For those who run in the Scarred Lands what is your favorite area to adventure


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Oh those. No, the other guys don't have to have those feats to ultize them. Btw I have something new for you. I'll post it right here:

The Nameless Tome

Physical Description:

This book is bound in a black velleum cover. The pages have been stained to green highlight. The cover of the book has runes written in high elvish. Anyone reading the cover runes will see that the book's title has been altered, as the characters that were there seemed to have vanished. The book itself isn't very thick, and weighs 2 1/2 pounds.

History:

While the exact history and text of this book has been lost, it is known that the now Nameless Tome was a book of teachings as well as collection of lore and magic for the god of the Forsaken elves. It was believe that the god of the forsaken elves was the original author. He apparently collected knowledge and lore from the other gods about things magical and mundane that would prove to be useful for his people. The book had been kept in the hands of his loyal clerics, offering insights into both the arcane and divine magics. There was also rumors that the book had been shared and copied by those of the brotherhood, called the arcane archer. Wilder rumors claim there was special ritual that would give an elven cleric the power to open dimension gateways, allowing for traveling in great distances with little time passing between them. The book became lost just after the fateful battle with Chern. Some claim the spirit of the dead god resides in it. Others believe that it's lost much of its original power. But many mages and clerics search for it, believing it might help in a ritual to ressurrect their god.

Contents:

The actual contents of the book remains much of a mystery. The book is 295 pages long, divided into three sections, the first dealing with the god of the forsaken elves and his power, the next with arcana and elvish archery. The last deals with a true ritual. Reading the first section gives the reader a +2 insight bonus in knowledge (religion) and knowledge (arcana) when dealing with any forsaken elven item, spell or effect. It also gives the reader feeling of loss from reading it, as per the spell emotion "hopelessness". A successful Will save (DC 18) igornes this effect. Anyone reading from this book, and that makes two successful skill checks (one for Spellcraft and one for Knowledge (religion) at DC 30 ) gains the ability to one spell from the following domains:

Chaos, Knowledge, Magic and Trickery.

Spells casted from the book are considered to be cast by a 20th level cleric for all spell effects. Failure results in 1d6 points of Wisdom damage. This damage is permenant and can only be reversed using a wish or a miracle, or great restoration. All other effect will fail. Only one spell from each domain can be cast from this book. Any more causes the spell to fail and the caster to suffer 2d6 points of Str and Con damage. This is temporary damage.

The second section of the book deals with arcane magic, specifically dealing with arrows, bows, and spells to enhance such effects. Any elven or half elven character reading this book must make a Will save (DC 35) or else feel compelled to learn more about the secrets of arcane archery. Also the reader gains a +2 compentence bonus on any Craft (bowmaking). The reader also can, one per day, imbue any arrow with any arcane spell of 2nd level or lower, provided it's range is touch only.

One major side effect is that any non-elven character casting any spells from the book from those domains, must make a fortitude save (DC 35) or else be turned into a forsaken elf. Only half elves and other elves are unaffected by this.

Finally in the last section of the book deals the true ritual, Riftwalk. It is a 8th level Wizard, Cleric spell. The spell acts like a modified dimension door, but unlike dimension door, it can open from one spot that the caster specifies to another point. This other point can be on another plane, but doing so causes the doorway to only stay open for 1 minute per caster level. Opening it on to another point in the material plane, causes the gateway to stay open 1 hour per caster level. The XP cost is 1,500 per caster. The spell requires at least 5 casters. The Material cost is a ruby worth 15,000 gp, a ring of planitum worth 5,000 gp, the blood of an outsider that can cast dimesion door as a spell like ability, and a map of the world.
 
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feats

Oh those. No, the other guys don't have to have those feats to ultize them. Btw I have something new for you. I'll post it right here:
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I think it makes more sence (and is better balanced) to require everyone who potentially can add to the AC have the feat, (like the team flank for a higher bonus - I don't remember the name of that feat though) or else to say it better, if you don't have the feat then you don't add to anyone elses bonus.

That tome is brutal!;) I especially liked the part where its to be used th aid an bringing back that which abides. but the cost of the riftwalk ritual seems to me too high. though I liked its effects.
 

San, it was my first attempt at doing martial feats. I'm usually a little better with metamagic and special feats.

Glad though you like the tome. I think I will revise the true ritual and also add a little more on the archery chapter.
 

scarred lands

If I might suggest . . . reduce the gold cost drastically. the xp cost seemed about right unless you got the short duration. I envision this ritual as a way of transporting armies. so the 5 casters is fine. if you had somthing smaller then a Darakeene unit or Calistian legion in mind then I would suggest lowering the rituals level (it's not a permenant gate afterall - to say 7th and reducing the # of casters to 3-4)

Just my 2 Groats worth.
 

mercenary training feat

I gotta go with my gut here, without requireing everyone benifiting from this feat to actually have this feat it's too powerfull.
the AC bonus for an archer could be +6 and thats without the shield wall cover he could also get and all without requiring anybody else to take the feat. I plan to let it in my game but with the stipulation that everybody who adds to the AC must also have it. I think that balances it out. I don't remember offhand if it had any prerecs or not, but if not then I would also require dodge to be able to take it. I havnt had a chance to go over the others yet, that was on the screen while I was waiting to print.;)
 

Well they were unofficial feats San. But I do agree with your assessments. Certainly I think I should state that in those feats.

So what should I drop the gem then to say 75,000 or how about 25,000?

That was kind of the intent. This also explained how the termana/forsaken elves could move a lot of their people without resorting to mass teleports.
 

gem drop . . .

25,000 is probably ok, though I guess you could go to 50,000 Its just the higher it is the more prohibitive the cost to anybody ever actually using it.don't get ne wrong it has to be expensive enough so that people don't toss it arround like magic misslie but the cost needs to be low enough that someone who is paying for the army to use it still can. 25,000 - 50,000 goes a long way when one is hireing troops (esp. short term)
 


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