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====Nigel Helmsley====
 
====Nigel Helmsley====
Male Human Bard 8, Loremaster 1
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Male Human Bard 7, Loremaster 1
 
NG
 
NG
 
Player: Mitch
 
Player: Mitch
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Appearance: A thin human in his mid-20’s. He has grey eyes, and neatly-trimmed brown hair. He is clean-shaven, with permanently ink-stained fingers. Around town, he wears a simple scholar’s outfit. When abroad, he prefers a finely-made chain shirt complemented by a sturdy traveler’s ensemble, with a rapier at his hip.
 
Appearance: A thin human in his mid-20’s. He has grey eyes, and neatly-trimmed brown hair. He is clean-shaven, with permanently ink-stained fingers. Around town, he wears a simple scholar’s outfit. When abroad, he prefers a finely-made chain shirt complemented by a sturdy traveler’s ensemble, with a rapier at his hip.
 
“Smashing!”
 
  
  
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Bards are proficient with light armor, medium armor, and shields.
 
Bards are proficient with light armor, medium armor, and shields.
  
Languages: Common, Elven, Dwarven, Draconic, Furfolk Common, Orc, Celestial, Infernal, Undercommon
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Languages: Common, Elven, Dwarven, Draconic, Furfolk Common, Orc, Celestial, Infernal  
  
BAB: +6/+1
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BAB: +5
 
Fort: +4
 
Fort: +4
Ref: +9
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Ref: +8
Will: +10
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Will: +9
  
HP: 58/58
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HP: 53/53
 
Initiative: +2
 
Initiative: +2
 
AC: 18
 
AC: 18
Rapier: +8/+3 1d6+1, 18-20x2, magic  
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Rapier: +7, 1d6+1, 18-20x2, magic  
Light crossbow: +9, 1d8, 19-20x2
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Light crossbow: +8, 1d8, 19-20x2
Dagger: +6/+1 1d4, 19-20x2
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Dagger: +6, 1d4, 19-20x2
  
 
Skills: 36 @ 1st, 9/level
 
Skills: 36 @ 1st, 9/level
  
Decipher Script 5:9
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Decipher Script 4:8
 
Gather Information 4:9
 
Gather Information 4:9
Diplomacy 10:13
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Diplomacy 9:12
 
Knowledge (Arcana) 5:9
 
Knowledge (Arcana) 5:9
Knowledge (Bardic) 12:14
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Knowledge (Bardic) 11:13
 
Knowledge (Geography) 10:14
 
Knowledge (Geography) 10:14
 
Knowledge (History) 10:16
 
Knowledge (History) 10:16
Knowledge (Local) 8:12
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Knowledge (Local) 7:11
 
Knowledge (Nobility) 3:7
 
Knowledge (Nobility) 3:7
Knowledge (Planes) 4:8
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Knowledge (Planes) 3:7
Knowledge (Religion) 4:8
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Knowledge (Religion) 3:7
 
Move Silently 8:10
 
Move Silently 8:10
Perform (Oratory) 10:13
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Perform (Oratory) 9:12
 
Profession (Librarian) 3:4
 
Profession (Librarian) 3:4
Search 7:11
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Search 6:10
Sense Motive 8:9
 
 
Survival 0:1 (3 to avoid getting lost/natural hazards, 3 to find/follow tracks)
 
Survival 0:1 (3 to avoid getting lost/natural hazards, 3 to find/follow tracks)
 
Speak Language 4
 
Speak Language 4
Spellcraft 8:12
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Spellcraft 7:11
Use Magic Device 5:8 (10 for scrolls)  
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Use Magic Device 4:7 (9 for scrolls)  
  
 
Feats
 
Feats
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Scribe Scroll  
 
Scribe Scroll  
 
Extend Spell: Duration x2, +1 level
 
Extend Spell: Duration x2, +1 level
Still Spell: no somatic, +1 level  
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Still Spell: no somatic, +1 level
** applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
 
  
  
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Spells/Day
 
Spells/Day
0: 3  
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0: 3
1: 4  
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1: 4
2: 4  
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2: 4
3: 3
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3: 2
 
 
Neutralize Poison x1
 
  
 
Spells Known  
 
Spells Known  
0:  
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0:
D*Detect Magic: std, VS, 60’ cone, 7 min, 3 rds to read auras, Arcana DC 15+spell level = school  ((Alardan))
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Detect Magic: std, VS, 60’ cone, 7 min, 3 rds to read auras, Arcana DC 15+spell level = school  ((Alardan))
Read Magic: std, VSF, self, 70 min, 1 pg/min, glyph: DC 13 Spellcraft, symbol: DC 19
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Read Magic: std, VSF, 70 min, 1 pg/min, glyph: DC 13 Spellcraft, symbol: DC 19
 
Mage Hand: std, VS, close, 5 lbs, 15’ as move action, concentration
 
Mage Hand: std, VS, close, 5 lbs, 15’ as move action, concentration
 
Prestidigitation: std, VS, 10’, 1 hr, lift 1 lb, clean/soil/color 1’ cube/rd, chill/warm/flavor 1 lb material, small crude objects,  
 
Prestidigitation: std, VS, 10’, 1 hr, lift 1 lb, clean/soil/color 1’ cube/rd, chill/warm/flavor 1 lb material, small crude objects,  
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Mending: 10 min, VS, 10’, 1 object <= 5 lbs
 
Mending: 10 min, VS, 10’, 1 object <= 5 lbs
  
1: Cure Light Wounds: std, touch, 1d8+5, harm undead (Will save 1/2)
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1:  
D*Identify: 1 hr, VSM (100 gp pearl), touch, 1 object, basic function; activation; charges left  
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Cure Light Wounds: std, touch, 1d8+5, harm undead (Will save 1/2)
Silent Image: std, VSF, long, 12 10’ cubes, concentration, Will save to disbelieve, can move within area
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Identify: 8 hrs, VSM (100 gp), touch, 7 objects, basic function; activation; charges left  
Unseen Servant: std, VSM, close, 8 hrs, lift 20 lbs / drag 100 lbs, speed 15’, 6 hp (Bartleby)
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Silent Image: std, VSF, long, 11 10’ cubes, concentration, Will save to disbelieve, can move within area
 +
Unseen Servant: std, VSM, close, 7 hrs, lift 20 lbs / drag 100 lbs, speed 15’, 6 hp (Bartleby)
  
 
2:  
 
2:  
Cure Moderate Wounds: std, touch, 2d8+8, harm undead (Will save 1/2)
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Cure Moderate Wounds: std, touch, 2d8+7, harm undead (Will save 1/2)
D*Locate Object: std, VSF, 720’r, 8 min, specific item needs mental image, must have seen unique item (not via divination)
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Locate Object: std, VSF, 680’r, 6 min, specific item needs mental image, must have seen unique item (not via divination)
D*Detect Thoughts: std, VSF, 60’ cone, conc (8 min), change area ea rd, blockable
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D*Detect Thoughts: std, VSF, 60’ cone, conc (7 min), change area ea rd, blockable
 
  Rd 1: presence/absence of thoughts  
 
  Rd 1: presence/absence of thoughts  
 
  Rd 2: # of thinking minds, Int scores
 
  Rd 2: # of thinking minds, Int scores
 
  Rd 3: surface thoughts, Will negates
 
  Rd 3: surface thoughts, Will negates
D*Tongues: touch, 80 min, speak/understand any language  
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Tongues: touch, 70 min, speak/understand any language  
  
 
3:
 
3:
D*Clairvoyance/Clairaudience: 10 min, VSF, 720’r, 8 min, familiar location, can’t move, see 10’r in natural darkness  
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D*Clairvoyance/Clairaudience: 10 min, VSF, 680’r, 7 min, familiar location, can’t move, see 10’r in natural darkness  
 
Dispel Magic: std, VS, 180’, Targeted or Area or Counterspell
 
Dispel Magic: std, VS, 180’, Targeted or Area or Counterspell
D*See Invisibility: std, VSM, 80 min, see invisible/ethereal
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D*See Invisibility: std, VSM, 70 min, see invisible/ethereal
 
 
  
  
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Cure Light Wounds potion. 50  
 
Cure Light Wounds potion. 50  
 
Wagon fund. 300
 
Wagon fund. 300
10 gp  
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15 gp  
  
scroll of Sending  
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2 scrolls of Sending  
  
Katrin’s rhyme from Lady Silverymoon (Unicorn?)
 
  
Some armor on a rack: modified briganadine. Square plates of metal about four inches on a side, stitched into pockets on the inside surface of garments made of some thin, tough leather. You can't tell without opening a pocket, what metal is being used. It feels very light though.
+
Bardic Music: 7/day
A pair of delicate-looking longswords in stiff leather scabbards, with ivory hilts that have a symbol cared into them. It looks like the same symbol Mayrvreen was wearing on that headband.
+
Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.  Inspire courage is a supernatural, mind-affecting ability.  
  
Half a dozen or so small locked chests. Another chest, open, contains several blank books and underneath those some filled journals or record books. You don't recognize the script.
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Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.  
 
 
Small hidden notebook.
 
 
 
You find a stock of supplies in the huts; food, tools, extra weapons.
 
You find healing supplies too: mundane things such as bandages and some potion bottles. Half a dozen of those are labeled as cure poison, nearly a full dozen as heal wounds.
 
 
 
Sneaky-priest had a couple of potions of Cure Poison, one of Heal Moderate Wounds, and two daggers,, with Enchanted Weapon cast on them. . Aside from that a ring and an amulet, both with masking magic on them. You can't tell from inspection what their enchantment does.
 
 
 
15 pearls worth 100 gp each
 
 
 
Kukri
 
Sacrificial knife
 
Boots of Speed
 
  
dozen potions of Neutralize Poison
 
four potions of Heal Moderate wounds
 
 
 
Bardic Music: 7/day
 
Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +2 morale bonus to attack and weapon damage rolls.  Inspire courage is a supernatural, mind-affecting ability.
 
Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
 
 
Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
 
Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
  
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Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
 
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration (1 hr/lvl). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
+
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
 
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
 
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
  

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