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== The Gravediggers == | == The Gravediggers == | ||
− | The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. | + | The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. |
− | === | + | == Guild Party Roles == |
+ | |||
+ | === Typical Roles === | ||
+ | |||
+ | 'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat. | ||
+ | |||
+ | 'Opener', a rogue with the usual abilities. | ||
+ | |||
+ | 'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour. | ||
+ | |||
+ | 'Sparky', a hedge wizard (non-upper caste) or sorcerer. | ||
+ | |||
+ | 'Scout', a ranger. | ||
+ | |||
+ | 'Berserk', a Tusk barbarian. | ||
+ | |||
+ | 'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance. | ||
+ | |||
+ | === Wizard/Champion Roles === | ||
+ | |||
+ | These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. | ||
+ | |||
+ | 'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls. | ||
+ | |||
+ | 'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil. | ||
+ | |||
+ | === Seven Angels Roles === | ||
+ | |||
+ | 'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) | ||
+ | |||
+ | === Races === | ||
+ | |||
+ | Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human. | ||
− | + | More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being. | |
== Characters == | == Characters == | ||
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=== Dasten, Opener === | === Dasten, Opener === | ||
− | '''Dasten, TN Male Human Rogue''' (Unchained) | + | '''Dasten, TN Male Human Rogue''' (Unchained) 2 (a Sneak)<br/> |
'''Abilities'''<br> | '''Abilities'''<br> | ||
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/> | STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/> | ||
− | '''Max HP:''' | + | '''Max HP:''' 21 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/> |
− | BAB: | + | BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium<br/> |
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/> | '''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/> | ||
− | Acrobatics + | + | Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves' tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +9, Use Magic Device +6<br/> |
'''Saving Throws'''<br> | '''Saving Throws'''<br> | ||
− | Fort: | + | Fort: 3 | Ref: 7 | Will: 2 |
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/> | '''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/> | ||
− | Favored Class: Rogue (Unchained) <br/> | + | Favored Class: Rogue (Unchained) (1/6 Rogue Talent) <br/> |
− | Racial and Class Features: Bonus Feat, Skilled, Finesse Training | + | Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) <br/> |
− | Rogue Talents: Weapon Training (Daggers | + | Rogue Talents: Weapon Training (Daggers) <br/> |
− | Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish | + | Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. |
'''Feats:'''<br/> | '''Feats:'''<br/> | ||
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Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/> | Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/> | ||
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. | Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. | ||
− | |||
'''Equipment:''' <br/> | '''Equipment:''' <br/> | ||
− | Returning | + | Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) <br/> |
− | + | Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) <br/> | |
− | Shortbow (+ | + | Shortbow (+5, 1d6, x3, P, 60ft) <br/> |
− | Light mace x2 (+ | + | Light mace x2 (+5, 1d6, x2, B, Light) <br/> |
− | Sap x2 (+ | + | Sap x2 (+5, 1d6, x2, B, nonlethal, light) <br/> |
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/> | Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/> | ||
Oil of keen edge (12 uses on a dagger) | Oil of keen edge (12 uses on a dagger) | ||
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He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. | He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. | ||
− | |||
---- | ---- | ||
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'''Race:''' Human <br> | '''Race:''' Human <br> | ||
'''Age:''' 19 <br> | '''Age:''' 19 <br> | ||
− | '''Class/Level:''' Bard | + | '''Class/Level:''' Bard 2<br> |
'''Alignment:''' Good <br> | '''Alignment:''' Good <br> | ||
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. | '''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town. | ||
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'''Combat'''<br> | '''Combat'''<br> | ||
− | '''Senses:''' Perception + | + | '''Senses:''' Perception +5<br> |
'''Init:''' +2 <br> | '''Init:''' +2 <br> | ||
− | '''HP:''' | + | '''HP:''' 15 '''AC:''' 17 (Touch 12 Flatfooted 13) <br> |
− | '''BAB:''' + | + | '''BAB:''' +1 '''CMB:''' +1 '''CMD:''' 13 <br> |
− | '''Fort:''' + | + | '''Fort:''' +1 '''Ref:''' '''+6''' '''Will:''' '''+4''' |
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait) | '''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait) | ||
'''Skills with ranks'''<br> | '''Skills with ranks'''<br> | ||
− | '''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' + | + | '''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +8, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Sense Motive:''' +5, '''Spellcraft:''' +6, '''Stealth:''' +6, '''Use Magic Device:''' +7 |
'''Feats'''<br> | '''Feats'''<br> | ||
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br> | '''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br> | ||
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike] | '''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike] | ||
− | '''Level 3:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.' | + | |
+ | '''xx Level 3 xx:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.' | ||
'''Traits'''<br> | '''Traits'''<br> | ||
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'''Class Features'''<br> | '''Class Features'''<br> | ||
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br> | A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br> | ||
− | Bardic Performance (countersong, distraction, fascinate, inspire courage | + | Bardic Performance (countersong, distraction, fascinate, inspire courage) |
'''Gear'''<br> | '''Gear'''<br> | ||
--Shortbow<br> | --Shortbow<br> | ||
--Shortbow +2<br> | --Shortbow +2<br> | ||
− | |||
− | |||
--One potion of flying<br> | --One potion of flying<br> | ||
--Longsword<br> | --Longsword<br> | ||
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--Entertainer's outfit<br> | --Entertainer's outfit<br> | ||
--Traveler's outfit<br> | --Traveler's outfit<br> | ||
− | -- | + | --1000 brightsilver |
− | |||
− | |||
'''Spells''' | '''Spells''' | ||
'''Level 0''' unlimited, DC 13 <br> | '''Level 0''' unlimited, DC 13 <br> | ||
− | Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic | + | Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic |
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br> | '''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br> | ||
− | Silent Image, Cure light wounds, Auditory Hallucination | + | Silent Image, Cure light wounds, Auditory Hallucination |
---- | ---- | ||
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Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3) | Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3) | ||
− | + | 18 hps<br> | |
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br> | AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br> | ||
− | Base Attack Bonus + | + | Base Attack Bonus +1<br> |
− | Saves: Fort +4, Ref + | + | Saves: Fort +4, Ref +2, Will +7 |
− | Melee: shortspear + | + | Melee: shortspear +1, 1d6; Masterwork Mace +2, 1d8<br> |
− | Ranged: light crossbow + | + | Ranged: light crossbow +2, 1d6 |
Languages: Common, Angelic<br> | Languages: Common, Angelic<br> | ||
− | Special: Aura, Channel Energy | + | Special: Aura, Channel Energy 1d6<br> |
Domains: Glory, Sun<br> | Domains: Glory, Sun<br> | ||
− | Spells : Level 0 (Orisons): 8 Level 1: 6 | + | Spells : Level 0 (Orisons): 8 Level 1: 6+1<br> |
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br> | Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br> | ||
− | + | Domain spell: shield of faith<br> | |
− | Domain spell: shield of faith | + | Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)<br> |
− | Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire) | ||
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection) | Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection) | ||
− | Skills Ranks Spent: | + | Skills Ranks Spent: 10/10<br> |
− | Diplomacy | + | Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class |
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br> | Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br> | ||
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Lawful Good | Lawful Good | ||
− | Female | + | Female Human |
− | + | Paladin (Warrior of the Holy Light) 2 | |
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved... | A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved... | ||
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; Traits | ; Traits | ||
− | : | + | : Flame-Touched (DR 1/- against fire type creatures and attacks) |
− | : | + | : Seeker (+1 on Perception checks, Perception is a class skill) |
− | : | + | : Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill) |
; Drawbacks | ; Drawbacks | ||
− | : | + | : Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes) |
; Feats | ; Feats | ||
− | : | + | : Extra Lay On Hands (use lay on hands two additional times per day) |
− | : | + | : Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge) |
− | |||
; Skills | ; Skills | ||
− | : Diplomacy | + | : Diplomacy 2 ranks + 3 class + 4 Cha = +9 |
− | : Intimidate 2 ranks + 3 class + 4 Cha + 1 trait | + | : Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10 |
− | |||
: Knowledge (religion) 2 ranks + 3 class = +5 | : Knowledge (religion) 2 ranks + 3 class = +5 | ||
− | : Perception | + | : Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7 |
− | ; Class | + | ; Class Abilities |
− | + | : Aura of Good (power 2) | |
− | : Aura of Good (power | + | : Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds) |
− | : Detect Evil (move action, single target | + | : Smite Evil (1/day, +4 attack, +2 damage (+4 on first attack against undead, dragons and outsiders), +4 AC) |
− | + | : Divine Grace (Cha bonus on all saves) | |
− | + | : Lay on Hands (7/day, 1d6hp) | |
− | |||
− | |||
− | : Smite Evil (1/day, +4 attack, + | ||
; Gear | ; Gear | ||
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.) | : Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.) | ||
− | : Light wooden shield +1 (AC +2, penalty | + | : Light wooden shield +1 (AC +2, penalty -1, 5lbs.) |
− | : "Firestar", a | + | : "Firestar", a flaming burst heavy mace +2 (1d8+1d6+2, x2+1d10, Bashing, 8lbs.) |
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.) | : Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.) | ||
− | |||
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin) | : Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin) | ||
: ~100 brightsilver | : ~100 brightsilver | ||
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; Combat | ; Combat | ||
: Initiative +2 | : Initiative +2 | ||
− | : Melee attack | + | : Melee attack 2 BAB + 2 Str = +4 |
− | :* mace + | + | :* mace +6, 1d8+1d6+4, x2+1d10, Bashing |
− | : Ranged attack | + | : Ranged attack 2 BAB + 2 Dex = +4 |
− | :* sling + | + | :* sling +4, 1d4+2, x2, Bashing |
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20 | : Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20 | ||
:* flatfooted AC 10 base + 6 armor + 2 shield = 18 | :* flatfooted AC 10 base + 6 armor + 2 shield = 18 | ||
:* touch AC 10 base + 2 dex = 12 | :* touch AC 10 base + 2 dex = 12 | ||
: Fortitude save 3 class + 1 Con + 4 Cha = +8 | : Fortitude save 3 class + 1 Con + 4 Cha = +8 | ||
− | : Reflex save | + | : Reflex save 0 class + 2 Dex + 4 Cha = +6 |
: Will save 3 class + 1 Wis + 4 Cha = +8 | : Will save 3 class + 1 Wis + 4 Cha = +8 | ||
− | : HP 10 + [https://orokos.com/roll/710652 1d10] + | + | : HP 10 + [https://orokos.com/roll/710652 1d10] + 2 Con = 21 |
---- | ---- | ||
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Female Elf | Female Elf | ||
− | Wizard | + | Wizard 2 |
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics. | An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics. | ||
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: Scribe Scroll | : Scribe Scroll | ||
: Combat Casting (+4 Concentration when casting defensively or grappled) | : Combat Casting (+4 Concentration when casting defensively or grappled) | ||
− | |||
; Skills | ; Skills | ||
− | : Acrobatics + | + | : Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait) |
− | : Appraise + | + | : Appraise +9 (2 ranks + 3 class + 4 Int) |
− | : Knowledge (Arcana) + | + | : Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int) |
− | : Knowledge (Dungeoneering) + | + | : Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int) |
− | : Knowledge (Geography) + | + | : Knowledge (Geography) +8 (1 rank + 3 class + 4 Int) |
: Knowledge (History) +8 (1 rank + 3 class + 4 Int) | : Knowledge (History) +8 (1 rank + 3 class + 4 Int) | ||
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int) | : Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int) | ||
: Perception +1 (- 1 Cha + 2 race) | : Perception +1 (- 1 Cha + 2 race) | ||
− | : Perform (Dance) + | + | : Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool) |
− | : Spellcraft + | + | : Spellcraft Appraise +9 (2 ranks + 3 class + 4 Int) |
; Class Abilities | ; Class Abilities | ||
: Intense spells (+1 to evocation spells damage) | : Intense spells (+1 to evocation spells damage) | ||
: Force missile (1d4+1 damage, 7/7 daily) | : Force missile (1d4+1 damage, 7/7 daily) | ||
− | |||
; Wizard Spells Prepared | ; Wizard Spells Prepared | ||
− | |||
− | |||
− | |||
− | |||
: 1st level (DC 15) | : 1st level (DC 15) | ||
− | :* | + | :* Burning hands |
:* Shield | :* Shield | ||
− | :* | + | :* Thuinderstomp |
:* Shocking Grasp (school slot) | :* Shocking Grasp (school slot) | ||
: Cantrips (DC 14) | : Cantrips (DC 14) | ||
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: Bracers of Armor +2 | : Bracers of Armor +2 | ||
: Dancer's Garb | : Dancer's Garb | ||
− | : Wand of ''magic missile'' | + | : Wand of ''magic missile'' |
− | |||
: Potions | : Potions | ||
+ | :* ''cure light wounds'' x2 | ||
:* ''endure elements'' | :* ''endure elements'' | ||
: Scrolls | : Scrolls | ||
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: Spellbook containing | : Spellbook containing | ||
:* All Wizard's cantrips | :* All Wizard's cantrips | ||
− | :* ''Burning Hands'' ( | + | :* ''Burning Hands'' (2d4 fire damage in a 15-foot cone) |
:* ''Color Spray'' (15 foot cone; conditions depending on HD) | :* ''Color Spray'' (15 foot cone; conditions depending on HD) | ||
− | :* ''Shield'' (+4 Shield AC and block magic Missile for | + | :* ''Shield'' (+4 Shield AC and block magic Missile for 2 minutes) |
− | :* ''Shocking Grasp'' ( | + | :* ''Shocking Grasp'' (2d6 electricity damage on melee touch) |
− | :* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, | + | :* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 2 rounds) |
− | :* ''Summon Monster I'' (Summon creature for | + | :* ''Summon Monster I'' (Summon creature for 2 rounds) |
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB) | :* ''Thunderstomp'' (Ranged trip attempt at +6 CMB) | ||
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch) | :* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch) | ||
− | :* ''Unseen Servant'' (Summon servant for | + | :* ''Unseen Servant'' (Summon servant for 2 hours) |
− | |||
− | |||
: An estate (somewhere out there) | : An estate (somewhere out there) | ||
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: Armor Class 16 (+ 4 Dex + 2 armor) | : Armor Class 16 (+ 4 Dex + 2 armor) | ||
:* flatfooted 12, touch 14 | :* flatfooted 12, touch 14 | ||
− | : Fortitude + | + | : Fortitude +1 (0 class + 1 Con) |
− | : Reflex + | + | : Reflex +4 (0 class + 4 Dex) |
: Will +2 (3 class - 1 Wis) | : Will +2 (3 class - 1 Wis) | ||
− | : HP | + | : HP 11 (6+3 class + 2 Con) |
+ | |||
+ | ---- | ||
+ | |||
+ | === Crew Money === | ||
+ | |||
+ | 15,500 brightsilvers | ||
== Story So Far == | == Story So Far == | ||
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The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations. | The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations. | ||
− | + | == The Realm == | |
− | |||
− | |||
[[File:WizardsRealm.png|right]] | [[File:WizardsRealm.png|right]] | ||
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The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds. | The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds. | ||
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+ | == Lore == | ||
=== Guilds === | === Guilds === | ||
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An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon. | An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon. | ||
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== Levels == | == Levels == |