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<blockquote data-quote="ElectricDragon" data-source="post: 7474893" data-attributes="member: 10778"><p><strong><span style="font-size: 12px">Magical Sense</span></strong></p><p></p><p>Arkonseptsis' Salient Divine Ability of Extra Sense Enhancement (magical sense) is much more powerful in his realm, even if he is not there. He is so attuned to his realm that he immediately knows whenever a creature with magical abilities* (including spellcasting, or even divine status) or a magical item** (including artifacts) enters his home turf. This does not anger him; he doesn't profess to guard his borders from intrusion, but he does expect visitors to respect him and not cast magic while in his realm.</p><p><span style="font-size: 9px">*This includes psionic abilities in campaigns with psionics.</span></p><p><span style="font-size: 9px">** This includes psionic items in campaigns with psionics.</span></p><p></p><p>Each hour, Arkonseptsis tallies up the spell violations to his realm and decides to intervene or not according to his criteria. For DM's keep track of each spell cast, each magic item activated, each spell-like or supernatural ability activated during that hour. </p><p></p><p><strong>On the first day in the realm:</strong> Arkonseptsis is very lenient on his punishments so each spell or spell-like ability or magic item activation or supernatural ability activated only counts as a 1% chance to draw the <em>Lead Dragon's</em> attention.</p><p></p><p><strong>Day 2 in the realm:</strong> increases Arkonseptsis' annoyance and thus increases the chances by a lot. Spells are now worth their spell level in %; spell-like abilities with a level equivalence are treated as if that spell level; magic items, supernatural abilities, and spell-like abilities without a level equivalence are treated as if 5th level.</p><p></p><p><strong>Day three:</strong> the base changes to 2% per spell level.</p><p></p><p><strong>Day four:</strong> the base changes to 3% per spell level.</p><p></p><p><strong>Day five and afterward:</strong> the base changes to 4% per spell level.</p><p></p><p>If the roll is made and it draws Arkonseptsis' attention, his actions depend on the total of the % chance.</p><p></p><p><strong>20% or less:</strong> Arkonseptsis runs to within 300 feet of the offending group, spits out a black pudding and leaves to attend to other business.</p><p></p><p><strong>21% to 60%:</strong> Arkonseptsis does a run-thru attack. He runs through the offending group's position at full speed on the ground (staying off the walls) doing an overrun attack. Each party member must make a choice: dodge (Ref DC 15) to the side (evasion works against this attack); or stand and get an AoO but become prone. In either case, Arkonseptsis is then gone from sight. For the overrun attack, Arkonseptsis' modifier is +36 versus Medium opponents and +40 versus Small opponents (+16 Str, +16/+20 size difference, +4 more than two legs) versus the party's individual Dexterity or Strength checks. Arkonseptsis suffers a -2 penalty to his AC during this attack. RBDMs would also call for saves vs. his curse, his divine aura, and his diseases as he runs by.</p><p></p><p><strong>61% to 80%:</strong> Arkonseptsis does a run-thru attack as before but also gets one try at snatching a magic item in his jaws as he passes by (grapple to hold onto the item or it is gone with Arkonseptsis), the attack gains +2 to hit and deals bite damage and half strength bonus to the attached appendage. The magic item is immediately swallowed unless successfully grappled by its owner. A successful grapple check allows the owner to hold onto the item and go for a ride with the Lead Dragon. Successful grapple checks must be made each round or the item is lost and the character falls to the wayside (2d6 damage from skidding to a stop). As usual, the overrun deals no damage just forces the party prone. Same note about RBDMs here.</p><p></p><p><strong>81% or more:</strong> Arkonseptsis has had enough of your insolence and intends to put an end to your annoyance once and for all. He spits a black pudding from max range, charges and gets full attack attacking as many opponents as he can. The <em>Lead Dragon</em> will not allow anyone to escape unless he gets to destroy a magic item of worth (no potions or scrolls; something substantive).</p><p></p><p>If someone is so brazen as to enter his lair, the base chance rises to 5% per spell level <u>and</u> no matter what the final %; if the roll is made, he will treat it as if the chance were 81+%.</p><p></p><p>Artifacts and deities are treated as if they had been in the <em>Lead Dragon's</em> realm for 1 more day than they have been there; Arkonseptsis considers that gods and their creations should know better.</p><p>Salient Divine Abilities and artifacts activated within his realm are treated as if they were 10th level spells for the purposes of drawing Arkonseptsis' attention.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7474893, member: 10778"] [b][size=3]Magical Sense[/size][/b][size=3][/size] Arkonseptsis' Salient Divine Ability of Extra Sense Enhancement (magical sense) is much more powerful in his realm, even if he is not there. He is so attuned to his realm that he immediately knows whenever a creature with magical abilities* (including spellcasting, or even divine status) or a magical item** (including artifacts) enters his home turf. This does not anger him; he doesn't profess to guard his borders from intrusion, but he does expect visitors to respect him and not cast magic while in his realm. [size=1]*This includes psionic abilities in campaigns with psionics. ** This includes psionic items in campaigns with psionics.[/size] Each hour, Arkonseptsis tallies up the spell violations to his realm and decides to intervene or not according to his criteria. For DM's keep track of each spell cast, each magic item activated, each spell-like or supernatural ability activated during that hour. [B]On the first day in the realm:[/B] Arkonseptsis is very lenient on his punishments so each spell or spell-like ability or magic item activation or supernatural ability activated only counts as a 1% chance to draw the [I]Lead Dragon's[/I] attention. [b]Day 2 in the realm:[/b] increases Arkonseptsis' annoyance and thus increases the chances by a lot. Spells are now worth their spell level in %; spell-like abilities with a level equivalence are treated as if that spell level; magic items, supernatural abilities, and spell-like abilities without a level equivalence are treated as if 5th level. [b]Day three:[/b] the base changes to 2% per spell level. [b]Day four:[/b] the base changes to 3% per spell level. [b]Day five and afterward:[/b] the base changes to 4% per spell level. If the roll is made and it draws Arkonseptsis' attention, his actions depend on the total of the % chance. [b]20% or less:[/b] Arkonseptsis runs to within 300 feet of the offending group, spits out a black pudding and leaves to attend to other business. [b]21% to 60%:[/b] Arkonseptsis does a run-thru attack. He runs through the offending group's position at full speed on the ground (staying off the walls) doing an overrun attack. Each party member must make a choice: dodge (Ref DC 15) to the side (evasion works against this attack); or stand and get an AoO but become prone. In either case, Arkonseptsis is then gone from sight. For the overrun attack, Arkonseptsis' modifier is +36 versus Medium opponents and +40 versus Small opponents (+16 Str, +16/+20 size difference, +4 more than two legs) versus the party's individual Dexterity or Strength checks. Arkonseptsis suffers a -2 penalty to his AC during this attack. RBDMs would also call for saves vs. his curse, his divine aura, and his diseases as he runs by. [b]61% to 80%:[/b] Arkonseptsis does a run-thru attack as before but also gets one try at snatching a magic item in his jaws as he passes by (grapple to hold onto the item or it is gone with Arkonseptsis), the attack gains +2 to hit and deals bite damage and half strength bonus to the attached appendage. The magic item is immediately swallowed unless successfully grappled by its owner. A successful grapple check allows the owner to hold onto the item and go for a ride with the Lead Dragon. Successful grapple checks must be made each round or the item is lost and the character falls to the wayside (2d6 damage from skidding to a stop). As usual, the overrun deals no damage just forces the party prone. Same note about RBDMs here. [b]81% or more:[/b] Arkonseptsis has had enough of your insolence and intends to put an end to your annoyance once and for all. He spits a black pudding from max range, charges and gets full attack attacking as many opponents as he can. The [I]Lead Dragon[/I] will not allow anyone to escape unless he gets to destroy a magic item of worth (no potions or scrolls; something substantive). If someone is so brazen as to enter his lair, the base chance rises to 5% per spell level [u]and[/u] no matter what the final %; if the roll is made, he will treat it as if the chance were 81+%. Artifacts and deities are treated as if they had been in the [I]Lead Dragon's[/I] realm for 1 more day than they have been there; Arkonseptsis considers that gods and their creations should know better. Salient Divine Abilities and artifacts activated within his realm are treated as if they were 10th level spells for the purposes of drawing Arkonseptsis' attention. [/QUOTE]
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