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X4: Master of the Desert Nomads - OOC

kinem

Adventurer
renau1g, while you could certainly have created those undead, they will not be travelling with you (unless you have some way to conceal them, and hide the smell of any zombies). The regular soldiers and peasants would freak out at the sight of the undead. Don't worry, you will have a chance to animate dead as the adventure proceeds.

If you find a way around this, my rule is as follows: Consider human and common animal bodies to cost 1 gp each for starting equipment. (Human bodies abound on the battlefield, of course.) You must pay for other animation costs, such as onyx. Monster bodies that you have animated must be approved on a case by case basis and typically cost 100 gp x CR x HD, plus any animation costs. (For example, an ogre is CR 3 and has 4 HD, so its body would cost 1200 gp.) Rare monsters would cost more.

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The introductory IC post is up. The main adventure will start when all characters heets are up, but we can do a little roleplaying in the meantime if you guys want to talk to NPCs or each other or to explore somewhere.
 

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renau1g

First Post
My thoughts were a hat of disguise, but maybe I'll wait on the bodyguard. At least for now ;) I'll use a Heavy Warhorse skeleton for my mount (really no benefit in game, expect no need to feed it) if that's ok with you. Stats are on LM 159.
 

kinem

Adventurer
I'll allow the skeletal horse, but you have to keep it discreet.

A hat of disguise wouldn't work - the wearer would have to activate it, and a mindless undead can't do that.

Leif, I just noticed this: You can't choose Divination as a prohibited school. Choose a different one.

Folks, remember that the IC thread is up for some RP while stats are being finalized.
 

Leif

Adventurer
Nuts! I should have known that! Ok, I'll make the change. Done! Prohibited schools are now Abjuration and Transmutation.

Actually, it wasn't that traumatic a change, because I didn't select any transmutation spells anyway.
 
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renau1g

First Post
Ok thanks Kinem... I thought maybe I could order them to activate the item, but it makes sense they couldn't use it. I'm thinking I could take 20 on my Disguise check to hide the true nature of the horse, maybe throw some barding on it to help.
 


kinem

Adventurer
Walking Dad, what are these spells: animalistic power, spirit jaws, blast of sand, enhance wildshape? I don't see them on crystalkeep, so I'll need full details.

renau1g, what are the following: Kelgore's gave mist, deadwalker's ring, boots of the unending journey?

Being chaotic you should probably have a quasit instead of an imp. Also, near the end you accidently left in a reference to "Reezo" (wonder where that's from ;) ).

BTW the gems used for animation are onyx, not opal.


Jemal, what's a lesser chasuble of fell power? Also, don't forget to post in the IC while continuing to compile your stats.

BTW, would anyone object to my moving the story along to where you begin to interview the river guide at this point? If so let me know, as otherwise I want to get things going.
 
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renau1g

First Post
[sblock=Grave Mist Spell]
Kelgore’s Grave Mist
Conjuration/Necromancy [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread, 20 ft. high
Duration: 1 round/level
Saving Throw: None
All living creatures within the mist become fatigued and take 1d6 points of cold damage per round.
[/sblock]

[sblock=Deadwalker's Ring]

Effect: While you wear the ring, any undead you create by a spell (such as animate dead) gain +2 hit points per HD. This benefit doesn't stack with the extra hit points granted by the desecrate spell.

Essentially grants the bonuses from Desecrate spell for a cost of 4,000 gp

[/sblock]

[sblock=Boots of Unending Journey]
Alignment restricted boots (NG, LN, N, CN, NE) if meet these requirements gain a +10 ft. enhancement bonus to movement speed.

Essentially Boots of Springing & Striding without the bonus to jump
[/sblock]

That's true about the familiar, although I'll need to change the IC thread (the raven doesn't really work now and a wolf doesn't really fit on his shoulders). Whoops...redfaced...

I'm good with moving the story forward.
 
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Jemal

Adventurer
lesser chasuble of fell power is an amulet slotted magic item from Complete Arcane (Same book as Warlock). 8,000 GP, increases eldritch blast damage by 1d6. There's a greater version for 18,000 that increases it to +2d6.

Stats are done btw, posting now. (Both to RG and IC)
 

Walking Dad

First Post
kinem said:
Walking Dad, what are these spells: animalistic power, spirit jaws, blast of sand, enhance wildshape? I don't see them on crystalkeep, so I'll need full details.

[sblock=Spells]

Animalistic Power (PH2)
Transmutation
Level: Clr 2, Drd 2, Sor/Wiz 2, Ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants a +2 enhancement bonus to Strength, Dexterity and Constitution.
Arcane Material Component
A few hairs, or a pinch of dung, from a bull.

Blast of Sand (Sandstorm) - Cone of Cold lite (cone, d6/level, max 10d6), only without the energy type. No SR! Type out the rest if needed (Conjuration Spell)

All Spell Compendium
SPIRITJAWS
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to
complete the spell. A set of ghostly dinosaur
jaws comes into being and attacks the
creature you designate.
This spell creates a set of powerful jaws
of force. The jaws attempt to grapple the
designated opponent, starting with one
attack in the round the spell is cast and
continuing each round thereafter. The
spiritjaws use your base attack bonus
(possibly allowing it multiple attacks
per round in subsequent rounds) +
your Wis modifier as its attack bonus.
If an initial attack hits, the spiritjaws
deal 2d6 points of damage and attempt
to start a grapple as a free action. The
jaws’ bonus on grapple checks is equal
to their attack bonus + 4.
Once the opponent is grappled, the
jaws deal 2d6 points of damage with
each subsequent grapple check. The
target is considered to be grappling
and cannot move. The target creature
no longer threatens squares and loses
its Dexterity bonus to AC against
opponents not grappling it.
The set of jaws always strikes from
your direction. It does not get a bonus
for flanking or help a combatant get
one. Your feats do not affect the jaws.
If the jaws move beyond the range of
the spell, they vanish. Attacking the set
of jaws has no effect. As a magical force
effect, the jaws cannot be damaged, but
disintegrate or a sphere of annihilation
destroys the effect.
The grappled opponent can cast a
spell only if the spell has no somatic
component, the material components
are in hand, and a Concentration check
(DC 20 + spell level) is made. A creature
grappled by the set of jaws can attempt
to escape by succeeding on a grapple
check against the jaws or by making
a successful Escape Artist check as a
standard action opposed by the set of
jaws’ grapple check.
As a free action, you can direct the
jaws to pin a grappled opponent instead
of dealing damage with a grapple
check. If the jaws win the opposed
grapple check, the opponent is pinned.
A pinned opponent is held immobile
and must break the pin before it can
escape the grapple. Creatures other
than those grappling the pinned target
gain a +4 bonus on attack rolls to hit
it. If the jaws have multiple attacks
(granted by your attack bonus), you can
use them to cause damage to a pinned
target or to make more grapple attempts
against that target.
If you become unable to command
the jaws, they vanish.
Material Component: A piece of bone
from a dinosaur’s jaw.

ENHANCE WILD SHAPE
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
You call upon the primordial energies of
nature to fill you with the raw power of
nature. A feral feeling grows within you,
seeking release.
This spell infuses your wild shape ability
with magical energy, magnifying
and enhancing its power. The type
of enhancement must be chosen at
the time the spell is cast and cannot
be changed once the spell is in effect.
The next time you activate your wild
shape ability (during the duration of
enhance wild shape), this spell enhances
your new form in the way you selected.
The enhancement to your wild shape
remains as long as you stay in that form
(or until the spell’s duration expires)
but does not apply to your next wild
shape form. If you do not activate your
wild shape ability during the duration
of enhance wild shape, the spell has no
effect.
You select one of the following
enhancements when you cast this
spell.
• Assume the form of a plant with your
next wild shape.
• Gain the extraordinary abilities of
the new form.
• The new form assumed is stronger
than normal and gains a +2 bonus
to Strength.
• The new form assumed is more agile
than normal and gains a +2 bonus to
Dexterity.
• The new form assumed is healthier
than normal and gains a +2 bonus to
Constitution.
A druid can be affected by more than
one enhance wild shape spell at a time,
but a different wild shape enhancement
must be chosen each time.
[/sblock]

I'm fine with jumping to the river guide.

BTW: If our gruoup are the "heroes" this people really have a problem ;)
 
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