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Keep on the borderrrrrlaaaaand  
 
Keep on the borderrrrrlaaaaand  
  
[https://forum.rpg.net/index.php?threads/pathfinder-kotb.852452/ IC Thread]
 
[https://forum.rpg.net/index.php?threads/pathfinder-kotb.852449/ OOC Thread]
 
===MAP===
 
[[File:Kotbgrid.png]]
 
  
 
===Concept===  
 
===Concept===  
Line 19: Line 15:
 
Two types of armour predominate (boosted versions of gladiator and provocator on SRD). Both are partial, piecemeal.
 
Two types of armour predominate (boosted versions of gladiator and provocator on SRD). Both are partial, piecemeal.
  
Light harness (reqs light arm prof)<br/>
+
Light harness (reqs light arm prof)
Cost ........AC Bonus ....Max Dex Bonus .....Check Penalty .....Spell Fail ....Weight<br/>
+
Cost ........AC Bonus ....Max Dex Bonus .....Check Penalty .....Spell Fail ....Weight
 
15 coins... [+4].............+6 ................. 0 ..............10%.........15 lbs.
 
15 coins... [+4].............+6 ................. 0 ..............10%.........15 lbs.
  
Medium harness (reqs med arm prof)<br/>
+
Medium harness (reqs med arm prof)
Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight<br/>
+
Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight
 
75 coins .... [+6]............... +4 ............ -3 ..............20%...........30 lbs.
 
75 coins .... [+6]............... +4 ............ -3 ..............20%...........30 lbs.
  
 
Heavy armor only exists as lamellar or other bulky lower tech forms.
 
Heavy armor only exists as lamellar or other bulky lower tech forms.
  
==The Cult of Joboth: setting lore and the story so far ==
 
 
 
-The chapel at the Keep is currently occupied by 'good' druids.
 
 
-When Greyclaw and Zilsiha went into the basement of the chapel they found fungusy dead bad druids who had been worshiping a weird god
 
 
-After making the discovery the leader of the good druids confessed that his forerunner had been a bad guy, Wondertree1 who worshipped Joboth, a 'god of monsters'
 
  
-Wondertree1 (and presumably Joboth) respected all forms of life, good and evil, not distinguishing between wholesome 'good' life and evil and chaotic forms
+
===Classes===
 
 
-Wondertree1 was expelled by the Castellan. He went to the Caves of Chaos to set up a temple to this god of monsters, called Joboth.
 
 
 
-It makes sense that the Dry Ones's 'King of Life'  is Joboth
 
 
 
-This is what Soilchild4 said after G and Z discovered the evil shrine under the chapel:
 
 
 
Then he offers an explanation for their bizarre find. His circle of druids , he relates, were called to the Keep by a powerful Druidic master, Wondertree 1. Wondertree 1’s group did not
 
distinguish between the pure, natural life of the wholesome earth, and the perverse vitality of the corrupt forces stirred by the magical apocalypse. All were one, he taught. Soilchild 4 was
 
ordered to the Keep by the high circle of druids to moderate and report on Wondertree 1’s heresies.
 
 
 
When Soilchild 4 arrived with his circle they found that Wondertree 1 and his followers had moved on. The castellan had expelled them, sensing an unhealthy interest in monstrous life and
 
encouraging, not checking the wild things that stalked the borderlands. The castellan had closed off the lower chambers of the chapel building, which remained unexplored til today. He was
 
reluctant to accept druids again to the Keep until he was given assurances that they did not follow Wondertree 1’s creed , but obeyed the more conventional teachings of druidry.
 
 
 
 
 
 
 
Soilchild4 believes that the druids discovered in today’s mission were a remnant of Wondertree’s cult. As for Wondertree himself, he moved on to the Caves of Chaos to establish a high temple. A high temple dedicated to Joboth, god of monsters!
 
 
 
==Marching Order==
 
 
 
 
 
 
 
{| class="wikitable"
 
|-
 
! Point
 
| Zilisha, Corwyn?
 
|-
 
! Frontish
 
| Abbin
 
 
 
|-
 
! Middle
 
| Beetle
 
 
 
|-
 
! Tail end charlies
 
| Greyclaw and Midnight
 
 
 
|-
 
 
 
 
 
|}
 
 
 
==Zilisha==
 
Female Tiefling
 
Bloodrager (Abyssal Bloodline) 3
 
CG
 
 
 
Str 16
 
Dex 11 (13)
 
Con 14
 
Int 10 (12)
 
Wis 13
 
Cha 16 (14)
 
They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
 
 
 
 
 
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet
 
Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit dangerous claws. The tiefling can choose two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
 
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type (FIRE) and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
 
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery
 
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
 
 
 
Skills (6/level):
 
Climb 2:8 (5)
 
Craft (Armor) 2:6
 
Diplomacy 3:8 (11 with Badlanders)
 
Intimidate 3:8
 
Knowledge Arcana 1:5
 
Knowledge Planes 1:2
 
Perception 3:7
 
Spellcraft 1:5
 
Survival 2:6
 
 
 
BAB: +3
 
Fort 5
 
Ref 2
 
Will 2
 
+2 vs spells from me or allies
 
 
 
Speed: 40’
 
Languages: Common, Badlander, Fiendish
 
 
 
HD: d10
 
HP: 24/24 (30/30)
 
AC: 17 (15)
 
Claw x2: +6, 1d4+3, (+8, 1d6+5), Whetstone
 
Planson: +7, 1d10+4 (+10, 1d10+7), B or P
 
Chakram: +4, 1d8+3, 30’, Whetstone
 
 
 
Feat:
 
Improved Natural Armor: +1 natural armor
 
 
 
Additional Traits
 
  Trifler: Prestidigitation as spell-like ability 3/day
 
  Arcane Dabbler: 2 non-harmful arcane, 1/day each - Spark, Mending
 
 
 
Traits:
 
Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc).
 
 
 
Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.
 
 
 
Bloodline Powers:
 
Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
 
 
 
Bloodrage: 10 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds
 
A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.
 
 
 
 
 
Fast Movement: +10’, not carrying a heavy load
 
 
 
Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her.
 
 
 
Blood Sanctuary: +2 vs spells from me or allies
 
 
 
 
 
Medium harness (reqs med arm prof)
 
Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight
 
75 coins .......... [+6].................. +4 .......................... -3 ..................20%.........30 lbs.
 
 
 
Equipment: 105
 
Medium harness 75
 
Planson (masterwork)
 
Chakram (2) 2
 
Barbarian’s kit 9
 
  backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin
 
Grappling hook 1/87
 
Artisan’s tools (Armorer) 5
 
Whetstone 0.02/102.02
 
  Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
 
Outfit, peasant’s (rags) 0.1
 
Oil (2) 0.2
 
2 bullets, 6 tin pieces, 8 tin bits
 
 
 
52 bullets
 
150b (necklace sales)
 
 
 
three ordinary cure potions
 
potion of strength making
 
pot of antivenom
 
powerful healing potion
 
 
 
Masterwork harness
 
 
 
 
 
 
 
Contact: Zorn, smith at Keep
 
 
 
 
 
Background:
 
These arid lands are a brutal, unforgiving place, but the daily struggle for survival hasn’t dampened Zilisha’s spirits. She is grateful to be alive, and willing to help others (within reason). Even when things are going bad, she’s feeling good as Hell.
 
 
 
Appearance:
 
Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate.
 
 
 
== Greyclaw ==
 
''' <br/>
 
Human Hunter (Packmaster/Roof Runner) <br/>
 
CG <br/>
 
[https://docs.google.com/spreadsheets/d/1iHC8J3KaiaT95OGgxmFfb3tRrvQQ93y0urevkm9SCQw/edit?usp=sharing Stats and Stuff] <br/>
 
Str 13 Dex 18 Con 11 Int 14 Wis 16 Cha 9 <br/>
 
 
 
'''Skills'''<br/>
 
Acrobatics 6:10<br/>
 
Climb 6:7<br/>
 
Diplomacy 6:5 (6 with Druids/Rangers)<br/>
 
Disable Device 6:10<br/>
 
Handle Animal 6:5 (7 with dogs)<br/>
 
Heal 5:8<br/>
 
Knowledge(nature) 4:6 (8 with regards to dogs)<br/>
 
Perception 6:9<br/>
 
Sleight of Hand 4:8<br/>
 
Stealth 6:10<br/>
 
Survival 6:9 (1 point comes from Heart of the Wilderness)<br/>
 
Sense Motive 0:2 (Due to Eye for Talent)<br/>
 
'''Saves'''
 
Fort: +3<br/>
 
Ref:  +7<br/>
 
Will: +4<br/>
 
'''Feats'''<br/>
 
Huntmaster<br/>
 
Outflank<br/>
 
Boon Companion<br/>
 
Bonded Mind<br/>
 
'''Racial Traits'''<br/>
 
Heart of the Wilderness<br/>
 
Eye for Talent<br/>
 
'''Traits'''<br/>
 
Human Affinity<br/>
 
Wisdom in the Flesh<br/>
 
'''Background'''<br/>
 
Lost as a child, Greyclaw had with him the family dog(Alice). After wandering lost and alone they were taken in by a wolfpack. Years later he wanders, with one of his packmates (Alice's grandson), Midnight, to not only find himself, but perhaps find his origin.<br/>
 
'''Description'''<br/>
 
Tall and gangly Greyclaw moves with a feral grace. His blue eyes shine with a predatory intensity beneath his mop of brown hair.
 
 
 
== Abbin Mec ==
 
 
 
Male Human Cleric Level 3, HP 16
 
 
 
Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16 <br/>
 
 
 
Skills (6/level):
 
 
 
Appraise 1:6
 
Diplomacy 2:10 (11 with Clerics)
 
Heal 1:8
 
Knowledge: Arcana 2:7
 
Knowledge History 2:7
 
Knowledge: Nobility 2:7
 
Knowledge: Planes 2:7
 
Knowledge Religion 3:8
 
Linguistics 1:6
 
Perception 1:9
 
Sense Motive 1:8
 
 
 
Speed 20' Fort +4, Ref +2 Will +8
 
AC 18, BAB Melee 2 BAB Rng 2
 
 
 
Traits
 
Human Affinity (+1 to Diplomacy Rolls for dealing with same profession)
 
Eyes and Ears of the City (+2 to perception and it is now a class skill)
 
 
 
Feats:
 
Extend Spell (Spell duration is automatically doubled)
 
Persuasive (+2 to diplomacy and intimidate rolls)
 
Selective Channeling (Ability to not affect up to 3 targets from channeling)
 
 
 
Languages:
 
Common
 
Ancient
 
Half
 
Badlander
 
 
 
Proficiencies
 
Simple Weapons (Skull Mace is the preferred weapon of the Lord of Skulls, it also doubles as a holy symbol and symbol of authority)
 
 
 
Class Features (Cleric Domains Law, Protection)
 
Touch of Law - You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
 
 
 
Resistant Touch Power - Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
 
 
 
Aura - Powerful Lawful Aura
 
 
 
Channel Energy - 6 times per day 2d6 each time
 
 
 
Spells (unless otherwise noted)
 
Level 0
 
Detect Magic
 
Stabilize
 
Light
 
Enhanced Diplomacy
 
 
 
Level 1
 
Protection from Chaos
 
Aspect of the Nightingale
 
Divine Favor
 
Shield of Faith
 
Bless
 
 
 
Level 2
 
Shield Other
 
Protection from Chaos, communal
 
Spiritual Weapon
 
 
 
Wealth 2047 Bullets, 7 Tin
 
 
 
Equipment # Cost Weight
 
Medium Harness 75 30
 
Shield, wood 7 10
 
Mace, Heavy 12 8
 
sling
 
ammo       20      0.2 10
 
backpack 2 2
 
blanket         0.5 3
 
bedroll         0.1 5
 
crowbar         2 5
 
hammer         0.5 2
 
flint & steel 1
 
Mirror         10 0.5
 
belt pouch 1 0.5
 
Rations         2 5 2
 
rope silk 10 5
 
waterskin 1 4
 
Explorer's * 8
 
compass         10 0.5
 
holy symbol Iron 5 1
 
 
 
==Corwyn Dale==
 
{| class="wikitable"
 
|-
 
! Name
 
| Corwyn Dale
 
! Size
 
| Medium
 
! Gender
 
| Male
 
|-
 
! Class
 
| Fighter 3
 
! Age
 
| 22
 
! Hair
 
| Close Crop/Dark Brown
 
|-
 
! Race
 
| Human
 
! Height
 
| 6’2”
 
! Eyes
 
| Dark Brown
 
|-
 
! Alignment
 
| True Neutral
 
! Weight
 
| 195
 
! Languages
 
| Common, Wanderer
 
|-
 
! Traits
 
| colspan="3" |Human Affinity, Observant
 
! F. Class
 
|Fighter (Skill Point)
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Attributes !! Score !! Modifier !! Temp S !! Temp M
 
|-
 
! Strength
 
| 18 || +4 || - || -
 
|-
 
! Dexterity
 
| 15 || +2 || - || -
 
|-
 
!Consitution
 
| 14 || +2 || - || -
 
|-
 
! Intelligence
 
| 13 || +1 || - || -
 
|-
 
! Wisdom
 
| 15 || +2 || - || -
 
|-
 
! Charisma
 
| 7 || -7 || - || -
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
!HP
 
| 34/34
 
! Temp HP
 
| -
 
! Initiative
 
| +2
 
!Speed:
 
|30 feet base
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! !! Total !! !! Armor !! Shield !! Dex Mod !! Misc
 
|-
 
! AC
 
| 23 || = 10 || +7 || +4 || +2 ||
 
|-
 
! Touch
 
| 12 || = 10 || || || +2 ||
 
|-
 
! Flat-Footed
 
| 21 || = 10 || +7 || +4 || ||
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Saving Throws !! Total !! !! Base !! Ability !! Misc
 
|-
 
! Fortitude
 
| +5 || = || +3 || +2 || -
 
|-
 
! Reflex
 
| +3 || = || +1 || +2 || -
 
|-
 
! Will
 
| +5 || = || +1 || +2 || +2
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! BAB
 
| +3
 
! CMB
 
| +7
 
! CMD
 
|19
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Weapon !! Attack !! Damage !! Critical !! Type !! Range
 
|-
 
| S+2/W+1 Spiked Shield, Heavy Steel || +9 || 1d6 + 5 || x2 || Piercing || Reach
 
|-
 
| Armour Spikes || +7 || 1d6 + 2 || x2 || Piercing || Reach
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Armour !! Armour Bonus !! Max Dex Bonus !! Check Penalty !! Spell Failure !! Weight
 
|-
 
| Spiked Medium Harness || +7 || +5 || -3 || 20% || 40 lbs
 
|-
 
| S+2/W+1 Spiked Shield, Heavy Steel || +4 || - || -1 || 5% || 20 lbs
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Skill !! Total !! !! Class !! Ranks !! Ability !! Armour !! Misc
 
|-
 
| Climb || 7 || = || Y || 3 || +4 || -3 ||
 
|-
 
| Diplomacy || 4 || = || Y || 3 || -2 || || +1 if Warrior/Caravan Guard
 
|-
 
| Handle Animal || 2 || = || Y || 1 || -2 || ||
 
|-
 
| Perception || 9 || = || Y || 3 || +2 || || +1 from Observant
 
|-
 
| Sense Motive || 5 || = || N || 3 || +2 || ||
 
|-
 
| Survival || 8 || = || Y || 3 || +2 || ||
 
|}
 
'''Class Features'''
 
*Bravery +1
 
*Armour Training 1
 
'''Feats'''
 
*Simple Weapon Proficiency (all)
 
*Martial Weapon Proficiency (all)
 
*Light Armour Proficiency
 
*Medium Armour Proficiency
 
*Exotic Armour Proficiency (Partial)
 
*Two-Weapon Fighting
 
*Improved Shield Bash
 
*Power Attack
 
*Weapon Focus (Spiked Shield)
 
*Iron Will
 
*At Level 4 - Combat Reflexes
 
*At Level 5 - Advanced Weapon Training
 
*At Level 6 - Weapon Specialization (Spiked Shield)
 
*At Level 7 - Double Slice
 
*At Level 8 - Improved Two Weapon Fighting
 
*At Level 9 - Greater Weapon Focus (Spiked Shield)
 
*At Level 10 - Shield Slam
 
*At Level 11 - Shield Master
 
'''Equipment'''
 
*Spiked Medium Harness.  40 lbs.
 
*S+2/W+1 Spiked Shield, Heavy.  20 lbs.
 
*Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs.
 
*211 bullets
 
*Chakram of lesser slaying
 
 
 
'''Physical Description''': Tall, blocky and grim-looking. Numerous scars across his face, arms and torso.  Constant four o'clock shadow.  Tanned, rough skin.
 
 
 
==Beetle!==
 
 
 
 
 
 
 
Beetle
 
 
 
Human Wizard (School of Earth)
 
 
 
AC: 10
 
 
 
HD: 1d6
 
 
 
HP: 13
 
 
 
Hit Dice: 1
 
 
 
Movement rate: 30
 
 
 
Initiative modifier: +0
 
 
 
Abilities (+modifiers):
 
*Wisdom 15 (+2)
 
*Intelligence 18 (+4)
 
*Constitution 10 (+0)
 
*Strength 8 (-2)
 
*Dexterity 10 (+0)
 
*Charisma 12 (+1)
 
 
 
Reflex: +1
 
Fortitude: +1
 
Will: +5
 
 
 
Size: Medium
 
 
 
Speed: 30 ft
 
 
 
Skills (6/level):
 
*Appraise (Int) (1: +8)
 
*Craft (Int) (1: +8)
 
*Diplomacy (Cha) (2: +6)
 
*Knowledge (Arcana) (Int) (3: +10)
 
*Knowledge (History) (Int) (1: +8)
 
*Knowledge (Religion) (Int) (1: +8)
 
*Linguistics (Int) (1: +8)
 
*Spellcraft (Int) (3: +10)
 
*Sense Motive (Wis) (3: +5)
 
*Survival (Wis) (2: +4)
 
 
 
 
 
'''Feats:'''
 
 
 
''Spell Focus: Earth''
 
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
 
 
 
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
 
 
 
 
 
''Minor Spell Expertise: Shield''
 
You are able to cast a 1st-level spell as a spell-like ability.
 
 
 
Prerequisite: Ability to cast 4th-level spells.
 
 
 
Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
 
 
 
''Scribe Scroll (Item Creation) (bonus)''
 
You can create magic scrolls.
 
 
 
Prerequisite: Caster level 1st.
 
 
 
Benefit: You can create a scroll of any spell that you know.
 
Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
 
 
 
'''Traits:'''
 
 
 
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
 
 
 
Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc).
 
 
 
Languages spoken (+2 bonus):
 
*Common
 
*Fiendish
 
*Vegepygmy
 
 
 
'''Earth School'''
 
 
 
The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.
 
 
 
Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.
 
 
 
Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
 
 
 
Earth Glide (Su): At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.
 
 
 
Arcane Bond:
 
Ornate brown ring, embedded with topaz
 
 
 
Physical appearance: Diminutive old man, wrinkled brown skin. Long grey he air peeks out from under a wreath made out of various crystals. He wears brown earthy tattered robes, his ring glinting from underneath them.
 
 
 
== Classes ==
 
 
Classes and archetypes: mostly mechanically pretty close to RAW or RAW; other suggestions welcome but please try to get with the setting groove.
 
Classes and archetypes: mostly mechanically pretty close to RAW or RAW; other suggestions welcome but please try to get with the setting groove.
  
Line 611: Line 45:
  
 
Tiefling: only race that can be a sorcerer
 
Tiefling: only race that can be a sorcerer
 
 
===House rules===
 
  
 
Level/advancement: A low level setting starting at level one , E6-ish in that advancement is Fast until level 6, when it switches to medium-few high level characters exist
 
Level/advancement: A low level setting starting at level one , E6-ish in that advancement is Fast until level 6, when it switches to medium-few high level characters exist
Line 657: Line 88:
 
*Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free.
 
*Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free.
 
*Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code.
 
*Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code.
 
==Waldburg==
 
The city watchmen shiver in the pre-dawn chill. Snow dusts the cobbles of the alley,
 
 
 
To the North, white mountains glimmer coldly in the starlight. Here, in a narrow alley that runs near to the city's southern walls, the murmur of the Long River can be heard. Owls hoot from the forest on its opposite bank.
 
 
 
At last the captain arrives, a stooped halberdier too old to accompany the Duke's army.
 
 
 
"Another kill?" the greybeard notes, looking at the sprawled and mangled body. "Torn to pieces like before. I've seen wolves-and werewolves-take a human apart like this before. But such a beast would have seen crossing  the bridge yonder into the city. "
 
 
 
He kneels close to the body.
 
 
 
"The fellow is another cat-burglar, as last time. Look, his loot untouched."
 
 
 
The body is placed on a litter of twigs and carted off.
 
 
 
"Come back to the gate with me young watchman, I'll ask you to carry a letter once I've penned it. Two letters in fact..."
 
 
 
"You are going to write to the Archbishop , too, sir?"
 
 
 
"No, you'll place the second copy in the old Circle Box on the corner of [] and [] street."
 
 
 
"A note for the Circle, sir? The Circle has not existed for generations they say."
 
 
 
"Perhaps, but we might hope that in these strange times the Circle might reappear. Such letters might  bring about their resurgence..."
 
 
 
A cockrel crows in a back-alley garden. The dawn is coming. Waldburg begins to stir.
 

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