Golemgame

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=Crunch=
=Crunch=
* System: 3.5
* System: 3.5
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* Starting level: 5th
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* Starting level: 15th
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* Ending level: 10-12th, depending on circumstances
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* Ending level: low epics depending on circumstances, using [[http://web.archive.org/web/20100916093852/http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428|epic destinies]]
* Ability score generation: 32PB
* Ability score generation: 32PB
* Special: Racial gestalt (see below)
* Special: Racial gestalt (see below)
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* Starting wealth: 9000gp (but see below)
 
* UA rules: No Gestalt, no flaws (see below), no bloodlines, no LA buyoff (but see below)
* UA rules: No Gestalt, no flaws (see below), no bloodlines, no LA buyoff (but see below)
* Action points: Yes (see below)
* Action points: Yes (see below)
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* Exotic Weapon Proficiency grants proficiency with all Exotic weapons.
* Exotic Weapon Proficiency grants proficiency with all Exotic weapons.
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.
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* Shadowcaster mysteries are per encounter rather than per day (so at 7th level, you could use each 1-3rd level mystery twice every encounter). A mystery used outside an encounter does not refresh until an encounter has been completed.
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* Shadowcasters don't have to follow paths to learn new mysteries, but the bonus feats are granted when they complete a path. Their mysteries are per-encounter instead of per-day, and spare uses of one mystery can be used to cast another.
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* Shadowcasters don't have to follow paths to learn new mysteries, but the bonus feats are granted when they complete a path. Their mysteries are per-encounter per-level, instead of per-day per-mystery.
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* Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction.
* Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction.
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.
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* [http://www.wizards.com/default.asp?x=dnd/psm/20040827b Deep Psychic Meditation] recharges all centres with 8 hours of sleep instead of just one.
 
* You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time.
* You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time.
* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.
* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.
* (Calling) and (Summoning) spells no longer exist - the knowledge of their workings has been purged from all known records.
* (Calling) and (Summoning) spells no longer exist - the knowledge of their workings has been purged from all known records.
** The Shadow Conjuration line of spells remains unchanged, though using them to summon creatures will tend to make people angry with you.
** The Shadow Conjuration line of spells remains unchanged, though using them to summon creatures will tend to make people angry with you.
 +
** The Astral Construct power and similar summoning powers is exclusive to the Njall, who jealously hoard this knowledge.
* Spells that radically alter the shape of one's body (such as Polymorph or Body of War, but not Enlarge Person or Iron Body) have likewise been forgotten.
* Spells that radically alter the shape of one's body (such as Polymorph or Body of War, but not Enlarge Person or Iron Body) have likewise been forgotten.
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.
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* Familiars scale with character, not class, level.
* Familiars scale with character, not class, level.
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.
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* Flyby Attack, Rideby Attack, Spring Attack and Swimby Attack are now the same feat.
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* Flyby Attack, Rideby Attack, Spring Attack and Swimby Attack are now one feat.
* LA counts as HD for the purposes of things that cap at your HD such as Practiced Spellcaster.
* LA counts as HD for the purposes of things that cap at your HD such as Practiced Spellcaster.
* Call Weaponry is now a standard action.
* Call Weaponry is now a standard action.
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==Wealth==
==Wealth==
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The maximum cost for any one item is 40% of your starting wealth (3600gp). You are granted an extra 5000sp for the purchase of mundane items such as 10ft poles, masterwork tools and special materials. Consumables are not part of your WBL calculation once they have been used up. Keep your GP and SP separate - only gold buys magic.
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The maximum cost for any one item is 40% of your starting wealth. Consumables are not part of your WBL calculation once they have been used up.
==Flaws==
==Flaws==
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=Organizational Stuff=
=Organizational Stuff=
Please add your name, character sheet link and availability to this list:
Please add your name, character sheet link and availability to this list:
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* Vort: Delver, Phrenic Warforged Shaper 4 [http://www.myth-weavers.com/sheetview.php?sheetid=306176]
 
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* DragoonWraith: [http://www.thetangledweb.net/forums/profiler/view_char.php?cid=49686 Duskbringer, Primordial Half-Giant Warlock 1/Shadowcaster 3/Noctumancer 1]
 
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* Emerald: Steppe, Feral Grey Elf Scout 3/Psychic Warrior 2  [http://www.myth-weavers.com/sheetview.php?sheetid=306439]
 
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* Fax: Raptoran Whisper Gnome Fencer 5 [http://www.pifro.com/pro/view.php?id=6796]
 
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* Zyborg: [http://www.myth-weavers.com/sheetview.php?sheetid=307043 Human//Whisper Gnome Druid]
 
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Ex-players
 
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* Ina: Gnome // Strongheart Halfling Spont Cleric 5[http://pifro.com/pro/view.php?id=6873]
 
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=Schedule=
{|border=1px align=center
{|border=1px align=center
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday
|-
|-
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||Flickerdart|| After 18:00 EDT || Whenever || After 17:00 EDT || Whenever || Whenever || Before 18:00 EDT || Before 21:00 EDT
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||Flickerdart|| After 19:30 Eastern || After 18:00 Eastern || After 22:00 Eastern || After 22:00 Eastern || Whenever || Whenever || Before 21:00 Eastern
|-
|-
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|Vort|| After 21:00 EDT || Before 18:00 EDT || — || After 21:00 EDT || Almost any time || — || After 21:00 EDT
 
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|-
 
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|Fax || — || — || — || Before 1830 EDT || Before 1830 EDT || — || —
 
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|-
 
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|DragoonWraith || Before 23:00 EDT || After 18:00 EDT<br/>Before 23:00 EDT || After 17:00 EDT<br/>Before 23:00 EDT || Before 23:00 EDT || Before 17:00 EDT || — || Whenever
 
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|-
 
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|Emerald || After 18:00 EDT || Whenever || Whenever || Before 21:00 EDT || Whenever, may be w. friends || Ditto || Ditto
 
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|-
 
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|Zyborg ||Nope ||whenever ||Nope || Whenever || Whenever ||Whenever ||whenever
 
|}
|}
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:DW Note: Guys, it is currently Daylight Savings Time in the Eastern US, so "EST" is probably not what you mean...
 
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:Flicker Note: Hush, you
 
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=New Content=
 
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===Psionic Runner[Psionic]===
 
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Prerequisites: Manifester level, skirmish +1d6/+1<br>
 
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Benefit: Your Scout and psionic class levels stack for determining manifester level and skirmish.
 
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===Guardianship[Fighter]===
 
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Benefit: When an ally of yours is targeted by a melee attack (including a touch spell that must make an attack roll), you may move up to 5' into your ally's square by spending an immediate action. If you do so, move your ally 5' in any direction, as if they had taken a 5' step. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.<br>
 
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If you have movement remaining for the round, you can move more than 5 feet (up to your remaining movement for the round). However, this provokes an attack of opportunity as normal for movement.
 
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===Psionic Sniper's Shot===
 
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Clairsentience<br>
 
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Level: Seer 1, psychic warrior 1<br>
 
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Display: Auditory and visual<br>
 
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Manifesting Time: 1 swift action<br>
 
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Range: Personal<br>
 
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Effect: You may make sneak attacks at any range<br>
 
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Duration: 1 round<br>
 
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Power Points: 1<br>
 
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As the spell Sniper's Shot (SpC 194) except as detailed here.<br>
 
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Augment:<br>
 
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You can augment this power in one or both of the following ways:<br>
 
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For every additional power point you spend, this power's duration increases by 1 round.<br>
 
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If you spend 4 additional power points, sneak attacks made while this power is active deal half-damage against creatures immune to critical hits.
 
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== New Mysteries ==
 
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[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]
 
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==Variant Character Class: Agan Traditionalist==
 
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The Agan Empire's paladins would often find themselves travelling in strange and unfamiliar lands, where staying flexible made the difference between coming home in one piece, or not coming home at all. Their mother empire long gone, small orders of these paladins still exist, scattered throughout former Agan territory. Many of them serve as guards and advisors for governments and wealthy merchants; law and commerce were hailed as the two legs of the Agan Empire, and the paladins try to guard these remnants of their glorious past against uncivilized influences.<br>
 
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An Agan traditionalist does not gain the Smite Evil, Lay On Hands, Turn Undead, Special Mount or Remove Disease abilities of the standard paladin, and instead gains the following abilities:
 
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<ul>
 
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<li>At 1st level, the paladin gains access to a pool of points known as the Conduit. The size of the pool is equal to his level of paladin × his charisma modifier (minimum 1). The Conduit is used to power the paladin's abilities.</li>
 
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<li><i>Smite</i>: A 1st level paladin can expend 2 points of his Conduit as a free action to make attacks infused with positive energy. He adds his Charisma bonus to his attack roll and his paladin level to his damage roll with a single attack. This ability does not stack with itself, but may be used on different attacks.<br>
 
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</li>
 
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<li><i>Lay On Hands:</i>A 2nd level paladin can expend points from his Conduit to heal himself (a swift action) or others (a standard action). He may activate any of the following spells-like abilities by expending the amount of points indicated: <i>cure light wounds (1), cure moderate wounds (3), cure serious wounds (5)</i>. The paladin uses his paladin level as the caster level.</li>
 
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<li><i>Divine Splendor:</i> A 4th level paladin can expend 3 points from his Conduit to undermine the resolve of his foes. Treat this as a turning attempt by a cleric of the paladin's level that affects any creature type, except instead of being turned the targets are shaken for ten rounds, and instead of being destroyed they are frightened.<br>
 
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Special: The paladin can use Divine Splendor to qualify for feats or classes that require Turn Undead. Abilities that require him to expend a turn attempt instead cost 3 Conduit points. Classes that advance turning stack with the paladin's level as normal.</li>
 
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<li><i>Divine Ally:</i> A paladin of 5th or higher level gains access to the following spell-like abilities at the indicated cost: <i>summon monster I (1), summon monster II (3), summon monster III (5).</i> He may summon any non-evil creature with these spell-like abilities. He may also summon any fiendish creature from the lists, by replacing its fiendish template with the celestial template. The duration of these spells increases to 1 hour. He may only have one divine ally effect active at a time.</li>
 
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<li><i>Divine Restoration</i>: At 6th level, the paladin adds the following spell-like abilities to his lay on hands list, at the indicated cost: <i> lesser restoration (3), remove disease (5), neutralize poison(7).</i></li>
 
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<li><i>Divine Cohort</i>: At 9th level, the paladin adds the following spell-like abilities to his divine ally list at the indicated cost: <i>summon monster IV (7), summon monster V (9), summon monster VI (11)</i>.</li>
 
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<li><i>Divine Judgment:</i> At 11th level, the paladin's smite attacks are treated as lawful and good for the purposes of damage reduction, and gain the holy weapon property.</li>
 
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<li><i>Divine Magnificence</i>: At 13th level, the paladin's divine splendor affects all creatures, even those that would normally be immune to fear for any reason.</li>
 
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<li><i>Divine Sanctity:</i> At 15th level, the paladin adds the following spell-like abilities to his lay on hands list at the indicated cost: <i>heal (11), regenerate (13)</i>.</li>
 
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<li><i>Divine Host:</i> At 17th level, the paladin adds the following spell-like abilities to his divine ally list at the indicated cost: <i>summon monster VII (13), summon monster VIII (15), summon monster IX (17)</i>.</li>
 
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<li><i>Divine Avatar:</i> At 20th level, the paladin becomes untouchable to the magic of mere mortals. As an immediate action, he may counter any spell that targets him by expending Conduit points equal to the spell's caster level.
 
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</li>
 
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</ul>
 
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=Session Log=
 
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==Session 1: Barge-ing In==
 
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Their boat ravaged by a storm, the party boarded a derelict vessel to scavenge supplies, but ended up fighting a squad of goblins and finding a signet ring and a letter from General Zar to a halfling Commander, Lancaster.<br>
 
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XP: 810<br>
 
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Treasure: 1100gp, Hat of Disguise, pewter signet ring<br>
 
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==Session 2: Elementary==
 
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Under interrogation, the goblins revealed that they were sent by their Chief of Chiefs to capture a glowing metal contraption from a halfling vessel. Three halfling commandos found the ship, and now the party rushes their leader to the halfling camp near the Golem, where a talented alchemist supposedly resides, and away from an enraged water elemental that has vowed to return.<br>
 
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XP: 600<br>
 
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==Session 3: Herbs and Spices==
 
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The party was tasked by the alchemist Rhes to acquire some medicinal herbs from the elf camp. After the elves refused to cooperate, instead revealing that the Namoki plan to take control of the golem for their own ends, the party decided it would be easier to kill them, which they then did.<br>
 
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XP: 1050<br>
 
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Treasure: 4 fullblades, +1 rapier, +1 mithral feycraft thistledown chain shirt, 400gp
 

Revision as of 20:52, 12 December 2011

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