DnD Desert Raiders Campaign You!: Difference between revisions
No edit summary |
|||
Line 63: | Line 63: | ||
Dahlver-Nar (the distracted) | Dahlver-Nar (the distracted) | ||
Pack lvl 2 DC 17 | Pack lvl 2 DC 17 | ||
Line 78: | Line 79: | ||
'''Resistance to fire:''' you have resistance to fire 10.<br> | '''Resistance to fire:''' you have resistance to fire 10.<br> | ||
'''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. | '''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. | ||
Savnok (the brave) | Savnok (the brave) | ||
Pack lvl 2 DC 20 | Pack lvl 2 DC 20 | ||
Line 108: | Line 111: | ||
'''Ram attack''': You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign. | '''Ram attack''': You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign. | ||
. | . | ||
== Notes == | == Notes == |
Revision as of 00:39, 20 November 2009
Background
![](/images/b/b7/DRC_You%21.jpeg)
Binding,
Unknown to the common world, binding to a vestige, it is considered an evil act. To a goblin however it’s the strongest bully in the playground and a good companion.
I am called You! And have been binding with vestige since I can remember. Not that this means anything since I can hardly remember anything at all. I tried adopting a new name one in a while. But it doesn’t work if you’re the only one using it.
All I knows is that every now and then a vestige goes a bit overboard and I ends up alone in a strange place.
The last group I was with was a group of noble nomad desert goblins.
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.
All went well till we raided a small dwarven settlement. They were a noble race and they had strange habits. One of these, to my dismay, was that they never attack without speaking their 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 bowed to him and handed him a coin. This didn’t sit to well with either the goblins or the dwarfs and I woke up a while later in the ruins 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 at 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.
Personal Quest
You! is sick, he can not control his vestiges and he is unable to stop himself from summoning him. Now hes looking for a cure to his disease. the problem is that binding is considered evil by most cleric and is therefor keeped secret. the only way to get more information on how to fight this disease is to search ancient and forgotten sides of an civilization now long forgotten.
on his path to salvation he will find the names of new vestiges that he can summon. unable to stop himself he calls them up, hoping that he might be able to control one of them till he finds a cure.
.
Sheet
http://www.myth-weavers.com/sheetview.php?sheetid=133036
.
Abilities
- Soul binding (su) (1 vestige)
- Simple weapons proficiency
- Light armor proficiency
- pact augmentation
- suppress sign (given up with storyline)
.
Vestige
DC supernatural ability’s (10+1/2 effective binder level+ cha) = 12
Dahlver-Nar (the distracted)
Pack lvl 2 DC 17
Aym (the greedy)
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.
Savnok (the brave) Pack lvl 2 DC 20
Focalor, Prince of Tears (the sad) Pack lvl 3
Sign: while you serve as a host to Focalor, your eyes constantly weep, regardless of your mood or thought.
Influence: while influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions.
Granted Abilities: Focalor gives you the ability to breath water, strike foes down with lightning, blind enemies with a puff of your breath, and causes creatures to be stricken with grief in your presence.
Aura of sadness: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjusted creature is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, as long as it remains adjusted to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-effecting ability.
Focalor’s Breath: As a standard action, you can exhale towards a single living target within 30fee. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds.
Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position (30ft).
The lightning bolt deals 3d6 poins of electricity damage. A successful Reflex save halves this damage. This ability functions outdoors, indoors, underground, and even underwater.
Water breathing: you can breathe both water and air easily
(for lvl 4)
Amon (the angry)
Pack lvl 1
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 a spell if one is allowed; failure allows you to gain the benefir.
Granted Abilities: Amon grants you his sight and his breath, as well as the deadly use of his horns.
Darkvision: you gain darkvision 60 feet.
Fire breath: you can vomit forth a line of fire as a standard action. The lie extends 10 feet per effective binder level (max. 50feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves 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 deals 1d6 points of damage (plus 1-1/2 times your strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign.
.
Notes
5 starpoint pyramids
4 months north of Alice Springs is a ancient pyramid. it is already robed clean.
there migth be information that I am looking for.
.