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Post by Neo on May 5, 2019 23:23:23 GMT -6
Penth gifts!
Sacred Acorn(Adventurer Tier Magic Item, necklace): When you would be popped free from an enemy, grabbed, swallowed whole, or otherwise moved against your will, roll an easy save (6+). If you succeed, you don’t suffer the condition or effect. Quirk: Tries to achieve the maximum effect with the minimum effort.
Aeva dear, this will help with the big scary sea snakes- Penth
Swiftstone Necklace (Adventurer Tier True Magic Item, quick action – 1/day): Make a standard action attack. Quirk: Talks too quickly.
Seren love, this is for you. Don't keep me waiting too long now- Penth
Shadow Dragon's Orb(Wondrous Item): A small, black orb that swirls with glowing purple energy. Stealth checks for you and all nearby allies are one tier easier to pass. You can use the orb to put out nearby or far away small or medium sized light sources, such as torches, lanterns, braziers, and small campfires. Does not work on magical light sources. Quirk: Likes to sneak around.
Flowing Gourd of the Waterfall Thief(Wondrous Item): This mystical gourd is a favorite item of Monks. 1/day, you can trap a small, medium, or large waterfall inside this gourd by placing it under the waterfall. You can then unleash the waterfall as a Standard Action, such as on that poor unsuspecting bandit camp below you. When unleashed, the waterfall shoots out of the gourd with the same force it was flowing with before it was stolen. After being unleashed, the place you stole the waterfall from returns to normal in 1d3 days. Don't ask how. You don't want to know. Quirk: Enjoys painting waterfalls before you steal them.
All-Divide(One-use magic item): Halves all damage for one character for one battle.
This was a little tricky even for me to get my hands on, I hope you like it~ -Penth
Scroll of All-Vision x3 (One-use magic scroll, Quick Action to use): For the rest of the battle, or for 1 hour outside of battle, you and all nearby allies gain Darkvision of 30ft.
Water Bearer's Scroll x3 (One-use magic scroll, Quick Action to use): Fire element and fire type creatures are Vulnerable to all of your attacks for the rest of the battle.
Potion of Healing(Iconic) x5 Potion of Water Breathing(Iconic) x5 Potion of Resist Fire(Iconic) x5 Potion of Resist Cold(Iconic) x3 Platinum Sea Serpent Totem x2 Platinum Lagiacrus Totem 1000 gold for each party member
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Post by Neo on May 12, 2019 2:22:54 GMT -6
New Wondrous items!
Starsilk Gown: This courtly dress is made from a rare magical material—you can wear heavy armor under it and it won’t show. While wearing the gown, you gain a +2 bonus to skill checks involving fashion and beauty. Quirk: Over-concerned with matters of courtesy.
Lantern of the Deeps (recharge 16+): When you shine the light from this bullseye lantern on a solid vertical surface, that surface becomes ghostly, allowing creatures to pass through it as though through a misty tunnel. Creatures or objects inside the surface are ejected in a random direction when you extinguish the lantern to end the power, at the end of the battle, or after five minutes. You can pass through a castle wall or a mountain, but the ghosting effect only goes as far as the first void, so, for example, it will take you through a dungeon wall into the next corridor but not through the whole dungeon. Quirk: Claustrophobic.
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Post by Neo on May 13, 2019 0:21:05 GMT -6
Loot!
849 gold, Potion of Lightning Breath(Iconic), Scroll of Ice Armor, Small Cask of Oil
837 gold, Potion of Devastation(Iconic), Scroll of Ghost Sound, Small Cask of Gunpowder
1053 gold, Platinum Salamander Totem, Potion of Healing(Iconic) x2, Potion of Ultimate Strength, Potion of Healing(Adv) x2, Potion of Darkvision(Adv)
Orb of True Sight(Epic Tier Magic Item, implement, Recharge 6+): +3 to spell attack/damage. This bonus stacks with other magic item bonuses. You can activate this orb as a Free Action. Once activated, you ignore all Invisibility effects, Illusions, and Concealment effects for the remainder of the battle or scene, regardless of how powerful the effects are(For anything that's not Iconic). If it is an Icon creating or causing the effects, roll a Hard Save. On a pass, you ignore the Icon's magic too.
Map of First Triumph
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Post by Neo on May 21, 2019 13:16:16 GMT -6
New Wondrous Items!
Golden Bag of the Emperor: An ornate golden backpack bearing the royal seal of the Dragon Empire. A rare item that historians trace back to the 5th Age, to an Emperor who was particularly fond of shiny things. This backpack has infinite holding space, like a True Bag of Holding. +20% chance to find rarer loot from treasure chests, +10% chance to find at least one True Magic Item in treasure chests. Whenever you find gold from any source, whether it's a chest or a pile of coins in a dragon's hoard, you find 1000 more gold than you would have without the Golden Bag of the Emperor. Quirk: You love the smell of gold.
Penth's Fur Coat: A gorgeous, fancy black coat with a white fur collar. Like the Grand Champion herself, it's both beautiful and functional. You don't feel the cold, even in the lowest temperatures or a raging blizzard. You can use any and all consumable items(potions, totems, etc) as a Quick Action instead of a Standard Action. This is a passive effect. Quirk: You're gorgeous and you know it.
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Post by Neo on May 21, 2019 13:55:25 GMT -6
More new Wondrous Items!
Bag of Storms (standard action – recharge 11+): The walls of this leather bag creak and stretch as it struggles the storm trapped inside. You may loosen the drawstring of the bag to let out a bolt of lighting. This counts as casting a ranged spell. The bolt attacks using your Dexterity + Level vs. PD, targets up to three nearby enemies in a roughly straight line, and inflicts 2d6 lightning damage (champion: 4d6; epic: 10d6). If you roll a natural 1, roll a d20. On another natural 1, you let the storm out, as detailed below. Alternatively, you may open the bag entirely and let the storm free. This destroys the bag of storms, but unleashes a titanic, once-a- century storm on the region, centered on you. The effects of the storm are more story-based than anything else, but the ghastly weather conditions make any sort of fighting almost impossible. All anyone can do is seek shelter from the howling winds, crashing thunder and torrential rain. Any sort of ranged attacks, flight, spellcasting or travel is ill-advised for the next several hours. Quirk: Moody
Dice of Fate (recharge 16+): Looted from a nameless city far to the north of the Dragon Empire, these three green dice bear weird glyphs instead of pips or numbers. Before a battle, you may cast the dice to affect your fortunes. Roll all three dice. Pick one of them and keep it – during the battle, you have a number of +1 bonuses equal to the value on the die that you can apply to your d20 rolls or the d20s rolls of your allies. So, if you take a 5, you’ve got 5 +1 fate bonuses that you can use on any roll. You have to apply the fate bonus before you roll, and you can only use one of these fate bonuses on a roll. The GM picks the second die. This second die works the same way, but the GM gets to give those fate bonuses to your enemies in the battle. The value of the third die, the one neither side picked, warps the skein of destiny in the battle. Consult the table below for inspiration. 1: Unchanged Fate – nothing weird happens. 2: Two paths diverge – you’ll be faced with a terrible choice during or soon after the battle. 3: A third side – there’s another faction at work here, beyond the enemies you know about, and they’ll show their hand soon. 4: Death – this battle will have lasting and terrible consequences. Don’t count on being able to flee. 5: The elements in turmoil - the weather or some other elemental force is going to play a major role in this battle. 6: Wild Chaos unleashed. GM’s whim. Quirk: Can’t resist a wager.
Iron Fortress (1/day): You make this small iron cube unfold into a small fort with a gatehouse, palisade wall, small barracks room, and kitchen. At epic-tier, the fort comes with bound demonic slaves to care for your mounts and cook food for you (if you don’t mind the fare). Quirk: Over-developed killer instinct
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Post by SummerCrow on Jun 15, 2019 10:06:51 GMT -6
Summary.
Warin learned the ritual to fix things because he is Warin and he fixes things. Urien scouted the area. Seren and Selene got the keycards. Drya helped. Spike wasn't dead. Is now. Mark's here.
Thalia's now going with Rai. Maggie's now watching Rai. Penth's now providing sabotage. Glen's watching Rita.
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Post by Neo on Jun 16, 2019 17:54:38 GMT -6
Summary. Warin learned the ritual to fix things because he is Warin and he fixes things. Urien scouted the area. Seren and Selene got the keycards. Drya helped. Spike wasn't dead. Is now. Mark's here. Thalia's now going with Rai. Maggie's now watching Rai. Penth's now providing sabotage. Glen's watching Rita. Spike's not dead yet. Just almost. Xeno's now also going with Rai.
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Post by SummerCrow on Jun 16, 2019 18:14:01 GMT -6
There was a Spike here. It's gone now.
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Post by Neo on Jun 22, 2019 17:31:40 GMT -6
Crusader questline loot!
Alondite(Legendary Magic Item, 2h Greatsword d10 damage): +4 Attack/Damage. Deals +40 damage to demons and dragons. Can be used as a ranged weapon, and deals Holy damage. 1/battle, can make two attacks against a nearby enemy as a Standard Action. Quirk: Always seeking greater strength.
Black Knight Armor(Legendary Magic Item): +4 to all defenses. This heavy armor can be used by all classes without penalty, regardless of class proficiency. Resist 20+ on all melee attacks, unless the weapon is an Epic Tier True Magic Item or higher. Reduces all spell damage by 30. Heal 4d10 HP at the start of each of your turns. Quirk: Unwavering as a mountain in one's own beliefs.
Black Knight's Helm(Epic Tier Magic Item): +3 MD/+1 AC. Regain 2d6 HP at the start of each turn. Your voice inspires fear- Gain access to the Cleric spell Booming Command at your level. If the enemy chooses to ignore your command, it is also inflicted with Fear(-4 to attacks and no E-Die), save ends(11+). Quirk: Understands the value of enigmatic silence.
Black Knight's Armor(Legendary Magic Item): This armor takes up both the armor and cloak chakra slots. It is heavy armor. +5 AC/PD. Regain 3d6 HP at the start of each turn. You are immune to all knockback effects, and your position cannot be moved by enemy effects unless you allow it to be- even by teleportation. If you are hit by an attack that is not from a Legendary tier or Divine Construct tier magic item, you take 35 less damage. This includes melee, ranged attacks, spells, etc. Quirk: Firmly believes in their own righteousness.
Black Knight's Gauntlets(Epic Tier Magic Item): If you are not wielding a magic sword, you take a -1 penalty to all defenses and all attacks. If you are wielding a magic sword, you gain a +2 to all melee attacks, and all attacks with the sword deal 15 bonus damage. If you are wielding a sword and shield, you have Resist Weapon damage 14+. Quirk: Mastery of the sword is the ultimate expression of truth.
Black Knight's Greaves(Epic Tier Magic Item): +3 to disengage checks, +1 PD. You ignore terrain when you move, and do not take penalties to movement because of terrain. 1/battle, you can spend a Move Action without moving to enter a counterattack stance. This stance lasts until the start of your next turn or until you counterattack an enemy(hit or miss). When in this counter stance, you gain a +10 bonus to your AC, and the first melee attack that misses you, you may make a basic melee attack as a Interrupt Action. On a hit, that melee attack deals 3d12 bonus damage. Quirk: Believes in one's own invincibility, as long as their feet are touching the ground.
Black Knight set bonus: If wearing all Black Knight armor, +1 to all defenses, and all damage you take from any source is reduced by 5. If also using Alondite, your counterattack with the Black Knight's Greaves becomes an automatic critical hit.
Swiftstone Necklace (quick action – 1/day): Make a standard action attack. Quirk: Talks too quickly.
3000 gold(total) Draught of Hoffenheim(One-use): Permanently increases a character's total Recoveries by 1. Draught of Babylon(One-use): Permanently increases one character's Max HP by 15 points. Prismatic Balor Totem Summon Megaera Ring: Summons Megaera, the Goddess of Victory, as a Standard action.
Flaming Blades of Victory
Highest attribute + Level Vs PD All nearby enemies - 2d6x10 Fire damage, and all allies gain a +3 bonus to all attacks until the end of battle. Miss: Half damage, and +3 to attacks until the end of each ally's next turn.
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Post by SummerCrow on Jun 26, 2019 21:36:22 GMT -6
Summary!
There was a Black Knight He's gone now Spike's OK(ish) White Raven is back, baby Mark decides to be a bro but needs time to tend his new bird-friend for now Off to Drakkenhall Babies
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Post by Neo on Oct 10, 2019 18:14:01 GMT -6
Loot:
Upgrade to Nyl's demon form: Can now use 1/day per CHA mod, roll 3 times on the demon ability table when using it(re-roll duplicates), flight is now much faster and easier to control. Outside of battle, demon form is now at-will and flight is at-will.
Eruption spell tome Flare spell tome Cone of Cold spell tome Hurricane spell scroll Diablos Ring(Summon)
Ward of Demon Control(Wondrous Item, can only be attuned to by a demon): Encounter ability, Quick Action to invoke, command one demon in caster's line of sight to do one non-harmful or non-battle action- such as "Move here," "Stop Flying", "Ignore me," "Go to sleep", or whatever else they can think of(GM has to agree). Unwilling targets can save to resist(16+ for tiers below your own tier, 11+ for demons equal to your tier, Icons and demons higher than your tier are immune).
Medusa's Jewelry(Epic Tier Magic Item, Daily, can only be attuned to and used by a demon): Your next use of your Demon Form only costs a Free Action, and does not count against your normal use limits.
Gorgon Shield(Epic Tier Magic item, Daily): +6 AC. The first time in battle an enemy attacks you, you may make the following attack against them as an Interrupt Action. On a hit, the target is Stunned(Hard save ends) and the attack fails. If the target fails its next save against the Stun, it is then petrified and begins making Last Gasp saves.
Highest Attribute + Level VS MD
Heels of the Succubus Queen(Epic Tier, daily, females only): +3 to Disengage checks. As a Standard Action, for the rest of the battle, or for 1d3 hours outside of battle, you transform into a demonic Succubus. You gain at-will Flight, the Void Fire and Life Drain at-will spells, and a +5 bonus to all CHA based skill checks. Your appearance changes to reflect your new(temporary) nature, and while obviously demonic, your new form is also incredibly gorgeous and highly irresistible. You still have access to all your normal abilities in this form. If a demon or Tiefling attunes to this, it is an Encounter ability instead of daily and can be used at-will outside of battle.
Spear of Rebellion(Iconic Legendary Artifact): +4 Attack/Damage. +40 damage against demons. If targeting a demon, your basic attacks with this weapon can be nearby or faraway attacks(These still count as melee attacks and do not trigger attacks of opportunity). The crit range of this weapon is 18+. Each time you land a critical hit with this weapon, you gain 1d8 temporary HP per your level, and the crit range further expands by 1. This resets at the end of the battle.
Armor of Rebellion(Iconic Legendary Artifact): +4 AC/PD. This armor can only be attuned to by demons, and changes based on your class(So demon mages would get Robes of Rebellion, demon rogues would get Light Armor, etc). The default bonus does not change. Enemies that are higher level than you take a penalty to both their attack and damage against you equal to the difference in level. Whenever an enemy attempts to intercept, engage, disengage, or move away from you(Excluding teleport), make the following attack against them as an Interrupt Action:
Force Tentacle Highest Attribute + Level Vs PD - 1d8 Force damage per your level Nat Even Hit: The target is picked up and slammed into the ground, dealing an additional 1d4 damage per your level and rendering them prone(Must use a Standard Action to get up). Does not affect targets that are larger than you. Miss: Damage equal to your level.
Rebellion Set Bonus(3 pieces total): +5/+15/+25 HP Resist Demon Attacks 11+/14+/16+ If wearing all pieces: Gain the Daily Ability Rebellion Edge.
Rebellion Edge: All nearby enemies in a straight line in front of you(Melee attack with Spear of Rebellion) - 99 damage + 1d8 bonus damage per your level, and all targets are Stunned until the end of their next turn. Demonic enemies that are of a lower tier than you are instantly destroyed on a Critical hit.
Bottle of Voidsent Blood x3: A bottle of deadly demonic poison that explodes when thrown. AoE ranged attack, Dex + Level Vs PD 1d3 nearby enemies. On a hit, targets take 10d8 Fire damage and 2d410 ongoing Poison damage. If imbibed directly, and the person/target is not a demon, they must immediately begin making Last Gasp Saves as their blood begins to boil. If they are a demon, they take 2d810 Poison damage instead.
8,000 gold (Per PC) Potion of Resist Fire(Iconic) x5 Potion of Resist Lightning(Epic) x3 Draft of Bahamut(Permanently increases max HP by 30) Scroll of the Windswept Cave(Permanently increases maximum Ki for monks by 1) Amber Draught(Permanently increases maximum Recoveries by 1) Unknown Map
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Post by Neo on Oct 10, 2019 18:19:36 GMT -6
Standard Action(Daily), targets all nearby enemies OR one demonic enemy in line of sight(Summoner's choice)
Highest Attribute + level + 4 VS PD
All nearby enemies(Dark Blaze): 2d8*10 Fire damage, and Negative Energy damage equal to 10% of each target's max HP. This secondary damage ignores resistance and cannot be reduced.
One demonic enemy(Eternal Slumber): 4d8*12 Force damage, and the target is put to sleep until their next turn(The target is not awoken by damage in this time). At the start of their next turn, the target must roll a hard save. If they pass, they immediately awaken and no further effect happens. If they fail, they awaken but take damage equal to half their max HP and are Weakened(Hard Save ends). The Weakened condition from this effect ignores abilities that would normally make the target immune to conditions(Such as Legendary Resistance).
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Post by SummerCrow on Oct 10, 2019 18:25:04 GMT -6
1 rare item, 1 magic item from the loot
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Post by Neo on Jan 21, 2020 14:29:11 GMT -6
Homebrew Hero class for the Birb.
Ability Scores: +2 to any stat, so long as it isn't the same one you increase with your racial bonus.
Backgrounds: Possible backgrounds include Orphaned Farmer Boy, Royal Princess, Rebel Leader, Wandering Adventurer, Prophesied Savior, War Hero, Bodyguard With A Secret, Fed-Up Noble, Figurehead Of A Cult.
Gear: At 1st level, a Hero starts with a suit of light or heavy armor, a change of clothes, one melee and ranged weapon, and any mundane items your character might have.
Gold Pieces: Heroes start with either 25gp or 1d6×10gp.
Armor: None- Base AC 10 Light Armor- Base AC 13 Heavy Armor- Base AC 15(-3 attack) Shield: +1
Melee Weapons Weapon Category One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 shortsword, hand axe 1d8 spear Heavy or Martial 1d8 longsword, warhammer 1d10 greatsword, greataxe
Ranged Weapons Thrown Crossbow Bow Small 1d4 dagger 1d4 hand crossbow Light or Simple 1d6 javelin or axe 1d6 light crossbow 1d6 shortbow Heavy or Martial—1d8 heavy crossbow(-3 attack) 1d8 longbow(-4 attack)
Level Progression Table:
Level Total Hit Points Total Feats Spells Known Spell Level Class Talents Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1(7 + CON mod) x 3 1 adventurer feat 3 spells known 1st level spells 3 Talents Ability modifier damage bonus
Level 2(7 + CON mod) x 4 2 adventurer feats 3 spells known 1st level spells 3 Talents Ability modifier damage bonus
Level 3(7 + CON mod) x 5 3 adventurer feats 3 spells known 1st level spells 3 Talents Ability modifier damage bonus
Level 4(7 + CON mod) x 6 4 adventurer feats 4 spells known 1st level spells 3 Talents +1 to 3 abilities Ability modifier damage bonus
Level 5(7 + CON mod) x 8 4 adventurer feats, 1 champion feat 4 spells known 3rd level spells 3 Talents 2 x ability modifier damage bonus
Level 6(7 + CON mod) x 10 4 adventurer feats, 2 champion feats 4 spells known 3rd level spells 4 Talents 2 x ability modifier damage bonus
Level 7(7 + CON mod) x 12 4 adventurer feats, 3 champion feats 5 spells known 5th level spells 4 Talents +1 to 3 abilities 2 x ability modifier damage bonus
Level 8(7 + CON mod) x 16 4 adventurer feats, 3 champion feats, 1 epic feat 5 spells known 5th level spells 4 Talents 3 x ability modifier damage bonus
Level 9(7 + CON mod) x 20 4 adventurer feats, 3 champion feats, 2 epic feats 6 spells known 7th level spells 4 Talents 3 x ability modifier damage bonus.
Level 10(7 + CON mod) x 24 4 adventurer feats, 3 champion feats, 3 epic feats, 6 spells known 7th level spells 4 Talents +1 to 3 abilities 3 x ability modifier damage bonus.
Class Features
Magic Blessing
True heroes are blessed with magic, often with no magic training or knowledge at first. It's simply in their nature to draw out untapped magic from within. Choose either Wizard, Sorcerer, or Cleric. You gain access to all spells from your chosen class, but at two levels lower than you(So a 5th level Hero would be able to cast 3rd level spells, while a 1st-4th level Hero would only be able to cast 1st level spells).
Heroic Deed
It's a hallmark of true heroes that they rise to the challenge when the stakes are highest. Depending on your backgrounds and unique thing, this can represent just amazing badassery, the spiritual guidance of a mentor, or an unbreakable belief in the power of friendship. Once per day, you can grant yourself a +10 bonus to a skill check. You must announce that you use this ability before you make the roll. Adventurer feat: If the natural roll is a 17+, you don't expend this ability.
Heroic Strike
What you lack in formal training you make up in spirit and determination. You gain the heroic strike, a flexible melee attack (see core book p. 167) that gives you a damage boost if your attack roll is high.
Heroic Strike Flexible melee attack, at-will Triggering Roll: Any hit with a natural 17+ Effect: Increase your weapon damage dice by 1. At 5th level, increase them by 2. At 8th level, by 3(Cannot go above d12)
Adventurer feat: Choose one Inspiration Power on your first Heroic Strike each battle.
Champion feat: The triggering roll is now a natural 14+.
Epic feat: d12 damage can now be increased to d20.
Heroic Resolve
Your pure heart and strong determination allow you to shake off poisons and whatever else your enemies throw at you. You gain a bonus to saves, death saves and disengage checks equal to half your Charisma modifier(Round up).
Champion feat: The bonus is now equal to your CHA mod instead of half.
Inspiration
The first time you rally in a battle, you can choose to inspire yourself or an ally to greatness. Roll a d6 on the table below.
Roll Self Ally 1:Increase the escalation die by 1. 1: Increase the escalation die by 1. 2: Take a free standard action next turn. 2: Your ally can take a free standard action after your turn. 3: Double the hit points gained from this rally or the next recovery you spend. 3: Your ally can spend a free recovery to heal. 4: Your next basic attack can target up to 3 nearby enemies. 4: Your ally regains a daily power OR deals double damage on their next hit. 5: Your next even normal hit against an enemy is a critical hit. 5: Your ally's next normal hit is a critical hit. 6: The next odd hit against you is a miss. 6: The next hit against the ally deals half damage.
Class features and talents can grant you additional uses of Inspiration. However, in each battle, you can only gain the benefit of each number once, either for yourself or an ally. Reroll numbers that you have already used. Once you have used all six possible benefits, you cannot gain additional inspirations this battle.
Climactic Battle
Once per level, you can declare a battle to be a climactic battle. This is a free action. When you do, immediately choose an inspiration from the table, either for yourself or an ally. You can choose an additional inspiration at the start of every turn when the escalation die is even.
Class Talents Choose 3. You gain an additional Talent at 6th level.
Bow Hero
Your Heroic Strike is now a flexible melee or ranged attack. You take no penalties from using any ranged weapons, and the damage dice of your ranged attacks with bows is increased by 1 stage(d6 to d8, d8 to d10, etc).
Adventurer feat: If you spend a Quick Action to aim before using a ranged attack, your crit range for that attack is expanded by 3(Usually to 17+).
Champion feat: 1/day, when you hit an enemy with a ranged attack, you can immediately Rally as a Free Action.
Epic feat: Your ranged critical hits with Bows now also leave enemies Stuck(Save ends, 11+).
True Heroic Strike
You can trigger your Heroic Strike on 15+(12+ with the Heroic Strike Champion feat). 1/day, you can choose to automatically make a successful Heroic Strike, regardless of the natural attack roll.
Adventurer feat: 1/battle, if you declare you are going to succeed on a Heroic Strike before you roll to attack and are successful, the crit range for that attack expands by 4+(Usually to 16+).
Champion feat: The automatic success from True Heroic Strike is now 1/battle.
Epic feat: 1/battle, your Heroic Strike is an automatic Critical hit.
Greater Machinations
Anyone who is destinied for greatness has the attention of the big movers and shakers in the world. 1/day, you can choose to gain a 5 with any other icon that has no relationship with you, but at least one with any of your allies.
Adventurer feat: You can now choose to gain a 5 with an Icon that you do have a relationship with.
Champion feat: You can now choose to gain a 6 Icon die instead of a 5.
Never Give Up
Your Recovery Dice are increased by one stage(d6-d8, d8-10, etc). 1/day, when you are first staggered, you can immediately Rally with an Interrupt Action if you have not Rallied this battle. The first time each battle you drop to 0 HP, you are instead left with 1 HP and gain +2 to all of your defenses until the start of your next turn.
Adventurer feat: You can spend a Free Recovery to heal when you are first staggered each battle, even if you have already Rallied that battle.
Champion feat: The bonus to your defenses is increased to +4.
Epic feat: The bonus to your defenses now lasts until the end of the battle.
Heavy Knight
You can wear heavy armor without penalties, your base AC in heavy armor is increased to 17, and your base HP is increased to 8. 1/battle, while wearing heavy armor, you can choose to take half damage from an attack that targets your AC.
Adventurer feat: You can now take half damage from an attack that targets your PD.
Champion feat: You can now take half damage from an attack that targets your MD.
Epic feat: 1/battle, you can fully negate an attack that targets your AC or the AC of a nearby ally.
Nemesis
Create a Nemesis NPC together with your DM. When you are in battle against your nemesis, the fight is always a climactic battle, and does not count against the once per level limitation.
Adventurer feat: You gain a +2 bonus to all attacks during a battle with your Nemesis.
Champion feat: During a battle with your Nemesis, you can choose one Daily or Recharge spell. That spell can be used up to 3 times this battle.
Epic feat: During a battle with your Nemesis, roll twice for your melee attacks and take your preferred result.
Hero of Magic
The spells from your chosen class are now equal to your level, instead of two levels lower. You gain the following features depending on which spellcasting class you chose. You gain access to any feats involved.
Wizard: You gain the Cantrips feature and a bonus spell slot for Wizard utility spells. Sorcerer: You gain the Sorcerer's Gather Power feature. Cleric: You gain access to the Cleric's Heal feature. Divine(Only Aeva and Val can pick this): You gain access to the Cleric's heal feature, and the Paladin's Bastion talent.
Adventurer feat: The crit range of your spells is increased by 1.
Champion feat: You can swap out your known spells at a Full Heal-Up.
Epic feat: You gain a bonus spell from a different spellcasting class that is your level or lower.
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Post by SummerCrow on Jan 23, 2020 17:41:08 GMT -6
Need to know default MD/PD/recovery die
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Post by SummerCrow on Feb 13, 2020 10:01:54 GMT -6
TO KEEP Money & Trade Goods
28,300 Gold 3,079 Silver 110 Copper 1175 Ancient Gold 10 Sandollars 5 Arena Coin Magic Items AlonditeBlack Knight's ArmorSealed Ruby Necklace Tome of Arcane MysteriesTome of DarklightSolara's CloakDestiny Knot Castle HelmDreadqueen ChainmailBelt of PotionsGungnirEmpyrean ArmorEmpyrean HelmSerrated Short Sword (dripping with poison) (Serpent's Bite) Dragon Claw Dagger (Baselard) Eye of JormungandBronzefire Gladiator Armor Ancient Dwarven Aegis Karstaag's HornSoul Edge
Clockwark Cloak (Cloakwork) Boots of the Hero's Footsteps Orb of Sorcery The Eye of BelamorKnot of Divine HarmonyRitual Mittens Blades of ChaosRobe of the AncestorsJotunheim, Axe of KarstaagStaff of the Priestess
Greatsword of the Ox King Armor of the Ox King Throne Treading Sandals Siege Engine Mitts Orb of Slaying Diablos Ring(Summon) Shadow Dragon's OrbOrb of True SightWondrous Items
True Bag of Holding Bag of Golding Flute of the Sea Mirror of Truth Fire Ring we got off that stupid brat Lycianus' stupid dead corpse Starsilk GownLantern of the DeepsGolden Bag of the EmperorPenth's CoatBag of StormsDice of FateNon-Magic Equipment
Rusted Elite Imperial Dragon Rider Armor Rusted Imperial Sword/Shield Rusted Imperial Javelin Rusty Sword Mythril Shirt Mythril Cloak Mythril ShieldAncient Sword Small cask of oil Small cask of gunpowder Totems
BEYOND RAINBOW WHITE FATALIS Prismatic COCKatrice Totem Prismatic Crab Totem Prismatic Kaiju Platinum Tarrasque Platinum Green Dragon Totem x2 Platinum Behemoth Totem Platinum Siege Breaker Troll Totem Platinum Roc totem Platinum T-Rex Totem Platinum Barghest Platinum Gigas Titan Platinum Ceadeus Platinum Jormungand Platinum Sea Serpent Totem x2 Platinum Lagiacrus Totem Platinum Elder Worm Totem Platinum Air Elemental Platinum Balor Totem Platinum Derp Totem Platinum Qurupeco Gold Azur Rathalos Gold Pink Rathalos Gold Dodongo x2 Gold Zinogre Gold Sea Serpent Gold Barioth Gold Brachiosaur Gold Behemoth Gold Blizzard Lord Gold Chaos Hydra x2 Gold Naga Warrior Gold Dragonturtle Gold Blue Dragon Gold Black Dragon Gold Dire Bear x2 Gold Ultra Mega Chicken Gold Steve Silver Dodongo Alexander Mark Quetzalcoatl Mark Potions/Scrolls/Charms/Etc
Potion of Healing (Iconic) x16 Potion of Healing (Epic) x7 Potion of Darkvision (Adv) Potion of Nightvision (Champ) x1 Potion of Jumping Potion of Farsight Potion of Detect Dead Potion of True Sight x3 Potion of Ultimate Endurance (Iconic) Potion of Calm Storms (Iconic) Potion of Herculean Strength (Iconic) Potion of Heroic Inspiration Potion of Giant Strength Potion of Ultimate Strength x2 Potion of Endurance (+30 temp HP) Potion of Dragon's Breath x2 Potion of Lightning Breath (Iconic) Potion of Fire Breath Potion of Poison Breath Potion of Slippery Oil Potion of Glory (Iconic) x2 Potion of Regen (Iconic) (3d12) x2 Potion of Dragonskin x3 Potion of Greater Stoneskin (iconic) (+5 AC) Potion of Resist Cold (Iconic) Potion of Resist Storms (iconic) Potion of the Deep Potion of Water Breathing (Iconic) x5 Potion of Resist Fire (Iconic) x5 Potion of Resist Cold (Iconic) x3 Potion of Resist All (Epic) Potion of Devastation (Iconic) Potion of Resist Fire(Iconic) x5 Potion of Resist Lightning(Epic) x3 Amber Draught(Permanently increases maximum Recoveries by 1) Drought of Babylon (Max recoveries +1) Scroll of Healing Wind x3 Scroll of Water Breathing Scroll of Poseidon Scroll of Control Weather Scroll of All-Vision Water Bearer's Scroll Scroll of Ice Armor Hurricane spell scroll Eruption spell tome Scroll of Aurora Borealis Sword Master's Pendant Swordsaint Pendant (+5 disengage/AoO) x3 Crusader's Warhorn Barbarian War Axe x2 Lu Bu's Axe (+4d8 melee) x3 Fighter's Warhorn x3 Wargod's Wine x11 Chimera Wing x9 Angel Feather x3 Minerva's Feather x2 Dragonshield Charm x11 Wind of Victory Charm March of Flame Charm Stormchaser Boots Ogre King Gauntlets Sorcerer's Hat Mage's Walking Stick Cleric's Holy Implement Tempest Axe Charm x10 Philosopher's Stone All Divide x2 Frost OrbGems/Jewelry
Large ancient ice diamond Ancient typeless diamond (Jorm) Ancient black diamond dragonblood gems x3 Ancient lightning sapphire Ancient fire ruby Ancient ice diamond Ancient sapphire Ancient ice sapphire dragonblood x5 Ancient acid obsidian Ancient fire diamond Ancient emerald x2 Pristine lacrima crystal Large diamond dragonblood gems x2 Materials
Weird hunk of dark and black metallic rock (acid-obsidian) Chunk of glacial crystal ore Chunk of mythril ore Ancient metal chunk Star metal chunk Fossilized amber Rainbow scale World Serpent Scale x7 World Serpent Tooth Piece x1 2 spikey gold scales 1 clump of pure moondust Naga ore Books/Maps
Tome of Overworld Lineage Ivory Lagiacrus Taming Guide Naga Sea Scroll Undersea Scroll XII Treasure Map IX Ancient Map (Karstaag horde) Ancient Naga Scroll (Jorm, un-numbered) Book of Demonology Brammimond's Research Notes Brammimond's Tome Shangri La mountain riverbed treasure map Unknown Map (Demon cave) Quest Stuff and Keys
Winterfell Castle Key Ceremonial Quest Dagger (Karstaag) Platinum Chip Mysterious Painting of Woman (purged) Alfread's HelmOther
Worn Dragon Saddle Brammimond's Ritual Dagger Winterlands travel pack Backpack (they're useful, OK!?) I Don't Know What This Is
Condensed Primal Energy shards x4 Life Stone Ancient Naga Artifacts TO SELL Wondrous Items: Iron Fortress
Other Stuff: Small cask of oil Small cask of gunpowder Barrel of Void Salts 2 Emerald 1 Ruby 1 Sapphire Exquisite rubies x5 Exquisite sapphires x5 Exquisite emeralds x5 Sapphire x4 Small Sapphire x5 Emerald x3 Small Emerald x5 Ruby x5 Small Ruby x5 Small Crystal x3 Jeweled Sapphire Necklace Jeweled Emerald Ring Prismatic Goddess Statuette (used) Super-special Goddess Statuette (used) Golden Goddess Statuette (used)
Potions and Scrolls: Potion of Healing (Champ) x7 Potion of Healing (Adv) x7 Potion of Magic Resist (Champ) x2 Potion of Resist Fire (Adv) Potion of Resist Lightning (Adv) Potion of Resist Frost (Adv) Potion of Undetectable Passage (Epic) x 3 Potion of Supreme Night Vision Potion of Nightsight x1 Potion of Elemental Endurance x3 Potion of Glory (Champ) x3 Potion of Glory (Adv) x1 Potion of Regeneration (Champ) x1 Potion of Greater Stoneskin
Scroll of Fire Bolt Scroll of Thunder Bolt Scroll of Sniping/Ranged Strike Scroll of Ghost Sound
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Post by SummerCrow on Feb 13, 2020 19:16:29 GMT -6
Boots of the Dragon Rider(Epic, Recharge 6+): +3 to disengage checks. When you would fall, roll a normal save.If you succeed, you do not fall and remain as close to where you started to fall as possible. Quirk: Hot headed.
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Post by SummerCrow on May 2, 2020 18:49:06 GMT -6
Jerksnake (Levi) loot
Record Disk Tidal Arc+ Materia Prismatic Proto Levi Totem
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Post by SummerCrow on May 6, 2020 1:08:26 GMT -6
Aura colors
Nyl: Yellow ribbons
Idoun: Blue/purple swirls
Drya: Dark green roots and leaves
Penth: Light gold with red and orange swirls
Ninian: Light-blue, swirling tornado-y thing
Raven: Light-blue silvery aura, orange sunny aura that constantly shift around, constantly filtering magic from environment
Adol: Gold, twisted and matted
Solara: FIGHTING GOLD
Thalia:
Xeno: Sluggish, flowing mass of blue-pink, slightly foreign
Xavia: Deep black ocean, but half water and half fire. The currents of her aura are fast and unpredictable
Miranda: Complex, twisting on itself, constantly regenerating and decaying, seems to be drawing on magic from different planes and icons and possibly cycles
Noire: Purply and swirly and elegant, but is also dark and sinister and has some resemblance to Penth's aura. In a way that only a relative should
Maria: Giant flaming rose thorn pillar
Juli: Colorful and frantic. Lots of shades of red, kinda a dance floor vibe
Aeva: Airy and light, pink and green swirls, like a big wind
Aria: Aurora Borealis? At this time in the campaign in this part of the empire localized entirely in this dragon? Yes
Raevana: Multi-layered tornado of mostly orange with purple and green
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Post by SummerCrow on May 23, 2020 18:29:31 GMT -6
Ring of Steel Protection(Wondrous)- +2 AC
Vial of Blood Mist(Single use, all nearby allies recover 30 HP)
3000 gold
Rusted magical shield from the tower
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