Rzut k100 - Rasa
01 Bugbear
02-07 Dwarf (Mountain)
08-13 Dwarf (Deep)
14-20 Elf (Continental)
21-23 Elf (Snow)
24-25 Elf (Drow)
26 Tengu
27-32 Hobgoblin (Desert)
33-38 Hobgoblin (Bokongo)
39-41 Goblin (Common)
41-43 Goblin (Monkey)
44-45 Goblin (Snow)
46-50 Half-elf (Graevorn)
51-55 Half-elf
56-62 Half-orc
63-66 Half-hobgoblin (Desert)
67-70 Half-hobgoblin
(Bokongo)
71-89 Human
90-93 Kobold
94 Lizardfolk
95-98 Orc
99 Troglodyte
100 Inny (oznacza to zazwyczaj nie-humanoida)
Mistrz SARDU w (lodowej) Dziczy
sobota, 11 października 2014
sobota, 4 października 2014
Nowe czary
Czary: m.in. feather step zostaje oficjalnie dodany do listy ogólnie dostępnych na potrzeby Reign of Winter. Przy okazji, zauważcie, że czas działania to jednak 10 minut/poziom, czyli eliksir działa 10 minut...
Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
DESCRIPTION
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
EFFECT
Range close (25 ft. + 5ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
DESCRIPTION
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.
Mirror Sight
School divination (scrying); Level arcanist 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 10 minutes
Components V, S, F (a mirror)
EFFECT
Range see text
Effect magical sensor
Duration 1 minute/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror. This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection in another mirror with which you are familiar.
Known Person: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.
For example, Urion Petresky knows that Queen Elvanna keeps a mirror in a hall near her throne room. He can look through his own handheld mirror and see into this hall, even if the queen is not there. Alternatively, he can attempt to find the queen (wherever she is) by looking into his mirror; if, at that moment, the queen is near any mirror at all, he can see her. He may instead cast the spell and try to see into her throne room, hoping that someone has brought a mirror there. If any of these conditions fails, Urion sees nothing but his own reflection.
This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
DESCRIPTION
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Threefold Aspect
School transmutation; Level druid 5, witch 4
CASTING
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
EFFECT
Range personal
Targets you
Duration 24 hours (D)
DESCRIPTION
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.
Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Youthful Appearance
School transmutation (polymorph); Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 hour/level
DESCRIPTION
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.
Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
DESCRIPTION
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
EFFECT
Range close (25 ft. + 5ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
DESCRIPTION
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.
Mirror Sight
School divination (scrying); Level arcanist 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 10 minutes
Components V, S, F (a mirror)
EFFECT
Range see text
Effect magical sensor
Duration 1 minute/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror. This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection in another mirror with which you are familiar.
Known Person: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.
For example, Urion Petresky knows that Queen Elvanna keeps a mirror in a hall near her throne room. He can look through his own handheld mirror and see into this hall, even if the queen is not there. Alternatively, he can attempt to find the queen (wherever she is) by looking into his mirror; if, at that moment, the queen is near any mirror at all, he can see her. He may instead cast the spell and try to see into her throne room, hoping that someone has brought a mirror there. If any of these conditions fails, Urion sees nothing but his own reflection.
This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
DESCRIPTION
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Threefold Aspect
School transmutation; Level druid 5, witch 4
CASTING
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
EFFECT
Range personal
Targets you
Duration 24 hours (D)
DESCRIPTION
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.
Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Youthful Appearance
School transmutation (polymorph); Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 hour/level
DESCRIPTION
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.
czwartek, 2 października 2014
Fey Bloodline (modified)
Jako, że fey bloodline jest trochę za słaba, oto moje modyfikacje, na zielono.
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Movement (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease. You ignore difficult terrain of any kind.
Blurring Movement (Su)
At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round. If you move at least 30 feet, you gain the effect of displacement instead.
Quickling Bloodrage (Sp)
At 12th level, while bloodraging you're treated as if you are under the effects of haste.
One with Nature (Su)
At 16th level, creatures of the animal or plant types don't attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su)
At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn't stack with other forms of bane.
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Movement (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease. You ignore difficult terrain of any kind.
Blurring Movement (Su)
At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round. If you move at least 30 feet, you gain the effect of displacement instead.
Quickling Bloodrage (Sp)
At 12th level, while bloodraging you're treated as if you are under the effects of haste.
One with Nature (Su)
At 16th level, creatures of the animal or plant types don't attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su)
At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn't stack with other forms of bane.
wtorek, 23 września 2014
Nowe featy
W związku ze zbliżającą się nową kampanią, wprowadzam ostateczne zasady targowania się i dwa nowe featy (a właściwe - stary feat na nowych zasadach).
1. Targowanie się. Targowanie się wpływa wyłącznie na sprzedawanie przedmiotów. Skill bonus z Appraise jest procentowym bonusem do bazowej ceny przy sprzedaży. Przykład. Bohater ma klasowy Appraise (+3), Int +2 oraz 4 punkty w tej umiejce. Daje mu to Appraise na +9. Oznacza to, że sprzedaje przedmioty jako 59 % ceny ich zakupu.
2. Nowe featy
SILVER TONGUE
Your alluring charisma makes bargaing easier.
Benefit: Add your Charisma modifier to Appraise skill checks in addition to your Intelligence modifier.
LEADERSHIP
You attract followers to your cause and a companion to join you on your adventures.
Benefit: Choose one NPC companion. Her level is now equal to yours.
Normal: NPC companions are one level lower than you.
1. Targowanie się. Targowanie się wpływa wyłącznie na sprzedawanie przedmiotów. Skill bonus z Appraise jest procentowym bonusem do bazowej ceny przy sprzedaży. Przykład. Bohater ma klasowy Appraise (+3), Int +2 oraz 4 punkty w tej umiejce. Daje mu to Appraise na +9. Oznacza to, że sprzedaje przedmioty jako 59 % ceny ich zakupu.
2. Nowe featy
SILVER TONGUE
Your alluring charisma makes bargaing easier.
Benefit: Add your Charisma modifier to Appraise skill checks in addition to your Intelligence modifier.
LEADERSHIP
You attract followers to your cause and a companion to join you on your adventures.
Benefit: Choose one NPC companion. Her level is now equal to yours.
Normal: NPC companions are one level lower than you.
sobota, 20 września 2014
Nadia
Dość kontrowersyjnie, publikować statystyki enpeca, zanim go poznacie. Jednakże, uważam, że istotny wpływ na kompozycję drużyny mają również postaci potencjalnie możliwe do przyłączenia. Jednocześnie, cały czas myślę nad zbalansowaniem drużyny jako całości w aspekcie Striker-Controller-Leader. Dlatego publikuje DWIE wersje Nadii - fabularnie jest taka sama, natomiast decydujecie, którą "mechaniczną" wesje spotkacie. Różnią się 2 pkt statystyk i wyborem stylu walki...
NADIA PETSKA (MELEE)
Female graevorn Ranger 3
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +7
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +7
DEFENSE
AC 15, touch 12,
flat-footed 13 (+3 armor, +2 Dex)
hp 28 (3d10+6)
Fort +4, Ref +5, Will +0
hp 28 (3d10+6)
Fort +4, Ref +5, Will +0
Resist cold 5
OFFENSE
Spd 30 ft.
Melee battleaxe +4 (1d8+3/x3) and light pick +4 (1d4+3/x4)
Melee battleaxe +4 (1d8+3/x3) and light pick +4 (1d4+3/x4)
Ranged composite longbow +5 (1d8+3/x3)
Special
Attacks favored enemy (animals +2)
STATISTICS
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3, CMB +6 CMD 18
Feats Double Slice, Endurance, Improved Initiative, Skill Focus (Survival), Two-weapon Fighting
Skills Acrobatics +5, Climb +7, Handle Animal +6, Heal +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Perception +7, Ride +6, Stealth +8, Survival +8
Languages Common, Graevorn
SQ favored terrain (cold +2), track +1, wild empathy +5
Base Atk +3, CMB +6 CMD 18
Feats Double Slice, Endurance, Improved Initiative, Skill Focus (Survival), Two-weapon Fighting
Skills Acrobatics +5, Climb +7, Handle Animal +6, Heal +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Perception +7, Ride +6, Stealth +8, Survival +8
Languages Common, Graevorn
SQ favored terrain (cold +2), track +1, wild empathy +5
Gear potion of cure moderate wounds,
alchemist's fire (2),
masterwork studded leather, composite longbow (+3 Str) with 20 arrows, dagger,
battleaxe, light pick, snowshoes of
northern pursuit, backpack, bedroll, cold-weather outfir, flint and steel,
hooded lantern, oil (2), rations (10 days), tindertwigs, traveler's outfit,
waterskin, winter blanket, 36 gp, 27 sp, 41 cp
NADIA PETSKA (RANGED)
Female graevorn Ranger 3
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +7
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 13,
flat-footed 13 (+3 armor, +3 Dex)
hp 28 (3d10+6)
Fort +4, Ref +6, Will +0
hp 28 (3d10+6)
Fort +4, Ref +6, Will +0
Resist cold 5
OFFENSE
Spd 30 ft.
Melee battleaxe +5 (1d8+3/x3)
Melee battleaxe +5 (1d8+3/x3)
Ranged composite longbow +6 (1d8+2/x3) rapid shot +4/+4
Special
Attacks favored enemy (animals +2)
STATISTICS
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3, CMB +5 CMD 18
Feats Endurance, Improved Initiative, Point Blank Shot, Rapid Shot, Skill Focus (Survival)
Skills Acrobatics +6, Climb +6, Handle Animal +6, Heal +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Perception +7, Ride +7, Stealth +9, Survival +8
Languages Common, Graevorn
SQ favored terrain (cold +2), track +1, wild empathy +5
Base Atk +3, CMB +5 CMD 18
Feats Endurance, Improved Initiative, Point Blank Shot, Rapid Shot, Skill Focus (Survival)
Skills Acrobatics +6, Climb +6, Handle Animal +6, Heal +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Perception +7, Ride +7, Stealth +9, Survival +8
Languages Common, Graevorn
SQ favored terrain (cold +2), track +1, wild empathy +5
Gear potion of cure moderate wounds,
alchemist's fire (2),
masterwork studded leather, composite longbow (+3 Str) with 20 arrows, dagger,
battleaxe, light pick, snowshoes of
northern pursuit, backpack, bedroll, cold-weather outfir, flint and steel,
hooded lantern, oil (2), rations (10 days), tindertwigs, traveler's outfit,
waterskin, winter blanket, 36 gp, 27 sp, 41 cp
czwartek, 18 września 2014
Epilog
Promienna Muza zginęła podczas oblężenia Sanktuarium Yiga. Jej nienawiść do plugawych węży była tak wielka, że nie chciała się wycofać, mimo oczywistej przewagi wroga, i pała przeszyta dziesiątkami ostrzy. Została pochowana w grobowcu w Kamiennym Ogrodzie, z pietyzmem wykonanym przez jej plemię.
General Aveshai przeżył bitwę, a jego siła i odwaga była jednym z powodów, dla których ludzie odnieśli zwycięstwo. W jakiś czas potem wyruszył daleko na południe, w poszukiwaniu pozostałości swojej rasy.
Generał Rotilius Havelar pozostawał przez jakiś czas gubernatorem Saventh-Yhi, w końcu jednak przez przypadek wydało się, że jest orkiem (kapelusz spadł mu z głowy podczas podczas huraganu). Nieżyczliwi mówią, że akurat ten podmuch wiatru wywołał jego zastępca. Odszedł na wcześniejszą emeryturę i powrócił do Eleder.
Juliver wraz z Eando Kline'em wyszli z walki bez szwanku. Nie zostali jednak w mieście długo. Szybko ruszyli na kolejną wyprawę w głąb interioru.
Ezren Xarelto odzyskał ludzką postać. Został mianowany dowódcą garnizonu i gubernatorem miasta po odejściu Rotiliusa. Nie cieszył się jednak tą funkcją długo. Pewnej nocy zniknął. Strażnicy podobno zauważyli półprzezroczyste istoty, przypominające koszmarne meduzy, unoszące się nad jego rezydencją. Nikt nie wie, co się z nim stało, jednak z pewnością poznał wiele ciekawych miejsc i czasów.
Fidelia Xarelto jako kolejna wysoko postawiona wojskowa, stanęła na czele Saventh'Yhi. Nie chciała jednak przybierać tytułu gubernatora. Zamiast tego, została przewodniczącą Rady Miejskiej oraz wodzem plemienia Bokongo Dzielnicy Sztuki. Wyszła za mąż za czterech najdzielniejszych wojowników plemienia, czym zapoczątkowała plemienny zwyczaj zarówno poliandrii, jak i matriarchatu.
Sarin została ożywiona, a następnie przebudzona przez Holokausta. Powróciła wraz z swym dworem do Usaro, gdzie przez nadchodzące lata sprawowała rządy silnej łapy.
Djask Derindi powrócił do rodzinnego plemienia, a te przyjęło go bardzo życzliwie. Przenośna dziura, cała wypełniona fantami i skradzionymi bogactwami, miała istotny wpływ na tę decyzję.
Holokausto został wskrzeszony. pozostał w armii Pretorii, z czasem awansując na majora. Robił to co zwykle (czyt. palił i wysadzał). Zgromadził za to potężną kolekcję medali. Niestety, jego eksperymenty z czarem rój żywiołaków stały się przyczyną największego pożaru w nowożytnej historii miasta, po którym musiał dość pilnie zmienić pracę i miejsce zamieszkania.
Sasha Nevah zniknęła. Prawdopodobnie została porwana. Podejrzewa się Czerwone Skorpiony. Poszukiwania trwają.
Heldrun, Nauta i Mdadje kontynuowali naukę w szkole, stając się powoli mistrzami nowej Gildii. Po kilku nieudanych zamachach, podpaleniach i świadczeniu sobie wzajemnych uprzejmości, Gildia Magii Saventh-Yhi formalnie weszła w skład Gildii Arkanistów, zachowując jednak faktyczną autonomię i znajomość unikalnych czarów, zdobytych na wężoludziach.
Obambo Nkechi nadal nawiedzał miasto, robiąc w jego mniemaniu "śmieszne" dowcipy. Wiele panien i mężatek przysięgało, że podczas bezksiężycowych nocy budziły się, czując widmowe ręce na swoich pośladkach.
Felippie pewnego dnia został znaleziony martwy w wychodku.
Jaques de Haq zalegalizował swój biznes i dzięki zdobytym kontaktom handlowym, wrodzonym zdolnościom, a także przekupstwu, stał się jednym z najbogatszych baronów kupieckich Pretorii.
Khalidowi-Shah w końcu udało się zdjąć Klątwę Wiecznego Błota i powrócił na Plan Żywiołu Ziemi. Fontannę przejęła Gildia Magii.
General Aveshai przeżył bitwę, a jego siła i odwaga była jednym z powodów, dla których ludzie odnieśli zwycięstwo. W jakiś czas potem wyruszył daleko na południe, w poszukiwaniu pozostałości swojej rasy.
Generał Rotilius Havelar pozostawał przez jakiś czas gubernatorem Saventh-Yhi, w końcu jednak przez przypadek wydało się, że jest orkiem (kapelusz spadł mu z głowy podczas podczas huraganu). Nieżyczliwi mówią, że akurat ten podmuch wiatru wywołał jego zastępca. Odszedł na wcześniejszą emeryturę i powrócił do Eleder.
Juliver wraz z Eando Kline'em wyszli z walki bez szwanku. Nie zostali jednak w mieście długo. Szybko ruszyli na kolejną wyprawę w głąb interioru.
Ezren Xarelto odzyskał ludzką postać. Został mianowany dowódcą garnizonu i gubernatorem miasta po odejściu Rotiliusa. Nie cieszył się jednak tą funkcją długo. Pewnej nocy zniknął. Strażnicy podobno zauważyli półprzezroczyste istoty, przypominające koszmarne meduzy, unoszące się nad jego rezydencją. Nikt nie wie, co się z nim stało, jednak z pewnością poznał wiele ciekawych miejsc i czasów.
Fidelia Xarelto jako kolejna wysoko postawiona wojskowa, stanęła na czele Saventh'Yhi. Nie chciała jednak przybierać tytułu gubernatora. Zamiast tego, została przewodniczącą Rady Miejskiej oraz wodzem plemienia Bokongo Dzielnicy Sztuki. Wyszła za mąż za czterech najdzielniejszych wojowników plemienia, czym zapoczątkowała plemienny zwyczaj zarówno poliandrii, jak i matriarchatu.
Sarin została ożywiona, a następnie przebudzona przez Holokausta. Powróciła wraz z swym dworem do Usaro, gdzie przez nadchodzące lata sprawowała rządy silnej łapy.
Djask Derindi powrócił do rodzinnego plemienia, a te przyjęło go bardzo życzliwie. Przenośna dziura, cała wypełniona fantami i skradzionymi bogactwami, miała istotny wpływ na tę decyzję.
Holokausto został wskrzeszony. pozostał w armii Pretorii, z czasem awansując na majora. Robił to co zwykle (czyt. palił i wysadzał). Zgromadził za to potężną kolekcję medali. Niestety, jego eksperymenty z czarem rój żywiołaków stały się przyczyną największego pożaru w nowożytnej historii miasta, po którym musiał dość pilnie zmienić pracę i miejsce zamieszkania.
Sasha Nevah zniknęła. Prawdopodobnie została porwana. Podejrzewa się Czerwone Skorpiony. Poszukiwania trwają.
Heldrun, Nauta i Mdadje kontynuowali naukę w szkole, stając się powoli mistrzami nowej Gildii. Po kilku nieudanych zamachach, podpaleniach i świadczeniu sobie wzajemnych uprzejmości, Gildia Magii Saventh-Yhi formalnie weszła w skład Gildii Arkanistów, zachowując jednak faktyczną autonomię i znajomość unikalnych czarów, zdobytych na wężoludziach.
Obambo Nkechi nadal nawiedzał miasto, robiąc w jego mniemaniu "śmieszne" dowcipy. Wiele panien i mężatek przysięgało, że podczas bezksiężycowych nocy budziły się, czując widmowe ręce na swoich pośladkach.
Felippie pewnego dnia został znaleziony martwy w wychodku.
Jaques de Haq zalegalizował swój biznes i dzięki zdobytym kontaktom handlowym, wrodzonym zdolnościom, a także przekupstwu, stał się jednym z najbogatszych baronów kupieckich Pretorii.
Khalidowi-Shah w końcu udało się zdjąć Klątwę Wiecznego Błota i powrócił na Plan Żywiołu Ziemi. Fontannę przejęła Gildia Magii.
wtorek, 12 sierpnia 2014
RADIANT MUSE
RADIANT MUSE
Female
lillend bard 8
CN Large outsider (azata, chaotic, extraplanar)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 32, touch 16, flat-footed 26 (+8 armor, +1 deflection, +6 Dex, +8
natural, –1 size)
hp 192 (7d10+8d8+105)
Fort +9, Ref +17, Will +15; +4 vs. bardic performance, language-dependent,
and sonic
Immune electricity, petrification, poison; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 70 ft. (average)
Melee +1 cold iron
longsword +17/+12/+7 (2d6+7/19–20), tail slap +11 (2d6+2)
Ranged +2 composite holy longbow +21/+16/+11 (2d6+6
plus 2d6 holy/×3)
Space 10 ft.; Reach 10 ft.
Special
Attacks bardic performance 38 rounds/day (countersong, dirge of doom,
distraction, fascinate, frightening tune, inspire competence +5, inspire
courage +3, inspire greatness, inspire heroics, soothing performance,
suggestion), constrict (2d6+4)
Spell-Like
Abilities (CL 7th; concentration +13)
3/day—darkness,
hallucinatory terrain (DC 20), knock, light
1/day—charm
person (DC 17), speak with animals, speak with plants
Bard Spells
Known (CL 15th; concentration +21)
5th (4/day)—
mass cure light wounds, mass
suggestion (DC 21), greater dispel magic, greater heroism
4th (5/day)—dimension
door, dominate person (DC 20), greater
invisibility, neutralize poison
3rd (6/day)—charm
monster (DC 19), crushing despair (DC 19), cure serious wounds, good hope, haste
2nd
(7/day)—blindness/deafness (DC
18), blur, glitterdust (DC 18),
hold person (DC 18), whispering wind
1st
(7/day)—cure light wounds, hideous laughter (DC 17), grease (DC
17), hypnotism (DC 17), remove fear, ventriloquism
0 (at
will)—dancing lights, daze (DC 16), detect magic, ghost
sound (DC 16), prestidigitation,
read magic
STATISTICS
Str
18, Dex 22, Con 23, Int 16, Wis
18, Cha 23
Base
Atk +13; CMB +18; CMD 35 (can’t be tripped)
Feats
Combat Casting, Improved Initiative, Improved Precise
Shot, Point-Blank Shot, Precise Shot, Rapid Shot,
Toughness,
Weapon Focus (composite longbow)
Skills
Craft (sculpture) +20, Intimidate +22, Knowledge (arcana)
+16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +12,
Perception +15, Perform (dance) +23, Perform (oratory) +23, Perform (string) +25,
Sense Motive +21, Survival +19, Use Magic Device +21;
Racial
Modifiers +4 Survival
Languages
Celestial, Common, Draconic, Infernal; truespeech
SQ
bardic knowledge +4, lore master 1/day, versatile performance
(dance: Acrobatics, Fly; string: Bluff, Diplomacy)
Combat
Gear +1 flaming arrows (3),
+1 frost arrows (3), +1 merciful arrows (2), +1 monstrous humanoid
bane arrows (3), scrolls of comprehend languages (3), +4 glamered
mithral chain shirt, green crystal +2 composite holy longbow (+4
Str) with 19 arrows, +1 cold iron
longsword, belt of mighty constitution +2, ring of protection
+1, masterwork harp
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