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[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by Skyrock on April 05, 2024, 11:28:24 AM »
Knowledge History check to identify the caravan members

Rolled 1d20+3 : 17 + 3, total 20
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 05, 2024, 10:29:48 AM »
She doesn't have any specific things to purchase before the next meeting. After replenishing her powder/bullet stock, she'll look to repair any damaged clothing, buy any dried/preserved food staples, and see if she can further build up a chemistry lab. She knows the lab will likely take quite some time.
The Hilt

The Hilt is a broken sword blade, honed down to be usable as a short-bladed weapon in its damaged form.

Nonlegacy Game Statistics: +1 punching dagger; Cost 2302 gp.

Omen: When wielded while in a martial stance or used to perform a martial strike, The Hilt's balance shifts, feeling as though it was another melee weapon from among that maneuver's discipline's favored weapons. This does not impose any penalties, and in fact feels more natural to the maneuver than wielding the broken weapon should.

The Hilt's origins have been lost to myth and legend. There are a great many stories about how the blade came to be, broken as it is, most of which are mutually exclusive. The majority, however, have at least one thread in common: The Hilt was once a fine and functional sword, destroyed as the result of allies and fellow followers of the Sublime Way turning upon each other. (DC 15)

One of the many stories told about The Hilt is that it was broken when the Shadow Tiger horde attacked the Temple of the Nine Swords. This version of the tale purports it to be a new sword forged to replace the missing Supernatural Clarity and restore balance and unity to the Temple. At the time of the horde's attack, the blade had only just finished being forged, and had yet to be imbued with the magical enchantments that would make it a worthy blade to embody the Diamond Mind discipline. Seeing that the battle was lost, some of the Temple's students sought to protect and escape with the remaining swords. The unfinished blade that would become The Hilt was used by those escaping students during their retreat, passed from one to the next as each fell in battle. Many hands wielded The Hilt in this, its first battle, each wielder using it with his or her own preferred style. Such was the ferocity of the fighting that each skirmish left a scar upon the blade, with the accumulated damage causing it to shatter in the final exchange of the students' escape. Yet, in its destruction, The Hilt was tempered in battle and imbued with a fragment of the warrior's will from each of its wielders. Rather than become a replacement blade to represent Diamond Mind, it was instead invested with a mixture of all nine disciplines of the Sublime Way. (DC 20; From Hand to Hand)

Another story claims that The Hilt was created by the same hobgoblin chieftain who forged Kamate, the first sword. With weapons of such power in their hands, the chief and his tribe spread out, conquering all those who would stand before them. As their victories grew, the hobgoblin warriors grew brash. They had the power of death itself. Why should they pay tribute to their chieftain and not keep all they could take? In the aftermath of yet another victory, a group of these warriors turned upon their still loyal fellows. The battle was fierce and bloody, more so than any before it, as it was the first time that deadly iron fought against itself. The Hilt was but one of the many swords wielded that day to clash upon the edge of its brothers, but it was the first to shatter, leaving only fragments of the broken blade behind. (DC 25; Infighting's Price)

A third such tale claims that The Hilt was Reshar's sword, which he used in his travels after leaving the Temple of the Nine Swords. When he left the Temple, Reshar gifted the nine swords, brimming with magic and honed by decades in the hands of masters, to his nine greatest disciples. For himself, Reshar took only a simple sword, forged for novices of the Sublime Way to use when first training with live steel. A lifetime later, the very same blade at his side, Reshar returned to the Temple, now a ruined husk after the Shadow Tiger horde had sacked it. Understanding at a glance the battle that had taken place, the disunity that had lead to it, and the death of his dreams for the Sublime Way, he went to the rubble-strewn hall where he had once gifted the nine swords. There, without a word, Reshar shattered the simple blade he had wielded ever since leaving the Temple's grounds decades prior. (DC 31; Reshar's Last Blade)

Legacy Rituals

The following three rituals are required to unlock all the abilities of The Hilt.

From Hand to Hand: You must survive an encounter with an EL equal to or greater than your character level + 1. During this the course of this encounter, you must initiate at least 4 maneuvers, but no two consecutive maneuvers may be from the same martial discipline. Cost: 1500gp. Feat Granted: Least Legacy (The Hilt).

Infighting's Price: You must fight and defeat a martial adept with CR equal to or greater than your character level - 2. Your allies can assist you as long as you do not outnumber the opposing martial adept and his or her allies. After the battle, you must spend one night in meditation. Cost: 13,000gp. Feat Granted: Lesser Legacy (The Hilt).

Reshar's Last Blade: You must return to the place in which you learned your first martial maneuver or stance, or a location at which you received a formative revelation or understanding of the Sublime Way that shaped your development along it. There, you must plunge The Hilt into the ground and meditate uninterrupted for 24 hours. During your meditation, you will be confronted by visions of your greatest failures. To complete the ritual, you must neither shy away from nor succumb to despair at these visions. Cost: 39,000gp. Feat Granted: Greater Legacy (The Hilt).

Wielder Requirements
Base attack bonus +3
Martial Lore 4 ranks
Knowledge of martial maneuvers or stances from at least 3 different disciplines

Legacy Item Abilities
All of the following are legacy abilities of The Hilt.

Shifting Discipline (Ex): When you first unlock the least legacy of The Hilt at 5th level, you find that the weapon's weak form somehow makes it surprisingly easy to flow between disparate maneuvers. When you initiate a martial strike maneuver, you gain a +1 bonus on attack rolls with The Hilt as part of the next strike you initiate. This bonus only applies if the strike is from a different discipline from the first maneuver. A strike that benefits from this bonus can still trigger it for a subsequent one, so you effectively gain this bonus continuously as long as you don't use two consecutive strikes from the same discipline.

When you have unlock the lesser legacy of The Hilt at 11th level, the bonus granted by this ability improves to +2. When you have unlock the greater legacy of The Hilt at 17th level, the bonus granted by this ability improves to +3.

Morphic Stance (Su): Beginning at 6th level, whenever you enter a martial stance, you can will The Hilt to take on the form of one of that stance's discipline's discipline weapons. You can select from any of the manufactured melee or thrown weapons you are proficient with from among the discipline weapons of that stance's martial discipline. The Hilt's statistics change in nearly all ways to match its new form, such as damage type, critical threat range, reach, and other properties inherent to the type of weapon it becomes. The only exceptions are that its weight, material, and hit points do not change. The Hilt retains this new form for as long as you wield it, even if you leave the stance used to transform it. If you throw The Hilt, it remains in this form for the duration of the attack, reverting to its normal form only after the attack is resolved.

Martial Foil (Ex): Beginning at 12th level, while wielding The Hilt, you gain a +2 bonus on all saving throws against martial maneuvers. Additionally, once per day when you witness a creature that you threaten with The Hilt initiate a martial maneuver and you successfully identify the maneuver being initiated, you can expend an unexpended maneuver that is not withheld as an immediate action. If you do, you and the creature make an opposed initiator level check. If you succeed, you use The Hilt to spoil the creature's maneuver, causing it to fail and have no effect, wasting both the expenditure of the maneuver and the action used to initiate it. If the maneuver you expended was from the same discipline as the maneuver you attempted to spoil, you gain a +10 bonus on your opposed check. If the maneuver you expended was the same maneuver as the one you attempted to spoil, you instead gain a +20 bonus on your opposed check.

Reactive Style (Ex): Beginning at 14th level, once per day, you can change your readied maneuvers as a free action. Your new selection of maneuvers become readied and unexpended (and possibly granted or withheld) as though you had just readied your maneuvers normally (and as though you had just begun an encounter, if you use this ability in the middle of an encounter).

Shattered Yet Whole (Ex): Beginning at 18th level, The Hilt becomes immune to rusting effects and gains a +4 bonus on its saving throws and to its hardness while in your possession. If damaged, The Hilt repairs itself at a rate of 1 hit point per hour when not being wielded in combat.

Share Stance (Ex): Beginning at 20th level, once per day as swift action, you can share your current stance with nearby allies, instructing them in its intricacies and allowing them to mimic it under your expert mentorship even without dedicated knowledge and training. Each creature within 10 feet of you can enter your current martial stance as an immediate action. If you have multiple stances active, you must choose only one of them to share. Each ally can maintain this stance for up to 1 minute.

Table: The Hilt
5Shifting Discipline +1
6Morphic Stance
7+1 aptitude punching dagger
9+1 aptitude Sublime Tapestry punching dagger
11Shifting Discipline +2
12Martial Foil
13+2 aptitude Sublime Tapestry punching dagger
14Reactive Style
17Shifting Discipline +3
18Shattered Yet Whole
19+4 aptitude Sublime Tapestry punching dagger
20Share Stance

Change Log
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September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 04, 2024, 10:05:15 PM »
It goes to 21.  It's a major city, so if you're going to find supplies it will be here.
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on April 03, 2024, 08:55:47 PM »

 The Gillman
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +2
Speed:                25 ft. (5 squares), Swim 25 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+15
Attack:               Claw +11 melee (16+7)
Full Attack:          2 Claws +11 melee (1d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict, Bodyslam
Special Qualities:    Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Blindness, Fast Healing 3
Saves:                Fort +8, Ref +6, Will +5
Abilities:            Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6
Skills:               Hide +4 (+8 in water), Listen +2, Move Silently +4, Spot +2, Survival +2, Swim +15
Feats:                Great Fortitude, Power Attack, Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

"It is my considered opinion that rat No. 4 is sitting inside that cat."

A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good.  Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park.  What the Hell science? Sadly he is gunned down again, and surgically modified to breathe air and to be made more 'human'.  His end is appalling, and tragic.  While he doesn't appear to use a language, he does seem more than capable of letting his muscles speak for him.  He is obscenely strong for his size, and apparently capable of felling trees.  Wrestling promoters should take note: he has a picture perfect scoop slam.  And he comes with his own, instantly recognizable, personal theme music!

Improved Grab (Ex): To use this ability, the Gillman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): The Gillman does 1d6+7 damage with a successful Grapple Check.

Bodyslam (Ex): With a successful Grapple Check, the Gillman can throw an opponent up to 10 feet.  The grapple ends,and the opponent is knocked Prone, and takes 1d6+7 damage.

Blindsense (Ex): The Gillman can locate creatures underwater within a 20-foot radius. This ability works only when the Gillman is underwater.

Hold Breath (Ex): The Gillman can leave the water for a number of rounds equal to 8 × its Constitution score before it risks suffocating.

Powerful Build (Ex): The physical stature of the Gillman lets him function in many ways as if he were one size category larger.

Whenever the Gillman is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gillman is treated as one size larger if doing so is advantageous to him.

The Gillman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Gillman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills: The Gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *The Gillman gains a +4 racial bonus on Hide checks when in the water.

Combat: The Gillman is surprisingly tough.  He is shot, stabbed, poisoned and set on fire multiple times and always bounces back.  For this reason he needs little in the way of tactics, but he does still display a tactical mind,  He uses stealth to attack from ambush, sets traps, etc.  He really is underestimated by the egocentric humans.

September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on April 03, 2024, 09:49:33 AM »
By +12 (from 9, to a total of 21) or to +12?

For the most part, I think Elizabeth will want to make sure her shot and bullets are replenished, and probably pick up some odds and ends, like repaired clothing and food.

I'm not sure if there's any supplies available for her to work on stocking up a chemistry lab.
September 1776 / Re: Chapter 2: Haxan
« Last post by bhu on April 02, 2024, 10:18:02 PM »
Increase your wealth check by +12 and go shopping!
Uncle Kittie's Unnecessary Revisions / Re: 5E Druid and Ranger Paths
« Last post by bhu on April 02, 2024, 07:00:25 PM »
There are surprisingly scant Druids who join the Councils outer periphery.  The one's who do tend to have a chip on their shoulder about people despoiling nature, or who are obsessed with amphibians.  Plus they have to be a wee bit weird.  Circle of the Land Druids want to learn secrets.  Circle of the Moon Druids guard the wilderness.  Your intentions are to become a (comparatively) small, frog infested whirlwind.  Why?  Because you think it will be really nifty, and you ant to see the looks on people's faces.

When you join this circle at 2nd level, you have formed a bond with the Frog Council, a mysterious group dedicated to their own ideal of justice. Your link with these creatures grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Frognado Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level   Spells
2nd           A Frog Speaks in the Darkness*, Ensnaring Strike
3rd           Gust of Wind, Warding Wind
5th           The Frog from Somewhere*, Wind Wall
7th           Storm Sphere, Wall of Frogs*
9th           Control Winds, Frogmorph*

At 2nd level, you gain the ability to converse with beasts and many elementals.

You learn to speak, read, and write Auran. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

At 2nd level, you gain the ability to call forth frog spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of a frog. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.  Each creature of your choice in the aura when the spirit appears does an additional +1d4 Poison damage any time it successfully deals damage. 

At 6th Level you can upcast spells from the following list to have improved effects (you must still be high enough level to upcast the spell):

1st: Ensnaring Strike (If upcast to 2nd Level or higher, the target is grappled by a mass of frog tongues, doing 1d3 Frog damage, plus another 1d3 for each slot level above 1st.)
2nd: Gust of Wind (If upcast as a 3rd Level spell, creatures who fail the Saving throw also take 2d4 Frog damage), Warding Wind (If upcast as a 3rd Level spell, all creatures of your choice within the spells area take 1d4 frog damage at the start of each of your turns).
3rd: Wind Wall (If upcast as a 4th Level spell, creatures take an additional 1d8 Frog Damage.)
4th: Storm Sphere (If upcast as a 5th Level or higher spell, it does an additional +1d6 Frog damage for each spell slot above 4th.), Watery Sphere (If upcast as a 5th level or higher spell, creatures restrained by the sphere take 1d6 Frog damage for each spell slot above 4th.)
5th: Control Winds (If upcast as a 6th Level spell, creatures in the area of effect must make a Dexterity Save each round, or take 2d4 Frog damage.)
6th: Investiture of Wind (If upcast as a 7th Level spell, you do an additional +1d10 Frog damage when using your Action to create swirling winds.)
7th: Whirlwind (If upcast as an 8th Level spell, it does an additional +2d6 Frog damage for each slot level above 7th.)

At 10th Level you when you summon the Frog Spirit, it increases  the damage of yourself and creatures of your choice within range, but it does either +2d4 poison or psychic damage, your choice.

At 14th Level, you can expend two uses of Wild Shape at the same time to transform into a Frognado.

You can get around the alignment limitations of Sifkesh by taking a level dip into Infiltrator Inquisitor as it lets you both detect as a chosen alignment every day and allows for casting spells of your deitiy's opposing alignments. I plan on going 1 Infiltrator Inquisitor / 6 Appeaser or Ecclesitheurge & Hidden Priest Cleric / 6 Evangelist / 7 Stargazer.
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 31, 2024, 09:23:37 PM »
I think she needs to rest for the two days to pay off the ability damage from casting Personal Ward earlier.

Leveling should be complete.

Profession = 1d20+1:
Rolled 1d20+2 : 3 + 2, total 5

Rolled 1d20+2 : 19 + 2, total 21

Rolled 1d20+2 : 18 + 2, total 20
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