D&D 3E/3.5 [Kulan] Crisis in Bluffside PBP Campaign Guide

Knightfall

World of Kulan DM
The commanders of the Bluffside Elite tend to each have their own style, but each commander typically wears an Adamantine Breastplate and carries an Adamantine Longsword as well. Each has their own personal heavy steel shield, although some of them choose to fight two-handed.

Bluffside Elite Commander_ Hero Forge.png
 

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Knightfall

World of Kulan DM
These two guards just fought alongside the PCs against the Rising Swords mercenaries that ambushed the PCs to try to take Mani away from them. Herleva Astagnory is the sergeant of her guard patrol. Akos and Tuck met them while investigating the rats at the bakery. She, Roland, and the rest of their patrol backed up the PCs.

Herleva Astagnory_Hero Forge.png

This is Roland. He is second in command in Herleva's patrol. Herleva relies on him greatly, as he is well respected in Old City even though he doesn't come from a noble family. His breastplate armor was ruined during the fight.

Roland_Hero Forge.png
 
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Knightfall

World of Kulan DM
Another Regulars guard who fought alongside the PCs versus the Rising Swords. Mariana was helping escort Mani to the Palace when the ambush happened. She is typically posted to the Red Arch guard post.

Mariana Guerra_Hero Forge.png
 
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ScottDeWar_jr

second birthdate : 15 Dec 2011
repost for access

Name: Vinccenzo d'Lucio Nicknane : Vinny Alignment: Neutral

Wizard [level 5]-(Martial)Rogue [level 1]-swiftblade [1]

xp 34,941 [+10% to xp gained from level 6 on from item familiar]
Goal: 21 000 xp

associated with the wizard guild of transmutation
specialist: Transmutation; counter schools: Necromancy and conjuration
just attained Wizard 5, so all level 3 spells will be Haste

Alignment N chosen to reflect Rogishness in his heart and the willingness to meter out bland justice to any who inflict
crime against the wizardly schools.

maps of interest:
his past: He is really from Castillion, but after seeing a friend and fellow wizard get "taught a lesson" for a minor
magical prank, the punishment involving having his arms and legs twisted and bent by an invisible creature, until the
bones shattered then he was left in the street screaming. his death finally came when a mounted patrol rode down
the street at a gallop, trampling the young man.

all for just placing a light spell on the rump of an old man who was beating a child with his cane.

Vinccenzo was known by the guard as an 'associate' of the punished "criminal" and was being watched for, so he
had to smuggle himself out of the city by hiding on the under side of a manure cart with all of his earthly
belongings he could carry with him.

He made his way to Bluff side as a sell sword until he finally made it.

Code:
[b]str[/b]   14   +2
[b]dex[/b]   17   +3
[b]con[/b]   14   +2
[b]int[/b]   17   +3
[b]wis[/b]   18   +4
[b]cha[b/]   14   +2

level 4 stat increase: Int +1
lang: 2 local[ home area; bluffside area] + draconic

AC              base  dex  magic    misc    total
chain shirt,    +4    +3     +1            18

mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Special: see Feat [Dodge] and Feat [Mobility]
Code:
Saves:  Base    attrb   misc  pTotal
Fort     +1      +2      x     +3
ref      +3      +3      x     +6
will     +4      +4      x     +8
Notes

Code:
Weapon          Attack   Damage     Critical     Knotes
rapier, +1       +6       1d6 +3     18-20/*2     [P]    BAB +3;Str +2; Magic +1
Dagger           +5       1d4 +2     19-20/*2     [S,P]  BAB +3;Str +2
Lt X bow         +6       1d8        19-20/*2     [P]    BAB +3;Dex +3;
BAB +1 [martial rogue 1]; +2 [wizard 5]

spells memorized:
level 0
Amanuensis, Mending, Message, Det Poison, Resistance

level 1
Jump, shield bearer, Magic missile x 2, color spray

level 2
knock, levitate, chain of eyes, mirror immage, discern shape changer

level 3
haste x 3

Code:
heirloom item: rapier, +1    free[2320 gpv]
spell book, 100 pages       free
+ starting gold      13 000 gp

spell book costs     10,350 gp
2*dagger                  4 gp
light crossbow           35 gp
*10 bolts                 1 gp
chain shirt             100 gp
*mithral             +1,000 gp
*+1 ench             +1,000 gp

total                12,490 gp

Skills:
6 ranks [concentration]
Spells:
Level 3: Haste sacrificed, item can cast shocking grasp.

skill points:
11*4[rogue 1{8 [rogue]+3[int]}] + (6 [human, 1/ lv]) + (2 [wiz]+3[int]) *5 = 44+4+30=78 i have too many ranks spent

Code:
Skill                 Mod     Ranks    Misc    Total
*Appraise (int)        3        0        x        +3
*Balance (dex)         3        3        2        +8   Tumble
*Bluff (cha)           2        1        x        +3
*Climb (str)           2        3        2        +7   Use rope
*Concentration (con)   2        6        7       +15   Feat: combat casting +4; skill focus +3; Feat: item familiar invesment: 6 ranks; bonus:+2
*Craft (int)           3        1        x        +4   jewelry [rings]
*Decipher (int)        3        0        x        +3
*Diplomacy (cha)       2        1        2        +5   Sense Motive
*Disable Device (int)  3        2        x        +5
*Disguise (cha)        2        0        x        +2
*Escape Artist (dex)   3        1        2        +6   Use rope, involving ropes
*Forgery (int)         3        0        x        +3
*Gather Info (cha)     2        1        x        +3
Handle Animal (wis)    4        1        x        +5
Heal (wis)             4        0        x        x
*Hide (dex)            3        4        x        +7
*Intimidate (cha)      2        0        x        x
*Jump (Str)            2        3        7       +12   ring, tumble
*Arcana (int)          3        2        x        +5
*Architecture          3        1        x        +4
*Dungeoneering         3        1        x        4
*Geography             3        1        x        4
*History(int)          3        0        x        +
*Local (int)           3        1        x        +4
*Nature (int)          3        0        x        x
*Nobility              3        0        x        x
*Planes(int)           3        1        x        +4
*Religion (int)        3        0        x        +
*Listen (wis)          4        6        x       +10
*Move Silently (dex)   3        6        x        +9
*Open Lock (dex)       3        6        x        +9
*Perform (cha)         2        0        x        +
*Profession (wis)      4        0        x        x
Ride (dex)             3        1        x        +4
*Search (int)          3        4        x        +7
*Sense Motive (wis)    4        3        x        +7
*Sleight of Hand (dex) 3        1        x        +4
Speak Language (int)   3        1        x        +4
*Spellcraft (int)      3        4        x        +7      [+2: transmutation to learn]
*Spot (wis)            4        5        x        +9
Survival (wis)         4        0        x         x
*Swim (str)            2        1        x        +3
*Tumble (dex)          3        5        3       +13    Feat +3
*UMD (cha)             2        1       (2)       +3   (+5)   Spellcraft (scrolls only)
*Use rope (dex)        3        5        x        +8

Racial features: Human
Medium size - no penalties or bonuses
base move 30'
1 extra feat at first level
+4 skill points at first level
Class Features Martial rogue
lose sneak attack
gain feats of fighter
trapfinding
Class Features: Wizard
Item familiar
scribe scroll
Feats
H: Skill Focus: Tumbling [+3 to tumble skill]
C1: Dodge
F1: Mobility
C3: Combat Casting
C6: Skill Focus: Concentration
W5: Item familiar (UA, 3.5 pg 170)

Spells
Code:
Level     Can   1st   2nd   3rd   4th
Base       4     3     2     1
int        0     1     1     1
spec       1     1     1     1
total      5     5     4     3
Save dc:  13    14    15    16    17
all 3rd level spells cast at level 5 MUST be Haste

SpellBook
Code:
Cantrips:

Dancing Lights: Creates torches or other lights.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Silent Portal: Negates sound from door or window.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Trans
Amanuensis: Copy non-magical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
---
Stick: Glues an object weighing 5 pounds or less to another object

Level 1

Ectoplasmic Armor
---
Color Spray
Critical Strike
Identify
Magic Missile
Nightshield
Shocking Grasp
Ice dagger
---

Trans
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on
skill check.
Cutting Hand:
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Jump: Subject gets bonus on Jump checks
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Shieldbearer: Shield floats near subject to offer protection.


level 2

Balancing Lorecall
---
Blur
Burning Sword
Chain of Eyes
Combust
---
Discern Shapechanger
Electric Loop
Ethereal Chamber
Flaming Sphere
Mirror Image
Resist Energy
See Invisibility
Sting Ray


Trans
Alter Self: Assume form of a similar creature
Bear's endurance: Subject gains +4 to Con for 1 min./level
Bull's strength: Subject gains +4 to Str for 1 min./level
Cat's grace: Subject gains +4 to Dex for 1 min./level
Fox's Cunning: Subject gains +4 to Int for 1 min./level
Owl's wisdom: Subject gains +4 to Wis for 1 min./level
Knock: Opens locked or magically sealed door
Levitate: Subject moves up and down at your direction.
Wraithstrike: melee touch att for 1 round.

level 3
Haste [t]:
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves
Dispel Magic
Tongues
Hold Person
Wind Wall
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.

level 4
Code:
spell book costs: [Scroll Cost]+[Writing Cost]
level 1: [50*9]+[100*9] =450+900=1350
level 2: [150*18]+[200*18] =2700+3600=6300
level 3: [375*4]+[300*4] =1500+1200=2700
10,350 gp spent

Spells Memorized

Cantrips
Light, Light, Detect Magic, Silent Portal, Ray of Frost

Level One
Message, Mending, Nightshield, Magic Missile, Magic Missile,
Bonus [item familiar]: Shocking Grasp

Level Two
Blur, Electric Loop, Mirror Image, Cat's Grace,

Level Three
Haste, Haste, Haste

His father worked all day as a blacksmith, the typical happy homemaker left our future intrepid hero with a lot of time. as he was too young and small to help either parent, he was left to his own devices of entertainment.

As a very young child, Vincenzo was enamored with performers of circus acts. He would sneak out after bed time just to watch the local market performers. One day when on a late night excursion, he watched as a wizard was added to the evening performance - and his heart was lost.

The stars in his eyes must have shone bright to the master of ceremonies as the word that man saw was "Recruit". The lad he saw is a recurring audience and has been seen imitating the antics of the performers.
*seduced into learning the sneaky ways of rogues
*sent on first job to a wiard's lab to 'liberate' an item
*was caught and spent 5 years in he wizard's confines to see how the bow succeeded in getting in.
*the boy showed how he had learned to speak a command word on an item to defeat the defenses
*to use the item needed talent, which the wizard recognized
*at the end of 5 years the boy started in his training
*his parents had already turned him over to the guild
*because of the kind and fair treatment during his incarceration he gave his loyalty to the wizard
*from the local area, but learned the language of.... from the circus performers
*his knowledge of the streets got him a position on the guards of the wizard's district.

rogue 1 wizard 5 : 6 [max at levl 1 rogue]+3+1+3+2+4= 19 + [6*2 (con)]=31
stat rolls
14;14;8;18;17;14;16;13;12
best 6
14; 14; 18; 17; 14; 16
View attachment 113447
View attachment 113448

Wizard spell list - does not include restricted schools
Code:
1ST-LEVEL WIZARD SPELLS

Abjur
Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
-elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an
-aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Div
Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks
-of opportunity.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks
-for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.

Ench
Charm Person: Makes one person your friend.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.

Evoc
Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.

Illus
Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level

Trans
Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.

2ND-LEVEL WIZARD SPELLS

Abjur
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.

Div
Detect Thoughts: Allows “listening” to surface thoughts.
Marked Object: You gain bonus to track a specific being.
Locate Object: Senses direction toward object (specific or type).

Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Evoc
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Force Ladder F: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6
-damage, 2d6 against undead and evil outsiders.
Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures

Illus
Bladeweave: Your melee attack dazes your opponent.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe M: Subject is always flanked by one  creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.

Trans
Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.

3RD-LEVEL WIZARD SPELL

Abjur
Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura M: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Non-detection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Div
Analyze Portal: Find a nearby portal and discover its properties.
Arcane Sight: Magical auras become visible to you.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.

Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.

Evoc
Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb F: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage,
4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow Blast F: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.

Illus
Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item
for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence M: Object becomes programmed to create an area of silence at your command.

Trans
Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Diamondsteel M: Metal armor provides damage reduction.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremor-sense: Grants tremor-sense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.

4TH-LEVEL WIZARD SPELLS

Abjur
Dispelling Screen: Targeted dispel magic on any
creatures and unattended items, +10 max on
caster level check.
Forceward: Creates a sphere of force that protects
against force effects and keeps out incorporeal
creatures.
Portal Alarm, Improved: Warded portal alerts
you or a creature designated by you to creatures
passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level
to constructs.

Resistance, Greater: Subject gains +3 on saving
throws.
Resist Energy, Mass: Creatures ignore damage
from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks
creatures of opposite alignment.

Div
Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and
gems.

Ench
Battle Hymn: Allies can reroll one Will save/
round.
Rebuke, Greater: Subject cowers for 1d4 rounds.

Evoc
Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
energy.
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Stone Sphere: 3-ft.-diameter stone sphere rolls
over your enemies.
Sword of Deception: Blade of energy attacks
independently, deals 1d4 damage, penalizes
subsequent save.
Thunderlance: Lance of force deals 3d6 damage
and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force
per round to all creatures in the area.
Wingbind: A net of force entangles the subject,
causing it to fall from the sky.

Illus
Sensory Deprivation: All of subject’s senses are
blocked.
Shadow Well: Subject enters gloomy pocket plane
and emerges frightened.

Trans
Attune Form: Grant creature temporary
protection against overtly damaging planar
traits.
Backlash: Subject takes damage if it uses spells
against another creature.
Bite of the Werewolf: You gain the Strength and
attacks of a werewolf.
Blinding Breath: Your breath weapon blinds
subjects.

Corporeal Instability: Transform a creature into
an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/
level subjects.
Displacer Form: You change into displacer beast,
gain some abilities.
Entangling Staff: Quarterstaff can grapple and
constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire
damage.
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural
armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s
morphic essence.
Raise from the Deep: Creature or sunken ship
made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/
level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s
turn and choose one of several benefits.
Scramble Portal: You randomize the destination
of a magic portal.
Sharptooth: One of your natural weapons deals
damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the
same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy,
and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight
maneuverability improves by two steps.
 
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Knightfall

World of Kulan DM
Copied over from The Piazza:
DM's Note
When it comes to the Take 10 and Take 20 rule options, you cannot normally use them for Knowledge checks in my campaign world. But if you devote the time for research each month, you can Take 10. You can apply this for DCs up to 20 only. At 21+ you always have to roll as normal (but see below).

The more hours you devote to your PC's ongoing research, the better your chances to reduce the DC. You make a check to determine the number of hours you devote in one month for a specific area of knowledge and then divide the total by four. Example: d20 roll = 8. If we use Gralf, he adds +4 to the roll for a total of 12 hours for one month or 3 hours per week. If you want to do research for multiple Knowledge skills, you have to roll for each individual sub-skill.

After the first month, you can answer easy questions with Take 10 if you roll is 10 or higher. After three month, you can answer basic questions with a Take 10 if your rolls for all three months are 15 or higher. After six months, you can answer DC 20 questions with a Take 10 if your rolls for all six months are 20 or higher. As your ranks in a Knowledge skill increase, you can become a fountain of knowledge about it, as long as you continue to devote the minimum amount of time required each month. 10 hours a month for easy questions. 15 hours a month for basic questions. And 20 hours a month for DC 20 questions.

Since I've already rolled for his first month in Bluffside, even though he has only been in the city two weeks so far, we can assume he has plans to spend another 12 hours over the next two weeks in the Teacher's Library and/or Museum of Sem La Vah. However, if adventuring takes up most of his time from this point, he'll lose those hours unless his new companions are willing to let him have the time to do his research. It shouldn't be an issue since the time he needs is less than one hour a day. :D

New Homebrewed Feats (optional)
SKILL RESEARCH
[General]
You excel at skill research.
Prerequisites: Int 13, Knowledge 1 rank, access to a library (50+ books).
Benefit: You get a +3 bonus on Knowledge checks related to determining hours of research per month in an area of knowledge.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new area of knowledge.

BOOKWORM [General]
You always seem to have your nose in a book.
Prerequisites: Skill Research.
Benefit: When you Take 10 with a Knowledge skill, the target DC is reduced by 1.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new area of knowledge.

DEVOTED RESEARCHER [General]
You are devoted to knowledge.
Prerequisites: Int 15, Skill Research, Knowledge 4 ranks, access to a library (100+ books).
Benefit: When rolling a standard Knowledge check with a DC of 21 or higher, you gain a +2 bonus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new area of knowledge.

MASTER RESEARCHER [General]
You live for the study of knowledge.
Prerequisites: Int 17, Skill Research, Devoted Researcher, Knowledge 10 ranks, access to a library (200+ books).
Benefit: You may apply your ability to conduct ongoing research to DCs above 20.
Normal: When conducting research, you can only decrease an area of knowledge's DC if it is 20 or less.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new area of knowledge.
 

Knightfall

World of Kulan DM
Copied from the OOC Thread:

Librairies in Bluffside

These libraries are known and open to the general populace. It wouldn't be hard for your PCs to learn about them. The other libraries aren't generally public knowledge.

Old City
Theater on the Bluff (Open)
Confirmed, Specialized (Performing Arts)
Number of Books: 70

Temple District
The Exploratory (Open)
Confirmed, Contents Vary from Month to Month
Number of Books: Anywhere from 10 to 60

Teacher's Library (Open, heavily guarded)
Confirmed, General Knowledge
Number of Books: Too many to count.

New City
Bluffside Crier (Open [normally], currently closed, guarded)
Confirmed, General Knowledge
Number of Books: 85 (pre-disaster); now unknown

Undercity
Cavern Harbor (Open, if you can find it)
Confirmed, Specialized (Seafaring [primary]; Architecture and Engineering and Geography)
Number of Books: 30 to 40.

The Bard's Tale (Open)
Confirmed, Specialized (Performing Arts in Bluffside)
Number of Books: 5 to 10

Temple of the Miner (Open but you have to be a dwarf, gnome, or a miner)
Confirmed, Specialized (Mining only)
Number of Books: 15

Sordadon
Naval Academy (Open, heavily guarded)
Confirmed, Specialized (Architecture and Engineering, Geography, History, Local, Nature)
Number of Books: 100+

Old City
Dragori Embassy (Rumored)
A very new rumor that is being whispered by those visiting the Teacher's Library.
Number of Books: Unknown

Palace (Rumored)
If there is one, it likely is only available to The Five.
Number of Books: Likely 100+

Tribunal of Review and Retribution (by appointment, guarded)
Confirmed; Specialized (Law)
Number of Books: 50 to 60

Museum of Sem La Vah (Semi-Restricted, appointments take a minimum of 6 months, heavily guarded)
Confirmed, Specialized (Ancients)
Number of Books: 50 to 60

Mining District
Adamantine Security Council (Restricted, heavily guarded)
Confirmed
Number of Books: Unknown

Miners & Burrowers Society Guildhouse (guild membership required, guarded)
Confirmed, Specialized (Dungeoneering)
Number of Books: 10

Temple District
Castle of Purification (Rumored)
An old rumor that is scoffed at.

Conflagration of Life and Succor (Restricted, heavily guarded)
Confirmed, Specialized (Religion)
Number of Books: Unknown

Holy Sanctuary of Peace and Protection (Rumored)
No one is sure how this rumor got started.

Military District
Bluffside Regulars Barracks (must be a Bluffside Regular to have access; it is rumored that the library is always open to The Five, however)
Confirmed, Specialized (Architecture and Engineering, Geography, and Local)
Number of Books: 100

House of Flesh (Restricted, guarded)
Confirmed but rumored to be in transition to be bought out by a private citizen
Number of Books: 25

Wizard District
Obsidian Tower of the Unknown (Rumored)
Number of Books: Anywhere from 10 to 1,000

Academy of Arcane Arts (Restricted, must be an instructor, heavily guarded)
Confirmed, Contents are unknown but likely Arcana only
Number of Books: 90+

Library of the Magical and Mundane (Restricted, must be an instructor or a student, heavily guarded)
Confirmed, General Knowledge (main area), Rare Tomes (back area).
Number of Books: Unknown, likely 300+

Wizard Council (Rumored)
Number of Books: Unknown

DM's note: Each of the specialized guildhouses is rumored to have libraries. If true, they are restricted to guildmembers only.

New City
Asylum (Rumored)
If true, the contents would likely be... disturbing.

Trader's League Guildhouse (guild membership required, guarded)
Confirmed, Specialized (Architecture and Engineering, Geography, History, Local, and Nature)
Number of Books: 75

Sordadon
Port Authority (Restricted, guarded)
Confirmed, Specialized (anything related to Seafaring)
Number of Books: Believed to be anywhere from 30 to 80

Stormrite Ship Yards (Restricted, guarded)
Confirmed, likely specialized
Number of Books: Unknown
 
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Knightfall

World of Kulan DM
Copied over from The Piazza:
dulsi (on The Piazza) said:
What's Arn's relationship with the Great Teacher? Just trying to figure out how Thistle should interact with them.
Arn worship doesn't originate from Bluffside. The deity is a minor god from the Bard's Gate sourcebook. Arn's is a NG deity and the god's portfolio is "the sun" and "light." The deity is a messenger god for his father Vionir and his follower try to find the "remains" of the god's grandfather, Arden, in order to try to resurrect the dead god. The gods of bluffside aren't a tight-knit pantheon, but Arn is devoted to his parent deities. Arn's followers believe that by resurrecting Arden, they will be able to re-establish the Triumvirate of Light and destroy the evil that exists hidden in the shadows of the world. The god's main rival is the deity Tsathogga (the Demon Frog God) who was responsible for the death of Arn's grandfather.

Thus, there isn't really a direct relationship between Arn and the Great Teacher. The gods of Bluffside were designed to be generic, so The Great Teacher is less a single physical entity than it is a divine archetype (IMO). However, there are ancient aspects of the god with unique names: Dylona (goddess of magic) and Olius (god of teaching and patience). These two deities were subsumed into the faith of the Great Teacher. The clergy of the Great Teacher would know a great deal about faiths beyond Bluffside, so they would likely be more tolerant than others. Knowledge brings wisdom. However, too much knowledge can corrupt, as well. The Great Teacher's typical worshipers are archaeologists, sages, historians, sorcerers, and wizards.

For those that worship the gods of Bluffside, Arn is a foreign god that eventually might be seen as an aspect of one of The Twelve. The clergy of Bluffside would likely see Arn as an aspect of The Purifier whose typical worshipers include paladins, fighters, and barbarians. However, since Arn is also a messenger god, Bluffside's faiths might also associate him with the Traveler. (Abene doesn't at this point, however. The deity Lusos is a deity from an earlier age that has been subsumed into the Church of The Traveler.) The average citizen of Bluffside won't think of Arn as one of The Twelve.

Arn and his faithful would value the wisdom of the clergy of the Great Teacher for what they might be able to find about Arden's death and where there might be divine remnants of the dead god on Kulan. The Great Teacher values knowledge above all and works towards recovering knowledge lost from previous ages. Magic is included in that knowledge as is understanding the world and all the things in it. The Great Teacher also stands for hope and understanding during dark times.
 
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Knightfall

World of Kulan DM
History of the House of Abjuration (Spellbook)
Penned by Baltus Dunon

Access to this book provides the owner with not only the spells below but also a strong understanding of the inner workings of the House of Abjuration. While the value of the spells in the book is equal to 2,350 gold, the book is worth at least 2,500 gold, as it provides information that can be used as loopholes (Knowledge [arcana] or Knowledge [local] check, DC 20) to joining the House of Abjuration without the normal waiting period.

On the other hand, presenting this book back to Baltus would gain the possessor significant favor with the man but will not guarantee membership into the House.

Spells
0-level: Resistance.
1st-level: Alarm, Endure Elements, Erase, Protection from Chaos.
2nd-level: Arcane Lock, Obscure Object, Pyrotechnics, Rope Trick.
3rd-level: Dispel Magic, Explosive Runes, Magic Circle against Chaos, Secret Page.
4th-level: Fire Trap, Remove Curse, Stone Shape.
5th-level: Fabricate, Mordenkainen's Private Sanctum.
 

Knightfall

World of Kulan DM
Magnus the Trapmaster
Magnus the Trapmaster is an infamous villain that is wanted from the Kingdom of Novarum (in the north) to the city-state of Barcino in the southern lands. While the reward for his arrest varies from kingdom to kingdom and city-state to city-state, he is one of the most wanted men in the Northwest. His title as Trapmaster is no joke or exaggeration. He's killed more people with traps than any other known human on the continent. It is rumored that he studied how to make traps with a clan of vicious kobolds that once lived in Red Mountains. He has a hatred for humanity and prefers to work with evil humanoids such as gnolls, orcs, and worse.

His most infamous act took place in the forest city known as Ashfall. Magnus used his mastery of traps to set off a chain reaction that destroyed half the city. In the process, he enraged an old red dragon that laired in a dormant volcano. The dragon went on a rampage through the region before it was brought down by a group of adventurers (of who half died in the process). Magnus managed to get into the dragon's lair, steal the best treasure, and booby trap the rest of the lair against intrusion by adventurers. Many have died trying to get the remainder of the treasure in that lair.

He's killed kings and merchants with poisonous traps and deadly roadside explosions. He is believed to be a master of gunpowder and he once set off an explosion in the coastal city of Orra that burned down half the docks and set fire to the water using a strange oil that comes from somewhere far to the west of the Sea of Ishamark.

The reward for him in Bluffside is 300,000 gold. It would be higher but The Five don't want to bankrupt the city. The reward for his capture is four times that in Novarum. The reward in the city of Ashfall is beyond compare. If someone was to bring him to the city alive, they could claim kingship over the city and its vassal communities. Bringing him in dead would be rewarded with a knighthood.
 

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