Hi there. Our GM has decided to leave the game, actually all of his games I believe, for personal reasons. We've got a good group who'd all like to continue on.
We're still on book one.
We've taken down the bandits and freed the Lady, recruited Tenpenny Tacey who subsequenlty was the party's first casualty, and we're about to approach Baba Yaga's hut.
If it sounds interesting, feel free to take a look at the game thread.
Hi there. So we've Survived being press-ganged, fomented a successful mutiny and set out to ply our luck on the seas and our GM has gone AWOL since September.
He was initially a replacement GM for our previous person and as such there's also a PC that became a GMPC so there's also an opportunity to play that character if someone's interested.
If this sounds like it might be up your alley, hop on over and take a look.
Anonymous Releases Statement Through Hacked KKK Twitter Account Promising This is Just the Beginning
The spell reads as follows.
School evocation [fire]; Level druid 1
A torch sheds normal light in a 20-foot radius and increases the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light.
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect flame in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
Flames as bright as a torch (see Quick Reference at right) appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.
My question is that with a high level druid with durations of 10+minutes, can other spells be cast while this spell is maintained as with call lightning?
Lord Jeroim Borloz, the Diamond Dragon Male Dwarf Expert2/Monk 13
Silver tarnishes, gold is soft;
The PC’s obtain information leading to the local thieves’ guild hideout only to find its members butchered, their bodies broken and battered, in some cases torn limb from limb, seemingly with bare hands. The only thing of value left sits on the corpse of the leader, a small diamond statuette of a dragon.
Lord Jeroim Borloz, the Diamond Dragon CR 15 LE Medium Humanoid
===== Defense =====
===== Offense =====
Special Attacks Flurry of blows +12/+12/+12/+7 (1 extra attack at +12 for 1 ki point), Hatred (+1 on attacks vs orcs & goblinoids), Ki Strike (magic, lawful)
===== Tactics =====
Jeroim will utilize his Medallion of Thoughts to isolate those of high intelligence as potential spell-casters and pick up intelligences around the room that may be hidden or invisible, allowing himself to be aware of their existence albeit not their location. If he successfully detects the group’s surface thoughts, he readies himself (acting during any planned surprise round), and selects his targets, going after spell-casters first.
During Combat Jeroim makes use of his vastly superior mobility, going past or over frontline fighters to tear into spell casters and support characters. He makes use of his Stunning fist, Scorpion Style, and Gorgon’s Fist to disable opponents, tearing them apart in subsequent rounds.
One of his favorite tactics is to disarm spell-casters using wands, or staves, often utilizing his abundant step to then put him in a better tactical position to use these items against the more melee heavy members of the party.
His Dwarven proficiency with axes and hammers can be a surprise, and though he prefers the kill with his hands, he is not above relieving a fighter of a powerful weapon, to introduce him to its business end.
Morale If it would benefit him to leave members of the party alive, or if death is imminent, Jeroim will make a tactical retreat, using Bluff to give the impression of panic. Once he escapes he will heal himself, call upon reinforcements if available and begin stalking the party, taking them out one by one.
===== Statistics =====
===== New Feat =====
Initially I thought of this idea should be implementd as feats but honestly it makes sense to apply it to the existing mechanic.
Bull Rush as it reads currently seems to be missing the key element of what happens when the person being bull rushed is driven into another person or a solid object (door, wall etc.)
As every hockey player knows, bull rush + wall= pain, so Ipropose the following expansion to the Bull Rush rules.
(Expansion in bold)
If the movement of an opponent subject to a successful Bull Rush enters another enemy's space, that opponent is also subject to a Bull Rush but gains a +4 to the Bull Rush DC. If this check is also successful, both opponents are moved to the maximum distance.
Lord Jeroim Borloz, the Diamond Dragon
Male Dwarf Expert2/Monk 11
Broad-shouldered and powerfully built, his well muscled frame refuses to be concealed by the elegant and expensive silks that drape it.
Travelling the subterranean tunnels he would then meet his destiny at the claws of the Ancient blue dragon Braxulthis. In the young dwarf, the wise dragon saw greed of draconic proportions, and a total absence of conscience. He saw the soul of a dragon.
For one hundred years, Jeroim studied with his new Master. One hundred years to learn the Way of the Dragon. His body and mind made into the perfect weapons, the arts and philosophies of manipulation, intimidation, and blackmail mastered, all wrapped in a binding of iron discipline.
Now with his Master’s blessing, the new Jeroim has availed himself of all the surface world has to offer, setting himself up as a respected merchant Lord. His varied and diverse business ventures merely serve as a face for a rapidly growing criminal empire.
Perhaps the greatest and most terrifying philosophy he has put into practice is that of The Hoard. Every employee and contact, every underling and sycophant, from the corrupt officials and dark clerics to the hapless adventurers and drug addled wizards he manipulates; every man woman and beast his organization touches are part of his hoard. Assets; tools to be used in the hoard’s expansion, or weapons to be used in its defense.
Silver tarnishes, gold is soft;
The PC’s are hired to eliminate bandits in the mountain passes by a rich merchant. The bandits are soon replaced by a far more organized and elusive outfit.
*DM note, a predominantly evil party could be the ones sent to eliminate the druids, or eliminate the bandits with full knowledge of setting up replacements.
Hammer’s Bane Torc
Forged by Dwarven battle mages during a secret schism between the Arcane Order and the Church, these black iron and smoky quartz torcs allowed the Wizards’ allies to turn the Clerics’ favored weapons against them.
When donned, the wearer’s body is surrounded by a field that absorbs impact, (providing DR 5/ Slashing or Piercing) as a continuous effect. The torc stores the damage absorbed with each blow to a maximum of 50 points. This pool of damage can, at any time, be unleashed as a blast of Force that strikes as a ranged touch attack dealing the amount of damage currently stored and emptying the reservoir.
When 50 points are absorbed, the crystals begin to glow and the entire torc vibrates with potential. The next blow the wearer is protected from triggers an overload, causing a violent explosion dealing 50 points of Force damage to all creatures and objects in a 20ft radius, (DC 15 Reflex save for half), including the wearer (no save.)
Benefit: On a successful Bull Rush, if you choose to move with your opponent, and the opponent's movement backward is impeded by a wall or solid object, the opponent takes damage from being pinned between your body and the obstruction. The damage is equal to 2d6+ 1 1/2 times your Str. Modifier. The damage increases by 1d6 for each size category you are larger than your opponent.
Benefit: On a successful Shield Slam, your opponent is knocked prone and sent backwards.
Any opponents hit by your shield bash are also
Edited to be more concise.