TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"Thumper" ducks low and moves across the room and to take a closer look at the spell trying to determine how they are linked to the boy. 'A straight power drain may work but there is a lot of power here, if I take the boy out of phase with this reality, can I remove him from the proximity?' Knowledge (Arcana): 1d8 ⇒ 71d6 ⇒ 3 trying to see if I have any idea how this "Spell" interacts and looking for a way to circumvent it. (Intangibility, teleport)
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Bennie Re-Roll:Techno-Wizardry: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (1) - 2 = -1 @Jace
The gizmo has 7 PPE so it will run for 5 rounds
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Thumper turns from the creature facing him with a flinch. He reaches into his pack for an odd hourglass where the seems to be falling up. "Time to release all that stored up time little ones" modifiers:
Techno-Wizardry:+2 Machine Maestro, -2 Multi action, -2 Seasoned
Techno-Wizardry: -2 Multi action Arcane Machinist: 1d12 + 2 - 2 - 2 ⇒ (7) + 2 - 2 - 2 = 5 Once he gets to Jace he stops short the juicers blade an inch from his neck. "I have a present for you friend" he holds out the hourglass and the grains of sand suddenly begin to fall again and the Juicer begins to move even faster. Techno-Wizardry: 1d12 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Thumper glides the last stretch into the shelter. run: 1d10 ⇒ 9 The TW spins and “fans the hammer” 4 shots: 1d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d8 + 2 - 4 ⇒ (6) + 2 - 4 = 41d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d6 + 2 - 4 ⇒ (1) + 2 - 4 = -1 Damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' keeps gliding to the Shoppe, he turns and fires a shot behind him. Run: 6 + 1d10 ⇒ 6 + (3) = 9 Shooting wile moving+Machine Maestro: 1d8 - 2 + 2 ⇒ (4) - 2 + 2 = 41d6 - 2 + 2 ⇒ (1) - 2 + 2 = 1 Can I bennie a Run roll If Yes: 6 + 1d10 ⇒ 6 + (1) = 7
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Thumper activates his force skates. Techno-Wizardry: 1d10 + 4 - 2 ⇒ (6) + 4 - 2 = 8 He then jets over to Ace attaching the TW snow globe to him. Techno-Wizardry: 1d10 + 4 - 2 ⇒ (7) + 4 - 2 = 91d6 + 4 - 2 ⇒ (2) + 4 - 2 = 4 Run: 1d10 ⇒ 2 @Atlas "Ace" Boomer +4 armor with the Raise
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Thumper kneels for a moment closing his eyes and whispering to the circuitry embedded in his boots. Arcane Machinist: 1d10 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (3) + 2 = 5 Glowing friction-less force surrounds the boots and Thumper goes sliding away on them, like a downhill skier, after his faster friends. Speed with Raise, Pace 12 with Run as free action Run: 1d6 + 12 ⇒ (2) + 12 = 14
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper reaches into his kit bag, 'Without his bot Ace is gonna need some help' he pulls out a toy soldier and an empty snow-globe bulb, he tosses the solder into the globe and wraps the whole thing in brass tape. Arcane Machinist: 1d10 + 2 - 2 ⇒ (9) + 2 - 2 = 91d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4 Armor the raise gives it 15ppe He races after Ace.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
With the fear behind him 'Thumper' jumps back into action. Closing in he raises his empty hand the revolver appearing as it lines up with his eye, the revolver whispers when it is time to fire 'Now' Shooting wile moving+Machine Maestro: 1d8 - 2 + 2 ⇒ (5) - 2 + 2 = 51d6 - 2 + 2 ⇒ (3) - 2 + 2 = 3
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' moves forward skidding to a halt, when he sees the black mass. 'Can these things be harmed? He attempts to will himself to fight these things. Recover from Shaken: 1d4 ⇒ 31d6 ⇒ 3 His hands will not stop shaking. He thinks back to his Training in the Fed, Closes his eyes. After a moment his eyes open and his hands are steady. Spend Benny to remove Shaken
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Fear: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (1) - 2 = -1
Effect +5 at least: 1d20 + 5 ⇒ (1) + 5 = 6
What is with the rolls? 'Oh, man we are humped, we gotta get out of here!'
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
I don't know what I expect to find, I am grasping, hat is why I went running back when the building team spotted the target.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
I think we need allies, this guy carved through Jace in a round, get-me is going to end is trouble. I have two thoughts for Aid the Guild The mysterious Mage. I am hoping the guild can get me a meet with the Mage BTW, Also going to be a Paizo con all weekend
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
I don't think nabbing Hides will accomplish what we want. We need to get approval. But I don't know how to do that. if this was a CRPG i would start looking for NPC's with quests that I had missed, so I was going to try to make it into the High quarter and speak with the mage I angered earlier.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"I know what you mean, my 'Ranger' has a nasty case of gremlins. I just have not had time to deal with them since that Vampire showed us"
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
I am not a great decision maker. I just have trouble with people. Machines are easy, they have souls. He walks along.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Drek, yes we should, sorry for the trouble, I'll spring for the ride back. less you are up for another stroll.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
With out looking 'Thumper' removes a 50 credit note, wile he scans the area for Jace. ::Jace, do you copy?::
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' wispers back "In a Jucer run town I was more worried that 'Time was the universal currency'." Shadowrun and Fallout in the same post
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' hops into the cab, gives the cabbie a smile. "What she said, we are not local so we don't have local currency."
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"Shit, I think I know that kid. But we need to get back to Jace. A short time to us is a loooong time to him.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' guides Wrath over to follow Arsenio, and pulls out his com to the team. "Something odd is going on where the boss' meet was set. We might need backup. I'll keep the line open"
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"I am not a member of the guild, I am sort of on the outs with the magic types, but they do love guilds. I was planning on going to see if I could get an invite, Mostly by asking. You have a way with words I thought you could help" He walks for a bit. As for the nested compound, if the guy in that building lives in a locked apartment, and hides in a safe-room in that apartment. The lock-box in that room is where the guy we want to see is, except it is more bureaucracy then walls between us."
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"If it pleases you, I suggest we make a stop by the local guild house first." He walks with her for a bit mostly absent, "To be honest I am delaying, hoping an idea comes to me. The man lives in a nested compound"
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"I am not sure I would call him a friend, but maybe we can go talk to him. Care to join me Miss Wraith, I am not really a people person. Assuming that is OK with the Boss"
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
The TW heads over to Dougy, "Was not my intent to threaten you or your boss, I really was hoping to avoid a fire. Can you clone that coffee matrix for me?"
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"Thumper" looks over, What sort of fire suppresent do you have in this place? I am pretty sure the bosses brain is made of napalm. If your mind reader gets things wrong this place will get very hot very fast."
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' nods and listens along right up to the point the man move to the espresso machine. at which point he loses all interest in the living things in the room. If allowed to touch it he will try and take it apart, if wisely kept away he will work to create a sketch of the device.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Yesterday: "Oh, hey. I am looking for a fugitive, trying to bring him to justice. My boss asked me to check out your place
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
Yesterday: "Oh, hey. I am looking for a fugitave, trying to bring him to justice. My boss asked me to check out your place
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' will use his device to scan the home of Regius, starting by looking outside then moving inside. The POV on the screen is from that of a electronic device. He looks around the outside for about 12 seconds, moves into the building starting at the front door and jumping from place to place looking for a general layout and location of any people. After about 45 seconds there is a loud POP! as the connector to the lamp arcs and the lights flicker. the smell of ozone fills the small hotel room.
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
'Thumper' radios Arsenio, ::Boss, I have my surveillance device up and running, but it is going to burn out pretty quick. I need to know where to look, but I should be able to see anywhere in the city if you can give me a target.::
TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5
"Hyper, take your com and keep it on, if I know Jace when things turn they will turn fast. 'Thumper' begins working on his plan, step one a viewer, he goes through his bag until he finds what he is looking for he pulls out a cloth wrapped parcel tied with twine. he carefully unties the twine taking care to keep it free from tangles, as he begins to open the cloth he begins to whisper "Shh! quiet, it is ok, I'll give you some juice but you need to listen" his whispers trail off or become unintelligible. In the center of the cloth is an old pre-Rifts "Smart Phone" the screen has a pattern of cracks but is intact. He takes this and connects it to the disassembled lamp with a series of copper wires. Arcane Machinist: 1d10 ⇒ 51d6 ⇒ 1 Clairvoyance with 7-PPE good for 5 rounds "Now I need to find some sort of targeting..."
About Dungeon Madam[dice=Perc (Broc;Briar;Ed;Rose;Kat;Alais)]1d20+1;1d20;1d20+7;1d20+5;1d20+7;1d20+1[/dice] Kata +8 vs. traps. Edrukk +9 vs. unusual stonework.
Venelle Statblock:
Venelle CR 3 (Bowyer/Fletcher)
Female human ranger 3 NG Medium humanoid Init +6 Senses Perception +5 Languages Common, Elven, Halfling AC 15, touch 12, flat-footed 13 hp 17 (3 HD) Fort +3, Ref +5, Will +0 Spd 30 ft. Melee short sword +4 melee (1d6+1/19–20) Ranged mwk composite longbow +6 ranged (1d8+2/x3) or mwk composite longbow +4/+4 ranged (1d8+2/x3) Base Atk +3; CMB +4 Atk Options Point Blank Shot, Precise Shot Combat Gear potion of cat’s grace, sleep arrows (3) Abilities Str 13, Dex 15, Con 10, Int 14, Wis 12, Cha 8 SQ wild empathy +4, favored terrain (mountain/hills) Feats Endurance, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Fire, Track Skills Craft (bowmaking) +8, Perception +5, Stealth +8, Survival +5 Possessions combat gear plus short sword, masterwork composite longbow (+1) with 8 arrows, masterwork studded leather armor, 60 gp Monster Statblocks (don't look!):
Bloody Wolf Skeletons CR 2
NE medium undead Init +7 Senses Perception +0 AC 15, touch 13, flat-footed 12 hp 13 (2 HD) Fort +2, Ref +3, Will +3; channel resistance +4 Defensive Abilities DR 5/bludgeoning, immunity to cold, undead immunities, fast healing 1 Spd 50 ft. Melee bite +2 melee (1d6+1) Base Atk +1; CMB +2; CMD 14 Abilities Str 13, Dex 17, Con -, Int -, Wis 10, Cha 14 Feats Improved Initiative (B) Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. Action Points:
Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands.
Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared. Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent). Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system. Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive. Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause. House Rules:
This campaign uses the ABP and Dynamic Magic Item Creation variant rules.
Alignment Restrictions: Druids, barbarians and monks aren't alignment-restricted. Paladins can travel with evil individuals as long as they aren't assisting those individuals in evil acts. Pathfinder Unchained: Optional for all classes, but summoners must use the Unchained spell list. Knowledge: Of the monsters, only the qualities of plants, animals, vermin, and elementals are still identified through Knowledge skills. Other creatures are identified through Lore (creature type), or Lore (creature subtype) for lower DCs. Knowledge checks can still identify creatures, but not to nearly the same depths. A Knowledge (arcana) check might identify what a golem is, but not how to destroy it. Wizards: Specialist wizards cannot cast spells from their blocked schools. Summoners: All summoners use the Unchained spell list. Chained summoners' eidolons are believed to originate from dreams in some way—possibly via the Astral Plane. Fighters: Fighters gain +4 skill points per level and the Combat Stamina bonus feat. Familiars: The death of a familiar inflicts a severe backlash upon the mage—the exact nature can vary, but it's not pleasant. 3.5 Rules: The whirling frenzy barbarian "archetype" is allowed. Dvati, from Dragon Compendium, are allowed. Other rules will be accepted on a case-by-case basis. Feat Changes:
Age of Worms Campaign Traits:
Claustrophobic
Either from working in the dangerous mines, time in prison, time dungeoneering, or some other experience in tight spaces, you have developed a deep, abiding fear of being put in a box—but you have learned to channel it positively. You gain a +1 bonus to Escape Artist, and it is always a class skill for you. Additionally, once per day, you may reroll a saving throw against a paralysis effect. You must take the second result even if it is lower. Bomber's Luck
Worm Chaser
Retired Goon
A Little Bird Told Me
Light on Your Feet
Haunted by Destiny
Ominous Patron
Allustan's Apprentice
Wayward Apprentice
This Tastes Like Rat Poison! I Love Rat Poison!
Old Rival
Child Explorers
Horrible Lesson
Horrible Gift
Dangerous Curiosity
Ebon Exile
Big City Exile
New Magic Items:
Ravid Maple
When "inert", this item resembles a twisted maple switch, many flexible branches wrapping around each other to form a stiff, flexible wand. When planted in at least 1 inch of soil, the branches unfurl, and tiny silver leaves begin sprouting, eventually forming a little bonsai maple tree. Swarms of infinitesimal fireflies emerge to flurry through the branches, creating a continuous flickering glow. This item acts as an everburning torch when planted in soil (otherwise shedding light as a candle) as well as a wand of cure light wounds. When Briar found it, it had 11 charges remaining. When the last charge is expended, the tree "dies" (though whether it is even truly alive is up for debate among arcane scholars, surely). The tree can be restored to "life" by planting it within the Positive Energy Plane or through similar massive exposure to positive energy. Ring of Feather Falling Mask of Power [b]Bowl of Elemental Transference[b] |