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CirroWolf
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ok

POSTING: That is: during the fighting (SAND dance and the fighting every Saturday) and before you post your preludes correct? That's a good time right?

PALADIN PLAY: I'll do what I can.

POWERS: Okie dokie.I only remember what you said in the e-mail.


Posted on 2008-09-16 at 12:26:25.
Edited on 2008-09-16 at 14:43:47 by CirroWolf

Nomad D2
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Posting and such

Well, I have a post partially ready to go. Hopefully soon, but life is hectic.

Hammer - I'm honestly not sure what the magic items I have do aside from the books - which are quite a boost! Care toenlighten me or point out where I can find the info? It seems others have had similar questions.


Posted on 2008-09-16 at 15:17:47.

Hammer
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Paladin Abilities

CURE DISEASE First Level
Paladin can cure any disease, no matter the origin, once per week.

This ability improves as the Paladin rises in levels. 6th level the Paladin can cure diseases 2 times per week and at 12th level 3 times per week.

DETECT EVIL First Level
Paladins have the ability to detect evil in the same manner as teh spell. However, this ability is innate and no spell casting is involved.

Paladin simply concentrates for one round on an area or individual within 60 feet to use the ability.

Paladin must face toward the area or individual being examined. Paladin can do this as often as desired, but must be able to concentrate for a t 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 converya +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 Paladin is immune to all diseases whatever their origin.

LAY ON HANDS 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 theh 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.

AURA OF COURAGE At 6th Level a Paladin is Immune to Fear (magical or otherwise).

Allies within 10 feet of the Paladingain a +4 Bonus on Saving Throws against Fear Tactics.

SMITE EVIL Once per day a Paladin of 9th Level or higher may attempt to smite evil with one normal melee attack.

Smite Evil adds the Paladin's Charisma Modifier (if positive) to the attack roll and deals 1 Extra Hit Point of Damage per Level of the Paladin.

This ability can be used once per day and only on creatures of evil alignment.

DIVINE HEALING At 12th Level a Paladin can call upon his deity to aid those in need of healing.

Divine Healing enables the character to wipe away disease and injury.

It completely cures all diseases, blindness, deafness, hit point damage and all temporary ability damage.

It neutralizes poisons in the subject's system, so that no additional damage or effects are suffered.

It dispels the effect of a Feeblemind Spell.

It cures those mental disorders caused by spells or injury to the brain.

Only a single application of the ability is needed to simultaneouslyachieve all these effectrs.

The ability does not remove negative levels, restore permanently drained levels or restore permanently drained ability scores.

The Paladin can use the ability Once Per Week.

Paladins can also use Any Weapons and Any Armor!


Posted on 2008-09-16 at 15:48:38.
Edited on 2008-09-16 at 15:49:44 by Hammer

Hammer
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Nomad the info ...

..... is being posted for each PC Character as I am able to get it typed here!

So far today I have posted the info for Brianna and CirroWolf regarding the Magic Items and Magic Books!

In fact, your character the Silver Bear is next on my list and then ShadowDragon!

Probably followed by Dragon Mistress and then our dueling friend Abraxis!

Bumble Brew and the Barbarian and Bard NPC Characters will round out the info being posted about those Special Gifts!


Posted on 2008-09-16 at 15:53:41.
Edited on 2008-09-16 at 15:55:37 by Hammer

Hammer
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Nomad D2 info for Ullrich Orico Uppsdrada the Silver Bear

+2 OATHBOW This white +2 composite Longbow shispers "Swift defeat to my enemies" when nocked and pulled.

If the firer swears aloud to slay his target, the bow's whisper becomes the low shout "Swift death to those who have wronged me".

Against such a sworn enemy the bow has a +5 Enchantment Bonus and arrows launched from it deal an additional 1d6 Points of Damage.

However, the bow is treated as a +1 Weapon against All Foes Other than the Sworn Enemy.

These Bonuses and Penalties last for 7 Days or until the Sworn Enemy is Slain or Destroyed by the wielder of the Oathbow, whichever comes first.

The Oathbow May Only Have ONE Sworn Enemy at a Time.

Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 Days have passed.

Even if the wielder slays the Sworn Enemy on the Same Day that he makes the oath, he cannot activate the Oathbow's special power again until 24 hours have passed from the time he made the oath.

SLAYING ARROW This +1 Arrow is Magically Attuned to a Particular Type of Subtype of Creature.

If it strikes such a creature the target must make a Constitution Save or DIE INSTANTLY.

The Castle Keeper determines the particular type of creature it slays.

SPECIAL NOTE TO NOMAD You have been given 20 Slaying Arrows that are Magically Attuned to Slay Kobolds!

I have NOT Posted that an informant has learned that Kobolds will be one of the waves of opponents in the Dark Arena Emancipation Sand Dance and that the mysterious Merchant has provided these 20 Slay Arrows to Slay Kobolds after receiving the info from a bribed source!

Consequently, the Silver Bear knows NOT to make an Oath against the Kobolds with his Oathbow!

However, as the Castle Keeper I will probably send you a PM or write in a Post [or maybe both] that either your deity or your Ranger Instincts will Direct You as to which wave of Opponents to Declare a Sworn Enemy against once the adventure gets underway!

DO NOT BE TEMPTED TO USE YOUR OATHBOW SWORN ENEMY DECLARATION AGAINST THE FIRST WAVE OF OPPONENTS [HINT HINT NUDGE NUDGE]
And Be Sure to Grab Plenty of "Ordinary" Arrows from the Weapon Cache [to use with your Oathbow!] that will be Provided at the Emancipation Sand Dance for All Participants!
+3 SYLVAN BLADE This +3 Blade when used Outdoors in a Woodland Climate [NOT in the Dark Arena!] inflicts an additional 1d6 of Damage on a Hit.

If a target is struck to 0 Hit Points by a Single Strike the wielder of the sword gains a Free Attack on Another Single Target within Melee Range of the sword's wielder.

Nomad your Sylvan Blade is a Longsword because that is the type sword weapon you mentioned in an earlier PM Message that your character would use in addition to a Longbow, so you now have 2 Magically Enhanced Weapons! One for the Dark Arena and One for when you travel in the Dark Forest and Other Places!
MANUAL OF QUICKNESS OF ACTION Adds +3 to Dexterity just like described to Brianna and CirroWolf for their 2 Books!

Your 16 Dexterity becomes a Permanent 19 Dexterity and the Saving Throw changes from +2 to +3 for Saving Throws against Breath Weapons and Traps!

TOME OF CLEAR THOUGHT Just like the Books described to Brianna and CirroWolf this Book adds a +3 to Intelligence.

Your character receives a Permanent Increase from a 17 Intelligence to a 20 Intelligence and instead of a +2 receives a +3 Saving Throw against Arcane Magic and Illusion!

Both books demand a reading time of 48 hours within 6 days each or an average of 8 hours per day for 6 days!

Plenty of time in your 2 weeks of preparation prior to the Emancipation Sand Dance to Receive the Increases!



Posted on 2008-09-16 at 16:36:50.

Hammer
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ShadowDragon info for Cunning Fox

BAG OF TRICKS [RUST COLORED] This small sack appears to be normal and empty of contents.

However, anyone reaching into the bag feels a small fuzzy ball at the bottom.

If the ball is removed and tossed up to 20 feet away it turns into an animal.

The animal serves the character that drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears.

It can follow any simple commands (Castle Keeper's Judgment).

There are 3 types of Bags of Tricks, each with a different color.

Each of the 3 kinds of bags produces a different set of animals.

Any Animals Produced are Always Random and Only One May Exist at a Time.

Up to 10 animals can be drawn from the bag each week.

The Rust Colored Bag randomly produces a Wolverine, Wolf, Boar or Black Bear.
RING OF THE RAM [50 CHARGES] This is an ornate ring forged of hard metal, usually iron or an iron alloy.

It has the Head of a Ram as its device.

The wearer can command the ring to give forth a ram-like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat.

This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used or 3d6 points if 3 charges [The Maximum!] are used.

Treat this as a Ranged Attack with a 50 foot Maximum Range and No Penalties for Distance.

In addition to its powerful attack, the Ring of the Ram also has the power to Open Doors as if it were a character with Strength 18.

If 2 charges are expended, the effect is equivalent to a character with Strength 20.

If 3 charges are expended, the effect is that of a character with Strength 22.

A Newly Created Ring Has 50 Charges and When All the Charges are Expended the Ring Becomes a Nonmagical Item.

STAFF OF THE WOODLANDS [50 CHARGES] Appearing to have grown naturally into its shape this oak, ash or yew staff allows use of the following spells:

Charm Animal [1 Charge]
Speak with Animals [1 Charge]
Barkskin [2 Charges]
Wall of Thorns [3 Charges]
Summon Magical Beasts [3 Charges]
Animate Plants [4 Charges]

The staff may be used as a weapon, functioning as a +2 Quarterstaff in melee combat.

The Staff of the Woodlands also allows its wielder to Pass Without Trace at will with NO CHARGE COST.

These 2 Attributes Continue to Function After ALL the Charges are Expended.

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

ShadowDragon you may decide for yourself what description your Staff of the Woodlands is when you post your role play! Size, type of wood and color and if it has a gem or whatever within the guidelines of the description for Staves above!
TOME OF UNDERSTANDING Again this is a +3 to your Wisdom Attribute making your 16 Wisdom increase Permanently to 19 to change your +2 Saving Throw to a +3 Saving Throw against Confusion, Divine Magic, Gaze Attack, Petrification and Polymorph.

Same reading rules apply as in other posts!

MANUAL OF QUICKNESS OF ACTION This is a +3 to your Dexterity Attribute making your 15 Dexterity a Permanent Increase to 18 Dexterity, thus changing your +1 Saving Throw to a +3 Saving Throw against Breath Weapons and Traps.

Same reading rules apply!


Posted on 2008-09-16 at 16:48:00.
Edited on 2008-09-17 at 23:36:48 by Hammer

Hammer
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Dragon Mistress info for Shandra

BRACERS OF DEFLECTION These items double a Monk's innate Bonus to Dodge or Deflect Hurled Items or Weapons.

If the character in possession is not a Monk, then the character only receives a +2 Bonus to Armor Class.

This effect Does Not Stack with Worn Armor.

STAFF OF THE WOODLANDS [50 CHARGES] Appearing to have grown naturally into its shape this oak, ash or yew staff allows use of the following spells:

Charm Animal [1 Charge]
Speak with Animals [1 Charge]
Barkskin [2 Charges]
Wall of Thorns [3 Charges]
Summon Magical Beasts [3 Charges]
Animate Plants [4 Charges]

The staff may be used as a weapon, functioning as a +2 Quarterstaff in melee combat.

The Staff of the Woodlands also allows its wielder to Pass Without Trace at will with NO CHARGE COST.

These 2 Attributes Continue to Function After ALL the Charges are Expended.

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

Dragon Mistress you may decide for yourself what description your Staff of the Woodlands is when you post your role play! Size, type of wood and color and if it has a gem or whatever within the guidelines of the description for Staves above!
JAVELIN OF LIGHTNING [10 Total Javelins] This Javelin becomes a 5d6 Lightning Bolt when thrown (victim makes a Dexterity save for half damage)and the Javelin is consumed in the attack.

MANUAL OF BODILY HEALTH This book increases your Constitution Attribute by +3 from an 18 to 21 and when the Constitution Attribute is adjusted by a -1 for being an Elf you have a Permanent 20 Constitution Attribute that changes your +2 Saving Throw to a +3 Saving Throw against Disease, Energy Drain and Poison.

Same 48 hours and minimum 6 days of reading apply!

MANUAL OF QUICKNESS OF ACTION Again this book increases your Dexterity Attribute by +3 from a 17 to a 20 changing your +2 Saving Throw to a +3 Saving Throw against Breath Weapons and Traps.

Being an Elf also adds +1 to your Dexterity Attribute for a Total of 21 Dexterity Attribute and as the Castle Keeper this high Dexterity Attribute Ability will Definitely Factor into and Positively Influence the Outcome of the Situations this Monk will be facing throughout the adventure!

Again the same 48 hours and minimum 6 days of reading apply with the magic vanishing once the book has been read by your character!

Dragon Mistress Please Note that the Monk does NOT wear Any Armor, but is allowed to use the following Weapons:

Aclis, Blowpipe, Bola, Bows, Brass Knuckles, Cat-o-Nine-Tails, Cestus, Club, Dagger, Dart, Dirk, Hand Axe, Hatchet, Javelin, Light Flail, Mace, Pole Arms, Sickle,Scythe, Sling, Spear, Spiked Gauntlet, Staff and Whip.

Monk Abilities include Mind Over Body, Stunning Attack, Unarmed Attack, Unarmored Defence, Deflect Arrows, Fast Movement, Ki Strike, Slow Fall, Purity of Body, Still Body, Fast Healing, Still Mind and Quivering Palm.

I will have to post this info as soon as possible after I complete the Special Gifts info for the remaining characters [like I did today for the Paladin Abilities!]



Posted on 2008-09-16 at 19:00:48.
Edited on 2008-09-16 at 19:14:47 by Hammer

Hammer
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After I had ...

..... typed the information for Abraxis late last night and hit the Send Button the website was unlocatable and therefore what I had typed and NOT Saved Anywhere has been lost, so I will have to type the info by Saturday or Sunday!

Tonight I have to fix the graphs for the Opening Battle so that I can get them scanned here at the office and then see if I can follow the instructions I received for creating a Link to give you guys a Crude Visual of how we are placed in the Arena!

Check Your Info in the Q&A and if you were given a Specific Blade like Nomad has a Sylvan Blade, but he already let me know he wanted to use a Longsword then that Sylvan Blade is a Longsword.

Abraxis I will need you to inform me what type of Blade you are using like a Scimitar or Longsword for the Special Gift you received as a weapon!

Hopefully I can get your info re-posted tonight if it does NOT take me too long to get that done!

I did NOT bring my books to the office today!

Your Armor does protect Sir Yder from 10 points of Fire Damage each attack round, but the more specifics will have to be posted later!

I have a lot to get written by Sunday for us to begin the adventure in present time!


Posted on 2008-09-17 at 09:30:49.

CirroWolf
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Ah

In the meantime, I think I'll make a post of me reading the books. I'll start when I get back home.


Posted on 2008-09-17 at 09:53:42.

Hammer
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Sounds ...

..... like a good idea to me!

Will be good to see some other posts besides mine!



Posted on 2008-09-17 at 12:48:44.

Hammer
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Abraxis info for Sir Yder

+2/+4 DRAGON SLAYER [Red Dragon Double Damage] The Dragonslayer is normally a +2 blade, but when pitted against any dragon, the weapon's BtH bonus increases to +4,

When used against a particular type of dragon, the sword does double damage. [RED DRAGON is the particular dragon!]

+2 ARMOR OF FIRE RESISTANCE This +2 Armor is imbued with a magical property and normally has a reddish, forge-blackened hue or is adorned with flame etchings or demonic depictions.

[FLAME ETCHINGS is the adornment for your Knight's magic armor Abraxis!]

The armor absorbs the first 10 points of fire damage per attack that the wearer would normally receive.

HELM OF TELEPATHY With this helm the wearer can use the Detect Thoughts Spell at will.

Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading [allowing2-way communication].

Once per day the wearer of the helm can implant a Suggestion as the Spell [Save versus Charisma negates] along with his telepathic message.

MANUAL OF BODILY HEALTH Grants +3 to your Constitution Attribute making your 16 Constitution a Permanent 19 Constitution Attribute and changes your previous +2 Saving Throw to a +3 Saving Throw against Disease, Energy Drain and Poison.

MANUAL OF GAINFUL EXERCISE Grants +3 to your Strength Attribute making your 14 Strength a Permanent 17 Strength Attribute and changes your +1 Saving Throw to a +2 Saving Throw against Paralysis and Constriction.

Abraxis both books take a total of 48 hours to read in a minimum of 6 days for an average of 8 hours per day for 6 days! You have the time in the Next 2 Weeks of the Adventure to read both books! Then the magic disappears from the words once you have read the books and they become ordinary books!


Posted on 2008-09-17 at 22:13:49.

Hammer
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Hammer info for Bumble Brew

RING OF FIRE ELEMENTAL COMMAND RESIST ENERGY (Fire) (as a Major Ring of Energy Resistance)

BURNING HANDS [Unlimited Use]

FLAMING SPHERE [Twice per Day]

PYROTECHNICS [Twice per Day]

WALL OF FIRE [Once per Day]

FLAME STRIKE [Twice per Week]

The Ring appears to be a Major Ring of Energy Resistance (Fire) until the Established Conditions are Met.

Such as single-handedly slaying an elemental of teh appropriate type (Fire) or exposure to a sacred material of the appropriate element.

Elementals of the Plane to which the Ring is attuned can't attack the wearer or even approach within 5 feet of him.

If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as Charm Monster).

If the charm attempt fails, Absolute Protection is Lost and no further attempt at charming can be made.

Creatures from the plane to which the ring is attuned who attac the wearer take a -1 penalty on their attack rolls.

The Ring wearer makes applicable Saving Throws from the extraplanar creature's attacks with a +2 Bonus.

He gains a +4 Morale Bonus on all attack rolls against such creatures. Any Weapon he uses bypasses the special defenses of such creatures Regardless of any qualities the Weapon May or May Not Have.

The wearer of the Ring is able to converse with from the plane to which his ring is attuned.

These creatures recognize that he wears the Ring and will show a Healthy Respect for the wearer if alignments are similar.

If alignments are opposed creatures Fear the Wearer if he is strong, but if he is weak they Hate and Desire to Slay Him.

NOTE Anyone can use a Ring, but a character can ONLY Effectively Wear 2 Magic Rings at a time by wearing one on each hand.

A third Ring does not function if a wearer is already wearing 2 magic rings. Rings have no appreciable weight and are forged from metal [usually precious metals such as Gold, Silver or Platinum] although exceptions exist that are crafted from glass or bones.

Usually a Ring's ability is activated either by a Command Word or it works continually and some Rings have exceptional activation methods according to their descriptions.

STAFF OF POWER [50 CHARGES] The Staff of Power is a Very Potent Magic Item with Offensive and Defensive Abilities.

It is usually topped with a glistening gem and its shaft is straight and smooth with the following powers:

MAGIC MISSILE [1 Charge]
RAY OF ENFEEBLEMENT [1 Charge]
CONTINUAL FLAME [1 Charge]
LEVITATE [1 Charge]
LIGHTNING BOLT [1 Charge]
FIREBALL [1 Charge]
CONE OF COLD [2 Charges]
HOLD MONSTER [2 Charges]
WALL OF FORCE [in a 10-foot-diameter hemisphere around the caster only] [2 Charges]
GLOBE OF INVULNERABILITY [2 Charges]

The wielder of a Staff of Power gains a +2 Bonus to Armor Class and All Saving Throws.

The Staff is also a +2 Quarterstaff and its wielder may use it to smite opponents in melee combat.

If 1 Charge is Expended during a melee attack (as a Free Action) the Staff Causes Double Damage for 1 Round.

A Staff of Power can be used for a retributive strike, requiring it to be broken by its wielder. [If this breaking of teh Staff is purposeful and declared by the wielder, it can be performed as a normal action that does not require the wielder to make a Strength check.]

All Charges currently in the Staff are instantly released in a 30-foot radius and All within 0-15 feet of the broken Staff take points of damage equal to 8 times the number of Charges in the Staff.

Those between 11-20 feet away take points equal to 6 times the number of Charges and those 21-30 feet away take 4 times the number of Charges.

Successful Save versus Constitution reduces Half Damage.

The character breaking the Staff has a 50 percent chance of being transported to another plane of existence by the unleashed energies of the Staff, but if he does not the Explosive Release of Spell Energy destroys him completely.

Only certain items including the Staff of the Magi and the Staff of Power are capable of being used for a Retributive Strike.

After All Charges are Used Up from the Staff it remains a +2 Quarterstaff.

[Once Empty of Charges it cannot be used for a Retributive Strike.]

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

WAND OF CURE CRITICAL WOUNDS [50 CHARGES] Wand of Cure Critical Wounds has 50 Charges of the Cure Critical Wounds Spell that normally is used by Level 5 Clerics and Level 5 Druids.

Any PC Character can wield a Wand that is a thin baton that contains a single spell of 9th level or lower [this one has 50 Charges!]

Each charge expended allows the user to use the Wand's spell one time and a Wand that runs out of charges is just a non-magical stick.

SO USE YOUR 50 CHARGES WISELY

A typical Wand is 6 inches to 12 inches ling and about 1/4 inch thick and often weighs no more than one once. Most Wands are wood, some are bone and a rare few are metal, glass or even ceramic [but these are quite exotic!]

Occasionally a Wand has a gem or some otrher device at its tip and most are decorated with carvings, runes or other such signature embellishments.

CURE CRITICAL WOUNDS cures the targeted creature of 5d8 hit points of damage.

The Curative Version of this spell automatically deals the Same Damage to Undead [Hint Hint Nudge Nudge] while The Reverse of this spell deals the same amount of damage to living creatures.

In both situations a successful Wisdom Save indicates Half Damage to either the Undead or Living Creatures!

TOME OF CLEAR THOUGHT Grants +3 to Intelligence Attribute which makes her 15 Intelligence Attribute a Permanent 18 and changes her +1 Saving Throw to a +3 Saving Throw against Arcane Magic and Illusion.

TOME OF UNDERSTANDING Grants +3 to Wisdom Attribute which makes her 15 Wisdom Attribute a Permanent 18 and changes her +1 Saving Throw to a +3 Saving Throw against Confusion, Divine Magic, Gaze Attack, Pertrification and Polymorph.

Same reading of books for 48 hours in 6 days minimum or 8 hours per day for 6 days provides enough time to read both books in the 2 weeks prior to the Emancipation Sand Dance!

Once read the magic in the words of the books disappears and the books are just ordinary books!






Posted on 2008-09-17 at 23:21:31.
Edited on 2008-09-17 at 23:23:53 by Hammer

Hammer
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Karma: 93/24
4361 Posts


ThunnGarr the Mighty an NPC Barbarian

+2(+3) DWARVEN THROWER This Weapon commonly functions as a +2 War Hammer.

In the hands of a Dwarf the War Hammer gains an Additional +1 [for a Total Enchantment Bonus of +3].

If Thrown by a Dwarf the War Hammer gains the ability to Return to its Owner and can be hurled up to a distance of 30 feet.

When Hurled it Deals an Extra 2d8 points of Damage against Giants or an Extra 1d8 points of Damage against Any Other Target.

Unless Obstructed it Always Returns to its Owner.

+1 SHIELD OF BASHING [LARGE] A Shield with this Special Ability is Designed to Perform a Shield Bash.

A Bashing Shield Deals Damage as if it were a Weapon with a Magical +1 Bonus.

A Small or Medium Shield Deals 1d4 points of Damage and a Large Shield Deals 1d6 points of Damage.

ThunnGarr has a Large Shield of Bashing!


Posted on 2008-09-17 at 23:35:17.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Ollie Gory NPC Bard

STAFF OF EVOCATION [50 CHARGES] Usually very smooth and carved from hickory, willow, or yew.

This Staff allows use of the following Spells:

MAGIC MISSILE [1 Charge]
SHATTER [1 Charge]
FIREBALL [1 Charge]
ICE STORM [2 Charges]
WALL OF FORCE [2 Charges]
CHAIN LIGHTNING [3 Charges]

NOTE that a Staff is a long shaft of wood that acts as a receptacle to store magic spells to be discharged at a later time by its wielder.

Unlike Wands which can contain a wide variety of spells, each Staff is created to a certain theme and thus holds only certain spells related to is creation theme.

A Staff normally has 50 Charges when created, though the number can be far less when actually discovered.

A typical Staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.

Most Staves are wood, but a rare few are bone, metal or even glass [these are Extremely Exotic!]

Staves often have a gem or some device at their tip or are shod in metal at one or both ends.

Staves are often decorated with carvings, runes or other such signature embellishments.

A Staff is a magical length of wood or other material with several spells magically imbued within its makeup.

These spells may be invoked by it wielder as if cast by a 6th Level Caster for as long as Charges remain within the item.

Each use of such abilities drains one or more charges from the Staff and any newly created Staff has 50 Charges in it.

Some Staves may be recharged with certain spells and rituals.

WAND OF FINGER OF DEATH [50 CHARGES] Wand of Finger of Death has 50 Charges of the Finger of Death Spell that normally is used by Level 7 Wizards and Level 8 Druids.

Any PC Character can wield a Wand that is a thin baton that contains a single spell of 9th level or lower [this one has 50 Charges!]

Each charge expended allows the user to use the Wand's spell one time and a Wand that runs out of charges is just a non-magical stick.

SO USE YOUR 50 CHARGES WISELY
A typical Wand is 6 inches to 12 inches ling and about 1/4 inch thick and often weighs no more than one once. Most Wands are wood, some are bone and a rare few are metal, glass or even ceramic [but these are quite exotic!]

Occasionally a Wand has a gem or some otrher device at its tip and most are decorated with carvings, runes or other such signature embellishments.

FINGER OF DEATH the caster points at one living creature and utters a Death Curse that Instantly Kills the Creature unless it successfully makes a Charisma Saving Throw.

If the creature makes its Save it sustains 3d6 Damage +1 per Caster Level.





Posted on 2008-09-17 at 23:54:47.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Extra Experience Points

Just for the record to give all of you some added incentive to keep your character Alive!

Each Wave of the Dark Arena Opponents that your PC Character survives will cause 100 Eperience Points to be added in addition to the Experience Points Shared by All Surviving Characters at the End of the Emancipation Sand Dance Experience!

I am also considering adding Extra Experience Points arbitrarily along the way for your Posting and Quality of Posting, but I have NO Particular Guideline at the moment as to how many Extra Experience Points will be awarded in these scenarios! [Role Play etc!]


Posted on 2008-09-18 at 09:24:47.

   


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