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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> LC Avengers QnA
Parent thread: Gauging Interest for a Party of Avengers
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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reserved
reserved
Posted on 2011-10-14 at 20:07:32.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Toraad played by Tuned_Out
This should cover everything. Please make any necessary corrections.
Leather Coats Avengers Character Sheet
Player Name Tuned_Out
Character Name Toraad "Onyxheart" Goronfal
Race Dwarf
Class [Multi Classes] Cleric/Monk
(Prime Attribute) Wisdom
(Prime Attribute) Constitution
Class Alignment LG
Level Cleric5/Monk5
Hit Points 50
Patron Deity Steel, Dwarven God of War
Place of Origin Silver Mountains
Languages (Spoken) Dwarven, Common
Height 4'8"
Weight 160lbs
Sex M
Age 165
Hair Color Dark Brown
Eyes Color Brown
Right Handed __X__ Left Handed _____
Further Description (if necessary)
A short, dark beard that appears to be growing back after having been shaved off.
Class Abilities:
Cleric Spells
Turn Undead
FAST MOVEMENT: 40 ft (without armour)
HAND-TO-HAND COMBAT: unarmed does 1d8 lethal (or non)
The monk adds +2 to all overbearing and grappling attacks.
IRON BODY: +2
STUN ATTACK: 1/round (5/day)
DEFLECT MISSILES: 1/round
IRON FISTS: +2
SLOW FALL 10 ft
Race Abilities
ANIMOSITY (Elves):
-2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
DEEPVISION:
This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all.
Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
DETERMINE DEPTH AND DIRECTION: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
ENMITY (Goblins/Orcs): When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures.
Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
DEFENSIVE EXPERTISE (Giants/Ogres): When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
RESISTANT TO POISONS (Constitution): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
STONECRAFT (Wisdom):
Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone.
A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4.
When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.
Beginning Numbers (19-17-15-13-11-9) for Attributes
[Then Add or Subtract for Applicable Race Modifiers]
Strength 17
Dexterity (13 -1) 12
Constitution (15 +1) 16
Intelligence 9
Wisdom 19
Charisma 11
Attributes [Mark Your Prime & Secondary Attributes]
Strength (Paralysis & Constriction)
Prime Attribute _______ Secondary Attribute ___x___
Dexterity (Breath Weapon & Traps)
Prime Attribute _______ Secondary Attribute ___x___
Constitution (Disease, Energy Drain & Poison)
Prime Attribute ___x___ Secondary Attribute _______
Intelligence (Arcane Magic & Illusion)
Prime Attribute _______ Secondary Attribute ___x___
Wisdom (Confusion, Divine Magic, Gaze Attack, Petrification & Polymorph)
Prime Attribute ___x___ Secondary Attribute _______
Charisma (Death Attack, Charm & Fear)
Prime Attribute _______ Secondary Attribute ___x___
Ability to Turn UnDead (Clerics & Paladins only)
x
Armor
Splint Mail (200 gp +6 45 lbs. 4 (w))
Helm N/A
Shield
Buckler (2 gp +1 1 2 lbs. 2)
Weapons
1 Warhammer x(6 gp 1d8 — 8 lbs. 4)
2 Hand Axes x(4 gp 1d6 10 ft. 4 lbs. 2)
1 Hatchet x(1gp 1d4 -- 2lbs. 2)
5 Javelins x(1 gp 1d4 30 ft. 2 lbs. 3)
Spells Known (equals number of Spells allowed to cast per day)
0 level
Detect Magic
Create Water
Light
Purify Food and Drink
1st level (+ Bonus Spell)
Cure Light Wounds
Shield of Faith
Sanctuary
Command
2nd level (+ Bonus Spell)
Lesser Restoration
Hold Person
Silence
3rd level (+ Bonus Spell)
Glyph of Warding
Cure Serious Wounds
4th level
5th level
6th level
7th level
8th level
9th level
Additional Spells for Race (where applicable)
0th level
Gold Reveal
1st level
Minor Blast
2nd level
Rock to Sand
3rd level
Major Blast
4th level
5th level
6th level
7th level
8th level
9th level
Horse/Animal Companion/Familiar
N/A
Armor Class (armour/none)
(17 / 13 )
Description
Standard Splintmail, simple grey with brown trim. Similar colors upon the buckler. Ornate bracers are seen at the sleeves of the mail, which the Dwarf rarely parts from. No gloves are worn, and surprisingly, this dwarf wheres soft leather boots.
Character Armor Class 17
(10 + 6( Armor) +0( Helm) + 1 (Shield))
Equipment
(Includes Magic Items Awarded)
Holy Symbol, Silver 25 gp 1 lbs. 1 —
Belt Pouch, Large 2 1 gp 1 lbs. 1(w) 2
Flint and Steel 1 gp 0.5 lbs. * —
Whetstone 1 gp 0.5 lbs. 1 —
Pack, Shoulder 2 gp 2 lbs. 3(w) 10
Tankard 2 cp 0.5 lbs. — —
Bedroll 1 sp 5 lbs. 3 —
Canteen (1⁄2 gallon) 2 gp 2 lbs. 11 1⁄2 gallon
Clothing
Belt 6 sp 1 lbs. *
Boots, Soft 4 sp 2 lbs. *
Leggings 5 sp 0.5 lbs. 2 (w) (dark brown in color)
Tunic 3 sp 0.5 lbs. 1 (w) (amber in colour)
Cloak 5 sp 3 lbs. 1 (w) (grey)
Wealth
25 Gold Coins
To Whom It May Concern
Last Will and Testament: I, the undersigned, do hereby make the following requests, to be executed in the event of my untimely demise:
That Toraad perish valiantly in combat.
-T_O
Posted on 2011-10-14 at 20:07:47.
Edited on 2011-11-03 at 17:37:10 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Sir Calmindon Jorralan played by Ziklag
Player Name Ziklag
Character Name Sir Calmindon Jorralan
Race: Half-elf
Class [Multi Classes]: Knight/Illusionist
(Prime Attribute): Charisma
(Prime Attribute): Intelligence
(Prime Attribute Humans Only)
Class Alignment: Lawful Good
Level: 5
Hit Points: 35
Patron Deity: Araulin
DIVINE MASTER OF ALL COMBAT
GOD SYMBOLS: Long Sword, Elf Helm, Lightning Bolt, Green Tourmaline
DEITY PROVINCE: Storms, War, Luck, and Combat CEREMONY: First level worshipers of all types give all of their income to the deity until they reach second level.
TABOO: All worshipers must fight for their lives at least once a year.
GRANTED ABILITIES: Fear and paralysis magics have no effect on Araulin worshipers.
Araulin demands his worshipers practice their weapon skills.
He also encourages weapon specialization in the sword.
Temples to the deity are more like weapon’s halls where the sound of fencing with sword, hammer, and axe goes on day and night. Such temples are always at the edge of the forest along roads so that strangers can come in for aid and teach any weapon skills they might have to the students and clerics in the temple. Even orcs, goblins, and the like have been allowed in and given a meal to instruct the faithful in the ways of their fighting styles.
First level clerics of the deity are skilled with shield and sword before they take up their duties for Araulin. Worshipers cannot rise above fifth level until they have joined an army group and fought the enemies of the elves. This often sends elves out of the forests to look for armies to temporarily join. Tenth level worshipers can’t advance until they have fought orcs, goblins, and hobgoblins.
ARTIFACT: ARAULIN’S SINGING AND DANCING SWORD Araulin makes it known that he is watching and blessing his people when he sends his sword to be given to a young warrior to use in an upcoming battle. Often the giving of the sword begins a great quest for that warrior and others.
The weapon has a will of 20, it speaks warnings to its wielder; it’s a chaotic good aligned artifact. Its powers include faerie fire 3/day, deflect missiles at will, darkness 3/day, and mass heal 1/day. The sword glows brightly within one hundred yards of goblins, orcs, and hobgoblins.
It begins singing when its wielder is outnumbered and the singing acts as a bless spell for all allies within fifty feet of the sword user. The weapon does 3d8 +3 in damage and double that versus green dragons.
Place of Origin: Castle Vochenback
Languages (Spoken) Elf, Common, Dwarf, Orc, Halfling
Height: 5 11
Weight: 160
Sex: Male
Age 35
Hair Color: Brown
Eyes Color: Gray
Right Handed
Class Abilities:
Knight:
BIRTHRIGHT MOUNT: A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
RIDING HORSE (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
LIGHT WAR HORSE (Their vital stats are HD 3d10, AC14, MV 60.
Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.)
HORSEMANSHIP (Dexterity): Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts.
When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a war trained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
With a successful check, and by foregoing any attack or other action, knights may direct their mounts to perform the following actions while mounted: cover, deflect, fall softly, leap and charge.
Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover.
This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage on any failed attribute check.
Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 rds. The height of the horse.
Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
INSPIRE: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
EMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
DEMORALIZE: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
BATTLEFIELD DOMINANCE: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
CALL-TO-ARMS: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
Followers must be supported or they leave. 0 level followers require 2gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS ALLOWED: Any except Code-of-Conduct limitations ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, weapon training, inspire, embolden, demoralize, call-to-arms
Illusionist:
ABILITIES
SPELLS: An illusionist casts arcane spells, though illusion magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, an illusionist is limited to a certain number of spells of each spell level per day. The Wizard and Illusionist Spells Per Day Table (pg 23) shows the number of spells per day an illusionist may cast. An illusionist must prepare spells before casting them,. This is done by studying spells from a spell book. While studying, the illusionist decides which spells to prepare. Spell memorization and descriptions are covered in detail in the Magic section. (pg. 49)
BONUS SPELLS: With a high intelligence score, an illusionist gains bonus spells. If the character has an intelligence of between 13-15, they can memorize an extra 1st level spell. If the intelligence score is 16 or 17, they can memorize an extra 2nd level spell and if 18 or 19, they can memorize an extra 3rd level spell. The bonus spells can only be acquired if the illusionist is at a high enough level to cast that spell level. Bonus spells are cumulative.
For example, a 4th level illusionist with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the illusionist reaches 5th level.
SHARP SENSES (Wisdom An illusionist’s innate ability to distinguish the real from the unreal imparts a +1 bonus to all illusion saving throws. The bonus increases to +2 at 4th level, +3 at 7th level, +4 at 10th level, +5 at 13th level and +6 at 16th level.
DISGUISE (Charisma): Using magic and props, the illusionist can disguise himself and impersonate others. The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the character’s check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers are applied to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years.
Success indicates a disguise good enough to fool normal observers. The Castle Keeper may allow a suspicious observer an intelligence check to see through the disguise. If the observer is familiar with the person being impersonated, they gain a bonus of +4 to the intelligence check. If the person being impersonated is a close associate or friend of the observer, the check is made at +8. Additionally, disguises must be occasionally changed to remove suspicion.
Race Abilities
Beginning Numbers (19-17-15-13-11-9) for Attributes
[Then Add or Subtract for Applicable Race Modifiers]
Strength: 17
Dexterity: 13
Constitution:11
Intelligence: 19
Wisdom: 9
Charisma: 15
Attributes [Mark Your Prime & Secondary Attributes]
Strength (Paralysis & Constriction)
Prime Attribute _______ Secondary Attribute _______
Dexterity (Breath Weapon & Traps)
Prime Attribute _______ Secondary Attribute _______
Constitution (Disease, Energy Drain & Poison)
Prime Attribute _______ Secondary Attribute _______
Intelligence (Arcane Magic & Illusion)
Prime Attribute ____x___ Secondary Attribute _______
Wisdom (Confusion, Divine Magic, Gaze Attack, Petrification & Polymorph)
Prime Attribute _______ Secondary Attribute _______
Charisma (Death Attack, Charm & Fear)
Prime Attribute ___x____ Secondary Attribute _______
Ability to Turn Undead (Clerics & Paladins only)
Armor: Scale mail tunic, leg greaves
Helm: Normal
Shield: Medium Steel shield with emblem of the Knights of Sedelas
Weapons: Short sword, Bastard sword, Light Flail, short composite bow, dagger, light lance, Arrows (20)
The bastard sword has elven writing and has a name
Spells Known (equals number of Spells allowed to cast per day)
0 level:
MESSAGE
LIGHT
DETECT ILLUSION
ARCANE MARK
PRESTIDIGITATION
1st level (+ Bonus Spell):
CHANGE SELF
COLOR SPRAY
HEAD FOG
DARKNESS
HYPNOTISM
2nd level (+ Bonus Spell):
CURE LIGHT WOUNDS
INVISIBILITY
ANGELIC IMAGE
3rd level (+ Bonus Spell):
TONGUES
SUGGESTION
4th level
5th level
6th level
7th level
8th level
9th level
Additional Spells for Race (where applicable)
0 level
DRAGON AWARENESS
1st level:
DRAGON BREATH RESISTANCE
2nd level:
DRAGON TOUGHNESS
3rd level:
DRAGON WINGS
4th level
5th level
6th level
7th level
8th level
9th level
Horse/Animal Companion/Familiar
Name: Orion
Type: light War horse
Armor Class: 16
Description: Barding, Leather, Saddle Blanket, Bit and Bridle, Saddle Bags 4, Saddle. He is a chestnut brown in color
Character Armor Class
(10 + Armor + Helm + Shield etc) = 20 with helm 16 with out
Equipment
(Includes Magic Items Awarded): Bedroll, Belt Pouch, Spell Component, Tent, small Tinder Box, Whetstone, Knife, Armor and Weapon Oil, Blanket Winter, Lantern Hooded, Rope, Silk (50 feet),2 Oil Flask’s, Gloves, Leather, 2 Tunic’s, Rations (1 week), Trap, Small animal, Flint and Steel, Hatchet, small bag of beak dragon scales(10).
Each Character begins with 25 Gold Coins from the Waterfront Town of Sherrill
(You have spent whatever you had on Wine, Women, Song, Equipment or Charity)
To Whom It May Concern
Last Will and Testament:I,Sir Calmindon Jorralan the undersigned, do hereby make the following requests, to be executed in the event of my untimely demise: If as all possible return my body to my home for a proper burial in the knights yard and my weapons and horse to be given to my family.
Posted on 2011-10-14 at 20:08:06.
Edited on 2011-11-05 at 16:37:32 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Rextugenous played by Hammer
Rextugenous Character Sheet
Player Name Hammer
Character Name Rextugenous
Race Human
Class [Multi Classes] Paladin, Wizard, Bard
(Prime Attribute) Charisma
(Prime Attribute) Intelligence
(Prime Attribute Humans Only) Wisdom
Class Alignment Chaotic Good
Level 5
Hit Points 40
Patron Deity Brigit
Place of Origin
Walcott on the north shore of Lake Orion
Languages (Spoken)
Common
Height
6' 2"
Weight
160 pounds
Sex
Male
Age
23
Hair Color
Long Black Hair tied in a pony tail
grizzled beard (does not always shave)
Eyes Color
Bright Blue Right Eye
Left Eye covered by a Black Leather Eye Patch with a Raven insignia stitched on the patch
Patch strap is like a head band and the Eye Patch can be flipped up and down
Right Handed __x___ Left Handed _____
Ambidextrous (minimum 15 Dexterity) _____ [Must describe Primary Weapon Hand in Battles]
Further Description (if necessary)
Class Abilities
Paladin
CURE DISEASE: At 1st level, the paladin can cure any disease, no matter the origin, once per week. This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, and at 12th level, three times per week.
DETECT EVIL: Beginning at first level, paladins have the ability to detect evil in the same manner as the spell. However, this ability is innate and no spell casting is involved. A paladin simply concentrates for one round on an area or individual within 60 feet to use the ability. The paladin must face toward the area or individual being examined. The paladin can do this as often as desired, but must be able to concentrate for at least one round to do so.
DIVINE AURA: Paladins emanate a permanent divine aura that wards against attacks from evil, summoned or conjured creatures. It creates a magical barrier around the paladin that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against evil creatures. The divine aura also prevents bodily contact by summoned or conjured creatures.
This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature.
Good elementals and outsiders are immune to this effect.
DIVINE HEALTH: The paladin is immune to all diseases, of any origin.
LAY ON HANDS: A paladin can cure 2 hit points per level once per day.
This ability can be used on the paladin or on others, but the healing cannot be divided among multiple recipients.
TURN UNDEAD (Wisdom): At 3rd level, the paladin gains the ability to turn undead as a cleric of 1st level. When making a wisdom check to turn undead, a paladin adds his “turning level” to the roll, not the character’s actual level. This ability improves with each level, so a 5th level paladin turns undead like a 3rd level cleric, etc.
DIVINE MOUNT: At 4th level, the paladin gains the ability to call a divine warhorse or other mount. A paladin’s deity confers this grace upon the paladin as a reward for faithful service. The divine mount is unusually intelligent, strong, loyal, and ready to serve the paladin in his or her crusade against evil. The mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small-sized paladin). Should the paladin’s mount die, a year and a day must pass before another can be called. The Castle Keeper provides information about the mount that responds to the paladin’s call.
Wizard
SPELLS: A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Wizard and Illusionist Spells Per Day Table (pg 23) lists the number of spells per day a wizard may cast of each spell level. For example, a 5th level wizard can cast five 0 level spells, four 1st level spells, two 2nd level spells and one 3rd level spell per day.
A wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare. Spell memorization and spell descriptions are covered in detail in the Magic chapter (Pg 49).
BONUS SPELLS: With a high intelligence score, a wizard gains bonus spells.
If the character has an intelligence of between 13-15, they can memorize an extra 1st level spell. If the intelligence score is 16 or 17, the wizard can memorize an extra 2nd level spell, and if 18 or 19, the wizard can memorize an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level wizard with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the wizard reaches 5th level.
Bard
DECIPHER SCRIPT (Intelligence): Bards often need to decipher and interpret legends and secret writings to acquire more knowledge. This
ability allows the bard to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes ten turns to decipher each page of a script. A decipher script check may be made only once per writing. A bard may use this ability to decipher and then use an arcane scroll, as a wizard or illusionist would, if a successful check is made at a penalty of –10. This ability may not be used to decipher divine scrolls.
EXALT (Charisma): This is the bard’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance.
Some bards invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor. With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including class ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear the bard, and must be within 60 feet. The Castle Keeper may rule that certain uses of this ability are infeasible. The bard can use this ability once per day per level, and can maintain the effect for a number of rounds equal to the bard’s level. As the bard rises in levels, the bonus imparted increases as well.
It rises to +3 at 6th level, +4 at 12th level and +5 at 18th level.
LEGEND LORE (Charisma): Bards are lore masters of myth and archaic knowledge. With a successful attribute check, a bard gains or remembers some relevant information about local notables, a legendary item, a noteworthy place or any other relevant bit of information. Gaining the information may entail speaking to local inhabitants and/ or doing research. The information might prove useful in diplomacy, entertaining, or otherwise influencing others. The ability also might impart a full or partial understanding of local or secret languages, including rogue’s cant, the secret druidic language or ranger signs.
The check will not reveal the powers of a magic item, but may give a hint to its history, general function or activation. The Castle Keeper gauges the challenge level of the check based on whether the knowledge is:
1. Common: This constitutes information known by at least a substantial minority of the local population.
2. Uncommon: but available, known by only a few people in the area.
3. Obscure: known by few, and hard to come by.
4. Extremely Obscure: known by very few scholars and sages, possibly forgotten by most who once knew it, or possibly known only by those who don’t understand the significance of the knowledge.
FASCINATE: At 4th level, a bard gains the ability to place a single creature into a trance. The creature to be fascinated must be able to see and hear the bard, and the bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other danger will prevent the ability from working. The bard can use song or poetics to produce the intended effect on the creature, through music, poetry, chanting, speech, whistling, playing an instrument or any combination of the above, as long as some verbal performance is included. Bards can use this ability three times per day, and can maintain the effect for a number of rounds equal to their level.
When a bard uses this ability, the target makes a charisma saving throw to resist the bard’s spellsong. If the saving throw fails, the creature sits quietly and listens to the bard for up to the full duration of the effect. While using this ability, a bard must concentrate, as if casting or maintaining a spell. While fascinated, the target is treated as if prone and also suffers a -4 penalty to all saving throws and a -5 to armor class. If the creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. Any threat that is obvious to the fascinated creature, such as the casting of a spell, drawing of a sword or aiming of a weapon automatically breaks the effect.
As the bard rises in levels, the power of the fascination increases as well, allowing the bard to further influence the listener through suggestion. These specialized uses of the fascinate ability can only be performed on creatures who are under the influence of the bard’s fascinate ability. At 5th level, a bard may attempt a charm person on a fascinated creature. At 8th level, a bard may attempt to implant a suggestion into a fascinated creature. At 12th level, a bard may attempt antipathy/ sympathy on a fascinated creature. At 18th level, a bard may attempt a mass suggestion on fascinated creatures. In each case, the creature receives a saving throw to attempt to resist the spellsong.
As the bard gains experience, the number of creatures that can be affected by the fascination, or one of its specialized uses, increases. The number of creatures is equal to two fewer than the level of the bard. For example, a 4th level bard can fascinate 2 creatures, a 6th level bard can fascinate 4 creatures, and a 12th level bard can fascinate 10 creatures.
Race Abilities PRIMARY ATTRIBUTES: Because of the unique nature of humankind,humans choose an additional primary attribute, for a total of three.
Beginning Numbers (19-17-15-13-11-9) for Attributes [Then Add or Subtract for Applicable Race Modifiers] Strength 9 Dexterity 11 Constitution 13 Intelligence 19 Wisdom 15 Charisma 17 Attributes [Mark Your Prime & Secondary Attributes]
Strength (Paralysis & Constriction)
Secondary Attribute
Dexterity (Breath Weapon & Traps)
Secondary Attribute
Constitution (Disease, Energy Drain & Poison)
Secondary Attribute
Intelligence (Arcane Magic & Illusion)
Prime Attribute
Wisdom (Confusion, Divine Magic, Gaze Attack, Petrification & Polymorph)
Prime Attribute
Charisma (Death Attack, Charm & Fear)
Prime Attribute
Ability to Turn UnDead (Clerics & Paladins only)
Paladin ability Turn Undead like a level 3 Cleric
Armor
Tan Leather Coat
Helm
None
Shield
None
Weapons
Knife
Dagger
Throwing Axe
Short Sword
Wooden Wand with Raven insignia
Light Cross Bow
Quiver of Cross Bow Bolts
12 Bolts
Whip
Spells Known (equals number of Spells allowed to cast per day)
0 level
Dancing Lights
Endure Elements
Ghost Sound
Light
Message
1st level (+ Bonus Spell)
Burning Hands
Magic Missile
Shield
Shocking Grasp
Summon Familiar
2nd level (+ Bonus Spell)
Acid Arrow
Protection from Arrows
Shatter
3rd level (+ Bonus Spell)
Lightning Bolt
Tiny Hut
4th level
5th level
6th level
7th level
8th level
9th level
Additional Spells for Race (where applicable)
0 level
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
Horse/Animal Companion/Familiar
Name
Type
Armor Class
Description
Character Armor Class
(10 + Armor + Helm + Shield etc)
10 + 1 + 0 + 0 = 11
Equipment
(Includes Magic Items Awarded)
Knife
Dagger
Throwing Axe
Short Sword
Wooden Wand with Raven insignia
Light Cross Bow
Quiver of Cross Bow Bolts
12 Bolts
Whip
Reddish Tan Boots (soft)
Trousers
Vest
Tan Leather Coat
Large Belt Pouch
Backpack
Bedroll
Canteen
Waterskin
Large Sack (empty)
Large Sack (filled with Lime and 4 Tathlums)
5 Flasks of Holy Water
Trail Rations (1 week)
Flint & Steel
Torch
5 Flasks Oil
5 Bars Soap
Tinder Box (10 fires)
Mug with Raven insignia
Black Eye Patch with Raven insignia stitched on patch serves as Holy Symbol
Pipe (Dream Reaver)
Hemp Rope (50 feet)
Whetstone
Razor
5 sets of Bandages (2 wounds each)
Each Character begins with 25 Gold Coins from the Waterfront Town of Sherrill
(You have spent whatever you had on Wine, Women, Song, Equipment or Charity)
To Whom It May Concern
Last Will and Testament: I, the undersigned, do hereby make the following requests, to be executed in the event of my untimely demise: Divide my possessions among my companions, cut off my head and soak it in lime for 6 days to use as a Tathlum weapon against our enemies and burn the rest of my corpse and scatter the ashes into a strong wind with a Ballad to my deity Brigit. Rextugenous
Posted on 2011-10-14 at 20:08:47.
Edited on 2011-11-05 at 20:52:50 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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reserved
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Posted on 2011-10-14 at 20:09:08.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Cleric Spells
CLERIC SPELLS (Divine)
0-LEVEL CLERIC SPELLS (Orisons)
1. CREATE WATER Creates 2 gallons/level of pure water.
2. DETECT CHAOS/ EVIL/ GOOD/ LAW* Reveals aura of creatures, spells or objects.
3. DETECT MAGIC Detects magical aura and its strength along 50 ft. path.
4. DETECT POISON Detects poison in one creature or small object.
5. ENDURE ELEMENTS Protection from natural elements and weather.
6. FIRST AID Bandages bleeding wound.
7. LIGHT Object shines like a torch.
8. PURIFY FOOD AND DRINK Purifies 1 cu. ft./level of food or water.
1ST-LEVEL CLERIC SPELLS
1. BLESS* Allies gain +1 to hit and +1 on saves against fear.
2. BLESS WATER* Makes holy or unholy water.
3. COMMAND Subjects obey one-word command for 1 round.
4. CURE LIGHT WOUNDS* Cures 1d8 damage.
5. DETECT SECRET DOORS Reveals hidden doors within 60 ft.
6. DETECT UNDEAD Reveals undead within 60 ft.
7. INVISIBILITY TO UNDEAD Undead can’t perceive subject.
8. PROTECTION FROM CHAOS, EVIL, GOOD OR LAW* +2 AC and saves, plus other defences.
9. REMOVE FEAR* Protects from fear; grants new save vs fear.
10. RESIST ELEMENTS Grants +2 bonus to saves vs selected element.
11. SANCTUARY Opponents can’t attack the caster.
12. SHIELD OF FAITH Aura grants +2 bonus to AC and saves.
13. SOUND BURST A pulse of sound that causes 1d8 damage.
2ND-LEVEL CLERIC SPELLS
1. AID +1 to hit, +1 on saves against fear, 1d8 temporary hit points.
2. AUGURY Learns whether an action will be good or bad.
3. CONSECRATE* Makes location holy, turning and harming undead.
4. DARKNESS* Creates 20 ft. radius supernatural darkness.
5. DELAY POISON Stops poison from harming subject for 1 hour/level.
6. DETECT TRAPS Reveals traps along a path 50 ft. long.
7. HOLD PERSON Holds one person helpless; 1 round/level.
8. LESSER RESTORATION Dispels attribute damage effects for one attribute.
9. REMOVE PARALYSIS Frees one creature from paralyzing effects or slow spell.
10. SILENCE Negates sound in 15 ft. radius.
11. SPEAK WITH DEAD Corpse answers questions.
12. SPIRITUAL WEAPON
Divine weapon attacks on telepathic command.
3RD-LEVEL CLERIC SPELLS
1. ANIMATE DEAD* Creates and controls undead skeletons and zombies.
2. CONTINUAL FLAME Makes a permanent, heatless flame.
3. CREATE FOOD AND WATER* Feeds three humans (or one horse)/level.
4. CURE SERIOUS WOUNDS* Cures 3d8 damage.
5. DISPEL MAGIC Cancels magical spells and effects.
6. GLYPH OF WARDING Inscription harms those who pass it.
7. LOCATE OBJECT* Senses direction toward object (specific or type).
8. MAGIC CIRCLE (Against Chaos, Evil, Good, Law) As 10 ft radius protection spell.
9. PRAYER Allies gain +1 on most rolls, and enemies suffer -1.
10. REMOVE BLINDNESS OR DEAFNESS* Cures subject.
11. REMOVE CURSE* Frees person or object from curses.
12. REMOVE DISEASE* Cures all diseases.
4TH-LEVEL CLERIC SPELLS
1. AIR/WATER WALK Subject treads on air or water.
2. CONTROL WATER Raises or lowers bodies of water.
3. DISCERN LIES* Reveals deliberate falsehoods.
4. DISMISSAL Forces a creature to return to native plane.
5. DIVINATION Provides useful advice for specific proposed actions.
6. FREEDOM OF MOVEMENT Moves normally despite impediments.
7. HALLOW* Designates location as holy with array of effects.
8. HEALING CIRCLE* Cures 2d8 damage in circle around caster.
9. NEUTRALIZE POISON Detoxifies venom in or on subject.
10. RESTORATION* Restores drained level and attribute reducing effects.
11. SENDING Delivers short message to creature anywhere, instantly.
12. TONGUES* Speak any language.
5TH-LEVEL CLERIC SPELLS
1. ATONEMENT Removes burden of misdeeds from subject.
2. COMMUNE Deity answers one yes-or-no question/level.
3. CURE CRITICAL WOUNDS* Cures 5d8 damage.
4. DEATH WARD Grants immunity to death spells and effects.
5. DISPEL CHAOS, EVIL, GOOD, LAW* Grants +4 AC and dispel one spell.
6. ETHEREAL JAUNT The caster becomes ethereal for 1 round/ level.
7. FLAME STRIKE Smites foes with a column of flame (1d6/level).
8. INSECT PLAGUE Limits vision, prevents spellcasting, inflicts damage.
9 . PLANE SHIFT Up to eight subjects travel to another plane.
10. RAISE DEAD Restores life to subject who died up to 1 day/lvl ago.
11. SCRYING Spies on subject from a distance.
12. TRUE SEEING See all things as they really are.
6TH-LEVEL CLERIC SPELLS
1. BANISHMENT Banishes 2 HD/level extraplanar creatures.
2. BLADE BARRIER Blades encircling the caster deal 12d6 damage.
3. CREATE UNDEAD Ghouls, shadows, ghasts, wights, or wraiths.
4. FIND THE PATH* Shows most direct way to a location.
5. GEAS Forces creature to fulfil a quest.
6. HEAL* Cures all damage and most everything else.
7. WIND WALK The caster and the caster’s allies turn vaporous and travel fast.
8. WORD OF RECALL Teleports the caster back to designated place.
7TH-LEVEL CLERIC SPELLS
1. CONTROL WEATHER Changes weather in local area.
2. GREATER RESTORATION Restores all levels and attribute losses.
3. GREATER SCRYING As scrying, but faster and longer.
4. HOLY WORD* Kills, paralyzes, blinds, or deafens non-good subjects.
5. REFUGE Alters item to transport its possessor to the caster.
6. REGENERATE Subject’s severed limbs grow back.
7. REPULSION Creatures can’t approach the caster.
8. RESURRECTION Fully restores dead subject.
8TH-LEVEL CLERIC SPELLS
1. CREATE GREATER UNDEAD Mummies, spectres, vampires, or ghosts.
2. DISCERN LOCATION* Learn exact location of creature or object.
3. EARTHQUAKE Intense tremor shakes, 50 ft. circular area.
4. FIRE STORM Raging flame fills area for 1d6/level damage.
5. HOLY AURA* +4 AC and saves, SR 16 against evil spells and more.
6. MASS HEAL* As heal, but with several subjects.
7. SUMMON PLANAR ALLY Divinely calls allies up to 16 HD.
8. SYMBOL Triggered runes have array of effects.
9TH-LEVEL CLERIC SPELLS
1. ANTIPATHY* Object or location attracts/ repels certain creatures.
2. ASTRAL PROJECTION Projects the caster & companions into astral plane.
3. ENERGY DRAIN Subject loses 2d4 levels.
4. GATE Connects two planes for travel or summoning.
5. MIND BLANK Immunizes against mental/emotional magic and scrying.
6. SOUL BIND Traps newly dead soul to prevent resurrection.
7. TRAP THE SOUL Imprisons subject within gem.
8. TRUE RESURRECTION As resurrection, where the remains aren’t needed.
Posted on 2011-10-17 at 06:34:07.
Edited on 2011-10-18 at 18:41:54 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Druid Spells
DRUID SPELLS (Divine)
0-LEVEL DRUID SPELLS (Orisons)
1. CREATE WATER Creates 2 gallons/level of pure water.
2. DETECT NEUTRALITY Reveals creatures, spells, or objects.
3. DETECT POISON Detects poison in one creature or small object.
4. ENDURE ELEMENTS Protection from natural elements and weather.
5. FIRST AID Bandages bleeding wound.
6. KNOW DIRECTION The caster discerns north.
7. LIGHT Object shines like a torch.
8. PURIFY FOOD AND DRINK
Purifies 1 cu. ft./level of food or water.
1ST-LEVEL DRUID SPELLS
1. ALARM Wards an area and alerts caster to intruders.
2. ANIMAL FRIENDSHIP Gain permanent animal companion.
3. CALM ANIMALS Calms animals, beasts, or magical beasts.
4. DETECT SNARES AND PITS Reveals natural or primitive traps.
5. ENTANGLE Plants entangle everyone in 50 ft. circle.
6. FAERIE FIRE Outlining light +1 to hit and cancels concealment.
7. GOODBERRY 2d4 berries each cure 1 hit point (max 8 hp/day)
8. INVISIBILITY TO ANIMALS Animals can’t perceive warded subject.
9. MAGIC STONES Three stones gain +1 attack, deal 1d6+1 damage.
10. OBSCURING MIST Fog surrounds caster, obscuring all sight.
11. PASS WITHOUT TRACE Subject leaves no tracks or scent.
12. SHILLELAGH Makes club a +1 weapon (1d6+1 damage).
2ND-LEVEL DRUID SPELLS
1. ANIMAL MESSENGER Sends a small animal to a specific place.
2. BARKSKIN Grants +3 AC, or caster looks like tree.
3. CHARM PERSON OR ANIMAL Makes one person or animal the caster’s friend.
4. CURE LIGHT WOUNDS* Cures 1d8 damage.
5. DELAY POISON Stops poison from harming subject for 1 hour/level.
6. FIRE TRAP Opened object deals 1d4 +1/level damage.
7. HEAT METAL* Hot metal damages those who touch it.
8. HOLD ANIMAL Holds one animal helpless for 1 round/level.
9. PRODUCE FLAME Fire in hand deals 1d4+1 damage, touch or thrown.
10. SPEAK WITH ANIMALS The caster can communicate with animals.
11. SUMMON SWARM Insect or vermin attack and disrupt foes.
12. WARP WOOD* Bends and makes wood (weapons, door, etc.) useless.
3RD-LEVEL DRUID SPELLS
1. CALL LIGHTNING Directs lightning bolts (1d10/ level) during storms.
2. MELD INTO STONE The caster and the caster’s gear merge with stone.
3. NEUTRALIZE POISON Detoxifies venom in or on subject.
4. PLANT GROWTH* Grows vegetation, improves crops.
5. PROTECTION FROM ELEMENTS Absorb 12 points of damage/level from one element.
6. PYROTECHNICS Turns fire into blinding light or choking smoke.
7. REMOVE DISEASE* Cures all diseases.
8. SHAPE STONE OR WOOD Sculpts stone or wood into any form.
9. SNARE Creates and conceals magical trap that binds victims.
10. SPEAK WITH PLANTS The caster can talk to normal plants.
11. WALL OF WIND Deflects arrows, smaller creatures, and gases.
12. WATER BREATHING Subjects can breathe underwater.
4TH-LEVEL DRUID SPELLS
1. ANTIPLANT SHELL Keeps plant creatures at bay.
2. CONTROL PLANTS Talk to and control plants and plant creatures.
3. CURE SERIOUS WOUNDS Cures 3d8 damage.
4. DISPEL MAGIC Cancels magical spells and effects.
5. FREEDOM OF MOVEMENT Move normally despite impediments.
6. QUENCH Extinguishes non-magical fires or one magic item.
7. REINCARNATE Brings dead subject back in a random body.
8. REPEL VERMIN Insects stay 10 ft. away.
9. SCRYING Spies on subject from a distance.
10. SLEET STORM Hampers vision and movement.
11. SPIKE STONES Creatures in area take 1d8 damage, may be slowed.
12. SUMMON ANIMALS Calls animals to fight on caster’s behalf.
5TH-LEVEL DRUID SPELLS
1. ANIMAL GROWTH* Animals double in size, HD.
2. AWAKEN Animal or tree gains human intellect.
3. COMMUNE WITH NATURE Learn about terrain for one mile/level.
4. CONTROL WINDS Change wind direction and speed.
5. CURE CRITICAL WOUNDS Cures 5d8 damage.
6. DEATH WARD Grants immunity to all death spells and effects.
7. ICE STORM Hail deals 5d6 damage in cylinder 50 ft. across and tall.
8. INSECT PLAGUE Insect horde limits vision, inflicts damage, and weak creatures flee.
9. SUMMON BEASTS OR PLANTS Calls beasts or plants to fight on caster’s behalf. 107
10. TRANSMUTE MUD AND ROCK Change mud into rock, or vice-versa.
11. WALL OF FIRE Fiery curtain or ring deals damage to those near or passing through.
12. WALL OF THORNS Thorns damage anyone who tries to pass.
6TH-LEVEL DRUID SPELLS
1. ANTILIFE SHELL 10 ft. field hedges out living creatures.
2. FIRE SEEDS Makes acorns/ berries into re-bursting weapons.
3. IRONWOOD Magical wood is strong as steel.
4. REPEL WOOD Pushes away wooden objects.
5. STONE TELL Talk to natural or worked stone.
6. SUMMON ELEMENTAL Calls 12 HD elemental to service.
7. TRANSPORT VIA PLANTS Move instantly from one plant to another of the same species.
8. WALL OF STONE Creates a stone wall that can be shaped.
7TH-LEVEL DRUID SPELLS
1. CHANGESTAFF The caster’s staff becomes treant-like.
2. CONTROL WEATHER Changes weather in local area.
3. CREEPING DOOM Carpet of insects attacks at the caster’s command.
4. FIRE STORM Raging flame fills area for 1d6/level damage.
5. GREATER SCRYING As scrying, but faster and longer.
6. SUMMON MAGICAL BEASTS OR FEY Calls magical beings to fight on caster’s behalf
7. TRANSMUTE METAL TO WOOD Metal within 40 ft. becomes wood.
8. WIND WALK The caster and allies turn vaporous and travel fast.
8TH-LEVEL DRUID SPELLS
1. ANIMAL SHAPES One ally/ level polymorphs into chosen animal.
2. COMMAND PLANTS Plants animate and vegetation entangles.
3. FINGER OF DEATH Kills one subject.
4. REGENERATE Subject’s severed limbs grow back.
5. REPEL METAL OR STONE Pushes away metal and stone.
6. SUNBURST Blinds within 10 ft., deals 3d6 damage, harms undead.
7. WHIRLWIND Cyclone inflicts damage and can pick up creatures.
8. WORD OF RECALL Teleports the caster back to designated place.
9TH-LEVEL DRUID SPELLS
1. ANTIPATHY* Object or location attracts/repels certain creatures.
2. ASTRAL PROJECTION Projects the caster & companions into astral plane.
3. EARTHQUAKE Intense tremor shakes 50 ft. circular area.
4. HEAL* Cures all damage and most everything else.
5. PRISMATIC WALL Wall’s colors have array of effects.
6. SHAPECHANGE Transforms caster into any creature; can change once per round.
7. STORM OF VENGEANCE Storm rains acid, lightning, and hail.
8. SUMMON ELEMENTAL SWARM Summons multiple elementals.
Posted on 2011-10-17 at 06:34:34.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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reserved
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Posted on 2011-10-17 at 06:34:52.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Illusionist Spells
ILLUSIONIST SPELLS (Arcane)
0-LEVEL ILLUSIONIST SPELLS (Cantrips)
1. ARCANE MARK Inscribes a personal rune (visible or invisible).
2. DANCING LIGHTS Figment torches or other lights.
3. DETECT ILLUSION Detects illusions along 50 ft. path.
4. DRAGON MARK Creates dragon sounds on other side of door.
5. FIRST AID Bandages bleeding wounds.
6. GHOST SOUND Figment sounds.
7. INFLUENCE Temporary charm.
8. LIGHT Object shines like a torch.
9. MAGICAL AURA Grants object false magic aura.
10. MESSAGE Short, whispered communication at a distance.
11. MENDING Makes minor repairs on an object.
12. PRESTIDIGITATION Performs minor tricks.
1ST-LEVEL ILLUSIONIST SPELLS
1. CHANGE SELF Changes the caster’s appearance.
2. CHARM PERSON Makes one person the caster’s friend.
3. COLOR SPRAY Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.
4. DARKNESS* 20 ft. radius of supernatural darkness.
5. DAZE Creature loses next action.
6. DRAGON ARMOR Phantom armor grants +1 AC to those touched
7. DRAGON IMAGE 1d6 damage
8. ERASE Mundane or magical writing vanishes.
9. FAERIE’S GLAMOUR Makes another appear as illusionist
10. HEAD FOG Victim suffers -4 to hit for 1d4+1 rds.
11. HYPNOTISM Fascinates 2d4 HD of creatures.
2ND-LEVEL ILLUSIONIST SPELLS
1. ALTER SELF As change self, plus more drastic changes.
2. ANGELIC IMAGE Delays undead
3. BLUR +2 bonus to Armor Class against attacks.
4. CURE LIGHT WOUNDS Cures 1d8 damage.
5. DARK CHAOS Whiplike tendrils cause 6 hp damage, last 2 rds.
6. DETECT MAGIC Detects magical aura & its strength along 50 ft. path.
7. DETECT THOUGHTS Allows “listening” to surface thoughts.
8. DRAGON BITE Bite like dragon, 2d6 damage
9. EYES OF FIRE Fiery eyes provide light and scare enemies
10. FALSE TRAP Makes item seem trapped.
11. FOG CLOUD Fog obscures vision.
12. HYPNOTIC PATTERN Fascinates 2d4+1 HD/level of creatures.
13. INVISIBILITY Subject is invisible until it attacks.
14. MAGIC MOUTH Speaks once when triggered.
15. MINOR IMAGE Image, plus some sounds and smells.
16. MIRROR IMAGE Creates 1d4+1 decoy duplicates of the caster.
17. MISDIRECTION Misleads divinations for one creature or object.
18. PYROTECHNICS Turns fire into blinding light or choking smoke
19. REMOVE BLINDNESS/DEAFNESS* Makes subject blind or deaf.
20. WARD’S TEMPORARY INVISIBILITY Make objects invisible for 1 turn/lvl.
3RD-LEVEL ILLUSIONIST SPELLS
1. BLINK Causes move in and out of ethereal plane and is difficult to hit
2. CONTINUAL FLAME Makes a permanent, heatless torch.
3. DISPEL ILLUSION Cancels illusion spells and effects.
4. DISPLACED IMAGE Creates copy of creature to draw attacks
5. DOUBLED TREASURE Viewer believes treasure hoard is doubled
6. DRAGON MOUNT Can carry 4 creatures; fly, swim, or walk 60 ft. movement
7. EXPLOSIVE RUNES Deals 6d6 damage when read.
8. HALLUCINATORY TERRAIN Makes one type of terrain appear like another.
9. HOLD PERSON Holds one person helpless; 1 round/level.
10. ILLUSIONARY HELP Summons situation aid
11. ILLUSIONARY WOLVES Two wolves distract and attack
12. ILLUSORY SCRIPT Only intended reader can decipher.
13. INVISIBILITY SPHERE Makes everyone within 10 ft. invisible.
14. MAJOR IMAGE As silent image, plus sound, smell & thermal effects.
15. NONDETECTION Hides subject from divination, scrying.
16. ROPE TRICK Up to eight creatures hide in extradimensional space.
17. SCARE Panics one creature up to 5 HD.
18. SECRET PAGE Changes one page to hide its real content.
19. SUGGESTION Compels subject to follow stated course of action.
20. TONGUES Speak any language.
4TH-LEVEL ILLUSIONIST SPELLS
1. CHARM MONSTER Makes monster believe it is the caster’s ally.
2. CONFUSION Makes subjects behave randomly for 1 rd/level.
3. CURE SERIOUS WOUNDS Cures 3d8 damage.
4. DRAGON SCALES +4 AC to caster and allies within 15 ft. radius
5. EMOTION Arouses strong emotion in subject.
6. FEAR Subject flees for 1 round/level.
81 7. IDOL OF DEATH Clay figure absorbs 3 hp melee damage
8. ILLUSORY WALLSurface looks real but anything can pass through.
9. IMPROVED INVISIBILITY As invisibility but can attack & stay invisible.
10. MAJOR DARK CHAOS Whiplike tendrils cause 10 hp damage, lasts 2 rds.
11. MINOR CREATION Creates one cloth or wood object.
12. MIRAGE ARCANA As hallucinatory terrain, plus structures.
13. PHANTASMAL KILLER Illusion kills subject or deals 3d6 damage.
14. RAINBOW PATTERN Prevents 24 HD of creatures from attacking or moving away.
15. SECURE SHELTER Creates sturdy, furnished cottage.
16. SEEMING Changes appearance of one person/two levels.
17. SHADOW CONJURATION Shadow monsters attack foes.
18. SOLID FOG Blocks vision and slows movement.
19. TREASURE HOARD Victims grab illusionary treasure and run
20. WARD’S ILLUSIONARY PORTAL Dimensional portal for items to illusionist’s home
5TH-LEVEL ILLUSIONIST SPELLS
1. DRAGON BREATH Breath like dragon for 5d6 damage
2. DRAGON SHADOW Shadow grants +2 AC and bites for 3d6 damage
3. DREAM Sends message to anyone sleeping.
4. FAITHFUL HOUND Phantom dog can guard, attack.
5. FALSE VISION Fools scrying with an illusion.
6. GREATER SHADOW CONJURATION Strong shadow monsters attack foes.
7. GUARDS AND WARDS Array of magic effects protect area.
8. HOLD MONSTER As hold person, but any creature.
9. HUMANOID FINDING Locates humanoid over far distance
10. MAJOR CREATION As minor creation, plus stone and metal.
11. MASS SUGGESTION As suggestion, plus one/ level subjects.
12. MIRROR WALL Impenetrable, mirrored wall
13. NEUTRALIZE POISON Detoxifies venom in or on subject.
14. NIGHTMARE Sends vision dealing 1d10 damage, fatigue.
15. PERSISTENT IMAGE As major image, but no concentration required.
16. PROJECT IMAGE Illusory double can talk and cast spells.
17. SECRET CHEST Hides magic chest for caster to retrieve when needed.
18. SHADOW EVOCATION Mimics certain wizard spells.
19. TRUE SEEING See all things as they really are.
20. WARD’S EXTENDED INVISIBILITY Make objects invisible for 1 day/lvl.
6TH-LEVEL ILLUSIONIST SPELLS
1. ANTI–ILLUSION SHIELD Negates illusions within 10 ft.
2. CLOAK OF DARK CHAOS Protective shadows cause 15 hp dmg to attackers
3. CURE CRITICAL WOUNDSCures 5d8 damage.
4. FEEBLE MIND Subject’s Int drops to below an animal’s.
5. GEAS Forces creature to fulfill a quest.
6. GREATER SHADOW EVOCATION Mimics certain wizard spells.
7. ILLUSIONARY LIONS Two lions distract and attack
8. MISLEAD Turns the caster invisible and creates illusory double.
9. PERMANENT IMAGE Includes sight, sound, and smell.
10. PROGRAMMED IMAGE As major image, plus triggered by event.
11. SHADES Powerful shadow monsters attack foes.
12. VEILChanges appearance of group of creatures.
7TH-LEVEL ILLUSIONIST SPELLS
1. AWE Enemies suffer loss of 1 in each attribute, loss of primes
2. INSANITY Subject suffers continuous confusion.
3. MASS INVISIBILITY As invisibility, but affects all in range.
4. MAZE Traps subject in extradimensional maze.
5. POWER WORD STUN Creatures with up to 120 hp are stunned.
6. PRISMATIC SPRAY Rays hit subjects with variety of effects.
7. RESTORATION* Restores drained level and attribute reducing effects.
8. SEQUESTER Subject is invisible to sight and scrying.
9. SHADOW WALK Step into shadow to travel rapidly.
10. SIMULACRIUM Creates clone, but weaker and without all memory.
11. TELEPATHIC BOND Link lets allies communicate.
12. VISION Quickly reveals legends about person, place, or thing.
8TH-LEVEL ILLUSIONIST SPELLS
1. ANTIPATHY* Object or location attracts/repels certain creatures.
2. DISTORT REALITY Alters reality within spell limits.
3. FIND THE PATH* Shows most direct way to a location.
4. INCENDIARY CLOUD Smoke deals 4d6 damage/rd. and limits vision.
5. MASS CHARM Multiple creatures believe they are caster’s ally.
6. POLYMORPH Gives caster or one subject a new form.
7. POWER WORD BLIND Creatures with up to 100 hit points are blinded.
8. PRISMATIC WALL Wall’s colors have array of effects.
9. SCREEN Illusion hides area from vision, scrying.
10. SUNBURST Blinds within 10 ft., deals 3d6 damage, harms undead.
11. TRAP THE SOUL Imprisons subject within gem.
12. WIND WALK The caster and the caster’s allies turn vaporous and travel fast.
9TH-LEVEL ILLUSIONIST SPELLS
1. ASTRAL PROJECTION Moves caster and companions into astral plane.
2. BINDING Array of techniques to imprison a creature.
3. CLONE Duplicates a creature.
4. DREAMING Convinces subject that they are dreaming.
5. HEAL* Cures all damage and most everything else.
6. MIND BLANKSubject is immune to mental magic and scrying.
7. POLYMORPH ANY OBJECT Changes creature or object into anything.
8. POWER WORD KILL One tough subject or many weak ones die.
9.PRISMATIC SPHERE Multi-colored protective sphere.
10. REGENERATE Subject’s severed limbs grow back.
11. SYMBOL Triggered runes have array of effects
12. WEIRD Fearsome illusion kills subjects in area or deals damage.
Posted on 2011-10-17 at 06:35:17.
Edited on 2011-10-18 at 20:32:21 by Hammer
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Regarding Spells
At 5th level Wizards and Illusionists have:
0 level (5) 1st level (4) 2nd level (2) 3rd level (1)
Assigning your 19 to Intelligence will give you another Bonus Spell for an additional 1st, 2nd and 3rd level spell.
5th level Clerics and Druidsa have:
0 level (4) 1st level (3) 2nd level (2) 3rd level (1)
Assigning your 19 to Intelligence will give you another Bonus Spell for an additional 1st, 2nd and 3rd level spell.
Players are to send their Spell requests to the Castle Keeper who will assign the Spells (most requests honored if not all of them).
I do understand that in some games all Spells are known ... and characters have a Spell list for the day ... but for this game each character will only have Certain Spells chosen/assigned.
This helps to define the characters and Players must think about the Spells they really want their character to have at the beginning of this adventure!
The Elf and Half Elf characters (Raven and Ziklag) will also have the additional Elf Spells.
The Dwarf character (Tuned_Out) will also have the additional Dwarf Spells.
The Human character (Hammer) has NO Additional Spells other than the assigned Wizard Spells.
Posted on 2011-10-18 at 23:27:35.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Most Enjoyable ...
..... Read from Raven and I am looking forward to more!
T_O and Ziklag go ahead and post your character histories and also your opening post when you are ready!
Looking forward to the opening post from Raven also!
Posted on 2011-10-21 at 15:05:00.
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Raven Resident Finn RDI Staff Karma: 77/3 1131 Posts
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Yay
Thanks! Probably could do some tweaking and rationalizing, but it's too long for me to go through again.
Must finish the character sheet and send it over with the spell requests. First post should be a LOT shorter and done soon.
Posted on 2011-10-21 at 18:30:46.
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Ziklag Resident Karma: 7/0 224 Posts
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AHHHH
Still working on mine. Should have it done before dead line. I hope it will at least 25% as good as Raven's For me this is the hard part about gaming by post I am a better talker than writer.
Posted on 2011-10-22 at 13:46:11.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Then just write like ...
you talk Ziklag. I am sure you will do just fine!
Posted on 2011-10-22 at 14:16:45.
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Raven Resident Finn RDI Staff Karma: 77/3 1131 Posts
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No worries, mate.
Don't worry about your background, I'm sure it'll be excellent. I simply get carried away every time I create one for a character.
Evidence can be found here: Background thread
Posted on 2011-10-22 at 18:49:07.
Edited on 2011-10-22 at 20:40:54 by Raven
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