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Post by Attilius on Oct 25, 2023 10:56:07 GMT -12
WHO:Oronis: S.K. of New Kurn. WHAT: This flask of scented oil was found in the Buried Ruins to the north west, by a scavenger who claimed that he had seen more in a tomb with a giant man made of solid sand. He escaped with this… which we’ve determined to provide protection from the effects of the realm of flame. Oronis himself told me to hand this to you and repeat this story, if you so wish to acquire more… assuming that the traveler’s tale is truth. Some history behind the fire protection amulet he received can be found as well, it too was located in the ruins of a tomb in the Buried Ruins to the north west, by a different explorer some time in the past. Divinations before have revealed it to have belonged to a fanatic cleric of fire named Surpanakha, who perished some 4,000 plus years ago. WHERE: The gigantic dark tower of Aman the Maker: A ghostly illusion that played above a weakened floor trap That city of ruins is generally considered cursed. Many dark magics have been said to have been worked there and it was a place where ancient fell races once called home. These degenerate races were eradicated during the Cleansings that ravaged the land. Some say that while these genocides were in some ways terrible, that little was lost due to the malevolent, sadistic natures of these beasts being wiped from the face of the world. But I tend to wonder how they could be more terrible than some of those that call the various city states home at the present.
Oronis once came and investigated a book referencing an Aman the Maker and the same ruins... It was when he hunted the Beast of Nightmares that once plagued our borders a decade ago. Let me find it." After a few minutes a slim black leather bound tome is produced. A quick read leaves you with a story of two brothers that both practiced the mystical arts. Aman created simulacrums for one called Rajaat and his sibling was tasked to eradicate something called a troll or boogeymen, dark warped fae beasts that were said to be near impossible to kill. His sibling's name? Myron. The tale speaks of Myron donning a mask of woe, that cursed him with sympathy for his once foes. He then turned against Rajaat in the ultimate act of betrayal and was put down by warrior named Manu. It is whispered that this Manu was not completely successful in ridding the world of Myron, for his brother was skilled at piercing the Grey...
Tnor’morken may have been the original name of these ruins, originally a hold for strange extinct creatures known as trolls or boogeymen. Much of it was said to lie underearth, as these creatures were fabled to have had poor eye sight under the sun. A few songs have been sung to scare children, where they (trolls) are said to steal and eat those that wander too far from their wards.
This is such an old settlement though, that it may have have other names or occupants. History does tend to work in layers when resources are involved. There is a good chance that these trolls were only one of the races that called Tnor-morken home. It begs the question, "How were races that hid beneath the ground wiped out during the Cleansing?" Must have been an extremely difficult task and may have required especially destructive magics. But soon had his regrets and imprisoned his brother alive, in a tomb of his own design.WHEN: TBD HOW: Watch order 1 Chat-cho Druid Muiko Mage Quila Psion/Templar Watch 2 Chat-cho Druid Attilius Gladiator Skrye Cleric/bard Watch 3 Chat-cho Druid Coden Psion/Former Fighter Niachi Fighter/Shadow Mage Marching order: Umbris/Rogue Attilius Gladiator Coden Psion/Former Fighter Muiko Mage Niachi Fighter/Shadow Mage Quila Psion/Templar Skrye Cleric/bard
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Post by Attilius on Oct 25, 2023 11:25:58 GMT -12
GLADIATOR ERRATACharacter Name: AttiliusPlayer: Markus Lindlahr Race: Half-Giant Sex: Male Height: 13’ Eyes: Blue Weight: 1550 lb. Hair: High & tight Size: L Age: 35 Class: Gladiator Kit: Gladiatorial Slave (ex) - Murmillo Level: 9 Alignment: Chaotic + variance Current Experience: 400,000 Need for Next Level: 600,000 Armor Class: -8vs. missile weapons: -10Without Dexterity: -4 Rear: 0 Without Shield: -4 Touch: 6 -1 penalty if fail Armor Optimization roll (≤16) at the beginning of every combat -1 penalty if put into +1 to attacks that roundHit Points (d10x2 +2) Temporary: - Maximum: 148 Movement Rate: 15 Ability Scores Strength 23To Hit/Damage +5 / +11 Allowance: 1,235 Press: 1,440 Doors: 18 (16) Lift Gates: 90% Dexterity 18Reaction Adj. +2 Modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs. The more positive the modifier, the less likely the character is to be surprised. Missile Bonus +2 Is used to modify a character's die roll whenever he uses a missile weapon (a bow or a thrown weapon). A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder. Defensive Adj. +4 applies to a character's saving throws against attacks that can be dodged--lightning bolts, boulders, etc. It also modifies the character's Armor Class, representing his ability to dodge normal missiles and parry weapon thrusts. Constitution 15 Hit Point + 1 System Shock 90% Resurrection 94% Poison - Regeneration Nil Intelligence 11 Maximum Spell Level: - Learn Chance: - Max Spells/lvl: - Bonus Prof: +3 Wisdom 11 Magical Def. Adj. +0 Spell Level: – Chance of Failure: - Charisma 9 Max Henchmen: 4 Loyalty Base: 0 Reaction Adj. 0 Saving Throws (+4 Dex bonus to dodgeable saves)* Paralyzation, Poison, or Death Magic: *≥ 8*Rod, Staff, or Wand: *≥ 10*Petrification or Polymorph: *≥ 9*Breath Weapon: *≥ 9*Spells: *≥ 11*Special/Racial/Class Abilities:
• Automatically proficient in all weapons. • Can specialize in multiple weapons provided he has the number of proficiency slots required. • Expert in unarmed combat. He receives 4 point modifier to punching and wrestling attack rolls, which he can use as a plus or a minus to his roll after it is made. • Armor optimization: (-1 at 5th-9th level, -2 at 10th-14th level, -3 at 15-19th level, -4 at 20th level) • Attracts followers at 9th level Free: Heat Protection, (Warrior) & Weapon Improvisation NWP skills. +1 ability point that may be spent on Strength, Constitution, or Dexterity, - 1 point of Charisma and Intelligence. Large size Double hit points & sustenance needs Languages Known: Common ALIGNMENT FLUCTUATION Proficiencies: WeaponInitial Slots: 10 Unused Slots: 0 Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21) • Weapon Specialized: Gouge (2): +1 attack/+2 damage; 2 attacks per round Dart (2): +1 attack; 5/1 Attacks • Weapon Mastery: Gouge (1): +3 attack/+3 damage • High Mastery: Gouge (1): speed factor increased by 1 category; Crit on a 16 or higher • Grand Mastery: Gouge (1): +1 additional attack per round • Tower shield (1) +3/ +4 vs. missiles • Thrown Weapon (1) +1 to AC vs. missile fire and can move half movement and attack normally • Weapon & Shield (1) +1 AC or +1 to hit with weapon Normally, a character employing a shield in his off hand can *shield-rush, shield-punch, block, or trap* as if it were a secondary weapon, with the normal penalties for attacking with two weapons. The disadvantage is that the shield’s AC bonus is forfeited for any round in which it is used this way. However, characters who specialize in weapon and shield style can choose to make one of these secondary attacks every round without losing the AC benefit for carrying a shield.Non-WeaponInitial Slots: 5 Unused Slots: 1 Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21) Free Secondary Skill: Weaponsmith (crude) (free) Heat Protection *(Int -1) = 10* (free) Weapon Improvisation *(Wis -1) = 10* 1 Armor Optimization *(Dex - 2) = 16* 1 Armorsmith 9 1 full weaponsmithing 9 1 Mental Armor 1 Ambidexterity Equipment:
1 finger lime of Haste (In chest bandoleer)
1 green almond of Heal (In chest bandoleer). These are slightly botched. While they have the full effects of the Heal spell, the cyanic content of the root stock is extremely high. A save vs poison -2 is needed after eating. Failure means that even though the fruit is successful, the imbiber gets violently ill for 1d4+1 turns. During this time only limited actions may be made.
1 mango of neutralize poison (In chest bandoleer)
1 Elixir of Health (In chest bandoleer): This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM's choice).
1 potion of fire resistance (In chest bandoleer)
6 - You have six flasks of oil (In chest bandoleer) said to protect one from the ill (very ill) effects of the elemental plane of flame. The other five were found with the first journal in the chamber the sand golem women were hiding in.
Item details: These precious oils provide total invulnerability against the elemental forces on one inner plane, as well as offering the same protection as the oil of elemental invulnerability. Any character covered in the oil suffers no ill effects from the harsh environments of the elemental, para-elemental, and quasi-elemental planes. Attacks by elemental creatures are effective, but with a -1 penalty per die of damage.
A flask of oil contains enough oil to coat one man-sized creature six times or six individuals once. An application is effective for 24 hours.
Anyone covered in the oil can see, breathe, and move in the respective plane without difficulty. Just as a character can move through flames or water without difficulty when covered in the proper oil, a character doused in the oil of earth can pass through the stone of the elemental plane of Earth as if it were air.
Bracelet of Near Perpetual Renewal: Regeneration 1/round (as Ring of Reg.) & Fog spell 1/week (left wrist)
Smuggler’s axe (in right calf sheath)
17 large bone Darts on 2 chest bandoleers, Bone Gouge, Heavy Maul, Bone Trikal, Lg. Bone dagger (in Right hip sheath), Balician Toga, Traveling Robe, Cold weather clothes, 2 x 100' Giant hair rope, Large backpack, Large Dust goggles, Large Filter mask, 4 Lg. Water skins (4 gallons ea.), Lg. Bedroll & blanket, Lg. Signal whistle on hemp necklace, 10 torches & fire kit. 10 Large empty sacks, 2 weeks dried rations. 10 gallon wooden water barrel 10 granite door wedges, 10 5 wood door wedges, small wooden mallet Armorer and weaponsmith tools (hammers, flat Tongs & Pliers, cutting tools, Punches & Chisels, thick leather gloves)
Gifts from Umbris Attilius got a bracelet with feathers, dangling fingerbones, and the largest fang from his trophies (in belt pouch)
Armor
• Tower shield (Bone/Chitin) ( +3 AC) • Shield Specialization ( +1 AC or To-Hit) • Large Plate (Ankheg) Breastplate ( +4 AC) • Large Scale (Heavy Crodlu) left & right Ocrea ( +1 AC) • Large Plate (Ankheg) left & right Manicae ( +3 AC) • Large Roman (Balican) Legionnaire Helm with red died plume • Dex Defensive Adjustment ( +4 AC) • Gladiator Armor Optimization ( +1 AC) • NWP Armor Optimization ( +1 AC)
Mounts & Livestock Other: None
Combat THAC0: 12
Weapons: • Bone Gouge (Dragon #185)* +7 to hit, 1d8 +13/1d10 +13, 5 speed. S/P 2 attacks/rnd. Critical hit on rolls of 16 or higher (Combat & Tactics) Proficient use: A gouge wielder who is familiar with his weapon can use the handles to inflict greater damage on subsequent rounds of contact. After a first round of combat in which the wielder makes a successful attack against an opponent, he can announce his intention to gouge on the subsequent round. If, in that subsequent round, the wielder has a better initiative roll than his opponent, he automatically hits again, gouging the weapon into the opponent and inflicting +2 on his damage roll. If, however, the opponent wins initiative, he manages to avoid the gouge attack; the wielder can make a normal attack but at a -4 penalty to his attack roll for having instead prepared to gouge. The wielder of the gouge must declare his intent before initiative dice are rolled. Specialized use: In addition to the gouge attack, a specialized wielder can spin his entire body with his gouge to inflict greater damage with a normal attack. The wielder suffers a -2 penalty to his attack roll but inflicts double damage due to his increased momentum on a successful attack. A specialized wielder can elect to gouge or spin again in the round following a successful spin attack.
• Large Tower shield punch +5 to hit (see below), 2d6 +10, P/B, 8 speed, The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –0 penalty to attack rolls that round and the shield-punch attack is rolled with a –2 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties. The character moves into the square of his opponent on his base initiative, then executes the shield punch and backs out into his own square again on the following initiative phase.
• Shield-rush The shield-rush is an attempt to knock someone down by running into them with your shield. The character must have 10 feet (2 spaces) of running room to make an effective shield-rush. Making a shield-rush is treated as a charge attack for purposes of guarding characters with set spears.
When the character makes a shield-rush, he makes a normal attack against his enemy’s AC. Some shields may provide modifiers or bonuses to the rush. After a shield has been used for a rush, it provides no AC bonus for the rest of the round for its bearer, unless specialized. Making a shield-rush also costs the character a normal attack, but it isn’t considered an off-hand weapon like a shield-punch.
If the shield-bearer hits with his attack, he makes an opposed Strength roll against his opponent to see if he knocks him down. The loser of the opposed roll falls down; if both characters fail their Strength rolls, they both fall down. The following modifiers apply to the attacker’s Strength score:
· 4-point bonus or penalty for each size difference of the attacker versus the defender; · +3 if the defender was unaware of the shield-rush; · –2 if the defender has four legs or more.
As noted before, monsters can be assumed to have a Strength of 3 1/2 per size category plus their Hit Dice. Instead of an opposed roll, the DM can substitute a saving throw vs. Paralyzation for the defender to save time. A +3 knockdown bonus for large shields is used during the opposed Strength check that takes place if the attack hits.
If the shield-rusher misses with his attack roll, he must roll a successful Dexterity check to stay on his feet as he rushes past his target. If he fails, he falls down.
• Shield Block A character can declare that she is using one of her attacks to block an opponent’s strike. Blocking is a hard parry with a weapon that deflects an opponent’s attack. Any weapon except rope-like things such as nets, lassoes, or slings can be used to block.
When a character tries to block an attack, she makes a normal attack roll against AC 4. Her opponent makes a normal attack roll against her Armor Class. The strike is blocked if the character succeeds with a lower roll than her enemy succeeded with. If the attacker failed anyway, it’s a miss no matter what the blocking character rolled. If the blocking character failed but her attacker succeeded, it’s a hit despite the block attempt.
*For example, Arweth is a 5th-level fighter with an adjusted THAC0 of 14 with her long sword. She is fighting a hill giant with a THAC0 of 9. Arweth decides to use an attack to block the hill giant’s next strike. She rolls a 15 and succeeds with her roll. The hill giant rolls a 12; Arweth is AC 1, so the giant succeeds, too. His roll of 12 is lower than her 15, so Arweth’s block fails.*
If the character announces her block before initiative is rolled, she can block an attack even if it beats her action phase. If she decides to wait, she can only block attacks in her action phase or later.
Blocking is an excellent tactic for characters with multiple attacks to use against characters or monsters with only one attack. A rapier specialist with a main-gauche in her off hand can use her off-hand weapon or one of the rapier attacks to block while using the rest of her attacks offensively.
• Shield Trap It’s possible to use your weapon or shield to pin your enemy’s weapon against his body or to trap the weapon on your own sword-hilt or weapon haft. This maneuver is known as a trap. Traps are much like blocks; the character can get a chance to trap an attack that comes before his action phase by declaring the trap before initiative is rolled, or he can trap any attack that comes in his action phase or later without declaring his action beforehand.
Like with a disarm, the trap is resolved before the normal attack roll is made. A character attempts to trap an enemy’s attack by rolling an opposed attack roll versus AC 0 while his opponent rolls against AC 4. If the trapping character wins the opposed roll, the weapon is successfully pinned. Otherwise, the pin fails and the normal attack roll is made.
Once an enemy’s weapon is trapped, he loses any additional attacks he could have made with that weapon in the current round. At the end of the round, the trapping character and his victim make opposed Strength rolls to see if the victim can free his weapon. In each subsequent round, one Strength check is made on the fastest character’s base initiative, and a second one at the end of the round.
A character with a trapped weapon can always attack with a secondary weapon or simply abandon the weapon that’s been caught. The character who performs the trap cannot use the weapon or shield he’s pinning the opponent’s weapon with.
Trapping is an excellent tactic to use against an opponent with fewer attacks. It is also a good tactic for a two-weapon fighter to use against a single-weapon fighter; by sacrificing one weapon’s attacks, he completely stops his opponent’s offense. Another sneaky trick is to have an ally trap a tough opponent’s weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.
• Large Bone Darts: +5 to hit, 2d3 +10/2d2 +10, 2 speed, P, RoF: 5/1, Yards Range 10 / 20 (-2) / 40 (-5)
• Bone Trikal: +4 to hit, 1d10 +10, 5 speed. S/B Those proficient with the trikal can use the head of the weapon to knock foes off balance with a series of short, sharp jabs. If the attacker makes a successful attack roll at -2, the defender must make a Dexterity check at -3 or fall over backwards.
• Large Bone Dagger (short sword): +4 to hit, 1d6 +10/1d8 +10, 3 speed, P/S
• Heavy Maul: +5 to hit, 1d12 +11, 8 speed. Bludg.
• Smuggler's axe: +7 to hit, 1d8 +13, 7 speed. (Slashing) Yards Range 10 / 20 (-2) / 30 (-5) (+2 and invisible; made of wood. Still casts a shadow)
Loot Bits: Ceramic: Silver: Gold: Other:
Psionics Psionic Strength Points: *45* (+4/lvl)
Telekinesis 8
Concentrate Water 17 (Dragon Kings p.141) cost: 10 psp This power lets the psionicist collect all moisture within the area of effect as water in a single container. The amount collected depends on the local terrain type.
Sandy wastes, dust sink, or salt flats: 1d3 -2 gallons (minimum 0). Rocky badlands, stony barrens, or boulder fields: 1d4 -1 gallons. Mountains or scrub plains: 1d6 -1 gallons. Verdant belts or forest: 1d8 +1 gallons.
The psionicist must hold the container while using the power. If the container is too small to hold the water collected, or if it is leaky, the excess spills onto the ground. The power only collects uncollected vapor and droplets around the caster. Free-standing water in a glass, pool, or other container is not collected. It does not adversely affect plants or animals in the area. The drying effect on any local flora becomes evident in the next few days, but most Athasian plants can survive the temporary loss of ground moisture.
Power Score: The distance around the psionicist affected is increased, effectively doubling the amount of water collected.
20: The power also collects a large portion of water from the psionicists own body, inflicting an immediate loss of half his hit points.
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Post by Attilius on Jun 25, 2024 21:04:56 GMT -12
Wrestle: This lists the action or type of grip the character managed to get. Wrestling moves marked with an asterisk (*) are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.) All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6). Remember, this is the equivalent of pressing hard on a full-nelson headlock for roughly six minutes!
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