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<blockquote data-quote="the Jester" data-source="post: 1257165" data-attributes="member: 1210"><p>Forinthia.</p><p></p><p></p><p></p><p>Galador (The Light); god of the sun, the light, the law, authority, the rightful rule of Forinthia over all. Align LG; domains Good, Healing, Law, Light, Sun.</p><p></p><p></p><p></p><p>Thrush, Male Human Fighter 20</p><p></p><p>Hit Dice: 20d10+60 (182 hp)</p><p>Initiative: +5 (automatically 25 the first round he acts)</p><p>Speed: 20’</p><p>AC: 22 (+1 dex, +10 armor, +1 deflection) plus 50% miss chance</p><p>Base Attack/Grapple: +20/+27</p><p>Attack: +5 greatsword +30 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22 ranged (1d8+5/x3)</p><p>Full Attack: +5 greatsword +30/25/20/15 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22/17/12/7 ranged (1d8+5/x3)</p><p>Space/Reach: 5’/5’</p><p>Special Qualities: Displacement, resistance to fire 30 </p><p>Saves: Fort +20, Ref +14, Will +16</p><p>Abilities: Str 25 (including belt of giant strength +4), Dex 13, Con 16, Int 10, Wis 11, Cha 10</p><p>Skills: Climb +5, Intimidate +10, Jump +28, Listen +7, Spot +8</p><p>Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Guard Your Flanks, Improved Critical (greatsword), Improved Initiative, Iron Will, Lethality (greatsword), Lightning Reflexes, Point Blank Shot, Power Attack, Quickdraw, Quick-Strike, Weapon Focus (greatsword), Weapon Mastery (greatsword)</p><p></p><p>Challenge Rating: 19</p><p>Alignment: Neutral</p><p></p><p>Gear: Greatsword +5, full plate +2, ring of fire resistance 30, quarterstaff +2/mw, mighty (+4) composite longbow +1, ring of protection +1, belt of giant strength +4, helm of willpower [gives +3 morale bonus to Will saves], major cloak of displacement, amulet of resistance, 50 mw arrows, 4 doses luhix, four gems (50, 75, 75, 150)</p><p></p><p>Coin: 22507 gp, 231 sp, 222 pp, 12 cp</p><p></p><p></p><p></p><p>The Bendrock Mountains.</p><p></p><p></p><p></p><p>Angelfire Mountain (was known as Mt. Bile until recently a hero destroyed the befouling magic within it; now the mountain is named after him).</p><p></p><p></p><p></p><p>Hendrick the Witch-Hunter.</p><p></p><p></p><p></p><p>The Red Coins of Greed.</p><p></p><p></p><p></p><p><strong>SUNPOWDER:</strong></p><p>The process of tranforming distilled sunlight into sunpowder is a secret held tightly by the orcs of Valonia. They share it with no one, and only a few faithful clergy of Galador are allowed the knowledge. One vial of liquid sunlight will yield one 'charge' of sunpowder.</p><p></p><p>Sunpowder, much like distilled sunlight, is highly volatile and dangerous. It shares all the characteristics of distilled sunlight, but as a powder it can be used in a fashion very similar to gunpowder. In general, one charge will be enough sunpowder to fire a typical orcish pistol or musket once, and multiple charges used together can have greater effect (for example, it takes 20 charges to fire a cannon).</p><p></p><p>Sunpowder can also be used as an explosive; in this case, the number of charges used will increase both the damage and the size of the explosion.</p><p></p><p><em>Number of Charges- Damage- Radius- Save DC</em></p><p>5 3d6 10' 13</p><p>10 3d6 15' 13</p><p>20 4d6 20' 15</p><p>30 5d6 30' 17</p><p>50 5d6 40' 17</p><p>100 6d6 50' 19</p><p></p><p>Larger amounts of sunpowder can make even larger explosives.</p><p></p><p>To complete this description:</p><p></p><p>DISTILL SUNLIGHT</p><p>Transmutation</p><p>Level: Light 4</p><p>Components: V, S, DF, M</p><p>Casting Time: 3 hours</p><p>Range: Special</p><p>Effect: See text</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>This ritual allows you to distill sunlight into a thin volatile fluid. One flask is created per two caster levels. This spell must be cast under the sun in a cloudless sky, making it hard to cast in many places and seasons. Further, distilled sunlight evaporates within 2d4 hours unless sealed (in which case it lasts up to the caster’s level in days).</p><p></p><p>The spell distills the sunlight into previously prepared holy water. As a liquid, sunlight has the following properties: </p><p></p><p>-It radiates a 60’ glow akin to daylight;</p><p>-It is warm to the touch. Drinking a flask of sunlight will heal 1d8 points of cold damage take in the last hour. Also, it will dry up to 4 square feet of wet surface per flask.</p><p>-It acts as double-strength holy water.</p><p>-It is extremely flammable. If lit it will burn in only a single round but a vial will cause 3d4 damage.</p><p></p><p>Material components: in addition to the required holy water, this spell requires 200 gp in incense and herbs plus 50 gp/vial to be distilled.</p><p></p><p></p><p></p><p>Here's the Traps domain I made up:</p><p></p><p></p><p>TRAPS</p><p>Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage).</p><p>1 Alarm</p><p>2 Fire Trap</p><p>3 Snare</p><p>4 Explosive Runes</p><p>5 Symbol of Pain</p><p>6 Symbol of Fear</p><p>7 Symbol of Stunning</p><p>8 Symbol of Death</p><p>9 Trap the Soul</p></blockquote><p></p>
[QUOTE="the Jester, post: 1257165, member: 1210"] Forinthia. Galador (The Light); god of the sun, the light, the law, authority, the rightful rule of Forinthia over all. Align LG; domains Good, Healing, Law, Light, Sun. Thrush, Male Human Fighter 20 Hit Dice: 20d10+60 (182 hp) Initiative: +5 (automatically 25 the first round he acts) Speed: 20’ AC: 22 (+1 dex, +10 armor, +1 deflection) plus 50% miss chance Base Attack/Grapple: +20/+27 Attack: +5 greatsword +30 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22 ranged (1d8+5/x3) Full Attack: +5 greatsword +30/25/20/15 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22/17/12/7 ranged (1d8+5/x3) Space/Reach: 5’/5’ Special Qualities: Displacement, resistance to fire 30 Saves: Fort +20, Ref +14, Will +16 Abilities: Str 25 (including belt of giant strength +4), Dex 13, Con 16, Int 10, Wis 11, Cha 10 Skills: Climb +5, Intimidate +10, Jump +28, Listen +7, Spot +8 Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Guard Your Flanks, Improved Critical (greatsword), Improved Initiative, Iron Will, Lethality (greatsword), Lightning Reflexes, Point Blank Shot, Power Attack, Quickdraw, Quick-Strike, Weapon Focus (greatsword), Weapon Mastery (greatsword) Challenge Rating: 19 Alignment: Neutral Gear: Greatsword +5, full plate +2, ring of fire resistance 30, quarterstaff +2/mw, mighty (+4) composite longbow +1, ring of protection +1, belt of giant strength +4, helm of willpower [gives +3 morale bonus to Will saves], major cloak of displacement, amulet of resistance, 50 mw arrows, 4 doses luhix, four gems (50, 75, 75, 150) Coin: 22507 gp, 231 sp, 222 pp, 12 cp The Bendrock Mountains. Angelfire Mountain (was known as Mt. Bile until recently a hero destroyed the befouling magic within it; now the mountain is named after him). Hendrick the Witch-Hunter. The Red Coins of Greed. [b]SUNPOWDER:[/b] The process of tranforming distilled sunlight into sunpowder is a secret held tightly by the orcs of Valonia. They share it with no one, and only a few faithful clergy of Galador are allowed the knowledge. One vial of liquid sunlight will yield one 'charge' of sunpowder. Sunpowder, much like distilled sunlight, is highly volatile and dangerous. It shares all the characteristics of distilled sunlight, but as a powder it can be used in a fashion very similar to gunpowder. In general, one charge will be enough sunpowder to fire a typical orcish pistol or musket once, and multiple charges used together can have greater effect (for example, it takes 20 charges to fire a cannon). Sunpowder can also be used as an explosive; in this case, the number of charges used will increase both the damage and the size of the explosion. [i]Number of Charges- Damage- Radius- Save DC[/i] 5 3d6 10' 13 10 3d6 15' 13 20 4d6 20' 15 30 5d6 30' 17 50 5d6 40' 17 100 6d6 50' 19 Larger amounts of sunpowder can make even larger explosives. To complete this description: DISTILL SUNLIGHT Transmutation Level: Light 4 Components: V, S, DF, M Casting Time: 3 hours Range: Special Effect: See text Duration: Permanent Saving Throw: None Spell Resistance: No This ritual allows you to distill sunlight into a thin volatile fluid. One flask is created per two caster levels. This spell must be cast under the sun in a cloudless sky, making it hard to cast in many places and seasons. Further, distilled sunlight evaporates within 2d4 hours unless sealed (in which case it lasts up to the caster’s level in days). The spell distills the sunlight into previously prepared holy water. As a liquid, sunlight has the following properties: -It radiates a 60’ glow akin to daylight; -It is warm to the touch. Drinking a flask of sunlight will heal 1d8 points of cold damage take in the last hour. Also, it will dry up to 4 square feet of wet surface per flask. -It acts as double-strength holy water. -It is extremely flammable. If lit it will burn in only a single round but a vial will cause 3d4 damage. Material components: in addition to the required holy water, this spell requires 200 gp in incense and herbs plus 50 gp/vial to be distilled. Here's the Traps domain I made up: TRAPS Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage). 1 Alarm 2 Fire Trap 3 Snare 4 Explosive Runes 5 Symbol of Pain 6 Symbol of Fear 7 Symbol of Stunning 8 Symbol of Death 9 Trap the Soul [/QUOTE]
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