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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Mon Dec 01, 2008 8:35 pm 
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can i have a dopelganger?

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue Dec 02, 2008 9:11 am 
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Jack wrote:
can i have a dopelganger?
No. My D&D game is by the PHB + my homebrew only.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue Dec 02, 2008 8:10 pm 
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maybe if nathaniel rides of and is replaced by a cleric it would be more beneficial ............

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue Dec 02, 2008 9:50 pm 
Who let him in!!!!!!!! lots of love!!!!! :P


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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue Dec 02, 2008 10:03 pm 
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Jack wrote:
maybe if nathaniel rides of and is replaced by a cleric it would be more beneficial ............

Why not take your next level in Cleric?
The Holy Knight class is basically built out of two levels of fighter and one of cleric all the way up to 20th, so if you jumped into the Cleric class, you'd be totally in character.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Thu Dec 04, 2008 1:59 pm 
I'm tempted (subject to DM approval) to let Jon retire to a life of training militia in a local village and play something a little off-kilter (but not way out there) based off the Wood Elf racial mechanics.

Everything else is either story-based "fluff" or PHB mechanics, but I'd like to get the nod (or otherwise) vis-a-vis the race from the DM before I start planning out too much.


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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Thu Dec 04, 2008 2:27 pm 
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Daremonai wrote:
I'm tempted (subject to DM approval) to let Jon retire to a life of training militia in a local village and play something a little off-kilter (but not way out there) based off the Wood Elf racial mechanics.

Everything else is either story-based "fluff" or PHB mechanics, but I'd like to get the nod (or otherwise) vis-a-vis the race from the DM before I start planning out too much.


Actually, I hadn't planned to have wood elves in my setting. We've got High Elves (standard), Wild Elves (in Ty'itia), and Grey Elves (elite ruling class of Vuarridor).

Could you manage your plan with one of those? Just use a High Elf base to build a woodsy character?

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Thu Dec 04, 2008 2:53 pm 
What I'm going for isn't an elf, and its woodsiness is still in question - I was just going to use the mechanics for the wood elf because it fit the concept best. That said, I could make it fit into just about any medium race with a little jiggery-pokery so it doesn't matter that much.


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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Fri Jan 02, 2009 12:57 am 
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Tweaked the falling damage again to let very small creatures avoid damage altogether, and to randomise the CON damage.

Added some revisions and a note in the Religions section to highlight that I fully expect players to invent their own Gaultrian pagan nature spirits for clerics. Apparently, no-one realised that was my intent. I've also grouped the native Gaultrian religions together at the top of the entry, for easier reference.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Sun Mar 15, 2009 2:19 pm 
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Added Critical misses and failures from Homebrew to the House Rules.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Mon Apr 27, 2009 11:39 pm 
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The Return to Nocciarbo!

Yes, we'll be back to your regular Gaultria character on the 21st of May. Post here your shopping lists or other mechanical advancement for your character.
If you plan top make any mundane or magic items, here's where to do it. Your characters have two days from arriving in Nocciarbo after the Wreck of the Zephyros adventure.

Use the other thread for role playing chat.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Mon Apr 27, 2009 11:53 pm 
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Since I was actually not present for the final session (Sarah babysat for me while I was out gigging) are we due XP or was it already awarded? Once I know this I can figue out if I have any advancing to do and then I'll figure out what else I want to do :)

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue Apr 28, 2009 10:43 am 
I'm reasonably sure that it hasn't been awarded since Steve levelled.


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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Tue May 05, 2009 10:18 am 
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283xp is what you got for the last session (an air elemental and the debate with the treant).

I'll dig through the character sheets I have to see if this makes any difference.
For those of you who have sheets already, just apply the xp as normal. Let me know if you're levelling up.

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 Post subject: Re: The Shieldings of Gaultria - Alastair's D&D game
PostPosted: Thu Jun 18, 2009 2:27 pm 
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Additional Cleric Domains from the d20 System Resource Document
The following domains and spells are available. Religions have been updated to include these extra domains.

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
1 Animate rope
2 Wood shape
3 Stone shape
4 Minor creation
5 Fabricate
6 Major creation
7 Hardening
8 True creation
9 Prismatic sphere

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1 Charm person
2 Calm emotions
3 Suggestion
4 Emotion
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster

COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells
1 Bless
2 Shield other
3 Prayer
4 Status
5 Telepathic bond
6 Heroes’ feast
7 Refuge
8 Mass heal
9 Miracle

CREATION DOMAIN
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
1 Create water
2 Minor image
3 Create food and water
4 Minor creation
5 Major creation
6 Heroes’ feast
7 Permanent image
8 True creation
9 Genesis

DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1 Obscuring mist
2 Blindness
3 Blacklight
4 Armor of darkness
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill

GLORY DOMAIN
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells
1 Disrupt undead
2 Bless weapon
3 Searing light
4 Holy smite
5 Holy sword
6 Bolt of glory
7 Sunbeam
8 Crown of glory
9 Gate

LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding

NOBILITY DOMAIN
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
Nobility Domain Spells
1 Divine favor
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance

REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit
points, it dies.
Repose Domain Spells
1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee

RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Lesser planar binding
6 Greater glyph of warding
7 Instant summons
8 Symbol
9 Teleportation circle

WEATHER DOMAIN
Granted Power: Survival is a class skill.
Weather Domain Spells
1 Obscuring mist
2 Fog cloud
3 Call lightning
4 Sleet storm
5 Ice storm
6 Control winds
7 Control weather
8 Whirlwind
9 Storm of vengeance


NEW SPELLS

Armor Of Darkness
Abjuration [Darkness]
Level: Darkness 4
Components: V, S , D F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Blacklight
Evocation [Darkness]
Level: Darkness 3, Sor/Wiz 3
Components: V, S , M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

Bolt Of Glory
Evocation [Good]
Level: Glory 6
Components: V, S , D F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:
Creature’s Origin/Nature Damage Maximum Value
Material Plane, Elemental Plane, neutral outsider 1d6/2 levels 7d6
Negative Energy Plane, evil outsider, undead creature 1d6/level 15d6
Positive Energy Plane, good outsider — —

Crown Of Glory
Evocation
Level: Glory 8
Components: V, S , M, D F
Casting Time: 1 full round
Range: Personal
Area: 120-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.
When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.
Material Component: worth at least 200 gp.

Genesis
Conjuration (Creation)
Level: Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates an immobile, finite plane with limited access—a demi-plane.
Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.
The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.
Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.
If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.
XP Cost: 5,000 XP.

Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level
(see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Surelife
Abjuration
Level: Repose 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/2 levels
This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster’s person. At the end of the spell’s duration, the condition has full normal effects if the character is still subjected to it.

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to
1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

Undeath To Death
Necromancy
Level: Sor/Wiz 6, Clr 6, Repose 6
Components: V, S , M, D F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead creatures within a 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.
Material Component: worth at least 500 gp.

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