Editing Bill's special rule requests

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* [[http://www.againsttheshadow.org/index.php?page=28 Foundling]] is a new heroic path from the Against the Shadow fansite.  I'd like to choose this for my necromancy-focused channeler.  Basically, the path is for a person who is born somewhat apart from reality.  Less than totally alive.  At level 20 the character becomes incorporeal, like a ghost, which isn't really something I'd look forward to necessarily, but it would drive the development of the character into a really neat directionThat's the main reason I like it so much.  If not, second choice is Charismatic - but that will not develop the character's personality and such in the direction I'm really excited about.<br>'''Update:''' Foundling was allowed
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* The rules say that the Giantblooded heroic path isn't open to dwarves.  I'm fine playing a giantblooded Erenlander, but I'd ''really'' like to have that character a dwarfIt seems the main reason the rules say this is due to dwarves being mostly a small-sized creature, and the 'path eventually makes the character Large-sized.  But, I really like the idea of a large dwarf, who looks like a more-burly version of Blob (remember that he was Large?) who gains most of his size from being '''thick'''.
  
==Spells==
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* [[http://www.againsttheshadow.org/index.php?page=213|Orphic]] is a new core class from the Against the Shadow fansite.
 
 
''A Note on Selection''<br>The following spells aren't just "all of the spells Kyuad could cast out of the books."  The selection process was pretty strict, limiting the spells selected to most Necromancy spells (even a couple or three that are written as cleric-only spells), protective Abjuration spells, and Conjuration spells that aren't in the Summoning or Calling subcategories that also aren't straight combat spells.  For an example, most of the Conjuration spells in the ''Spell Compendium'' were combat spells that deal damage, and very few of those are listed here.<br>I'm not expecting all of these (or even most) to show up in the game, or to become available for Kyuad to learn.  But this gives the GM a lot more options for introducing spells into the game for this character's use, and some of these are very cool to boot.
 
 
 
* ''Spells from the Spell Compendium''  (''C'' = Conjuration, ''A'' = Abjuration, ''N'' = Necromancy; the number is the spell level)
 
** '''Avasculate''' N7 - ray attack, target reduced to half its HP
 
** '''Blackfire''' N8 - ray attack creates flames of negative energy that do Con damage
 
** '''Bottle of Smoke''' C3 - creates a horse-shaped being of smoke
 
** '''Burning Blood''' N4 - causes acid, then fire damage 1 round/level
 
** '''Cloud of Bewilderment''' C2 - thick cloud nausiates
 
** '''Curse of Impending Blades''' N2 - curses for: -2 atk
 
** '''Curse of Impending Blades, Mass''' N3 - area version
 
** '''Death Ward, Mass''' N9 - makes more than one subject immune to death spells, negative energy drain, etc.
 
** '''Decomposition''' N2 - Makes wounds fester
 
** '''Deep Breath''' C1 - lungs fill with air
 
** '''Desiccating Bubble''' N2 - bubble of dry air sucks moisture out of creatures it touches
 
** '''Disrupt Undead, Greater''' N3 - ray deals more damage to undead than the 0-level version
 
** '''Distracting Ray''' A2 - forces spellcasters to make a Concentration check during spellcasting (works like a counterspell)
 
** '''Energy Ebb''' N7 - causes a negative level each round, 1 round/level
 
** '''Energy Immunity''' A7 - absorbs all hp damage from one source of energy for a day
 
** '''Evil Glare''' N7 - gaze attack causes fear, 1 gaze/round
 
** '''Fleshshiver''' N6 - stuns and damages, leaving target nausiated with pain
 
** '''Freezing Fog''' C6 - creates fog that conceals, does cold damage, and freezes surfaces
 
** '''Ghost Trap''' A7 - causes incorporeal creatures within the area to become corporeal
 
** '''Ghoul Glyph''' N2 - creates a glyph that paralyzes someone within 5 ft.
 
** '''Ghoul Light''' N1 - creates a torch-like light that gives undead +1 turn resistance
 
** '''Graymantle''' N5 - prevents the target from healing for a short time
 
** '''Healing Sting''' N2 - deals damage with a touch attack, heals you same amount
 
** '''Indomitability''' A5 - protects subject from the next incapacitating attack against it
 
** '''Infestation of Maggots''' N3 - touch attack infests target with maggots that deal Con damage
 
** '''[[Shadowkillers - New Spells#Ironguard, Lesser|Ironguard, Lesser]]''' A5 - you become immune to nonmagical metal - it passes through you like prunes
 
** '''Ironguts''' A1 - +5 Fort vs. poison
 
** '''Junglerazer''' N3 - fey, vermin, plants, animals caught in an area take damage
 
** '''Life Bolt''' N2 - taking a bit of damage, you shoot rays of positive energy that harms undead
 
** '''Living Undeath''' N2 - target takes -4 Cha but gains immunity to sneak attacks and crits
 
** '''Mage Armor, Greater''' C3 - +6 armor AC
 
** '''Mage Armor, Mass''' C3 - +4 armor AC for 1 creature/level
 
** '''Malevolent Miasma''' C2 - creates poisonous fog burst
 
** '''Miasma of Entropy''' N4 - causes accelerated decay of organic material in an area
 
** '''Mind Poison''' N3 - Wisdom damage!!
 
** '''Night's Caress''' N5 - 1d6/level damage, 1d6+2 Con damage; touch attack
 
** '''Nightshield''' A1 - negates ''magic missile'' attacks, gives bonus to saves
 
** '''Opalescent Glare''' N6 - gaze attack kills low-HD Evil creatures, or fears
 
** '''Panacea''' C5 - cures the target of most states
 
** '''Phantasmal Thief''' C5 - little guy steals things magically
 
** '''Ray of Entropy''' N6 - ray deals -4 Str, Con, and Dex for 1 min/level
 
** '''Ray of Sickness''' N2 - ray makes target sickened
 
** '''Ray of Weakness''' N2 - ray causes -2 attack, -10 ft. speed
 
** '''Refusal''' A5 - wards an area against spellcasters entering it
 
** '''Resist Energy, Mass''' A3 - bigger than the standard
 
** '''Resistance, Greater''' A4 - +3 bonus
 
** '''Resistance, Superior''' A6 - +6 bonus
 
** '''Reveille''' N2 - makes corpse tell you how it died (a.k.a. Super GM Fun)
 
** '''Revenance''' C6 - restores the dead to life! (for 1 minute/level, read the fine print noob)
 
** '''Reverse Arrows''' A3 - like ''protection from arrows'' but it can redirect the arrows back to the originator
 
** '''Servant Horde''' C3 - creates lots of ''unseen servants''
 
** '''Shroud of Undeath''' N2 - unintelligent undead think you're undead; but you're vulnerable to attacks vs. undead
 
** '''Skull Watch''' N3 - enchants a skull to keep watch in an area, alerting you if someone is present
 
** '''Spectral Touch''' N6 - touch attacks grant negative levels, but give you 5 temp hp
 
** '''Spider Poison''' N3 - poisonous (Str damage) touch attack
 
** '''Spirit Worm''' N1 - causes Con damage each round, up to 5
 
** '''Spiritwall''' N5 - creates a spooky wall that fears those on one side and harms those who try to pass through
 
** '''Stolen Breath''' N2 - robs the target of air, making them sick for a minute unless they use a round to breath normally
 
** '''Symbol of Spell Loss''' A5 - like ''symbol of death'' but it causes spellcasters to lose spells (in Midnight, it most likely would just drain spell energy, probably to the tune of energy equal to half the target's caster level)
 
** '''Undead Torch''' N3 - undead creature deals extra damage to living creatures
 
** '''Updraft''' C1 - you float up in the air and slowly float down (how ghostly!)
 
** '''Veil of Undeath''' N8 - you gain traits of undead creatures
 
** '''Vigor''' C1/3/5 - there are three levels of this, all grant fast healing 1, 2, and 4, and are Conjuration (Healing) spell types.  The ''fleshknit'' spells below are based on these spells, but are necromantic for style reasons, and are therefore preferred.
 
** '''Viscid Glob''' C5 - makes a big glob of sticky goo that sticks a target to the goo
 
** '''Wail of Doom''' N5 - cone burst of slight damage and causes panic
 
** '''Wall of Good''' A4 - creates a wall that protects against evil creatures
 
** '''Wrack''' N5 - target is blind and helpless for a short time, then shaken
 
* ''Spells from the Book of Vile Darkness'' 
 
** '''Angry Ache''' - causes pain that imposes a -2 per 4 lvls penalty to attacks.
 
** '''No Light''' - it's the opposite of ''light'', by creating an absense of light (not magical darkness).
 
** '''Preserve Organ''' - a lower-level and weakened version of ''gentle repose''.  This preserves a portion of a corpse, rather than the whole thing.  Mainly, I could see this useful for preserving steaks, or a portion of a body that needs to not decay, like if you were bringing it to someone who could reincarnate a dead ally.
 
** '''Suspend Disease''' - doesn't cure disease, but slows it, like ''slow poison''.
 
* ''Spells from other sources''
 
** '''[[Shadowkillers - New Spells|Bone Thicket]]''' C3 - causes skeletal hands to sprout up, capable of a few different utilities
 
** '''[[Shadowkillers - New Spells|Fleshknit]]''' series of spells (''fleshknit, fleshknit circle, greater fleshknit, lesser fleshknit, mass lesser fleshknit'') - these grant fast healing for damage dealt while the spell is active
 
** '''[[Shadowkillers - New Spells|Bestow Curse, Lesser]]''' N3 - bestows a minor curse
 
** '''[[Shadowkillers - New Spells|Prowess Siphon]]''' N2 - drains 3 Str from target to caster
 
 
 
== Feats ==
 
 
 
=== Daunting Presence ===
 
'''''Source:''''' ''Libris Mortis'', pg. 25<br>
 
You are skilled at inducing feat in your opponents.<br>
 
'''Prerequisites:''' Cha 13, base attack bonus +1.<br>
 
'''Benefit:''' You may take a standard action to awe an opponent.  The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score.  If the opponent fauls a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes.  This feat has no effect on a creature that is already shaken.<br>
 
'''Special:''' A fighter may select Daunting Presence as one of his fighter bonus feats.
 
 
 
 
 
 
 
 
 
----
 
[[Midnight: North & South Portal]]<br>
 
[[Midnight: the Shadow Killers player Bill]]<br>
 

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