Editing Bill's special rule requests

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* The rules say that the [[http://darknessfalls.leaderdesslok.com/hp-giantblooded.htm 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 dwarf.  It 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'''.<br>'''Update:''' Giantblooded for this dwarf was allowed
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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 direction.  That'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
 
* [[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 direction.  That'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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* [[http://www.againsttheshadow.org/index.php?page=36 Bloodletter]] is a new heroic path from the Against the Shadow fansite.  I thought this would be really strange but fun, for a dwarven barbarian.  A very front-line fighter who acts as a literal meat shield, taking hits frequently and just barely scraping through.  Very reckless and dangerously fun!<br>'''Note:''' This may be used for a future character (assuming a current character dies)
  
 
==Spells==
 
==Spells==
 
''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)
 
* ''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
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** '''Aura of Evasion''' A6 - grants the target Evasion, but only versus breath weapons
** '''Blackfire''' N8 - ray attack creates flames of negative energy that do Con damage
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** '''Aura of Terror''' N6 - gives you an aura of fear (perfect for the character, huh?)
** '''Bottle of Smoke''' C3 - creates a horse-shaped being of smoke
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** '''Backbiter''' N1 - Next attack made by weapon hits wielder
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** '''Bestow Curse, Greater''' N8 - better than the original
 
** '''Burning Blood''' N4 - causes acid, then fire damage 1 round/level
 
** '''Burning Blood''' N4 - causes acid, then fire damage 1 round/level
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** '''Clarity of Mind''' A3 - bonus vs. mind-affecting
 
** '''Cloud of Bewilderment''' C2 - thick cloud nausiates
 
** '''Cloud of Bewilderment''' C2 - thick cloud nausiates
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** '''Contagious Touch''' N4 - causes disease
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** '''Corpse Candle''' C3 - makes candle that illuminates ghosts
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** '''Create Magical Tattoo''' C2 - creates a tattoo that grants bonuses
 
** '''Curse of Impending Blades''' N2 - curses for: -2 atk
 
** '''Curse of Impending Blades''' N2 - curses for: -2 atk
 
** '''Curse of Impending Blades, Mass''' N3 - area version
 
** '''Curse of Impending Blades, Mass''' N3 - area version
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** '''Dance of the Unicorn''' A5 - Cloud protects against inhaled stuff
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** '''Dawn''' A0 - wakes unconscious creatures
 
** '''Death Ward, Mass''' N9 - makes more than one subject immune to death spells, negative energy drain, etc.
 
** '''Death Ward, Mass''' N9 - makes more than one subject immune to death spells, negative energy drain, etc.
 
** '''Decomposition''' N2 - Makes wounds fester
 
** '''Decomposition''' N2 - Makes wounds fester
 
** '''Deep Breath''' C1 - lungs fill with air
 
** '''Deep Breath''' C1 - lungs fill with air
** '''Desiccating Bubble''' N2 - bubble of dry air sucks moisture out of creatures it touches
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** '''Delay Death''' N4 - extends death limit past -9hp
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** '''Dispel Ward''' A1 - as '''dispel magic''', except it affects only wards
 
** '''Disrupt Undead, Greater''' N3 - ray deals more damage to undead than the 0-level version
 
** '''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)
 
** '''Distracting Ray''' A2 - forces spellcasters to make a Concentration check during spellcasting (works like a counterspell)
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** '''Ectoplasmic Armor''' A1 - armor bonus to AC versus incorporeal touch attacks
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** '''Effulgent Epuration''' A9 - floating silver spheres absorb magic
 
** '''Energy Ebb''' N7 - causes a negative level each round, 1 round/level
 
** '''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
 
** '''Energy Immunity''' A7 - absorbs all hp damage from one source of energy for a day
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** '''Indomitability''' A5 - protects subject from the next incapacitating attack against it
 
** '''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
 
** '''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
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** '''Ironguard, Lesser''' A5 - you become immune to nonmagical metal - it passes through you like prunes
 
** '''Ironguts''' A1 - +5 Fort vs. poison
 
** '''Ironguts''' A1 - +5 Fort vs. poison
 
** '''Junglerazer''' N3 - fey, vermin, plants, animals caught in an area take damage
 
** '''Junglerazer''' N3 - fey, vermin, plants, animals caught in an area take damage
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** '''Mind Poison''' N3 - Wisdom damage!!
 
** '''Mind Poison''' N3 - Wisdom damage!!
 
** '''Night's Caress''' N5 - 1d6/level damage, 1d6+2 Con damage; touch attack
 
** '''Night's Caress''' N5 - 1d6/level damage, 1d6+2 Con damage; touch attack
** '''Nightshield''' A1 - negates ''magic missile'' attacks, gives bonus to saves
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** '''Nightshield''' A1 - negates '''magic missile''' attacks, gives bonus to saves
 
** '''Opalescent Glare''' N6 - gaze attack kills low-HD Evil creatures, or fears
 
** '''Opalescent Glare''' N6 - gaze attack kills low-HD Evil creatures, or fears
 
** '''Panacea''' C5 - cures the target of most states
 
** '''Panacea''' C5 - cures the target of most states
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** '''Reveille''' N2 - makes corpse tell you how it died (a.k.a. Super GM Fun)
 
** '''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)
 
** '''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
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** '''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''
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** '''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
 
** '''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
 
** '''Skull Watch''' N3 - enchants a skull to keep watch in an area, alerting you if someone is present
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** '''Spiritwall''' N5 - creates a spooky wall that fears those on one side and harms those who try to pass through
 
** '''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
 
** '''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)
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** '''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
 
** '''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!)
 
** '''Updraft''' C1 - you float up in the air and slowly float down (how ghostly!)
 
** '''Veil of Undeath''' N8 - you gain traits of undead creatures
 
** '''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.
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** '''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 '''ill vigor''' 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
 
** '''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
 
** '''Wail of Doom''' N5 - cone burst of slight damage and causes panic
 
** '''Wall of Good''' A4 - creates a wall that protects against evil creatures
 
** '''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
 
** '''Wrack''' N5 - target is blind and helpless for a short time, then shaken
* ''Spells from the Book of Vile Darkness''   
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* ''Spells from the Book of Vile Darkness''  <br>None of these have the [Evil] descriptor.  They just happen to have a neat effect, and are from that book.  I don't want evil spells.  I don't really care about the spell being the same, but I like what these spells accomplish.
 
** '''Angry Ache''' - causes pain that imposes a -2 per 4 lvls penalty to attacks.
 
** '''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).
 
** '''No Light''' - it's the opposite of ''light'', by creating an absense of light (not magical darkness).
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** '''Suspend Disease''' - doesn't cure disease, but slows it, like ''slow poison''.
 
** '''Suspend Disease''' - doesn't cure disease, but slows it, like ''slow poison''.
 
* ''Spells from other sources''
 
* ''Spells from other sources''
** '''[[Shadowkillers - New Spells|Bone Thicket]]''' C3 - causes skeletal hands to sprout up, capable of a few different utilities
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** Change the following to '''ill vigor''' spells, based on '''vigor''' in the SC.  Make a spell like '''vine mine''' that creates skeletal arms instead.
** '''[[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
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** [[Shadowkillers - New Spells|Fast Healing I]]
** '''[[Shadowkillers - New Spells|Bestow Curse, Lesser]]''' N3 - bestows a minor curse
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** [[Shadowkillers - New Spells|Fast Healing II]]
** '''[[Shadowkillers - New Spells|Prowess Siphon]]''' N2 - drains 3 Str from target to caster
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** [[Shadowkillers - New Spells|Prowess Siphon]]
 
 
== 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.
 
 
 
  
  
  
 
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[[Midnight: North & South Portal]]<br>
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[[Midnight: North & South Portal]]
[[Midnight: the Shadow Killers player Bill]]<br>
 

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