![]()
About DM JesterContact me Spoiler:
crimson_jester@cox.net Game Thread Discussion Thread Characters Location
The realm's history is as tumultuous as that of Ghelspad itself. When the fractured Empire of Lede was forced to abandon its Vasch Province in 2499 OC, a strange meteor storm illuminated Scarn's night sky, an event that many claimed heralded the empire's destruction. In the wake of the Ledean withdrawal, numerous governments came and went in the region, leading to the common name for the period, the Era of 100 Republics. Eventually, in 2815 OC, King Ardunis of Arcernoth announced himself to be first among equals and the de facto leader of what he called the Golden Kingdoms of Vasch. Despite grumbling, the new arrangement seemed to work, and the region entered a time of unprecedented prosperity. With the rise of the Charduni Empire, the militaries of the disparate Golden Kingdoms began to cooperate, holding the evil dwarves at bay. Eventually, around 3320 OC, the leaders of the united military formed the United Vesh Movement. The merchant princes and southern kingdoms who had been hard pressed by the charduni backed the idea, but the northern provinces, jealous of their independence and led by the Kingdom of Bregis, opposed it. The situation came close to open warfare on several occasions, but the diplomacy and economic power of the merchants and their allied kingdoms eventually won over the dissenters, and in 3327 OC Bregis' king finally relented, signing the Veshian Accord and forming the new nation. In 3338 OC, faced with incursions by orcs and other titanspawn, the Marquis of Beltan formed an elite unit of scouts, rangers, and wilderness fighters, naming it the Beltanian Vigil, the first of the bands that are today famous all across Ghelspad. The experiment proved so successful that over the next decade numerous other vigils were formed using the Beltanian model. Useful Web Sites
Additional feats: Spoiler:
Back to the Wall [General]
Fool’s Gambit [General]
Good Manners [General]
Good Neighbor [General]
Graceful Edge [General]
Line of Credit [General]
Noble Warrior [General]
Wild Cohort [General] You have a special bond with a wild animal, and it is willing to travel and adventure with you. Benefit: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion. (See the description of the Handle Animal skill on page 74 of the Player's Handbook for more details on training animals.) You can use the Handle Animal skill on your animal cohort as a move action rather than as a standard action, and you gain a +2 bonus on all Handle Animal checks made to direct or influence your animal cohort. Provided the DM gives her approval, at 1st level you can choose from a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. Like a druid, you can choose more powerful animals as you increase in level. These alternative animal cohorts work like the alternative animal companions available to a druid, but they are available as cohorts later than they are available as animal companions. When selecting an alternative animal cohort, use the list of alternative animal companions on page 36 of the Player's Handbook, but treat yourself as a druid three levels lower than your character level. For example, once you reach 7th level, you can choose an animal cohort off the list of animal companions available to a 4th-level druid. Special: Druids and rangers who take the wild cohort feat gain an animal cohort in addition to their animal companion. Although the two abilities are similar, they follow different sets of rules and must be tracked separately. You can only ever have one wild cohort at any given time. Like a druid's animal companion, your wild cohort improves as you gain experience. Although the animal cohort improves significantly compared to others of its kind, its abilities do not rival those of a druid's animal companion. Character
Class Level: The character's class levels and racial Hit Dice. Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal cohort's base attack and base save bonuses. An animal cohort's base attack bonus is the same as that of a cleric or rogue of a level equal to the animal's HD. An animal cohort has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal cohort gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual). The number listed is the current total of extra HD over and above the base creature's total. For example, a creature that normally has 1 HD but that is a wild cohort for a 6th-level character gains an additional 3 HD for a total of 4 HD. Natural Armor: The number noted here is an improvement to the animal cohort's existing natural armor bonus. For example, a creature that normally has a natural armor bonus of +2 but that is a wild cohort for a 6th-level character gains an additional +3 bonus for a total natural armor bonus of +5. Str/Dex Bonus: Add this value to the base creature's Strength and Dexterity scores. For example, a creature that normally has a Strength score of 10 but that is a wild cohort for a 15th-level character gains an additional +4 for a total Strength score of 14. Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill, Player's Handbook page 74). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can't be changed. For example, a wild cohort that belongs to an 11th-level character has a total of 3 bonus tricks. Evasion (Ex): If an animal cohort is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): An animal cohort's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal cohort takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Thieve's Cant Lexicon in progress
Spoiler:
AMUSEMENT, a blind, or feint. ANTIQUATED, an old Rogue, or one who has forgot, or left off his Trade of thieving, is said to be. ARCH-ROGUE, the Uprightman or Chief of a Gang. AMBIDEXTER, one that goes snacks in Gaming with both Parties; also a Lawyer that takes Fees of Plaintiff and Defendant at once. ANGLERS, alias HOOKERS; petty Thieves, who have a Stick with a Hook at the End, wherewith they pluck Things out of Windows, Grates; a Word of Command used by these petty Villains, to get ready the Stick with which they perform their Pranks, and as a Signal of a Prey in Sight. In the Day-time they beg from House to House, to spy best where to plant their Designs, which at Night they put in Execution. BACON, the Prize, or whatever kind which Robbers make in their Enterprizes. He has saved his Bacon; i.e. He has himself escaped with the Prize, whence it is commonly used for any narrow Escape. BOB, a Shop-lifts Comerade, Assistant or Receiver. Bob also signifies Safety. It is all BOB, i.e. All is Safe. BLACK-JACK, a leather-Jug to drink in. CAT, a common Whore or Prostitute. Who shall hang the bell about the Cat's Neck? Who shall begin the Attack first? said of a desperate Undertaking. A COLD-COOK, an Undertaker of Funerals. DEAD-MEN, empty Pots or Bottles on a Tavern Table. ELF, little. FAT,a rich Fellow. A FOX, a sharp, cunning Fellow. A FENCE, is also a Receiver and Securer of Stollen Goods. FERRET, a Parn-broker, or Tradesman that sells Goods at excessive Rates. FOXED, Drunk. GLIMMER, Fire. KNOT, a Crew or Gang of Villains. |