Difference between revisions of "DnD Desert Raiders Campaign You!"

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(Vestige)
(Abilities)
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== Abilities ==
 
== Abilities ==
  
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*Soul binding (su) (1 vestige)
  
Soul binding (1 vestige)
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*Simple weapons proficiency
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*Light armor proficiency
  
 
== Vestige ==
 
== Vestige ==

Revision as of 02:29, 15 June 2009

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Background

DRC You!.jpeg


He you! That’s how it all started. It seems like a lifetime ago when they found me in the ruins of a small town. I tried adopting a new name one in a while. But it doesn’t work if you’re the only one using it.

They where a small group of nomadic desert goblin. It was said among the group that this was because that has been the way of their ancestors, it was not said that it was because larger creatures didn’t like goblins on their land.

I lived a good live among them, as good as a goblin can get it. There was ofcors the constant picking because unlike them I wasn’t a desert creature that could stand the ever burning sun and the freezing nights. But that was often balanced by them cowering in a corner when one of my protectors came. I’m not sure what my age is, but for one of my people I am pretty old.

All went well till we raided a small dwarven settlement. They where a noble race and they had strange habits. One of the, to my dismay, was that they never attack without speaking there name. I feel like Aym was influencing me, but maybe it was just something I really needed to do. But every time a dwarf spoke his name I went to him and handed him a coin. This didn’t sit to well with eider the goblins or the dwarfs and I woke up a while later in the runes of the dwarven settlement.

As I pull the goblin arrow out of my leg I see a quarry on the horizon. Being in dire need of food and water all the time I go there. The people of the quarry where so desperate for workers that they even hired an old-timer like myself.

That night people came. The took all the attention to themselves as they raided the quarry. Something inside me just couldn’t allow that. This was probably Naberius, one of my protectors. So I jumped on top of some rocks and started to address the raiders on the top of my voice.

Waking up I wonder if I have some nomadic blood myself, I seem to get around quite a bit. As I look to see what is biting my ear I spot a human child. “bring it on Destiny” is what I say to myself as I get up to check my surroundings.


Sheet

http://www.myth-weavers.com/sheetview.php?sheetid=133036

Abilities

  • Soul binding (su) (1 vestige)
  • Simple weapons proficiency
  • Light armor proficiency

Vestige

DC supernatural ability’s (10+1/2 effective binder level+ cha) = 12

Amon Pack lvl 1 DC 20
Manifestation: Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf’s body with a ram’s head and a serpent for a tai. His mouth is filled with sharp teeth, and fire escapes it when he speaks. Sign: You grow a ram’s curling horns.
Influence: Amon’s influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun and law he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such spell if one is allowed; failure allows you to gain the benefit.
Granted Ability:
Darkvision: you gain darkvision out to 60 feet.
Fire breath: you can vomit forth a line of fire as a standard action. The line extends 10feet per effective binder level. (Maximum 50ft) and deasl 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save haves this damage. Once you have used this ability, you cannot do so again for 5 rounds.
Ram Attack: you can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deas 1d6 points of damage (plus 1-1/2 your strenght bonus). When you charge a foe with your ram attack, you can deal an extra 1d8 points of damage on a succesful hit. You cannot use this ability if you do not show Amon’s sign.


Aym Pack lvl 1 DC 15
Manifestation: Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads – one ion, one a female dwarf’s and one a bull’s. Her powerfully muscled torso strains beneath the finery empress, and her fingers glitter with more than a dozen jeweled rings. In one hand she holds a red-hot, star-shaped branding iron and with the other she holds shut the lion head’s mouth. Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn’t it roars and causes the bull’s head to low in terror making it impossible for her to hear.
Sign: While you host Aym you bear a star shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact.
Influence: under Aym’s influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name.
Granted Ability: Aym grants you powers that reflect her dwarven heritage and the ruin she brought to het kingdom.
Dwarven step: You can move normal speed (without the usual reduction) while wearing medium or heavy armor.
Helo of fire: At will you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless its using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you nor does it harm objects unless you will it to do so.
Improved sudder: You gain the benefit of the improved sudder feat.
Medium armor proficiency: You are proficient with medium armor.
Resistance to fire: you have resistance to fire 10.
Ruinous attack: your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction.


Leraje Pack lvl 1 DC 15
Special requirement: To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje’s name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him.
Manifestation: Leraje appears before her summoner as though she had always been there, but camouflaged so well that she cannot be seen, First her dull eyes open , then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves her body takes shape against the background and her clothes and skin change color to reveal her as an elf archer dress in beautiful decorated green leather armor. Although she was clearly beautiful at some point, the ravages of some toxin or disease have made her hair limp, yellowed her eyes and teeth and made her skin pockmarked and shallow.
Sign: you look sickly and diseased, and your skin becomes sallow and pockmarked.
Influence: while influenced by Leraje you become quite and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including halfelves and members of the various elf subraces, such as drow.
Granted Abilities: You gain supernatural powers related to Leraje’s skills In life as well as the ability to fire arrows that literally wound your target’s pride.
Hide bonus: you gain a +4 competence bonus on hide checks.
Low-light vision: you gain low-light vision. If you already have it natural, you gain superior low-light vision and can see three times as far as your light source would normally illuminate.
Precise shot: You gain the benefit of the Precise Shot feat.
Ricochot: As a standard action, you can make a single ranged attack against two adjusted targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll.
Weapon Proficiency: While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow and shortbow. If you were already proficient with any of these weapons you instead gain a +1 competence bonus on attack rolls with them.


Naberius Pack lvl 1 DC 15
Special Requirement: Naberius values knowledge, industry and the willingness to deceive. He manifest only for a summoner with at least 4 ranks in Bluff or in any knowledge or profession skill.
Manifestation: Naberius’s manifestation begins with a great squawking and flutter of feathers. Moment later, a black crane flier in an agitated fashion over the seal. Then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn’t eating at the moment. Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and equent.
Sign: your voice deepens and acquires gravelly, growling tone.
Influence: while you are influenced by Naberius. You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level to satisfy Naberius.
Granted Abilities: Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger.
Disguise Self: you can alter the appearance of your form as a standard action. This effect works like the disguise self spell. Fast Ability Healing: You heal 1 point in each damage ability score every round, and 1 point in all drained ability scores every hour.
Naberius’s Skills: At the time you make your pack, you can choose a number of skills equal to your Constitution bonus (if any). You choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. IF your constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly and they remain inaccessible to you until you make another pact with Naberius.
Persuasive Words: you can direct any verbal command at a single living target within 30ft as if using the command spell. A successful Will save negates the effect. When your effective bidner level reaches 14th, your words become even more presuasive and the ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds.
Silver Toungue: you can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition you can make a rushed Diplomacy check as a standard action and take no penaltys. (normally, a rushed Diplomacy check requires a full-round action and imposes a -10 pealty on the check.

Feats

Improved binding


Journal

Day 1