can take two traits from UA. If you want flaws, you have to pick from my own list.
 
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begooler

First Post
Sheet

Here is Tansley a druid who is some sort of scientist but doesn't have her fluff straight yet.

Seems I can't make a hyperlink until I've posted a few times, I guess to prevent spam. This is the url:
myth-weavers.com/sheetview.php?sheetid=675117
 

StreamOfTheSky

Adventurer
Posting here before I forget. Changes discussed with other players:

Dodge feat: This simply gives +1 dodge bonus to AC, against all foes. Anything based off the dodge mechanic of working only on your dodge buddy (like two of the maneuvers for Elusive Target) ... you just pick that dude like you would have with old dodge.

Mobility feat: It grants +4 dodge bonus to AC vs. all attacks of opportunity.

Improved Feint: I'm removing all pre-requisites and including a +4 bonus on feinting in its benefits. Feinting is really weak.

Spirited Charge and/or lance multipliers: Only apply to base weapon damage and any enhancement bonus the weapon has.

Knowledge Devotion feat: No bonus for 15 or less; +1 for DC 16; all other bonuses down-shifted by 1, culminating in +4 for DC 36.

Talented feat (psionic): It reduces the damage you take from Overchannel as if you increased your ML by one less. Thus, increasing ML by 1 does no damage, increasing by 2 does 1d8, and increasing by 3 does 3d8. The power level it can be used on is not capped to 3rd level anymore, since augmenting makes that restriction kind of pointless anyway.

I am allowing Personal Construct, with changes in bold:
[sblock]Personal Construct

You have a favored astral construct form that you can summon at a moment's notice.
Level: 5th.
Replaces: The bonus feat at 5th level.
Prerequisite: You must know the astral construct power.
Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it, but it does not benefit from the Boost Construct feat (the Boost construct feature of the Constructor prestige class does apply). Each time you gain a level, you may change the abilities and appearance of your favored construct.[/sblock]

The Constructor prestige class is allowed, but is being changed as follows:
[sblock]- It is being changed to a 9-level class. The final level's loss of ML does not occur, the loss at level 1 still does occur.
- The "Reach" option is being shifted to Menu C
- The "Boost Construct" feature gives a bonus Menu A option at 4th level and at 8th level you can instead select a bonus menu B option. This stacks with the feat, as before, and replaces the listed benefit of the class feature entirely.
- The "Enhanced Construction" class feature is removed from the class and not gained at all.
- "Quickened Construction" is gained at the new capstone level of 9th. To clarify the text, using it still leaves Astral Construct a standard action, manifesting the power still provokes AoOs (as normal for a standard action power), and using it has no impact on your ability to also use a swift action that same round (which could be another quickened power).[/sblock]

Ring of the Darkhidden costs 4000 gp and works like a ring of invisibility (offensive actions end it; standard action command word to re-activate).

Nightsticks are banned.

The Warning weapon property is being changed to a flat cost of +12,000 gp (so in the long run it's less penalizing to warriors on their main weapon and more penalizing to casters just holding a stick for the init bonus).

Heartseeking Amulet is a standard action to activate and applies to the first melee attack made before the end of your next turn.

Amulet of Mighty Fists only costs 4000*(bonus^2) in gp, and you can apply special properties to it without adding a +1 enhancement first. It still caps at +5, and you need either a +1 or a +1 or higher special property on it before you can start adding flat cost (ie, "+1000 gp") properties to it. Combined w/ Ki Strike or G. Magic Fang, you can get a total of +10 this way.

The Blurring and Displacement lines of weapon properties (MIC) are as follows:
Blurring: +1 property, as written in MIC (3 uses/day)
Displacement: +1 synergy (need Blurring), lets you spend 2 charges for its effect
Greater Blurring: +2 synergy (need Blurring): Unlimited blur (as in MIC), and if you have Displacment, bumps that to 2/day.

No one can benefit from White Raven Tactics more than once per encounter.

Iron Heart Surge can be used while unable to physically move (unlike all other maneuvers), but must be used to end the effect preventing the initiator from moving. If used on an area effect, it immunizes the initiator to that particular effect, but does not dispel it completely. Conditions that prohibit the ability to take actions (or actions of your free will) for reasons other than physical (stun, daze, compulsions that do not allow you a chance to use a standard action of your choice, etc...) can not be removed with Iron Heart Surge.

Divine Surge adds +6d8 damage, not +8d8.

Aura of Triumph stance: On your turn, select a foe (alignment does not matter) and an ally. Each time you hit the foe in melee, you heal 4 hp, as does the ally if s/he is within 10 ft of you. If the ally hits the foe in melee while within 10 ft of you, both of you heal 4 hp. This replaces the rules in ToB.

Swooping Dragon Strike's save DC = 10 + Jump ranks + (Land Speed / 10).

WR Hammer: Damage bonus, and Fort DC 18 + Str +2 per ally threatening target (other than initiator)
Fail: Stunned for 1 round and staggered for 1d4 rounds
Pass by < 5: Staggered for 1d4 rounds; not stunned
Pass by 5+: Not stunned or staggered

Tornado Throw: Calculate bonus on last 5 throws (BEFORE HAND); move up to double speed and make them at -40 ft, -30 ft, -20 ft, -10 ft, & 0 ft from end of move respectively w/ proper bonuses. If foes are spaced out such that you want some throws before the last 40 ft of movement, I can’t deny that. But you only get 5 throws, the bonus must match the total distance moved prior to each throw, and I expect the calculations to be done quickly to not bog down the game. Note you can just chain-throw the same guy 10 ft, move up and throw him again, over and over.

Warmaster’s Charge: Not sure what to do yet, but it's definitely getting nerfed.
 
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Scottbert

Villager
Angir Raerath, Elan Constructor

Note: This is copied and pasted directly from my openoffice document sheet, in which I am trying to get autocalc features working. Ignore all decimals.
[sblock]
[FONT=Verdana, sans-serif]Note:The most up-to-date and accurate derived values (saves, PP, HP, BABand such) are auto-calculated by the token.[/FONT]




[FONT=Verdana, sans-serif]--ID--[/FONT]
[FONT=Verdana, sans-serif]Name:Angir Raerath Player: Scott[/FONT]
[FONT=Verdana, sans-serif]Alignment:Chaotic Good Diety: None[/FONT]
[FONT=Verdana, sans-serif]Race:Elan XP: Next level: [/FONT]
[FONT=Verdana, sans-serif]Level:[/FONT]
[FONT=Verdana, sans-serif]18[/FONT]
[FONT=Verdana, sans-serif]Shaper[/FONT]
[FONT=Verdana, sans-serif]9[/FONT]
[FONT=Verdana, sans-serif]Constructor[/FONT]
[FONT=Verdana, sans-serif]9[/FONT]
[FONT=Verdana, sans-serif]Height:5'8” Weight: 185 lbs Age: 25+3[/FONT]
[FONT=Verdana, sans-serif]Sizeand Type: Medium Aberration[/FONT]
[FONT=Verdana, sans-serif]Briefdescription: Average build, medium-long red hair, green eyes, paleskin. Wears a maroon cape and studded leather over loosefittingclothes.[/FONT]


[FONT=Verdana, sans-serif]--ENCOUNTER--[/FONT]
[FONT=Verdana, sans-serif]Initiative +[/FONT]​
[FONT=Verdana, sans-serif]3[/FONT]
[FONT=Verdana, sans-serif]Perception [/FONT]​
[FONT=Verdana, sans-serif]-1[/FONT]
[FONT=Verdana, sans-serif]Aura:[/FONT]
[FONT=Verdana, sans-serif]Languages:Common, Draconic, Orc, Elven, Giant[/FONT]


[FONT=Verdana, sans-serif]--OFFENSIVEINFORMATION--[/FONT]
[FONT=Verdana, sans-serif]Speed30'[/FONT]
[FONT=Verdana, sans-serif]Spaceand Reach 5'x5'/5'[/FONT]
[FONT=Verdana, sans-serif]BAB+5 Grapple +6[/FONT]
[FONT=Verdana, sans-serif]<ArmorCheck Penalty -3>[/FONT]
[FONT=Verdana, sans-serif]MELEEspiked gauntlet ,1d4+1 P[/FONT]
[FONT=Verdana, sans-serif]RANGEDdart , 1d4+1 P, 20'[/FONT]
[FONT=Verdana, sans-serif]BOTHDagger |, 1d4+1 SP, 19-20,10'[/FONT]


[FONT=Verdana, sans-serif]MELEE touch [/FONT]
[FONT=Verdana, sans-serif]RANGEDtouch [/FONT]


[FONT=Verdana, sans-serif]ActiveSpells: None[/FONT]


[FONT=Verdana, sans-serif]--DEFENSES--[/FONT]
[FONT=Verdana, sans-serif]AC:28=10+3DEX+2DFL+7ARM+4SHLD+2NA[/FONT]
[FONT=Verdana, sans-serif]Touch13, Flat-footed 19[/FONT]
[FONT=Verdana, sans-serif]HP: 71 Temp HP: [/FONT]
[FONT=Verdana, sans-serif]Damage: Subdual: [/FONT]
[FONT=Verdana, sans-serif]Cdmg:[/FONT]
[FONT=Verdana, sans-serif]ER10 1/day[/FONT]


[FONT=Consolas, monospace]Save[/FONT]
[FONT=Consolas, monospace]Total[/FONT]
[FONT=Consolas, monospace]Res[/FONT]
[FONT=Consolas, monospace]Other[/FONT]






[FONT=Consolas, monospace]Fort: +[/FONT]
[FONT=Consolas, monospace]9.67[/FONT]
[FONT=Consolas, monospace]2[/FONT]








[FONT=Consolas, monospace]Ref: +[/FONT]
[FONT=Consolas, monospace]9.67[/FONT]
[FONT=Consolas, monospace]2[/FONT]








[FONT=Consolas, monospace]Will: +[/FONT]
[FONT=Consolas, monospace]12.5[/FONT]
[FONT=Consolas, monospace]2[/FONT]










[FONT=Verdana, sans-serif]ActiveSpells: [/FONT]


[FONT=Verdana, sans-serif]--DailyAbilities--[/FONT]




[FONT=Verdana, sans-serif]--ShaperPOWERS--[/FONT]
[FONT=Verdana, sans-serif]PP: -- Bonus:-- Total: See token[/FONT]
[FONT=Verdana, sans-serif]Manifesterlevel: 16/19 Save DC 17 + power level[/FONT]
[FONT=Verdana, sans-serif]Spent: +1 Metacreativity[/FONT]
[FONT=Verdana, sans-serif]Special:Ecto Protection +4[/FONT]


[FONT=Verdana, sans-serif]PowersKnown[/FONT]
[FONT=Verdana, sans-serif]1stx5: astralconstruct, detect psionics, ecto protection, entanglingectoplasm, minor creation, vigor[/FONT]
[FONT=Verdana, sans-serif]2ndx5: clairvoyantsenseek, ego whip, energy adaptationspecified, energy stun, psionic repair damage[/FONT]
[FONT=Verdana, sans-serif]3rdx4:dispel psionics, energy wall, psionic blast, time hop[/FONT]
[FONT=Verdana, sans-serif]4thx4:correspond, dimension door, fabricate, intellect fortress[/FONT]
[FONT=Verdana, sans-serif]5thx4:hail of crystals, power resistance, true seeing, gemstone breath[/FONT]
[FONT=Verdana, sans-serif]6thx3:contingency, energy barrage, psionicdisintigrate, psionic overland flight, temporalacceleration[/FONT]
[FONT=Verdana, sans-serif]7thx3:mass ectoplasmic coccoon, energy wave, +1 6th[/FONT]
[FONT=Verdana, sans-serif]8thx3:bend reality, mind blank, true metabolism[/FONT]
[FONT=Verdana, sans-serif]9thx1:reality revision[/FONT]


[FONT=Verdana, sans-serif]ABILITY[/FONT]
[FONT=Verdana, sans-serif]Base[/FONT]​
[FONT=Verdana, sans-serif]Enh[/FONT]​
[FONT=Verdana, sans-serif]Mod[/FONT]​
[FONT=Verdana, sans-serif]32[/FONT]
[FONT=Consolas, sans-serif]STRength[/FONT]
[FONT=Consolas, sans-serif]12[/FONT]​

[FONT=Consolas, sans-serif]1[/FONT]​
[FONT=Consolas, sans-serif]4[/FONT]​
[FONT=Consolas, sans-serif]DEXterity[/FONT]
[FONT=Consolas, sans-serif]14[/FONT]​
[FONT=Consolas, sans-serif]2[/FONT]​
[FONT=Consolas, sans-serif]3[/FONT]​
[FONT=Consolas, sans-serif]6[/FONT]​
[FONT=Consolas, sans-serif]CONstitution[/FONT]
[FONT=Consolas, sans-serif]14[/FONT]​
[FONT=Consolas, sans-serif]2[/FONT]​
[FONT=Consolas, sans-serif]3[/FONT]​
[FONT=Consolas, sans-serif]6[/FONT]​
[FONT=Consolas, sans-serif]INTelligence[/FONT]
[FONT=Consolas, sans-serif]22[/FONT]​
[FONT=Consolas, sans-serif]6[/FONT]​
[FONT=Consolas, sans-serif]9[/FONT]​
[FONT=Consolas, sans-serif]16[/FONT]​
[FONT=Consolas, sans-serif]WISdom[/FONT]
[FONT=Consolas, sans-serif]8[/FONT]​

[FONT=Consolas, sans-serif]-1[/FONT]​
[FONT=Consolas, sans-serif]0[/FONT]​
[FONT=Consolas, sans-serif]CHArisma[/FONT]
[FONT=Consolas, sans-serif]6[/FONT]​

[FONT=Consolas, sans-serif]-2[/FONT]​
[FONT=Consolas, sans-serif]0[/FONT]​


[FONT=Verdana, sans-serif]--SKILLS--[/FONT]
[FONT=Verdana, sans-serif]ClassSkills[/FONT]
[FONT=Georgia, serif]Thepsion’s class skills (and the key ability for each skill)are [/FONT][FONT=Georgia, serif]Concentration[/FONT][FONT=Georgia, serif]*(Con), [/FONT][FONT=Georgia, serif]Craft[/FONT][FONT=Georgia, serif] [/FONT][FONT=Georgia, serif](Int), [/FONT][FONT=Georgia, serif]Knowledge[/FONT][FONT=Georgia, serif] [/FONT][FONT=Georgia, serif](allskills, taken individually)* (Int), [/FONT][FONT=Georgia, serif]Profession[/FONT][FONT=Georgia, serif] [/FONT][FONT=Georgia, serif](Wis),and [/FONT][FONT=Georgia, serif]Psicraft[/FONT][FONT=Georgia, serif]*(Int). [/FONT][FONT=Georgia, serif]Bluff[/FONT][FONT=Georgia, serif] (Cha), [/FONT][FONT=Georgia, serif]Disguise[/FONT][FONT=Georgia, serif] (Cha),and [/FONT][FONT=Georgia, serif]UsePsionic Device[/FONT][FONT=Georgia, serif]*(Cha). [/FONT]
[FONT=Verdana, sans-serif]ShaperSP: 71/78 (9x6 + 3x8)[/FONT]


[FONT=Georgia, serif]Theconstructor's class skills (and the key ability for each skill) areAppraise (Int), Bluff (Cha), Concentration (Con), Craft (Int),Disguise (Cha), Knowledge (any) (Int), Psicraft (Int), and Spot(Wis).[/FONT]


[FONT=Verdana, sans-serif]ConstructorSP: 80/80 (1x8 + 8x9)[/FONT]
[FONT=Verdana, sans-serif]<ArmorCheck Penalty -3>[/FONT]
[FONT=Verdana, sans-serif]Craft Ranks[/FONT]
[FONT=Verdana, sans-serif]Alchemy 6[/FONT]
[FONT=Verdana, sans-serif]Sculpting 9[/FONT]
[FONT=Verdana, sans-serif]Knowledge [/FONT]
[FONT=Verdana, sans-serif]Arcana 9[/FONT]
[FONT=Verdana, sans-serif]Arch& Eng 1[/FONT]
[FONT=Verdana, sans-serif]Dungeoneering 4[/FONT]
[FONT=Verdana, sans-serif]Geography 1[/FONT]
[FONT=Verdana, sans-serif]History 1[/FONT]
[FONT=Verdana, sans-serif]Local 1[/FONT]
[FONT=Verdana, sans-serif]Nature 9[/FONT]
[FONT=Verdana, sans-serif]Nobility 1[/FONT]
[FONT=Verdana, sans-serif]Planes 13[/FONT]
[FONT=Verdana, sans-serif]Psionics 8[/FONT]
[FONT=Verdana, sans-serif]Religion 18[/FONT]
[FONT=Verdana, sans-serif]MartialLore 2/2[/FONT]
[FONT=Verdana, sans-serif]Bluff 2[/FONT]
[FONT=Verdana, sans-serif]Concentration 20+5 (+4 defensive)[/FONT]
[FONT=Verdana, sans-serif]Disguise 5[/FONT]
[FONT=Verdana, sans-serif]Psicraft 21[/FONT]
[FONT=Verdana, sans-serif]Search 0[/FONT]
[FONT=Verdana, sans-serif]Spot 18+10[/FONT]
[FONT=Verdana, sans-serif]UsePsionic Device 0[/FONT]


[FONT=Verdana, sans-serif]SkillTricks: Collector of Stories[/FONT]


[FONT=Verdana, sans-serif]-ClassFeatures-[/FONT]



[FONT=Verdana, sans-serif]-Feats-[/FONT]
[FONT=Verdana, sans-serif]Flaws Murkey-Eyed,Easy Target[/FONT]
[FONT=Verdana, sans-serif]Flaw PsicrystalAffinity[/FONT]
[FONT=Verdana, sans-serif]Flaw Talented[/FONT]
[FONT=Verdana, sans-serif]Psion1 Overchannel[/FONT]
[FONT=Verdana, sans-serif]Character1 BoostConstruct[/FONT]
[FONT=Verdana, sans-serif]Character3 PsicrystalContainment[/FONT]
[FONT=Verdana, sans-serif]Character6 CombatManifestation[/FONT]
[FONT=Verdana, sans-serif]Character9 QuickenPower[/FONT]
[FONT=Verdana, sans-serif]Character12 ExpandedKnowledge <Clairvoyant Sense>[/FONT]
[FONT=Verdana, sans-serif]Character15 EnhancedElan Resiliance[/FONT]
[FONT=Verdana, sans-serif]Character18 [/FONT]
[FONT=Verdana, sans-serif]Bonus ResidualPsionics[/FONT]


[FONT=Verdana, sans-serif]-Proficiencies-[/FONT]
[FONT=Georgia, serif]Abberationsare proficient with all simple weapons.[/FONT]


[FONT=Verdana, sans-serif]-RacialAbilities-[/FONT]
[FONT=Verdana, sans-serif].Elan.[/FONT]




[FONT=Verdana, sans-serif]--Equipment--[/FONT]
[FONT=Verdana, sans-serif]Combat:[/FONT]
[FONT=Verdana, sans-serif]Vestof Resistance +3 of steady spellcasting and wraith stalking, Mantleof second chances and Elemental Protection, spiked gauntlet (5), +2mithral shirt, +2 mithral heavy shield, psionatrix/brooch/hand of themage of natural armor +1 and metacreativity and shielding andwarning, ring of protection +1, IOUN stone of AC +1[/FONT]
[FONT=Verdana, sans-serif]Ammo/ Backup Combat:[/FONT]
[FONT=Verdana, sans-serif]dagger(2), dart x4 (2), mwk dagger[/FONT]
[FONT=Verdana, sans-serif]Scrolls/ Spell Completion Items ?oInconstant Location, ?oGreaterConcealing Amorpha, ?oEnergy Wall, ?oTouchsight x2,?oEntangling Ectoplasm 3PP x2 5PP x2,?oCrystal Body[/FONT]
[FONT=Verdana, sans-serif]Wands/ Spell Trigger Items /oCrystal Shard (43c),/oEntangling Ectoplasm (43c), /oClairvoyantSense (50c), /oAstral Construct (50x), /oDetect Psionics(50x), /oEgo Whip (50c), /oVigor, /oMinor Creation, [/FONT]
[FONT=Verdana, sans-serif]Potions!oreduce person, !oprotection from evil, !oCSW x2,!oDisplacement[/FONT]
[FONT=Verdana, sans-serif]MagicItems[/FONT]
[FONT=Verdana, sans-serif]HandyMessenger Bag (2000), [/FONT][FONT=Verdana, sans-serif]Healing[/FONT][FONT=Verdana, sans-serif]DispellingCords ([/FONT][FONT=Tahoma, Calibri, Verdana, Geneva, sans-serif]Swift5/day +2 on dispel till end of turn[/FONT][FONT=Verdana, sans-serif])[/FONT][FONT=Verdana, sans-serif]ofCon +2 [/FONT][FONT=Verdana, sans-serif]andbattle[/FONT][FONT=Verdana, sans-serif],Anklet of Translocation (1400), cognizance crystal I, [/FONT][FONT=Verdana, sans-serif]cognizancecrystal VI, [/FONT][FONT=Verdana, sans-serif]Headbandof Intellect +[/FONT][FONT=Verdana, sans-serif]6[/FONT][FONT=Verdana, sans-serif]andconscious effort[/FONT][FONT=Verdana, sans-serif],Boots of Sidestepping ([/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]Swift3/day take extra 5 ft step[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif],[/FONT][FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]combinedwith anklets[/FONT][FONT=Verdana, sans-serif]),Blast Globes ([/FONT][FONT=Tahoma, Calibri, Verdana, Geneva, sans-serif]Standard1/day create 10d6 fireball w/ 2d6 sonic, deafening, and pushback(Reflex and Fort DC 15 halve/negate)[/FONT][FONT=Verdana, sans-serif]),[/FONT][FONT=Verdana, sans-serif]contingency[/FONT][FONT=Verdana, sans-serif]componentx2[/FONT][FONT=Verdana, sans-serif],[/FONT][FONT=Verdana, sans-serif]ringof counterspells ([/FONT][FONT=Verdana, sans-serif]empty[/FONT][FONT=Verdana, sans-serif]),Gloves of Dex +2, [/FONT][FONT=Verdana, sans-serif]bendreality component x2, strand of acid pearls, feather token tree,raptor's mask of the eagle, [/FONT]
[FONT=Verdana, sans-serif]MundaneItems:[/FONT]

[FONT=Verdana, sans-serif]Adventurer'sKit (15):[/FONT]
[FONT=Verdana, sans-serif]backpack,belt pouch, bedroll, flint & steel, sunrod, trail ration x10, 50'hemp rope, waterskin.[/FONT]


[FONT=Verdana, sans-serif]DungeoneeringKit (131.67)[/FONT]
[FONT=Verdana, sans-serif]drill(.5, 1), charcoal x2 (1), parchment x24 (4.8), 50' twine x2 (.01,.5/ea), iron spike x8 (.5, 1ea), magnet (.05, .5), small steel mirror(10, .5) hammer (.5, 2), cards (1, 1), marked cards (1, 1), fishhook(.1), chalk x2 (.02), 50ft silk rope (10, 1) + grapple (1, 4), shovel(.02, 3), saw (.04, 2), flour 1lb/(.02), marbles 2lb/(.1), acid (10),headband torch (75), bullseye lantern (12), pole (.5, 8)[/FONT]


[FONT=Verdana, sans-serif]Money:1471.81[/FONT]
[FONT=Verdana, sans-serif]Lastbuy: see temp.txt[/FONT]

[FONT=Verdana, sans-serif]--Traits--[/FONT]




[FONT=Verdana, sans-serif]--Notes--[/FONT]
[FONT=Verdana, sans-serif]Boughtstats 18 14 14 12 8 8[/FONT]
[FONT=Verdana, sans-serif]Hitdie rolls: 4+ 3 3 3 3 3 3 3 3 3 3[/FONT]
[FONT=Verdana, sans-serif]Abilityincreases: Int +1, Int +1, Int +1, Int +1[/FONT]
[FONT=Verdana, sans-serif]-Notes-[/FONT]




[FONT=Verdana, sans-serif]-Background-[/FONT]
[FONT=Georgia, serif]AngirRaerath came from a family of academics (intermarriage with elveslong ago gave the family elven names and, supposedly, arcaneprowess). Fascinated with knowledge and magic from an early age, andnot getting on well with other children, he turned inward and readbooks. Science and magic were easier to understand than people, andthe motivations of people in stories were clearly written on thepage.[/FONT]
[FONT=Georgia, serif]Wordof a child with arcane talent reached Aelius, a kindly old wizard wholived in the area, who offered to take him on as a student. Angirsoaked up the old man's teachings like a sponge, growing into apowerful young wizard.[/FONT]
[FONT=Georgia, serif]Aftermany years of study, when Angir was in his mid-20's, Aelius revealedthat he was one of the secretive Elan, and had singled Angir out as acandidate Elan because of his talents.[/FONT]
[FONT=Georgia, serif]Theywent to meet the council and Angir's conversion was approved. Heawoke a new man, though with only fragmented memories of his previouslife. He chose to study this new power that had transformed him,becoming a Psion.[/FONT]


[FONT=Georgia, serif]-Family-[/FONT]
[FONT=Georgia, serif]Father: Lalarr Raerath, some sort of mage[/FONT]
[FONT=Georgia, serif]Mother:Angela Velvet, a writer with some magic skill. (Angir's name issimilar-sounding to his mother's, but similar in meaning to hisfather's. This is what happens when two high INT people who thinkthey're clever marry)[/FONT]
Oldersister: Joy Raerath. Battlemage Abjurer (Abjurant Champion?)[/sblock]
 
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StreamOfTheSky

Adventurer
The Song of Forms:
[sblock]
Learning the Song of Forms
To properly learn the Song of Forms, you must possess the bardic music ability (or a similar ability), must be able to speak Sylvan, and must have learned the song from the seela of the Fire Forest. It does not require any special feat or ability.

Using the Song of Forms
Singing the Song of Forms counts as a bardic music usage. Beginning the song is a standard action that provokes an attack of opportunity, and maintaining the song requires concentration. The magic of the song draws on your life to create bodies for those that have none, so singing the song deals 2 points of Constitution damage to you, plus another 2 points every ten minutes you continue to sing. The Song of Forms only has a magical effect when sung by a living creature. Fey bonded to a location, such as the seela of the Fire Forest, do not take Constitution damage from singing the Song of Forms as long as they are in that location.

Effects of the Song of Forms
You make a Perform (singing) check, and each incorporeal creature within 200 feet must make a Fortitude save (DC equal to the result of your Perform check) or lose its incorporeality for as long as you remain singing and it remains in range. Note that the Song of Forms does not affect ghosts that have not manifested, since they are on the Ethereal Plane and not the Material (on the Ethereal Plane ghosts are not incorporeal). A creature with turn resistance adds its turn resistance bonus to its Fortitude save against this effect. The Song of Forms is a supernatural, sonic ability.
Creatures that are only temporarily incorporeal simply return to their normal corporeal form. Creatures that are normally incorporeal but that are currently occupying a physical body, such as a ghost using its malevolence ability or a trillith using its embody ability, are unable to willingly leave their current bodies. Creatures without any normal corporeal form — such as allips, shadows, and wraiths, as well as ghosts that are not in a body — assume a semi corporeal form. Trillith that are not currently occupying a body are affected as detailed by the trillith subtype.
A creature forced into a semi-corporeal body is affected as follows:
[sblock]Hit Dice, Base Attack, Special Attacks, Special Qualities, Saves, Skills, Feats
These do not change, except that the creature loses incorporeality and any attendant special abilities. The new form is not incorporeal, and thus the creature can be affected by weapons as any other physical creature, though it retains any special resistances or immunities it had that weren’t tied to its incorporeality.

Size and Type
Its size and type do not actually change, though its body does. The form the creature assumes resembles its incorporeal form, with appropriate modifications that would allow for actual locomotion. A wraith would gain feeble legs, while an unbodied (an incorporeal psionic brain able to creature illusory bodies) would probably gain the body of its current illusion, or if it had no illusion it would gain tentacles attached to its brain with which it could shamble about.

Speed
The creature loses any ability to fly unless its form has wings (such as a ghost manticore). If it had no other form of locomotion, it gains a land speed of 30 feet.

Armor Class
The creature loses the deflection bonus from its Charisma, and instead gains a natural armor bonus appropriate to its size, as shown in the table below.

Attacks, Damage, and Abilities
The creature gains a Strength score appropriate to its size if it did not already have one (see table).
If the creature had normal attack forms, it retains them, though they are no longer incorporeal. If it dealt special damage with its incorporeal touch attacks, that damage is applied as bonus damage to any melee attacks it makes, though the attacks must beat the creature’s normal AC, not just touch AC. The creature may gain attack forms appropriate to its new form. As a default, you can assume the creature gains a slam attack if it has no other clear attack form, with damage appropriate to its size.
For example, a ghost with the corrupting touch ability who carried a sword would be able to attack with that sword, dealing sword damage, plus 1d6 from the corrupting touch ability. An allip (a medium incorporeal undead) would gain a slam attack that did 1d6 damage, plus 1d4 points of Wisdom drain.
Other effects may be appropriate, at the game master’s prerogative.[/sblock]

Slain by the Song of Forms
Most undead are destroyed when reduced to 0 hp, and this occurs normally even if the creature is currently in a semi-corporeal form. Non-undead incorporeal creatures die at –10 hp as normal.
For example, when the host body of a ghost using malevolence is killed, the ghost survives, but it is forced into a semi-corporeal form by the Song of Forms. Even if the ghost is destroyed while semi-corporeal, however, it can still rejuvenate as normal.
When a trillith is slain, its essence disperses, but it is believed they can reform at some point later on. However, if a trillith is slain while affected by the Song of Forms, it is dead permanently.[/sblock]
A Capoeirista can expend her dances per day as if it were bardic performance. She still must know Sylvan and must make a Sing check (not dance), and she won't be able to use a dance ability while using the Song of Forms, just as a Bard couldn't use another performance while doing so.
I will also allow anyone who wishes it to take the Extra Performance feat despite not meeting the pre-requisites. Doing so will give you 4 perform uses per day that you can use for nothing but the Song of Forms (unless you later pick up bard levels or the like, of course). I doubt anyone will want to do that, but...I'm giving you the option.

Indomitability's boon: Angir, Tansley, Torrent, Zayed, Phet, Tiljann, Papuvin, Mara
[sblock]Whenever the affected creature is reduced below 0 hp, it automatically stabilizes. Also, once per day, whenever the creature would die, unless it is from a death effect (such as an assassin’s death attack or a finger of death spell), the creature is instead reduced to –9 hp and becomes stable.
The affected creature gains the benefit of a permanent endure elements and stand the heat spell. The creature also ignores the effect of wounding injuries that deal damage round after round, such as from a bearded devil’s glaive. Finally, the creature cannot be checked, knocked down, or blown away by strong winds.[/sblock]
Madness's boon: Angir, Tansley, Torrent, Zayed, Kalinah, Roslyn, Phet, Gallo, Steppengard
[sblock]The affected creature gains the ability to once per day try to shake free of a mind-affecting effect. If the creature fails a save against a mind-affecting effect, she can attempt the save again 1 round later at the same DC.[/sblock]
Deception's boon: Angir, Tansley, Torrent, Zayed, Kalinah, Roslyn, Phet, Jorrina, Grellfin, Oller, Lord Gorquith, Findle, Pilmat, Darius
[sblock]The affected creature gains a +5 competence bonus to Bluff checks.[/sblock]
Agony's boon: Angir, Tansley, Torrent, Zayed, Kalinah, Lucas, Phet
[sblock]The affected creature gains Resistance 5 against nonlethal damage.[/sblock]
Desire's boon: Angir, Tansley, Torrent, Zayed, Kalinah, Lucas, Phet, Metamorphosis
[sblock]Creatures with a natural Charisma (before magic items/effects) below 10 gain a +2 inherent bonus to Charisma; those with a natural Charisma of 10 or higher gain the benefit of a veil of allure (+2 save DC for enchantment spells/SLA and any Cha-based Ex and Su abilities). If a creature’s natural Charisma later increases/decreases, the benefit of the boon changes accordingly.[/sblock]
Victory's boon: Torrent, Angir, Tansley, Zayed, Kalinah, Lucas, Phet, Metamorphosis
[sblock]Creatures may elect to “reroll” an opposed check or opposed attack roll, treating their roll as a natural 20. This boon may only ever be used once by each creature who receives it, except for whoever struck the killing blow (Torrent). That creature may use this boon once per week.[/sblock]
Flight's boon: Angir, Tansley, Zayed, Kalinah, Torrent, Phet
[sblock]Affected creatures gain a 20 ft (clumsy) fly speed, or improve their speed by 10 ft. if they already have a fly speed.
In the dreamworld, creatures with Flight’s boon instead gain a 40 ft (average) fly speed, or improve their existing flight by 20 ft and one maneuverability class.[/sblock]
 
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StreamOfTheSky

Adventurer
Loot for Chapter 11:

[sblock]Crown of Ostalin [Designates the Khagan of Ostalin; wearer gains +2 Int, +2 Cha, +4 saves vs. enchant/mind-affecting, LLV, DV 60 ft] (priceless?)
Khagan’s Sword [+2 Falchion; in hands of the Khagan gains the following benefits: Dancing property and +2 attacks/saves for anyone w/in 100 ft of the Khagan fighting in his or Ostalin's defence] (priceless?)
Pyrronax (116,285)[sblock]Pyrronax is a +2 flaming burst anarchic Large bastard sword which you had heard belonged to the powerful balor Hedrenatherax.
Characteristics:
Alignment: Chaotic Neutral
Senses: darkvision 120 ft., hearing
Communication empathy (unlike most weapons of its intelligence, Pyrronax cannot communicate directly with its wielder)
Abilities Int 10, Wis 17, Cha 17; Ego 16
Lesser Powers (CL 3):
••At will — detect magic
••3/day — faerie fire, cure moderate wounds (2d8+3 hp, on wielder)
Greater Powers (CL 9):
••1/day — wall of fire (ring, with wielder at its center)
Dedicated Power (slay devils, CL 15):
••3/day — greater shout (15d6, DC 19)
Strong evocation and conjuration, CL 15; Craft Magic Arms and Armor, cure moderate wounds, detect magic, faerie fire, greater shout, limited wish, wall of fire. Price 232,570 gp; weight 6 lb.[/sblock]
Major cloak of displacement (25,000)
Cloak of Cha +4 and Resist +2 (10,000)
Cloak of charisma +6 (18,000)
Ring of freedom of movement (20,000)
Scholar Diamond Mind Ring [up to 6th level DM maneuver] (7500)
Ring of protection +3 (9000)
Fanged Ring [IUS and INA (unarmed) feats; 1 con dmg on unarmed crit] (5000)
Gloves of Dex +4 x2 (8000 each)
Gauntlets of shocking burst [Natural attacks gain the Shocking Burst property] (8000)
Scholar Shadow Hands [up to 6th level maneuver] (7500)
Gauntlets of extended range (1000)
Amulet of mighty fists +5 (50,000)
Amulet of mighty fists +1 and Int +6 (20,000)
Amulet of Mighty Fists [Ghost Touch] (2000)
Amulet of natural armor +3 (9000)
Periapt of Wis +2 (2000)
Crystal mask of mindarmor and foefinding (6250)
Moonstone Mask [+5 spot/listen; Darkvision 30 ft] (7500)
Surge Crystal [head slot; swift 5 charges/day increase ML on next power] (9000)
Belt of Con +2 and Nat Armor +1 (3000)
Vest of resist +5 (12,500)
Scholar Iron Heart Vest [up to 6th level maneuver] (7500)
Tunic of Steady Spellcasting +5 (1250)
Scholar Slippers of Setting Sun [up to 6th level maneuver] (7500)
Boots of Speed (6000)
Sandals of sprinting and agile leaping x4 (1600 each)
+2 Gargantuan Wounding Impact Collision heavy flail (49,210)
Luckblade [0 wishes] (11,030)
+2 Desert Wind adamantine falchion x4 (10,537.5 each)
+1 composite longbow [Str +5] x4 (1400 each)
Lesser fire assault crystal x4 (1500 each)
Lesser cold assault crystal x4 (1500 each)
80 +1 human-bane arrows (6642)
70 +1 gnome-bane arrows (5811.5)
80 +1 aberration-bane arrows (6642)
+3 Mithral breastplate (6600)
+2 Mithral breastplate x4 (4100 each)
+2 Twilight chain shirt (4625)
+2 Mithral buckler (2507.5)
+3 Heavy steel shield (4585)
Greater crystal of mind cloaking [+5 competence vs. mind-affecting; immediate 1/day reroll] (5000)
Iron bands of binding (13,000)
Pearly white spindle ioun stone (10,000)
Lavender & green ellipsoid ioun stone [38 spell levels unused] (15,200)
Dusty rose iuon stone x7 (2500 each)
Orange iuon stone (15,000)
Clear spindle ioun stone (2000)
Rod of silent spell (5500)
Lesser rod of silent spell x2 (1500 each)
Lesser Rod of quicken spell (17,500)
Wand of Scorching Ray [50 charges] (2250)
Potion of Greater Magic Fang [CL 20] (1500)
Potion of Vigor (CL 10) [fast heal 2 for 20 rounds] (750)
3 Potions of Cure Serious Wounds (CL 5)
Potion of cure serious wounds x11 (375 each)
Potion of fly x4 (375 each)
Potion of neutralize poison (375)
Elixer of Tumbling (125)
Elixer of Hiding (125)
Elixer of Vision (125)
Formula Book (3500)[sblock]Level 1: Anticipate Peril, Comprehend Languages, Crafter's Fortune, CLW, Enlarge Person, Expeditious Retreat, Identify, Reduce Person, True Strike, Touch of the Sea, Shield
Level 2: Alchemical Allocation, Barkskin, Bull's Strength, Blur, Resist Energy, Skinsend, Touch Injection
Level 3: Absorb Toxicity, Amplify Elixer, Bouncing Bomb Admixture, Haste, Communal Resist Energy, Thorn Body
Level 4: Fluid Form, FoM, Monstrous Physique II
Level 5: Delayed Consumption, Monstrous Physique III, Spell Resistance[/sblock]
Golden serving pitcher and water bowl (1000)
Diamonds (7000)
Emeralds and gold ingots (4400)
700 Platinum pieces (7000)
[/sblock]

Previous sales of loot:
2 March 2014
17 May 2014
21 Sept 2014
8 Dec 2014
9 Feb 2015
9 April 2015
9 August 2015
22 January 2016
12 July 2016 (note: recovered from site crash, see 3rd quoted post)[sblock]Also, note that for the 12 July 2016 loot sale (end of Ch. 7, start of Ch. 8), the party also got a bonus feat from the temple, found a ring of fire elemental command, and got 15000 gp each from Simeon to spend for the upcoming mission (all are included in the mega bus post). Plus the Torch of the Burning Sky and Replicator Gauntlets...[/sblock]19 November 2016
30 May 2017
6 September 2017
6 February 2018
 
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firehorse

First Post
I will see about the MapTools. Might need a bit of tutoring.

Also, a bit of RL drama going on this week, so I will have to provide a warning that I may have to cancel. We shall see...
 
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StreamOfTheSky

Adventurer
[sblock]Duelist’s Etiquette
Abjuration
Level: Clr 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 3 rounds
Range: Touch
Area: 30-ft. radius
Duration: One hour
Saving Throw: None
Spell Resistance: No
When cast, the radius of the spell’s area is traced with a faintly glowing line of energy. The spell creates a subtle defensive barrier against magical attacks, causing all damage from spells and summoned creatures in the area of effect to become nonlethal. Whenever a creature enters the warded area, it must consciously choose to accept this restriction, or else the spell ends. If at any time a creature inside the area wishes to no longer abide by the restrictions of duelist’s etiquette, he can spend a full round action to concentrate and end the spell. When the spell ends, all creatures in the area of effect immediately are aware. This spell is primarily used to ensure that spell duels are not fatal, without forcing mages to hold back their strongest powers.
Focus: A pair of padded sticks.

Gabal’s Superior Missile
Divination/Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to five creatures, no two of which can
be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The archmage Gabal proudly states that this spell is superior to the old standby magic missile in urban settings. Though its range is shorter, it can be cast even without line of sight to its targets.
The spell creates two energy darts, plus an additional missile for every two caster levels beyond 3rd, to a maximum of five at 9th level. Each missile strikes its target unerringly, and does 1d4+1 damage. This spell has two modes. The first mode has a casting time of a standard action and is identical to magic missile except for its shorter range.
The second mode has a casting time of a full round action. You become aware of every visible creature within range of the spell, and can divide the targets among them, though all targets must be within 15 feet of each other. You can target creatures that have total cover or total concealment with respect to you, as long the target is not totally concealed and there is a clear route between you and the target. A clear route is one where line of effect can be traced from one square to the next along the route, but the beginning and end of the route do not need line of effect to each other. The total length of this route cannot exceed the spell’s range. For example, you could target a creature inside a room even if there was a wall between you, as long as a door or window was open. Likewise, you could target a creature hiding behind a fog cloud, as long as there was a clear route around the fog. However, you could not target a creature totally concealed within the fog cloud.

Gabal’s Viral Flame
Abjuration/Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Hungry flames sear creatures in the area you target. Their fire deals 1d6 points of fire damage per level (maximum 15d6), but the flames feed on antimagic and energy wards, and actually become stronger in their presence.
In addition to its damage, Gabal’s viral flame functions similar to the area dispel option of greater dispel magic, except that it can only dispel effects that provide resistance or immunity to energy damage. For each effect that is dispelled, Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the defensive spell to the creature or object that the ward was on.
If someone attempts to counterspell Gabal’s viral flame, your spell attempts to transform the counterspell into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the counterspell to that spell’s caster. (For inquisitors, their rebuke magic ability counts as a spell of the highest level they can cast.)
For both these effects, your caster level check caps at 1d20+15.

Like Lightning
Evocation/Transmutation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
You transform your body into lightning and fly a distance up to twice your land speed (perfect maneuverability). You do not provoke attacks of opportunity for this movement, and can travel through spaces occupied by creatures. Whenever you pass through a creature’s space, that creature must succeed a Reflex saving throw or take 1d6 points of electricity damage per two caster levels (maximum 10d6). Passing through a creature’s space more than once does not deal extra damage. Creatures with spell resistance have a chance to resist being affected by your lightning entirely. Once you have moved up to twice your base speed, you return to normal, and your turn ends.
If you have the Flyby Attack or Spring Attack feat, at one point during your movement you may briefly turn solid again so you can make a single melee attack. If you do this, your movement is limited to your land speed instead of twice your land speed. If you have already moved in your turn before casting this spell, that movement counts against your limit for the spell.

Overmaster
Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions like dispel magic, except that it can only counter spells as they are being cast. Make a dispel check, 1d20 + caster level (maximum of +20) against DC 11 + caster level of the spell you’re trying to counter. If you succeed, the spell is countered, and you can choose to cast the spell yourself as a free action. The spell functions as if cast by its original caster, except that it originates from you, you control it, and you make all choices regarding its effects and targeting.
This spell takes a standard action to cast; you must either ready an action to cast it in response to a spell, or must be able to counter spells reactively.
For example, a 9th level Sorcerer casts a fireball, but a 17th level cleric uses overmaster to counter it. He may then immediately cast fireball, though its caster level will only be 9.

Rack and Ruin
Evocation [Fire, Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes
You throw out your hand at your foe.
Telekinetic force slams the target, dealing 5d6 force damage and tripping him. The creature may make a Fortitude save to avoid being tripped.
Then if the creature is adjacent to any surface as large as his space (such as if he was tripped and fell), the force holds him there. Fires crackle along the surface in the shape of Infernal sigils, and at the start of the creature’s turn, the flames sear the creature for 5d6 fire damage. The creature is immobilized for three rounds or until it spends a move action to make a Strength or Escape Artist check (DC 20), or otherwise escapes (such as by teleportation). If the creature moves out of the space it was pinned to, the spell ends.

Storm Shield
Abjuration/Evocation [Air, Electricity, Force]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: See text
Spell Resistance: See text
You are protected by the fury of a thunderstorm.
This spell functions like shield, granting a +4 shield bonus to AC and protecting against magic missiles. Additionally, whenever you are struck in melee combat, thunder, lightning, and wind blasts your attacker. If that creature fails a Reflex save, it takes 1d6 points of electricity damage and is knocked back 5 feet. Spell resistance applies to this effect.

Telekinetic Thrust
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more objects or creatures with a total weight of 50 lbs./level or less
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can affect one or more objects or creatures by concentrating your mind upon them, sending them in a deadly hail at your foes — or simply by hurling your foe! You can hurl one object or creature per level (maximum fifteen separate targets), as long as all are within range and each is no more than 10 feet away from any other one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit a target of the hurled items with the items, applying your Intelligence modifier (or Charisma modifier if a sorcerer) to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers
of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you hurl one creature into another, both take the damage.[/sblock]

New Lesser Warlock Invocation: Personal Port
[sblock]Personal Port
Lesser Invocation [teleport], Verbal component, Standard Action, Medium Range (100 +10/CL ft), Instantaneous.
This functions as Dimension Door except as noted above, and you may only teleport yourself and up to a heavy load. You may not bring other creatures with you. After teleporting, your turn immediately ends, as with Dimension Door. Unlike all other invocations, it has no somatic components.
Spell level: 4th[/sblock]
 
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