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Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 2:39 pm


News
Long story short it's the last week before finals. I have 00ber amounts of work to do and as such can't really focus on this right now. We'll get back to it sometime next week.

This is the out of character thread for the World's Largest Dungeon D&D RP I'll be setting up. The in-game thread will be made later. This thread will be for anything related to the RP but would make a mess in the RP thread if we kept it there. The general idea is that the actual RP thread will be nothing but roleplaying, while everything else can go in here.

If you have any questions about the game, please post them here.

Ok, so I'm nearly done setting everything up so that we can get started. Until then, there is some recommended reading for you guys to do so you get a better idea of how things work. You aren't expected to read this stuff, but it might give you a bit of an advantage when engaging an enemy. (Such as the fact that if an enemy surprises you they get to make the first move in combat, so it might not be a good idea to go charging loudly into every room you find.) There's quite a bit of reading involved, so as I said you don't HAVE to read everything. Here's the links: Combat, Conditions (Status effects, etc), Using Magic, Movement

**EDIT**
Ok, it's time to start! Now then, a few quick notes about how this is going to be done. First of all, we'll be doing this all in full proper turn-based rounds. The only time your turn order will matter is when you're in combat, so for example, if Fisher wanted to wait for Ogrin to take the lead, he can do so. Then after everyone's made their actions if Fisher decided to cast a spell before Ogrin moved, he could do that too. Remember, talking is an action that takes no time to do.

Also, I WILL be keeping track of time for this game. Anyone can make a Survival check to attempt to figure out what time it is, but they might not get it right. Time will be a big thing as SOME people (*cough*KITSU*cough*) can only prepare their spells at a certain time, you'll get hungry/thirsty after a certain amount of time, spells wear off, etc.

Finally, and this is a big one, PLEASE be at least semi-literate. You don't need huge paragraphs to describe your actions, but I don't want point form sentences or any *actions*. Proper grammar is also highly appreciated, along with proper punctuation.
PostPosted: Sat Sep 08, 2007 2:40 pm


Characters
Below is the character sheets for all the characters in this game.

Wolven_Darkness

Belhorn Sandtracker
Current Weight of Items: 25.9 lbs
Carrying Capacity: Light - 28 lb or less, Medium - 29 to 57 lb, Heavy - 58 to 86 lb



PenguinMasta


Ogrin Nathal

Current Weight of Items: 122.9 lbs
Carrying Capacity: Light - 116 lb or less, Medium - 117 to 233 lb, Heavy - 234 to 350 lb

Bob the Light Warhorse

Current Weight of Items: 30 lbs
Carrying Capacity: Light - 230 lbs or less, Medium - 231 to 460 lbs, Heavy - 461 to 690 lbs
Can drag 3,450 lbs



DeathIsInLoveWithMe

Aerandu Helyanwë
Current Weight of Items: 52.4 lbs
Carrying Capacity: Light - 38 lb or less, Medium - 39 to 76 lb, Heavy - 77 to 115 lb



the_ilse_witch


Cora Greenbottle

Current Weight of Items: 43.5 lbs
Carrying Capacity: Light - 22 lb or less, Medium - 23 to 45 lb, Heavy - 46 to 67 lb



Kitsu Hamika


Emu Djeserit

Current Weight of Items: 47.1 lbs
Carrying Capacity: Light - 30 lb or less, Medium - 31 to 60 lb, Heavy - 61 to 90 lb



3cmrgx3 III

Cmrgx

Current Weight of Items: 83.5 lbs
Carrying Capacity: Light - 66 lb or less, Medium - 67 to 133 lb, Heavy - 134 to 200 lb

Greyner the Large Wolf

Current Weight of Items: 25 lbs
Carrying Capacity: Light - 198 lbs or less, Medium - 199 to 399 lbs, Heavy - 400 lbs to 600 lbs



angry_gumball

Fisher

Current Weight of Items: 30.4 lbs
Carrying Capacity: Light - 26 lbs or less, Medium - 27 to 53 lbs, Heavy - 54 to 80 lbs

Fat-a** the Donkey

Carrying Items For: Fisher, Ogrin
Current Weight of Items: 114 lbs (Max Dex Bonus +1, -6 Check Penalty, Speed of 20 feet)
Carrying Capacity: Light - 50 lbs or less, Medium - 51 to 100 lbs, Heavy - 101 to 150 lbs
Can drag 750 pounds

Guard Dog
Tricks Known: Attack, Fetch, Defend, Down, Heel, Guard

Hopples the Toad Familiar

Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 2:42 pm


Ability Scores

Selecting Scores
First of all selecting your stats. Here's how we're going to do it for this. All of your stats will start at 8. You get to spend points to raise your stats. You have a total of 25 points to spend on your stats. Below is the cost to raise your stats to the different amounts.

9: 1 point
10: 2 points
11: 3 points
12: 4 points
13: 5 points
14: 6 points
15: 8 points
16: 10 points
17: 13 points
18: 16 points

Remember that you only have a TOTAL of 25 points to spend on your stats. Those costs are the same no matter what stat you want to change. Now to show you what the different stats are. (Note: The proper term for stats is ability scores. I may or may not end up referring to them by both terms)

Strength (STR)
This is your physical stat. It determines your power in combat and how much you can carry. Any bonuses granted by this stat apply to your melee attacks, damage caused by thrown weapons, climbing, jumping, swimming, and anything else that would require physical power.


Dexterity (DEX)
This is your hand-eye coordination, agility, reflexes, etc. This is very important for rogues and any classes that favour light armour or no armour at all. (Rangers, barbarians, monks, wizards, sorcerers, etc) This is also important for anyone who wants to be an archer. Any bonuses granted by this apply to ranged attacks from weapons like bows, your armour assuming you can react to the attack, reflex for avoiding things like fireballs and traps, balance, hiding, opening locks, and anything else like that.


Constitution (CON)
This is your health and stamina. Bonuses from this can change the amount of HP your character has, your ability to resist things like poison, and your concentration.


Intelligence (INT)
This is how well your character can learn and figure things out. It've very important for wizards as it gives them more spells, makes their spells stronger and makes them harder to resist. Any bonuses from this changes the number of languages you can know, the number of skill points you can gain when you level, searching an area, crafting items, etc. Wizards require an INT of 10 + a spell's level to be able to cast that spell.


Wisdom (WIS)
This is your character's willpower, common sense, intuition, etc. Intelligence is your ability to gather information, wisdom is your ability to apply it properly. This is very important for clerics and druids, and any other characters that want to have acute senses. This changes your ability to resist magic, heal, listen, spot objects, etc. Clerics, druids, paladins and rangers get extra spells for having a high WIS score, and must have at least a WIS of 10 + the spell's level to cast the spell.


Charisma (CHA)
This is your force of personality, persuasiveness, ability to lead, physical attractiveness, and overall how much people will like you the instant they see you. This is very important for paladins, sorcerers and bards, as well as clerics as it alters their ability to turn undead. This modifies your ability to bluff, be diplomatic, gather information, intimidate, and anything that is an attempt at influencing others. Sorcerers and bards get extra spells based on their CHA, and to cast a spell they need a CHA of 10 + the spell's level.


INT, WIS and CHA are good guides on how your character will act in the game. The higher the INT the smarter they are, while a low INT means they could be complete idiots. High WIS makes them more in tune with a situation, and probably more careful with what they say or do while a low WIS could make them more rash or irrational. High CHA could make the rest of the group more likely to do what they say and follow them, while a low CHA could make it so nobody really cares what they say. Mix and match these as you wish.
PostPosted: Sat Sep 08, 2007 2:43 pm


Races
The races are listed below as well as a general idea of what they get. Each race has a preferred class, which gives you bonuses if you multiclass (which I'm not even sure I'll allow...).

Humans
Humans are of medium size, move at a base speed of 30 feet, and get bonus skills and feats when starting because of their ability to learn and adapt. Humans start with the ability to speak common language, and have no preferred class.


Dwarves
Dwarves get a +2 CON bonus and a -2 CHA penalty. They're tough but don't tend to be overly friendly. They're medium sized, have a speed of 20 feet even when wearing armour, have Darkvision allowing them to see up to 60 feet in the dark (only in black and white though), a bonus to their ability to notice unusual things about stonework such as hidden doors or unsafe ceilings from 10 feet away, can use some dwarven weapons as martial weapons instead of exotic weapons (that means it's easier to use them), they're difficult to knock over as long as they're standing on solid ground, resistant to poison, resistant to spells, are more effective in combat against orcs and all goblinoids, bonus armour against any giant-sized monsters to show their ability to deal with such large monsters, a bonus to identifying stone and metal items, a bonus to crafting items of stone and metal, speak common and dwarven, and prefer to be of the fighter class.


Elves
Elves get a +2 DEX bonus and a -2 CON penalty. They're graceful but not overly sturdy. Elves are medium sized, have a speed of 30 feet, immune to magical sleep effects, resistant to enchantment spells/effects, can see normally in low light, are skilled with longswords, rapiers, longbows and shortbows, bonuses to Listen, Search and Spot checks, can notice secret doors from 5 feet away, speak Common and Elven, and prefer to be Wizards.


Gnomes
Gnomes get a +2 CON bonus and a -2 STR penalty. They're tough, but small and so not as strong. Gnomes are small sized, which gives them a bonus to armour, attacking and hiding, but cannot carry or lift as much as larger races and use smaller weapons. Gnomes move 20 feet, can see normally in low light, are effective with gnome hooked hammers, are resistant to illusions, are more effective at creating illusions, are more effective in combat against kobolds and goblinoids, have an armour bonus against monsters of giant size, more effective at Listening, more effective at Crafting alchemical items, speak Common and Gnome, can speak with animals once a day, gains some illusion spells if it has a CHA of 10 or higher, and prefer to be bards.


Half-Elves
Half-Elves are Medium sized, have a speed of 30 feet, immunity to sleep spells and similar effects, resistance to enchantment spells or effects, can see normally in low light, more effective at Listening, Searching and Spotting (though not as effective as Elves), more effective at Diplomacy and Gathering Information (people tend to like them), count as Elves for any items or spells that only effect or have added effects on Elves, speak Common and Elven, and have no preferred class.


Half-Orc
Half-Orcs get a +2 STR bonus, a -2 INT penalty and a -2 CHA penalty. They're strong, but not too smart or pretty. Half-Orcs are Medium sized, have a speed of 30 feet, have Darkvision that lets them see 60 feet in darkness (but only in black and white), count as Orcs for any items or spells that only effect or have added effects on Orcs, speak Common and Orc, and prefer to be Barbarians.


Halfling
Halflings get a +2 DEX bonus and a -2 STR penalty. They're fast and good with ranged weapons, but small and as such not too strong. Halflings are Small sized and as such have a bonus to armour, attack, and Hiding but use smaller weapons and cannot carry/lift as much, they have a speed of 20 feet, bonuses to Climbing, Jumping and Moving Silently, bonuses to all saving throws (they're very good at getting out of trouble), a bonus against fear, bonus on attacks with thrown weapons and slings, bonuses on Listening, speak Common and Halfling, and prefer to be Rogues.

Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 2:46 pm


Classes
The classes are as follows: (I'm not going to go into as much detail with classes, they generally speak for themselves. If you need more info just ask)

Barbarian
They hit stuff. Hard. Big time combat specialist. Barbarians rely heavily on STR, and benefit from DEX, WIS and CON. Barbarians must be nonlawful, and becoming lawful causes them to lose the ability to rage.


Bard
Bards are a jack of all trades. They tend to be a support class because they aren't as effective at any one thing as the other classes (not as strong as a Barbarian, not as much magic as a Wizard, etc) but they have a wide variety of abilities that let them do more. Bards benefit greatly from CHA, and also benefit from DEX and INT. Bards must be nonlawful, and becoming lawful causes them to lose the ability to grow as a Bard.


Cleric
The Cleric is very defensive and the healer in the group. He can fight but getting out in the front lines is normally a bad idea. Clerics benefit greatly from WIS, and also benefit from CON and CHA. Clerics must remain in the alignment of their chosen god, failure to do so will result in a complete loss of all Cleric abilities until they atone for what they have done.


Druid
NOTE: This game is taking place in a dungeon. Not a forest, not a mountain, a DUNGEON. I'm only allowing the use of Druids because I don't want to limit your choices, but there will be little to no 'nature' in this dungeon. Druids will not be able to use a good number of their abilities, and as such you should only choose this class if you're a masochist. If you like the idea of your character surviving to the end of the game, I'd highly recommend you forget about this class.

Druids are very versatile. They are not as effective at healing as clerics, but have more offensive power. Druids also get to start with an animal companion. Druids benefit greatly from WIS, and also benefit from DEX. Druids must be partially neutral, must revere nature, and must not teach the Druidic language to anyone. Failure to do so will result in a complete loss of all Druid abilities until they atone for what they have done.


Fighter
They're... well... fighters. Not as much brute strength as a Barbarian, but more defensive power. Fighters benefit greatly from STR, and also benefit from CON and DEX.


Monk
Monks tend to be melee combatants that work best in quick strikes as opposed to drawn out combat. They like to get in, kill the target, then get back out. (No armour and generally no weapons, of course they don't want to get stuck in combat for too long) Monks benefit greatly from a high WIS, and also benefit from DEX and STR. Monks must be lawful, any Monk that becomes nonlawful can no longer advance as a monk. Also, if a Monk multiclasses they can no longer advance as a monk.


Paladin
Paladins make good leaders, combatants, and decent secondary healers. They benefit greatly from CHA, and also benefit from STR and WIS. A WIS of 14 or higher is needed to get the best Paladin spells, and needs to be at least 11 to cast any spells at all. Paladins must be Lawful Good. A Paladin who stops being Lawful Good, willfully commits an evil act, or grossly violates the code of conduct loses all Paladin abilities, and may no longer advance as a Paladin until they atone for what they have done. A Paladin who multiclasses may no longer advance as a Paladin.


Ranger
NOTE: As with the Druid, there really isn't any nature in this game. Rangers would still make good characters, but several of their skills are useless in this game.

Rangers are great scouts and decent combat characters, but lack armour and so are best with ranged combat. Rangers benefit greatly from DEX, and also benefit from STR and WIS. To cast the best Ranger spells a WIS of at least 14 is required, and to cast spells at all a WIS of 11 is required.


Rogue
Rogues are generally excellent stealth characters. They're good at sneak attacks and ranged combat. Rogues benefit greatly from DEX, and also benefit from INT and WIS.


Sorcerer
Sorcerers are spellcasters that can cast spells without needing to prepare them ahead of time or learn them from books. They don't get to cast spells as often as Wizards, but they can use any spell they know without needing to prepare it. Sorcerers benefit greatly from CHA, and also benefit from DEX and CON.


Wizards
NOTE: Wizards are only a slightly better choice than Druids. This is a dungeon, not a library. Don't expect to find any books to learn spells from. If you really want to be a Wizard then I will let you enter the dungeon with a full spellbook. What does this mean? You have to choose what spells you want to know for the entire game before entering the dungeon. This could be very bad, as you don't know what spells will be useful until you get in there. You might pick a spell that grants the ability to fly only to discover the ceiling of the entire dungeon is no higher than 15 feet. A Wizard is manageable, but still a bad idea.

Wizards are spellcasters that must prepare their spells ahead of time. This means that if you can cast 5 spells before needing to rest, then you have to pick what each of those 5 spells are. They could be 5 fireball spells, or 2 fireball spells and 3 flight spells. Either way it's a little tricky because if you went with 5 fireballs you'd be in trouble if you faced something immune to fire. Wizards benefit greatly from INT, and also benefit from DEX and CON.



There. Quite a bit of reading there, I hope you guys don't mind. A quick note about this game though. This is a very large dungeon. Your characters will be in there for approximately 3 years. (In-game time that is) So it would be highly recommended that at least one person takes a class that can heal. Also, being a very large dungeon, it's very dark. Characters that can see in the dark will have some good fun down there, and characters relying on long-range shooting will have issues shooting things they can't see.
PostPosted: Sat Sep 08, 2007 2:48 pm


Class Skills

Rogue

Sneak Attack
Deals extra damage at any time the enemy would either be denied a Dex bonus to AC or flanked by the Rogue. Ranged attacks only count as sneak attacks if the enemy is within 30 feet. With a sap or while unarmed the attack does nonlethal damage, but may never deal lethal damage. Sneak Attacks only work on living creatures with discernible anatomies, so undead, oozes, plants, etc are immune to it. Any creature that is immune to critical hits is also immune to sneak attacks. The Rogue must be able to see the target well enough to pick out a vital spot, and must also be able to reach the spot. You cannot sneak attack a creature with concealment (cannot be seen well due to darkness, fog, smoke, etc), nor can you sneak attack a target's limbs when the vitals are out of reach.

Trapfinding
Rogues can Search to find traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20 if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Rogue who beats a trap's DC by 10 or more with Disable Device can study the trap to figure out how it works, then bypass it without disarming it along with their party.


Cleric

Aura
The Cleric has a strong aura of the alignment of their god.

Turn Undead
Supernatural ability that is used as a standard action and does not provoke attacks of opportunity. You must present your holy symbol to turn undead, and this ability is considered an attack. This ability can be used 3 + Cha modifier times a day.
You turn the closest turnable undead, cannot turn undead that are more than 60 feet away and cannot turn undead that have total cover relative to you. You do not need to be able to see the target.
To determine the strength of your attempt roll 1D20 and add your Cha modifier. The number that comes up will give you a number to add/subtract from the Cleric's level. That is the maximum number of HD the target can have in order to be affected. 0 or lower is a -4, 1-3 is a -3, 4-6 is -2, 7-9 is -1, 10-12 is no modifier, 13-15 is +1, 16-18 is +2, 19-21 is +3, and 22 or higher is +4. If the closest undead is too strong the ability will keep looking until it finds one that can be affected.
To determine the damage done roll 2D6 + your cleric level + Cha modifier. That's how many total HD of undead you can turn. (This means you may be able to turn multiple undead) This ability will not affect undead that are already turned.
Turned undead flee from you as quickly as possible for 10 rounds. If they cannot flee they cower, granting a +2 bonus to any attack rolls against them. If you get approach them from within 10 feet they will return to acting normally. (Note that they will not act normally as long as you don't approach them) If you have at least twice as many levels as the undead has HD you destroy them instead.

Spontaneous Casting
The Cleric may swap any prepared spell for a 'cure' spell of the same spell level or lower at any time.

Turn Earth Creature/Rebuke Air Creature
Air Domain supernatural ability. Works as Turn Undead when used against earth creatures.
When used against air creatures you can rebuke/command them. This ability works in the same way as Turn Undead, but instead of turning the creature is rebuked, and instead of being killed their are commanded.
A rebuked creature cowers in awe, granting a +2 bonus to attack rolls made against the creature. This lasts for 10 rounds.
A commanded air creature is under the mental control of the Cleric. Giving mental orders to the creature is a standard action. The total number of HD of the commanded air creatures can never be higher than your level. At any time you may free an air creature from your command in order to command new ones.
You can also bolster air creatures to protect them from turning. Make a check as if you were trying to rebuke them, but instead of rebuking them you protect them from turning for 10 rounds.
Can be used 3 + Cha modifier times a day.

Good Domain
Any spells that are of good alignment are cast with a +1 bonus to caster level.



Barbarian

Fast Movement
Gets +10 feet to his land speed. This applies only when wearing no armour, light armour, or medium armour and not carrying a heavy load. This bonus is applied before any modifiers for carried loads and armour.

Illiteracy
Barbarians can neither read nor write. They may spend 2 skill points to become literate, and any character that has another class other than Barbarian is literate.

Rage
Temporarily grants a +4 bonus to Str, +4 to Con, +2 morale bonus on Will saves, but causes a -2 penalty to AC. Gains 2 HP/level, but loses them when the rage ends. These are not temporary HP, and as such can be healed but you will basically take damage equal to that number when the rage ends. (If you gained 6 HP, and had 6 HP left when the rage ends, you'd be reduced to 0 HP) No Cha, Dex or Int based skills, the Concentration skill, or any abilities that require patience or concentration, or any spells or items that require a command word can be used. Balance, Escape Artist, Intimidate and Ride can still be used. The Combat Expertise feat cannot be used and neither can item creation feats or metamagic feats. The rage lasts for a number of rounds equal to 3 + the (newly improved) Con modifier. The rage can be ended whenever the Barbarian wants to. When the rage ends the Barbarian becomes fatigued (-2 penalty to Str, -2 penalty to Dex, can't charge or run) for the rest of the encounter. This ability can only be used once per encounter, and can only be used once per day. Rage can be used during the Barbarian's action, and takes no time to activate.


Bard

Bardic Knowledge
Bards pick up a lot of random knowledge while wandering. They can make a special bardic knowledge check with a bonus equal to the bard's level + Int modifier to see if they know some information about the situation/items/creatures/etc.

Bardic Music
Bardic music can be used once per day per Bard level. The Bard uses whatever performance abilities they have to create magical effects, and each ability requires a certain number of ranks in a Perform skill and needs the Bard to be at a certain level. Using a bardic music is a standard action, and some require concentration. Even if it doesn't you cannot cast spells or use magic items while using bardic music. All bardic music skills have a verbal component, and a deaf bard has a 20% chance of failing.

Countersong
Bardic music ability. Requires 3 or more ranks in a Perform skill. Allows the Bard to counter magical effects that depend on sound (but not those that only have verbal components). Make a Perform check each round you want to use/continue the countersong. Any creature within 30 feet that is affected by a sonic of language-dependent magical effect can use the Bard's Perform check result instead of it's saving throw if the Perform check result is higher (after rolling the saving throw). If the creature is already suffering from such an effect when the countersong is used, they get another saving throw every round the countersong is in effect, but it must use the Bard's Perform check result. This ability has no effect against anything that doesn't allow saves, and can last no longer than 10 rounds.

Fascinate
Bardic music ability. Requires 3 or more ranks in a Perform skill. This ability causes creatures to become fascinated with the Bard. In order for a creature to be affected they must be within 90 feet, able to see and hear the Bard, and be able to pay attention to them. The Bard also needs to be able to see the creature. Nearby combat or other dangers stop this ability from working. For every three Bard levels after the first the Bard can target an extra creature with this ability. (Two at level 4, three at level 7, etc)
Using this skill takes a Perform check and the affected creatures get a Will save against it. If a creature makes the save they cannot be fascinated for another 24 hours. If it fails it stops taking any actions and listens to the Bard's song as long as the Bard plays and concentrates. (Which can only last up to 1 round for every Bard level.) The targets take a -4 penalty on skill checks made as reactions, and any potential threat requires the Bard to make another Perform check and the targets can make another save. Any obvious threats, like someone drawing a weapon or casting a spell, immediately breaks the effect. This ability is an enchantment (compulsion) and a mind-affecting ability.

Inspire Courage
Requires 3 or more ranks in a Perform skill. This ability inspires courage in the Bard and his allies. The allies must be able to hear the Bard sing, and lasts as long as they hear the Bard and 5 rounds after. The affected allies get a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. This bonus increases by 1 at level 8 and every 6 levels after. (+2 at level 8, +3 at level 14, and +4 at level 20) This is a mind-affecting ability.

Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 2:53 pm


Spells
Wolven pointed me to a site that has all the spells on it. So here's links straight to all the spells for the characters.
Bard

Bards must focus each day to be able to use their spells. They need 8 hours of rest followed by 15 minutes of concentration or they do not regain used spell slots. Bards must sing or play an instrument or some similar action while concentrating.

To learn or cast a spell the Bard needs to have a Cha of at least 10 + the spell level.

The DC of a saving throw against a Bard's spell is 10 + the spell level + Cha modifier

All Bard spells require some form of song/poetry/music/etc to cast.

Bard Spells

Cleric

In order to prepare a spell the Cleric must have a Wis of 10 + the spell's level. To prepare the spells 1 hour must be spent praying for them during dusk. If the Cleric is unable to do so because they are busy they must pray at the first available opportunity or not regain those spell slots for the day. This prayer must be done in a fairly peaceful environment. Not all spells need to be prepared at once, but you can only prepare spells during this time. Spell slots can be filled with a spell of a lower level if the Cleric chooses.

Clerics have two domains, each of which give them one spell for every spell level. Clerics only get one spell slot to use on domain spells, so they need to choose which domain spell to spend each slot on.

The DC of saving throws against Cleric spells is 10 + the spell's level + Wis modifier

Spells that have a Divine Focus component require the Cleric to focus on it's holy symbol to cast.

Cleric Spells

Cleric Spells: Air Domain

Cleric Spells: Good Domain


Sorcerer

A Sorcerer's spells work exactly the same as a Bard's but without the need for some type of performance.

Sorcerer
PostPosted: Sat Sep 08, 2007 3:00 pm


Alignment
Below are the 9 alignments you can choose for your characters and an outline of what each means to how they act.

Good vs Evil
Good characters try to help others and preserve life, evil characters tend to destroy and kill.


Lawful vs Chaotic
Lawful characters believe strongly in the laws that have been set down by society and feel that they are meant to be upheld, while chaotic characters tend to feel that laws are too restrictive and feel they should be able to do whatever they want.


Lawful Good
A lawful good character is your typical good guy. Never lies, does everything they can to fight evil, helps out those who are in need, etc. They can't stand watching the guilty go unpunished and will do what they can to bring them to justice.


Neutral Good
A neutral good character does what they can to help those around them, irregardless of that person's alignment. They feel that everyone deserves help when they are in need.


Chaotic Good
Chaotic good characters are the Robin Hoods of the land. They do what they feel is right even if that means going against the laws dictated by society.


Lawful Neutral
Lawful neutral characters believe strongly in order and organization. They often follow their own codes of life, and feel that order must be maintained. They try to avoid being tempted by those who are evil or good, trying to bring order to everything instead.


Neutral
A neutral character doesn't feel strongly either way about good vs evil or law vs chaos. They tend to do whatever seems like a good idea at the time. They aren't so much devoted to neutrality as they are lacking bias or conviction. They tend to prefer good though, as they would rather be ruled by a kind king than a cruel dictator.
Some neutral characters on the other hand feel that good, evil, law and chaos are all prejudiced and try to stay on the path of neutrality as they believe it is the most balanced path in the end.


Chaotic Neutral
Chaotic neutral characters live a free life. They live for themselves and follow their whims. They don't intentionally try to cause large disruptions or anything, as they aren't evil. They also do not care much for saving the world because they aren't good. They live their lives the way they want to.


Lawful Evil
Lawful evil characters get what they want by manipulating the rules. They try to avoid breaking the rules as they know that the rules are what protect them from those who are good. They feel that by following the laws and having principles they are above other villains and as such are less likely to be brought to justice. A politician who exploits people through blackmail and having underlings do his bidding so he cannot directly be seen as breaking the law can be lawful evil. Some lawful evil characters feel that spreading evil is itself law, and follow evil gods or rulers with the same zeal as a paladin.


Neutral Evil
A neutral evil character does whatever they can get away with. They tend to do whatever they can to get what they want, even if it means murder. They are only above chaotic evil characters because they do not seek conflict for the sake of conflict. They prefer to enter into a conflict if they know there is some personal gain to be had.


Chaotic Evil
Chaotic evil characters seek to bring destruction to everything for no reason. If they suddenly feel the need to break something they do, and sometimes they do it just for fun. They tend to be extremely violent and unpredictable. They don't tend to take the time to think through how to bring mass destruction to everything, and have a difficult time organizing large numbers of them together as they tend to fight amongst themselves as well. The only real way to keep them under control is by force.

Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 3:13 pm


Skills
Below is the list of skills your character can have. To raise a skill you need to spend skill points. For every 1 skill point you spend on a class skill you get 1 rank in that skill. For every 1 skill point you spend on any other skill you get half a rank in that skill. Half ranks don't have any effect on the skill, they just show that you are getting better with it. The ability score listed beside the skill name tells you what modifier can be applied to it. Any skill that says it has an Armour Check Penalty means the skill is less effective based on how much and how heavy your armour is.

A skill is considered untrained if you have not earned any ranks in it.

No skill can be trained higher than 3 + your current level.

The class skills for each class are as follows:

Barbarian: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Swim

Bard: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device

Cleric: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft

Fighter: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim

Rogue: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Sorcerer: Bluff, Concentration, Craft, Knowledge (arcana), Profession, Spellcraft

Skills List
PostPosted: Sat Sep 08, 2007 3:34 pm


Feats

Feats are special abilities that your character has that enhance them in various ways, such as allowing you to cast a spell silently, giving you new abilities in combat or increasing your skill bonuses.

General Feats

Acrobatic
Grants a +2 bonus on all Jump and Tumble checks.

Agile
Grants a +2 bonus on all Balance checks and Escape Artist checks.


Alertness
Grants a +2 bonus on all Listen and Spot checks.


Animal Affinity
Grants a +2 bonus on all Handle Animal and Ride checks.


Armour Proficiency (light)
When wearing light armour, the armour check penalty for that armour is only applied to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble checks. If you are not proficient with a type of armour the armour check penalty applies to all attack rolls as well as any skill checks that involve moving (including Ride).


Armour Proficiency (medium)
Prerequisite: Armour Proficiency (light)
When wearing medium armour, the armour check penalty for that armour is only applied to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble checks. If you are not proficient with a type of armour the armour check penalty applies to all attack rolls as well as any skill checks that involve moving (including Ride).


Armour Proficiency (heavy)
Prerequisite: Armour Proficiency (medium)
When wearing heavy armour, the armour check penalty for that armour is only applied to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble checks. If you are not proficient with a type of armour the armour check penalty applies to all attack rolls as well as any skill checks that involve moving (including Ride).


Athletic
Grants a +2 bonus on all Climb and Swim checks.


Blind-Fight
Fighters may select this feat as one of their bonus feats.
In melee, if you would miss an enemy due to concealment you can reroll the miss chance roll once.
Invisible enemies get no advantages to hitting you in melee. (You don't lose your Dex modifier to AC, and the attacker doesn't get it's +2 bonus for being invisible)
You only take half the normal penalty to speed for being unable to see. Instead of having your speed reduced to half, it's reduced to 3/4 when in the dark or poor visibility.
Blind-Fight doesn't work on the subject of a blink spell.


Combat Casting
You get a +4 bonus on Concentration checks made to cast spells or spell-like abilities while on the defensive, grappling or pinned.


Combat Expertise
Prerequisite: Int 13
Fighters may select this feat as one of their bonus feats.
When you use the attack or full attack action in melee you can take up to a -5 penalty on your attack roll and add that amount (+5 or less) as a dodge bonus to your AC. This number cannot be higher than your base attack bonus. These changes last until your next action.
Normally characters fighting defensively while using attack or full attack take a -4 penalty and get a +2 dodge bonus.


Combat Reflexes
Fighters may select this feat as one of their bonus feats.
Allows you to make extra attacks of opportunity each round equal to your Dex modifier. You can also make attacks of opportunity while flat-footed.
Normally a character can only make one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
This does not allow rogues to use their opportunist ability more than once per round.


Deceitful
Grants a +2 bonus on all Disguise and Forgery checks.


Deft Hands
Grants a +2 bonus on all Sleight of Hand and Use Rope checks.


Diligent
Grants a +2 bonus on all Appraise and Decipher Script checks.


Dodge
Prerequisite: Dex 13
Fighters may select this feat as one of their bonus feats.
During your action, you can pick an opponent and get a +1 dodge bonus to AC against attacks from that opponent. If you would lose your Dex bonus to AC you also lose dodge bonuses. Dodge bonuses stack with each other.


Endurance
You get +4 to the following checks and saves: Swim checks to resist nonlethal damage, Con checks made to continue running, Con checks to avoid nonlethal damage from a forced march, Con checks made to hold your breath, Con checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. This also allows you to sleep in light or medium armour without becoming fatigued.


Eschew Materials
You can cast spells that has a material component that costs 1 gp or less without needing that component.


Exotic Weapon Proficiency
Prerequisite: Base attack bonus +1 (and Str 13 for b*****d sword or dwarven waraxe)
Fighters may select this feat as one of their bonus feats.
You become proficient with a chosen exotic weapon.
Characters who are not proficient with a weapon suffer a -4 penalty on attack rolls.
You can take this feat multiple times, but each time you do you must pick a different weapon to become proficient with.


Extra Turning
Prerequisite: Ability to turn creatures.
Allows you to turn creatures 4 times per day more than normal. This applies to all turning abilities you may have.
You can take this feat multiple times, and it's effects stack.


Great Fortitude
Grants a +2 bonus to all Fortitude saving throws.


Improved Counterspell
When counterspelling you may use a spell of the same school that is one or more levels higher than the target spell.
Normally to counter a spell you must use the same spell or a spell that specifically counters it.


Improved Initiative
Fighters may select this feat as one of their bonus feats.
Grants a +4 bonus on initiative checks.


Improved Turning
Prerequisite: Ability to turn creatures.
You turn creatures as though you were one level higher in the class that grants the ability than you are.


Improved Unarmed Strike
Fighters may select this feat as one of their bonus feats.
You count as being armed when unarmed. You do not provoke attacks of opportunity from armed opponents, and are now able to deal lethal damage.


Investigator
Grants a +2 bonus on all Gather Information and Search checks.


Iron Will
Grants a +2 bonus on all Will saves.


Lightning Reflexes
Grants a +2 bonus on all Reflex saves.


Magical Aptitude
Grants a +2 bonus on all Spellcraft and Use Magic Device checks.


Martial Weapon Proficiency
You become proficient with a chosen martial weapon.
Characters who are not proficient with a weapon suffer a -4 penalty on attack rolls.
You can take this feat multiple times, but each time you do you must pick a different weapon to become proficient with.


Mounted Combat
Prerequisite: Ride 1 rank.
Fighters may select this feat as one of their bonus feats.
Once per round if your mount is hit in combat you can make a Ride check to negate the hit. You succeed if your check is higher than the opponent's attack roll.


Negotiator
Grants a +2 bonus on all Diplomacy and Sense Motive checks.


Nimble Fingers
Grants a +2 bonus on all Disable Device and Open Lock checks.


Persuasive
Grants a +2 bonus on all Bluff and Intimidate checks.


Point Blank Shot
Fighters may select this feat as one of their bonus feats.
Grants a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.


Power Attack
Prerequisite: Str 13
Fighters may select this feat as one of their bonus feats.
On your action, before making attack rolls for a round, you can choose to subtract a number from all melee attack rolls and add that number to all melee damage rolls. This number may not exceed your base attack bonus, and these penalties and bonuses apply until your next turn.
You add double the number to damage if you attack with a two-handed weapon or a one-handed weapon wielded in two hands. You can't add the bonus to damage dealt with light weapons, but you can with unarmed strikes or natural weapon attacks. (Normally double weapons count as a one-handed weapon and a light weapon.)


Quick Draw
Prerequisite: Base attack bonus +1.
Fighters may select this feat as one of their bonus feats.
Drawing a weapon counts as a free action instead of a move action. Drawing hidden weapons (from the Sleight of Hand skill) as a move action.
A character with this feat may throw weapons at it's full normal rate of attacks.
Normally drawing a weapon counts as a move action (or a free action as part of movement), and drawing a hidden weapon counts as a standard action.


Run
When running you move five times your normal speed if wearing light or no armour and are carrying no more than a light load, or four times your speed if wearing medium or heavy armour and carrying a medium or heavy load. If you jump after running you get a +4 bonus on your Jump check. When running you keep your Dex bonus to AC.
Normally you can only move 3-4 times your speed and you lose your Dex bonus to AC.


Self-Sufficient
Grants a +2 bonus on all Heal checks.


Shield Proficiency
You become proficient with bucklers, small shields and large shields. You only take standard penalties when using a shield.
If you are not proficient with shields you take the shield's armour check penalty on attack rolls and on all skill checks that involve moving. (Including Ride).


Skill Focus
When you take this feat pick a skill, you get a +3 bonus on all checks involving that skill.
You may take this feat multiple times, but only once for each skill.


Spell Focus
When you take this feat pick a school of magic, the saving DC against your spells of the chosen school is increased by +1.
You may take this feat multiple times, but only once for each school of magic.


Spell Penetration
Grants a +2 bonus on caster level checks (D20 + caster level) to overcome a creature's spell resistance.


Stealthy
Grants a +2 bonus on all Hide and Move Silently checks.


Toughness
Grants +3 HP.
This feat can be taken multiple times, and it's effects stack.


Two-Weapon Fighting
Prerequisite: Dex 15.
Fighters may select this feat as one of their bonus feats.
The penalty for fighting with two weapons is reduced. It is decreased by 2 for your primary hand and by 6 for your off hand.
The normal penalties are -6 for your primary hand and -10 for your off hand.


Weapon Finesse
Prerequisite: Base attack bonus +1
Fighters may select this feat as one of their bonus feats.
With light weapons, rapiers, whips, or spiked chains made for your size category you may use your Dex modifier instead of your Str modifier on attack rolls. Armour check penalties from shields apply to your attack rolls.
Natural weapons are always considered light weapons.


Weapon Focus
Prerequisite: Proficiency with selected weapon, base attack bonus +1.
Fighters may select this feat as one of their bonus feats.
Choose a type of weapon. (Or unarmed strike, or grapple, or ray if you're a spellcaster) You get a +1 bonus on all attack rolls made with the selected weapon.
You may take this feat multiple times, but you must choose a new type of weapon each time.




Item Creation Feats

These feats allow spellcasters to create magic items.

Scribe Scroll
Prerequisite: Caster level 1
Allows you to create scrolls. It takes 1 day to create the scroll for every 1,000 gp in it's base price. The base price of a scroll is the spell level x the caster level x 25 gp. You must also spend experience equal to 1/25 of the base price, or use any material components needed for the spell with a total price of half of the scroll's base price.




Metamagic Feats

These feats enhance spellcasting abilities in various ways. You must choose what metamagic feats to use on a spell when you prepare it, or (if you don't need to prepare the spell because you don't have to or use something like spontaneous casting) when you cast it. Add whatever the feat's name is to the name of the spell, and that's the new spell's name. (Empowered Fireball, Extended Lightning, etc) You can use multiple metamagic feats on a single spell, but the spell slot increase is cumulative. So if you have two metamagic feats that increase a spell by a single level and use it on a 1st-level spell, that spell now takes a 3rd-level spell slot instead. Note that this does not actually increase the spell's level.

Casting a 1-action metamagic spell spontaneously makes it a full-round action plus any extra time that would be needed to cast the spell.

Empower Spell
Any spells with a variable numeric effect have that effect increased by 50%. For example, if a spell would heal D6 points of damage, you roll to see how much is healed then increase that by 50%.
An empowered spell uses up a spell slot two levels higher than normal.


Enlarge Spell
Ranged spells (those measured in numbers of feet) have their range doubled. An enlarged spell uses up a spell slot one level higher than the spell's actual level.


Extend Spell
Any spell with a duration that is not concentration, instantaneous or permanent lasts twice as long as normal. An extended spell uses a spell slot one level higher than normal.


Heighten Spell
You can cast a spell as a higher-level spell than it actually is. This generally makes the spell more difficult to resist. You can choose any level you want to prepare the spell as, and it actually counts as a spell of that level. You cannot prepare a spell as a level higher than 9, and the spell takes up a spell slot of the appropriate level.


Maximize Spell
Any random numbers involved in the spell (damage, duration, etc) is counted as being the maximum value for that spell. (If a spell would do D6 points of damage per caster level, it now does 6 points of damage instead) A maximized spell uses a spell slot three levels higher than normal.
When used with the Empower spell feat you still have to roll to determine what the 50% increase to the spell would be. (With the above example, instead of doing 6 + 3 damage the spell would do 6 + half of D6 damage)


Quicken Spell
Allows you to cast spells faster. Casting a quickened spell is a free action, but you may only cast one quickened spell per round. Any spell with a casting time greater than 1 full-round action cannot be quickened. A quickened spell uses a spell slot four levels higher than normal. Quickened spells do not provoke attacks of opportunity. This feat cannot be used with spontaneous casting.


Silent Spell
Silent spells can be cast without verbal components, and use a spell slot one level higher than normal. Bard spells cannot be enhanced by this feat.


Still Spell
Stilled spells can be cast without needing the somatic components, and use one spell slot higher than normal.


Widen Spell
Any burst, emanation, line or spread shaped spell gets an increase in area. Any numeric measurement of it's area is doubled. Widened spells use a spell slot three levels higher than normal.



Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 4:01 pm


Descriptions

Ok folks, we're nearly done setting up your characters. Now it's time for the fun part! Character descriptions! Woooo! Time to give your character a life! The following are things that generally make a good description.

Religion
You can choose to worship a particular god(dess) if you want, or you could just run around and ignore the gods. Your choice. You can pick any god you know about from pretty much any religion, though it's normally a good idea if you are close to your god's alignment. I have detailed information on the following sets of gods (pantheons): The D&D Pantheon, the Asgard Pantheon, the Pharonic Pantheon, and the Greek Pantheon. If you want to follow a god from one of those pantheons, just say so and I'll give you a list of gods that are close to your alignment.

Name
Well you have to have a name. Duh.

Gender
Probably want to have one of these too.

Age
This is actually required for this, because it actually has an effect. A character's ability scores can be affected as they get older. Their physical ability scores (Str, Dex and Con) go down and their mental ability scores (Int, Wis, Cha) go up. And yes, it's also possible for your character to die of old age. So you don't want to be an old geezer when you enter the dungeon, because you might not live long enough to see the end.

All characters need to be at least an adult. The age of adulthood changes depending on your race and class.

Adulthood Ages
Dwarf (Barbarian): 43 years old
Elf (Cleric): 120 years old
Half-Elf (Rogue): 21 years old
Half-Orc (Fighter): 15 years old
Halfling (Bard): 23 years old
Halfling (Rogue): 22 years old
Human (Sorcerer): 19 years old

Your stats change whenever you hit a certain age, depending on your race. Those ages are as follows:

Older Ages
Dwarf: Middle Age - 125 years, Old - 188 years, Venerable - 250 years
Elf: Middle Age - 175 years, Old - 263 years, Venerable - 350 years
Half-Elf: Middle Age - 62 years, Old - 93 years, Venerable - 125 years
Half-Orc: Middle Age - 30 years, Old - 45 years, Venerable - 60 years
Halfling: Middle Age - 50 years, Old - 75 years, Venerable - 100 years
Human: Middle Age - 35 years, Old - 53 years, Venerable - 70 years

Note: A venerable age means you've nearly lived out your life. When you hit this age your maximum age is secretly determined. Feel free to make your character as old as you want, taking advantage of those ability score changes if you want to. If you aren't sure what age you want your character to be just say so and we can generate a random adult age for it.

Height and Weight
You also want to choose how tall and heavy your character is. Heavier characters will be harder to be pushed around by enemies, while thinner characters will be able to squeeze into small places. Taller characters might have a hard time fighting in small tunnels. The following list shows what is generally the smaller height and weight for different genders and races. Feel free to go lower if you want to be really short or skinny. If you aren't sure what you want your character's height and weight to be just say so and we can generate them randomly.

Male Dwarf: Height - 3' 9", Weight - 130 lb
Female Dwarf: Height - 3' 7", Weight - 100 lb
Male Elf: Height - 4' 5", Weight - 85 lb
Female Elf: Height - 4' 5", Weight - 80 lb
Male Half-Elf: Height - 4' 7", Weight - 100 lb
Female Half-Elf: Height - 4' 5", Weight - 80 lb
Male Half-Orc: Height - 4' 10", Weight - 150 lb
Female Half-Orc: Height - 4' 5", Weight - 110 lb
Male Halfling: Height - 2' 8", Weight - 30 lb
Female Halfling: Height - 2' 6", Weight - 25 lb
Male Human: Height - 4' 10", Weight - 120 lb

Looks
Describe what your character looks like. Characters with a high Cha will generally be better looking or more interesting or unusual than others. You can describe things like scars, tattoos, outfits, whatever you want.

Personality
Describe how your characters acts, what makes them angry, what they want to accomplish. Your race or alignment can be a good place to start when thinking about this. Just remember that this is only their starting personality. A thief who wants to be rich may quickly change their mind when they realize that keeping their treasures could mean putting themselves in horrible danger, just as a pacifist may decide that fighting is the only way to survive as their comrades are killed around them.

Background
Describe your character's life up until this point in time. You don't need to write a huge story, but a bit of background events are always nice. Things like why they become adventurers, how they became whatever class they are, what the people they grew up with thought of them, horrible accidents or great successes. Anything you want. It's highly recommended that you describe their purpose for being in Nolyva, and why they chose to pursue Longtail.
PostPosted: Sat Sep 08, 2007 4:10 pm


Equipment

The final step is to choose your equipment. The first thing you have to do for that is determine the random amount of gold you get to start with. To do this you roll a certain number of dice (depending on your class) and multiply the result by 10. That's the amount of gold (gp) your character will have when they reach the town of Nolyva. The number and type of dice is as follows:

Barbarians and Bards: 4d4
Clerics and Rogues: 5d4
Fighters: 6d4

Now then, because Nolyva is extremely isolated and far from the nearest real city most of your equipment is worn out and generally unusable. I will grant each of you one item or piece of equipment based on your character. If you decide you don't like what I give you just say so and we'll find something you'd like better.

Wolven, I'll give you an Everburning Torch (weight 1 lb) and some Flint and Steel, because you have the highest Cha (and as such are most likely to end up doing the leading) and are one of the two characters who can't see in the dark.
PM, I'll give you a light Warhorse, a military saddle, and a week's worth of feed (70 lb). I'll give it to you because you're able to ride it, and as a fighter you should be able to handle it. You may not be smart but you know combat well. You'll be required to feed your horse once a day or it will start to starve. You can buy more feed for it before you leave if you want.
Death, I'll give you a masterwork fletchery set (1 lb). That gives you a +2 circumstance bonus when using your Craft (bowmaking) skill. I'll also give you a shortbow, but no arrows. You've already run out on your way to the town.
Ilse, I'll give you a masterwork set of thieves' tools (2 lb). You're currently set up to be the most effective with them, and they give you a +2 circumstance bonus on Disable Device and Open Lock checks.
Kitsu, you get a bronze holy symbol of Osiris (a small pendant on a bronze chain with a small bronze disk on the end, over which a crook and flail are crossed), as well as 3 oz of ink, an ink pen, and 10 parchments. The holy symbol you get automatically anyway, as it's pretty much required to be a Cleric anyway. I'm giving you the ink and parchments so that you already have the materials to create some scrolls.
3cm, I'm going to give you a riding wolf. It's a large wolf you can ride on. I'll also give you a week's worth of feed (70 lb) and 7 chunks of meat to be mixed with it (3.5 lb). You'll be required to feed your wolf the feed and some meat at least once every day or it'll starve. If no feed is available you can feed it larger amounts of meat instead. You get this because you're the most intimidating of the group, and you're better at riding than PM is because you're better at handling animals. I also figure that as a Dwarf a warhorse might be a little big for you. You don't get a saddle for the wolf though, but you can have a simple one made in the town.

I will also give everyone a backpack (2 lb) so you can carry your smaller supplies and a week's worth of trail rations (7 lb). After traveling so far most of your supplies such as rations have been exhausted and your armour has been worn out, so you'll need to replace most of it.

Now then, a quick note regarding weight amounts. You can only carry certain amounts depending on your Str. If you start carrying too much you get burdened and start taking some penalties to your speed and Dex. I've added your different weight levels to your character sheets. If you decide you don't want to carry something I've given you (such as all that feed for mounts) then feel free to leave some behind when you leave.

One final note regarding equipment before I get into the services available to you in the town. It can look however you want it to. Just because you're carrying a staff doesn't mean it has to be a nice tidy straight stick. Carve some arcane symbols in it, have it all gnarled, make it look however you want! This especially applies to Kitsu. You're the Cleric of an Egyptian god, equip yourself as one! Remember, when the game starts you're already nearing the dungeon. You can say you've spent as much time as you need to prepare for your adventure in the town, so you can easily have had custom weapons created. If you want to use a fancy specific weapon that you don't see listed below that would act as one of the ones listed, then feel free to ask me about it and I might allow you to have it.

A note on costs. Gold (gp, gold piece) is your base currency, but not always what is listed as the value of an item. There are also copper pieces (cp), silver pieces (sp), and platinum pieces (pp). 1 gp = 100 cp, 1 gp = 10 sp, and 1 pp = 10 gp.

Weapons

Nolyva is a small town, so it's weapons supply is very limited (especially since Longtail's army stole most of the good ones). As such you can only buy or have made simple weapons. The following is a list of what you can purchase, the cost, damage for both medium and small varieties, critical chances, etc. Range Increment is the range at which the weapon can be thrown without penalties, and weapons with a range increment can be thrown up to 5 times that distance.

Unarmed Attacks
Gauntlet
Cost: 2gp
Small Damage: 1d2
Medium Damage: 1d3
x2 Critical Damage
Weighs 1 lb
Deals bludgeoning damage

Unarmed Strike
Small Damage: 1d2
Medium Damage: 1d3
x2 Critical Damage
Deals bludgeoning damage
This weapon causes nonlethal damage


Light Melee Weapons
Note: Light weapons are easier to use in your off hand than one-handed weapons are. When in your primary hand light weapons do extra damage equal to your Str modifier. When in your off hand they do extra damage equal to half of your Str modifier. Light weapons can be used while grappling.

Dagger
Cost: 2gp
Small Damage: 1d3
Medium Damage: 1d4
x2 Critical Damage when the attack roll is a natural 19 or natural 20
Range Increment: 10 feet
Weighs 1 lb
Causes piercing or slashing damage

Punching Dagger (katar)
Cost: 2gp
Small Damage: 1d3
Medium Damage: 1d4
x3 Critical Damage
Weighs 1 lb
Deals piercing damage

Spiked Gauntlet
Cost: 5 gp
Small Damage: 1d3
Medium Damage: 1d4
x2 Critical Damage
Weighs 1 lb
Causes piercing damage

Light Mace
Cost: 5 gp
Small Damage: 1d4
Medium Damage: 1d6
x2 Critical Damage
Weighs 4 lb
Causes bludgeoning damage

Sickle
Cost: 6gp
Small Damage: 1d4
Medium Damage: 1d6
x2 Critical Damage
Weighs 2 lb
Causes slashing damage


One-Handed Melee Weapons
Note: One-Handed weapons do extra damage equal to your Str modifier, or can do 1.5x your Str modifier for extra damage if you wield it with both hands. When used in your off hand you do extra damage equal to half of your Str modifier.

Club
Small Damage: 1d4
Medium Damage: 1d6
x2 Critical Damage
Range Increment: 10 feet
Weighs 3 lb
Causes bludgeoning damage

Heavy Mace
Cost: 12gp
Small Damage: 1d6
Medium Damage: 1d8
x2 Critical Damage
Weighs 8 lb
Causes bludgeoning damage

Morningstar
Cost: 8gp
Small Damage: 1d6
Medium Damage: 1d8
x2 Critical Damage
Weighs 6 lb
Causes bludgeoning and piercing damage

Shortspear
Cost: 1gp
Small Damage: 1d4
Medium Damage: 1d6
x2 Critical Damage
Range Increment: 20 feet
Weighs 3 lb
Causes piercing damage


Two-Handed Melee Weapons
Note: Two-Handed weapons do extra damage equal to 1.5x your Str modifier. (An Str modifier of +2 would instead add 3 to a weapon's damage)

Longspear
Cost: 5gp
Small Damage: 1d6
Medium Damage: 1d8
x3 Critical Damage
Weighs 9 lb
Causes piercing damage
Reach Weapon (Can only be used to attack enemies beyond 5 feet away, up to 10 feet away)

Quarterstaff
Small Damage: 1d4/1d4
Medium Damage: 1d6/1d6
x2 Critical Damage
Weighs 4 lb
Causes bludgeoning damage
Double Weapon (Grants two attacks, the damage for each attack is divided by '/'. In this case for medium damage the first attack causes 1d6 damage and the second attack causes 1d6 damage. Penalties are applied for fighting with two weapons, counting the second attack as a light weapon. Double weapons could also use just one side for a single two-handed attack instead.)

Spear
Cost: 2gp
Small Damage: 1d6
Medium Damage: 1d8
x3 Critical Damage
Range Increment: 20 feet
Weighs 6 lb
Causes piercing damage


Ranged Weapons
Note: In general if a ranged weapon's ammo hits it is destroyed, if it misses there is normally a 50% chance that the ammo can be retrieved. No Str bonus is applied to these weapons unless they are specifically built as such, but an Str penalty is applied to damage from bows and slings. Loading a crossbow or sling requires a standard action, while loading a bow is a free action.

Heavy Crossbow
Cost: 50gp
Small Damage: 1d8
Medium Damage: 1d10
x2 Critical Damage when the to hit roll is a natural 19 or natural 20
Range Increment: 120 feet
Weighs 8 lb
Causes piercing damage

Crossbow Bolt
Cost: 1gp for 10 bolts
Weighs 1 lb
Is ammo for crossbows

Light Crossbow
Cost: 35gp
Small Damage: 1d6
Medium Damage: 1d8
x2 Critical Damage when the to hit roll is a natural 19 or natural 20
Range Increment: 80 feet
Weighs 4 lb
Causes piercing damage

Dart
Cost: 5sp
Small Damage: 1d3
Medium Damage: 1d4
x2 Critical Damage
Range Increment: 20 feet
Weighs half a pound
Causes piercing damage

Javelin
Cost: 1gp
Small Damage: 1d4
Medium Damage: 1d6
x2 Critical Damage
Range Increment: 30 feet
Weighs 2 pounds
Causes piercing damage

Sling
Small Damage: 1d3
Medium Damage: 1d4
x2 Critical Damage
Range Increment: 50 feet
Causes bludgeoning damage

Sling Bullet
Cost: 1sp for 10 bullets
Each bullet weighs half a pound
Used as ammo for slings



Armour

A few notes on armour and shields. First of all, armour provides an armour bonus to AC while shields provide a shield bonus. These two bonuses do not stack with other armour or shield bonuses, you only get to use the best one. Also, some armours can restrict the maximum Dex bonus you get to AC because they're particularly heavy or hard to move in.
Armour check penalties are a penalty you take to skills like jump and tumble for wearing heavier armour. If you are not proficient with the armour, that penalty is applied to all Str and Dex-based skills/abilities as well as all attack rolls. Put simply, don't use armour or shields unless you're proficient with them. (You're still welcome to do so if you want, nothing's wrong with being a heavily armoured Rogue. You just won't be doing much sneaking.)
Sleeping in medium or heavy armour causes you to be fatigued when you wake up. That's a -2 penalty on Str and Dex and you can't charge or run. Light armour does not cause fatigue.
If a Bard is wearing medium or heavy armour there is a chance that their spells will fail because of the difficulty of performing the proper somatic components.

Light Armour
Light armour has no movement penalty and does not cause Bards to have a chance at failing with their spells.

Padded
Cost: 5gp
AC Bonus: +1
Max Dex Bonus: +8
Weight: 10 lb (5 lb for small creatures)

Leather
Cost: 10gp
AC Bonus: +2
Max Dex Bonus: +6
Weight: 15 lb (7 lb for small creatures)

Studded Leather
Cost: 25gp
AC Bonus: +3
Max Dex Bonus: +5
Armour Check Penalty: -1
Weight: 20 lb (10 lb for small creatures)

Chain Shirt
Cost: 100gp
AC Bonus: +4
Max Dex Bonus: +4
Armour Check Penalty: -2
Weight: 25 lb (12 lb for small creatures)


Medium Armour
Medium armour can cause Bards to fail when casting spells, and reduces anyone with a normal speed of 30 feet to a speed of 20 feet, and anyone with a normal speed of 20 feet to 15 feet.

Hide
Cost: 15gp
AC Bonus: +3
Max Dex Bonus: +4
Armour Check Penalty: -3
Spell Failure: 20%
Weight: 25 lb (12 lb for small creatures)

Scale Mail
Cost: 50gp
AC Bonus: +4
Max Dex Bonus: +3
Armour Check Penalty: -4
Spell Failure: 25%
Weight: 30 lb (15 lb for small creatures)

Chainmail
Cost: 150gp
AC bonus: +5
Max Dex Bonus: +2
Armour Check Penalty: -5
Spell Failure: 30%
Weight: 40 lb (20 lb for small creatures)


Shields
Use of shields can also cause Bards to fail when casting spells. This failure chance is added to any chance caused by armour. Note that all equipment can be broken, and wooden shields are more likely to be smashed first.

Buckler
Cost: 15gp
AC Bonus: +1
Armour Check Penalty: -1
Spell Failure: 5%
Weight: 5 lb (2 lb for small creatures)

Light Wooden Shield
Cost: 3gp
AC Bonus: +1
Armour Check Penalty: -1
Spell Failure: 5%
Weight: 5 lb (2 lb for small creatures)

Light Steel Shield
Cost: 9gp
AC Bonus: +1
Armour Check Penalty: -1
Spell Failure: 5%
Weight: 6 lb (3 lb for small creatures)

Heavy Wooden Shield
Cost: 7gp
AC Bonus: +2
Armour Check Penalty: -2
Spell Failure: 15%
Weight: 10 lb (5 lb for small creatures)



Adventuring Gear

If you want any more information regarding these items, just ask. There's too many of them for me to bother listing what they all do.
Medium characters require 1 gallon of water and 1 lb of decent food every day. Small characters require half as much, while Large characters (like the wolf) need twice as much. You can go for 1 day without water, and 3 days without food.

Backpack: Cost - 2gp, Weight - 2 lb
Barrel: Cost - 2gp, Weight - 30 lb
Basket: Cost - 2gp, Weight - 1 lb
Bedroll: Cost - 1gp, Weight - 5 lb
Bell: Cost - 1gp
Caltrops: Cost - 1gp, Weight - 2 lb
Candle: Cost - 1cp
Map or Scroll Case: Cost - 1gp, Weight - 0.5 lb
10 feet of Chain: Cost - 30gp, Weight - 2 lb
1 piece of Chalk: Cost - 1cp
Chest: Cost - 2gp, Weight - 25 lb
Crowbar: Cost - 2gp, Weight - 5 lb
1 day's worth of Firewood: Cost - 1cp, Weight - 20 lb
Flask: Cost - 3cp, Weight - 1.5 lb
Flint and Steel: Cost - 1gp
Grappling Hook: Cost - 1gp, Weight - 4 lb
Hammer: Cost - 5sp, Weight - 2 lb
1 oz. Vial of Ink: Cost - 8gp
Inkpen: 1sp
Clay Jug: Cost - 3cp, Weight - 9 lb
10-foot Ladder: Cost - 5cp, Weight - 20 lb
Common Lamp: Cost - 1sp, Weight - 1 lb
Simple Lock: Cost - 20gp, Weight - 1 lb
Average Lock: Cost - 40gp, Weight - 1 lb
Manacles: Cost - 15 gp, Weight - 2 lb
Small Steel Mirror: Cost - 10gp, Weight - 0.5 lb
1-pint Flask of Oil: Cost - 1sp, Weight - 1 lb
Sheet of Paper: Cost - 4sp
Sheet of Parchment: Cost - 2sp
Miner's Pick: Cost - 3gp, Weight - 10 lb
Piton: Cost - 1sp, Weight - 0.5 lb
10-foot Pole: Cost - 2sp, Weight - 8 lb
Belt Pouch: Cost - 1gp, Weight - 0.5 lb
Portable Ram: Cost - 10gp, Weight - 20 lb
1 day of Trail Rations: Cost - 5sp, Weight - 1 lb
50 feet of Hempen Rope: Cost - 1gp, Weight - 10 lb
50 feet of Silk Rope: Cost - 10gp, Weight - 5 lb
Sack: Cost - 1sp, Weight - 0.5 lb
Sealing Wax: Cost - 1gp, Weight - 1 lb
Sewing Needle: Cost - 5sp
Signal Whistle: Cost - 8sp
Sledge(hammer): Cost - 1gp, Weight - 10 lb
Soap: Cost - 1gp, Weight - 1 lb
Spade or Shovel: Cost - 2gp, Weight - 8 lb
Tent: Cost - 10gp, Weight - 20 lb
Torch: Cost - 1cp, Weight - 1 lb
Ink or Potion Vial: Cost - 1gp, Weight - 0.1 lb
Waterskin: Cost - 1gp, Weight - 4 lb



Tools and Skill Kits

These are various tools that help to enhance your character's abilities at certain tasks. If you want more detail on any of them just ask.

Artisan's Tools: Cost - 5gp, Weight - 5 lb
Climber's Kit: Cost - 80gp, Weight - 5 lb
Disguise Kit: Cost - 50gp, Weight - 8 lb
Healer's Kit: Cost - 50gp, Weight - 1 lb
Common Musical Instrument: Cost - 5gp, Weight - 3 lb
Spell Component Pouch: Cost - 5gp, Weight - 2 lb
Theives' Tools: Cost - 30gp, Weight - 1lb



Food

Unfortunately Longtail's army stole most of the fun foods like Ale and Wine, which take too long to replenish to be available for the party. If you have any questions about the food listed feel free to ask.

Loaf of Bread: Cost - 2cp, Weight - 0.5 lb
Hunk of Cheese: Cost - 1sp, Weight - 0.5 lb
Chunk of Meat: Cost - 2sp, Weight - 0.5 lb



Mounts and Gear

Being a small town, Nolyva doesn't exactly keep a ready supply of warhorses for sale. Equipment for any mounts brought in can always be made, but the mounts themselves are in short supply.

Bit and Bridle: Cost - 2gp, Weight - 1 lb
Guard Dog: Cost - 25gp
Donkey: Cost - 8gp
One Day of Feed: Cost - 5cp, Weight - 10 lb
Pony: Cost - 30gp
Pack Saddle: Cost - 5gp, Weight - 15 lb
Riding Saddle: Cost - 10gp, Weight - 25 lb
Riding Exotic Saddle: Cost - 30gp, Weight - 30 lb


Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 4:13 pm


Sorcerer

Sorcerer spells work exactly the same as Bard spells except they do not require some form of music or other performance to cast.

0-Level

Acid Splash
Type: Conjuration (Creation) [Acid]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Fires a small orb of acid at the target. To hit you must succeed on a ranged touch attack. The orb deals 1d3 points of acid damage.


Arcane Mark
Type: Universal
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 0 feet
Effect: One personal rune or mark which must fit within 1 square foot.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Allows you to inscribe a rune or mark which is no more than six characters. The writing can be visible or invisible, and can be put on any substance without harming the material you put it on. Detect Magic causes the mark to glow, and Read Magic reveals any words. The mark can only be removed by the Erase spell. If the mark is put on a living creature it fades after about a month.


Dancing Lights
Type: Evocation [Light]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium
Effect: Up to 4 lights, all within an area with a 10 foot radius
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

Creates either up to 4 lights that resemble lanterns/torches, up to 4 glowing orbs, or a single faintly glowing vaguely humanoid shape. All lights must remain within 10 feet of each other, but otherwise may move in any way desired. The lights can move up to 100 feet per round, but disappear if they leave the range of the spell. They can be made permanent with a Permanency spell.


Daze
Type: Enchantment (Compulsion) [Mind-Affecting]
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Close
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

Clouds the target's mind so that it takes no actions. Requires a pinch of wool or similar substance.


Detect Magic
Type: Divination
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped
Duration: Concentration, up to 1 min/level
Saving Throw: None
Spell Resistance: No

Detects magical auras, more information is found the longer you focus on the area or subject. In the first round you discover the presence or absence of magical auras, second round you determine the number and the most potent aura, third round you determine the strength and location of each aura, if in the third round the aura is in line of sight you can make a Spellcraft check to determine the school of magic involved. Stronger auras may distort or conceal weaker ones. An aura's strength depends on the caster/spell level of the source of the aura. Summoned creatures will register the spell used to summon them. Auras can remain after an item is destroyed/moved/etc. Each round you can turn to face a different direction. The spell can penetrate up to 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Magic can be made permanent with a Permanency spell.


Detect Poison
Type: Divination
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Target or Area: One creature, one object, or a 5 foot cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Determines if a creature, object or area has been poisoned or is poisonous. Determines the exact type of poison with a DC 20 Wisdom check. This check can be made with Craft (alchemy) if the Wisdom check fails (or before taking the Wisdom check). The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.


Disrupt Undead
Type: Necromancy
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Uses a ray of positive energy to damage undead. You must make a ranged touch attack to hit, and any undead hit by the ray suffer 1d6 damage.


Flare
Type: Evocation [Light]
Components: Verbal
Casting Time: 1 standard action
Range: Close
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Can dazzle a single creature for 1 minute. Sightless creatures and those already dazzled are immune to the spell.


Ghost Sound
Illusion (Figment)
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Close
Effect: Illusory sounds
Duration: 1 round/level
Saving Throw: Will disbelief if interacted with
Spell Resistance: No

Allows you to create a sound of any type. The sound must be determined when the spell is cast and cannot be changed afterward. The volume can be as loud as 4 normal humans per caster level, up to 20 humans. Can be made permanent with a Permanency spell. The material component is a bit of wool or a small lump of wax.


Light
Type: Evocation [Light]
Components: Verbal, Material
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min/level (D)
Saving Throw: None
Spell Resistance: None

Causes an object to glow like a torch, creating an area of bright light within 20 feet of the object, with dim light an extra 20 feet away. The light is bound to the object cast on. Light does not function in an area of magical darkness. A light spell dispels a darkness spell of an equal or lower level. The material component needed is a firefly or piece of phosphorescent moss.


Mage Hand
Type: Transmutation
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Target: One nonmagical, unattended object weighing up to 5 lb
Duration: Concentration
Saving Throw: None
Spell Resistance: No

With a point of your finger you can move the object however you want. The object can move up to 15 feet as a move action, but the spell ends if it leaves the spell's range.


Mending
Type: Transmutation
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 10 feet
Target: One object up to 1 lb
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell repairs small breaks or tears in objects, but not warps. It can weld broken metallic objects as long as only one break exists. This can repair magic items but not their abilities, and cannot repair broken magic rods, staffs, or wands and has no effect on creatures.


Message
Type: Transmutation [Language-Dependent]
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Medium
Target: 1 creature/level
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

Point at the creatures you want to target then whisper and they will hear, as well as be able to respond with little chance of being overheard. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks this spell. The message does not have to travel in a straight line as long as there is an open path between you and the target and the entire length is still in range. You must actually speak the message to be spent, and a short piece of copper wire is needed for the Focus component.


Open/Close
Open/Close
Type: Transmutation
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Close
Target: Object weighing up to 30 lb or a door that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can open or close an object of your choice. If anything resists (locks, bars, etc) the spell fails. The Focus component is a brass key.


Prestidigitation
Type: Universal
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 10 feet
Target/Effect/Area: See below
Duration: 1 hour
Saving Throw: See below
Spell Resistance: No

These are minor magical tricks generally used by novice spellcasters for practice. When cast you can do simple magical effects for 1 hour. It can slowly lift 1 pound of material, color clean or soil items in a 1 foot cube each round, chill war or flavor 1 pound of non-living material, cannot deal damage or affect the concentration of spellcasters, can create small objects but they will always look artificial and are extremely fragile and cannot be used as tools weapons or spell components, and any effects of Prestidigitation wear off when the spell ends. This is often used to entertain commoners.


Ray of Frost
Type: Evocation [Cold]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point your finger and launch a ray of ice. Make a ranged touch attack with the ray to deal 1d3 points of cold damage to the target.


Read Magic
Type: Divination
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

Allows you to read magical inscriptions on objects such as books, scrolls, weapons, etc. Once you have read the inscription you can do so again without needing to cast this spell. You can read at a speed of one page per minute. Read Magic allows you to identify a Glyph of Warding with a DC 13 Spellcraft check, a Greater Glyph of Warding with a DC 16 Spellcraft check, or any Symbol spell with a Spellcraft check against a DC of 10 + spell level. This spell can be made permanent with a Permanency spell. A clear crystal or mineral prism is required as the Focus component for this spell.


Resistance
Type: Abjuration
Components: Verbal, Somatic, Material
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Grants a magical energy that protects the target from harm. Gives a +1 resistance bonus on saves. This spell can be made permanent with a Permanency spell. The Material component for this spell is a miniature cloak.


Touch of Fatigue
Type: Necromancy
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Channels negative energy through your touch, fatiguing the target. You must succeed on a touch attack to hit the target, and if you do they are immediately fatigued. This spell has no effect on creatures that are already fatigued and the effects wear off when the spell ends. This spell requires a drop of sweat as the material component.


1st-Level

Alarm
Type: Abjuration
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Close
Area: 20 foot radius centered on a point
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Sounds a mental or audible alarm each time a Tiny or larger creature enters the warded area or touches it. A creature that speaks the password, which is determined at the time of the casting, will not activate the alarm. You can choose whether you want the alarm to be audible or mental.
A mental alarm will only alert you as long as you remain within 1 mile of the area. You hear a single mental ping that awakens you from normal sleep but does not disturb any concentration. Silence spells have no effect on mental alarms.
An audible alarm makes the sound of a hand bell that can be heard by anyone within 60 feet of the area. This distance is reduced by 10 feet for each closed door in the path, and 20 feet for each substantial wall. The sound lasts for a single round, and cannot be heard by creatures under the effect of a Silence spell. Ethereal and astral creatures do not trigger the alarm. This spell can be made permanent with a permanency spell. The arcane focus for this spell is a tiny bell and a piece of fine silver wire.


Animate Rope
Type: Transmutation
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium
Target: One ropelike object with a length up to 50 feet + 5 feet/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Allows you to animate a nonliving ropelike object such as string, yarn, rope, cable, etc. The maximum length assumes the object is 1" in diameter, and is halved for every extra 1" in diameter. You can command the rope to coil itself into a nice, tidy stack; coil and knot; loop; loop and knot; tie and knot; and any opposites of the above. (Uncoil, untie, etc) You can give one command each round as a move action.
The rope can only wrap around a creature or object within 1 foot of it, and will not snake outward. As such it may need to be thrown at the target, which requires a successful ranged touch attack roll with a range increment of 10 feet. A typical 1" diameter rope has 2 HP, AC 10, and requires a DC 23 Str check to break it. The rope cannot deal damage, but can be used as a trip line or to cause a single opponent who fails a Reflex save to become entangled. A creature that is casting a spell that is bound must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope and any knots tied in it are not magical, the animated rope grants a +2 bonus on any Use Rope checks while animate, and the spell cannot be used on a rope that is carried or worn by a creature.


Burning Hands
Type: Evocation [Fire]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Launches a cone of flames from your fingertips. Any creature in the area takes 1d4 points of fire damage per caster level, with a maximum of 5d4. Any flammable materials burn if the flames touch them, and a character can extinguish burning items as a full-round action.


Cause Fear
Type: Necromancy [Fear, Mind-Affecting]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 25 feet + 5 feet/2 levels
Target: One living creature with up to 5 HD
Duration: 1D4 rounds or 1 round
Saving Throw: Will partial
Spell Resistance: Yes

The target becomes frightened. If it succeeds it's Will save it is shaken for 1 round. This spell counters and dispels Remove Fear.


Charm Person
Type: Enchantment (Charm) [Mind-Affecting]
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Target: One humanoid
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Makes the target see you as a trusted friend. If the creature is currently being threatened or attacked by you or your allies it gets a +5 bonus on it's saving throw.
This does not allow you to control the target, it simply causes the target to view you more favourably and be more willing to assist you. You must pass an opposed Cha check to get it to do anything it wouldn't normally do (no retries allowed), and will not follow any obviously suicidal or harmful orders. (Though if you charmed a Fighter and told them they would save your life by distracting a dragon for just a few seconds they might be willing to do so) Any act by you or your allies that threatens the target breaks the spell, and you must have some way to communicate with the target to convey your commands.


Chill Touch
Type: Necromancy
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature per level
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates
Spell Resistance: Yes

Your hand glows with blue energy and with a touch you disrupt the life force of living creatures. The touch channels negative energy that deals 1d6 points of damage. The target also takes 1 point of Str damage unless it passes a Fortitude saving throw. This attack can be used up to once per level every time it's cast.
An undead target takes no damage of either type, but must pass a Will save or flee for 1d4 rounds +1 round for every caster level.


Colour Spray
Type: Illusion (Pattern) [Mind-Affecting]
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: 15 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A vibrant cone of clashing colours springs from your hands, causing all sorts of unpleasant effects on those caught in the blast. Each creature within the cone is affected according to it's HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds then blinded and stunned for 1d4 rounds, then stunned for 1 round. Only living creatures are knocked unconscious.
3-4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round
Creatures that cannot see/lack eyes/etc are unaffected by this spell. The material component for this spell is three pinches of powder or sand, one yellow, one red, and one blue.


Comprehend Languages
Type: Divination
Components: Verbal, Somatic, Material Components
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Allows you to understand spoken or written languages you would not normally be able to understand, but you must be able to touch the creature or writing. This is simply a translation and will not allow you to speak or write the language. Written material can be read at a rate of one page per minute. Magical writing cannot be read but this spell reveals it is magical. This does not decipher codes and can be foiled by warding magic (Secret Page, Illusory Script, etc). This can be made permanent with a Permanency spell. The material component for this spell is a pinch of soot and a few grains of salt.


Detect Secret Doors
Type: Divination
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No

Allows you to detect hidden doors/compartments/caches/etc. Only passages/doors/openings that have been specifically constructed to escape detection are detected by this spell. For example, a trap door that just happens to be under a bunch of boxes wouldn't be detected, while a door that was built to look like a section of wall would be. The longer you study an area the more information you get. In the first round you determine if a secret door is present. In the second round you determine the number and their locations. If the door is beyond your line of sight you determine it's direction instead. Each round after that you find the trigger for one particular door that you closely examine. You can turn to detect secret doors in a new area every round, and this spell is blocked after 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.


Detect Undead
Type: Divination
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped emanation
Duration: Concentration up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Allows you to detect the aura created by undead creatures, the longer you focus on an area the more information you get. 1st round reveals the presence or absence of undead auras, 2nd round reveals the number of auras and the strength of the strongest, 3rd round reveals the strength and location of each aura (though if it is outside of your line of sight you can determine it's direction). During the second round of focusing if you find an overwhelming aura (the source has 11 HD or more) and the source has twice as many HD as you have levels then the spell ends and you are stunned for 1 round. Auras can linger after the source has left/been destroyed/etc. Each round you can turn to focus on a different area. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt. The material component for this spell is a bit of dirt from a grave.


Disguise Self
Type: Illusion (Glamer)
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level (D)

You make yourself and any equipment/clothes/items/etc look different. You can seem 1 foot shorter, taller, thin, fat or anything in between. You cannot change you body type, such as changing from a humanoid bipedal creature to a snake or dog. Otherwise you can change yourself as much as you want, even become a specific person. This will not give you the abilities of the chosen form, nor does it alter your equipment's qualities. A wooden staff made to look like a sword will still feel and function like a wooden staff. This spell grants a +10 bonus on Disguise checks. Any creature interacting with you gets a Will save to recognize that it's an illusion. (Such as touching the aforementioned 'sword' and realizing that it looks metal but feels like wood)


Endure Elements
Type: Abjuration
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject suffers no harm from hot or cold environments. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit, as can their equipment. This spell only grants protection from natural temperatures, not cold or fire damage or any other environmental hazards.


Enlarge Person
Type: Transmutation
Components: Verbal, Somatic, Material
Casting Time: 1 round
Range: Close
Target: One humanoid creature
Duration: 1 min/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Causes the target to double in height and become eight times as heavy as before. This changes the target's size category to the next large one. The target gets a +2 size bonus to Str, a -2 size penalty to Dex (to a minimum of 1), and a -1 penalty on attack rolls and AC due to it's increased size. This spell does not change the target's speed. If there is not enough room for the creature's new size it grows to the maximum size, then takes a Str check (with it's new Str) to break whatever is confining it to complete it's growth. If it fails it stops at it's current size unharmed. You cannot crush a creature by making it bigger. Any equipment grows with the creature, allowing weapons to cause more damage. The instant an item (ie throwing dagger) leaves the target's hands it returns to it's normal size. No magical effects of items (potions, wands, etc) are affected. (An enlarged potion just means more that needs to be drunk for it to take effect) Effects that increase a creature's size do not stack.
This spell counters and dispels Reduce Person and can be made permanent with a Permanency spell. The material component is a pinch of powdered iron.


Erase
Type: Transmutation
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Removes magical or mundane writings from paper/scroll/parchment/etc. This can be used to remove Explosive Runes, Glyph of Warding, Sepia Snake Sigil, or an Arcane Mark but not Illusory Script or Symbol. Mundane writing is automatically erased if you touch it while nobody is holding it, otherwise the chance of erasing the mundane writing is 90%. To erase magic writing you must touch it and pass a DC 15 caster level check where a natural 1 or 2 automatically fail. If you fail to erase Explosive Runes, Glyph of Warding or Sepia Snake Sigil you activate it instead.


Expeditious Retreat
Type: Transmutation
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level (D)

Increases your base land speed by 30 feet. (This is treated as an enhancement bonus) This doesn't need to be used as part of a retreat, it was just named after the typical Wizard's attitude regarding combat.


Feather Fall
Type: Transmutation
Components: Verbal
Casting Time: 1 free action
Range: Close
Targets: One medium or smaller free-falling object or creature per level, no two of which can be more than 20 feet apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)

The affected creatures or objects begin to fall slower than usual. (Though definitely faster than feathers do.) The targets fall at a rate of 60 feet per round instead of the normal rate, and take no damage when they land if the spell is still in effect. If the spell wears off while the targets are still falling they return to their normal falling speed. This spell can affect objects and creatures larger than medium, though a large target counts as two medium, a huge counts as two large, and so on and so forth. This spell counts towards your limit of one quickened spell per round, and can be cast even when it isn't your turn. This spell has no effect on ranged weapons and when cast on a falling item (such as boulder traps) the object does half the normal damage based on it's weight with no bonus for the height from which it fell. This spell only affects free-falling objects, not sword blows, not flying creatures, only free-falling objects.





PostPosted: Sat Sep 08, 2007 4:37 pm


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Post 14

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Everlasting Chaos
Vice Captain


Everlasting Chaos
Vice Captain

PostPosted: Sat Sep 08, 2007 4:38 pm


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Post 15

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Reply
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