Editing Bloodshed in Behdastar

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*FRIEND OF THE WOODLAND REALM: Natural creatures rarely react with hostility to elves unless directly an obviously threatened. They regard elves as natural creatures of the forest, just like them.
 
*FRIEND OF THE WOODLAND REALM: Natural creatures rarely react with hostility to elves unless directly an obviously threatened. They regard elves as natural creatures of the forest, just like them.
 
*FOREST WALKER: Whenever an elf is traveling through a forest or woodland terrain, they leave no trace of their passing and are invisible if they remain still. They must be alone, with other elves, or at least 90 feet away from non-elvish allies to benefit from this ability.
 
*FOREST WALKER: Whenever an elf is traveling through a forest or woodland terrain, they leave no trace of their passing and are invisible if they remain still. They must be alone, with other elves, or at least 90 feet away from non-elvish allies to benefit from this ability.
*ELVISH SENSES: Elves are highly attuned to the ways of magic, both natural and foul. They can automatically detect the presence of magic and evil in the same manner as the Detect Evil and Detect Magic spells, at a range of up to 60’.
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*ELVISH SENSES: Elves are highly attuned to the ways of magic, both natural and foul. They can automatically detect the presence of magic and evil in the same manner as the Detect Evil and Detect Magic spells, at
 +
a range of up to 60’.
 
*STAR SIGHT: Elves can see as easily in starlight or moonlight as they can in day light. They are still blinded by total or magical darkness.
 
*STAR SIGHT: Elves can see as easily in starlight or moonlight as they can in day light. They are still blinded by total or magical darkness.
 
Bard Traits:
 
Bard Traits:
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*LORE: Whenever a Bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the Bard’s rating in their Lore ability, the Bard can recall some information regarding the item’s history or use. This may or may not reveal specific magical properties of that item, at the referee’s discretion.
 
*LORE: Whenever a Bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the Bard’s rating in their Lore ability, the Bard can recall some information regarding the item’s history or use. This may or may not reveal specific magical properties of that item, at the referee’s discretion.
 
*SPELL CASTING (2ND): Beginning at 2nd level, a Bard may cast Wizard Spells in a fashion exactly like a Wizard. However, unlike the Wizard, the Bard does not begin play with the foreknowledge of any spells. They must find Wizards to instruct them or recover spells from scrolls or other sources. Instead they begin play with a blank book in which to inscribe any spells the Bard discovers. Reading from the book, the Bard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the Bard’s memory (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in a Bard’s memory/capability. If a Bard finds a scroll containing a Wizard spell while adventuring, he can copy it into his spell book.
 
*SPELL CASTING (2ND): Beginning at 2nd level, a Bard may cast Wizard Spells in a fashion exactly like a Wizard. However, unlike the Wizard, the Bard does not begin play with the foreknowledge of any spells. They must find Wizards to instruct them or recover spells from scrolls or other sources. Instead they begin play with a blank book in which to inscribe any spells the Bard discovers. Reading from the book, the Bard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the Bard’s memory (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in a Bard’s memory/capability. If a Bard finds a scroll containing a Wizard spell while adventuring, he can copy it into his spell book.
*INSPIRING PERFORMER: With the referee’s permission, the Bard may attempt to inspire his allies in battle instead of casting a spell or attacking. The Bard must be able to speak, and in most cases makes use of a musical instrument to use this ability. While using this ability, all of the Bard’s allies within thirty feet receive a +1 bonus to their Base Hit Bonus and any saving throws they attempt. This bonus remains in effect for as long as the Bard is performing.
 
*BARDIC THIEVERY: Bards are stealthy and light-footed. The Thievery ability may be used for any number of clandestine or stealth-based actions. From picking pockets or locks, discovering and disarming traps, remaining silent and hidden while moving or even climbing walls freehanded—these talents are reflected in the ability of Thievery. The referee has the final say as to whether an action falls under the purview of thievery or not. When the Bard attempts to use this ability the referee rolls 1d6. If the result of the roll is equal to or lower than their rating in the thievery ability, the Bard is successful in their attempt. Bards are not often aware of when their attempts to remain stealthy fail, and the Bard always believes he is successful. When a Bard fails using this ability while free-climbing a wall or disarming a trap, they can endanger themselves with either a great fall or by being in the path of a poisonous dart or concealed trap.
 
 
*SAVING THROW: A Bard receives a +2 bonus to any saving throws made vs. magic.<br>
 
*SAVING THROW: A Bard receives a +2 bonus to any saving throws made vs. magic.<br>
 
'''Armor & Weapons:'''
 
'''Armor & Weapons:'''

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