-SIN-
First Post
Centuries ago dwarven prospectors found the mountain that would later become known as Ironstorm on the southern tip of a temperate east-west range. It was a veritable miner’s cornucopia rich in iron, nickel, silver, zinc and that rarest of metals – mithral. Veins of precious gemstones ran through her core like frozen streams, for the mountain was closely connected to the Elemental Plane of Earth. Planar and geological fluctuations between the two realms caused new deposits of ore to appear spontaneously within the mountain.
Now in the wintery peaks of the Ironstorm Mountain, with the Dwarves long gone, greed and old evils fight for domination....
A campaign for 4-6 players, of any race & class, though Dwarves will be preferred and it is they who shall benefit the most from the campaign - weapons and equipment wise, as well as actual character development, though others (races & classes) are most welcome. THE MOST IMPORTANT thing to me is a deep character description and background. I'm generous when it comes to goodies, gold and xp, and will certainly reward those who put in extra effort. I will be supplying maps, pictures and other 'handouts' too - maybe some complex enigmas you can take to work to try figuring out, nothing 'game-crunching', but as optional extras.
The basic story so far is that (for Dwarves) you were apart of, or decendant of the mass exodus from Ironstorm 300 years ago. Nearly 200 years ago the last king lead an expedition to try to reclaim Ironstorm and the wealth within. He and his retinue were never seen nor heard of again... You could be reletives of part of that expedition, and are now going to try to gain some closure on the matter. You could be a glory hunter, looking to reclaim the halls for yourself, crowning yourself king. Or something completely different. I leave it to you. BUT you will all be from different locales (I.E. the survivors of ISM split into smaller clans which are scattered throughout the realms) and will not know eachother until the game begins.
Starting Level: 6
Any class from anything (almost!). If you powerbuild I'll counter it with more deadlier enemies, so be warned.... Oh, and there's no restrictions on Multiclassing - AS long as yu can justify the change and make it at least slightly plausable. The one thing I ask is that psionics be left out - There'll be no room for 'Uri Gellar' on this trip!!
Evil alignment is not wholly banned, but try to avoid it, unless it really does 'fit' your character
ANY races, but Dwarves will be best suited for this game.
Wealth & Equipment is normal (as for lvl 6)
Stat generation: 32 points.
Books allowed:
All official books. If you want something else - Ask.
Any questions, post them on here.
If you're interested, post here.
Prospective players: (in progress)
Accepted Players: (in progress)
Dwarven Subraces: (in progress)
[sblock=Non-core Dwarven Feats]
Back-to-Back
[General]
You are skilled at fighting back-to-back with a trusted ally.
Prerequisite: Base attack bonus +1.
Benefit: When adjacent to any ally, you cannot be flanked unless your ally is also flanked. When adjacent to any ally who also has this feat, you gain a +1 dodge bonus to Armor Class and you cannot be flanked at all.
Special: A fighter may select Back-to-Back as one of his fighter bonus feats.
Boar's Charge
[General]
You plow through foes in combat with ease.
Prerequisite: Improved Overrun.
Benefit: You do not need to move before making an overrun attempt against an opponent, allowing you to take a 5-foot step into an opponent’s square. You can attempt to overrun creatures up to two size categories larger than you. Finally, the bonus on your Strength check to knock down foes increases to +6.
Normal: You can attempt an overrun as a standard action taken during your move.
Special: A fighter may select Boar’s Charge as one of his
fighter bonus feats.
Cleave Asunder
[General, Fighter]
You can cleave through metal as easily as flesh and bone.
Prerequisites: Cleave, Sunder
Benefit: If you use your Sunder feat to deal a weapon or object enough damage to destroy
it, you get an immediate, extra attack against another creature, weapon, or object within reach. Essentially, you may freely substitute “creature, weapon, or object” for the term “creature” as it appears in the description of the Cleave feat. If you also have the Great Cleave feat, you may make additional Cleave attempts for each creature, weapon, or object you drop.
Giant Killer
[General, Fighter]
You have mastered the techniques of fighting large creatures and slipping through their defenses.
Prerequisite: Combat Reflexes
Benefit: When fighting opponents at least two size categories larger than you, you negate the effects of any additional reach they may have. Against your character only, such creatures threaten only the squares adjacent to them.
Improved Rear Rank Fighting
[General, Fighter]
You have mastered fighting as part of a phalanx or spear hedge.
Prerequisites: Rear Rank Fighting
Benefit: When fighting in melee combat with a reach weapon, interposing creatures (friendly or otherwise) do not provide cover to enemies behind them.
Lock Shields
[General]
When working as part of a shield wall, you can lock shields with your companions for better defense against ranged attacks and area effect spells.
Prerequisite: Shield Wall.
Benefit: When you end your turn adjacent to an ally who also has the Lock Shields feat and you are both using a light or heavier shield, you gain a +2 cover bonus to your AC. In any round in which you take the total defense action, this cover bonus increases to +4 (and adds to the +4 dodge bonus you gain for the total defense action) and you gain a +2 bonus on Reflex saves. If you are separated from your adjacent ally at any time during the round such as being pushed back by a bull rush attack), you immediately lose the benefits of this feat.
Special: A fighter may select Lock Shields as one of his fighter bonus feats.
Low to the Ground
[General]
You are difficult to trip, overrun, or push back.
Prerequisite: Str 13.
Benefit: You gain a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground. This feat stacks with the +4 bonus a dwarf gains for his racial stability.
Protected Archery
[General]
You are skilled at fighting alongside other warriors, and are able to make ranged attacks safely when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Point Blank Shot.
Benefit: When adjacent to an ally with the Back-to-Back feat who wields a melee weapon, you do not provoke attacks of opportunity from any adjacent opponents when you make an attack with a ranged weapon.
Special: A fighter may select Protected Archery as one of his fighter bonus feats.
Protected Casting
[General]
You are skilled at fighting alongside other warriors, and are able to better focus your spellcasting when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Combat Casting.
Benefit: When adjacent to an ally with the Back-to-Back feat, you gain a +4 circumstance bonus on Concentration checks made to cast spells while on the defensive. This bonus stacks with the bonus granted by the Combat Casting feat.
Rear Rank Fighting
[General, Fighter]
You are accustomed to fighting as part of a phalanx or spear hedge.
Prerequisites: base attack bonus +1 or higher
Benefit: When fighting in melee combat with a reach weapon, friendly interposing creatures do not provide cover to enemies behind them. Enemies continue to provide cover as normal.
Shield Bash
[General, Fighter]
You are able to use your shield to smash your opponents.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: When using the full attack action, you may make one additional attack with your shield (including a buckler, small, or large shield, but excluding a tower shield). This attack and all your regular attacks suffer a -2 penalty. After your attack, you lose the benefit of your shield until your next action.
Shield Parry
[General, Fighter]
You are skilled at using your shield to intercept and deflect incoming attacks.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: Once per round, you may choose to parry a melee attack using your shield (including a buckler, small, or large shield, but excluding a tower shield). You must declare that you will parry before the attack roll is made. To parry, make an opposed melee attack roll against your opponent, adding your shield’s AC bonus (including its magical bonus, if any) to your roll. If you succeed, the attack fails. You lose the benefit of your shield until your next action.
Shield Rush
[General, Fighter]
Holding your shield before you, you rush into your opponent, pushing him back.
Prerequisites: Shield proficiency, Power Attack
Benefit: You may use your shield (small or large, but not a buckler or tower shield) when you perform a bull rush action. This action does not draw an attack of opportunity from thedefender, though it may draw an attack of opportunity from other foes nearby, and you do not receive your shield’s AC bonus against these attacks. You may add your shield’s AC bonus (including its magical bonus, if any) to your opposed Strength check. Regardless of the success of your bull rush, you lose the benefit of your shield until your next action.
Shield Wall
[General]
You are skilled at fighting next to allies using shields.
Prerequisite: Shield Proficiency.
Benefits: When you end your turn adjacent to an ally who also has the Shield Wall feat and you are both using a light or heavier shield, your shield’s bonus to AC increases by +2. If you are separated from your adjacent ally at any time during the round (such as being pushed back by a bull rush attack), you immediately lose the benefits of the Shield Wall feat.
Special: A fighter may select Shield Wall as one of his fighter bonus feats.
Stoic
[General]
You seldom reveal what you are thinking or feeling, making it easy to conceal your intent from others and resilient to magic that manipulates emotion.
Prerequisite: Wis 13.
Benefit: When another creature makes a Sense Motive check representing a hunch against you, the DC to get a sense from you increases by +10. In addition, you gain a +3 bonus on saving throws against enchantment (charm) spells and effects.
Tandem Fighting
[General]
You are skilled at fighting alongside other warriors, and you are more effective in combat when coordinating your attacks against a single opponent.
Prerequisite: Back-to-Back.
Benefit: When you are adjacent to an ally who also has the Tandem Fighting feat, you gain a +1 circumstance bonus on attack and damage rolls against foes you both threaten.
Special: A fighter may select Tandem Fighting as one of his fighter bonus feats.
[/sblock]
Non-core Dwarven Spells: (in progress)
Now in the wintery peaks of the Ironstorm Mountain, with the Dwarves long gone, greed and old evils fight for domination....
A campaign for 4-6 players, of any race & class, though Dwarves will be preferred and it is they who shall benefit the most from the campaign - weapons and equipment wise, as well as actual character development, though others (races & classes) are most welcome. THE MOST IMPORTANT thing to me is a deep character description and background. I'm generous when it comes to goodies, gold and xp, and will certainly reward those who put in extra effort. I will be supplying maps, pictures and other 'handouts' too - maybe some complex enigmas you can take to work to try figuring out, nothing 'game-crunching', but as optional extras.
The basic story so far is that (for Dwarves) you were apart of, or decendant of the mass exodus from Ironstorm 300 years ago. Nearly 200 years ago the last king lead an expedition to try to reclaim Ironstorm and the wealth within. He and his retinue were never seen nor heard of again... You could be reletives of part of that expedition, and are now going to try to gain some closure on the matter. You could be a glory hunter, looking to reclaim the halls for yourself, crowning yourself king. Or something completely different. I leave it to you. BUT you will all be from different locales (I.E. the survivors of ISM split into smaller clans which are scattered throughout the realms) and will not know eachother until the game begins.
Starting Level: 6
Any class from anything (almost!). If you powerbuild I'll counter it with more deadlier enemies, so be warned.... Oh, and there's no restrictions on Multiclassing - AS long as yu can justify the change and make it at least slightly plausable. The one thing I ask is that psionics be left out - There'll be no room for 'Uri Gellar' on this trip!!
Evil alignment is not wholly banned, but try to avoid it, unless it really does 'fit' your character
ANY races, but Dwarves will be best suited for this game.
Wealth & Equipment is normal (as for lvl 6)
Stat generation: 32 points.
Books allowed:
All official books. If you want something else - Ask.
Any questions, post them on here.
If you're interested, post here.
Prospective players: (in progress)
Accepted Players: (in progress)
Dwarven Subraces: (in progress)
[sblock=Non-core Dwarven Feats]
Back-to-Back
[General]
You are skilled at fighting back-to-back with a trusted ally.
Prerequisite: Base attack bonus +1.
Benefit: When adjacent to any ally, you cannot be flanked unless your ally is also flanked. When adjacent to any ally who also has this feat, you gain a +1 dodge bonus to Armor Class and you cannot be flanked at all.
Special: A fighter may select Back-to-Back as one of his fighter bonus feats.
Boar's Charge
[General]
You plow through foes in combat with ease.
Prerequisite: Improved Overrun.
Benefit: You do not need to move before making an overrun attempt against an opponent, allowing you to take a 5-foot step into an opponent’s square. You can attempt to overrun creatures up to two size categories larger than you. Finally, the bonus on your Strength check to knock down foes increases to +6.
Normal: You can attempt an overrun as a standard action taken during your move.
Special: A fighter may select Boar’s Charge as one of his
fighter bonus feats.
Cleave Asunder
[General, Fighter]
You can cleave through metal as easily as flesh and bone.
Prerequisites: Cleave, Sunder
Benefit: If you use your Sunder feat to deal a weapon or object enough damage to destroy
it, you get an immediate, extra attack against another creature, weapon, or object within reach. Essentially, you may freely substitute “creature, weapon, or object” for the term “creature” as it appears in the description of the Cleave feat. If you also have the Great Cleave feat, you may make additional Cleave attempts for each creature, weapon, or object you drop.
Giant Killer
[General, Fighter]
You have mastered the techniques of fighting large creatures and slipping through their defenses.
Prerequisite: Combat Reflexes
Benefit: When fighting opponents at least two size categories larger than you, you negate the effects of any additional reach they may have. Against your character only, such creatures threaten only the squares adjacent to them.
Improved Rear Rank Fighting
[General, Fighter]
You have mastered fighting as part of a phalanx or spear hedge.
Prerequisites: Rear Rank Fighting
Benefit: When fighting in melee combat with a reach weapon, interposing creatures (friendly or otherwise) do not provide cover to enemies behind them.
Lock Shields
[General]
When working as part of a shield wall, you can lock shields with your companions for better defense against ranged attacks and area effect spells.
Prerequisite: Shield Wall.
Benefit: When you end your turn adjacent to an ally who also has the Lock Shields feat and you are both using a light or heavier shield, you gain a +2 cover bonus to your AC. In any round in which you take the total defense action, this cover bonus increases to +4 (and adds to the +4 dodge bonus you gain for the total defense action) and you gain a +2 bonus on Reflex saves. If you are separated from your adjacent ally at any time during the round such as being pushed back by a bull rush attack), you immediately lose the benefits of this feat.
Special: A fighter may select Lock Shields as one of his fighter bonus feats.
Low to the Ground
[General]
You are difficult to trip, overrun, or push back.
Prerequisite: Str 13.
Benefit: You gain a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground. This feat stacks with the +4 bonus a dwarf gains for his racial stability.
Protected Archery
[General]
You are skilled at fighting alongside other warriors, and are able to make ranged attacks safely when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Point Blank Shot.
Benefit: When adjacent to an ally with the Back-to-Back feat who wields a melee weapon, you do not provoke attacks of opportunity from any adjacent opponents when you make an attack with a ranged weapon.
Special: A fighter may select Protected Archery as one of his fighter bonus feats.
Protected Casting
[General]
You are skilled at fighting alongside other warriors, and are able to better focus your spellcasting when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Combat Casting.
Benefit: When adjacent to an ally with the Back-to-Back feat, you gain a +4 circumstance bonus on Concentration checks made to cast spells while on the defensive. This bonus stacks with the bonus granted by the Combat Casting feat.
Rear Rank Fighting
[General, Fighter]
You are accustomed to fighting as part of a phalanx or spear hedge.
Prerequisites: base attack bonus +1 or higher
Benefit: When fighting in melee combat with a reach weapon, friendly interposing creatures do not provide cover to enemies behind them. Enemies continue to provide cover as normal.
Shield Bash
[General, Fighter]
You are able to use your shield to smash your opponents.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: When using the full attack action, you may make one additional attack with your shield (including a buckler, small, or large shield, but excluding a tower shield). This attack and all your regular attacks suffer a -2 penalty. After your attack, you lose the benefit of your shield until your next action.
Shield Parry
[General, Fighter]
You are skilled at using your shield to intercept and deflect incoming attacks.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: Once per round, you may choose to parry a melee attack using your shield (including a buckler, small, or large shield, but excluding a tower shield). You must declare that you will parry before the attack roll is made. To parry, make an opposed melee attack roll against your opponent, adding your shield’s AC bonus (including its magical bonus, if any) to your roll. If you succeed, the attack fails. You lose the benefit of your shield until your next action.
Shield Rush
[General, Fighter]
Holding your shield before you, you rush into your opponent, pushing him back.
Prerequisites: Shield proficiency, Power Attack
Benefit: You may use your shield (small or large, but not a buckler or tower shield) when you perform a bull rush action. This action does not draw an attack of opportunity from thedefender, though it may draw an attack of opportunity from other foes nearby, and you do not receive your shield’s AC bonus against these attacks. You may add your shield’s AC bonus (including its magical bonus, if any) to your opposed Strength check. Regardless of the success of your bull rush, you lose the benefit of your shield until your next action.
Shield Wall
[General]
You are skilled at fighting next to allies using shields.
Prerequisite: Shield Proficiency.
Benefits: When you end your turn adjacent to an ally who also has the Shield Wall feat and you are both using a light or heavier shield, your shield’s bonus to AC increases by +2. If you are separated from your adjacent ally at any time during the round (such as being pushed back by a bull rush attack), you immediately lose the benefits of the Shield Wall feat.
Special: A fighter may select Shield Wall as one of his fighter bonus feats.
Stoic
[General]
You seldom reveal what you are thinking or feeling, making it easy to conceal your intent from others and resilient to magic that manipulates emotion.
Prerequisite: Wis 13.
Benefit: When another creature makes a Sense Motive check representing a hunch against you, the DC to get a sense from you increases by +10. In addition, you gain a +3 bonus on saving throws against enchantment (charm) spells and effects.
Tandem Fighting
[General]
You are skilled at fighting alongside other warriors, and you are more effective in combat when coordinating your attacks against a single opponent.
Prerequisite: Back-to-Back.
Benefit: When you are adjacent to an ally who also has the Tandem Fighting feat, you gain a +1 circumstance bonus on attack and damage rolls against foes you both threaten.
Special: A fighter may select Tandem Fighting as one of his fighter bonus feats.
[/sblock]
Non-core Dwarven Spells: (in progress)
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