Queen Ileosa Arabasti

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Organized Play Member. 53 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Silver Crusade

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Party steps out of a barn, and is faced with a war party of orcs.

Mage: *Mumbles arcane words* A ball of fire leaps from his palm, the orcs go up in flame and smoke.

Bard: "Wow that was nice, can you teach me that sometime?"

Mage: "What?"

Bard: "That spell you just cast."

Mage: "I did not cast a spell, at least I do not remember doing such a thing."

Bard: "Yeah, you just blew all those orcs into ashes."

Mage: "I did that, oh my, I need anger management classes."

Bard: "Soooo.... can you teach me that spell?"

Mage: "What spell."

Bard: *Sigh*

Silver Crusade

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I would like to play a traditional celtic bard, druidic trained in flora, fauna, and fey lore. Knowledgeable in geography, local, and noble lore from travels.
Cleverly able to combine various types of performances together into an entertaining act, or a means to befuddle those who would harm me(possibly both at the same time). I could easily see such a bard dancing, singing, and playing a drum, or lute at the same time. Each calling forth a different magical effect. I could see also singing medleys, each song in the medley being an additional performance or song(spell) effect.
I would also like said bard to be able to "Tween" like bards do in Charles de Lint's stories.
The bard should also be able to combine dance, and swordplay: elegant and graceful, simply fascinating to watch.

Silver Crusade

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34. Mask of Allurement This decorative mask grants the wearer a + 2 cosmetic bonus to charisma, and a +5 circumstantial bonus to bluff, and diplomacy checks made against members of the opposite sex. (This is language and race compatibility dependant.)

Silver Crusade

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Good is freedom.
Good is hard.
Good is not cheap.
Good has its cost.
Good is an ever present choice.
Good is hard.

I agree with you.

Good is hard.

Silver Crusade

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I put into practice an initiative system, that my players were at first skeptical about, but later liked after using it for a few sessions. Initiative was rolled with a d20 still, but initiative modifiers subtracted from that roll. Results of 0 or less indicated that that party member or monster got a surprise action. Then the count began 1, 2, 3, ... When each person's initiative came up, I took their declaration of intent, and told them how long their declared action would take to reach its resolution. That is when that action would resolve, and their next action could be declared. I set values to each type of action, that was the initiative modifying cost of that action, and had the chart laid openly on the table, so no changes could be made mid combat. This initiative system opened up combat chases, people evading by moving out of area targeted AoEs. Declared movements causing two individuals to run into each other. (I gave party members a reflex save to move in a coordinated fashion past one another.) I also began seeing players coordinate their attacks/actions to help one another. I also had to alter duration of spells into initiative factors as well, especially combat buffs, damage over time spells etc...I had each round equal to 10 initiative count, thus a two round duration spell would last 20 initiative count. Issues like attacks of opportunity, guarded actions, held actions, and the like brought up some debate, but we worked our way through them. I also allowed players to use feats like improved initiative to buy off some initiative costs, and hasten the resolution of their declaration. Haste also effected the initiative costs of certain actions, etc...

Silver Crusade

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15. Celestial Tonic
The adventurers have just stopped at a wayside inn or tavern to rest from their adventure(s), or simply get out of the weather.
An elderly lady distracts the barmaid taking a second or third round of drinks to their table (set perception dc how you deem appropriate) She drops sprinkles of dust in each drink. Once the players retire to their room, their dream that night becomes a nightmare construct foreshadowing what is about to happen. (Almost like they get one shot to experience an upcoming particularly nasty fight to help them become better prepared.)
If a player notices what the old lady did, and decides to confront her, she claims innocence. She is also well known, and respected by the locals, so this could be bad for the players. Should it be forced she can simply send them into the dream construct via spell cast directly upon them. All watching it will look like the players passed out. The staff will lay them in a common room together, and on into the nightmare.
The players are in no real danger in the nightmare construct, if they die, they simply wake up. Although if any manage to survive the entire encounter you may allow them to keep something they acquired in the dream that will help them in the coming battle.