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Topics - Throndir

#701
Custom Content / [Item] Regenerating Kit
April 28, 2012, 03:28:11 PM
Light/Moderate/Serious Regenerating Kit
The regenerating kit not only contains various herbs, bandages, and salves, common in most other healers' kits, but it also has small bottles of magical liquid (and tools specified for handling such liquid) in order to speed up the regenerating and growth rate of an individual. However, if placed incorrectly, the liquid may instead cause damage to a subject's tissue, and only the most skilled healers should work with such dangerous material.

Light Regenerating Kit

  • +0 roll modifier
  • 50 gp
  • Max 10 healing
  • 1 use
Moderate Regenerating Kit

  • +5 roll modifier
  • 300 gp
  • Max 20 healing
  • 1 use
Serious Regenerating Kit

  • +10 roll modifier
  • 750 gp
  • Max 30 healing
  • 1 use
Masterwork Light/Moderate/Serious Regenerating Kit

  • +2 to roll modifier (along with previous bonuses)
  • +100 to cost
Stabilizing
Herbs/Salve - Requires Knowledge (nature) +2 to rolls, using up 1d4 herbs. Can only be applied once.
Healer's Kit - Requires Heal as Class Skill +1 to rolls, uses up 2 'charges' of the Healer's kit. Max +5.

On Use
Target: Selected
Range: Touch
Duration: Instant, 1 Standard Action
Amount Healed: 1d20 + Heal skill (includes wisdom modifier and skill ranks) + Regenerating Kit Modifier - 20 = Amount Healed or Damaged

  • If the result is negative, the target not only takes damage but has to succeed a fortitude save against poison at DC 10.
  • Poison has 1d2 initial damage, and 1d4 secondary damage (1 minute later/10 rounds later).
  • If a 1 is rolled, target is poisoned.
#702
Tales of the Silver Arms / Solo RP - Talmite Tegura
April 28, 2012, 03:19:04 PM
Talmtie Live RP

NPCs: Throndir, Lance
Talmite: Kazamatta

You saw the village in the distance. It was the village of Darkroot, populated by orcs, half-orcs, and humans. You knew from your history and what you know of the place, that it was a so-called ?social experiment?, designed to test and see if any semblance of a civilization can be created from the harsh Swamps of Orcen, filled with those leathery skin creatures. You knew that the citizens of the village were all at least tolerable folk, but you still held your guard as you finally made it to the city.

You looked towards the others who were traveling with you; Jurn the gnome and engineer, Aryth a rare half-Nymph, and Kulik, the leader of the band. It was a unique group for the Silver Arms, but it was a group that you had come to trust. Perhaps even Jurn, who, annoying at first, eventually became someone reliable (at times).

Kulik Theboras: There it is. Our destination, Darkroot. Prepare to settle in, we?ll be here for?

Kulik pulled out a knife and eyed his companions.

Kulik Theboras: ...some weeks I?d imagine.

Aryth Elearis: Don?t go about causing chaos and we?re supposed to be helping.

Kulik Theboras: I do hope we get to see some action here though?

Jurn Gabbengulp: The other wizard and I already have a hard time making sure you don't go about finding too much attention.

Jurn said, ?the other wizard? referring to you; a nickname he had given. The gnome laughed as Kulik just shrugged. But nothing more was said as the group made its way towards the village. Immediately they were greeted by what looked to be an Orc Chieftan. At this, Aryth steps to the front. Even though Kulik was the highest ranked Silver Arms member of the group, as well as the leader when it came to combat and fighting, the man usually didn?t bother much with talking to others. It had almost became a routine for them, Aryth would usually be the one to talk. For the most part, this usually would be the best course of action, being half-Nymph, Aryth always had a way about convincing others or at least getting others to relax and accept their group more easily.

Unfortunately however, this time, it didn?t quite work. The orc chieftan, though he stared for a moment longer, continued on.

Talmite Tegura: Yea plus I'm not trying to get in any trouble I have spent to much time following a good path to turn away now so put away the knife and act normal.

Kulik Theboras: (Sheathes his knife)
Kulik Theboras: A time and place for everything, I suppose.
Kulik Theboras: Let's carry on

Jurn laughs. While Aryth smiles warmly.

Kulik Theboras: (ahem)

The orc chieftan made his way towards the group.

Toraarsh?Dorrm: I am Toraash?Dorrm, the reeve of Blackroot. The Silver Arms have told me to expect you. But we?ve no inn, and no tavern. If you plan to stay here long, then I suggest you build your own lodging or convince one of the village folk to let you stay.

Talmite Tegura: Smiles and says, "Please do."

The orc looked carefully at the group.

Toraarsh?Dorrm: Do you have any questions before I take my leave?

Aryth looked towards Kulik, though Kulik didn?t really pay attention. She then turned towards Jurn, eliciting a response.

Jurn Gabbengulp: How many roots do you have? Not any kind of root, but the special roots that combust easily. You see, I have this experiment-

Toraarsh?Dorrm: We?re called Darkroot for a reason.

You can tell Jurn was about to speak again, but a sharp glance from Aryth quieted him. She then turned towards you.

Aryth Elearis: Anything you think we need to know Tal?

The gnome grumbles. Though he keeps silent. You can tell he was thinking about those 'roots'.

Talmite Tegura: Yes. Where is the closet place on the edge of town to build a lodging at? I been on my own for a while now and need to get use to being around civilization again.

The orc stares at you strangely. An dshrugged as if the question did not matter to him.

Toraarsh?Dorrm: Anywhere you find in the village.
Toraarsh?Dorrm: But know that we have no inn, and nor do I think others would willing let strangers stay with them.

The orc nods as he moves on his way back towards the village.

You see the reeve of Darkroot nod as he leaves your group and makes his way back towards a large hut you see in the distance.

Kulik Theboras: Well, it looks like we're to find our own ?lodging?. Though, where, might be a different story altogether.

Jurn Gabbengulp: Well as long as they have roots.

Kulik Theboras: Dear gnome, this place is called Darkroot.

Kulik responded dryly and Aryth chuckled in response.

Aryth Elearis: Not to mention we're in the middle of a swamp.
Jurn Gabbengulp: Y-Yes but, it's a special type of root!

You hear Kulik cough, while Aryth smiles widely.

Aryth Elearis: I'm sure it is, but we've yet to find lodging first, and I'm sure we'll have more than enough time to get used to these surroundings. For me I'd prefer the lushness of my home forests. But even though the plant-life here are a bit more wild, I'm sure we can make our home here.

Kulik Theboras: Indeed. For me I prefer the bustle of the city. Something like this doesn't really suite my needs. But... I'm sure it'll be so very wonderful living in swamplands such as these.

Jurn Gabbengulp: I just want to find roots!

Both Aryth and Kulik eyed the gnome curiously, but chose better than to respond to his statement.

Kulik Theboras: Regardless of anything else though, the pretty lass is right, we do need to find a place to stay. We've already reached what looks to be the center of the village. Let's split paths and look around. See if anyone's willing to give us lodging, or perhaps see if there are any abandoned homes we can make use of. Everyone agree with the plan?

You see Jurn nod. Aryth smiles and nods right after. Kulik then turns towards you.

28/04/2012 10:05:58 * Kulik Theboras quit (timeout)
28/04/2012 10:06:33 * Toraarsh?Dorrm quit (timeout)
28/04/2012 10:07:07?-? (OOC: I think he dced.)
28/04/2012 10:07:56?(Observer)Hasabushi? (looks like it)
28/04/2012 10:08:18?(Observer)Hasabushi? (Is this taking place during the current events in SA or before?)
28/04/2012 10:08:21?Kulik Theboras? (Shall I hunt him down?)
28/04/2012 10:08:21?-? (Just when I got to the free-run part~)
28/04/2012 10:08:48?(Observer)Hasabushi? (lol)
28/04/2012 10:08:51?Aryth Elearis? (Aryth frowns) You shouldn't hunt down y our companions.
28/04/2012 10:09:05?Jurn Gabbengulp? You should burn them instead!
28/04/2012 10:09:06?Kulik Theboras? (shrugs)
28/04/2012 10:09:17?(Observer)Hasabushi? (LOL)
28/04/2012 10:09:18?-? At that Aryth looked at the gnome in dismay.
28/04/2012 10:09:24?Aryth Elearis? Not you too. D:
28/04/2012 10:09:59?-? (lol Now what? Dunno if we should just wait here.)
28/04/2012 10:10:07 * Talmite Tegura joins General
28/04/2012 10:10:22?-? (Welcome back! How much of it were you able to read?)
28/04/2012 10:10:24?(Observer)Hasabushi? (wb)
28/04/2012 10:10:44?Kulik Theboras? (bows in greetings)
28/04/2012 10:10:55?Talmite Tegura? (Sorry bout that my comp went a little crazy on me)


Talmite Tegura: Tells the gnome darkroot=special roots

Jurn Gabbengulp: No no no. The speical roots I'm looking for are special.
Jurn Gabbengulp: They combust very easily.
Jurn Gabbengulp: It's for a potion...

The others shrug.

Kulik Theboras: Regardless of anything else though, the pretty lass is right, we do need to find a place to stay. We've already reached what looks to be the center of the village. Let's split paths and look around. See if anyone's willing to give us lodging, or perhaps see if there are any abandoned homes we can make use of. Everyone agree with the plan?

You see Jurn nod. Aryth smiles and nods right after. Kulik then turns towards you.

Kulik Theboras: And what have YOU to say about this course of action, recruit?

Talmite Tegura: I nod and say ill head south

Kulik Theboras: That settles it then. We'll meet back here at the center. I have some... business to attend to here first though.

You notice Aryth and Jurn look to his direction but shrug as they both make their own ways through the village. Kulik always had a habit of going off on his own, though, he was suspicious at first, the group eventually learned to trust in his decisions.

Jurn Gabbengulp: Looks like we look around the place. Looking around the place is exactly what we should do! Hopefully there's some roots...

You see Jurn head north, taking the northern path. Aryth heads eastwards. While Kulik makes his way back towards the entrance of the village.

You're standing at the center plaza of Darkroot, if it can be called a plaza. You see the center square, in the middle of the square was a large statue of a human warrior beside what looked to be an orc warrior. You see a man at the center, a stall in front of him, and a down-trodden face. The ground was surprisingly paved with cobbled stone, unlike the rest of the village which were dirt and mud roads for the most part. Being a swamp, many of surrounding areas were bogged down in marsh-like areas. The road splits itself here going north, east, south, and west.

Talmite Tegura: (South)

Like the Western road, you realize that the path southwards continued on from where the road entered into Darkroot from its western end. There was some attempt at extending the paved road, and you realized that if trade caravans were to pass through the village, they would enter from the west and end up at the southern end. To the north you see the town center, while further on south you see the road stretch onwards, as well what looks to be fields of some sort of plant that the villagers were growing and harvesting.

Talmite Tegura: I head towards the south observing the are as I walk.
Talmite Tegura: Those strange plants look interesting but i must focus on the task at hand I can worry bout later

As you travel southwards, you see two orcs getting into an argument. You could come closer to them if you wish. Other than that, there were not many other features of the area save for the fields they harvested.

Talmite Tegura: I cautiosly approach the two orcs knowing that this can turn bad for real quick.

The two orcs are arguing about land ownership. Apparently both the farmers at each end of their farm's borders.

Talmite Tegura: I say to them, "How bout fencing your borders so no one an enter onto your land."

The orcs look towards you. Suspiscion first entered their eyes though they quickly calmed.

Grufflesnort: Fences!?
Grufflesnort: Grufflesnort no need fences!
Grufflesnort: This land mine!

The other orc looked towards you, and nodded in agreement.
Though he quickly scrunched up his face at the others' proclamation.

Ogaren: They're mine!
Grufflesnort: (snort)
Ogaren: This my land since my father's father's mother!
Ogaren: Even before the hoomans came into the village!

Talmite Tegura: But if you both own land next to eachother then a fence would properly show ownership of it. If the other comes onto your land then they are at fault at that point

Grufflesnort? (At this, you see the one called Grufflesnort wave his fist menacingly)

The orcs glare angrily at each other though they glance at you at times.
Ogaren visibly calms however, as he picks up a nearby stick.

Grufflesnort: (Grufflesnort seems to think for a moment)

He moves beyond Grufflesnort then stabs the stick into the ground.

Ogaren: MY land
Ogaren: This. Fence.

Grufflesnort: Grufflesnort then picks up TWO nearby sticks, placing them further down then Ogaren'
Grufflesnort: My Fence.

Talmite Tegura: You should have one built along the complete border between the two lands I will help once I can find a place for me and my fellow group members to stay

The two keep arguing. Their voices getting loud. Their words drowning out your own.

Talmite Tegura: Do either one of you know of any such place?

Grufflesnort: (Grufflesnort glares at his rival, though he looks at the human's way)

Ogaren: No! It eats like- ... Eat?

Grufflesnort: (Grufflesnort, about to bring down a tirade, stopped immediately)

Talmite Tegura: I tell the two you see that creature wouldn't be able to get in your land if you fenced it off like I was suggesting.

Both orcs stare in bewilderment as they watched the creature started eating their own crops. At a rate that was surprisingly fast.

Grufflesnort: Eat....
Grufflesnort: RAAAARRRGGGHHHH!
Grufflesnort: Grufflesnort yells as he starts charging at the creature

You see the orcs rush towards the creature. Picking up rocks along the way and throwing them at it.
Within that moment, other creatures appeared beside it.

Talmite Tegura: Runs up to help the orcs hoping to gain their trust

10:37:40 ?(Observer)Hasabushi? (eek lol)

Talmite Tegura: pulls out sword to attack one of the creatures /1d20

Grufflesnort: Grufflesnort yells as he starts charging at the creature

You see the orcs rush towards the creature. Picking up rocks along the way and throwing them at it.

Your strike hit the creature keenly, and in a single strike the slime monster stopped moving. Though there was still 3 of them.

Talmite Tegura: attempts to strike another /roll 1d20+1

The other orcs manage to hit their targets as well. Two of the other slime monsters were quickly dispatched.

Your attack missed.

As you struck again, you barely hit. Though, you managed to land a strike. In that moment that slime mold disappeared as well. Both orcs looked around for any more, but there was none to be found.

[Exp +150]

Grufflesnort: (Snorts)

Talmite Tegura: Tells the orcs they apper in the road and ennter you land if you build a fence they will not be able to enter again

Both orcs stare hard at each other, though you see the both of them starting to pick up sticks and stabbing them into the ground.

[Exp CR1, +100]

The two orcs continue their work.

Talmite Tegura: I lay a pile of sticks by the orcs and say to build your fence you will need to put them close together were nothing can get between them
Talmite Tegura: I now head back towards the town center to see if my fellow Silver Arms members are there and to tell them about the places to the north

The orcs nod their heads as they go about on working on the fence. You notice that the two kept eyeing each other, and you wondered if they'd ever finish the fence before launching back into an argument.

Talmite Tegura: I look back and shake my head at how they keep eyeing eachother then continue on my way north back to the town center

To the north you see the town center, while further on south you see the road stretch onwards, as well what looks to be fields of some sort of plant that the villagers were growing and harvesting.

You're standing at the center plaza of Darkroot, if it can be called a plaza. You see the center square, in the middle of the square was a large statue of a human warrior beside what looked to be an orc warrior. You see a man at the center, a stall in front of him, and a down-trodden face. The ground was surprisingly paved with cobbled stone, unlike the rest of the village which were dirt and mud roads for the most part. Being a swamp, many of surrounding areas were bogged down in marsh-like areas. The road splits itself here going north, east, south, and west.

Talmite Tegura: I look around to see if Jurn, Aryth or Kulik are back here

As you look aroudn you realize that none of the others are at the meeting place yet. Likely they were still exploring the town as you were.

Talmite Tegura: I head north to investigate the houses i was told about by the two orcs

The northern path you can tell, is where most of the villagers make their residence aside from the western path. You notice however, that these huts have their own gardens, though small and rough compared to the ones that you were accustomed to. You see some half-orcs talking, though they looked at you, for he most part they did not pay you any attention. You see the path continue on northwards and the center square to the south. Continuing northwards Around you, you see numerous cottages and huts lined along the roads. There were some other farther deeper into the swamps with rough roads leading towards them. There were even some homes being newly constructed. To the south you see the way back towards the center. You see your companion Jurn squatting down looking down at something, at what, you do not know.

Jurn Gabbengulp: Roots, roots, roots. Oh you strange little roots! Hmm. Oh! The other wizard.

Jurn Gabbengulp glances towards you, though he keeps squatting down and rummaging through what looks like a bush.

Talmite Tegura: I walk up to Jurn and say i have been told there is avalible housing here in the north part of town we should go gather the others.
Talmite Tegura:You can look for all the roots you want after we settle our lodging we need a place to stay.

The gnome looks at you curiously. He looked dismally at the bush in front of him.

Jurn Gabbengulp: B-b-but...
Jurn Gabbengulp: Kaboom!

THe gnome said as he spread his arms wide in exaggeration.
He looks towards you again.

Talmite Tegura: Come on without a housing how do you expect to have a place to create your potions you so wishing to do?

You see the gnome thinking. But eventually he shrugs.

Jurn Gabbengulp: I'll leave the home-searching to you, Kulik, and Aryth. The roots have to be found!

Talmite Tegura: Now lets go Jurn there is roots all over this town as we search for the others you might see the roots you are lookin for.

You see the gnome move to another set of bushes, and once again he starts to squat down.
He sighs, but eventually he stands up.

Jurn Gabbengulp: Don't ask me where they are though.
Talmite Tegura: Let's head south to the town center then go west

He glances back at the bushes, though, after dusting himself off from the dirt he starts to follow you.

Talmite Tegura: I then start to head south with Jurn along with me

You're standing at the center plaza of Darkroot, if it can be called a plaza. You see the center square, in the middle of the square was a large statue of a human warrior beside what looked to be an orc warrior. You see a man at the center, a stall in front of him, and a down-trodden face. The ground was surprisingly paved with cobbled stone, unlike the rest of the village which were dirt and mud roads for the most part. Being a swamp, many of surrounding areas were bogged down in marsh-like areas. The road splits itself here going north, east, south, and west.

Wandering around, Jurn sits on the stone-bench-like object surrounding the statue.

Talmite Tegura: Checks to see if Kulik or aryth are here.

Jurn Gabbengulp: I'll wait here?

Like before, the others were not toe be found. Save for Jurn who proceeded to sit and stretch.

You see him mumbling something, though he eventually pulls out what looks to be a journal and started reading through it.

Talmite Tegura: Don't go wandering of now we need to be together here. Ill return soon.

Without glancing back at you, he responded.

Jurn Gabbengulp: Yes yes.

Talmite Tegura: I then start to make my way West.

The buildings and homes on the western road look to be more furnished and sturdier than other homes in the village. Most people peered out at you from their homes. Though you did see some people outside. You see the larger chieftain?s hut off to the side, as well as entrance or exit to the village further west. To the east you see the central plaza. You see the entrance farther out west, and you see a figure that looks familiar. Though you'd have to move farther west to see who it was.

Talmite Tegura: I move further west to get a better veiw of the figure ahead

Being a town out in the middle of a swamp infested with monsters you would expect to see some guards, however there weren't any. And though the path looked well-traveled, there was no one else in the vicinity. Except for one person. You see your leader Kulik talking with another person. The other person was hooded so you couldn't see anymore of  the features. You realize that they noticed your presence, and within some moments the hooded man crept away deeper into the swamplands. Kulik makes his way towards you.

Kulik Theboras: Have you found any suitable homes? A place where these friendly would let us stay?

Talmite Tegura: The north side has some home. they are fancy but should suit our needs.I have found Jurn he waits ar town center now you ready to go back we still need to find Aryth.

Kulik Theboras: I see... however, my business is not yet concluded. Might you go see what Aryth is up to, then return here to me?

Talmite Tegura: If I may ask what is the buisness you have here

Kulik Theboras: (Kulik laughs)
Kulik Theboras: (placing his hand on your shoulder, Kulik leans in his close)
Kulik Theboras: There're some things you're best left unaware of.

Talmite Tegura: You aren't planning on starting something we need to keep from drawing attention to ourselves.

Kulik Theboras: (Kulik's eyes glint)
Kulik Theboras: I wouldn't worry about that...
Kulik Theboras: Just yet
Kulik Theboras: Now then, we shouldn't keep a lady waiting, Kulik says with a grin.
Kulik Theboras: Aryth should be somewhere to the East

Talmite Tegura:  (Shakes head at Kulik's stubborness) Okay do what you plan I will return once I find Aryth.
Talmite Tegura: Turns and heads to the east back to town center.

Like before there was nothing out of the ordinary. Jurn did glance up, but he went back to reading his book. The only path you haven't taken is the path east.

Talmite Tegura: Glances at Jurn then head out to the east

The eastern path still has cobbled stones for a path, but you notice that some parts were already becoming rubble-strewn and removed. It looks as if the center plaza is the only place with proper paving. You see less homes this way, though there were a couple of orcs milling about, and up ahead, to the east, you see the path head deeper into the swamplands, but still with some homes in the direction. To the west you see the center plaza and its marking statue.
Continuing eastwards you find yourself at a bog.

At the bog you see many insects fluttering about. There was only one home in this part of the village. Though, you found it hard to decide where the village ended as there was no clear indictation. You see Aryth standing near a try, and quickly looking back to the bog and to a couple of very large trees. A thoughtful expression on her face.

Aryth Elearis: Tal! It's good to see you.

She glances at you, though she kept looking towards the trees as well as the bog in he background. Knowing her for as long as you did, you knew she had something on her mind.

Talmite Tegura: As it is to see you I have found suitable homes in the northern side of town. nothing fancy but will suit us and our needs. Jurn is at town center and Kulik still talking bout "Business he has". Whats with the look on you face what are you thinking about?

Aryth Elearis: Well... These trees are just perfect. It won't be too hard, I think, making a home out of it.
Aryth Elearis: Though... hmmm..

She goes back into reverie. But finally shrugs.

Aryth Elearis: I've always wanted to see the trees of Darkroot. I've been told before that they're very easy to mend with druidic magic.

Talmite Tegura: So what is it you wish to do would you rather a place to north or we build one here?

She picked up a twig, closed her eyes, and within moments you see the twig wriggling.
She shrugs at the question.

Talmite Tegura: (Stares at wiggling twig)

Aryth Elearis: I'll follow you to the town square. We can decide then.

She laughs as she hands you the twig.

Talmite Tegura: Ok lets go then.

[Gained Enchanted Twig]

Talmite Tegura: Hmm...interesting twig.

Back at the center of the town, you see the gnome in the same place as before. He waves towards you as you and Aryth make your way towards him. Kulik was still no where in sight, and you figured he must still be at the western end of the town.

Talmite Tegura: Make my way bask west to town center with Aryth

Aryth Elearis: That one is always disappearing.

You see the gnome nod his head.

Talmite Tegura: Looks at Jurn and Aryth and say I'm going to go get Kulik and will return with him.

Aryth smiles.

Aryth Elearis: Bring him back here soon!


Talmite Tegura: Smiles and says will do.
Talmite Tegura: I then make my way to the west back to where I last saw Kulik.

Moving westwards, you see Kulik once again.

Talmite Tegura: I walk up to Kulik and ask are you finished yet?

Kulik Theboras: Emerging from the shade of a small building he was leaning on, Kulik only grins.

Kulik Theboras: My business is done
Kulik Theboras: for now, at least

Talmite Tegura: Either way let's head back to town center Aryth and Jurn are waiting.

Kulik Theboras: Have you any more news on a suitable house?

Kulik asks as he walks with you back to town.

Talmite Tegura: We will decide on housing once we get to town center.

Kulik Theboras: (Kulik shrugs)
Kulik Theboras: Very well

Kulik Theboras: Or have him poke one of the citizens of the town. Like what you forced me to do...

Jurn Gabbengulp: Or sing. Really really loudly. I remember when I did that...

Kulik Theboras: You can always have him buy you something. Among the many things you already have...

Jurn Gabbengulp: That or play a random prank on our leader Kulik, like dropping a bucket of rotten broken eggs on him.

You see Kulik stare at the gnome, then furrow his brow at Aryth. His voice quivering in shock and perhaps anger.

Kulik Theboras: That was YOU!?

She doesn't answer however and instead Aryth smiles at him disarmingly throwing him a wink. You notice Kulik immediately calm, and you wonder if her Nymph-heritage had something to do with it.

Aryth Elearis: Well, how about we let Tal decide? Well what would it be? What should we have our dear Tal do? I would prefer if you sing a song... loudly... But its up to you.

Talmite Tegura: I say I choose the last one
Talmite Tegura: The bucket on Kuliks head

Aryth laughs.

Aryth Elearis: Very well, the next time you're able to. Now Kulik.

Kulik Theboras: (Kulik sighs)

Aryth Elearis: Pretend you didn't hear anything.

Talmite Tegura: (I laugh at the decision and smile a Kulik) HAHAHA

Kulik Theboras: Well, back to our main concern:

Kulik Theboras: What are the news on a suitable house?
Kulik Theboras: Talmite has told me there are homes to the North
Kulik Theboras: Is that our only option?

Jurn Gabbengulp: There were houses to the north...

Talmite Tegura: Yes not far from that bush you were crawling in...

The gnome scrunches up his face.

I still have to find those roots..

Kulik Theboras: (Kulik grins at the gnome, then looks at Aryth's way)

Aryth Elearis: Well, I was thinking I can try making one.

Talmite Tegura: Aryth has found nice trees in a quite area were one can be built and....There's lots of interesting looking roots there Jurn

Kulik Theboras: What do you mean by making one?

Jurn Gabbengulp: The roots are interesting.

Aryth Elearis: I can form the trees to build a structure. I did it once before when I lived with my mother.

Talmite Tegura: Yes Jurn they are like none I have seen anywhere else in town.

Jurn Gabbengulp: But they are! They go.... BOOM!

Talmite Tegura: She did something similar to a twig look(Shows the enchanted twig)

Kulik Theboras: That seems like an interesting option, Aryth

Aryth looks towards the gnome. Giving him a glaring look.

She nods in agreement.

Kulik Theboras: Nice.. ughhh. Twig.

Aryth Elearis: Let's at least look at the place? To the east?
Aryth Elearis: Kulik!

Talmite Tegura: (Laughs at Jurn saying BOOm so loudly) and say i didn't check but you can Jurn.

Talmite Tegura: I agree lets head east.

Jurn grumbles. But he was good enough to agree as he packed up his books.

Kulik Theboras: As do I

Kulik Theboras: Jurn, have you any complaints?

Jurn Gabbengulp: THE ROOTS!

Talmite Tegura: So heading east now are we?(Looks at Jurn)

Kulik Theboras: Hahaha, we'll have plenty enough time for roots later

Along the way eastwards back to the bog Aryth walks beside you.

Kulik Theboras: Let's head east to the place Aryth found us

Aryth Elearis: Thanks for the support!

She grinned widely in return as she hands you an item.

Talmite Tegura: No problem smiles and says I would like to see just how this will work out

[Gained ring (+1 Charisma, +1 AC, +1 Will saves)]

Aryth Elearis: I'm sure it'll work out well. I'm no novice in druid magic!
Aryth Elearis: Plus the trees love me.

If she was joking or not, you could not tell.

Kulik Theboras: That ring...

Kulik Theboras: Was that not the same ring i handed you only 10 fortnights ago?

She nodded.

Aryth Elearis: I've cast some enchantments on it.

Kulik Theboras: I... see.

The group makes their way eastwards, past some homes and curious orcs peering out at you, and finally you find yourself nearing what looks to be a bog. Kulik and Jurn glanced at each other, incredulous looks stamped upon their faces. After all, what would there be in a bog? Aryth had turned towards them and gave them an exaggerated wink as if to say she knew what she was doing. Kulik and Jurn both shrugged, they knew their half-nymph companion proved her usefulness in things that dealt with nature. Finally the group had arrived in front of a couple of large trees, overlooking a bog.

Aryth Elearis: This is it!

Aryth said as much in proclamation as in excitement. Making her way to the tree she places her hand upon it, closing her eyes, whispering and seemingly to almost speak to the tree. Immediately you see what look like tendrils rise from the ground. On closer examination you realize that those weren't tendrils at all, but the roots of the various trees in the area. They start to widen and thicken, and to your amazement it looked like as if the trees were growing.

It was then that Kulik called out for attention as you saw him draw out his sword. He points towards the bog, and you see what caused his actions. You see what look to be slime creatures making their way from the bog, making you realize that even though it was near the village, the Swamps of Orcen were still a dangerous place. You realize that the movements of the roots must have wakened the creatures.

Jurn Gabbengulp: Aryth's too busy to help us out. But I'm sure those slime molds wouldn't be too much problem. Not like a problem that's common, but more like a problem that's easy to fix. And this is quite a problem that we'd be able to fix! Of course if we're indeed able to, sometimes problems are not the problems to be fixed.

Kulik Theboras: Gnome. Sometimes I have no idea what you're saying.

Talmite Tegura: I put on the ring draw my sword and ready myself along with Kulik

Immediately Jurn started into spellcasting. Sending an array of missiles at the larger slime mold creature.

The attack hits.

Pulling out a pair of short swords, Kulik charges the nearest slime

The attack hits.

The creature moans in response, but it was still alive.

The attack misses.

Like before Jurn starts casting his spells.

As you struck the creature, you missed again.

Kulik's first strike hit true, but his second one missed.
You see the slime monster head towards you, lashing out.

The slime creature's attack missed.

Jurn Gabbengulp: (Grins as he starts into casting once again)

Like before the first strike hit, but the secondo ne missed.

The attack missed again, the jelly creature once again charged towards Talmite.

Kulik Theboras: Talmite! Stay focused!!

The attack missed, as the jelly creature moaned again rumbling in agony. Within that moment another jelly creature appeared.

Talmite Tegura: (Shakes head and clears mind)

Jurn Gabbengulp: Another jelly creature!

Luckily both attacks went through.
In that attack the first creature was downed.
Jurn launched into spellcasting.

The magic missiles hit.

A moment after he struck back.

Hit by the creature Kulik was poisoned.
[CR4 + CR4, +800 exp]

Aryth: Thanks for that. Never realized there were slimes hiding beneath the roots. But it's done.

True to her word, you see the structure that Aryth had created. Many of the surrounding trees and roots formed the building, and to your wonderment it was a large size. More than enough for the four of you to stay in for the remainder of the tour.

Days after days had passed in the town of Darkroot, your companions doing the daily routines of patrolling, as well as helping out the populace. Days turned into weeks. Your group had started to worry about the length of the stay, you yourself knew that staying at a single village was for a few weeks was already too long. The Silver Arms were a group that regularly moved and shuffled their members around, and you found it surprising that they would have let your group stay in Darkroot for this long.

During this time as well, you notice that the townsfolk have been becoming more restless. There were reports of missing people, and though you, Kulik, Jurn, and Aryth did your best to seek them out, it always came out for naught. The missing villagers simply were not to be found. The group however, found out soon enough one night.

Sitting on the ?porch?, you see Kulik staring out into the night sky. Jurn and Aryth were already busy inside the make shift tree-home, preparing evening meal. There was no conversation between you and Kulik, and almost daily for the past few weeks you spent your time quietly out on the porch, with Kulik taking watch, all in silence. It was then that they struck.

Out of the darkness you saw what looked to be hooded forms making their way quickly towards you. Kulik, ever alert saw them immediately, calling towards Jurn and Aryth who were still inside the building. There was a blast of fire, as you felt the warmth of heat wash over you.

You watch in horror as the building behind you was in flames. You wondered the fate of your companions. But you had little time to think as the first of the hooded man came towards you.

Your first attacks missed.

You watch as a huge orc wielding an axe aims after you.

Out of the corner of your eye, you see Aryth and Jurn get themselves out of the burning building. They were injured, but they quickly gathered their senses as they launched into their spellcasting.

As you felt the blade sink into your chest,  you start to lose consciousness. You hear the shouts and commands of Kulik. Moments later you hear Aryth's sobbing, as Jurn's spellcasting came into a higher crescendo.

Then. You knew no more.

[CR3 + CR3, +600 exp]

You woke with a start though your head felt heavy, and yours eyes felt droopy. Around you you see nothing but metallic vertical bars. It took you only a few moments to realize it was a prison. There was a soft covering on the ground, and upon closer inspection you realize that it was moss of some sort. You remember the events that had transpired before you blackout, and to your surprise there were no wounds on your body. You hear what seemed like voices in the background. Perhaps if you listen harder you can hear them.

[Roll a fort save, 1d20+3]

First Voice: What do you think they'd do to that one?

Second Voice: Beats me. Likely what they did to the rest.

The first voice laughs.

First Voice: That or keep him locked up in there for a few more weeks. They probably won't need another one anyways.

[Roll a fort save, 1d20+3]

First Voice: It's too bad we only captured two of them.

Second Voice: There's still more though.

[Roll a fort save]

First Voice: The Silver Arms always replaces their members...

The second voice laughs.

Second Voice: Not to mention there's still plenty of villagers.

[Roll a for save again]

You would have listened to more of the conversation, but you felt your limbs weaken, and as you crumbled back towards the moss-bedding, you wondered if it had properties that lulled you into rest. Your mind started drifting towards your druid companion, Aryth, but at that moment you knew nothing but a deep slumber.
#703
Custom Content / [Feat] Counter Attack
April 27, 2012, 02:43:32 PM
Counter Attack [General]
Iyrick quickly stuck back, after dodging the troll's attack, before it could get ready to defend itself.

You can make an Attack of Opportunity against a foe who has just successfully hit you in melee combat.

Prerequisites: Prerequisites: Dex 17, Int 13, Combat Expertise, Combat Reflexes, Dodge, Proficiency with weapon, Weapon Focus with weapon, Base attack +6

Benefit: When an opponent successfully strikes you in melee combat, you may use one of your Attacks of Opportunity (at your highest Base Attack Bonus) to immediatly make a melee attack against that opponent. This attack counts against the number of Attacks of Opportunity you can make in a round. Your attack of opportunity suffers a -1 Attack Penalty per two points of damage you sustained from the attack that initiated your Counter. If this penalty equals or exceeds your Base Attack Bonus, you cannot make a Counter.

Normal: You cannot make Attacks of Opportunity in response to melee attacks.

Special: A Fighter may select Counter as a Fighter Bonus Feat. You can only make one Attack of Opportunity against each opponent who hits you in melee combat per round, regardless of how many attacks (such as those gained from wielding two weapons) or attacks of opportunity you have (such as additional one from the Combat Reflexes Feat). You may not use any range weapon using Counter.
#704
Custom Content / [Class] Assassin hunter
April 27, 2012, 02:39:11 PM
Assassin Hunter Class
A Ninja without:
Ki power (level 1)
Ghost step invisible (level 2)
Ki dodge (level 6)
Ghost strike (level 8)
Ghost step ethereal (level 10)
Ghost mind (level 14)
Ghost Sight (level 16)
Greater ki dodge (level 18)
Ghost walk (level 20)

Added swashbuckler abilities:
Weapon finesse (level 1)
Grace +1 (level 2)
Insightful strike (level 3)
Dodge bonus (level 5)
Grace +2 (level 11)
Weakening critical (level 14)
Wounding critical (level 19)
Grace +3 (level 20)

Added ranger abilities:
Combat style (level 2)
Improved Combat style (level 6)
Combat style mastery (level 11)

Level BAB Fort Ref Will Bonus Special
1st +0 +0 +2 +0 +0 sudden strike +1d6, trapfinding, Weapon finesse, AC Bonus
2nd +1 +0 +3 +0 +0 Grace +1, Combat style
3rd +2 +1 +3 +1 +0 Sudden strike +2d6, poison use, Insightful strike
4th +3 +1 +4 +1 +0 Great leap
5th +3 +1 +4 +1 +1 Sudden strike +3d6, Dodge bonus
6th +4 +2 +5 +2 +1 Acrobatics +2, Improved Combat style
7th +5 +2 +5 +2 +1 Sudden strike +4d6, speed climb
8th +6/+1 +2 +6 +2 +1
9th +6/+1 +3 +6 +3 +1 Sudden strike +5d6, improved poison use
10th +7/+2 +3 +7 +3 +2
11th +8/+3 +3 +7 +3 +2 Sudden strike +6d6, Grace +2, Combat style mastery
12th +9/+4 +4 +8 +4 +2 Acrobatics +4, evasion
13th +9/+4 +4 +8 +4 +2 Sudden strike +7d6
14th +10/+5 +4 +9 +4 +2 Weakening critical
15th +11/+6/+1 +5 +9 +5 +3 Sudden strike +8d6
16th +12/+7/+2 +5 +10 +5 +3
17th +12/+7/+2 +5 +10 +5 +3 Sudden strike +9d6
18th +13/+8/+3 +6 +11 +6 +3 Acrobatics +6
19th +14/+9/+4 +6 +11 +6 +3 Sudden strike +10d6, Wounding critical
20th +15/+10/+5 +6 +12 +6 +4 Grace +3

Abilities: Ninjas benefi t from a high Dexterity score,
since it affects their most important skills, and many of
their abilities require that they wear no armor. A high
Dexterity also helps a ninja to act fi rst in initiative and
take advantage of her sudden strike ability. A ninja also
appreciates a high Wisdom score, which improves her
Armor Class, grants additional uses of her ki powers,
and helps her locate foes with skills such as Listen and
Spot.
Alignment: Any.
Hit Die: d6.
Starting Gold: 4d4?10 gp.

A ninja?s class skills (and the key ability for each skill)
are Balance (Dex), Bluff (Cha), Climb (Str), Concentration
(Con), Craft (Int), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Gather Information (Cha),
Hide (Dex), Jump (Str), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Search (Int), Sense Motive
(Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str),
and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifi er) ??4.
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armor Proficiency: Ninjas are proficient
with all simple weapons, plus the hand crossbow,
kama, kukri, nunchaku, sai, shortbow, short sword,
shuriken, and siangham. Ninjas are not proficient with
any type of armor or shield.

AC Bonus (Ex): A ninja is highly trained at dodging
blows, and she has a sixth sense that lets her avoid even
unanticipated attacks. When unarmored and unencumbered,
a ninja adds her Wisdom bonus (if any) to her
Armor Class. This ability does not stack with the monk?s
AC bonus ability (a ninja with levels of monk does not add
the bonus twice). In addition, a ninja gains a +1 bonus to
AC at 5th level. This bonus increases by 1 for every five
ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at
20th level).
These bonuses to AC apply even against touch attacks
or when a ninja is flat-footed. The character loses these
bonuses when she is immobilized or helpless, when she
wears any armor, when she carries a shield, or when she
carries a medium or heavy load.

Sudden Strike (Ex): If a ninja can catch an opponent
when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage.
Whenever a ninja?s target is denied a Dexterity bonus to
Armor Class (whether the target actually has a Dexterity
bonus or not), the ninja deals an extra 1d6 points of
damage with her attack. This extra damage increases by
1d6 points for every two ninja levels thereafter. A ninja
can?t use sudden strike when flanking an opponent unless
that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against
targets up to 30 feet away. Creatures with concealment,
creatures without discernible anatomies, and creatures
immune to extra damage from critical hits are all immune
to sudden strikes. A ninja can?t make a sudden strike
while striking the limbs of a creature whose vitals are
out of reach.
A ninja can?t use sudden strike to deliver nonlethal
damage. Weapons capable of dealing only nonlethal
damage don?t deal extra damage when used as part of a
sudden strike.
The extra damage from the sudden strike ability stacks
with the extra damage from sneak attack whenever both
would apply to the same target.

Trapfinding (Ex): A ninja can use the Search skill to
locate traps with a DC higher than 20, and she can use
Disable Device to bypass a trap or disarm magic traps. See
the rogue class feature, page 50 of the Player?s Handbook.

Poison Use (Ex): At 3rd level and higher, a ninja never
risks accidentally poisoning herself when applying
poison to a weapon.

Great Leap (Su): At 4th level and higher, a ninja always
makes Jump checks as if she were running and had the
Run feat, enabling her to make long jumps without a
running start and granting a +4 bonus on the jump (see
the skill description, page 77 of the Player?s Handbook).
This ability can be used only if she is wearing no armor
and is carrying no more than a light load.
Acrobatics (Ex): Starting at 6th level, a ninja gains a +2
bonus on Climb, Jump, and Tumble checks. This bonus
increases to +4 at 12th level and +6 at 18th level.

Speed Climb (Ex): A ninja of 7th level or higher can
scramble up or down walls and slopes with great speed.
She can climb at her speed as a move action with no
penalty; however, she must begin and end the round on
a horizontal surface (such as the ground or a rooftop). If
she does not end her movement on a horizontal surface,
she falls, taking falling damage as appropriate for her
distance above the ground.
A ninja needs only one free hand to use this ability. This
ability can be used only if a ninja is wearing no armor
and is carrying no more than a light load.

Improved Poison Use (Ex): Starting at 9th level, a
ninja can apply poison to a weapon as a move action.
(Normally, applying a poison is a standard action, like
applying an oil.)

Evasion (Ex): Beginning at 12th level, a ninja can avoid
damage from certain attacks with a successful Reflex save.
(See the monk class feature, page 41 of the Player?s Handbook.)
A ninja?s use of evasion differs slightly from a monk?s use in
that a ninja can use evasion only if she is wearing no armor
and is carrying no more than a light load.

Swashbuckler Abilities

Weapon Finesse (Ex): A swashbuckler gains Weapon
Finesse as a bonus feat at 1st level even if she does not qualify
for the feat.
Grace (Ex): A swashbuckler gains a +1 competence bonus
on Refl ex saves at 2nd level. This bonus increases to +2 at 11th
level and to +3 at 20th level. A swashbuckler loses this bonus
when wearing medium or heavy armor or when carrying a
medium or heavy load.

Insightful Strike (Ex): At 3rd level, a swashbuckler
becomes able to place her fi nesse attacks where they deal
greater damage. She applies her Intelligence bonus (if any)
as a bonus on damage rolls (in addition to any Strength
bonus she may have) with any light weapon, as well as any
other weapon that can be used with Weapon Finesse, such
as a rapier, whip, or spiked chain. Targets immune to sneak
attacks or critical hits are immune to the swashbuckler?s
insightful strike. A swashbuckler cannot use this ability
when wearing medium or heavy armor or when carrying a
medium or heavy load.

Dodge Bonus (Ex): A swashbuckler is trained at focusing
her defenses on a single opponent in melee. During
her action, she may designate an opponent and receive a +1
dodge bonus to Armor Class against melee attacks from that
opponent. She can select a new opponent on any action. This
bonus increases by +1 at every fi ve levels after 5th (+2 at 10th
level, +3 at 15th, and +4 at 20th). A swashbuckler loses this
bonus when wearing medium or heavy armor or when carrying
a medium or heavy load.
If the swashbuckler also has the Dodge feat, she need not
designate the same target for this ability as for the Dodge feat.
(If she designates the same target, the bonuses stack.)

Weakening Critical (Ex): A swashbuckler of 14th level or
higher who scores a critical hit against a creature also deals 2
points of Strength damage to the creature. Creatures immune
to critical hits are immune to this effect.

Weakening Critical (Ex): A swashbuckler of 14th level or
higher who scores a critical hit against a creature also deals 2
points of Strength damage to the creature. Creatures immune
to critical hits are immune to this effect.

Wounding Critical (Ex): A swashbuckler of 19th level
or higher who scores a critical hit against a creature also
deals 2 points of Constitution damage to the creature. (This
damage is in addition to the Strength damage dealt by the
swashbuckler?s weakening critical class feature.) Creatures
immune to critical hits are immune to this effect.

Ranger Abilities

Combat Style (Ex): At 2nd level, a ranger must select one of two
combat styles to pursue: archery or two-weapon combat. This choice
affects the character?s class features but does not restrict his
selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid
Shot feat, even if he does not have the normal prerequisites for that
feat.
If the ranger selects two-weapon combat, he is treated as having
the Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
The benefits of the ranger?s chosen style apply only when he
wears light or no armor. He loses all benefits of his combat style
when wearing medium or heavy armor.

Improved Combat Style (Ex): At 6th level, a ranger?s aptitude in
his chosen combat style (archery or two-weapon combat) improves.
If he selected archery at 2nd level, he is treated as having the
Manyshot feat (page 97), even if he does not have the normal
prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is
treated as having the Improved Two-Weapon Fighting feat (page
96), even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger?s chosen style apply only
when he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.

Combat Style Mastery (Ex): At 11th level, a ranger?s aptitude in
his chosen combat style (archery or two-weapon combat) improves
again. If he selected archery at 2nd level, he is treated as having the
Improved Precise Shot feat (page 96), even if he does not have the
normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat (page 95),
even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger?s chosen style apply only
when he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.
#705
Spam / 20 gigs of 3.5 stuff o.o
April 26, 2012, 10:02:58 PM
http://torrentz.eu/c1d91e62be736c17fd7f6caa1b69c5c85fdad1e6

Lol HUGE collection. If I had space on my computer I'd so get it. xD
#706
Custom Content / [Trait] Quick
April 25, 2012, 04:18:42 PM
Modification of the Quick trait

Quick
You are fast, but less sturdy than average members of your race.

Benefit
Add 1 to melee attack rolls.

Drawback
Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).

Special
You must have a Constitution of 4 or higher to select this trait.

Roleplaying Ideas
Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.
#707
We'll only be using Initiative if I feel everyone's active enough. I'll outline how it will go exactly in this thread.

At the beginning of a round, I will roll


  • Initiative for NPC allies (separate roll for each)
  • Initiative for NPC enemies (rolls for each group, or each enemy if there's only a few)
This will let me know the order of turns in relation to DM-controlled characters. (NPC Allies and NPC Enemies). Note that players don't have to roll initiative. The "initiative" is the Player's Initiative of going on the forums and posting...

After my first set of rolls, I will then roll


  • 1d20 for the players
  • 1d20 for each group of enemies (or individual depending on the number).
This second set of rolls is for me to decide whether to have the enemies take their turns immediately at the start of a round, or right before the round ends.

Note that NPC allies aren't included in this second round of rolls. This is because I'll make the NPC allies post in relation to the initiative rolls in the first set of rolling. If there's some ambiguity on the order of posts, I will just make the NPC allies post in the way that will most benefit the party. (Mimicking the Players Initiative).

However please note, that regardless of the results of the rolls. You, as the player, may post any time you would like. As in, if you're active enough, and stalk the forums enough, you can very well always take the first turn in a round.

But please note, if you a player takes more than 1 turn in a round, the next round automatically goes forth without waiting for other players. BUT enemies will take their missing turns. Which in effect will let enemies take two turns. So it's not entirely recommended to keep taking your turn unless the round is over and unless you think the fight is easy enough.

If this confuses you, don't worry about it. :) Just post as often as you like.
#708
Custom Content / [Spells] Blood Mage
April 25, 2012, 10:04:48 AM
Listed below are only the custom spells made for the Blood Mage class. Implemented Warlock spells are not included.

--BLOOD MAGIC--
Made by Lance

GENERAL  INFORMATION--


Blood Magic is a very dangerous art specialized for the complete destruction of one's enemies. Using their own life force to empower their abilities, Blood Mages deal a great amount of damage to their opponents while recovering their own. This simple fact make Blood Mages some of the most formidable foes one will ever have the displeasure of meeting.

Least = 1st, 2nd level spell
Lesser = 3rd, 4th level spell
Greater = 5th, 6th level spell
Blood = 5th or higher

ABILITIES--

Name: Transfusion
Level Acquired: 1st
Ranged Touch Attack (BAB increased by intelligence modifier)
Description: Transfers a targets life force (blood) to the
caster, damaging the target while healing the caster for a
small amount of the damage done.
Damage: 1d4 negative damage at level 1, +1d4 negative damage every 2 levels after
Effect: Caster is healed 1d2 + 1d2 every 2 levels after.
Use/Limitation: Can be used unlimited times per day
Target(s): Single
Duration: Instant

Name: Blood Weapon (Passive)
Level Acquired: 1st
Description: Infuses the weapon with blood drawn from the caster
Damage: None
Effect: +1 to BAB for every even level of Blood Mage.
Use/Limitation: While wielding chosen Blood Weapon
Target(s): Self
Duration: Instant

Name: Blood Weapon (Active)
Level Acquired: 2nd
Description: Infuses the weapon with blood drawn from the caster
Damage: None
Effect: +1 to melee attack damage for every even level of Blood Mage for the duration; however, the caster takes 1 hitpoint damage for each round this effect is active.
Use/Limitation: While wielding chosen Blood Weapon
Target(s): Self
Duration: 10 rounds

SPELLS--

Name: Purge
Level Acquired: Least, 1st
Components:  Focus
Casting Time: 1 Standard Action
Range: Touch
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless) 
Description: Removes poison/disease in the target's body at the cost of 1 hitpoint.
Damage: None.
Effect: Removes poison/disease. Target takes 1 hitpoint damage.
Use/Limitation: Can be used unlimited times per day
Target(s): Single
Duration: Instant

Name: Sanguine Blade
Description: Coats a weapon with the caster's own blood, enchanting it with the ?Life Steal? property.
Damage: None.
Effect: Target weapon gets Vampiric Life Steal...
   1  -  levels 1-2
   2  -  levels 3-4
   3  -  levels 5-6
   4  -  levels 7-9
   5  -  levels 10+
Use/Limitation: Once per day. Caster loses 2 hitpoints + 2 every 2 levels after on use.
Target(s): Single
Duration: 10 minutes
Level Acquired: 2

Name: Blood Spike
Description: A spear of blood emerges from the caster's arm, dealing high damage at the cost of the caster's hitpoints. Multiple Blood Spikes in a short time do increased damage but cost more hitpoints (stacks). The number of spikes you can cast is equal to your caster level. Max 5 spikes.
Damage: 1d8 negative damage per caster level + constitution modifier + 1d3 negative damage for each additional Blood Spike cast, at most 5 spikes.
Effect: Caster loses 1d4 hitpoints per level per Blood Spike cast + 1d2 for each additional Blood Spike cast, at most 5 spikes.
Use/Limitation: Unlimited times per day
Target(s): AoE
Range: 100 ft. +10 ft. per blood mage level
Save: Reflex (half-damage)
Save (for self): Fortitude (half-damage) (DC: 10 + (Spell level for Blood Spike) +(CHA modifier))
Duration: Instant
Level Acquired: Least, 2
Spell level: 1

Name: Crimson Grave
Description: The target's blood erupts dealing moderate damage. If target dies from this spell, the caster is healed. Otherwise, the caster takes damage.
Damage: 1d4 negative damage/per level
Effect: If target dies, caster restores 1 hitpoints per level and is healed of 1d2 constitution damage. However, if the target survives this attack, the caster takes 1 constitution damage.
Use/Limitation: Unlimited times per day
Target(s): Single
Duration: Instant
Level Acquired: Greater, 11th

Name: Least/Lesser/Greater Reconstruction
Description: The caster reconstructs his body, taking 1d4 temporary constitution damage. Whenever the caster restores hitpoints from any source, he restores an additional 1d2/1d6/1d8 hitpoints.
Damage: None.
Effect: Caster takes 1d4 temporary constitution damage, and is healed an additional 1d2/1d6/1d8 hitpoints when healed by any source.
Use/Limitation: Constitution modifier = uses per day.
Target(s): Self
Duration: 1d4 rounds + constitution modifier
Level Acquired: 3/7/11

Name: Least/Lesser/Greater Deconstruction
Description: The caster deconstructs the target's body, dealing 1d4 temporary constitution damage. Whenever the target takes damage from any source, he loses an additional 1d2/1d6/1d8 hitpoints. Furthermore, if the target dies while under the effects of this ability, the caster gains 1d4 bonus constitution points (This ability may revive a caster who died while using Blood Remnant).
Damage: None.
Effect: Target takes 1d4 temporary constitution damage, and is dealt an additional 1d2/1d6/1d8 points of hitpoints damage when damaged by any source.
Use/Limitation: Constitution modifier = uses per day.
Target(s): Single
Duration: 1d4 rounds + constitution modifier
Level Acquired: 3/7/11

Name: Blood Remnant
Description: When brought below 0 hitpoints, the caster sinks
into a pool of his own blood damaging enemies who lie directly
above him. The caster may "move" in this state. 10 ft movement.
Damage: 1d2 negative damage per level
Effect: Prevents death by normal means for duration. If the
caster is above 0 hitpoints after this ability expires, then
the caster reforms his body. Otherwise the caster dies and
cannot be resurrected via normal means.
Use/Limitation: Auto-activates once per day when brought below 0 hitpoints. This ability may be similarly activated at the cost of 2d6 Hitpoints.
Target(s): Small area of effect?
Duration: 1d2 + Constitution modifier
Level Acquired: Lesser, 6

Name: Dark Influence
Description: The caster learns to better manipulate his environment, passively increasing his Bluff, Persuade, and Intimidate checks by 6
Damage: None.
Effect: Passive: Bluff, Persuade, Intimidate (+6 each)
Use/Limitation: None.
Duration: None
Level Acquired: Least, 2

Name: Bitter Renewal
Description: Causes the blood within a target's system to ?refresh,? giving the target Regeneration 1 but lowering the target's save by 4. Recasting this ability on the same target negates this affect.
Damage: None.
Effect: Target gains Regeneration 1 but lowered saves (-4).
Use/Limitation: Twice per day
Target(s): Single
Duration: 1 day
Level Acquired: Lesser, 6

Name: Lesser/Greater/Blood Shield
Description: Activates a shield from the blood of your enemies.
Damage: Target takes 2d6/4d6/6d6 damage.
Effect: Half the damage the target receives is converted into a shield that absorbs damage (Rounded up)
Use/Limitation: Constitution modifier = uses per day
Target(s): Target, Self
Duration: 1 round
Level Acquired: Lesser, 7/11/16

Name: Scarlet Cage
Description: The target's blood stiffens, effectively holding the target in place for the duration.
Damage: None
Effect: Target is held for the duration. Fortitude save negates.
Use/Limitation: Unlimited uses per day. Caster takes 1 point of ability damage to his constitution for each use.
Target(s): Single
Duration: 1d2+ Constitution modifier
Level Acquired: Lesser, 7

Name: Wrath of the Forsaken
Description: The caster summons a great torrent of blood dealing high damage to his enemies. If target(s) make a fortitude save, they take half damage.
Damage: 1d6 per level negative damage. Targets that fail to make a successful fortitude save takes half damage.
Effect: None.
Use/Limitation: Once per day.
Target(s): Fireball?s range
Duration: Instant
Level Acquired: Greater, 11

Name: Shared Suffering
Description: The caster spreads his blood, cursing all selected targets in the area.
Damage: Equivalent to damage caster received.
Effect: Whenever the caster takes damage, so do the afflicted targets. Caster takes 1d10 damage.
Use/Limitation: Once per day.
Target(s): Fireball?s range
Duration: Instant
Level Acquired: Greater, 11

Name: Grim Awakening
Description: Instantly refreshes the caster as if he had rested for 24 hours, refreshing his spell-like abilities and curing him of fatigue. The caster temporarily gains a 4 point ability bonus to his constitution, strength, and dexterity (This spell cannot refresh itself)
Damage: None
Effect: Caster gains a 4 point ability bonus to his constitution, strength, and dexterity and recovers all spells as if he has rested for 24 hours (With the exception of this spell)
Use/Limitation: Once per day
Target(s): Self
Duration: 1d(class level/2) + constitution modifier
Level Acquired: Blood, 16

Name: Shattered World
Description: The caster channels enough energy to distort the lands around him, causing those nearby (30 ft) to make a will save or be destroyed. If the caster is interrupted while casting this powerful spell, a rift explodes, damaging both the caster and those unfortunate enough to get too close (10 ft). Furthermore, a minor earthquake erupts upon casting this spell, damaging foes from even far away (50 ft).
Damage: Earthquake - 3d6 bludgeoning damage. Rift Explosion ? (class level)d6 sonic damage
Effect: Will save against death. The caster suffers a -10 concentration check when casting this spell. If this spell is interrupted, the caster and those nearby (10 ft) take (class level)d6 sonic damage
Use/Limitation: Once per day
Target(s): Death - 30 ft, Earthquake ? 50 ft
Duration: Instant
Level Acquired: Blood, 16

Name: Curse of the Undying
Description: As long as a trace of the caster's body remains, he may reform his body 24 hours after his untimely demise; however, doing so causes the caster to take 1d4 points of permanent constitution damage as well as lose 1d4 levels for the duration (This ability may revive a caster who died while using Blood Remnant).
Damage: None
Effect: Delayed resurrection
Use/Limitation: Can be cast while ?dead;? however, this spell cannot be used if the caster's body has been utterly destroyed.
Target(s): Self
Duration: 48 hours
Level Acquired: Blood, 16
#709
Custom Content / [Class] Blood Mage
April 25, 2012, 10:04:13 AM
---IN PROGRESS---

Blood Mage
Based on Warlock
Spells

Background

Blood Magic is a very dangerous art specialized for the complete destruction of one's enemies. Using their own life force to empower their abilities, Blood Mages deal a great amount of damage to their opponents while recovering their own. This simple fact make Blood Mages some of the most formidable foes one will ever have the displeasure of meeting.

Class Information

All the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are profi cient
with all simple weapons. They are profi cient with light armor
but not with shields.
Because the somatic components required for warlock
invocations are relatively simple, a warlock can use any of
his invocations while wearing light armor without incurring
the normal arcane spell failure chance. However, like arcane
spellcasters, a warlock wearing medium or heavy armor or
using a shield incurs a chance of arcane spell failure (all
invocations, including eldritch blast, have a somatic component).
A multiclass warlock still incurs the normal arcane
spell failure chance for arcane spells received from levels in
other classes.
Invocations: A warlock does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations
that require him to focus the wild energy that suffuses
his soul. A warlock can use any invocation he knows at will,
with the following qualifi cations:
A warlock?s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A warlock is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. A warlock can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. A warlock?s invocations are subject to
spell resistance unless an invocation?s description specifi cally
states otherwise. A warlock?s caster level with his invocations
is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the warlock?s Charisma modifi er.
Since spell-like abilities are not actually spells, a warlock
cannot benefi t from the Spell Focus feat. He can, however,
benefi t from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).
The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A warlock begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a warlock gains levels, he learns
new invocations, as summarized on Table 1?1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.
At any level when a warlock learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a warlock can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a warlock can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Profi ciency above. Warlocks
can qualify for some prestige classes usually intended for
spellcasters; see Warlocks and Prestige Classes, page 18,
for details.

Hit Die
Blood Mages gain 1d6 hit points per level. The character's Constitution modifier applies.

Class Skills
The Blood Mages' class skills are as follows.
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
Skill Points at 1st Level: (2 + Int modifi er) ? 4.
Skill Points at Each Additional Level: 2 + Int modifi
er.

Level   BAB   Fort   Ref   Will   Class Features           Def   Rep   Invocations known
1st     +0    +0     +0    +2     Invocation (least)       +1    +0    1
2nd     +1    +0     +0    +3     Blood Weapon 1/day +1    +0    2
3rd     +2    +1     +1    +3     Bonus feat                  +2    +0    2
4th     +3    +1     +1    +4     Blood Sacrifice 1/day  +2    +0    3
5th     +3    +1     +1    +4     Invocations (lesser)    +3    +1    3
6th     +4    +2     +2    +5     Blood Weapon 2/day  +3    +1    4
7th     +5    +2     +2    +5     Blood Exile 1/day        +4    +1    4
8th     +6    +2     +2    +6     Blood Sacrifice 2/day  +4    +1    5
9th     +6    +3     +3    +6     Blood Weapon 3/day  +5    +2    5
10th    +7    +3     +3    +7     Invocations (greater) +5    +2    6

Transfusion
With a range of 60 feet, Transfusion is a ranged touch attack (attack/damage increased by intelligence modifier) that affects a single target, allowing no saving throw. Transfusion is the equivalent of a first level spell at class level one, a second level spell at class level three... to a maximum of a ninth level spell at class level seventeen. Also, Transfusion is subject to spell resistance, although feats that improve caster level checks to overcome spell resistance also apply to Transfusion. Transfusion deals no damage to objects. Metamagic feats cannot improve a Blood Mage's Transfusion, since it is a spell-like ability, and not a spell.
Like invocations, Transfusion suffers from the arcane spell failure chance caused by armors. However they, like invocations, ignore the chance of failure form light armors. Transfusion require a somatic component.

At first level, Transfusion deals 1d3 damage. This amount increases by 1d3 every two levels after. (ie: 1d3 at lvl 1, 2d3 at lvl 3, 3d3 at lvl5...)
Furthermore, Transfusion heals the caster by 1 hit point plus an additional hit point for every two levels after. (ie: 1 at lvl 1, 2 at lvl 3, 3 at lvl5...)

Transfusion is an invocation. As such, it counts as a spell-like ability that can be used at will.

Blood Weapon
At level one, the Blood Mage chooses a weapon he is proficient in to be his Blood Weapon. From then on, his attack and damage increases while using the Blood Weapon. When translated, the Blood Mage gets a +1 bonus to his THACO for every even-level of the Blood Mage class (ie: 2,4,6,8...). Furthermore, a Blood Mage, at level two and higher, can, a certain number of times per day, increase his damage roll by his class level/2. This effect lasts for 2d4 + constitution modifier rounds; however, the caster loses 1 hitpoint for each round this effect is active.

Blood Manipulation
The Blood Mage may use blood for a myriad of purposes. Some common examples include: blood keys, blood bindings, and crystal blood. The caster must make a concentration check with DC depending on the chosen activity. Failure results in a fort. save. Upon failing the fort save, the caster takes 1d10 damage + 1d2 for every failed attempt that day.

DC is halved and, in some case, even void when out of combat.

Activity: DC
Blood Key: DC is the same as target lock
Blood Binding: DC is equal to 10 + target's HD
Crystal Blood (in combat): DC 15 + target's HD
Crystal Blood (out of combat): No DC required
Blood Dance: No DC, but higher rolls result in a better performance

Blood Sacrifice
Starting at level four, Blood Mages may sacrifice half their current health (if at negative hitpoints, then the caster loses half the amount required to bring him to -10) in order to cast any Blood Magic spell as a free action.

Blood Exile
An ability named after the infamous "Blood Exile," this ability causes the caster to "channel" for one round. The caster may not take any action while channeling. (Concentration failure not only results in a wasted spell, but also damages the caster an additional 1d10 hitpoints)

After successfully channeling, Blood Exile deals damage to all enemy targets within 15 meters equal to the caster's lost hitpoints + the caster's level. Caster must make a fort. save or be brought to 1 hitpoint (or -9 if the caster has negative hitpoints at the time of the casting). If the caster makes a successful save, then he is only brought down halfway to the aforementioned hitpoint values.

INVOCATIONS----------------------------------------------
---Least---

   * Purge
         Removes poison/disease in the target's body at the cost of 1 hitpoint.
   * Sanguine Blade
         Coats a weapon with the caster's own blood, enchanting it with the ?Life Steal? property.
   * Blood Spike
         A spear of blood emerges from the caster's arm, dealing high damage at the cost of the caster's hitpoints. Multiple Blood Spikes in a short time do increased damage but cost more hitpoints (stacks). Max 5 spikes.
   * Crimson Grave
         The target's blood erupts dealing moderate damage. If target dies from this spell, the caster is healed. Otherwise, the caster takes damage.
   * Least/Lesser/Greater Reconstruction
         The caster reconstructs his body, taking 1d4 temporary constitution damage. Whenever the caster restores hitpoints from any source, he restores an additional 1d2/1d6/1d8 hitpoints.
   * Least/Lesser/Greater Deconstruction
         The caster deconstructs the target's body, dealing 1d4 temporary constitution damage. Whenever the target takes damage from any source, he loses an additional 1d2/1d6/1d8 hitpoints. Furthermore, if the target dies while under the effects of this ability, the caster gains 1d4 bonus constitution points (This ability may revive a caster who died while using Blood Remnant).

   * Baleful Utterance
         Speak word of the Dark Speech and shatter objects as the shatter spell.
   * Beguiling Influence
         Gain bonus on Bluff, Diplomacy, and Intimidate checks.
   * Breath of the Night
         Create a fog cloud as the spell.
   * Dark One's Own Luck
         Gain a luck bonus on one type of saves.
   * Darkness
         Use darkness as the spell.
   * Devil's Sight
         See normally in darkness and magical darkness.
   * Earthen Grasp
         Use earthen grasp as the spell.
   * Entropic Warding
         Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
   * Leaps and Bounds
         Gain bonus on Balance, Jump, and Tumble checks.
   * Miasmic Cloud
         Create a cloud of mist that grants concealment and fatigues those who enter.
   * See the Unseen
         Gain see invisibility as the spell and darkvision.
   * Spiderwalk
         Gain spider climb as the spell and you are immune to webs.
   * Summon Swarm
         Use summon swarm as the spell.

---Lesser---

   * Blood Remnant
         When brought below 0 hitpoints, the caster sinks into a pool of his own blood damaging enemies who lie directly above him. The caster may "move" in this state. 10 ft movement.
   * Bitter Renewal
         Causes the blood within a target's system to ?refresh,? giving the target Regeneration 1 but lowering the target's save by 4. Recasting this ability on the same target negates this affect.
   * Lesser/Greater/Blood Shield
         Activates a shield from the blood of your enemies.
   * Scarlet Cage
         The target's blood stiffens, effectively holding the target in place for the duration.

   * Charm
         Cause a single creature to regard you as a friend.
   * Curse of Despair
         Curse one creature as the bestow curse spell, or hinder their attacks.
   * Dread Seizure
         You speak a word that sends wracking pain through the limbs of a single target creature within 60 feet. Though these seizures are not powerful enough to immobilize the creature, they do reduce all of its speeds by 1/2 (round fractions up to the nearest 5-foot increment). The target also takes a -5 penalty on attacks made against creatures more than s feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet). This effect lasts for 3 rounds; a successful Fortitude save negates the effect.
   * Fell Flight
         Gain a fly speed with good maneuverability.
   * Flee the Scene
         Use short-range dimension door as the spell, and leave behind a major image.
   * Hungry Darkness
         Create shadows filled with a swarm of bats.
   * Ignore the Pyre
         When you use this invocation, you gain remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal to your invocation caster level against the energy type of your choice. If you use this invocation a second time before the duration of the first expires, the new resistance and duration replace the old one.
   * Spider-shape
         You can transform yourself into the form of a Small or Medium fiendish monstrous spider.
   * Stony Grasp
         Use stony grasp as the spell.
   * Sudden Swarm
         When you kill a living creature with one of your invocations (including eldritch blast), a swarm of spiders bursts from the corpse.
   * The Dead Walk
         Create undead as the animate dead spell.
   * Voidsense
         Gain blindsense 30 feet.
   * Voracious Dispelling
         Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
   * Walk Unseen
         Use invisibility (self only) as the spell.
   * Wall of Gloom
         Use wall of gloom as the spell.
   * Weighty Utterance
         You speak a word of the Dark Speech, causing one flying creature to be forced downward suddenly. You can affect a single target creature within 60 feet. The target must make a Will save or fall 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round.


---Greater---

   * Wrath of the Forsaken
         The caster summons a great torrent of blood dealing high damage to his enemies. If target(s) make a fortitude save, they take half damage.

   * Chilling Tentacles
         Use Evard's black tentacles as the spell, and deal extra cold damage to creatures in the area.
   * Devour Magic
         Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
   * Dragon Ward
         Using this invocation makes you resistant to the attacks and special abilities of dragons for 24 hours. You gain the following benefits, which apply against any creature of the dragon type or the dragonblood subtype.
     Immunity to frightful presence.
     Damage reduction 5/- against natural weapons (this stacks with similar damage reduction you might already have, such as from barbarian levels).
     Resistance 20 against any acid, cold, electricity, fire, or sonic damage dealt by a breath weapon.
   * Enervating Shadow
         Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
   * Tenacious Plague
         Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
   * Wall of Perilous Flame
         Create a wall of fire as the spell, but half the damage from the wall results from supernatural powe
   * Warlock's Call
         Use sending as the spell, but risk damage from recipient.


---Blood---

   * Curse of the Undying
         As long as a trace of the caster's body remains, he may reform his body 24 hours after his untimely demise; however, doing so causes the caster to take 1d4 points of permanent constitution damage as well as lose 1d4 levels for the duration (This ability may revive a caster who died while using Blood Remnant).
   * Grim Awakening
         Instantly refreshes the caster as if he had rested for 24 hours, refreshing his spell-like abilities and curing him of fatigue. The caster temporarily gains a 4 point ability bonus to his constitution, strength, and dexterity (This spell cannot refresh itself)
   * Shattered World
         The caster channels enough energy to distort the lands around him, causing those nearby (30 ft) to make a will save or be destroyed. If the caster is interrupted while casting this powerful spell, a rift explodes, damaging both the caster and those unfortunate enough to get too close (10 ft). Furthermore, a minor earthquake erupts upon casting this spell, damaging foes from even far away (50 ft).


   * Dark Discorporation
         Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.
   * Dark Foresight
         Use foresight as the spell, and communicate telepathically with a close target of the effect.
   * Impenetrable Barrier
         You can conjure a wall of force as the spell with this invocation. The wall is black and blocks sight of all kind, You can only have one impenetrable barrier in effect at a time, If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed (such as by a rod of cancellation, a sphere of annihilation, a disintegrate spell, or a Mordenkainen's disjunction spell), you take 1d10 points of damage.
   * Path of Shadow
         Use shadow walk as the spell and speed up natural healing.
   * Retributive Invisibility
         Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
   * Word of Changing
         Use baleful polymorph as the spell, but the effect could become permanent.
#710
Custom Content / [Mechanic] Fumbles
April 25, 2012, 09:11:12 AM
We'll be using the Fumble rules outlined here:
http://www.aaargh.org/DandD/Fumbles.htm

It looks okay, since it takes into accounts the player's stats.
#711
Resources / [D&D 3.5] Shields
April 24, 2012, 04:18:51 PM
http://www.giantitp.com/forums/showthread.php?t=123630

This thread seemed to sum up most my research.
#712
http://dndtools.eu/

Great resource. Has all the official stuff and also tells you which book they're from.
#714
Mystic Blades

Whereas a knight only focuses on the skills with the sword and leadership, and wizards specialize in arcane knowledge and magic, Mystic blades are a special sect of knights and wizards who specialize in combining the two arts of sword play and magic into one form.

Their spells are not as diverse as wizard spells due to the fact that Mystic blades prefer to master only a few set of spells. They make up for this by being able to quickly cast spells and making use of meta-magic. Most of the Mystic blade spells deal directly with the sword they currently have equipped, and many times their swords are specifically designed to be able to hold arcane energies and redirect it as the caster wills.

Mystic blades attend special arcane academies designed to further both their magical training and their skills with the sword. Such schools are not for the faint of heart, their rigorous training on par with even some of the most arduous military schools. At the start of their training, they are told to wear more cumbersome armor while casting spells. Shortly after that, they are given sword exercises and sparring matches with other students. This cycle continues on for the whole day along with arcane studies at various times. This rigorous and constant training instills in the student both the knowledge of arcane magic and sword play, as well as keeping the student in top form and being able to get used to heavier armor.

The Mystic blades academies have been established since many generations ago. Though there are multiple academies in various places of the Kingdom, each academy is one over-arching organization and group. They have no patron deity like clerical or paladin sects, and one of the most important ideals that keep them together is their drive and desire to train arcane users for both military service and to further equip arcane users to the rigors of combat.

Upon graduation Mystic blades tend to be drawn towards the military or any other formalized military institution. At times they can be found in adventuring companies or hired as mercenary work. They are not as common as knights or wizards, though they are known enough by the public to know that training as a Mystic blade and graduating is a feat only a few can hope to ever accomplish.
#715
Resources / [Software] Gametable
April 20, 2012, 02:49:28 PM
Gametable
http://gametableproj.sourceforge.net/

QuoteDescription
The Gametable Project, or OSU-gt, is a Java-based shared whiteboard and chat client. It is designed primarily to provide an online tabletop interface. Draw directly, or place images, and all connected users can see and manipulate.

The Gametable Project (OSU-gt) Web Site
Features
Shared whiteboard / tabletop useful for any game played on a table.
Host or join as a client.
See all updates made by other players simultaneously in real-time.
Customizable dice macros.
Status tags for pogs (tokens).
Built-in text chat.


#716
Resources / [Game Development] Legendary Tales
April 20, 2012, 02:39:05 PM
http://www.legendarytales.com

QuoteLegendary Tales Software Features :

World Independent
Definition of Custom Skills other than the 40 built-in skills
The Microsoft Visual Basic Scripting Edition or JScript can be used for scripting
Definition of Custom Player Classes (since v1.4)
Real-time or Turn-based combat
Dual-weapon fighting
Support for random encounters and dynamic content (v1.4)
Dual-shield wielding (really!)
Up to 6 member player-controled party
Single-file resulting adventures (usually a few KBytes without images)
Saving and loading at any time. No predefined save positions
Support for creating sequels.
Ability to export and import characters.
Visual editor. No programming needed.
A concise and easy-to-learn Role Playing System
Create your own monsters, spells, magic items, weapons, NPCs.
#717
Would prefer the resources posted in this forum to have a semblance of order. Be sure to tag the resource depending on what kind of resource they are.

[Guide] For guides that deal with writing, fantasy, or game development.
[Generators] For name generators, dungeon generators, NPC generators, etc.
[Software] For software that help out in roleplaying, dicerollers, virtual game tables, etc.
[Dungeon Master] For resources that help out a DM. Such as roll tables, floor plans, campaigns, etc.
[Ruleset] For Pen & Paper rulesets such as D&D, M&M, etc. Includes custom ones.
[Game Development] For game engines and editors.




Table of Contents
-None
#718
First off Diablo III will have an open beta for this weekend only. It's stress-testing.

If meeting up with friends is easy enough during the Open Beta, would be awesome if some or all of us can play together!

Since it's starting.. literally 30 minutes from now as I type this. Get on to downloading it! :)

http://www.diablofans.com/news/1165-open-beta-weekend/
#719
This is just a placeholder for source material concerning deities and the like.

The names here are in the viewpoint of the denizens of Elodria. In parenthesis will be the name given to them in other worlds.  The only sure thing similar between the gods in all of its incarnations in different worlds are the ideals that the god holds. Things like name, gender, icons of worship, and etc are changeable depending on the culture or world.

If you are to use any of these gods in the Elodria setting, and no god name has been given for that particular god in the Elodria setting (should say something like XXX in Elodria), then go ahead and make something up.

Google Docs: https://docs.google.com/document/d/1jSzI06eDNhIVVUyr0R5aqDqfDmtVU3pHVqrreCC7w2M/edit?usp=sharing
#720
Resources / [Game Development] Inform7
April 15, 2012, 03:02:28 PM
http://inform7.com/

QuoteInform is a design system for interactive fiction based on natural language. It is a radical reinvention of the way interactive fiction is designed, guided by contemporary work in semantics and by the practical experience of some of the world's best-known writers of IF.

#721
Custom Content / [Class] Mystic Blade
April 13, 2012, 08:06:21 PM
Based on Warmage. Will edit.
Basically a mystic blade with more sword abilities. Renaming spells and skills, etc. (Of course getting rid of some for balancing)

Level BAB Fort Reflex Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored mage (light), 5 3 ? ? ? ? ? ? ? ?
mystic blade edge
2nd +1 +0 +0 +3 ? 6 4 ? ? ? ? ? ? ? ?
3rd +1 +1 +1 +3 Advanced learning 6 5 ? ? ? ? ? ? ? ?
4th +2 +1 +1 +4 ? 6 6 3 ? ? ? ? ? ? ?
5th +2 +1 +1 +4 ? 6 6 4 ? ? ? ? ? ? ?
6th +3 +2 +2 +5 Advanced learning 6 6 5 3 ? ? ? ? ? ?
7th +3 +2 +2 +5 Sudden Empower 6 6 6 4 ? ? ? ? ? ?
8th +4 +2 +2 +6 Armored mage (medium) 6 6 6 5 3 ? ? ? ? ?
9th +4 +3 +3 +6 ? 6 6 6 6 4 ? ? ? ? ?
10th +5 +3 +3 +7 Sudden Enlarge 6 6 6 6 5 3 ? ? ? ?
11th +5 +3 +3 +7 Advanced learning 6 6 6 6 6 4 ? ? ? ?
12th +6/+1 +4 +4 +8 ? 6 6 6 6 6 5 3 ? ? ?
13th +6/+1 +4 +4 +8 ? 6 6 6 6 6 6 4 ? ? ?
14th +7/+2 +4 +4 +9 ? 6 6 6 6 6 6 5 3 ? ?
15th +7/+2 +5 +5 +9 Sudden Widen 6 6 6 6 6 6 6 4 ? ?
16th +8/+3 +5 +5 +10 Advanced learning 6 6 6 6 6 6 6 5 3 ?
17th +8/+3 +5 +5 +10 ? 6 6 6 6 6 6 6 6 4 ?
18th +9/+4 +6 +6 +11 ? 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 ? 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Sudden Maximize 6 6 6 6 6 6 6 6 6 5

Mystic blades have the following game statistics.
Abilities: Charisma determines how powerful a spell
a mystic blade can cast, how many spells a mystic blade can cast
per day, and how hard those spells are to resist (see Spells,
below). A mystic blade?s Intelligence bonus is added to damage
dealt by spells through his mystic blade edge ability. Like a
sorcerer or wizard, a mystic blade benefi ts from high Dexterity
and Constitution scores.
Alignment: Any.
Hit Die: d6.

The mystic blade?s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Intimidate (Cha),
Knowledge (arcana) (Int), Knowledge (history) (Int), Profession
(Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifi er) ? 4.
Skill Points at Each Additional Level: 2 + Int
modifier.

All the following are class features of the mystic blade.
Weapon and Armor Proficiency: Mystic blades are profi -
cient with all simple weapons, martial weapons, light armor, and light shields.
At 8th level, a mystic blade gains profi ciency with medium armor
(see Armored Mage, below).
Spells: A mystic blade casts arcane spells (the same type of
spells available to sorcerers and wizards), which are drawn
from the mystic blade spell list given below. He can cast any
spell he knows without preparing it ahead of time the way
a cleric or wizard must. When a mystic blade gains access to a
new level of spells, he automatically knows all the spells for
that level listed on the mystic blade?s spell list. Essentially, his
spell list is the same as his spells known list. Mystic blades also
have the option of adding to their existing spell list through
their advanced learning ability as they increase in level (see
below). See page 90 for the mystic blade?s spell list.
To cast a spell, a mystic blade must have a Charisma score of
10 + the spell?s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel
spells, and so forth). The Diffi culty Class for a saving
throw against a mystic blade?s spell is 10 + the spell?s level +
the mystic blade?s Charisma modifi er. Like other spellcasters,
a mystic blade can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given
on Table 1?1: The Mystic blade. In addition, he receives bonus
spells for a high Charisma score (see Table 1?1, page 8 of the
Player?s Handbook).
Unlike a cleric or a wizard, a mystic blade need not prepare
his spells in advance. He can cast any spell he knows at any
time, assuming he has not yet used up his spells per day for
that spell level.
Armored Mage (Ex): Normally, armor of any type interferes
with an arcane spellcaster?s gestures, which can cause
his spells to fail (if those spells have somatic components). A
mystic blade?s limited focus and specialized training, however,
allows him to avoid arcane spell failure as long as he sticks to
light armor and light shields. This training does not extend
to medium or heavier armors, nor to heavy shields. Nor does
this ability apply to spells gained from a different spellcasting
class. At 8th level, a mystic blade learns to use medium armor with
no chance of arcane spell failure.
Mystic blade Edge (Ex): A mystic blade is specialized in dealing
damage with his spells. Whenever a mystic blade casts a spell
that deals hit point damage, he adds his Intelligence bonus (if
any) to the amount of damage dealt. For instance, if a 1st-level
mystic blade with 17 Intelligence casts magic missile, he deals
1d4+1 points of damage normally, plus an extra 3 points of
damage due to his Intelligence bonus. The bonus from the
mystic blade edge special ability applies only to spells that he
casts as a mystic blade, not to those he might have by virtue of
levels in another class.
A single spell can never gain this extra damage more than
once per casting. For instance, a fi reball deals the extra damage
to all creatures in the area it affects. However, if a 3rd-level
mystic blade casts magic missile and produces two missiles, only
one of them (of the mystic blade?s choice) gains the extra damage,
even if both missiles are directed at the same target. If a spell
deals damage for more than 1 round, it deals this extra damage
in each round.
Scrolls scribed by a mystic blade do not gain any benefi t from
mystic blade edge. Scrolls activated by a mystic blade also gain no
benefi t from mystic blade edge. The same is true for most other
magic items, such as wands and potions. However, staffs activated
by a mystic blade use not only the mystic blade?s caster level but
also gain the benefi ts of the mystic blade edge, if applicable.
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
level, a mystic blade can add a new spell to his list, representing
the result of personal study and experimentation. The spell
must be a wizard spell of the evocation school, and of a level
no higher than that of the highest-level spell the mystic blade
already knows. Once a new spell is selected, it is forever added
to that mystic blade?s spell list and can be cast just like any other
spell on the mystic blade?s list.
Sudden Empower: At 7th level, a mystic blade gains Sudden
Empower (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.
Sudden Enlarge: At 10th level, a mystic blade gains Sudden
Enlarge (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Widen: At 15th level, a mystic blade gains Sudden
Widen (described in Chapter 3) as a bonus feat. If he already
has the feat, he can choose a different metamagic feat.
Sudden Maximize: At 20th level, a mystic blade gains Sudden
Maximize (described in Chapter 3) as a bonus feat. If he
already has the feat, he can choose a different metamagic
feat.

0-LEVEL MYSTIC BLADE SPELLS
(CANTRIPS)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL MYSTIC BLADE SPELLS
Accuracy*: Doubles weapon?s range increment.
Burning Hands: 1d4/level fi re damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly
1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of StoneM*: Rain of stone deals 1d4/level damage
(max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Acid Blade, Lesser*: Ranged touch attack deals 1d8 acid
damage + 1d8/two levels beyond 1st (max 5d8).
Cold Blade, Lesser*: Ranged touch attack deals 1d8 cold
damage + 1d8/two levels beyond 1st (max 5d8).
Electricity Blade, Lesser*: Ranged touch attack deals
1d8 electricity damage + 1d8/two levels beyond 1st (max
5d8).
Fire Blade, Lesser*: Ranged touch attack deals 1d8 fi re
damage + 1d8/two levels beyond 1st (max 5d8).
Sound Blade, Lesser*: Ranged touch attack deals 1d6
sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
True Strike: +20 on your next attack roll.
2ND-LEVEL MYSTIC BLADE SPELLS
Blades of Fire*: Your melee weapons deal +1d6 fi re
damage for 1 round.
Continual FlameM: Makes a permanent, heatless torch.
Fire TrapM: Opened object deals 1d4 +1/level fi re damage.
Fireburst*: Adjacent subjects take 1d8/level fi re damage.
Flaming Sphere: Creates rolling ball of fi re, 2d6 damage,
lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-
radius burst.
Melf?s Acid Arrow: Ranged touch attack; 2d4 damage for
1 round +1 round/three levels.
Pyrotechnics: Turns fi re into blinding light or choking
smoke.
Scorching Ray: Ranged touch attack deals 4d6 fi re
damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline
creatures.
Whirling BladeF*: Hurled slashing weapon magically
attacks all foes in 60-ft. line.
3RD-LEVEL MYSTIC BLADE SPELLS
Fire Shield: Creatures attacking you take fi re damage;
you?re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fi re damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other
creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL MYSTIC BLADE SPELLS
Blast of Flame*: 60-ft. cone of fi re (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard?s Black Tentacles: Tentacles grapple all within 20-
ft. spread.
Acid Blade*: Ranged touch, 1d6/level acid damage and
target might be sickened.
Cold Blade*: Ranged touch, 1d6/level cold damage and
target might be blinded.
Electricity Blade*: Ranged touch, 1d6/level electricity
damage and target might be entangled.
Fire Blade*: Ranged touch, 1d6/level fi re damage and
target might be dazed.
Force Blade*: Globe of force deals 1d6/level damage (max
10d6).
Sound Blade*: Ranged touch, 1d4/level sonic damage
and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or
deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fi re damage out to 10 ft. and 1d4
out to 20 ft. Passing through wall deals 2d6 damage
+1/level.
5TH-LEVEL MYSTIC BLADE SPELLS
Arc of Lightning*: Line of electricity between two creatures
(1d6/level damage).
CHAPTER 4
SPELLS AND
INVOCATIONS
91
Cloudkill: Kills 3 HD or less; 4?6 HD save or die; 6+ HD
take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take
damage; allies are protected from fi re or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level
fi re damage.
Flame Strike: Smite foes with divine fi re (1d6/level
damage).
Prismatic Ray*: Ray of light blinds target, deals random
effect.
6TH-LEVEL MYSTIC BLADE SPELLS
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/
level each deals half damage.
Circle of DeathM: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and
bombs.
Otiluke?s Freezing Sphere: Freezes water or deals cold
damage.
Tenser?s TransformationM: You gain combat bonuses.
7TH-LEVEL MYSTIC BLADE SPELLS
Delayed Blast Fireball: 1d6/level fi re damage; you can
postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fi re damage.
Mordenkainen?s SwordF: Floating magic blade strikes
opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.
8TH-LEVEL MYSTIC BLADE SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fi re damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold
damage.
Prismatic Wall: Wall?s colors have array of effects.
Scintillating Pattern: Twisting colors make target confused,
stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage,
stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9TH-LEVEL MYSTIC BLADE SPELLS
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fi re
damage.
Prismatic Sphere: Rays hit subjects with variety of
effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.

Sudden Empower Any metamagic feat Increase spell?s variable numeric effects by 50% without
special preparation 1/day
Sudden Extend ? Double spell?s duration without special preparation 1/day
Sudden Maximize Any metamagic feat Maximize spell?s variable numeric effects without special
preparation 1/day
Sudden Quicken Quicken Spell, Sudden Empower, Cast spells as a swift action without special preparation
Sudden Extend, Sudden Maximize, 1/day
Sudden Silent, Sudden Still
Sudden Silent ? Cast spells without verbal components without special
preparation 1/day
Sudden Still ? Cast spells without somatic components without special
preparation 1/day
Sudden Widen ? Increase spell?s numeric measurements by 50% without
special preparation 1/day
#722
Recipients
Archetype points:
Arian, for spreading tales of Civerb, the not-so-ordinary and generous dark elf, to throw off trackers.




Drama Points
These three types of Drama points function as nearly the same thing. (Same type of rewards). I'll be the one to hand these out though. The reason for three types of these points is so that it can overlap with all the players. However, it is very possible for the players to earn one or more of these types of points. These points come in very rarely, and will be given only with very good roleplaying or actions. (Which I see fit).

The examples given are from Roleplaying Tips, using D&D 4.0. But works well enough for ours.

Divine Favor Points
Any action, or series of actions, that could earn the favor of your patron god. Your god may or may not be in alignment with the party's wishes, but every time you do something extraordinary in roleplaying keeping your deity in mind, will earn you a Divine Favor point.

Quote from: Roleplaying TipsDivine Favor Points can only be earned by extraordinary
actions. Slaying zombies and wraiths pleases the Raven
Queen, but she won't give the cleric points for it. It's
something he would have done anyway.

Our cleric has one Divine Favor Point at the moment. The
party had been searching for a runaway boy, and they found
him badly injured and near death. Their first thought was to
heal him and bring him to safety, but the Raven Queen told
the cleric that it was the boy's time to die. She ordered
him not to heal the boy.

The cleric's action in the service of his queen earned him a
Divine Favor Point because it ran contrary to his natural
inclinations and the party's goals. It also caused some
great drama that I, as the DM, could not have planned on my
own.

Archetype Points
Perhaps an extension of the TY Points, but more closely related with roleplaying your character out to the fullest. Every time you act doing something that's very archetypal to your class or race or even alignment, you will earn an Archetype point. Such as with the Divine Favor points, actions that can earn an Archetype point, need not to be hand-in-hand with the party's wishes and motivations.

Quote from: Roleplaying TipsHe gains Archetype Points by doing extremely dragonborn
things. In one battle, he was stunned for several rounds.
The fight was going badly by the time he finally saved
against the stun. He spent an action point to take an attack
on that turn, and killed the enemy. He described his
character as leaping to his feet, sword in hand as he ripped
the ghoul's claws out of his body and dove at the vile
creature, destroying it with a mighty blow. The party was
saved.

This seemed to me like a very dragonborn thing to do, and it
was certainly out of the ordinary. He earned his first
Archetype Point, which he spent not long after

Destiny Points
Earning Destiny points is if you succeed in getting a step closer to your destiny. If your character has an over-all goal and motivation in mind, every time your character does something that can lead to that long-term goal, will earn you a Destiny point.

Quote from: Roleplaying TipsDestiny Points are earned whenever the character does
something extraordinary in pursuit of his or her destiny.
Take care not to confuse these with experience points - they
are not a reward for passing plot milestones. Rather, they
celebrate effort that is above and beyond.

A character seeking to dethrone an evil king should not get
a Destiny Point just for slaying some of that king's elite
guards. However, if in the battle with the guards' captain
he tells his allies to stand back, makes a brief dramatic
speech, then charges forward with a righteous yell as he
plunges his ancestral sword into the captain's heart, that
would be worth a Destiny Point.

Rewards
You may spend a Divine Favor, Archetype, and Destiny point, to any sort of action, skill, event, encounter, that is thematically related to the point. What I mean by this is with Divine Favor points, perhaps with the help of your god, one of your spells does something amazing. With Archetype points, it can be something extraordinary that relates to your race or class. With Destiny points, it can be something event related if the event closely ties in with the destiny or long-term goal of your character.

Using these types of points will also require a bit more imagination and creativity for the players in order to spend them properly. At the very least when using one of these Drama points, the player should roleplay it accordingly.

Due to the nature of these points, it is best if you yourself can come to me with some ideas of events for your character to earn them. The same for spending them. I'll have to decide if what you're spending them for is viable and not too over-powering and unbelievable. (Since the rewards of these points is to basically give the character the ability to do something over-powering - in respects to the mechanics of D&D).

The following rewards can be mixed-and-matched, if you can somehow relate it thematically with the specific type of point.

Quote from: Divine FavorWhenever the cleric or paladin does something above and
beyond the call of duty in the service of their god, they
gain a Divine Favor Point. They can spend these points to
enhance their Channel Divinity powers, which are the spells
and abilities they specifically derive from their gods. They
can also ask for a minor miracle or anything else
thematically related to their god's domain.


  • They ask their god for divine strength, or are able to cast a spell of strength without any interruption (even if something normally interrupts), and the character is able to do something extraordinary for being able to cast the spell.
  • Changing the effects of a Paladin/Cleric/maybe Druid spell/ability. (The spell is god-guided, and does more than it usually does).
  • Some sort of minor miracle, that can relate to your god.
Quote from: ArchetypeThe warlord spent his point to overcome the tribal leader
with a surge of eloquence, and together they raced back
toward the melee, bursting in with a roar and halting the
battle just in time to prevent members of both sides from
dying. The warlord used his Inspiring Word power to heal not
just one or two allies, but every person on the battlefield.
Impressed by this display, the tribe of dragonborn agreed
that talk was perhaps better than slaughter.

(Inspiring Word is usually only for 1 target. He used it to heal everyone in the area.)


  • Changing a race/class skill/ability to include more than one target.
  • An archer being able to hit an auto critical against a target hundreds of feet away.
  • A dark elf casting darkness on an entire village. (Or multiple people hit with faerie fire at once).
Quote from: DestinyDestiny Points, like most of the other drama point
varieties, should be traded in for thematically relevant
rewards. The most appealing of these is probably added
narrative control in scenes where the character's destiny is
at stake. The player described above could immediately turn
in his new Destiny Point to announce that the few remaining
guards are shaken by what they just saw, and two flee while
the third falls to one knee and pledges his loyalty to the
party.

Other rewards could include bonuses and re-rolls in key
fights. Rather than saying that the guards are shaken, the
player spends his point to gain temporary bonuses to
Strength and Dexterity and spend a freebie healing surge as
he finishes the battle.


  • Telling me how exactly NPCs will react.
  • Free re-rolls for actions that are key to your destiny.
  • High bonuses for an event relating closely with your destiny.
Conclusion
These points basically give the players a chance to "God-mode". However, you must come to me first, and see if I approve of it. This gives us a way for your character to do something extraordinary usually always found in story books and novels, that perhaps the D&D mechanics might limit.
#723
The World of Elodria / Timeline
April 13, 2012, 12:00:19 PM
Gods Creation of Elodria
3000 BE (Unknown)

Appearance of the Guardians
2500 BE - 2000 BE (Unknown)

Appearance of Daldors (Dwarves)
2100 BE (Unknown)

Appearance of Avian
2100 BE (Unknown)

Creation of the Cerin Language
2100 BE (Unknown)

Creation of the Shellanth Language
2100 BE (Unknown)

Dwarven Kingdom of Daldor settled
1851 BE

Cataclysm
1600 BE

Fall of the Daldor Empire
1600 BE

Creation of the Dlagrah Language
1600 BE

Appearance of Dracos
1600 BE - 0 AE (Unknown)

Appearance of Orcen
1620 BE

Wars of Dwarvenkind (Great Divide)
1541 BE

Highborn (Daldor) Kingdom of Garn settled
1453

Dark Dwarven City of Bouldersettle settled
1418 BE

Appearance of Elves
1248 BE

Appearance of Gnomes
1091 BE

Appearance of Halflings
1091 BE

Creation of the Common Tongue Language
1091

Elven Kingdom of Shen'Alith settled
837 BE

Gnome Kingdom of Daren settled
316 BE

Appearance of Humans
56 BE

One Year Winter (Emergence)
0 AE

Shadow Walkers and Pscionists appear
0 AE

Magic Enters Elodria
0 AE

Dracos First Contact
0 AE

Appearance of city Arboroia
0 AE

Large Human Settlements, Castles
20 AE

War of the Khazad'Heen
26 AE

Avian City Crystal City settled
84 AE

War of Spirits
320 AE

Avian Crystal City, Kindom, Race, near extinction
320 AE

Fall of the Gnome Kingdom
320 AE

Avian Levitating City Topaz Downs settled
321 AE

Great War Band Migration
326 AE

Catfolk Kingdom of Kyl'Marn settled
398 AE

Human Kingdom of Korinthia settled
420 AE

Psionic Conflict
980 AE

Psionic City of Medina settled
1001 AE

Reign of King Terren
1951 AE

Present Day - Arboroia City of Dreams (ACoD)
2007 AE

Present Day - The Endor Project (TEP)
2016 AE

Present Day - Quest of for the Silver Arms
2020 AE

Present Day - Guild of Galas'nor RP
2022 AE
#724
These are from The Endor Project.

Also check this link:
https://docs.google.com/spreadsheets/d/1XLk1qznxqu7VjEyWEoBH9yyp_U4M6Jk1hoksLkuzuzA/edit?usp=sharing

Ask any of the DMs for access to edit and modify these if you want to add new entries.

Heroes/Guilds/Groups/People:
Shirus Shenegas the Alchemist
Zedia the Enchantress
Sephiroth the Dragon who Wilts
Melvis the Mage
Mor'bidan the Necromancer
Melinda the Halfing Harlot
Serith the Enchanter
The Crimson Guard
Long Hammers of the Daldor Clan
Zelendar the Red Dragon
Golthan the Paladin
Sandarian Order of the Monks
Gothar the Barbarian
Ashlandia the Dragon
Kalzyx the Familiar
Drixel Gemcutter the Mountain Gnome
Aranimus Painsplitter the Shield Bearer
Clan of Lost Souls - Necromancer Clan
Warren the Paladin
Shoop the Beggar
Werros Keller
Zaarg the Dwarven Smith
Amren the Elven Fighter
Gadric the Adventurer
Tellos the Cowardly Wizard Apprentice
Ryld the Fighter
Yathasar the Thief
Kargos the God of Vengeance
Ashaka'Khan the Leader of the Brotherhood
Dead Eye the Pirate
Mog-Ral the Half Ogre
Brother Cedric the Monk
Herenicus the God of Humility
Teron the God of the Storms
Glorden the Berserker Dwarf
Den'Arth the Barbarian
Lon-Shanin the Golden Dragon
Lyon the Thief
Helena Windshifter
Sovren the Wizard
Zore the Fire Warrior
Tamarak the Old Wizard in Icefang Forest
Bal'isturil the Smith
Everdeil the Sword Master
Crimson Talon with the Red Dragons
Fronlet the Tinker
Evail the Swordsman
Andrew Sedwick the Not-So-Lucky
Merillos the Diver
Paton Gills the Farmboy
Arkhan the Warrior Smith

Locations/Kingdoms:
Icefang Forest in the Korinthian Kingdom
Nether Realms
Kar'lowats City
Worldtree
#725
Dlagrah - Orken and Drakos

+++++++++++++++++++++++++++++++++++++~Articles/Conjunction/Preposition
A=Ra
About=
Against=
Although=
An=
And=Ek
After=
As=
At=
But=
By=
For=
From=
If=
In=
Of=
On=
Or=
Out=
So=
The=Fra
To=
What=
With=

+++++++++++++++++++++++++++++++++++++~Adverb
About=
Again=
Ago=
Almost=
Alone=
Already=
Also=
Always=
Any=
Down=
How=
May=
Might=
No=Na
Not=Nak
Now=
Over=
Than=
That=Mesk
There=Mekav
Their=Gravmek
Then=Tar
When=Wer
Where=Wesk
Up=

+++++++++++++++++++++++++++++++++++++~Pronouns
All=
Each=
He=Erak
Her=
His=
I=Dra
It=Ikta
Me=Ak
Most=
My=
Myself=Aksa
Self=Sa
She=Erav
Some=
Their=
Them=Faru
These=
They=Farusk
This=
Us=Et
We=Et
Which=
Who=
You=Grav
Your=
Yourself=Grasa

+++++++++++++++++++++++++++++++++++++~Noun
Plural=-

One=
Two=
Three=
Four=
Five=
Six=
Seven=
Eight=
Nine=
Ten=
Twenty=
Thirty=
Forty=
Fifty=
Sixty=
Seventy=
Eighty=
Ninety=
Hundred=

Accident=
Advice=
Age=
Ancestor=
Animal=
Answer=
Apple=
Area=
Arm=
Army=
Artist=
Attack=
Autumn=
Back=
Bakery=
Balcony=
Banana=
Band=
Bat=
Bath=
Battle=
Beach=
Bean=
Bed=
Bedroom=
Belt=
Bird=
Blood=
Body=
Bone=
Book=
Boot=
Boy=
Bracelet=
Brace=
Bread=
Bridge=
Day=
Desert=Yarav Leru
Forest=Fesk
Grass=Grek
Hill=Hic
Land=Leru
Mountain=Brask Hic
Number=
Other=
People=
Person=
Rock=Ra
Sky=Skrav
Side=
Sound=
Time=
Water=
Way=
Wood=Grekwaru
Word=

+++++++++++++++++++++++++++++++++++++~Adjectives

First=
Second=
Third=
Fourth=
Fifth=
Sixth=
Seventh=
Eigth=
Ninth=
-th=

A=
An=
Bad=Nask
Big=Brask
Giant=Brask
Good=Dak
Green=Grek
Hot=
Little=Lerak
Long=
Many=
Near=Nera
Small=Serak
Tiny=Tara
Very=Vrana
Yellow=Yarav

+++++++++++++++++++++++++++++++++++++~Verbs
-Ing=-
-Ed=-Sk

Am=E
Are=Er
Be=
Been=
Were=Ersk
Is=Ika
Was=Wask

Accept=
Accepted=
Achieve=
Achieved=
Acquire=
Acquired=
Act=
Acted=
Admire=
Admired=
Agree=
Agreed=
Allow=
Allowed=
Amuse=
Amused=
Annoy=
Annoyed=
Answer=
Answered=
Ask=
Asked=
Avoid=
Avoided=
Become=
Became=
Begin=
Began=
Believe=
Believed=
Benefit=
Benefitted=
Bite=
Bit=
Break=
Broke=
Bring=
Brought=
Build=
Built=
Burn=
Burned=
Buy=
Bought=
Call=
Called=
Can=Cert
Can't=Cerna
Come=
Came=
Could=Cernisk
Couldn't=Cerniskna
Do=Da
Don't=Dana
Did=
Didn't=
Does=Dask
Doesn't=Daskna
Find=
Found=
Go=
Went=
Help=Hak
Helped=Hask
Have=
Haven't=
Had=
Hadn't=
Know=
Knew=
Like=
Liked=
Live=La
Lived=Lask
Make=
Made=
Say=
Said=
Should=Hinka
Shouldn't=Hinkana
Thank=
Thanked=
Think=Tra
Thought=Trask
Use=
Used=
Wouldn't=Waraskna
Will=Wara
Won't=Warana
Would=Warask
Write=
Wrote=
#726
Cerin - Gnomes and Dwarves

|||||||||||||||||||||||||||||||||||||~Articles/Conjunction/Preposition
A=Ul
About=Retol
Against=Atras
Although=Peto
An=Ul
And=Ai
After=
As=
At=
But=
By=
For=Fedil
From=
If=
In=
Of=Af
On=
Or=
Out=
So=
The=Ro
To=
What=
With=

|||||||||||||||||||||||||||||||||||||~Adverb
About=
Again=Ferlo
Ago=Tres
Almost=Thellam
Alone=Sesto
Already=Sesla
Also=Sethil
Always=Certhan
Any=Sel
Down=
How=
May=
Might=
No=Eri
Not=Eri
Now=
Over=
Than=
That=Kan
There=Tun
Their=Olat
Then=Trut
When=Heant
Where=Tern
Up=

|||||||||||||||||||||||||||||||||||||~Pronouns
All=Ern
Each=
He=An
Her=
His=
I=Rus
It=Al
Me=Ru
Most=
My=
Myself=Runan
Self=Nan
She=And
Some=
Their=
Them=Anan
These=
They=Anans
This=
Us=Aran
We=Arans
Which=
Who=
You=Ara
Your=
Yourself=Aranan

|||||||||||||||||||||||||||||||||||||~Noun
Plural=-Eg

One=Uhn
Two=Twun
Three=Trun
Four=Frun
Five=Flun
Six=Slun
Seven=Grun
Eight=Elun
Nine=Bun
Ten=Tev
Twenty=Dev
Thirty=Trev
Forty=Frev
Fifty=Flev
Sixty=Slev
Seventy=Grev
Eighty=Elev
Ninety=Brev
Hundred=Tarl

Accident=Agunar
Advice=Altace
Age=Tulb
Ancestor=Galestar
Animal=Porlutel
Answer=Jurael
Apple=Opend
Area=Terdo
Arm=Helm
Army=Drathen
Artist=Festol
Attack=Drathar
Autumn=Wellon
Back=Wenil
Bakery=Ocklum
Balcony=Ivin
Banana=Idan
Band=Pollus
Bat=Tradep
Bath=Yulm
Battle=Dratharen
Beach=Yulmar
Bean=Ikin
Bed=Leep
Bedroom=Leepter
Belt=Selt
Bird=Fird
Blood=Sleed
Body=Koly
Bone=Wass
Book=Peev
Boot=Lim
Boy=Ablo
Bracelet=Atanli
Brace=Iloter
Bread=Frean
Bridge=Muni
Day=
Desert=Argo
Forest=Radin
Grass=Armo
Hill=Grani
Land=Ergon
Mountain=Grandu
Number=
Other=
People=
Person=
Rock=Rara
Sky=Ilop
Side=
Sound=
Time=
Water=
Way=
Wood=Elgin
Word=

|||||||||||||||||||||||||||||||||||||~Adjectives

First=
Second=
Third=
Fourth=
Fifth=
Sixth=
Seventh=
Eigth=
Ninth=
-th=

A=
An=
Bad=Kuy
Big=Ghent
Giant=Kerl
Good=Kay
Green=Grin
Hot=
Little=Puttle
Long=
Many=
Near=Gandun
Small=Aputtle
Tiny=Anputtle
Very=Maln
Yellow=Vesa

|||||||||||||||||||||||||||||||||||||~Verbs
-Ing=-Eng
-Ed=-Ad

Am=Ade
Are=Alm
Be=
Been=
Were=Almad
Is=Al
Was=Alad


Accept=Acrept
Accepted=Acreptad
Achieve=Thanor
Achieved=Thanorad
Acquire=Pendol
Acquired=Pendolad
Act=Jiben
Acted=Jibenad
Admire=Flath
Admired=Flathad
Agree=Senan
Agreed=Senanad
Allow=Felth
Allowed=Felthad
Amuse=Abig
Amused=Abigad
Annoy=Abil
Annoyed=Abilad
Answer=Erful
Answered=Erfulad
Ask=Cethil
Asked=Cethilad
Avoid=Olm
Avoided=Olmad
Become=Pin
Became=Pinad
Begin=Reg
Began=Regad
Believe=Wel
Believed=Welad
Benefit=Dep
Benefitted=Depad
Bite=Ros
Bit=Rosad
Break=Fer
Broke=Ferad
Bring=Min
Brought=Minad
Build=Wes
Built=Wesad
Burn=Jim
Burned=Jimad
Buy=Dril
Bought=Drilad
Call=
Called=
Can=Ten
Can't=Teneri
Come=
Came=
Could=Agaen
Couldn't=Agaeneri
Do=Alan
Don't=Alaneri
Did=Alanad
Didn't=Alanaderi
Does=Alon
Doesn't=Aloneri
Find=
Found=
Go=
Went=
Help=Fel
Helped=Felad
Have=
Haven't=
Had=
Hadn't=
Know=
Knew=
Like=
Liked=
Live=Yan
Lived=Yanad
Make=
Made=
Say=
Said=
Should=Bal
Shouldn't=Baleri
Thank=Heliw
Thanked=Heliwad
Think=Agoe
Thought=Agoead
Use=
Used=
Will=Desaen
Won't=Desaeneri
Would=Ugit
Wouldn't=Ugiteri
Write=
Wrote=
#727
Shellanth - Avian and Elves

=====================================~Articles/Conjunction/Preposition
A=Un
About=
Against=
Although=
An=
And=O
After=
As=
At=
But=
By=
For=
From=
If=
In=
Of=
On=
Or=
Out=
So=
The=Y'y
To=
What=
With=

=====================================~Adverb
About=
Again=
Ago=
Almost=
Alone=
Already=
Also=
Always=
Any=
Down=
How=
May=
Might=
No=Nia
Not=Nian
Now=
Over=
Than=
That=Shargh
There=Y'yen
Their
Then=Y'yui
When=Thiffe
Where=Thiffa
Up=

=====================================~Pronouns
All=
Each=
He=Ire
Her=
His=
I=Phee
It=
Me=Eri
Most=
My=
Myself=Erither
Self=Ther
She=Thire
Some=
Their=
Them=Y'yn
These=
They=Y'yll
This=
Us=Ui
We=
Which=
Who=
You=Mar
Your=
Yourself=Marther

=====================================~Noun
Plural=-

One=
Two=
Three=
Four=
Five=
Six=
Seven=
Eight=
Nine=
Ten=
Twenty=
Thirty=
Forty=
Fifty=
Sixty=
Seventy=
Eighty=
Ninety=
Hundred=

Accident=
Advice=
Age=
Ancestor=
Animal=
Answer=
Apple=
Area=
Arm=
Army=
Artist=
Attack=
Autumn=
Back=
Bakery=
Balcony=
Banana=
Band=
Bat=
Bath=
Battle=
Beach=
Bean=
Bed=
Bedroom=
Belt=
Bird=
Blood=
Body=
Bone=
Book=
Boot=
Boy=
Bracelet=
Brace=
Bread=
Bridge=
Day=
Desert=Fiphin
Forest=Phura
Grass=Hunnear
Hill=
Land=
Mountain=Mothiana
Number=
Other=
People=
Person=
Rock=Uaha
Sky=Lent
Side=
Sound=
Water=
Time=
Way=
Wood=Lophe
Word=

=====================================~Adjectives

First=
Second=
Third=
Fourth=
Fifth=
Sixth=
Seventh=
Eigth=
Ninth=
-th=

A=
An=
Bad=Sloon
Big=Aharth
Giant=Umbra
Good=Nyar
Green=
Hot=
Little=Lilliar
Long=
Many=
Near=Melo
Small=Sillin
Tiny=Phenin
Very=Aneff
Yellow=

=====================================~Verbs
-Ing=-
-Ed=-En or -Th

Am=Eth
Are=En
Be=
Been=
Were=Wruo
Is=Soin
Was=Wathe

Accept=
Accepted=
Achieve=
Achieved=
Acquire=
Acquired=
Act=
Acted=
Admire=
Admired=
Agree=
Agreed=
Allow=
Allowed=
Amuse=
Amused=
Annoy=
Annoyed=
Answer=
Answered=
Ask=
Asked=
Avoid=
Avoided=
Become=
Became=
Begin=
Began=
Believe=
Believed=
Benefit=
Benefitted=
Bite=
Bit=
Break=
Broke=
Bring=
Brought=
Build=
Built=
Burn=
Burned=
Buy=
Bought=
Call=
Called=
Can=Lase
Can't=Lasear
Come=
Came=
Could=Lenar
Couldn't=Lenarer
Do=Mae
Don't=Maer
Did=
Didn't=
Does=Maem
Doesn't=Maemer
Find=
Found=
Go=
Went=
Help=Harfa
Helped=Harfen
Have=
Haven't=
Had=
Hadn't=
Know=
Knew=
Like=
Liked=
Live=Loh
Lived=Lohen
Make=
Made=
Say=
Said=
Should=Hine
Shouldn't=Hinear
Thank=
Thanked=
Think=Shrine
Thought=Shrinth
Use=
Used=
Will=Su
Won't=Suar
Would=Surm
Wouldn't=Surmar
Write=
Wrote=
#728
QuotePrologue here: http://forum.fantasyworldcreations.com/under-the-bard's-tree/the-last-runestones-prologue/

I'll be posting this chapter in bits. Criticism is needed, I haven't looked at this in years and haven't bothered rewriting paragraphs for clarity, flow, or smoothness.

Magic is the strength that pierces
Through every room
Through every corner,
In every mind, body and soul.
It courses through the veins of the many,
Ever flowing and streaming,
Ever ebbing and biding.
Commanded by every grasping call,
Ever guarding and empowering,
Ever nourishing and restoring.
As the winds breeze, as the stars roam,
As the waves journey across the seas;
So will magic be a wanderer.
Finding a place in every room,
Through every corner,
In every mind, body and soul.


* * * * *
Chapter 1 - Thirty Riders
   The horse bayed as the lone armored rider descended down the hill, slowing his steed at the same time. Not that the unholy horse needed to, for the rider knew that his creation could out-maneuver any other horse, and that it possessed unnatural agility and sure footedness, but he had felt some sort of change in the area. It was a subtle feeling, no more than a slight touch of his senses, and to any other person, would have been shrugged off, or more likely, not felt at all. But the lone figure had encountered many such auras before, back when the world was filled with the most curious of creatures, the most ferocious of beasts, and the most powerful of magic. He was surprised to feel such an aura emanating around him; it has been decades since he last felt the magical workings of another instead of his own. Yet, when he considered the place he was near to, the surprise was not as shocking.

   ?Of course.? The hooded man whispered to his mount. The creature neighed in response, as if understanding his master?s musings. And without further thought, he urged his mount forward again at the same blinding speed.
   The lone rider felt the emanations of the aura, but knew that even with his talent and skill, he would need to be closer to the source to discern what the aura meant for him. But the very proximity to his destination told him what it was. Feeling the strength of the aura bolster as the dark rider came sped across the fields, he saw the ruins that marked a once proud city, now forgotten in the dusts that covered the place. As he came closer to the ruins, the aura heightened threatening to cloud the senses of the unholy steed as it should have unwaveringly galloped on ? except it didn?t. The creature cried, and snorted its disapproval of nearing the ruins. Even when the rider urged the beast to move forward, the creature steadily slowed it?s speed, if only so slightly; it still knew that it could not disobey its master.

   More annoyed than perturbed, he ignored the creature?s protest, and commanded his mount to charge forward. Reveling in the magical aura, so familiar and yet foreign to him, he silenced his creature?s protest. A moment later, the creature?s whining stopped. But it wasn?t from the command that its master imparted. In that single instant, a wave of energy hit both rider and mount. Ignoring the armored figure on top, it directed its power to the mount. Another moment later, the lone rider found himself flying through the air, propelled by the speed of his steed that was no longer there.

   Reflexes honed through many dark ways, the heavily armored rider impossibly flipped once in the air, only to land on the ball of his feet, rolling once to lessen the impact, and crouching as he ended his flight. When one expected to hear the scraping of armor piece against armor piece, instead no sound was heard, no noisy clanking or clashing was evident as the man stood up to his full height. The figure looked behind him to find any evidence of his creation, but finding none, he tuned out his surroundings, and concentrated on that same aura, and the fading energies that blasted his steed. The strength of the magic was formidable after all these years in dormancy, and he didn?t expect his steed to be undone by the magicks still in tact around the area. Still a good distance away from the ruins, the figure gathered the meager energies around him to whisk himself nearer to the ruins. But thinking of his mount disappearing into nothingness, he thought it better to continue the journey without the aid of magic. He didn?t dare test what else the aura can do.

Starting forward toward the ruins, the figure thought of nothing else but reaching the broken walls, fallen columns, crushed structures: the ancient and forgotten city. For there, in the heart of the age-old city, hidden away through many centuries and generations, protected from the very river of time, lay his rightful power.
#729
The Silver Arms / Item Drops
April 12, 2012, 02:57:00 PM
Greed and Need rolls. Make it a 1d20 roll without modifiers. Items not rolled for will be lost. SO might as well Greed it.

Quote
Cloak x3
60 coins
Black Short Sword (unidentified) x3
Black Dagger (unidentified) x3
Amulet (unidentified, eye symbol) x3
Thrown knives (10) x3
#730
The Silver Arms / Thank You Points Rewards
April 12, 2012, 02:39:02 PM
A list of rewards. The list isn't final, and it may change randomly.

  • Cost 1, earn 20 exp.
  • Cost 1, you can ask for a reroll, however preferably this must be done within the same post where you call an action, set a condition when you want a reroll. However, the resulting reroll will *have* to be taken. Example:
    Quote
    Player: Diplomacy check, reroll if ending result is below 15.
    *Player rolls* and gets 10. 10 +2 (modifiers) = 12, 12 is below 15.
    DM: *Rolls for player* and gets 8. 8 + 2 = 10. 10 is the result. Player ended up getting a lower roll, even though he/she used a re-roll
    You fail to convince the guard of your honorably intentions, and he attacks you.
  • Cost 1, increase attack roll by 1 (Can only be done once for each roll)
  • Cost 2, increase damage roll by 1 (Can only be done once for each roll)
  • Cost 2, increase any roll by 1 (Can only be done once for each roll, cannot stack with the two above)
  • Cost 2, permanently increase craft/profession skill by 1 point.
  • Cost 2, add extra rolls to critical hits rather than multiply. (eg, x2 crit 1d8 weapon means you roll a 2d8 for damage, rather than 1d8 multiplied by 2.)
  • Cost 3, permanently increase knowledge skill by 1 point.
  • Cost 4, Take 20 on a skill check, can be done even if threatened or distracted. (But can't be done in combat).
  • Cost 5, earn 110 exp.
  • Cost 8, Take 20 on a skill check, even in combat.
  • Cost 10, earn 250 exp.
  • Cost 15, give weapon a +1 to attack rolls. (Can only be done once per weapon, weapon is now considered enchanted)
  • Cost 20, earn 600 exp.
  • Cost 20, permanently increase lowest level Ability stat by 1 point.
  • Cost 25, give weapon a +1 to damage rolls. (Can only be done once per weapon, weapon is now considered enchanted)
  • Cost 30, permanently increase Ability stat by 1 point. (Can't be the highest stat)
  • Cost 40, permanently increase highest level Ability stat by 1 point.
#731
News / Pretty URLs Installed
April 12, 2012, 11:10:06 AM
This is a rather big change, so I have to make a note of it here.

Anyways, the URLs have been changed so they look "pretty". It's no longer some complicated topic=456.34? etc. This means that you have to update *all* links that you've posted before if you want to keep them to work. Sorry for the inconvenience but this is a step for better SE Optimization.

Edit, just checked, the old URLs still work apparently.
#732
News / Aeva Media Installed
April 09, 2012, 07:33:56 PM
I don't always post updates when mods are installed/uninstalled, but since it seems to pertain to the interests, I installed an Aeva mod that will allow automatic embedding of media into posts, just post the link and it will do it automatically.

I'll post the options you can do.

2)Of course even better you can just link it.

3) Aevia autoembedding
Here are the supported sites for Aeva autoembedding (Looks messy since I just copied and pasted from the Admin CP):

Popular Sites (28) -  Select All
  ? YouTube*  ? YouTube (Playlists)  ? Dailymotion  ? Google Video  ? Google Maps  ? MetaCafe  ? Veoh  ? Vimeo  ? Apple Trailers*  ? Archive.org*  ? Break*  ? Brightcove network  ? ESPN  ? Facebook*  ? Flickr*  ? GameSpot  ? Hulu (Usa Only)*  ? IGN  ? ImageShack  ? JustinTV  ? Kewego network*  ? Last.fm (Audio)  ? MegaVideo*  ? MSN Live/Soapbox  ? MySpace  ? Photobucket  ? TinyPic  ? Yahoo Video*

Video Sites (145) -  Select All
  ? 123video  ? 5min Life Videopedia  ? 9You  ? ABC News*  ? AdultSwim  ? AlloCin?  ? AniBoom  ? Atom*  ? BBC iPlayer (UK)  ? Bebo*  ? Blip*  ? BoFunk*  ? BombayTV  ? Broadcaster*  ? CarPix Tv  ? CBS Sports  ? Cellfish  ? Clarin  ? Clip.vn  ? ClipFish (Old)  ? ClipFish (New)  ? ClipJunkie  ? ClipLife  ? ClipMoon  ? Clipser  ? ClipShack  ? Cold-Link  ? CollegeHumor  ? ComedyCentral/TDS  ? Crackle  ? CrunchyRoll*  ? Culture Pub*  ? Current*  ? Dailyhaha  ? Demoscene.tv*  ? DotSub (w/o Captions)  ? DoubleViking*  ? dropshots.com  ? Dv.ouou  ? EASportsWorld*  ? EbaumsWorld Videos*  ? Excessif (DVDrama)  ? ExposureRoom  ? FunnyOrDie  ? G4TV  ? GameKyo  ? GameTrailers  ? Gametube.org  ? GameVideos.1up  ? GarageTv*  ? Gloria  ? Glumbert  ? GotGame*  ? GrassRoots ItvLocal  ? GrindTv*  ? Guba  ? TheHub  ? Humour*  ? Video.i.ua*  ? IMDB*  ? IndyaRocks  ? Izlesene  ? Jokeroo  ? Joost  ? JujuNation Video  ? JumpCut  ? Kaltura network*  ? Koreus  ? Last.fm (Video)  ? Last.fm (YouTube)  ? Libero  ? LiveLeak  ? LiveVideo  ? Machinima (Old)  ? Machinima (New)  ? Video.mail.ru  ? Milliyet*  ? MoFile  ? Mogulus (Livestream)  ? MotionBox  ? Mpora  ? Mpora TV  ? MtvU (Usa Only)  ? Multiply  ? MyNet  ? MySoccerMedia*  ? MyShows.cn*  ? MyTaratata  ? MyVideo  ? MyVi*  ? M Thai  ? NhacCuaTui  ? OffUHuge  ? The Onion*  ? OnSmash  ? PikNikTube  ? Putfile  ? Rambler  ? RawVegas  ? Revver  ? RuTube  ? SevenLoad  ? ShareView  ? Sharkle*  ? Sina Podcast  ? Smotri  ? Snotr  ? SouthPark Studios  ? Space.tv.cctv.com  ? Spike  ? Streetfire*  ? StupidVideos*  ? TagT?l?  ? Tangle  ? Tm-Tube*  ? TrailerAddict*  ? TrTube*  ? Trilulilu*  ? Truveo*  ? Tu.tv*  ? Tudou  ? UOL VideoLog  ? UUME  ? Ustream*  ? u-Tube  ? vbox7  ? VideoJug*  ? videos.sapo  ? Vidiac  ? Viddler*  ? Vholdr*  ? Videa  ? VideoNuz*  ? VidiLife*  ? VidMax  ? Vidivodo*  ? VSocial (Type1)  ? VSocial (Type2)  ? Wat.tv*  ? WeGame  ? Wipido*  ? Yahoo Video HK  ? Yahoo Music Videos  ? Yandex*  ? YouKu

Audio Sites (17) -  Select All
  ? BooMp3  ? Deezer  ? Deezer (Playlists)  ? Deezer (Radio)  ? Divshare  ? EbaumsWorld Audio*  ? GoEar  ? iJigg  ? Jamendo  ? JujuNation Audio  ? Last.fm (Artist)  ? Mp3tube*  ? MusOpen*  ? Passionato (Single)  ? Passionato (Playlist)  ? Project Playlist  ? Seeqpod

Other Sites (6) -  Select All
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#733
Long time ago I once fancied writing a story. Had outlines that covered the first few chapters, as well as notes on the whole story. Was aiming for around 6500 words per chapter, started writing it in my senior year of high school I think, and stopped writing shortly after. One day I'll finish it. Ah well.




Prologue - Past
The end came not at night, but right before sunset. Nor were the skies dark and gloomy as bards once sang. It was a warm, and for the most part, a seemingly peaceful summer day, with the sun a few hours from setting. Kaladar, the last city of the ancient ones, was burning. The heavy smog from the fires hung heavily in the air, giving the once proud city an almost surreal and foreboding look.

Eldrich Adelin stood tiredly on top of the broken remains of the castle walls, looking toward the enemies that brought down many of his close friends and kin. Thousands of strange, near-ethereal, ghoul-like creatures covered the lands that were once the birth right of every clan. Each of the strange humanoid creatures had lifeless faces, expressions devoid of any emotion, be it love or hate. They stood there, far enough to be out of the range of catapult, and close enough to keep a watchful eye on the rubble-strewn city. Eldrich didn?t know what to make of them, and even the other high mages couldn?t discern from whence they came from, or how they came into being. Some believed they were ghosts from eras long past, brought into the world through unholy means. Others say that they are reincarnations of spirits who are doomed to roam the land given a physical form. However, through all the rumors and mysteries regarding the creatures, all that was known for certain was that they came to destroy. And were lead by a renegade mage who was once a great and noble person in a past era.

After the first reports of an attack from the creatures, Eldrich, along with the other high mages, were stationed to defend the empire. There were once many of them, including all the races, even some of the goblin and troll. Each commanded unfathomable power, but slowly and surely, each mage was overwhelmed, and slowly but surely, the nation crumbled away from the mad wizard and his army of ghouls. Under the command of the Council, armies upon armies were sent to stop the relentless plague that overwhelmed the empires. Each army had a dozen high mages accompany them. But with each army lost, a dozen more high mages fell to the dusts of battle. With each fall of a high mage, the army comes ever closer to the heart of the empire. Now here they are. After razing most of the kingdom, after pillaging most of the empire, they've finally arrived at Kaladar, the last bastion of defense.

Eldrich scanned the rubble of walls that he stood upon. It seemed only yesterday that he was enjoying the summer festivities with his friends and kin, spending hours admiring the tall and spired buildings of the city, from along the higher, outer walls. And now all that was left of the once proud walls, was the charred earth, burned towers and rubble. Once the scouts reported of the wizard's march toward Kaladar, Eldrich and all other remaining high mages were stationed at various points along the very same walls. Accompanying them, were all the remaining soldiers and guardsmen who have been lucky enough to not get sent away to action. Each mage and their guard fought to the last. Denying the inevitable outcome, they kept fighting even when they were surrounded by the hoards of the creatures. Using every bit of their arcane knowledge, and every bit of their survival skills. The men and women, the mages and soldiers, the brightest and best fought the tides of creatures that swarmed them. Thus the defense of Kaladar was broken. After destroying the outer walls, only the inner walls of the city prevented the onslaught of the ghouls. He was the last of the high mages, and only a handful of guards were left to protect the women and children who were deep within the Kaladar Keep, protected only by the meager defenses of the inner walls.

* * * * *

"We've lost too much, haven't we?" the winged faerie sitting on Eldrich?s shoulder said. Lost in his thoughts, Eldrich almost forgot about his small companion. Keeping his eyes toward the creatures, he answered.

"Too much." Eldrich replied. The faerie expected more from the wizard, his short response sparking a curiosity within the faerie. She gave her attention to him, but Eldrich was already back in his ponderings, and after a moment of hesitation, the faerie shrugged, and diverted her attention back to the barricade of creatures far away, but still discernable with her eyes. She shivered as she watched the creatures stare back at her. Turning her head and looking at Eldrich again, she wondered why Eldrich wanted to be here.

* * * * *

Eldrich sighed in grief, he knew, even with his help and the last few fighting men, that they did not have the power to stop the creatures. Even if somehow every single women and child were miraculously converted to warriors, the chances were still grim.

"Eldrich, sir", a voice behind him spoke. Tearing his gaze from the charred battlefields and the waiting creatures beyond, he turned around and looked upon a man no more than twenty years of age, wearing the wing and sword emblem of a soldier of Kaladar. Eldrich remembered the call to arms and he vividly recalled the many jubilant young men who readily took up the sword to fight the invading army. He then remembered of the losses of their own armies, losing every single one of them except for the last regiment daily patrolling what is left of the city. The soldier's haggard features and the sorrow in his eyes told Eldrich that it was a fact not lost on the young man. Eldrich knew the soldier before him must have lost his youth as he lost his friends and family.

"The Council wants you back at the inner walls?" the young soldier said. He then paused, as if searching for the right words. "?There's nothing left here".

Eldrich thought about the words. Of course he knew there was nothing left here in the outer walls, of course he knew that everything beyond the inner wall gates were destroyed. But he wanted to see the place himself. Not through the scout's and sentry's reports, nor to see the destruction from a far, but to feel the desolation of the ruins himself.

Not long ago, the strange army of ghouls laid waste to these outer walls, many of the few remaining defenders died. And when the ghouls finished burning and blasting apart the buildings outside the inner walls, they slowly retreated back, forming a circular ring, like a siege, around the city.

Now there they were; a dark blot, blemishing the fields of Kaladar. Eldrich didn't know why they stopped their relentless destruction, halting just before the inner walls, and he doubted if anyone else knew the reason other than the shadow, the manifestation the army of ghouls seems to follow. But he knew it wasn't over. Everyone knew it wasn't over.

Eldrich lifted his weary eyes toward the young soldier. With a nod, he motioned for the soldier to carry on by giving a quick hand gesture toward the city. The soldier nodded once, paying his respect to the mage and his winged companion, and turned around, heading back toward the city?s inner wall gates. Eldrich watched the soldier make his way through the rubble of houses and buildings that were unlucky enough to have been built outside the inner walls. He watched the soldier carry himself as if he had a great fatigue that he just couldn?t shake off. Eldrich felt the same. Even the slow raising of the inner wall gates seemed slow and tired, as it was slowly cranked up to let the soldier pass through.

"Come Winelly, I'll await you at the gates." Eldrich said as he regarded his faerie friend still sitting on his shoulder, looking apparently bored at the uneventful time of late. The faerie stood up, and fluttered her wings a bit before lifting herself from Eldrich. She smiled, a joyous grin that seemed to contrast with the desolate landscape and the prevailing dour aura that he seemed to feel where ever he went. He was glad for her company, and he suspected that every other high mage who was honored enough to have a faerie guide them through life felt the same. He still remembered the first time he met Winel, or Winelly, the name he's given to her, he was just promoted to a high mage, when from seemingly out of no where, the faerie appeared declaring that from now on she will be his "life guide". At the time, he didn't know what that meant, only accepting the strange creature as every other high mage has done. But now, he knew what the faerie meant, through all the battles they've been through, Winel was always there casting her own enchantments and spells to aid him in battle, and after a close friend of Eldrich fell down in battle, Winel was always there to encourage him, always advising him the best courses of action.

The faerie suspended in the air with her wings, closed her eyes. And through Eldrich's trained vision, he saw ripples of magical energies, or magicks, appear around the faerie. He recognized the patterns of the energy as a teleporting spell, and quickly following after, he closed his own eyes.

Focusing his thoughts on the city?s inner wall gate. Eldrich pictured the stone carved entrance, he pictured the many layers of stone that were neatly stacked up one on top of the other to form the gate, he pictured the iron grate, spanning almost twenty feet horizontally, and likewise vertically, he pictured the sets of iron chains that opened and closed the gate. Eldrich then imagined the gate as if it was before him, mentally placing the details of the gate so that it seemed to tower over him. And with the thought of the inner wall gates, Eldrich reached for those energies within him, around him, beside him in the world. Like a tailor, Eldrich fashioned those threads of energies, forming them, and bending them to his will. Keeping the image of the gate in his thoughts, Eldrich opened his eyes. Before him, was the gates itself, Winel fluttering nearby, and the same young soldier looking at him in disbelief. The soldier shook his head, and as if nothing ever happened, he went on ahead, probably toward his superior for new orders.

As Eldrich braced himself against the waves of nausea that was expected from his teleportation spell, he couldn?t help but remember the picture of the Kaladar inner city gate he conjured for his teleportation. When once the Kaladar city was the envy of the entire world, even the gates were one of the most prized possessions the city could ever acquire. And now, when Eldrich looked upon the once magnificent gate, he can?t help but a feel a sense of dread, lost, and grief for how far the city has fallen. Even now, many burn marks, and deep punctures through the wall can be visibly seen. Entering through the gate, and acknowledging the many startled guards gaping in awe at the mage who magically appeared before them, it was a fact not lost on Eldrich.

?How much longer?? Eldrich thought to himself.

It was always in his mind, like a gathering darkness threatening to overwhelm him and his entire world. It was a rhetorical question, but it seemed to Eldrich that the question seemed more like a foretelling of the future rather than a harmless question. Eldrich knew that he should hold on to hope, hold to hope like every person in the city clings onto. But deep within his heart, he knew that it would soon be over. The ghoul army was just a doorstep away, and if the mad wizard just took the last step, Eldrich knew it would all be lost. All that the kingdom has worked for will be destroyed in the final conflict, and Eldrich knew that many people would die.

Shaking away the malignant thoughts, Eldrich and Winel guided themselves toward the Kaladar Keep. The keep was once the living quarters for the king, as well as a small section barracks built for guests and their guards. But because of recent events, the keep was converted to more of a shelter for the refugees of the war. However, it was also the place where the Council, military advisers and commanders issue their orders. And it was there where Eldrich hoped to find what his next assignment was. Eldrich wasn?t excited however; he knew that it would either be more patrolling, or more magically scouting the enemy?s lines. It was all because of formality, Eldrich knew. Did the Council really believe they could fight back against the army that lay in wait for them? Eldrich chuckled at himself. Remembering past times, Eldrich recalled the times when he himself boasted that the mad wizard?s ghoul-like army would fall quickly. He recalled the many times when he defended the Council?s reputation when his friends joked about the rulers. He remembered them, but he did not see himself or the Council with much regard anymore. To him, the patrolling, scouting, and training were all for naught.

Sighting the bridge that was the walkway to the keep, surrounded by a deep moat, Eldrich couldn?t suppress his admiration. Even though the rest of the city was burning or piles of rubble, the Kaladar Keep was always the sign of hope for many the remaining peoples. Although a few visible scars mar the beauty of the keep, the walls still look as new as ever. The gardens and flowery growing at the base of the keep are also well tended, giving the formidable defensive structure an almost opposite gentler look. The tall and graceful spires reach the skies, almost proclaiming the might of the kingdom. When once the tall spires signaled strength of the city, now it was a sight of hope. Eldrich thought about it longer. No, not a sight of hope, a target for doom, as the ghoul-like armies will surely have the keep and its tall spires as the first targets to go down.

Quickly making his way across the bridge over the moat surrounding the keep, Eldrich greeted the guards. The guards knew him, and with their customary salute of their hand over their hearts, they nodded at Eldrich. Pausing, Eldrich was about to ask how their days were. But a glance backwards toward the ruined outer city, quickly had Eldrich change his mind. Why bother? He already knew the answer. Quickly passing by the guards, and motioning for Winel to keep up, he decided not to remind them of how their days were.

Now inside the walls of the keep, Eldrich slowly made his way to the flight of stairs that will take him to the Council's audience hall. Passing by and admiring the many decorative spears, and the magnificently tiled floor, he spotted a bright wispy, almost ghost-like figure of a woman dressed in a flowing blue robe. The strange creature nodded at the two, and then quickly disappeared, almost as if the wind and air consumed her. But Eldrich knew that was not the case. Just like the ghoul-like army that was no more than a doorstep away from the city, the strange apparition he saw appeared just at the same time that the ghouls appeared. Eldrich inwardly smiled despite his current moody thoughts, he remembered the first time that this woman ghost creature appeared in Kaladar, right here, inside the Kaladar Keep. He recalled the assembly of the Council running around in their fear of a "ghost". Later, as it was proven that the apparition wasn't going to do anything, the Council, trying to salvage what was left of their pride, ordered the removal of the ghost woman. Thrusting swords into the ghost didn't work, and blasting spells didn't work either. Even the local priests and monks came by the keep to attempt to "send away the ghost back to its resting place". But in the end, all that was futile, for some reason, even though everyone could see the ghost, nothing could be done shoo her away. Soon however, after the reports of the ghoul-like army and their relentless march, the ghost was soon forgotten due to the more pressing problems. Eldrich would have really liked to study that ghost sometime, and so would have all other high mages. Why did the ghost appear? Why could we see her even though she was definitely not a part of their world? Climbing up the stairs, Eldrich decided that for the sake of all his fallen high mage companions, he would spend his remaining time studying the apparition.

Descending, Winel landed on Eldrich?s shoulder. Pausing and tapping his foot, Eldrich waited for an explanation.

?I just feel tired, that?s all.? Winel sighed. Eldrich forced a smile and resumed going up the staircase.

?What do you think they?ll have us do next?? Winel asked, when they neared the top of the stairs.

?Whatever they feel like. Those old fools don?t know what they?re doing.? Eldrich quickly replied. Winel chuckled, and a moment after, they found themselves reaching the last step of the staircase.

An assembly of well-dressed and old men greeted Eldrich as he appeared from the stairs, each of them seated in their own magnificent chairs with a long table in front of them. Eldrich was met with a somber aura, as if the men were discussing grave news. The men gave him only a cursory glance, and went back to their own discussions and mutterings. Striding toward the Council, and appearing like the mage he was suppose to be, he waved his hands in attempt to gather attention. At first the Council ignored him, but with a combination of Eldrich's patient waiting and steady glare, the Council quieted and directed their attention to him. An old and aged figure stood up from the crowd of men.

"Eldrich and Winel, I see you two have come back from your wanderings out there," the man motioned toward the outer walls, ?we?ve been discussing important matters.?

?Important matters?? Eldrich wondered out loud, under his breath he added, ?can?t choose which skin lotion to use, eh?? on his shoulder, Winel chuckled.

?Careful mathil, you don?t want to anger the old poops now.? She said. Eldrich chuckled in reply. Apparently oblivious to the exchange, the old man continued.

?Yes, tell me Eldrich, do you think we can last another attack?? the council member queried. Eldrich wondered why the man asked the question, everyone already knew the answer.

?No.? Eldrich spoke bluntly. The old man nodded his head slowly, as if confirming a lingering fear.

?And Winel?? the man said as Winel pricked up her ears, ?did not the faeries decide not to take part of this war?? Winel nodded, but she stopped as she figured that the men probably did not pick up the motion.

?No, my people have decided not to interfere, except to honor past ties.? Winel said. The man nodded.

?Like how you are with Eldrich.? The man said acknowledging Winel?s statement. ?we?ve thought long for what you, the last high mage, and you, Winel, can do.? Another old man from the council stood up, and he motioned the first speaker down. Both Eldrich and Winel focused their attention to the new speaker.

"We have a new task for you two to do. We want ?"
Eldrich raised an eyebrow as he looked at the new speaker. Task after task all they told him to do were unimportant things. He already spent countless hours doing the Council's necessary work, which included patrolling the empty walls, scrying the enemy with his spells, and guarding the Kaladar Keep. It was a dull routine, jobs that Eldrich knew any person with eyes can do. But Eldrich saw through the Council's persistent watchfulness, the reason why he did menial task after menial task, Eldrich knew that the Council wanted to give every guard and soldier hope, no matter if the work was useless; a false facade designed to keep every able person moving and the hope that everything will be alright. Thus Eldrich was surprised when the old man asked him to do a task unlike the other ones they would usually dish out.

"?to guard the Inner Chamber." Those words alone struck both Eldrich and Winel with confusion. The Inner Chamber was guarded well enough with countless enchantments put forth by past mages throughout the eras. As well as once enchanted by Winel?s kin and folk. Why would the Council need them there? Did they want him or Winel to put even more defensive enchantments on the chamber?

"There are enough enchantments on and around the chamber," the man said as he seemingly read his mind, staring deeply into Eldrich?s eyes, "you're job there is simple. Protect the chamber".  Baffled, and a little disturbed, Eldrich met the man's stare. Why would they need to send him and Winel into that chamber? He asked a simply question.

"Why?"

The speaker sighed as he met the glances of the other council members. Worry creased his aged features. But all he did was nod, a strange slow nod that seemed to portray more than the man allowed.

"Do you not already know?" he said.

"What?" Eldrich replied, the cryptic answer inadequate for him. This time the whole of the council stood up.

"Do you now already know?" they said in harmony, and with that, the Council sat back down, one by one, and continued their quiet discussions. Taking that as his cue to leave, Eldrich bowed once and headed back down toward the stairs; questions running through his mind.

?Those poops are getting weirder as they get older.? Winel commented as they descended down the stairs. Eldrich couldn?t agree more. It was an unexpected question for Eldrich. And he pondered about its meaning as they descended down the flight of stairs. The manner of the Council surprised even himself, somehow, the council members did not act like themselves. They didn't appear to be the fat, lazy, pompous old men they were, but more regal in their stature. Having no definite answers come to him, he instead decided to think about the Inner Chamber. From his past teachings from mentors long dead, he knew that the Inner Chamber was actually a series of chambers within each other, forming almost a multi-walled room. From its design one can conclude that it was created to securely contain something. According to rumors, the chamber holds three powerful magical runestones created at a time long past. But other than that little bit of information, all that Eldrich had left was speculation.

Eldrich passed by a guard as he reached the bottom of the stairs, and once again he saw the ghostly figure of the woman, strangely with a sad expression on her face. At any other time, he might have stopped and examined the spectral figure and her different visage, but he was in a hurry to reach the Inner Chamber and once there, collect his wandering thoughts. With his goal in mind he absently brushed aside the guard as the soldier wearily saluted and acknowledged the mage. A few more strides brought him to an open corridor, where a gathering of townsfolk was socializing. They were talking about light things, and already they were discussing of matters of the future when the ghoul armies were defeated. But even with their hopefully thinking, their eyes betrayed their words. Eldrich knew it was just a facade.

The townsfolk parted as they made a way for the mage to go through. The townsfolk respected him, as they respected every person willing to defend him or her from the army that lay just outside their walls. As he passed the group behind him, he felt a sensation of hopelessness. Once, what seemed like a lifetime ago, he was given as much respect as the next person, whether he was or a mage or no. Eldrich nodded sadly as it occurred to him that the townsfolk?s respect came not from genuine admiration, but from an elusive hope; a denial of fear for the events to come.

Eldrich casually raised his left hand on the Kaladar Keep's wall to his left, touching its smooth surface, while he looked on at the pitiful state of Kaladar to his right. The sun was about to set, the glow of the rays already turning into an orange-colored hue. With the near setting of the sun, he had mixed feelings. He felt a little bit of hope as he knew that the city of Kaladar survived one more day, yet he also felt dismay, at the thought that this may be the last night of the city. And if not it's very last, then close to that inevitable end. His thoughts soon came to an end however.

?Mathil! Watch where you?re going why don?t you?? Winel exclaimed, as she simultaneously fluttered away from his shoulder, while a little girl no more than nine years old, crashed into the mage.

She had a white cloth wrapped around her head covering her right eye, but still leaving her hair. A single crutch, a short makeshift stick-like object, supported her. The girl smiled as she tried to pick herself up. Ignoring Winel, Eldrich gently helped the girl recover her footing, and kneeled down to look at her at an even level. Staring into those blue orbs filled with curiosity and wonder, Eldrich felt grief, as well as a bit of lost. Making sure the little girl was all right, Eldrich stood back up. The girl watched as Winel flew closer.

?Don?t worry, he?s in a rather dull mood today. I?m sure he?ll make it up to you some time.? Winel said. Eldrich must have noticed the emphasis, for he stopped in his tracks, and turned around. Halting only once he was in front of the girl, a smile slowly played on his lips.

Rummaging for an object within his robe, he pulled out a circular object with a crescent moon engraved on its surface and pressed it into the hands of the girl. Winel stared at the object, a mixture of curiosity and surprise splayed across her face as she watched her mathil give the girl the object. The little girl stared at wonder at the curious item as Eldrich smiled again, stood up, and went back on his way, Winel bowing once, and followed right after. Whether it was curiosity or gratitude, the little girl started following the mage.

?Why did you give that away?? Winel asked as she dropped down on Eldrich?s shoulder.

Eldrich regarded her words. If it were some past time, Eldrich wouldn't even considered giving away the precious item, for it was a magical runestone, or to be more specific, a part of a talisman. It was a precious runestone, rarely crafted, as years of enchanting was required to create such a runestone. It was probably the only thing of value that the mage now carried with him, but he knew that the little girl with a brighter future would find it more useful than him. Every runestone carried its own essence, and the crescent moon symbolized longevity and health. Eldrich only hoped that those elements would help the girl as it helped him survive for this long to be the last mage.

But his hopes were soon crushed as the warning bells were sounded. A loud clanging sound filled the air, screaming and confusion followed moments after. The war was here. From far away he heard the first clangs of sword against sword as the guard's weapons clashed with the more ethereal weapons of the ghouls.

Alarmed, Winel took to the wing, as she surveyed the area. Seeing no apparent danger, she closed her eyes and started forming the energy needed for her spell. Releasing the bound energies, she was able to see the first of the encounters between the ghoul-like creatures and the guard.

?They?re here!? Winel said when she finally released the magical sight. It didn?t any explaining to Eldrich for who the object of they was. He knew it was the ghouls. His heart pounded, his breathing steadily increasing in speed.

The little girl pulled on Eldrich?s robe, an appearance of terror in her eyes. Eldrich knew that the girl has been through many things, like every other survivor. Eldrich felt pity just then as he grabbed the girl?s hand.

?Winel! Let?s go quickly, we need to find her safety.? Eldrich said.

He knew he had to go help in the front lines rather than lead this little girl to a safer place. He was the last mage, he had the obligation to help out the guards fight to the very last. But something held him in his actions. It wasn't fear, doubt or hesitance that held him in place, for he knew he was more than ready to die in battle, but something else. He felt a warm glow behind his back, a calming feeling ill placed in a time of battle. As he turned around he saw the familiar face of the ghostly woman. But instead of the sadness that he once saw in her eyes and face, Eldrich saw a grim determination like that of every other warrior defending their right to live.

Behind him the little girl tugged again on Eldrich's robe, as she started to whimper. Turning around to see what was wrong, he saw a dark colored cloud, like a flowing and visible wind, appear a few paces behind the girl. Within its depths he felt the coldness creep up to him ? slow, and foreboding. He didn?t know what it was, nor did Winel as he shifted his gaze to the confused look of his winged companion.

?M-Mathil... Let?s go.? Winel started, but Eldrich already knew that they had to get away from whatever it was. Eyeing his companion?s worried features, he couldn?t agree more. Holding the little girl's hand and beckoning her to run, Eldrich and the young girl ran toward the ghostly woman as Winel fluttered closely behind, urging the two to hurry up.

Whether it was fate or coincidence, the trio was running toward the ghostly figure of the woman, which also happened to be where the entrance to the chamber was located. But Eldrich didn?t have time to ponder on such things as the entrance appeared. It was still meters ahead of them, but behind them, they heard the screeching of the dark cloud, a chilling scream that penetrated down to their very hearts. It felt cold, so very cold, that Eldrich felt that his very warmth and essence was sucked away from him at that very instant. The girl tightened her grip on Eldrich?s hand, as Winel sped her pace in front of the two hoping to get farther away from the dark shadow-like creature that chased them.

Ahead, the ghostly woman seemed to be saying something, but with the drumming in Eldrich?s head, he was only able to discern movements of the ghostly woman?s lips. Just then, another scream echoed from behind. But unlike before, the screeching wasn?t as surprising, but it was still terrifying.

Fifteen meters away from the entrance, and the ghostly woman, Eldrich started reciting the words to open the Inner Chamber's sliding door, but to his surprise the ghostly woman seemed to be doing the same, but his training as a mage never let chance to come, and so he kept on reciting the words to open the door.

Elanos fi'ltheera sei'orl ao?

As he watched on however, the ghostly woman finished her chanting and to his even greater surprise, the door to the Inner Chamber opened, rising the big slab of stone upwards by magic. A door that was specifically enchanted to only open at a command of a high mage some how opened for the spectral figure of a woman. Eldrich stopped his now useless spell, and once again decided that he must study this spectral figure.

But the thought went clean away from his mind as the little girl holding on to Eldrich's hand momentarily lost her grip, but she kept running forward, pumping as hard as her legs could take her. A moment of alarm crossed Eldrich's face, but as he turned around and saw that the girl was doing fine, he kept running forward toward Winel, who was already ahead of them and the ghostly woman and the entrance to the Inner Chamber. All he needed was a few more meters, but the inhuman sounds of the dark cloud was growing, a quick inspection revealed that the dark figure was no more than an arm's length away from the girl who was trying hard to keep up to the mage who was already a few meters ahead of her. When it seemed like the girl was within reach of the dark cloud ? a shadow, the ghostly woman suddenly moved forward at such speed that surprised both Eldrich and Winel. Hesitating just a moment to see the ghostly woman go completely through Winel and himself.

But paying the unexpected feeling no mind, he ran on toward the entrance. Just when Eldrich was past the entrance to the Inner Chamber, he heard the shadow's snarl of refusal as it clashed with the ghostly woman. Looking back, he saw the little girl behind him on the ground, covering her ears as the two spectral figures whirled around each other, right above the girl. Winel, who was already perched on Eldrich?s shoulder cried an alarm as Eldrich was about ready to run back for the girl.

Clang! But it was too late, suddenly the entrance collapsed at a single word from the spectral figure of the woman, with her power to open the chamber?s door; she also had the power to close it. The stone slab that made up the door, fell quick and loudly. The deafening sound of the door, drowned in with the screams of the shadow and the whimpering of the little girl did little to placate the loud throbbing of Eldrich?s heart.

And just like that, Eldrich found himself alone in a cold dark room, completely isolated from the outside world save the company of his companion Winel. He curled his fists and pounded them on the stone door, even reciting the words for them to open. But to no avail. The commands would not obey, the stone slab would not move. And at that same despairing moment, he heard again the clashes of sword against sword. He heard the screaming of people as they were methodically killed. And at that same time he cursed the ghostly woman and her command of the stone door of the Inner Chamber. Eldrich knew he could have been there with the girl in time. Now that option was lost.

He felt the emotion of grief well up inside him, but like the trained mage he was, he tried to ignore the feeling. But even with his training as a mage, he could not completely ignore the lost. As if a part of himself died with the closing of the stone door.

Winel was not better off, as she hurriedly flew near the surface of slab of stone that just fell. Searching frantically for any signs or tracings of the command to lift the stone, she kept her unique eyes roving around the door. Even when she found no such traces, she kept on fluttering about, denying that they were trapped. She kept on fluttering about, denying the outcome of their home, Kaladar ? the very embodiment of her life with humans. But seeing her mathil, head down, and the palm of his hands against the wall, Winel stopped her frantic search, and slowly descended toward Eldrich?s shoulder.

But even before she made it, a glitter caught her eye. Turning around to the source, she saw the source of the sparkling.

?Look? she said. Even though her words of awe were barely audible, the admiration in her voice took Eldrich away from his thoughts and grief, and he turned around to see what has captured his companion?s attention so readily.

At the center of the room, he saw three floating objects suspended in mid-air. They were the three runestones, not half the size of a person's palm, the very objects that were protected by Kaladar for all these years, centuries, and eras.

And then it occurred to him the answer to the Council's question; the reason why he was sent here to guard the three objects. He stared with hatred at the runestones, as if they were the cause of all this trouble. But with the feeling also came a faint elation. There was a hope that they would live on through these three runestones. They would be a legacy for the future. And with that thought in mind, he took out the remaining runestones from his pouch and dropped them into his hands. Quietly he whispered the words to his spell, drawing upon the runestones within his hands and directing them to the three suspended in air. His chanting soon came into a crescendo, as if he was screaming to whatever gods that will listen to the unfairness of it all.

He held his tears since the first death of a high mage, he held them when the first city was annihilated, and he even held them when his family and friends died. But as he spoke the last word to his spell, his years of training as a stoic mage came to naught. Finishing his spell, Eldrich kneeled, the first of many tear drops splattered on the cold and hard floor.
#734
Thinking of bringing back the project, hours of work done on that project. At the very least I'm going to create the Adventure file for Legendarytales during summer. Too much work done in that to just be wasted away.

Anyways for those who don't know DRR is a text-based game primarily developed by me based on a roleplay between Throndir, Lance, and Twi-hard23. Currently, if the files were converted into a playable game, I would say there's around 30 minutes - an hour of gameplay.

Here's the Info and Data files, as well as rough notes for the story (it's more like a key terms list).

If you're interested in helping, I'm looking for artists for pencil sketches of things, and perhaps someone with knowledge of LT to create an ADV file from the data.
#735
General Discussion / Borderlands LAN
April 05, 2012, 09:29:58 AM
Going to be LANing Borderlands on Thursday, Friday, Saturday, and Sunday. (April 5th - 8th).

All that's required is Borderlands, patched to the latest, and Hamachi. Connection details on Hamachi are here.

Characters from level 1 - 15 are preferred. Or new characters. Post here if you think you'd be able to join in the LAN sessions.
#736
Spam / Funny Pictures
April 04, 2012, 07:24:58 PM
Post them as you find them! I have loads but I'll juts post new ones I find.

#737
General Discussion / Guild Wars 2
April 04, 2012, 03:32:10 PM
Anyone here going to play it? It's the most anticipated MMO of 2012, plus I've had my eye on it since I heard about it. Not to mention no monthly costs would be great.

Guild Wars 2 PvP Systems
#738
General Discussion / April Fools 2012
April 01, 2012, 03:04:07 PM
Post some of the funny things you saw this day. XD

#739
General Discussion / VPN Software
March 28, 2012, 12:13:16 PM
We are using Hamachi for FWC gaming. Max 5 players at once, but that's more than enough considering the number of active members.

Join these networks:

Network ID: 100-394-723
Password: (no password)

Network ID: FWC Group 2
Password: fwc

Please join the first one. If its full join the second one. Join only if you're interested in LANing sometime when I'm more free. Just posting it here for now.



Found some interesting alternatives we may be able to use. Currently we're using the first two on the list. I've tested Tunngle and Game Ranger as well.

If you've used any of these, then post below on it's performance/features/comments. Also if you know other VPNs that we may be able to use.

Hamachi
https://secure.logmein.com/products/hamachi2/
Nothing needs to be said about this, lol. Only problem I have with it was the down time I used to have some years back, and recently it seems to conflict with my home network.

Comodo Easy VPN
http://easy-vpn.comodo.com/
This was a good solution for awhile. But recently it's been having a lot of downtime. I hear a new software will come out to replace this called Comodo Unite.

Tunngle
http://www.tunngle.net
A VPN service that only works for games. This one looks nice, though I did not like it's limitations. It's really only for gaming. It claims to solve most connection issues with games.

Game Ranger
http://http://www.gameranger.com/
Similar to Tunngle. I like Game Ranger, since it's easier to traverse and use. However, like Tunngle, it's only for gaming, it doesn't have any of the other features VPNs have.

Open VPN
http://www.openvpn.net
I hear good things about this one. However, the configuration doesn't seem to be that good. (Or rather, there's too many things to configure).

Wippien
http://www.wippien.com/
This one looks good as well. It's simple to start and configure. (Works like Hamachi + Comodo Easy VPN + Leaf). From what I read, it seems you can configure this somehow to work with your own server that you host (rather than a central server).

QuoteIt?s another useful software in which users are connected to each other through peer to peer (P2P) connectivity. Wippien is also an instant messaging client that also allow users to  voice chat with each other while playing games. To be honest there was some lag while we used it?s both features simultaneously (on 2mbps). It might work better if you have bandwidth more than that obviously here I am limited to that connection and my observations dependent on that. It is simple to use software with no complex configurations required. Overall it can be a useful software for creating VPN and sharing purposes and it?s free.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAktF5Fj

Leaf Networks
http://www.leafnetworks.net/products.html
This one looks very nice. It's main feature that the others don't have is the ability to connect game consoles together, such as XBOX360. It can also support media servers. Meaning one computer can host one, and others can see it.

QuoteThe most interesting feature of Leaf is that one can make network of Xbox and Xbox 360 through this network adapter. It is very simple to use and no complex configurations are required to make it work.
After testing I found it lag less for PC gaming. You can also share your files with the same method as you do in the LAN sharing. It is also safe to use regarding the security issues.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAkXBRU2

Remobo
http://www.remobo.com/
Looks very lightweight.

QuoteRemobo is another virtual network adapter that establishes an instant network among the users with zero configuration required. Just download the software, register and start sharing.It?s fast, simple and secure to use and comes with the following features.
-> Remote control over other computers through this one.
-> File transfer and sharing.
-> All the LAN games can be played through it.
-> Access to files and data of connected computers.
-> Virtually any 3rd party application on top of Remobo.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAklOIFs

GBridge
http://www.gbridge.com/
It looks like it's an extension for Google Talk. It creates a VPN between users. There's no long configuration necessary, looks good.

QuoteThis software is actually an extension of Google?s Gtalk with almost all the functions present in Gtalk with some new additions.
Primarily it can be used for:
-> Desktop sharing
-> Auto synchronization of folders
-> Backup purposes
You can invite all your Gmail buddies to this one and start sharing as it uses the gamil account.Regarding the file sharing, bridge is a descent software considering its efficiency.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAlXrrpr

N2n
http://www.ntop.org/n2n/
http://www.gamespot.com/pages/forums/show_msgs.php?topic_id=26973101

Gets rid of the problem where computers are behind NAT routers. Looks good.

QuoteN2n
This software uses layer- two peer to peer connectivity to function. If you are not aware of the networking details, I will prefer you don?t get confused with what they have written on the front page of  their website. Actually it?s a bit complex explanation of the software. There is a guide on gamespot which can surely help you establishing a network via n2n; How to Setup N2n VPN.
To me this software can be a useful one if you are able to run it perfectly, and you will have lag free gaming experience.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAlKw5J6

P2pvpn
http://p2pvpn.org/index.html
QuoteIts another software with function to establish VPN and sharing data. Actually it?s a thesis project of the person who designed it.Now the software after almost 6 to 8 months of testing is in its most stable stages.
I will rate this software same as Remobo mentioned above.You just need simply to download this, create a network, invite your buddies and enjoy gaming.

Read more: http://segmentnext.com/2009/08/20/hamachi-alternatives-virtual-private-network-adapters/#ixzz1MAlfHrtF
#740
General Discussion / Games & LAN Sessions
March 28, 2012, 11:53:10 AM
Update post as necessary. Use:

[iurl=#sample]Sample[/iurl] For links in Table of Contents.
[anchor=sample]Sample[/anchor] For title of games. (Links in table of contents will go here).
[hr] For horizontal rule line.

For links.

Eventually Hasabushi might set up a FTP server for us, so we can all just get the correct version/patches as needed.
(FTP server in the works, Hasabushi)

Table of Contents



Age of Empires II + Expansion
http://thepiratebay.org/torrent/6036802

Required Crack for Expansion
http://www.greatcracks.com/cracked_software_download/Age_Of_Empires_2_v2.1_-_The_Conquerors_crack_by_FHCF/23588.html

Download, extract, place that exe file into the main directory where you placed AoE II. (You shouldn't have to replace anything).

QuoteWhen you start a game in aoe2 you have to turn off explorer.exe if you're running win7. Most people will probably tell you to dont do it, but it is still the only way. To turn off explorer.exe you just startup task manager and kill the process. When you quit the game you have to start it up again by going in to task manager and do file -> new task and type in explorer.exe and click enter.

QuoteDude, you have to start the game BEFORE you turn off explorer. You alt+tab out of the game and then you turn off explorer.exe
After you've done that you alt+tab into game again.

QuoteThe Conquerors needed a crack to work.

Age Of Empires 2 v2.1 - The Conquerors crack by FHCF worked for me

Running on Win 7 64bits the color problem was solved by turning off explorer.exe AFTER you run the game

Although it doesn't seem to have any background music, it's a good torrent.




Titan Quest
http://thepiratebay.org/torrent/5922590
#741
Baldur's Gate Enhanced Edition Coming This Summer
http://pc.gamespy.com/pc/baldurs-gate/1220888p1.html

There it is. Here's an excerpt.

QuoteEven more news, folks! We're getting not one, but two enhanced Baldur's Gates. According to the official site, "Baldur's Gate: Enhanced Edition? and Baldur's Gate II: Enhanced Edition? will feature a re-forged version of the Infinity Engine with a variety of modern improvements."

The official site for these news are found here:
http://baldursgate.com/

It seems they're bringing back some of those who worked on Baldur's Gate for this. I personally can't wait to see what they're going to do, and thinking about it, if this happens to sell well enough, it would drive them to develop and publish more games in the vein of Baldur's Gate. Usually I'm all "Arghhhh matey!" But for this, really going to buy it and show support. Everyone here should too in my opinion. BGI + BGII are one of the best CRPGs I've played, along with the other related games.
#742
Player Characters / [CURRENT] Belgi Glimmina Longarm
March 15, 2012, 07:16:25 PM
I'm still deciding which character to use. But it's a safe bet my first choice is Throndir. If there's not enough players, I'll add in Emmeline and/or another.

Belgi Glimmina Longarm

STR: 8
DEX: 6
INT: 6

HP: 24
AP: 18
MANA: 24

Emmeline Siadon

STR: 7
DEX: 7
INT: 6

HP: 21
AP: 21
MANA: 24

Throndir Adelin

STR: 7
DEX: 8
INT: 6

HP: 21
AP: 24
MANA: 24
#743
The Silver Arms / Chapter 4: The Golr'aar
March 05, 2012, 08:31:51 AM
It didn't take long for the group to get gathered again. They found themselves all at the abandoned chieftan's hut. There was no one else around save for the group; most of the other villagers and townsfolk hid back into their homes. You found it to be a strange reaction, as if the townsfolk have been through such things before in the past. They seemed to be overly cautious or suspiscious, and you started realizing the reasons why. You knew it dealt somehow with those cloaked men you had fought earlier, and the strange symbol the party had found.

You notice that the chieftan's door is still locked. Just a few feet away is what looked to be an entrance that moved underground. Haru was already there, peering into the passage way. As you stare deep inside, you see what looked to be some sort of faint light that you can barely make out.
#744
News / Float BBCode Installed
March 02, 2012, 09:08:21 AM
The Float BBC will make it so that images can wrap around texts easier. The old way to do it was through tables. Here's an example of before and after. (Before being tables, and after being the float tag).


[b]Before[/b]
[table][tr]
[td]Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec velit mauris, pharetra varius fermentum sit amet, fermentum ultricies quam. Duis ut magna a orci sodales tincidunt ac eget ligula. Pellentesque sapien quam, congue at commodo commodo, bibendum eu mi. Cras ac felis eu lectus consequat mollis. Duis sem elit, egestas nec accumsan ut, tincidunt non massa. Nulla vitae lorem fringilla lectus tincidunt sodales. Proin vel nibh odio, nec ornare justo. Morbi ultricies nunc et diam congue eu hendrerit justo convallis.

Aliquam ultrices neque sit amet tortor tincidunt dictum. Integer lacinia pellentesque velit, vel tristique dui ornare eget. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Morbi velit nulla, commodo tincidunt tincidunt quis, sodales id mi. Donec tincidunt, libero eu euismod dignissim, dui turpis imperdiet urna, nec accumsan enim nulla eu dui. Praesent ut eros a nisi semper euismod vitae ut sem. Nulla bibendum turpis non quam ornare sodales. Pellentesque eget auctor libero. Nulla facilisi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Aliquam quis nisi sed mauris mollis molestie. Duis tellus risus, facilisis vitae laoreet dapibus, vulputate nec mauris.

Nulla quis auctor est. Cras erat sapien, condimentum vitae molestie et, lobortis a lorem. Proin libero libero, suscipit a venenatis sed, cursus eu purus. Ut id dui vel odio aliquam vestibulum quis eu eros. Integer id sem imperdiet nunc scelerisque bibendum. Cras quis pulvinar lectus. Pellentesque vulputate dictum porta. Nam et lorem ac arcu feugiat varius sit amet vitae sem. Vivamus velit diam, pellentesque vitae egestas eu, dapibus vitae urna. Nunc fermentum mattis neque, non varius nulla feugiat et. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque mi eros, pulvinar egestas rutrum lobortis, imperdiet in metus. Integer congue lacus vitae odio tempus ornare.
[/td]
[td][img]http://www.bbontario.com/images/bbs/The%20Victorian%20Inn%202.jpg[/img][/td]
[/tr][/table]

[b]After[/b]
[float=right][img]http://www.bbontario.com/images/bbs/The%20Victorian%20Inn%202.jpg[/img][/float]
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec velit mauris, pharetra varius fermentum sit amet, fermentum ultricies quam. Duis ut magna a orci sodales tincidunt ac eget ligula. Pellentesque sapien quam, congue at commodo commodo, bibendum eu mi. Cras ac felis eu lectus consequat mollis. Duis sem elit, egestas nec accumsan ut, tincidunt non massa. Nulla vitae lorem fringilla lectus tincidunt sodales. Proin vel nibh odio, nec ornare justo. Morbi ultricies nunc et diam congue eu hendrerit justo convallis.

Aliquam ultrices neque sit amet tortor tincidunt dictum. Integer lacinia pellentesque velit, vel tristique dui ornare eget. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Morbi velit nulla, commodo tincidunt tincidunt quis, sodales id mi. Donec tincidunt, libero eu euismod dignissim, dui turpis imperdiet urna, nec accumsan enim nulla eu dui. Praesent ut eros a nisi semper euismod vitae ut sem. Nulla bibendum turpis non quam ornare sodales. Pellentesque eget auctor libero. Nulla facilisi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Aliquam quis nisi sed mauris mollis molestie. Duis tellus risus, facilisis vitae laoreet dapibus, vulputate nec mauris.

Nulla quis auctor est. Cras erat sapien, condimentum vitae molestie et, lobortis a lorem. Proin libero libero, suscipit a venenatis sed, cursus eu purus. Ut id dui vel odio aliquam vestibulum quis eu eros. Integer id sem imperdiet nunc scelerisque bibendum. Cras quis pulvinar lectus. Pellentesque vulputate dictum porta. Nam et lorem ac arcu feugiat varius sit amet vitae sem. Vivamus velit diam, pellentesque vitae egestas eu, dapibus vitae urna. Nunc fermentum mattis neque, non varius nulla feugiat et. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque mi eros, pulvinar egestas rutrum lobortis, imperdiet in metus. Integer congue lacus vitae odio tempus ornare.


Before

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec velit mauris, pharetra varius fermentum sit amet, fermentum ultricies quam. Duis ut magna a orci sodales tincidunt ac eget ligula. Pellentesque sapien quam, congue at commodo commodo, bibendum eu mi. Cras ac felis eu lectus consequat mollis. Duis sem elit, egestas nec accumsan ut, tincidunt non massa. Nulla vitae lorem fringilla lectus tincidunt sodales. Proin vel nibh odio, nec ornare justo. Morbi ultricies nunc et diam congue eu hendrerit justo convallis.

Aliquam ultrices neque sit amet tortor tincidunt dictum. Integer lacinia pellentesque velit, vel tristique dui ornare eget. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Morbi velit nulla, commodo tincidunt tincidunt quis, sodales id mi. Donec tincidunt, libero eu euismod dignissim, dui turpis imperdiet urna, nec accumsan enim nulla eu dui. Praesent ut eros a nisi semper euismod vitae ut sem. Nulla bibendum turpis non quam ornare sodales. Pellentesque eget auctor libero. Nulla facilisi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Aliquam quis nisi sed mauris mollis molestie. Duis tellus risus, facilisis vitae laoreet dapibus, vulputate nec mauris.

Nulla quis auctor est. Cras erat sapien, condimentum vitae molestie et, lobortis a lorem. Proin libero libero, suscipit a venenatis sed, cursus eu purus. Ut id dui vel odio aliquam vestibulum quis eu eros. Integer id sem imperdiet nunc scelerisque bibendum. Cras quis pulvinar lectus. Pellentesque vulputate dictum porta. Nam et lorem ac arcu feugiat varius sit amet vitae sem. Vivamus velit diam, pellentesque vitae egestas eu, dapibus vitae urna. Nunc fermentum mattis neque, non varius nulla feugiat et. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque mi eros, pulvinar egestas rutrum lobortis, imperdiet in metus. Integer congue lacus vitae odio tempus ornare.

After
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec velit mauris, pharetra varius fermentum sit amet, fermentum ultricies quam. Duis ut magna a orci sodales tincidunt ac eget ligula. Pellentesque sapien quam, congue at commodo commodo, bibendum eu mi. Cras ac felis eu lectus consequat mollis. Duis sem elit, egestas nec accumsan ut, tincidunt non massa. Nulla vitae lorem fringilla lectus tincidunt sodales. Proin vel nibh odio, nec ornare justo. Morbi ultricies nunc et diam congue eu hendrerit justo convallis.

Aliquam ultrices neque sit amet tortor tincidunt dictum. Integer lacinia pellentesque velit, vel tristique dui ornare eget. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Morbi velit nulla, commodo tincidunt tincidunt quis, sodales id mi. Donec tincidunt, libero eu euismod dignissim, dui turpis imperdiet urna, nec accumsan enim nulla eu dui. Praesent ut eros a nisi semper euismod vitae ut sem. Nulla bibendum turpis non quam ornare sodales. Pellentesque eget auctor libero. Nulla facilisi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Aliquam quis nisi sed mauris mollis molestie. Duis tellus risus, facilisis vitae laoreet dapibus, vulputate nec mauris.

Nulla quis auctor est. Cras erat sapien, condimentum vitae molestie et, lobortis a lorem. Proin libero libero, suscipit a venenatis sed, cursus eu purus. Ut id dui vel odio aliquam vestibulum quis eu eros. Integer id sem imperdiet nunc scelerisque bibendum. Cras quis pulvinar lectus. Pellentesque vulputate dictum porta. Nam et lorem ac arcu feugiat varius sit amet vitae sem. Vivamus velit diam, pellentesque vitae egestas eu, dapibus vitae urna. Nunc fermentum mattis neque, non varius nulla feugiat et. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque mi eros, pulvinar egestas rutrum lobortis, imperdiet in metus. Integer congue lacus vitae odio tempus ornare.
#745
If you have no idea what to say when introducing yourself, see if the following can jog anything of interest.

  • How did you come to join the forums.
  • What got you interested in these forums.
  • What skills you have. (With software, writing, mad video game skills)
  • What interests you have.
  • How you found these boards.
  • If there is a member you already know amongst us.
  • Favorite video game.
  • Favorite fantasy novel(s).
  • Favorite band(s).
  • Favorite food(s).
  • Favorite school subjects.
  • Hobbies.
#746
News / Avatar Sizes
March 01, 2012, 02:14:49 PM
Avatar sizes are at 150x300. Anything bigger than that will be forcefully resized.
#747
News / Roll Tag
March 01, 2012, 01:53:58 PM
The roll tag. Roleplays using dice rolls should preferably use this rather than the dice roller to the left.

[roll]{Roll 1}1d6{Roll 2}4d6[endroll]

[blockquote]Roll 1 1d6 : 3, total 3
Roll 2 4d6 : 1, 2, 6, 5, total 14[/blockquote]

More ways to use the tag found here:
http://custom.simplemachines.org/mods/index.php?mod=2032
#748
Characters / Throndir - Character List
March 01, 2012, 11:21:03 AM
Table of Contents

Active
Inactive - Detailed (3+ paragraphs and formatting)
Inactive - Semi-detailed (2+ paragraphs and/or formatting)
Inactive - Not detailed (1 paragraph description and no formatting)
Inactive - One liners (Just a single line)
#749
Characters / [iurl] and [anchor] tags
March 01, 2012, 10:12:47 AM
To see how it works click on the Throndir link below. The page should automatically move itself to where you set up the anchor tag. Use this for any sort Table of Contents you wish to add.


[iurl=#throndir]Throndir[/iurl]
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
[anchor=throndir]Throndir[/anchor]
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.


Throndir
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Throndir
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
Filler.
#750
The Silver Arms / Inventory
February 29, 2012, 03:21:09 PM
[spoiler]

Inventory

-------------------------------------------------------
Tebastion (Tey'bashion) Suynherald Surefoot
- Total coins: 275
- Equipped
- Silver Arms Belt Bag (Blue)
- Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
- Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
- Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]
- Chain mail [medium;  5 AC; max dex  2; check penalty -5; 40 lb.]
- Heavy Steel Shield [ 2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
- Liana's Amulet ( 1 CHA,  1 INT)
- Arrows (29)
- Quiver (Max 20)
- Quiver (Max 20)
- Backpack
- Unequipped
- Rations (0 days)
- Blanket, winter x1
- Fishhook
- Fishing net
- Flint and steel
- Grappling hook
- Hammer
- Lantern (bullseye)
- Manacles x1
- Pouch x3
- Rope (50', hempen) x2
- Signal whistle
- Torches x2
- Healer's Kit (9)
- Perlot's Armband ( 1 STR)
- Waterskin
- Potion of Cure Light Wounds (2)
- Amulet (unidentified, eye symbol, 004)

-------------------------------------------------------
Lyle Freehill
[spoiler]
- Total coins: 170
- Equipped
- Silver Arms Belt Bag (Red)
Leather Armor (10 gp,  2 AC,  6 max dex bonus, -0 AC penalty, 10% spell failure, 15lbs)
Shortbow (20 Arrows) (30gp, 1d4, 1d6, x3 Crit, 60 ft.)
Shortsword  (10gp, 1d4 (small), 1d4 (small), 19-20 x2 Critical, Piercing)
Backpack
Arrows (20)
Quiver (Max 20)
Unequipped
Waterskin
Trail Rations (1 day)
Bedroll sack
Flint and steel
Thieves' tools
Potion of Cure Light Wounds (50 gp) x2
Blanket
Rope (50', hempen)
Fishing net
Drawing of Wizard Symbols (Paper)
[/spoiler]

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Uthaal Na?lo
- Total coins: 324
- Equipped
- Silver Arms Belt Bag (Green)
- Leather Armor (10 gp,  2 AC,  6 max dex bonus, -0 AC penalty, 10% spell failure, 15lbs)
- Sickle (6 gp, 1d6, x2 Critical, Slashing)
- Scimitar (15 gp, 1d6, 18-20 x2 Critical, Slashing)
- Sling (1 gp, 1d4, x2 Critical, Bludgeoning)
- Backpack
- Bullet pouch
- Bullets (20)
- SA Cloak (U=unidentified, 005)
- Unequipped
- Trail Rations (0 days)
- Waterskin
- Bedroll sack
- Flint and steel
- Herbs (2) (Outside Taelthan)
- Potion of Cure Light Wounds (1)
- Rope (Hempen, 50')
- Healer's Kit (15)
- Dagger (unidentified, 001)
- Masterwork Battle Axe (310 gp, 1d8, crit x3, 6 lb, slashing,  1 to attack rolls)
- Herbs (4) (Near checkpoint)
- Pestle and Mortar
- Empty Jar (1)
- Herb Pouch
- Jar of Bastit Repellent (2)
- Jar of Honey
- Jar of Olive Oil (2)
- Light Regenerative Kit (10)
- Bottle of Pure Alcohol (2)
- Towels (5)
- Bandage Wraps (4)
- Small case (Contains 6 unidentified dried herbs)
- Small case (Contains unidentified salve)
- Potion (unidentified) (1)
- Empty Lab Flask (3)
- Potion Vial (uncleaned) (1)
- Black Short Sword (unidentified, 003)
- Obsidian Volcanic-Glass Serrated Dagger (20 gp, 1d4, 19-20 x2 Critical, Piercing or Slashing,  1 attack rolls)
- Cloak
- Amulet (unidentified, eye symbol, 004)
- Thrown knives (8)
- Great Axe (3)
- Hide Armor (3)
- Black Short Sword (unidentified, 003) (2)
- Obsidian Volcanic-Glass Serrated Dagger (20 gp, 1d4, 19-20 x2 Critical, Piercing or Slashing,  1 attack rolls) (3)
- Thrown knives (30)
- Cloak (4)
- Eyepatch
- Axe strap (3)
- 125 coins
- Potion of Cure Light Wounds
- Oil of Levitate
- Potion of Magic Fang
- Potion of Aid
- Potion of Delay Poison
- Amulet (unidentified, eye symbol, 004) (2)
- Ring (unidentified, 008)

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Arian Swiftblade
- Total coins: 126
- Equipped
- Silver Arms Belt Bag (Green)
- Sickle [1d6, crit x2, 2 lb, light, slashing]
- Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
- Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
- Studded armor [light;  3 AC; max dex  5; check penalty -1; 20 lb.] 
- Cloak of Disguise ( 6 Disguise)
- Backpack
- Gloves
- Arrows (20)
- Quiver (Max 20)
- Throwing Knives (9) (5 sp 1d3 1d4 ?2 20 ft. 1/2 lb. Piercing)
- Unequipped
- Trail Rations (0 days)
- Waterskin
- Bedroll sack
- Flint and steel
- Torches (3)
- Sack of Fruits (6 fruits)
- Sack of Fruits (6 fruits)
- Ring (unidentified, 006)
- Thieves' Tools
- Vial of Poison x4
- Knife (unidentified)
- Healer's Kit (8)
- Obsidian Volcanic-Glass Serrated Dagger (20 gp, 1d4, 19-20 x2 Critical, Piercing or Slashing,  1 attack rolls)
- Cloak
- Black Short Sword (unidentified, 003)
- Black Dagger (unidentified, 002)
- Thrown knives (11)

-------------------------------------------------------
Viran Nef'Azul
- Total coins: 273
- Equipped
- Silver Arms Belt Bag (Red)
- Leather armor (unidentified)
- Dagger (2gp, 1d4, 19-20 x2 Critical, Piercing or Slashing) (2)
- Rapier (20 gp, 1d6, 18-20 x2 Critical, 2 lb, Piercing)
- Cloak
- Vials of Blood (15)
- Unequipped
- Trail Rations (0 days)
- Empty Vial (Dirty) (5)
- Letter from Assassins at Checkpoint
- Vial of Poison (1)
- Hide (15 gp,  3 AC,  4 Max dex bonus, ?3 AC Penalty, 20% spell failure, 25 lb.)
- Checkpoint keys
- Waterskin
- Dried Snake Meat (1 day)
- Bedroll Sack
- Pieces of Wood
- Carving Knife
- Syringe Needle
- Perlot's Belt-Bag (Red) (Wrapped in Uthaal's cloak)
- Cloak (Uthaal)
- Light Regenerative Kit (9)
- Towels (1)
- Potion of Cure Light Wounds (2)
- Potion of Resist Acid (1)
- Fizzle-Spark-Zap
- Black Short Sword (unidentified, 003)
- Black Dagger (unidentified, 002)
- Thrown knives (11)
- Black Short Sword (unidentified, 003)
- Cloak
- 125 coins
- Bottle of Poison (3)
- Amulet (unidentified, eye symbol, 004) (3)

-------------------------------------------------------
Ardeth Azealin
- Total coins: 156
- Equipped
- Silver Arms Belt Bag (Blue)
- Breastplate ( 5 AC, Max dex  3, AC Penalty -4, 25% Arcane failure, speed 20 ft., 30 lb)
- Studded Leather ( 3 AC, Max dex  5, AC Penalty -1, 15% Arcane failure, speed 40 ft., 20 lb)
- Bastard Sword (25 gp, 1d10, 19-20 x2 Critical, 6 lb, slashing)
- Long Sword (15 gp, 1d8, 19-20 x2 Critical, 4 lb, slashing)
- Light Steel Shield (9 gp,  1 AC, -1 AC Penalty, 5% spell failure, 5 lb)
- Long Bow (75 gp, 1d8, x3, 100 ft., 3 lb, piercing)
- Arrows (19)
- Quiver (Max 20)
- Cloak (hooded)
- Dagger
- Unequipped
- Trail Rations (1 days)
- Waterskin
- Healer Kit (10)
- Winter Blanket
- Flint and steel
- Small Knife
- Scroll Case (Map of Korinthian Kingdom)
- Rope (Hempen, 50')
- Sun-crystal (Illuminates 30 ft. radius permanent)
- Potion of Cure Light Wounds (2)
- Ink (In a vial)
- Inkpen
- Paper
- Empty vials (3)
- Bedroll sack
- Drawing of Wizard Symbols

-------------------------------------------------------
Haru
- Equipped
- Cloak
- Unequipped
- Amulet (unidentified, eye symbol)
- Potion of Cure Light Wounds (1)
All Items Below Currently Away From Person
- Total coins: 300
- Equipped
- Back Pack
- Belt Pouch
- Monestary Robes
- Sandles
- Silver Arms Belt-Bag (Red-trimmed)
- Staff
- Unequipped - Backpack
- Bed Roll
- 5 Torches
- 5 pieces of Chalk
- Flint and Steel
- Grappling Hook
- 50ft of Rope
- 2 Weeks of Rations
- water Skin
- Change of Robes
- Unequipped - Belt Pouch
- Small Mirror
- Razor
- Soap

-------------------------------------------------------
Talmite Tegura
All Items Below Currently Away From Person
- Total coins: 300
- Equipped
- Silver Arms Belt-Bag (Red-trimmed)
- Leather Armor (10 gp,  2 AC,  6 Max Dex, 0, 10%, 30 ft. 20 ft. 15 lb.)
- Longbow (75 gp 1d6 1d8 ?3 100 ft. 3 lb. Piercing)
- Arrows (20)
- Quiver (Max 20)
- Aryth's Ring ( 1 Charisma,  1 AC,  1 Will saves)
- Shortsword (10 gp, 1d6, 19?20/?2, 2 lb., Piercing)
- Unequipped
- Thunderstone (3)
- Torch (5)
[/spoiler]