Counterfeit Mage

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Organized Play Member. 110 posts. No reviews. No lists. No wishlists. 13 Organized Play characters.


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The Exchange

Most likely you just draw the torch (manipulate action) light the torch (manipulate action). Job done.

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I have been trying to figure out if you can dual wield 2 large sawtooth sabers and get the bonus for both.

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Is it possible to use the Adopted Ancestry feat at level one? to use your Ancestry feat from a different Ancestry?

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Umm. Don't you count as being in the most beneficial square while on a mount? So you could count as being in the back of the horse for a charge allowing the mount to hit also.

The Exchange

Look at how at sound striker works. Deals less damage at the cost of more rounds, an attack roll, always a standard action, does not work with performance extending effects, does not have a scaling stun. So before you 'blow' a gasket think on that.

The Exchange

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You could drain the water out of an iPhone no problem

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Kalindlara wrote:
leonvios wrote:
So I used to think Irori's Deific obedience was op. now we have Magdh 's fey obedience :/ which is a +4 to all Int skills not just knowledges. I have not chosen a Deity for my Empiric Investigator... and this option would be a huge boost...
You might want to have a look at the Campaign Clarifications first. ^_^

Thank god :). now I do not have to feel like I am ignoring a very strong feat for my character :)

The Exchange 1/5

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So I used to think Irori's Deific obedience was op. now we have Magdh 's fey obedience :/ which is a +4 to all Int skills not just knowledges. I have not chosen a Deity for my Empiric Investigator... and this option would be a huge boost...

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not including AA2 is one of the biggest disappointments I have ever had XD. I really enjoyed the first one so much I bought 2 before it hit AR. and have been waiting... now I might have to wait another 100 days? :(

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Hate to beat a dead horse, pretty sure the answer is no, but can I upgrade a special material weapon to a unique weapon and giving up the special material component?

The Exchange

Yes, everything except favored class bonus, hp, BAB, Saves and skill points.

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Mundane equipment is fine to purchase as long as it is on the additional resources page. You are limited to the always available list on magic items until you hit 5 fame.

The Exchange

Meh, PBS on only the individual hit with the attack roll. Faq is clear enough on this. I wonder if I would be okay with this even if I was not the GM. It's just +1 and not going to break anything but it just seems downright nonsensical to allow.

The Exchange

Quote:
Plenty of people can afford the $35,000 Tesla Model 3. Or the $37,000 Chevy Bolt.

Do not forget there is also the $7,500 Tax credit for Electric vehicles currently. so tesla is really more like 27,500. And do not forget the Savings in Mileage which varies from person to person. the average male in America Drives 16,550 Miles per year so depending on your gas mileage you could be saving well over a thousand dollars a year.

*Edit* Oh and you get around ~1000 free miles worth of electricity from the supercharging stations per year.

The Exchange

Encouraging Spell increases morale bonuses by 2 instead of 1

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Hopefully we will be saved by fusion XD

http://www.lockheedmartin.com/us/products/compact-fusion.html

The Exchange

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Incoming tiny sized armor with resizing property everywhere for colossal discounts XD

The Exchange

Meh perhaps it is just terribly written. in all honesty the only reason you would ever not use thunder call instead of the later more powerful abilities is because call lighting and call lightning storm have a longer range. not only do you force a fort save to stun, it does more damage that is not defendant on saves. the other questions I have with some of the talk in this thread are the following.

Can the Shadow Bard target on it's own with the performance?
Does the Virtuoso spell even allow you to thundercall more?.
Can this be activated as a Swift, move then Standard action then maintain as a free action rinse repeat?
Does switching The Shadow Bards performance with your own move action allow you to get a second free thunder call?
Does Lingering Performance allow you to use thunder call 3 times for the price of one (effectively giving bards 24 + (Cha x3) thunder calls at level 3?
Does it effectively cost 2 rounds of performance per thunder call, one to maintain the second to actually use the sound burst effect? If it does can a Shadow Bard or Virtuoso spell do this?

My Thoughts on it.
"This allows the thundercaller to spend a round of performance" < this part does not state an action, and is definitely not the usual text regarding bardic performances, so if it is a free action it doesn't state a limit anywhere otherwise you could just dump your entire bardic performance pool into a single round. so what actions do we think it would use? the only logical conclusion I have is a Standard Action. In conclusion this would mean until you can start a bardic performance as a move or a swift you would have to begin the performance and in the next round start using it. As far as I am concerned this is RAW and likely does not work with the aforementioned spells.

However I think the Actual Intention is similar to the sound striker bard where they are just standard actions to use the bardic performances due to the targeted nature.

The Exchange

It says you can spend one round of bardic performance to create an effect similar to soundburst. Nothing about as long as you maintain it like is presented in the call lightning at later levels. Otherwise a bard could actually use this 5-6 times per round XD. When not listed SU abilities default to standard actions.

The Exchange

You do not maintain a thundercall, it is a standard action each turn. Virtuoso could be used for something other than thundercall. Shadowbard would definitely work the first turn, might have to use a move action to make him do it again each turn. So most you could have is 2 per round.

The Exchange 1/5

RSX Raver wrote:
Pirate Rob wrote:

Neither person can play more than 1 subtier away but they can both play together in subtier 3-4 of a 1-7 scenario.

That said it's a bad idea to muster that way and should be avoided when possible (also another reason we don't have 1-7s anymore)

I have heard this before (though I think it has only ever come up one time) can you quote the rules text where you are getting this?

Andrew:
You may wish to change the wording from "stopped allowing" to "strongly discourage". As far as I know, you can not prevent a level 5 from playing in a tier 1-5 for the personal (even if it is logical) reason of you feeling it becomes pointless if everyone else is in low tier.

He can choose not to run the table. I might consider it depending on the situation.

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It bugs me that a level 5 character can play with a level 1 in a 1-5 also :/.

The Exchange

Actually I believe they would stack. But more likely you gonna pick bane 99% of the time.

The Exchange

So what would be the point in them sharing magic item slots? You have to dress them if you ever want them in combat? Also when you use summon planar ally and you pay them could you not just wait till they go back and you just pick your gold up again?

The Exchange 1/5

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Red Metal wrote:
What does CM stand for in this situation?

I am wondering if it is combat maneuvered?

The Exchange

Samasboy1 wrote:

Some of you are drawing a distinction without difference.

Chess Pwn wrote:
But your ancestor eidolon isn't something you get to choose what you count as

Racial Lineage doesn't let you choose either which race you count as either, you always count as both things.

Otherwise you would choose to be human when hit with a dwarf bane weapon, and dwarf when fighting a Ranger with FE (human).

But you CAN choose options such as FCB and the like because of your multiple races. the real question is quite literally the following : can you choose which race your ancestor eidolon is if you legitimately count as multiple races for effects based on race.

The Exchange

Meh, I quite enjoy pfs.Sounds like it's just not fun for you ;). I would however expect some table variation in pfs XD.

The Exchange

Actually I think it comes down to the word "Effect". Are the Ancestor eidolons abilities an effect of the summoners race.

the effect my race has on my class ability is...
My Eidolons Orcish features are an effect of my Racial heritage
My Ancestor Eidolon is not an effect of my Racial heritage XD

When you Reincarnate you retain any class abilities you formerly possessed so that knocks that argument right out also quit trying to muddle this any more than necessary.

The Exchange

With the racial heritage feat you are saying one of your ancestors was literally a rat folk(or whatever) so I say it should work just fine just have to take it before your 1st level of summoner.Unless they want to nix this with an errata than it will definitely RAW.

The Exchange 1/5

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I think people should be excited to play with sub optimal party members. Not only do you get to shine, but honestly not everyone is going to be as effective as the next person in real life. (People can get jobs they are horribly under qualified for hell even president without deserving it) And you might have to make up for that short coming..or maybe even die because it.

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Meh cannot get my VL or VC on board with setting this up.

The Exchange

true but it would still keep the price down to the cost of a single weapon. (since you have to pay for both blades)
*edit*
I concede to BNWolf the price of the weapon will also double causing fame issues

The Exchange

bit of a stretch, but getting arcane bond and Butterfly sword maybe????

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What's the point of counting as a race if you don't count as that race?

The Exchange

What about the elven fcb to the minor magic rogue talent now being useless XD

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Spymaster from s.court is pretty awesome also :) 3-5 bonus to any skill for a whole adventure to basically a whole party?

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I believe James jacobs said treat it like a star knife at some point.

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These books are Pathfinder player companions not pathfinder society player companions.

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maybe you could make a felt lined dice tower XD. I have seen people get a 29 on knowledge checks when they only have a +6 in the skill, seen it all really. Some people from my FLGS advocate pre-rolling to speed up the game, I do not feel the same way :/

The Exchange 1/5

Could we add Game HQ please.
9118 S Western Ave B, Oklahoma City, OK 73139
http://www.gameheadquarters.com/
Pfs every Thursday @ 7pm + 1 Saturday a month.

Will hopefully help fill in the center states.

The Exchange 1/5

I believe it is a minimum of 1d6 ergo you would not get 2d6 till level 6. staying at 1d6 through 5.

The Exchange

1)If Someone invents a language, does the comprehend languages spell decipher it?

if so a cipher might be the only to evade this simple measure, however in some ways a cipher is like a temporary language...therefore a message with built in code words would be the only way to avoid the spell?

2)I guess my second question is what limitations do you think the spell has and how does similar magic affect how people in Golorian deal in espionage?

The Exchange

I feel like Occultist is better suited for John at least. Reliquarian archetype maybe?

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We had a player play the level 7 pregen occultist before we had any idea about how they worked, only thing we really did not do right was the mental focus allocation and aura sight.

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I am starting to see even the basic package save a lot of lives, I have seen 4 lives saved since this went into effect with me playing about 4 games a month. Not certain how I feel about it, I would have killed two weeks ago myself if it were not for this boon.

The Exchange 1/5

Meh I too thought that this rule meant you couldn't play across tiers like that, I thought it meant you could play the out of tier level etc. I still do not think a level 1 should be allowed to play in a 4-5 scenario however.

of course recently I was shown that a highly optimized level 2 can play better than poorly prepared lvl 4-5 people in a 4/5 game. But I will blow up the forums if this ever gets someone killed at a table I play at.

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permanency is not a legal spell in PFS.

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Kevin Willis wrote:
Nefreet wrote:

Indeed. There have been many threads about Inspiration and Day Jobs (they're easy to search for). You may encounter Table Variation.

I don't personally see a reason to deny Inspiration (assuming you're not spending points on it), but apparently some are just uncomfortable with it.

Even if you do have to spend points on it the Camp 2 argument is that you only have to spend one point of inspiration to make any skill check, regardless of how long it takes. So by that line of reasoning, Inspiration is allowed even if it does require spending a point for the day job skill.

Meh you are making MANY checks over a period of time, if it is not infinite then it does not belong. just like you cannot use guidance (or can you?).

The Exchange

Sucks till you get to level 5. You could potentially play a dwarf but that negative to charisma...or play a human with racial heritage dwarf, taking the fcb for lowering misfires.

The Exchange 1/5

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This just saved my ass tonight as one person had spent 50$.

Current Campaigns


Crown of Aeons - Pathfinder in Ravenloft


Zek'Karis

Who Has What:
The Party begins picking up the items, Kenzo takes the Frayed Rope of the Hanged Man, Sterling takes the Scarab Vial of Bonegnasher, Zyblina takes the Spider’s Web decorated Jar of Soulcatcher, Teofila takes the Moldy Spellbook of the Splatter Man, Cole takes the Masterwork Smith’s Hammer of the Mosswater Marauder, Sergei takes the Oversized Bloodstained Handaxe of the Lopper, it feels natural to hold these items for each of you, though you’re not entirely certain why…
Zek and Bastion are left to carry either the Silver Flute of the Piper of Illmarsh or the Collection of Holy Symbols of Father Charlatan. Zek takes the symbols while Bastion takes the Flute.

Initiative:

Zyblina[dice]1d20+1[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+4[/dice]
Cole Burns [dice]1d20+2[/dice]
Sergei the Haunted [dice]1d20+3[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+0[/dice]
Zek [dice]1d20+5[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Zyblina [dice]1d20+5[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+8[/dice]
Cole Burns [dice]1d20+6[/dice]
Sergei the Haunted [dice]1d20+7[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+5[/dice]
Zek [dice]1d20+7[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Van Richtens Journals:

Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.

Dragonlance Chronicles


Aisling CatalysVaris Duskbane

This campaign goes through the Dragonlance adventures, DL1 through DL12 (and maybe 13 and 14).

Volcano's Land - Beyond the City of Light


Aisling Catalys

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map

Previous Campaigns