Branding Opportunity
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FYI, I ran the first adventure (well, most of it) a few years back on the ENWorld boards. You can take a look at it HERE, although it is DEFINITELY only for the GM, as it contains beaucoup spoilers. I just thought I'd mention it, as it contains files and pictures that might be useful to you (especially in the INFO thread).
Have a great time with your game, I really enjoyed running it.
Best,
BrOp
| DM Jester |
FYI, I ran the first adventure (well, most of it) a few years back on the ENWorld boards. You can take a look at it HERE, although it is DEFINITELY only for the GM, as it contains beaucoup spoilers. I just thought I'd mention it, as it contains files and pictures that might be useful to you (especially in the INFO thread).
Have a great time with your game, I really enjoyed running it.
Best,
BrOp
Why thank you. I plan on modifying some of it, but this should be useful.
In point of fact after reading parts I may have to scoop you on some of this...very good.
| DM Jester |
Well, here I am. Human Ranger, with the Archery fighting style. I should have the equipment done by Monday.
Also, would you be kind enough to post the bonus Greyhawk regional feats for those of us without those issues of Dragon?
Last, max HP for each level, or are we rolling for levels 2-10?
Glad to and will do so ASAP.
| Darkmeer |
I decided to go full wizard (elven if that's okay). I'm just curious about the HP's we're using. Are we doing Max at level 1, and then the "average" hp (i.e. for a wizard 3hp at even levels, 4hp at odds)?
Just want to make sure I do this right and don't get my char rejected out of silliness.
/d\
EDIT: Nevermind I just saw the answer... :/
Note to self:
| Magnus Shalefist |
Magnus Shalefist wrote:I should have my dwarf cleric of Pelor up soon.Hay can you do that of Mayahene? She is LG but is much more tied to this story.
Not a problen, converting to Mayahene now. The underwear the Mayahenes make you wear feels funny though (less room in the crotch).
| DM Jester |
I did come up with a question for wizards specifically:
How do you handle purchasing scrolls to place into the spellbook? Is it okay to just purchase them and assume I get the spell, or do I need to roll and report how many scrolls I purchased?/d
I thought about this one for some time.....The only reasonable and fair way I can think of doing this is to purchase the scrolls for an increased price, say 1.5 times the cost, and assume the increased cost scroll is for special parchment and inks and such that guarantees that you learn it. What do you think?
| DM Jester |
DM Jester wrote:Not a problen, converting to Mayahene now. The underwear the Mayahenes make you wear feels funny though (less room in the crotch).Magnus Shalefist wrote:I should have my dwarf cleric of Pelor up soon.Hay can you do that of Mayahene? She is LG but is much more tied to this story.
Yeah going from boxers to a thong or "boicut" is quite a difference.
EDIT: I really like this AVATAR.
| Darkmeer |
Darkmeer wrote:I thought about this one for some time.....The only reasonable and fair way I can think of doing this is to purchase the scrolls for an increased price, say 1.5 times the cost, and assume the increased cost scroll is for special parchment and inks and such that guarantees that you learn it. What do you think?I did come up with a question for wizards specifically:
How do you handle purchasing scrolls to place into the spellbook? Is it okay to just purchase them and assume I get the spell, or do I need to roll and report how many scrolls I purchased?/d
I'm good with that. Thanks Much :)
/d
| DM Jester |
Dwarvin Spoilers
The mountain dwarves, called the dwur by the Flan,
have complexions of Light tan to a very light brown, with
hair of brown, black or gray. Eyes are of any color save
blue. They are solidly built, though they sometimes exceed 4
feet in height. Dwarves also place great value on their
long beards, often braiding them and twining them
with jewels and gold wire. It is a terrible dishonor to
be shorn.
The dwarves do not speak of their origins to outsiders,
so little of their ancient history is known.
However, it is understood that they once had great
underground halls in the northern Crystalmists
that were destroyed by the Invoked Devastation.
Their last High King perished in the aftermath, and
the clans have ever since been sundered. Led by
lords and princes of differing noble houses,
dwarves are found in the rugged mountains and hills of the Crystalmists, where there were once the
homes of several competing clans of mountain
dwarves. When the nonhumans invaded in 584 CY,
many clans withdrew into their strongholds, while
others fled the hills to warn their human allies. Since
the nation has been reclaimed, five different clan
holds have failed to send representatives to the court
in Istivin. Most Sterish fear the worst, though hardy
exiled dwarven lords (often at odds with each other)
are organizing several bands of adventurers for reclamation
missions.
The dwur are perceived as materialistic, hard working,
and humorless. They tend to be dour and taciturn,
keeping themselves separate from other folk,
but they are also strong and brave. In wartime they
are united and willing to see victory at any cost, They
jealously defend the honor of their clans and families,
and greatly revere their ancestors, building elaborate
monuments to them. The tradition of dwarven honor
demands that leaders dispense treasure to their loyal
followers,
The traditional garb of dwarves is woolen trousers
and a belted linen tunic, with a hooded cloak or cape
worn over all. Their boots are of heavy leather, with
or without buckles. Colors are a mixture of earth
tones and loud, check-patterned hues. They also
favor leather accouterments, Females
and males usually dress identically, except on certain
ceremonial occasions.
Dwarven elders hold the secrets of their race’s
magic, best exemplified by their magnificent armor,
weapons and tools. They also oversee the construction
of monuments and tombs, many of which have
magical traps and curses of great cunning.
| DM Jester |
Elvish Spoilers
The elves ,olve in Flan, are slight of stature and fair of complexion.
The valley elves have either silvery hair and amber eyes, or pale
golden hair and violet eyes (the second type commonly called
faerie or fey elves).
Elves were present in the lands east of the Crystalmist
Mountains for uncounted centuries prior to the
rise of the first human kingdoms there. Slowly
driven from open country to more secluded and
better defended strongholds by the growing strength
of both human and nonhuman folk, elves still held a
number of forest and upland realms at the time of the
Twin Cataclysms.
Elves measure kinship in terms of
broad, ethnic divisions, though family bloodlines, particularly
among the nobles, often cross these ethnic
boundaries. Valley elves are unique in that they have
no social relationship with other elves in the Flanaess,
being hated by them for unknown reasons.
Elves normally attire themselves in pale forest
hues, though they favor more intense colors in urban
settings. Generally, males wear a blouselike shirt over
close-fitting hose and soft boots or shoes, while females
favor a frock with sash, or a blouse with an anklelength
skirt. Hunting garments are typically in neutral
colors like shades of brown, tailored for silent
and easy movement.
Elves are fascinated by all types of magic, especially
illusions and charms. They also produce superior and
elegant magic garments, weapons, and armor.
| DM Jester |
I believe I have everything in order now. Check my profile and let me know if I've missed something.
/d
Go Ahead and read the spoilers for elves and adjust accordingly, if you wish to make any changes. I see nothing at first glance that sticks out to me that needs to be adjusted.
| Darkmeer |
Aerflae Windwaker wrote:Go Ahead and read the spoilers for elves and adjust accordingly, if you wish to make any changes. I see nothing at first glance that sticks out to me that needs to be adjusted.I believe I have everything in order now. Check my profile and let me know if I've missed something.
/d
Quick thought about dice rolling, are you using invisible castle or trust system?
an Adjustment I made was the Race now shows as High Elf, rather than just elf.
| DM Jester |
Dwarf, Mountain: Deepseer, Dwarflore*, Expert Dungeoneer*, Mercantile Background*, Mountain Fighter*
Elf, Valley: Elflore*, Defensive Expert*, Elohnna's way*, Mountain Fighter*
Flan: Badge of Bondage*, Horselore*, Lays of the Northern Adepts*, Lore of the Ur-Flan*
Gnome, rock: Gnomelore*, Mercantile Background*, Rapscallion*, Rustic Charm
Half-elf: Elflore*, Noble Soul*, Rapscallion*, Well Traveled
Half-orc: Badge of Bondage*, Mercenary Background*, Raider’s Spirit*, Rapscallion*
Halfling, Lightfoot: Halfling Lore*, Mercantile Background*, Noble Soul*, Well Traveled
Keoland: Giantkiller*, Rustic Charm, Silent Method, Well Read*
Oeridian: Blooded*, Born Follower*, Exercises of Arnd, Noble Soul*
Sterich: Blooded*, Border Watch*, Fiendsign*, Giantkiller*, Landless Nobility*, Mountain Fighter*, World Weary
| DM Jester |
DM Jester wrote:Aerflae Windwaker wrote:Go Ahead and read the spoilers for elves and adjust accordingly, if you wish to make any changes. I see nothing at first glance that sticks out to me that needs to be adjusted.I believe I have everything in order now. Check my profile and let me know if I've missed something.
/d
Quick thought about dice rolling, are you using invisible castle or trust system?
an Adjustment I made was the Race now shows as High Elf, rather than just elf.
Yes I have a link for Invisible Castle on my DM Jester Info page
| DM Jester |
DM Jester wrote:Aerflae Windwaker wrote:Go Ahead and read the spoilers for elves and adjust accordingly, if you wish to make any changes. I see nothing at first glance that sticks out to me that needs to be adjusted.I believe I have everything in order now. Check my profile and let me know if I've missed something.
/d
Quick thought about dice rolling, are you using invisible castle or trust system?
an Adjustment I made was the Race now shows as High Elf, rather than just elf.
Darkmeer
The elves of this region (for personal in-game reasons) are Valley Elves, I read your background and if you still want to play a High Elf I am ok with it, just remember you were told not to trust them and they don't seem to like you
| Aerflae Windwaker |
Darkmeer wrote:DM Jester wrote:Aerflae Windwaker wrote:an Adjustment I made was the Race now shows as High Elf, rather than just elf.I believe I have everything in order now. Check my profile and let me know if I've missed something.
/d
Darkmeer
** spoiler omitted **DM:
Spoiler:I'm okay being unliked, and having trust issues. Biggest reason he came here was to find out if he could make it, and if the Valley Elves don't bother me, I won't bother them if I can help it. I don't have to trust them, but I can surely make a profit off of them :).
| DM Jester |
Elf, high: Ehlonna’s Way*, Elflore*, Faerie Mysteries Initiate, Tested, Well Read*
Badge of Bondage [Region]
Your experiences as a slave have made you more resistant to torture and mental manipulation.
Prerequisite: Your body must bear and obvious sign of your former bondage
Region: Flan; Half-orc
Benefit: +1 insight Bonus on all fortitude saves and will saves; you also receive a +2 competence bonus on Bluff checks.
Special: This feat may only be taken at 1st level.
Back to the Wall [General]
You are at your best when your situation is at its worst. The minions of evil may overwhelm you, but the gods be damned if you don't take a few of them down with you.
Prerequisite: Base attack bonus +2.
Benefit: You gain a +2 bonus to attack rolls and Armor Class when you are at one quarter or less of your maximum hit points.
Blooded [Region]
You know what it means to fight for your life.
Region: Oeridian; Sterich
Benefit: You gain a +2 bonus to perception checks. Also you gain a +2 bonus to all initiative checks.
Border watch [Region]
You are experienced watching the hills for enemy troop movements.
Region: Sterich
Benefit: You get a +2 on all perception checks and a +5 competence bonus on all profession soldier checks. Additionally you gain skill with one martial weapon.
Born Follower [Region]
You excel when directed by a natural leader.
Region: Oeridian
Benefit: You gain a +2 Morale bonus on attack rolls and saving throws against fear effects when within 30 feet of an ally with the leadership feat.
Special: you may only take this feat at 1st level
Deep seer [Region]
You see exceptionally well underground.
Region: Dwarf, Mountain
Benefit: your dark vision range is increased by 30 feet. If you do not have dark vision you gain dark vision up to 30 feet.
Special: This feat may only be taken at 1st level.
Defensive Expert [Region]
You excel when fighting while entrenched.
Region: Elf, Valley
Benefit: You gain a +6 bonus to AC when using cover instead of the normal +4 to AC. You gain a + 3 dodge bonus when fighting defensively instead of the normal +2 dodge bonus. If you have 5 ranks in tumble you gain a +3 dodge bonus instead of the usual +2 dodge bonus.
Dwarf Lore [Region]
You have memorized the Histories of the Dwarven Peoples.
Region: Dwarf, Mountain
Benefit: You get a +1 bonus on all Knowledge checks (concerning the dwarven people), and on checks using one craft skill of your choice.
Ehlonna’s Way [Region]
You share a bond with the Woodlands.
Region: Elf, High; Elf, Valley
Benefit: You get a +3 bonus on all hide and survival checks made in woodland areas. You also gain a +4 bonus on attacks against any enemy using cover from tress or plants. You still cannot hit a target with total cover.
Elf Lore [Region]
You have memorized the Poems and Histories of the Elvin Peoples.
Region:Half-elf Elf, High; Elf, Valley
Benefit: You get a +1 bonus on all Knowledge checks (concerning the Elvin people), and on Spell craft checks.
Exercises of Arnd [Fighter, General]
You follow the teachings of the legendary ancient Oeridian general-priest Arnd of Tdon, practicing a rigidly defined set of physical exercises every day to maintain peak fighting effectiveness.
Prerequisite: Toughness.
Regions: Oeridian
Benefit: You practice a daily regimen of exercises that grant you special bonuses in combat. You choose which bonus you’d prefer before conducting your exercise, modifying your regimen slightly to achieve the desired effect. Granted effects last until the next time you perform the exercises of Arnd. Conducting exercises of Arnd require 8 hours of rest to clear the mind. You do not have to slumber for every minute of this time, but you must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you must rest in order to clear your mind, and you must have at least 1 hour of uninterrupted rest immediately prior to conducting the exercises of Arnd. If you do not need to sleep for some reason, you still must have 8 hours of restful calm before conducting the exercises.
Rite of Battle: You get a +1 morale bonus on melee attack rolls with a specific weapon you incorporate into your exercise.
Rite of Calm: You get a +1 resistance bonus on all saving throws.
Rite of Fitness: You gain +6 temporary hit points.
Expert Dungeoneer [Region]
Your studies of ancient ruins and “dungeons” have given you an insight into common trap setting techniques.
Region: Dwarf, Mountain
Benefit: You get a +4 bonus on all saving throws against the effects of mechanical traps. Also you gain a +2 on all Craft (traps) and disable device rolls for mechanical traps, as well as a +2 to AC against mechanical traps that you are aware of.
Faerie Mysteries Initiate [Region]
You know the timeless secrets and rituals of the Faerie Mysteries, self improving rites of grace and passion that have been handed down since the earliest days that form a fundamental pillar of elven culture.
Regions: Elf, High
Benefits: You and a partner with the Faerie Mysteries Initiate feat practice a 15-minute regimen of cultural rituals that grant you special bonuses on skill checks or combat rolls. You choose which bonus you’d prefer before conducting the exercise, modifying your regimen slightly to achieve the desired effect. Both practitioners must agree upon the rite to be performed and receive the same bonus. Granted effects last until the next time you perform the Faerie Mysteries.
The Faerie Mysteries require 4 hours of “trance” to clear the mind. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you must trance in order to clear your mind, and you must have at least 1 hour of uninterrupted rest immediately prior to conducting the Faerie Mysteries. If you do not need to trance for some reason, you still must have 4hours of restful calm before conducting the Mysteries.
Carols: You and your partner sing in beautiful harmony of the triumph of Corellon Larethian over Gruumsh One- Eye, extolling the virtues of elves and enumerating the evils of orcs and goblins. When fighting orcs or goblins, you gain a +1 competence bonus on damage rolls with melee attacks and with ranged attacks at ranges of up to 30 feet, and you act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat or other effects that increase critical threat range.
Frolics: You and your partner engage in a carefree, joyful gambol featuring hand claps and energetic kicks. At the end of the ceremony, both partners receive a +4 insight bonus on Perform (dance) and Tumble checks.
Gyres: You join your partner in a delicate, deliberate dance involving clasped hands and a rigidly timed orbit around a living flower. You gain a +1 resistance bonus on all saving throws.
Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.
Fiend Sign [Region]
Your body bears a readily identifiable mark, such as scars and burn marks, from having fought in a battle against a creature from beyond this world.
Region: Sterich
Benefit: outsiders with the Evil subtype take a -2 penalty to their saves against all your spells. In addition, you gain a +2 bonus on your caster level check to overcome spell resistance of an outsider with the evil subtype.
Fool’s Gambit [General]
You can sacrifice health to gain an advantage in combat.
Prerequisite: Base attack bonus +6, Iron Will, Power Attack.
Benefit: You may sacrifice a number of hit points, (maximum sacrifice equals your character level), taking them from your current hit point total as if you had lost them to damage. For every two hit points so sacrificed, you gain a +1 bonus on attack and damage rolls for 1 round. Hit points sacrificed in this manner may be regained in the same way that hit points lost to damage can.
Special: Using this feat is a free action, but you may use it only once per round.
Giant Killer [Region, General]
Your experience fighting giants has given you a tactical advantage against them.
Region: Keoland; Sterich
Benefit: You gain a +4 bonus on attack rolls to confirm critical hits against giants, and you gain a +2 dodge bonus to your AC against a giants attacks.
Special: You may take this feat as a fighter bonus feat.
Gnome Lore [Region]
You have mastered a staggering array of trivia and jokes of the Gnomish Peoples.
Region: Gnome, rock
Benefit: You get a +1 bonus on all Knowledge checks (concerning the Gnomish people), and on all perform skills.
Good Manners [General]
You know how to present yourself in a manner that is considered polite.
Prerequisite: Wisdom 12+, Charisma 10+.
Benefit: You gain a +2 bonus to diplomacy, bluff and sense motive checks in any urban environment.
Good Neighbor [General]
You have developed positive relations within your community.
Prerequisite: Charisma 12+.
Benefit: When in your chosen city the initial attitudes of regular members of the community toward you never begin worse than indifferent. You also gain a +4 circumstance bonus to charisma based checks for the purpose of influencing the attitudes of members of the community.
Note: You must specify one city, town or city district in which this feat applies.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new city, town or city district.
Graceful Edge [General]
Choose one type of one-handed slashing melee weapon, such as a scimitar or long-sword, for which you have already selected the Weapon focus feat. You wield this weapon with an almost unnatural grace.
Prerequisite: Weapon finesse, Weapon Focus (any one-handed slashing weapon), Base attack bonus +2.
Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon.
If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to you AC while wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A Fighter may select Graceful Edge as one of his Fighter bonus feats.
You can gain this feat more then once---each time that you do it applies to a new one-handed slashing weapon you have weapon focus in.
Halfling Lore [Region]
You have mastered the folktales and Legends honored by the halfling peoples.
Region: Halfling, Lightfoot
Benefit: You get a +1 bonus on all Knowledge checks (concerning the Halfling people), and a +2 bonus on all Knowledge (local) and all Knowledge (history) checks.
Horse Lore [Region]
You are good with horses.
Region: Flan
Benefit: You get a +3 bonus on ride checks when riding a horse and on handle animal checks when dealing with horses. all horses have an initial attitude of friendly toward you.
Landless Nobility [Region]
You belong to a noble line that has utterly lost its homeland due to war, politics, incompetence or fate. Your station as a noble nonetheless grants you some measure of financial comfort, despite your lack of land.
Region: Sterich
Benefit: You receive a +4 bonus to charisma-based skill checks against residents of your homeland (including expatriates). In addition diplomacy and Knowledge (nobility and royalty) are always considered class skills for you. If you gain the leadership feat you receive a +2 to your leadership score.
Special: This feat may only be taken at 1st level.
Lays of the northern adepts [Region]
You know the poems of the ancient sorcerers. These poems contain lost secrets that strengthen your magic.
Prerequisite: Flan
Benefit: When someone attempts to dispel any of your spells, the dispel check DC is 13+ the spell’s caster level.
Normal: The dispel check DC is 11+ the spell’s caster level
Line of Credit [General]
Prerequisite: Charisma 12+, Good Neighbor.
Benefit: When purchasing an Item or Service in your chosen city, you can have a line of credit for a number of GP equal to your charisma score X 100 (this value can not be higher than one half the towns GP limit)
Once you have used this ability, you have one month in which to repay the money owed. After you have used this ability for any amount you can not use it again until you repay the outstanding balance.
Note: This feat only applies to the city, town or city district in which you have the Good Neighbor feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new city, town or city district, but you must have the Good Neighbor feat for the appropriate community first.
Lore of the Ur-Flan [Region]
You are a skilled in the ancient art of Ur-Flan Necromancers
Region: Flan
Benefit: Add +2 to the DC for all spells with the evil descriptor you cast. This bonus stacks with those granted by the spell focus and greater spell focus feats.
Mercantile background [Region]
You come from a family that excels at a particular trade.
Prerequisite: Dwarf, Mountain ;Gnome, rock ;Halfling, Lightfoot ;
Benefit: You gain a +2 bonus on all appraise checks and a +2 bonus on the skill check in the craft or profession skill of your choice.
Special: This feat may only be taken at 1st level.
Mercenary background [Region]
You have traveled the land as a hired mercenary.
Prerequisite: Half-orc
Benefit: Speak language is a class skill for you. You receive a +2 on all Knowledge (local) checks. Also you gain skill in one martial weapon of your choice.
Mountain fighter [Region]
You know how to make the most out of terrain-inspired advantages when fighting in mountainous terrain.
Region: Dwarf, Mountain; Elf, Valley; Sterich
Benefit: when fighting in mountainous terrain, you gain a +2 dodge bonus to AC.
Special: A Fighter may select Mountain fighter as one of his Fighter bonus feats.
Noble Soul [Regional]
Your strength of spirit bolsters your resolve.
Region: Half-elf; Halfling, Lightfoot; Oeridian
Benefit: You gain a +1 bonus on will saves and a +2 competence bonus on diplomacy checks.
Noble Warrior [General]
You are a skilled military commander from the ranks of the nobility, with an intimate knowledge of war and those who wage it.
Benefit: You gain a +2 competence bonus on knowledge (history) and Knowledge (nobility and royalty) checks
Special: Must be chosen at 1st level
Raiders spirit [Regional]
You are a fearless raider.
Region:Half-orc
Benefit: You get a +4 bonus on saves against fear effects and a +2 bonus on all intimidate checks.
Rapscallion [Regional]
Your stunning wit improves the credibility of your lies.
Prerequisites: Int 13+.
Region: Gnome, rock; Half-elf; Half-orc
Benefit: In addition to your Cha modifier you add your Int modifier to all bluff checks.
Rustic Charm [Regional]
Others tend to underestimate you due to you rural upbringing.
Region: Gnome, rock; Keoland
Benefit: You suffer no penalties on diplomacy checks related to the social upper class. Upper class NPC’s tend to view you as a rube - no threat to them whatsoever. Others suffer a -2 penalty to sense motive checks against you.
Silent Method [Regional]
You have learned magic at the lost lonely tower of the silent ones, a secretive order that seeks to protect the last vestiges of the ancient ways and to ensure that such magic’s do not fall into the wrong hands.
Region: Keoland
Benefit: You get a +2 bonus on all dispel checks and caster level checks made for the break enchantment spell or dispel checks for the Dispel magic spell. In addition you have a +2 bonus on all Spellcraft checks to identify spells for a counter-spell attempt.
Add the following top the list of feats you may select as a wizard bonus feat: Combat casting, spell focus, greater spell penetration, magical aptitude, greater spell focus, spell penetration.
Tested [Regional]
You’ve passed through the Moonarch of Sehanine, been tested by the gods, and have emerged with great insight. The process has granted you intense inner calm, but it has instilled in you an aloofness many find off-putting. You and other People of the Testing share a desire to protect old forest lands, faerie folk, and areas secret and precious to elves. You strive to keep hidden evil banes, magic, and secrets. You see the world as it is meant to be seen, you know the things that were meant to be known, and your destiny is forevermore intertwined with that of the elven race.
Prerequisites: Faerie Mysteries Initiate, character level 10th.
Regions: Elf, High
Benefits: You receive a +2 bonus on Charisma-based skill checks made against elves. This bonus increases to +4 on checks made against other elves with the Tested feat. Additionally, your ordeal in the Moonarch of Sehanine has granted you one of the following powers (choose when you select this feat).
Gift of Prophesy: The elven deities encountered during your Moonarch trial took an especial liking to you and have granted you the ability to communicate with their agents during your nightly trance. Once per day, while in trance, you can cast the commune spell as a 10th-level cleric. This is a supernatural ability.
Gift of Sight: Your experience has granted you the ability to pierce magical obfuscation, seeing the world in terms of absolute truth. Once per day, you can cast true seeing as a 10th-level cleric. This is a spell-like ability.
Ye’Cind’s Ear: Within the mysterious Moonarch, you encountered the elven demigod Ye’Cind, who increased your understanding of traditional elven music. Once per day, you may add a +6 bonus to your effective bard level for purposes of bardic music effects.
For example, a 12th-level bard with Ye’Cind’s ear and an 18 Charisma coulduse her bardic music to make a suggestion. The DC for the associated save would be 23 (DC 10 = 1/2 bard’s level + bard’s Cha modifier). The same bard attempting a song of freedom would be considered an 18th-level bard for purposes of determining the efficacy of the resulting break enchantment. This is a supernatural ability.
Well Read [Regional]
Your readings have given you insight into a wide range of subjects.
Prerequisite: Literacy.
Region: Elf, High; Keoland
Benefit: All knowledge skills are considered class skills for you.
Well Traveled [Regional]
Your travels across the land have given you a strong depth of knowledge and broad repertoire of far flung tales.
Region: Half-elf; Halfling, Lightfoot
Benefit: You gain 2 ranks in the Knowledge (local) skill and can draw upon those experiences to influence those willing to converse with you. When dealing with a non-hostile creature you can communicate with, you can use your knowledge (local) skill in place of your diplomacy skill.
World Weary [Regional]
Your crushed spirit makes you difficult to scare or intimidate.
Region: Sterich
Benefit: you receive a +4 competence bonus on saves against fear. Treat fear conditions as one rank lower. Effects that leave you shaken affect you as normal.
Special: This feat may only be taken at 1st level.
Sorry fellows, I have been fighting typos all day. Thought I would have had this up yesterday for you.
EDIT: remember everyone gets one regional bonus feat. There are just a few general feats thrown in to round things out. If you have any questions ask or send me an email.
| Darkmeer |
Just a quick word for everyone the progression for PFRPG Feats goes as follows
1st
1st level bonus regional feat/or 2 common traits
2nd
4th
6th
8th
10th
ect..
So far everyone is stuck using 3.5
1st
3rd
5th
7th
9th
ect..
Don't cheat yourselves.
I thought PFRPG Beta was:
1st3rd
5th
7th
9th
ect..
Then adding to that the 1st level regional bonus feat/2 common traits that you provided... I'm a wee bit confused.
/d
Crimson Jester
|
Can we get a list of the free/bonus feats?
already posted also on my Dm page under spoilers
fray
|
My bad... missed it.
If it says elf do you have to be an elf or is that an elf region?
(I'm not being a smart ass here...)
Can we take the leadership feat?
Is there a god the would count as Sun and Earth?
Out of the free bonus feats, do we ignore preq's? (There is at least one that you can't have at first level... +2 BAB)
Crimson Jester
|
My bad... missed it.
If it says elf do you have to be an elf or is that an elf region?
(I'm not being a smart ass here...)Can we take the leadership feat?
Is there a god the would count as Sun and Earth?
Out of the free bonus feats, do we ignore preq's? (There is at least one that you can't have at first level... +2 BAB)
Yes you must be an elf to take it.
yes you may take leadership, and if so you must let me knwo your leadership score on your sheet so we can plan out any npcs
I do not believe in Greyhawk there is however Beory would be darn close
The feats listed as regional must be taken at first level, the ones listed as Genreal are just a couple of extra feats that I made available outside of The PFRPG, and yes you must meet prereqs, unless it si something specific and then email me and we will see what we need to do.
| Magnus Shalefist |
Almost finished, I just need to double check my skills , pick magic items and come up with a background story.
Couple of questions though:
Do our PCs know each other?
Is it possible that Magnus was with the pary from Deepholm and stayed to whitness the capture and recovery of the city?
Any limits on magical buffing Items other than gold?
| DM Jester |
Almost finished, I just need to double check my skills , pick magic items and come up with a background story.
Couple of questions though:
Do our PCs know each other?Is it possible that Magnus was with the pary from Deepholm and stayed to whitness the capture and recovery of the city?
Any limits on magical buffing Items other than gold?
My thought on the matter is as such, I would like every PC to have known or have at least met at least 2 other PC's. Now since this region has just finished a few years of conflict and since the fabled "Greyhawk wars" were just finished abroad I think it is highly likely that after we get preliminary backgrounds down we can work it out so that every pc has met someone else. That way you have at least some excuse to hang around with these other folks.
If Magnus was from this region I think it is highly likely that Magnus was in fact from Deepholm and was in this area for either or both the capture and recovery of the city.
Initially I would prefer less then a +2 and as such was the reason I gave the GP limit. That being said I see no reason if you have craft skills and have spent the feats needed and the GP limit on supplies that you can't have something larger. Since the GP resources will still limit this to maybe one item that is more powerful. Same with the Runeblades runes are able to enhance his PC I don't see a reason one to artificially Gimp a player designed character. Please keep in mind social skills will be needed in this first part of the story and later on as well.