[Lone Wolf] (Information)
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: GoldenChild on 09-12-2006, 06:56:52</h2>
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				Title: <strong>[Lone Wolf] (Information)</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 06:56:52</strong>
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				In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.<br><br>The Kai monks are masters of their art and the children in their charge love and respect them in spite of the hardships of their training. For one day when they have finally learnt the secret skills of the Kai they will return to their homes equipped in mind and body to defend themselves against the constant threat of war from the Darklords of the west.<br><br>In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ultar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called 'Sommerswerd' - the Sword of the Sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.<br><br>Now it is in the morning of the Feast of Fehmarn, when all of the Kai Lords are present at the monastery for the celebrations. Suddenly a great black cloud comes out from the western skies. So many are the numbers of the black-winged beasts that fill the sky, that the sun is completely hidden. The Darklords, ancient enemy of Sommlending, are attacking. War has begun.<br>
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			<dt class="postheader">
				Title: <strong>Maps</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 07:04:50</strong>
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				(http://www.busigafamiljen.se/pic/rpg/lonewolf/the_lastlands.jpg)
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				Title: <strong>[IMPORTANT] Create Character</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 07:23:13</strong>
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				To play in this game you need the D20 rules published by Mongoose Publishing if you don’t have it just PM me and I will see what I can do. <br><em>Do remember to create a HERO.</em><br><br><strong>Attributes</strong><br>I don't use the random generation method from the book. Use the standard rules in DMG, you got 36 points to buy points for.<br><br><table class="bbc_table"><tbody><tr><td>Attribute</td><td>Cost</td></tr><tr><td>6</td><td>+2</td></tr><tr><td>7</td><td>+1</td></tr><tr><td>8</td><td>0</td></tr><tr><td>9</td><td>-1</td></tr><tr><td>10</td><td>-2</td></tr><tr><td>11</td><td>-3</td></tr><tr><td>12</td><td>-4</td></tr><tr><td>13</td><td>-5</td></tr><tr><td>14</td><td>-6</td></tr><tr><td>15</td><td>-8</td></tr><tr><td>16</td><td>-10</td></tr><tr><td>17</td><td>-13</td></tr><tr><td>18</td><td>-16</td></tr></tbody></table><br><br><strong>Experience</strong><br><br>You all start with 10.000 experience points making you level 5 characters but no extra equipment.<br><br><br><strong>Classes</strong><br><br>Multi-classing is not allowed.<br><br><br><strong>Endurance</strong><br>Don't roll, just take maximum for each level.
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			<dt class="postheader">
				Title: <strong>Cast</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 07:23:53</strong>
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				Here will the created characters be listed.
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			<dt class="postheader">
				Title: <strong>Re: Create Character</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 11:43:11</strong>
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				Lone Wolf Character Sheet<br><br>CHARACTER<br>PLAYER<br>CLASS&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>LEVEL<br>RACE&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>ALLEGIANCE<br>EXPERIENCE<br><br><br>-------------------------------------------------------------<br>ABILITY SCORES<br><br>Strength:<br>Dexterity:<br>Constitution:<br>Intelligence:<br>Wisdom:<br>Charisma:<br><br><br>-------------------------------------------------------------<br>SAVES<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Fortitude:<br>Reflex:<br>Will:<br><br><br>BASE COMBAT SKILL:<br>BASE MAGICAL COMBAT SKILL:<br>INITIATIVE BONUS:<br>ENDURANCE:<br>WILLPOWER:<br><br><br>-------------------------------------------------------------<br>CLASS FEATURES<br><br><br>-------------------------------------------------------------<br>SKILLS<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Acrobatics*<br>Appraise<br>Athletics*<br>Bluff&nbsp; &nbsp; &nbsp; &nbsp; <br>Climb*<br>Concentration<br>Craft ()&nbsp; &nbsp; &nbsp; &nbsp; <br>Diplomacy&nbsp; &nbsp; &nbsp;<br>Disable Device <br>Disguise&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Escape Artist* <br>Forgery&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Gather Information<br>Handle Animal&nbsp; &nbsp; &nbsp;<br>Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Intimidate&nbsp; &nbsp; &nbsp; <br>Knowledge ()&nbsp; <br>Occult&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Perception&nbsp; &nbsp; &nbsp; <br>Perform ()&nbsp; &nbsp; &nbsp; &nbsp;<br>Profession ()&nbsp; &nbsp; <br>Ride&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Sense Motive&nbsp; <br>Sleight of Hand*<br>Speak language<br>Stealth*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Survival&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Use Magical Item&nbsp; <br><br><br>-------------------------------------------------------------<br>ARMOUR CLASS<br>&nbsp; &nbsp; &nbsp;<br>Dex<br>Armour<br>Shield<br>Misc<br>Misc<br>Total<br><br><br>-------------------------------------------------------------<br>WEAPONS<br><br><br>-------------------------------------------------------------<br>EQUIPMENT<br><br><br><br><br>Current Load =<br><br>Remember that a Backpack may only hold 8 Backpack items.<br>1 Meal takes up ½ a Backpack space<br><br><br>MONEY &amp; TREASURE<br><br><br>-------------------------------------------------------------<br>BACKGROUND<br>
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			<dt class="postheader">
				Title: <strong>[INFORMATION] What is Lone Wolf?</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>09-12-2006, 11:57:37</strong>
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				The Lone Wolf saga is a collection of 28 game books, created by Joe Dever and initially illustrated (books 1-8) by Gary Chalk. It was first published in July 1984 and became one of the most popular game books ever published, selling more than 9 million copies worldwide. The books itself had a branching plot that serves as a medium for game play. Each paragraph held a story then as the paragraph was over you chose which paragraph to go to next depending on what you as a player wanted to do. If you managed to come to the last paragraph of the book (usually number 350 you had finished the book and could go on to the next.<br><br>The story focuses on the fictional world of Magnamund, where the forces of good and evil fight for control of this planet in a final showdown. The protagonist is Lone Wolf, last of his caste of warrior monks known as Kai lords. The book series is written in the second person and recounts Lone Wolf's adventures as if the reader is the main character. As Lone Wolf, you make choices at regular intervals throughout the story which then change the course, and the final outcome, of the book. Each book in the series can be read/played separately, but they are designed in such a way that skills and items obtained in one book can be carried over and used in the later ones.<br><br>Magnamund is a planet in the universe of Aon which is the focus of battle between the powers of Good, among them Kai (God of the Sun) and Ishir (Goddess of the Moon), and Naar, the evil God of Darkness.<br><br>In the north-east of Magnamund's northern continent lies the realm of Sommerlund. Its people, the Sommlending, are devoted followers of Kai. There are those among them, known as Kai Lords or simply 'the Kai', who possess extraordinary innate abilities. Trained from childhood at the Kai Monastery, the Kai Lords are Sommerlund's greatest defence against Naar's agents.<br><br>Naar's champions upon Magnamund are the Darklords, who dwell in the scorched wastes of the Darklands, west of Sommerlund. This realm, inhospitable to most life, enables the Darklords to survive on Magnamund - though powerful, they are greatly weakened by the natural atmosphere of the world. Forced to enact their will at a distance, the Darklords wage war with armies of Drakkarim (humans devoted to Naar), Giaks (goblin-like creatures spawned in vast numbers), and other creatures, and are served by agents such as Vordaks (undead with psychic powers) and Helghasts (shapechanging undead).<br>
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				Title: <strong>[RULES] Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:07:08</strong>
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				<strong>Disciplines and Endurance</strong><br>Most Disciplines are either automatic or activated as the Kai<br>lord desires, requiring either concentration or a check of some<br>sort in order to succeed. However, some of the more powerful<br>or draining abilities cost Endurance in order for the Kai Lord<br>to use them. Endurance lost due to activating or maintaining<br>Disciplines (including Magnakai Disciplines) is treated just<br>like normal damage and may be healed in the normal ways.<br>However, a Kai Lord may never reduce his Endurance to less<br>than 1 point through using a Kai Discipline, of any Tier.<br>
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				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:08:52</strong>
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				<strong>Animal Kinship</strong><br>Kai Lords learn how to commune with nature and can readily<br>predict the moods and intentions of animals. One well versed<br>in the Discipline of Animal Kinship can often sense what<br>an animal will do before it acts and may even be able to<br>actually communicate with some creatures, albeit in a very<br>rudimentary fashion.<br><br><em>Tier I: Untamed Heart</em><br>The Kai Lord develops a growing affinity with animals and<br>their nature. He gains the ability to use the Handle Animal<br>skill to calm an angry or attacking animal by opposing his<br>Handle Animal skill check with the animal’s Will saving<br>throw. This is a standard action and the effects will last for the<br>Kai Lord’s Charisma score in rounds. <span class="bbc_u">He also gains a bonus<br>to all Handle Animal checks equal to his Animal Kinship<br>level</span>.<br><br><em>Tier II: Voice of the Forest</em><br>The Kai Lord may attempt to give a single order to a normal<br>animal (not a monster). This must be a simple, one word order<br>such as ‘stop’, ‘run’ or ‘follow’. This requires a standard<br>action and a Handle Animal check (DC 10 + the animal’s<br>End Dice) for success. The animal will obey the command<br>for a number of rounds equal to 3 + the Kai Lord’s Charisma<br>modifier (minimum 1 round).<br><br><em>Tier III: Primal Echo</em><br>As a free action that can be performed once per round, the<br>Kai Lord may study any single normal animal in order to<br>determine what it will do in response to any single action on<br>his part. For example, he could attempt to decide whether a<br>barking dog will attack if he approaches it or run away. This<br>requires a Handle Animal check (DC 10 + the animal’s End<br>Dice) for success and does not work on monsters.<br><br><em>Tier IV: Beast Speech</em><br>The Kai Lord may pick a number of broad species of animal<br>(such as bat, bird, dog, cat or horse) equal to his Intelligence<br>modifier (minimum one species). From this point on, the<br>Kai Lord may communicate with any animal of the chosen<br>types as if it were an Intelligence 3 creature. He may also<br>‘listen in’ to such animals when they communicate with<br>one another. This means that the Kai Lord can talk to such<br>animals and quiz them about what they have seen and their<br>immediate surroundings, but long conversations on the history<br>of Sommerlund will certainly be out of the question. At all<br>times, the Games Master should remember that animals tend<br>to view the world in very different manner from humans and<br>any responses an animal makes will be coloured by this.<br><br><em>Tier V: Aspect of the Untamed</em><br>Once the Kai Lord has mastered the principles of Animal<br>Kinship, he strives to increase his knowledge of the natural<br>world and so gains an incredible understanding that few others<br>can ever hope to attain. The Kai Lord may now either pick<br>three more broad animal species to be able to communicate<br>with (see Tier IV) or he may choose one monster species of<br>Intelligence 2 or less (see the Bestiary Chapter) that he may<br>use any Animal Kinship ability with. For example, he could<br>use the Tier II ability to order a doomwolf to attack if he so<br>wished. However, all skill checks related to using Animal<br>Kinship with a monster species will have their DCs increased<br>by +5, due to the inherent difficulty of building relationships<br>with creatures that are not of the natural world.<br>
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			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:10:17</strong>
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				<strong>Camouflage</strong><br>The Discipline of Camouflage is one that allows the Kai Lord<br>to blend into his surroundings. With practice and intuition, the<br>Kai Lord learns how to best shield himself from the gaze of<br>others. In the wilderness, he will be able to use the smallest<br>terrain feature to hide his presence, while in a city he can act<br>as a native or adopt a new persona through skilful disguise.<br>The mistaken assumption that a Kai Lord is only at home<br>in the wild has long been one of the Kai Order’s greatest<br>advantages.<br><br><em>Tier I: Blinding Surrounds</em><br>Taking best advantage of his surroundings, the Kai Lord is<br>adept at using terrain features to mask his presence. From<br>this point on, the <span class="bbc_u">Kai Lord gains a bonus to all Stealth checks<br>equal to his Camouflage Tier</span>.<br><br><em>Tier II: Fleeting Glimpse</em><br>Once skilled at veiling his appearance, the Kai Lord then<br>learns how to move effectively while remaining camouflaged.<br>He may now move at up to his base speed while hiding with<br>no penalty to his Stealth check. He only suffers a –10 penalty<br>to his Stealth check while moving faster than his base speed,<br>and the penalty while charging an enemy is only –15 (see page<br>102 for further details of the Stealth skill).<br><br><em>Tier III: To Hide in Man’s Shadow</em><br>There are many different talents involved in the power of<br>Camouflage and the Kai Lord studies hard to learn them<br>all. A <span class="bbc_u">Kai Lord who reaches this Tier of Camouflage and<br>has 5 or more ranks in certain other skills will gain a bonus<br>to all Stealth checks</span>. He will gain a +2 bonus to all Stealth<br>checks if he has 5 or more ranks in Acrobatics (being able to<br>remain motionless or move with liquid grace), Bluff (creating<br>diversions) or Sense Motive (knowing where a target will turn<br>his attention to next). These bonuses will stack if the Kai Lord<br>has 5 or more ranks in more than one of these skills.<br><br><em>Tier IV: False Faces</em><br>The Kai Lord is a master of disguise and can use the least<br>amount of information to aid in the creation of a new persona.<br>If a Kai Lord makes a study of the type of character he is<br>trying to emulate (such as a warlord’s bodyguard, a local<br>merchant or a performing actor) he may add a <span class="bbc_u">bonus to his<br>Disguise checks equal to his Camouflage Tier</span> when emulating<br>that type of person. The Kai Lord studies his target by making<br>a Gather Information check (DC 15) and observing the target<br>for at least five minutes. The Kai Lord will still need all the<br>necessary make-up and costume required by the Disguise skill<br>in order to be successful. The bonus lasts for twenty four<br>hours, plus a number of hours equal to the amount by which<br>the Kai Lord beat the Gather Information check’s DC.<br><br><em>Tier V: Beyond the Body</em><br>At this Tier of ability, the Kai Lord has become skilled enough<br>in the Tier IV ability False Faces that, given a few extra<br>minutes, he can disguise himself even as a member of a nonhuman<br>race. He can change the colour and texture of his skin<br>and change his height and weight by up to one-fifth in either<br>direction. Note that this does not grant him the ability to<br>speak the language of the race, so the Kai Lord must exercise<br>extreme caution when so disguised.
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			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:11:18</strong>
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				<strong>Healing</strong><br>Through the power of his faith and will alone, the hands of the<br>Kai Lord can literally become the hands of a healer. At lower<br>Tiers of the Discipline, the Kai Lord can be confident that<br>he will recover from any wounds sustained in battle. As his<br>understanding of Healing progresses, he will find that others<br>can benefit from his miraculous powers. In addition, the <span class="bbc_u">Kai<br>Lord gains a bonus to his Fortitude saving throws equal to his<br>Healing Tier</span>.<br><br><em>Tier I: Warmth of the Sun</em><br>Through meditation and self-knowledge, the Kai Lord can<br>heal himself of his wounds, no matter how severe they might<br>be. As a full-round action, the Kai Lord may heal Endurance<br>equal to his class level. He may only use this ability on himself<br>and he may only invoke it a number of times per day equal to<br>1 + his Wisdom modifier (minimum of once per day). This<br>power refreshes itself with the first rays of dawn each day.<br><br><em>Tier II: To Stand at Death’s Door</em><br>The healing skills of a trained Kai Lord are nearly without<br>equal. Many companions of the Kai have found their mortal<br>wounds closed with a few stitches and the superlative medical<br>arts of their monastic allies. He gains a <span class="bbc_u">bonus to all Heal<br>checks equal to his Healing Tier </span> when treating humans.<br><br><em>Tier III: None Shall Fall</em><br>Having made a long and careful study of human anatomy,<br>the Kai Lord is a master of battlefield healing. He receives a<br><span class="bbc_u">bonus equal to his Intelligence modifier (minimum +1 bonus)<br>to all first aid Heal checks and one first aid skill check</span> to<br>stabilise human allies can be taken as a free action each round.<br>Kai Lords at this rank of Healing no longer need healing kits<br>to make Heal checks without taking a penalty and can freely<br>heal to the limits of their skill.<br><br><em>Tier IV: Remedy’s Touch (2 Endurance)</em><br>Channelling his mental energies into the wounded, the<br>Kai Lord can accelerate the healing process, making him a<br>miracle healer on the battlefield. Whenever using first aid<br>upon a wounded character who is at 0 or fewer Endurance,<br>the Kai Lord may instead heal 1d6 + his Wisdom modifier in<br>Endurance. If this healing is not sufficient to bring a wounded<br>ally to 0 Endurance, they are healed to 0 Endurance and<br>awaken instead (though any further activity on their part may<br>still cause them to take further damage). This ability will only<br>work on humans (meaning Dwarven Gunners of Bor may not<br>benefit from this ability).<br><br><em>Tier V: Sanguine Wisdom</em><br>A deep understanding of physiology allows the Kai Lord to<br>apply his Healing Discipline to all manner of creatures, not<br>just humans. The Kai Lord may use any Healing ability on<br>non-human characters, animals and monsters without penalty.<br>Creatures immune to critical hits cannot be aided with this<br>skill, as their anatomies are too alien for the Kai Lord to<br>understand.<br>
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			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:13:07</strong>
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				<strong>Hunting</strong><br>A Kai Lord skilled in the Discipline of Hunting will never<br>starve in the wilderness, no matter how far from civilisation<br>he is. Hunting also increases a Kai Lord’s speed and agility,<br>allowing him to bring down the most elusive prey while<br>remaining safe from his enemies. A master of the Hunting<br>Discipline tends to act like a predator in the wild, never<br>standing still and always alert for the slightest hint of danger,<br>resulting in the <span class="bbc_u">Kai Lord gaining a bonus to his Reflex saving<br>throws equal to his Hunting Tier</span>.<br><br><em>Tier I: Primal Kenning</em><br>The Kai Lord’s basic training in hunting increases his<br>knowledge of nature substantially – he is able to identify<br>most plants and animals with complete accuracy, including<br>their species and some known special traits. He can also<br>determine whether water is pure and safe to drink, or whether<br>it is polluted (be it from poison or pollution) with a simple<br>Survival check (DC 10, though especially subtle poisons may<br>have a higher DC). In addition, the <span class="bbc_u">Kai Lord may add his Tier<br>in Hunting as a bonus to all Knowledge (nature) and Survival<br>checks</span>.<br><br><em>Tier II: Feral Flight</em><br>Upon reaching Tier II of Hunting, the Kai Lord gains great<br>speed that borders on the supernatural. Few can keep up with<br>him when in full flight. The Kai Lord permanently adds +10<br>feet to his base speed (normally taking him up to a base speed<br>of 40 feet).<br><br><em>Tier III: Venombane</em><br>There is little need for the Kai Lord to fear the sting of<br>venomous insects or a snake’s bite. He is immune to all<br>poisons produced by any animal, monster or plant. This<br>ability will not protect the Kai Lord from poisons produced<br>by other sources (such as magic or chemicals).<br><br><em>Tier IV: The Swiftest Strike (1 Endurance)</em><br>The aim of Hunting is to bring an enemy down before he<br>is even aware of the Kai Lord’s presence. If the Kai Lord<br>manages to successfully hit an enemy in a surprise round,<br>he will deal an additional 2d6 + his Wisdom modifier points<br>of damage, in addition to any he normally causes with his<br>weapon. This additional damage does not apply against<br>creatures immune to critical hits.<br><br><em>Tier V: Huntsense</em><br>The Kai Lord is so in tune with his immediate surroundings<br>that it is impossible for an enemy to creep up on him unawares.<br>The <span class="bbc_u">Kai Lord cannot be surprised</span> by any means. This ability<br>also ensures that unless an area is completely barren, a Kai<br>Lord can always find enough food and water to keep himself<br>nourished. These are rarely enjoyable repasts but they will<br>stave off hunger and thirst.<br>
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			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:22:00</strong>
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				<strong>Mind Over Matter</strong><br>To the average commoner, the Discipline of Mind Over Matter<br>is one of the most incredible manifestations of the Kai’s<br>powers. Though many hours must be spent in meditation<br>within the monastery just to learn the basics of the Discipline,<br>it allows the Kai Lord to affect the physical world with the<br>power of his thoughts alone. By pure concentration, the Kai<br>Lord is able to move objects at will.<br><br><em>Tier I: Path of Thought</em><br>As a standard action, the Kai Lord may make a Concentration<br>check (DC 12) in order to move any solid object within 30<br>feet. The object can be moved at up to 5 feet per round and<br>cannot weigh more than 1 lb. per class level. In addition, the<br>object must be free to move and cannot be held by any physical<br>restraint (this is true for all Tiers of Mind Over Matter). The<br>Kai Lord may not manipulate any kind of mechanism that is<br>smaller than one square inch in size, no matter how little it<br>weighs.<br><br><em>Tier II: Shielding Impulse</em><br>The Kai Lord can now move objects weighing 10 lb. per class<br>level in size, at speeds of up to 10 feet per round, as long as he<br>succeeds at a Concentration check (DC 16). In addition, a Kai<br>Lord with this Tier of power can telekinetically interfere with<br>attacks through concentration. When fighting defensively or<br>engaging in total defence, a Kai Lord can subtract one point<br>of damage from each damaging ranged or melee attack he<br>suffers. Only physical attacks can be reduced in this way.<br><br><em>Tier III: Power of the Pure Mind</em><br>With much practice and experience, the Kai Lord can now<br>move objects weighing 25 lb. per class level in size, at<br>speeds of up to 30 feet per round, as long as he succeeds at a<br>Concentration check (DC 20). The Kai Lord’s resistance to<br>melee and ranged damage increases to –2 points per attack<br>when he now fights defensively or engages in total defence.<br><br><em>Tier IV: Simple Focus</em><br>After being able to move objects weighing a great deal,<br>the Kai Lord now turns his attention to extremely delicate<br>manipulation. As a standard action, the Kai Lord can make a<br>Concentration check in order to manipulate any mechanism,<br>no matter how small it is. The DC to do so is set by the Games<br>Master, with a minimum DC of 20. The DC to manipulate any<br>lock or trap via Mind Over Matter will be at least 5 higher than<br>trying to physically pick the lock or disable a trap.<br><br><em>Tier V: Strafing Will (1 Endurance)</em><br>The Kai Lord can now manipulate small objects and cast them<br>forward at great speed, effectively using them as weapons.<br>The object must weigh no more than 5 lb. and may be ‘thrown’<br>at any target within 30 feet of the Kai Lord. This is a free<br>action which can be performed once per round, requiring a<br>Concentration check (DC equals the target’s Armour Class).<br>The object will cause damage as if it were an improvised<br>weapon, unless it is actually a thrown weapon such as a<br>dagger, in which case it will cause normal damage for a<br>weapon of its type.<br>
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			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:23:24</strong>
			</dt>
			<dd class="postbody">
				<strong>Mindblast</strong><br>The Discipline of Mindblast allows the Kai Lord to attack his<br>enemies with his sheer will, even as he attacks with a more<br>mundane weapon. For the Kai, combat takes place on two<br>distinct levels, the physical and mental, with one taking no<br>precedence over the other. Mindblast is the embodiment of<br>this belief and, for enemies who have no mental defences, it<br>can prove devastating.<br><br><em>Tier I: Distraction</em><br>By subtly altering the perceptions of an enemy, the Kai<br>Lord can slow his foe’s reactions ever so slightly and create<br>openings which he can exploit. This takes a move action to<br>accomplish and grants the Kai Lord a +1 bonus to any attack<br>rolls made against one designated enemy. A new enemy may<br>be designated at the start of every round of combat.<br><br><em>Tier II: Force of Personality</em><br>As a move action, the character may bind his will to his<br>weapon. The Kai Lord learns to control his mental energies,<br>unleashing them at the precise moment he strikes an enemy,<br>causing crippling wounds. When the Kai Lord injures<br>an opponent in melee combat, he automatically adds his<br>Charisma modifier (minimum of +1) as psychic damage to the<br>damage inflicted. This effect only lasts for one round. This<br>power may be used in conjunction with other psychic attacks,<br>such as Attack or Stun.<br>This Tier of Mindblast also allows the Kai Lord to use the<br>Attack action in Psychic Combat.<br><br><em>Tier III: Psychic Lash</em><br>The power of the Kai Lord’s mind is a physical thing to<br>any enemy he fights. In melee combat, the Kai Lord may<br>designate one enemy in sight at the beginning of his turn.<br>He will automatically cause 1d6 points of psychic damage<br>to this enemy every round, as it is overwhelmed by a barrage<br>of mental lashes. The creature also suffers a –1 penalty to its<br>attack rolls whilst suffering from a Psychic Lash. Such an<br>effort costs the Kai Lord his effectiveness as a warrior while<br>he splits his concentration, however, suffering a –1 penalty to<br>attack rolls, damage rolls and Armour Class during any round<br>in which he employs this use of Mindblast. This power may<br>be used in conjunction with other psychic attacks, such as<br>Attack or Stun.<br><br><em>Tier IV: Dagger of the Mind (1 Endurance)</em><br>As a standard action, the Kai Lord may select one enemy<br>within 30 feet as the focus for the full force of his mental<br>powers. He deals 1d6 points of psychic damage for every<br>four character levels (rounded down). This power may be used<br>in conjunction with other psychic attacks, such as Attack or<br>Stun.<br>This Tier of Mindblast also allows the Kai Lord to use the<br>Stun action in Psychic Combat.<br><br><em>Tier V: Spiritshriek (2 Endurance)</em><br>With a piercing psychic roar, the Kai Lord may expend<br>his entire mental reserve in one dreadful blast. Every<br>character, animal and monster within 30 feet, friend or foe,<br>will automatically suffer 1d6 points of psychic damage for<br>every three character levels the Kai Lord possesses (rounded<br>down). Any creatures that survive this attack will be stunned<br>for the entire round and may not take any action (but are not<br>considered helpless). Though powerful, this attack is very<br>draining to the Kai Lord. He will be unable to use any of his<br>Mind- or Psi-Disciplines for one minute following the use of<br>this power.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:24:18</strong>
			</dt>
			<dd class="postbody">
				<strong>Mindshield</strong><br>Long hours of meditation are required to learn and improve<br>upon the Discipline of Mindshield. The Kai Lord builds<br>upon his mental defences, learning to create a barrier against<br>any use of Mindblast or direct psychic assaults on his mind.<br>Mindshield will ensure a Kai Lord is safe against the mental<br>attacks of others, leaving him free to concentrate on battle.<br><br><em>Tiers I – V</em><br>Mindshield protects a Kai Lord against the effects of<br>Mindblast and other psychic powers. A Tier of Mindshield<br>will completely protect a Kai Lord against all Mindblast<br>effects of the same Tier or lower, though he remains<br>susceptible to such psychic attacks as Attack and Stun, even<br>if generated by Mindblast. This means that though the Kai<br>Lord would not be affected by Dagger of the Mind, he would<br>still be susceptible to a Stun psychic attack. In addition, the<br><span class="bbc_u">Kai Lord gains a bonus to his Will saving throws equal to his<br>Mindshield Tier</span>.<br>Once a Kai Lord has reached Tier II of Mindshield he may use<br>the Erect a Shield action in Psychic Combat. Once a Kai Lord<br>has reached Tier IV of Mindshield he automatically raises a<br>shield in Psychic Combat (see p153 for more details).<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:25:59</strong>
			</dt>
			<dd class="postbody">
				<strong>Sixth Sense</strong><br>The Discipline of Sixth Sense permits a Kai Lord to be<br>forewarned when danger is imminent and tunes him in with<br>his immediate surroundings. It also allows him to perceive<br>the true nature of a stranger and to guess their real intentions.<br>It is this prescience that makes the Kai truly feared by their<br>enemies, as they learn to anticipate danger long before it<br>confronts them.<br><br><em>Tier I: Second’s Warning</em><br>The Kai Lord learns to react to his inner sense of selfpreservation<br>long before he truly knows the source of a threat.<br>Kai Lords with this power <span class="bbc_u">gain a +1 bonus to their Armour<br>Class as long as they are not flat-footed in a given combat<br>round</span>. Kai Lords also <span class="bbc_u">gain a +1 bonus to Reflex saving<br>throws as long as they are not flat-footed</span>.<br><br><em>Tier II: Glancing Blow</em><br>By trusting their instincts, Kai Lords can turn mortal strikes<br>into little more than superficial wounds by moving their<br>bodies away from the force of an attack. Once per day per<br>point of Dexterity modifier (minimum of once per day), a Kai<br>Lord can force an opponent who has damaged him to inflict<br>the minimum amount of damage a melee or ranged attack can<br>cause (i.e. the lowest possible result of its damage dice). This<br>ability only works if the attack struck the Kai Lord himself<br>and cannot be used if the Kai Lord is flat-footed, paralysed<br>or helpless.<br><br><em>Tier III: Dangerous Whispers</em><br>Kai Lords are always alert for signs of danger, even signs that<br>no one else can perceive. As a standard action, a Kai Lord<br>can concentrate on his surroundings and discover the most<br>dangerous thing within 30 feet of his present location. This<br>may be nothing more than a concealed weapon or a loose stair,<br>but if it could pose a danger to the Kai Lord, it will be detected<br>and a rough mental picture of the danger will form in the Kai<br>Lord’s mind. Monsters cannot be sensed with this ability, nor<br>can any humanoid, undead or construct.<br><br><em>Tier IV: Sudden Foresight</em><br>The ability of Dangerous Whispers becomes more attuned,<br>allowing the Kai Lord to sense nearby monsters, humanoids,<br>undead and constructs within 30 feet, even if they are hidden<br>or invisible. This power can be opposed by any creature that<br>is deliberately hiding its presence. If the Kai Lord beats the<br>creature in an opposed Will save, he will sense it; otherwise,<br>the creature remains undetected by this power. Note that<br>Sudden Foresight takes a standard action to use and will<br>detect any creatures, regardless of whether they mean to harm<br>the Kai Lord or not. This ability is not used in conjunction<br>with Dangerous Whispers – one detects static, non-sentient<br>dangers while the other specifically senses creatures.<br><br><em>Tier V: Knives in the Dark</em><br>By studying another character, the Kai Lord can sometimes<br>guess their intentions or tell if they pose an immediate threat.<br>This is a full-round action that requires a Sense Motive check<br>opposed by the target’s Will saving throw. If the Kai Lord<br>is successful, he will be able to tell if the target intends to<br>harm him or his plans. If he exceeds his opponent’s roll by<br>5 or more, he gleans a small flash of information regarding<br>the type of danger the target represents. This may alert the<br>Kai Lord to a poisoned dagger in the target’s pocket or his<br>intention to blackmail the character. While Sudden Foresight<br>will detect creatures, they may not actually be hostile to the<br>Kai Lord. This power will determine whether a creature has<br>any hidden agendas against him.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:27:49</strong>
			</dt>
			<dd class="postbody">
				<strong>Tracking</strong><br>The Animal Kinship and Hunting Disciplines let a Kai<br>Lord communicate and live among the wild creatures of the<br>world but this Discipline lets him find his way around while<br>doing so. Much more than just a glorified pathfinding skill,<br>Tracking provides insight and information far beyond what<br>others could determine from a few prints in the snow or a<br>smudge on the road.<br><br><em>Tier I: Follow the Trail</em><br>A Kai Lord can find tracks in any environment and follow<br>them for great distances. Each mile of following tracks<br>requires a successful Survival check. The Kai Lord must also<br>make another Survival check every time the tracks become<br>difficult to follow. Kai Lords move at half their normal speed<br>when using Follow the Trail (or at their normal speed with a<br>–5 penalty on the check, or at up to twice their normal speed<br>with a –20 penalty on the check). The DC of the Survival skill<br>check depends on the surface and the prevailing conditions, as<br>given on the Follow the Trail DCs table.<br>Several modifiers may apply to the Survival check, as given<br>on the Follow the Trail DC Modifiers table.<br>If a Kai Lord fails a Tracking Survival check, he can retry after<br>one hour (outdoors) or 10 minutes (indoors) of searching.<br>Three failed checks in a row loses the trail completely and one<br>full day must pass before the check can be made again (adding<br>+1 to the difficulty due to the lost time, as shown in the Follow<br>the Trail DC Modifiers table).<br><br><em>Tier II: Stride of the Woodwalker</em><br>Kai Lords are very adept at moving through natural terrain<br>and do not suffer the same penalties that others must endure.<br>Kai Lords can move at their normal rate through forests, rough<br>terrain, overgrowth or mud. These simply do not impede the<br>progress of a Kai Lord, even if they are the result of magical<br>effects.<br><br><em>Tier III: Step Without Shadows</em><br>A Kai Lord moving in natural surroundings does not leave<br>any kind of tracks. This ability only works if the Kai Lord<br>is not suffering any damage, is wearing no armour and is not<br>suffering any effect that reduces or impedes his movement<br>rate.<br><br><em>Tier IV: Signs of the Prey</em><br>Tracks can tell a Kai Lord a lot about those he follows. By<br>making a Survival skill check as a full-round action, at a DC<br>5 higher than the DC normally needed to track a subject, the<br>Kai Lord’s hunting prowess will reveal information about the<br>creature in question. Kai Lords can determine species, weight,<br>height, armour (if any), gender and End Dice or character<br>level through this tracking method. One check is needed for<br>each piece of information and the details must be learned in<br>the order given above. If a check fails, nothing further can be<br>learned about the creature or group of creatures.<br><br><em>Tier V: Trackmastery</em><br>A Kai Lord is so in tune with tracks at this Tier of ability,<br>few things can distract him from following his prey. When a<br>Kai Lord with Tier V Tracking is on the trail of a creature, he<br>only needs to make additional Survival checks if conditions<br>increase the skill DC. In addition, lighting conditions no<br>longer pose any penalty.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Kai Disciplines</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-12-2006, 07:28:50</strong>
			</dt>
			<dd class="postbody">
				<strong>Weaponskill</strong><br>Most Kai Lords learn the Discipline of Weaponskill at some<br>point in their lives, even if they never go forward to master all<br>ten of the basic Kai Disciplines. The world of Magnamund is<br>a dangerous place and no matter how peaceful the approach of<br>a Kai Lord, there are times when only a strong sword arm will<br>successfully defend Sommerlund.<br><br><em>Tier I: Martial Instruction</em><br>The Kai Lord selects one type of weapon (such as sword,<br>quarterstaff or warhammer), gaining a +1 bonus to all attack<br>rolls made with it in combat. His masters will grant the Kai<br>Lord this weapon at 1st level and will replace it on return to the<br>Kai Monastery when lost or broken. This bonus also applies<br>when wielding magical versions of the chosen weapon.<br><br><em>Tiers II – IV: Continued Training</em><br>The Kai Lord may either select a new weapon to gain a +1<br>bonus to attack rolls with, as detailed in Tier I, or may instead<br>choose to gain a +2 bonus to damage with a weapon that has<br>already been selected. Alternatively, if a ranged weapon has<br>been selected with Weaponskill previously, the Kai Lord may<br>instead choose to increase its range increments by 25%. This<br>range increase can only be chosen once for each weapon.<br><br><em>Tier V: Warmastery</em><br>Upon attaining the Tier V of Weaponskill, the Kai Lord has<br>few equals in battle and can readily use any weapon he can<br>lay his hands on with equal ability. The Kai Lord now gains<br>a +1 bonus to attack rolls with all ranged and melee attacks,<br>regardless of the weapon being used. All chosen weapons<br>that are already benefiting from this bonus instead gain a +2<br>bonus to damage when used. All chosen weapons currently<br>benefiting from both benefits instead gain the following<br>advantages; whilst the Kai Lord wields these chosen weapons,<br>he gains a +1 bonus to his Armour Class and a +4 bonus to<br>resist disarm attempts targeting that weapon. In addition, all<br>ranged weapons in the hands of the Kai Lord have their range<br>increments increased by 25%. This range increase combines<br>with a range choice from the II – IV Tiers of this disciple,<br>increasing a chosen weapon’s range increments a full 50%.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>[RULES] The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 19:36:04</strong>
			</dt>
			<dd class="postbody">
				Also known in the Elder Magi’s own records as the Lesser<br>Magics, these powers are amazing regardless of their relative<br>strength and the Dessi wield them to great effect. Each Art<br>is a path of magic in and of itself and many wondrous things<br>are possible with the use of each. Of all the Elder Arts, only<br>Alchemy does not require the expenditure of Willpower<br>points; the others have a variable cost listed with their<br>different techniques.<br>Unless otherwise stated, the use of an Elder Art is a standard<br>action and can be combined with a move action each round.<br>Only one Elder Art can be used in a given round and some<br>require more than one round to take effect. If an Art usage<br>does have a casting time of more than one round, it does not<br>allow movement and the Magician must remain still for the<br>magic to work. This does not render him helpless and he can<br>still defend himself fully; he simply is left unable to attack or<br>move from where he is standing while concentrating on the<br>Elder Art.<br>The Difficulty Class for resisting an Elder Art is calculated<br>as 10 + half the Magician of Dessi’s class level + his Wisdom<br>modifier. This makes his spells relatively easy to resist at<br>lower levels, but this is balanced by the fact that few of his<br>magical abilities allow a saving throw to avoid at all.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 19:38:18</strong>
			</dt>
			<dd class="postbody">
				<strong>Alchemy</strong><br>This is almost a scientific discipline rather than a magical art<br>but it does require a magical will to cause the effects that it is<br>capable of creating. By projecting intent and arcane energy<br>into a concoction brewed with the Craft (alchemy) skill, the<br>Magician can create potions capable of restoring health,<br>Willpower, or affecting his abilities in other ways. Upon<br>selecting this Elder Art, the Magician of Dessi immediately<br>gains one free rank in Craft (alchemy). The effects of these<br>potions are summarised below but the Games Master is free to<br>allow experimentation in an effort to discover other formulas.<br><br>♦ Attribute Potions: Known by the ability score they<br>enhance, these potions add 4 points to the drinker’s<br>Strength, Dexterity, Constitution, Intelligence, Wisdom<br>or Charisma. This enhancement lasts one hour and a<br>creature can only use one attribute potion per ability score<br>per day (i.e. six per day, each one affecting a different<br>statistic). Creating an attribute potion takes 1d6 minutes<br>to brew and a DC 18 Craft (alchemy) check.<br><br>♦ Combat Potion: Also called The Fighter’s Friend, this<br>potion improves a drinker’s Base Combat Skill by +2<br>(but cannot take it over +20), which may add an attack<br>per round to the imbiber’s total. The potion lasts for 2d10<br>minutes before it wears off, at which time the drinker<br>suffers a –2 penalty to his Base Combat Skill (minimum<br>of +0) for one full hour due to exhaustion. Combat<br>potions take 1d12 minutes to brew and a DC 25 Craft<br>(alchemy) check.<br><br>♦ Health Potion: Also called a healing draught, this<br>requires a DC 15 Craft (alchemy) check to create and 1d4<br>minutes to brew. Drinking a healing potion will restore<br>the Magician’s base magical damage in Endurance. A<br>creature can only fully benefit from one healing draught<br>per day; any other healing draught consumed during that<br>time heals only its minimum possible amount (as if only<br>1s were rolled on its dice).<br><br>♦ Mind Potion: This potion can restore some of a<br>Magician’s spent Willpower. It gives back the Magician’s<br>base magical damage in Willpower and cannot bring the<br>total above the drinker’s maximum normal value. Mind<br>potions take 1d10 minutes to brew and require a DC 20<br>Craft (alchemy) check. Like healing draughts, only one<br>potion each day will restore a normal amount; additional<br>potions provide only the minimum possible value.<br><br>♦ Restoration Potion: This potion will utterly cure the<br>imbiber of all ability damage and negative conditions<br>that currently afflict him. It does not heal Endurance<br>damage, nor can it restore permanently drained ability<br>points. It may only restore one negative level. However,<br>all temporary ability damage and conditions such as being<br>dazed, nauseated, blinded and so forth are cured instantly.<br>This potion requires a Craft (alchemy) check of DC 20<br>and 2d10 minutes to brew.<br><br>Creating potions requires the Magician carry a mortar,<br>pestle and other small herbal implements, which are<br>automatically gained when the Magician first trains in this art.<br>Replacements must be purchased or made if the originals are<br>lost. Materials for each potion are also needed. These must<br>be found in the field, as most are rare and unusual ingredients<br>that seldom get stocked in stores and marketplaces. Gathering<br>the ingredients for a given potion might be an adventure<br>in itself; the Games Master should determine whether a<br>Magician can find materials at any given time during a game.<br>Generally a Knowledge (nature) or occasionally a Knowledge<br>(arcana) check (DC 15 to 30) will allow a Magician of Dessi<br>in an appropriate locale to find the necessary ingredients for<br>a single potion.<br>Lastly, Alchemy can change the base properties of substances.<br>By making a DC 20 Craft (alchemy) check while in contact<br>with a solid object, the Magician can subtract his base magical<br>damage from its Hardness (shattering it automatically if the<br>rolled damage would reduce the object’s hardness to 0 or<br>less). If the base magical damage is 10 or more, the Magician<br>can change 1 cubic inch of material per class level into another<br>substance (lead to gold, for example). This change only lasts<br>for one day per class level. This use of Alchemy does not<br>require any materials or tools.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:46:23</strong>
			</dt>
			<dd class="postbody">
				<strong>Elementalism</strong><br>This calling art summons aid from the elemental forces of<br>the world. Unfortunately for the Magician, there is never any<br>guarantee what form that help will take. If the Willpower cost<br>is paid, the aid will arrive, though it might take a little while to<br>occur and may not precisely be what the Magician was hoping<br>for. Elementalism is notorious for giving the Dessi what they<br>need while rarely giving them what they actually want. Upon<br>selecting this Elder Art, the Magician of Dessi <span class="bbc_u">immediately<br>gains one free rank in Knowledge (the planes)</span>.<br><br>Earth Spirit (4 Willpower)<br>When called up, the Earth spirits will answer within 2d4<br>rounds (being the slowest of the elements to respond) by<br>shaking the ground, causing a landslide, shattering some<br>non-magical metal or stone object important to the enemy, or<br>something equally destructive or disruptive. Earth spirits will<br>never inflict more than a Magician’s base magical damage on<br>a single target but they can cause damage to every foe within<br>100 feet of the Magician if that is what they choose to do.<br>Opponents on shaking ground must make an Acrobatics check<br>with a DC equal to the spell’s saving throw DC or fall prone.<br><br>Air Spirit (4 Willpower)<br>Mercurial and impossible to predict, these mischievous spirits<br>can unleash inclement weather, blow objects out of people’s<br>hands, or even summon thunder to deafen a Magician’s<br>opponents. Air spirits have a tendency to impede the Magician<br>himself at the same time, though never to the same extent as<br>his enemies. Buffeted creatures get a Strength ability check<br>(DC equals the spell’s save) to avoid being blown away by<br>the spirit and Fortitude saves may be necessary to resist the<br>deafening effect of thunder. A failed save against the latter<br>effect also stuns the target for one round. Air spirits take only<br>1d4 rounds to answer a calling.<br><br>Fire Spirit (4 Willpower)<br>The embodiment of both creativity and destruction, fire<br>spirits answer within a single round and usually do so in some<br>inventively destructive way. Knocked over lanterns that set<br>the nearby surrounding on fire, an exploding torch, or fire<br>magic raging out of control are all hallmarks of a fire spirit’s<br>‘aid’. Fire spirits inflicting damage will not inflict more than<br>half the Magician’s base magical damage. All saving throws<br>are equal to this spell’s DC and if an opponent succeeds he<br>still takes half damage as the wrath of the fire spirit is not<br>entirely controllable or friendly.<br><br>Water Spirit (4 Willpower)<br>Water spirits can be very effective, especially if called while<br>an opponent is drinking. Liquids can try to drown targets<br>(forcing the target to use the usual drowning rules found on<br>page 156), waves can make an approaching enemy’s boat veer<br>off course or marine creatures might appear and attack the<br>Magician’s foes. Water responds in 1d6 rounds, and may – at<br>its option – choose to simply aid the Magician by healing him<br>for an amount equal to his base magical damage instead of<br>manifesting in any other way.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:51:45</strong>
			</dt>
			<dd class="postbody">
				<strong>Enchantment</strong><br>These magical manifestations bind the thoughts and will of an<br>opponent, causing them to act in a specific way or hallucinate<br>and see illusions placed in their minds by the Magician. This<br>power does these things extremely well but maintaining the<br>effects can get very costly in terms of Willpower. Most<br>Magicians of Dessi use this power sparingly, keeping it on a<br>single target just long enough to do what they need to and then<br>leave the area before their interference is discovered. Upon<br>selecting this Elder Art, the Magician of Dessi <span class="bbc_u">immediately<br>gains one free rank in Bluff</span>.<br><br>Mental Coercion (2 Willpower per round)<br>If the target of this ability, which must be used within 60 feet<br>and must have line of sight from the Magician, fails a Will<br>saving throw, it must take whatever actions that round the<br>Magician wishes. These actions cannot be self-destructive or<br>harm its allies. Each round the Magician wishes to maintain<br>control over a single target, it gains a cumulative +1 to its save.<br>Targets with an Intelligence score of 16+ or a spellcasting<br>class level of 10+ are immune to Mental Coercion.<br><br>Mental Probe (3 Willpower per question)<br>This power works exactly like Mental Coercion except that<br>instead of dictating the target’s actions, the Magician of Dessi<br>can draw the answer to a single question out of its mind<br>once per round. These answers must be able to be answered<br>within six seconds; longer questions require multiple rounds<br>of effect and may cause the contact to be broken because of<br>the progressively easier saving throw. If a target makes its<br>saving throw, it will know it has been affected; otherwise the<br>Magician leaves no trace of having probed his target’s mind –<br>the target will forget the interrogation if the Magician wishes.<br><br>Mental Mirage (3 Willpower per round)<br>A potent, if fleeting, ability, this allows the Magician of Dessi<br>to create an illusion with visual, audible and even tactile<br>sensations in the mind of one subject. There is no Will saving<br>throw against this effect; the illusion will be seen by the<br>subject but there is no guarantee it will be believed. Belief<br>depends entirely upon how believable the image is and what<br>happens when it disappears. The Mirage will completely<br>vanish if the Magician stops paying its Willpower cost, more<br>than likely alerting the subject to its false nature. The mirage<br>may be of up to Large size (or Huge size if the Magician of<br>Dessi is 10th level or higher).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:53:10</strong>
			</dt>
			<dd class="postbody">
				<strong>Prophecy</strong><br>Placing the Magician in direct contact with the ebb and flow<br>of the future, Prophecy can be the most confusing and difficult<br>of the Elder Arts. No Magician can be said to have truly<br>mastered Prophecy, but it can be a valuable talent even if it<br>remains untamed. What Prophecy lacks in precision, it makes<br>up for in power. Very little can shield a subject from the<br>powers of Prophecy and even those few things that cannot be<br>seen with this Art reveal a certain level of power just by doing<br>so. Any use of Prophecy has a percentage chance of failing<br>equal to 30% minus the Magician’s ranks in Knowledge<br>(arcana). Upon selecting this Elder Art, the Magician of Dessi<br><span class="bbc_u">immediately gains one free rank in Knowledge (arcana)</span>.<br><br>Future Sight (3 Willpower)<br>Future Sight can tell a Magician whether a particular action<br>will bring good or bad results for him in the immediate future.<br>If the Future Sight succeeds, the Magician of Dessi gets one<br>of four results:<br>&nbsp;Weal (if the action will probably bring good results).<br>&nbsp;Woe (for bad results).<br>&nbsp;Weal and woe (for both).<br>&nbsp;Nothing (for actions that do not have especially good or<br>bad results).<br>Future Sight can only see about half an hour into the future,<br>so anything that might happen after that does not affect the<br>result. Thus, the result might not take into account the longterm<br>consequences of a contemplated action.<br><br>Location Sight (4 Willpower)<br>The Magician can sense the direction of a well-known or<br>clearly visualised person or object. He can search for general<br>items or types of people, in which case he locates the nearest<br>one of its kind if more than one is within range. Attempting to<br>find a certain item or person requires a specific and accurate<br>mental image; if the image is not close enough to the actual<br>object or creature, Location Sight fails. A Magician of Dessi<br>cannot specify a unique item unless he has physically touched<br>or been touched by that particular item. Location Sight lasts<br>until the Magician comes within 10 feet of the object or person<br>searched for or one hour elapses, whichever comes first.<br><br>Aura Sight (5 Willpower)<br>Aura Sight grants the ability to see all things as they actually<br>are. The Magician sees through normal and magical darkness,<br>notices secret doors hidden by magic, discerns the exact<br>locations and allegiance (Good, Evil or the Balance) of<br>creatures or objects under illusions or other masking effects,<br>spots invisible creatures or objects normally, pierces illusions<br>and views the true form of shape-changed or transmuted<br>things. Further, the Magician can focus his vision to see<br>into the Daziarn Plane (not that this is recommended for a<br>Magician’s sanity). Aura Sight only operates out to a distance<br>of 60 feet.<br>Aura Sight does not penetrate solid objects. It in no way<br>confers X-ray vision or its equivalent. It does not negate<br>concealment, including that caused by fog and the like. Thus,<br>Aura Sight does not help the viewer see through mundane<br>disguises, spot creatures that are simply hiding or notice secret<br>doors hidden by mundane means.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:54:59</strong>
			</dt>
			<dd class="postbody">
				<strong>Evocation</strong><br>The most dangerous Elder Art to invoke, a Magician of Dessi<br>using it is tapping the necromantic magics of Magnamund<br>and reaching across the veil of Death itself to draw upon the<br>powers and wisdom of the deceased. This is never a safe<br>thing to attempt and many Magicians fall victim to the very<br>spirits they wished to interrogate. Caution, force of will and<br>a magical pentacle engraved on the ground for protection<br>are strongly recommended for any Magician of Dessi brave<br>enough or desperate enough to wield the fell power of<br>Evocation. Upon selecting this Elder Art, the Magician of<br>Dessi <span class="bbc_u">immediately gains one free rank in Diplomacy</span>.<br><br>Spirit Speak (1 Endurance and 1 Willpower per round)<br>This art draws forth the spirit of a known being, or the<br>spirit attached to remains found by the Magician of Dessi,<br>allowing it to answer several questions that he posits. The<br>Magician may ask one question per two class levels; each<br>question requires one round to ask and be answered. Unasked<br>questions are wasted if the Magician lets the spell go before<br>asking them all. The spirit’s knowledge is limited to what the<br>creature knew during life, including the languages it spoke (if<br>any) and anything that has happened in the vicinity of its body<br>since it died. Answers are usually brief, cryptic or repetitive.<br>If the spirit’s allegiance is different from the Magician, the<br>spirit gets a Will save to resist the spell as if it were alive.<br>A successful save frees the spirit from control and if the<br>Magician is not standing inside a pentacle, it will immediately<br>attack him. Otherwise, it flees and will visit terror upon the<br>living world until it is destroyed (if Evil). Good freed spirits<br>immediately return to the realm of the dead if they cannot<br>attack their summoner.<br>Summoning the spectres of the dead is not without a cost. In<br>addition to the slow drain on health and Willpower that this<br>art demands, the summoned spirit is allowed to ask a single<br>service of the Magician after answering its questions. The<br>round spent doing so does not cost the Magician Endurance or<br>Willpower but if the caster does not honestly agree to the task,<br>the spirit is immediately set free as above. This service must<br>be performed within one day per class level of the Magician<br>or the spirit may return at a time and place of its choosing<br>(typically when the Magician is asleep and helpless) to exact<br>its revenge for the broken oath.<br>These tasks tend to be something that was important to the<br>spirit in life and may be simple or incredibly difficult to<br>perform. They are never impossible tasks, though they may<br>easily be more trouble than the information they bought was<br>worth. Games Masters should make sure that a given task is<br>a test of some ability of the Magician and if it proves to be<br>too arduous, experience points should be rewarded for their<br>completion.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:55:56</strong>
			</dt>
			<dd class="postbody">
				<strong>Psychomancy</strong><br>A Magician of Dessi using this ability can deduce facts about<br>an object and possibly even glimpse moments in its history by<br>handling it while in a meditative trance. This power is very<br>cryptic at times and can be misleading if not used carefully;<br>generally speaking, it is most accurate when the Magician<br>tries to glean specific information and is not too general in his<br>inquiries. The meditation needed to use this power requires<br>five minutes and a Concentration check at DC 20. Failure<br>to make the required check, which Magicians may take 10<br>on if they are in a peaceful, undisturbed area, wastes the five<br>minutes of time and still requires the intended Willpower<br>cost. Upon selecting this Elder Art, the Magician of Dessi<br><span class="bbc_u">immediately gains one free rank in Sense Motive</span>.<br><br>Powersense (3 Willpower)<br>Used to determine the powers and functions of an item,<br>Powersense is very effective but can be misled intentionally by<br>an intelligent item. The Magician discerns magical properties<br>present in a single handled object. The Magician learns its<br>functions, how to activate its functions (if appropriate) and the<br>allegiance of its maker. In the case of an object with active<br>spells cast upon it, the Magician of Dessi learns each spell, its<br>effect and the allegiance of its caster.<br>An intelligent object may attempt to resist this effect if it so<br>desires. Increase the DC of the Concentration check by +5 (for<br>intelligent items) or +10 (for exceptionally powerful intelligent<br>items); should the Magician fail this check he learns nothing<br>about the object except what he can discern by looking at it,<br>as per normal. However, the intelligent item may also choose<br>to lie if the Magician failed his Concentration check – instead<br>of revealing nothing, it misleads the Magician concerning its<br>powers, active spells and the allegiance of its maker.<br><br>Pastsense (4 Willpower)<br>This power gives the Magician the ability to see the immediate<br>past of an object and any truly important history it might have.<br>These images tend to come to the Magician of Dessi in the<br>form of dream sights, riddles and indistinct visions that plague<br>him for days following the use of this power. The Games<br>Master is encouraged to make certain that any information<br>gained with this power is difficult to interpret, yet still factual<br>and accurate. Intelligent items cannot fool Pastsense, though<br>the images gained from it might easily be taken out of context<br>or misunderstood.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Arts</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>22-12-2006, 20:57:13</strong>
			</dt>
			<dd class="postbody">
				<strong>Sorcery</strong><br>The Dessi art of conjuring planes and shapes of force, this<br>is an exhausting form of magic and the most costly of the<br>Elder Arts in terms of Willpower. This drain is balanced with<br>the effectiveness of the magic; a Sorcery master can attack,<br>defend, obstruct and manipulate with shimmering strands of<br>power that resist the strongest blows for as long as he can<br>afford to keep them going. Sorcery’s four powers are each<br>very potent but they can quickly leave a Magician of Dessi<br>exhausted and vulnerable. Upon selecting this Elder Art,<br>the Magician of Dessi <span class="bbc_u">immediately gains one free rank in<br>Concentration</span>.<br><br>Force Shield (4 Willpower per round)<br>This power invokes a glowing four-foot wide circular shield of<br>magical force that automatically intercepts physical melee and<br>ranged attacks that would successfully strike the Magician. It<br>may absorb Endurance damage equal to the Magician’s class<br>level each round, damage the Magician would otherwise have<br>taken. As long as the Magician continues to pay 4 Willpower<br>per round, the shield will remain in place. If the shield receives<br>more than the Magician’s class level in damage in one round,<br>then it is destroyed and the overflowing damage affects the<br>Magician as normal. A damaged, but not destroyed, Force<br>Shield replenishes its damage-absorbing capabilities at the<br>beginning of every round. A Magician can only have one<br>Force Shield active at a time.<br><br>Force Blade (3 Willpower per attack)<br>Through concentration and the emotional intensity of<br>aggression, a Magician of Dessi can strike down a target<br>by manifesting a blade of magical force and hurling it with<br>the power of his will. This attack requires a ranged magical<br>attack that, if it hits, inflicts the Magician of Dessi’s base<br>magical damage. Because a magical line is drawn between<br>the Magician and his target when this spell is used, for every<br>consecutive attack where the Magician hurls a Force Blade at<br>the same target, he gains a cumulative +1 bonus to the attack<br>roll. The bonus disappears if a round passes without an attack<br>of this kind.<br><br>Force Barrier (5 Willpower per round)<br>This power keeps a closed door, window, chest or other<br>enclosure from being opened by any means. The force fuses<br>into the door, window or object (which cannot be more than<br>ten feet wide in any dimension) and makes it temporarily<br>invulnerable to any physical or magical damage.<br><br>Force Grasp (4 Willpower per round)<br>When a Magician of Dessi invokes Force Grasp, he creates<br>a large disembodied hand that can either be visible as a light<br>glow of any colour or invisible, as he wishes. This hand can<br>manipulate any single object weighing up to 5 pounds per<br>class level as long as the Magician has line of sight to the<br>item and is within 10 feet per class level of it. The speed of<br>manipulation is only 10 feet per round, making it too slow to<br>wield any grasped object as an effective weapon. If Force<br>Grasp is directed against a living creature, it gets a Reflex<br>saving throw each round to resist.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast</strong><br>
				Post by: <strong>Jefepato</strong> on <strong>23-12-2006, 00:28:56</strong>
			</dt>
			<dd class="postbody">
				<strong>Left to Toran</strong><br><br>CHARACTER: Alisha Corrizal<br><del>PLAYER: Jefepato</del><br>CLASS: Magician of Dessi<br>LEVEL: 5<br>RACE: Dessi<br>ALLEGIANCE: Good<br>EXPERIENCE: 10,000/15,000<br>-------------------------------------------------------------<br>ABILITY SCORES<br><br>Strength: 10 (10 base)<br>Dexterity: 14 (14 base)<br>Constitution: 14 (14 base)<br>Intelligence: 14 (14 base)<br>Wisdom: 17 (16 base, +1 levels)<br>Charisma: 14 (14 base)<br>-------------------------------------------------------------<br>SAVES<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Fortitude +3 (+1 base, +2 CON)<br>Reflex +3 (+1 base, +2 DEX)<br>Will +9 (+4 base, +3 WIS, +2 Empowered Childhood)<br><br>BASE COMBAT SKILL: +2<br>BASE MAGICAL COMBAT SKILL: +5<br>INITIATIVE BONUS: +2<br>ENDURANCE: 30/30<br>WILLPOWER: 35/35<br><br>-------------------------------------------------------------<br>CLASS FEATURES<br><br>Elder Art (Alchemy, Elementalism)<br>Empowered Childhood<br>Magical Combat<br>One People<br>Fate's Blessing 1/day<br>Wizard's Staff<br>Arcane Protection +3<br>-------------------------------------------------------------<br>SKILLS<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Concentration +10 (8 ranks, +2 CON)<br>Craft (alchemy) +10 (8 ranks, +2 INT)<br>Heal +5 (2 ranks, +3 WIS)<br>Knowledge (arcana) +10 (8 ranks, +2 INT)<br>Knowledge (the planes) +5 (3 ranks, +2 INT)<br>Occult +6 (2 ranks, +2 INT, +2 synergy)<br>Perception +5 (2 ranks, +3 WIS)<br>Speak Language (Eldreth, North Speak, Dwarven, Shadar, Sommlend, Southernath, Teloc)<br>-------------------------------------------------------------<br>ARMOUR CLASS<br>&nbsp; &nbsp;<br>15 (+2 DEX, +3 Arcane Protection)<br>-------------------------------------------------------------<br>WEAPONS<br><br>Wizard's staff +9 melee or ranged (1d6 per Willpower spent)<br>-------------------------------------------------------------<br>EQUIPMENT<br>Wizard's staff<br>Traveller's outfit<br>Backpack<br>Bedroll<br>Winter blanket<br>50 ft. silk rope<br>Hooded lantern<br>Four days' rations<br>Two pints of oil<br>Mortar, pestle, other herbal implements<br>As many potions as can feasibly be carried<br><br>Current Load = 27 lbs.<br><br>MONEY &amp; TREASURE<br>78 gc, 2 sp<br><br>-------------------------------------------------------------<br>BACKGROUND<br><br>The Dessi often take journeys of self-discovery, since there is only so much one can learn through study and teaching, but few enjoy them so much as Alisha Corrizal.<br><br>Always prone to asking too many questions, a few of Alisha's elders were almost happy to see her go, even though she's been one of their better students.&nbsp; Though she's only in her seventy-third year, she's traveled farther and wider than many of her kin bother to.&nbsp; She particularly enjoys learning the languages of the lands she travels through, since it frequently helps the locals feel more comfortable around her (comfort being in short supply when strange magicians come through, of course).<br><br>Although she normally travels a lot, Alisha has remained in Sommerlund for the past few months.&nbsp; As different as it is from her home, she feels that there's much to be learned from the success of this noble land -- even if the Brothers of the Crystal Star continue to keep her at arm's length.<br><br>-------------------------------------------------------------<br>DESCRIPTION<br><br>Obviously out of place in Sommerlund, the dark-skinned Alisha keeps her black hair cut just past shoulder-length.&nbsp; Her eyes are a deep brown, set in a pretty face that really doesn't look like it's seen seven decades.&nbsp; Her cloak and garb are nothing special, but her engraved staff marks her heritage rather clearly.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast</strong><br>
				Post by: <strong>delle</strong> on <strong>23-12-2006, 10:39:01</strong>
			</dt>
			<dd class="postbody">
				CHARACTER Swift Cloud<br>PLAYER Delle<br>CLASS Kai Lord&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>LEVEL 5<br>RACE Sommlending&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>ALLEGIANCE Ishir/Kai<br>EXPERIENCE 10,000<br>-------------------------------------------------------------<br>ABILITY SCORES<br><br>Strength: 12<br>Dexterity: 17 (+1 for 4th level)<br>Constitution: 14<br>Intelligence: 10<br>Wisdom: 12<br>Charisma: 16<br>-------------------------------------------------------------<br>SAVES<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Fortitude: 3 + 2 = 5<br>Reflex: 3 + 3 (+4) = 10<br>Will: 3 + 1 = 4<br><br>BASE COMBAT SKILL: 5<br>BASE MAGICAL COMBAT SKILL:<br>INITIATIVE BONUS: 3<br>ENDURANCE: 50<br>WILLPOWER: 6<br><br>-------------------------------------------------------------<br>CLASS FEATURES<br><br>Focus 1/day<br><br>Animal Kinship (Tier V) - Horses, Cats, Birds, Snakes<br>Hunting (Tier IV)<br>Camoflage (Tier III)<br>Tracking (Tier II)<br>Weaponskill (Tier I) - Short bow<br><br>-------------------------------------------------------------<br>SKILLS<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Acrobatics* 5 + 3 = 8<br>Athletics* 5 + 2 = 7<br>Bluff&nbsp; 5 + 3 = 8&nbsp; &nbsp; <br>Climb* 1 + 2 = 3<br>Handle Animal&nbsp; 5 + 3 (+5) = 13&nbsp; &nbsp;<br>Heal&nbsp; 1 + 1 = 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Intimidate 1 + 3 = 4&nbsp; &nbsp; <br>Knowledge (Nature) 0 (+4) = 4&nbsp; &nbsp; &nbsp;<br>Perception 1 + 1 = 2&nbsp; &nbsp; <br>Ride 5 + 3 = 8&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Sense Motive 1 + 1 = 2 <br>Stealth*&nbsp; 5 + 3 (+3) (+2 Bluff) (+2 Acrobatics) = 15&nbsp; &nbsp; &nbsp; &nbsp; <br>Survival&nbsp; 5 + 1 (+4) = 10&nbsp; &nbsp; &nbsp; <br><br>-------------------------------------------------------------<br>ARMOUR CLASS<br>&nbsp; &nbsp; &nbsp;<br>Dex +3<br>Armour Leather + 8<br>Shield<br>Misc <br>Misc<br>Total 11<br><br>-------------------------------------------------------------<br>WEAPONS<br>Short bow<br>Spear<br>Dagger x 2<br>Arrows x 12<br>-------------------------------------------------------------<br>EQUIPMENT<br><br>Arrows (spare) x 12<br>Meals x 2<br><br>Current Load =<br><br>Remember that a Backpack may only hold 8 Backpack items.<br>1 Meal takes up ½ a Backpack space<br><br><br>MONEY &amp; TREASURE<br><br><br>-------------------------------------------------------------<br>BACKGROUND<br><br>Swift Cloud was born Elashyal of Sommelund. As a child, she was fleet of foot and exhibited the nimbleness of a cat. However, she did not talk much and was always introspective and seemingly slow of thought. Her parents despaired of what to do with her, for she seemed more comfortable in the company of animals rather than human. Her brother Njall, on the other hand, was gregarious and outgoing, strong and fit. There were so many possibilities for his future.<br><br>On her fifth birthday, a visiting Kai Lord took shelter in their home. He took a long look at the child who was staring into the eyes of the house cat, and when she returned his gaze, he immediately proposed that he sponsor Elashyal's induction into the ways of the Kai. Ishir was strong in this one.<br><br>Many years passed as Elashyal, now known as Swift Cloud for her uncanny reflexes and speedy instincts, nurtured her gifts. She could speak to animals, command them. She was at one in the woodlands. On horseback with a short bow, there were few of her peers who could rival her. The Kai Lord who had taken her to the monastery, Winter Fox, had passed away. Before he died, he taught her well the gifts of hunting, stalking and stealth. She was known as one of his most promising pupils, though his one regret was that her training in psychic defences left much to be desired. She mourned his passing, and from that day on, began to apply herself religiously to the arts of Mindshield. For some reason, however, it has not been forthcoming...
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast</strong><br>
				Post by: <strong>Rayve13</strong> on <strong>24-12-2006, 02:33:57</strong>
			</dt>
			<dd class="postbody">
				CHARACTER: Njall<br>PLAYER Rayve 13<br>CLASS&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>LEVEL 5<br>RACE&nbsp; Sommlending <br>ALLEGIANCE Good ()<br>EXPERIENCE 10,000<br><br><br>-------------------------------------------------------------<br>ABILITY SCORES<br><br>Strength: 17 (16 + 1 for 4th level advancement) (+3) <br>Dexterity: 14 (+2)<br>Constitution: 15 (+2)<br>Intelligence: 14 (+2)<br>Wisdom: 10<br>Charisma: 12 (+1)<br><br><br>-------------------------------------------------------------<br>SAVES<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Fortitude: +6<br>Reflex: +3<br>Will: +1<br><br><br>BASE COMBAT SKILL: +5<br>BASE MAGICAL COMBAT SKILL: 0<br>INITIATIVE BONUS: +2<br>ENDURANCE: 50<br>WILLPOWER: 0<br><br><br>-------------------------------------------------------------<br>CLASS FEATURES<br>Born to the Sword<br>Saddlemastery<br>Oathsworn<br>Code of Knighthood (Code of Valour)<br>Knightly Skill 1<br>Never Falter<br><br>-------------------------------------------------------------<br>SKILLS<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Athletics 7<br>Diplomacy 6<br>Gather Information 2<br>Handle Animal 7<br>Intimidate 2<br>Knowledge (warfare) 3<br>Perception 1<br>Ride 7<br>Sense Motive 1<br>Survival 4<br><br><br>-------------------------------------------------------------<br>ARMOUR CLASS<br>&nbsp; &nbsp; &nbsp;<br>Dex +1 (max allowed by armor)<br>Armour + 8 (full plate armor)<br>Shield +2 (Sommerlund Greatshield)<br>Misc<br>Misc<br>Total +11<br><br><br>-------------------------------------------------------------<br>WEAPONS<br>Mastercrafted broadsword (can be used one handed; see ‘Born to the Sword’)<br>Lance<br><br><br>-------------------------------------------------------------<br>EQUIPMENT<br>Sommerlund Greatshield (1d8+Str bonus if used as a weapon)<br>Sigurdr (Sommlunding warhorse)<br>Full plate armor<br>Military saddle &amp; 2 saddle bags (1 full of horse feed)<br>Clothes (explorer's outfit)<br>Backpack <br>Bedroll<br>3 days food<br>Current Load = 121 lbs<br><br>Remember that a Backpack may only hold 8 Backpack items.<br>1 Meal takes up ½ a Backpack space<br><br><br>MONEY &amp; TREASURE<br><br><br>-------------------------------------------------------------<br>BACKGROUND<br>Njall knew from an early age that he was destined to be a champion of light. And if he wasn’t, he was going to force the hand of fate to give it to him anyway.<br><br>It all began when he was five. His sister, Elashyal, always the quiet one, barely aware of her surrounding at times, the girl that their parents thought might be ‘touched,’ was taken off to join the ranks of the Kai at their monestary. Meanwhile he, outgoing, smart, talented, was left behind to prepare for future in a more mundane way. Njall refused to be the cast aside child, and so he fought that much harder to attain his rights, entering the ranks of the squires of Sommerland&nbsp; only a year later at the age of six. He was determined to prove that he was just as talented, just as special as Elashyal had turned out to be.<br><br>Fortunately for him (and his fellow knights), time and training tempered Njall more than a little, helping him to see that his childhood jealousy would only keep him from reaching his potential. And so he pursued the path of the Knighthood with the goal of truly becoming a warrior for good in the dark times ahead. While he still feels he has something to prove, even to his own family, he does his best to channel that desire towards his training and his battles, rather than simple sibling rivalry.
			</dd>
			<dt class="postheader">
				Title: <strong>[RULES] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:41:08</strong>
			</dt>
			<dd class="postbody">
				Each of these spells requires the speaking of a power-word,<br>a collection of mystical syllables that invoke the fickle forces<br>of magic in the world to bring forth a desired effect. While<br>the spells themselves have been stable sources of power for<br>centuries, the ambient magic of Magnamund does not always<br>heed the call of the Brotherhood wizard casting them.<br><br>Using a Brotherhood spell requires an Occult roll to properly<br>pronounce its power-word and gather the requisite energy<br>needed to empower it. The Difficulty Class of this skill check<br>is 10 + 5 x the Tier of effect the wizard wants to call up.<br>Each spell has three Tiers of effect, each one creating a more<br>powerful version of the basic magic. Unless otherwise noted,<br>all spells require a standard action to cast.<br><br>Each spell a Brother of the Crystal Star knows can be cast a<br>certain number of times a day. The first Tier of effect can be<br>cast as often as a Brother wishes. Spells of the second Tier<br>of effect can be cast once a day plus a number of times each<br>day equal to his Intelligence modifier (minimum of once per<br>day). Third Tier effects can only be cast as often each day<br>as the Brother’s Intelligence modifier (placing them beyond<br>the ability of a Brother without at least a +1 Intelligence<br>bonus). If for some reason the Brother’s Intelligence modifier<br>is negative (such as being poisoned by Muddlemind or a bad<br>screening process during his youth), he can still always cast<br>each spell he knows once at the second Tier of effect per day.<br>Counterspells are an exception to this rule; any number of<br>Counterspells can be cast per day; see Counterspell for more<br>details.<br><br>Brotherhood spells are also exhausting to cast and many have<br>a physical damage component to their casting. If a spell has<br>an Endurance cost listed after its name, this damage is taken<br>by the Brotherhood wizard each time he tries to cast the spell,<br>whether it is successfully cast or not. On an Occult roll of a<br>natural 20, the spell costs nothing even if it has an Endurance<br>cost listed. A natural 1 results in the spell automatically<br>failing (minimum of 1 Endurance cost, even if no Endurance<br>cost is listed). Also, unlike many spellcasters Brothers of the<br>Crystal Star may push themselves dangerously when casting<br>a spell. A Brother may cast a spell whose Endurance cost<br>will drop him to 0 Endurance or lower. The Brother casts<br>the spell, then immediately becomes disabled. The Brother<br>may even drop himself to below 0 Endurance (venturing as<br>low as –9 Endurance if he so wishes), though he must be<br>conscious and able to cast the spell in order to do so. The<br>Brother casts the spell, then immediately drops to the negative<br>Endurance total needed – he follows all the normal rules for<br>dying of Endurance loss (such as rolling to stabilise) and if he<br>eventually reaches –10, dies as normal.<br><br>Whenever a Brotherhood spell allows a saving throw to avoid<br>or mitigate its effects, the Difficulty Class for the spell is<br>always 10 + his Intelligence modifier + the Tier of the effect<br>+ half the Brother’s class level. Also note that thanks to the<br>Wizard’s Oath, an additional +1 bonus is added to this DC<br>as long as the Brotherhood member has not multiclassed or<br>betrayed the order.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:41:31</strong>
			</dt>
			<dd class="postbody">
				<strong>Counterspell</strong><br>Counterspell is a Brotherhood member’s primary and most<br>effective means of countering the magical threats of others.<br>This spell is not actually a spell at all but rather a type of<br>antithetical magic in the form of a difficult set of powerwords.<br>Unlike other Brotherhood spells, this defensive art<br>does not have different Tiers of effect. Instead, those capable<br>of casting Counterspells gain the singular ability to deny the<br>magic of others as it is cast.<br><br>Psychic powers like a Darklord’s vile arts or a Kai Lord’s<br>Disciplines cannot be affected by Counterspell. Only<br>Brotherhood magic, Dessi magic, or the effects of enchanted<br>items like a Helghast’s bluefire spear can be negated.<br>Normally only spells being cast can be countered but it is<br>also possible to counter magical effects that are placed on a<br>creature or object. For instance, it is possible to remove a<br>Mind Charm effect from a person using Counterspell. This<br>is carried out in the fashion described below in all ways, save<br>that it takes a standard action for the Brotherhood wizard to<br>cast the Counterspell. Permanently enchanted items (such as<br>a Jewelled Weapon) may not be disenchanted through the use<br>of Counterspell.<br><br>In order to cast Counterspell, the Brotherhood wizard must<br>meet two requirements:<br><br>&nbsp;The Brotherhood member casting the Counterspell must<br>succeed at an Occult check, with a DC equal to the DC<br>normally necessary to resist the spell. This Occult check<br>replaces the check normally needed to cast a Brotherhood<br>spell. If the Brother has previously successfully countered<br>an identical spell or effect, he gains a +2 bonus to this<br>Occult check. If this is his second Counterspell this round,<br>then he suffers a cumulative –2 penalty to the check (so a<br>third Counterspell would be at a –4 modifier).<br><br>&nbsp;Secondly, the Brotherhood wizard must expend Endurance<br>proportionate to the power of the spell countered. One<br>Endurance point is expended for every five points (or<br>portion thereof) of the countered spell’s DC. The wizard<br>has no choice in the matter of how much Endurance is lost<br>– the amount is automatically deducted from his Endurance<br>total even if it would take him to –9 Endurance. If the<br>Endurance cost would slay the wizard by taking him to<br>–10 or lower the Counterspell fails and the wizard drops to<br>0 Endurance from the massive effort involved in avoiding<br>death.<br><br>If the Brother of the Crystal Star cannot afford the Endurance<br>cost or fails the Occult check, then the target spell is not<br>countered.<br><br>Counterspells are also unique in that they are cast as reactions<br>and may take place if it is not the Brotherhood wizard’s<br>turn. Only one Counterspell can be cast each round by a Brotherhood <br>wizard per point of Dexterity bonus (minimum one Counterspell per round).<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:41:48</strong>
			</dt>
			<dd class="postbody">
				<strong>Invisible Shield</strong><br>A potent spell that summons a protective disc of magical<br>force, this is one of the most valuable spells in a Brotherhood<br>mage’s repertoire – especially any Brother expecting to get<br>into combat. While it is not a very flexible or creative spell, it<br>puts something between the caster’s fragile body and incoming<br>pain. This makes it one of the first spells most members of the<br>Brotherhood learn. All of these Tiers are normally invisible<br>when cast, though the Brotherhood wizard may cause them to<br>manifest as shimmering barriers of force if he so wishes,<br><br><em>Tier I: Deflecting Hand (1 Endurance)</em><br>A Tier one Invisible Shield is roughly a foot across and<br>focuses on defending the Brotherhood wizard from a single<br>enemy. During its duration (one round per class level), the<br>Deflecting Hand will provide a Brotherhood member with a<br>+5 bonus to Armour Class versus all melee or ranged weapon<br>attacks that a single enemy directs against the Brotherhood<br>wizard. This defence cannot be altered once it is set; it only<br>provides an Armour Class bonus versus one enemy and if the<br>chosen focus is killed or stops attacking, it cannot be moved<br>to a different opponent.<br><br><em>Tier II: Bulwark of Force (2 Endurance)</em><br>While not as absolute as the Deflecting Hand, a Bulwark of<br>Force is more strategically useful in combat. It is a kite shield<br>shaped invisible plane of force that circles the caster and<br>ensures his safety in all directions. It lasts one round per class<br>level and adds +5 to the Brotherhood wizard’s Armour Class<br>versus all opponents. It also negates the first ranged weapon<br>attack each round against him, regardless of its point of origin<br>– the projectile or thrown weapon is simply automatically<br>deflected away from the caster. Note that while the Bulwark<br>of Force applies its Armour Class bonus versus gunshots, they<br>cannot be automatically deflected.<br><br><em>Tier III: Shield Wall (4 Endurance)</em><br>The truest form of Invisible Shield, the Shield Wall is a<br>number of magical discs that move and protect in a shifting<br>pattern that instantly reacts to changing battlefield conditions.<br>This grants the same benefit as the Bulwark of Force version<br>of the spell but improves the Armour Class bonus to +7 and<br>also applies that bonus to saving throws caused by magical<br>attacks that cause Endurance damage.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:42:06</strong>
			</dt>
			<dd class="postbody">
				<strong>Levitation</strong><br>The only spell to grant mobility in a lower level Brotherhood<br>mage’s arsenal of magic, Levitation has saved many lives<br>since its development. Capable of making the caster or<br>another object or creature defy gravity, it can stop someone<br>from falling or halt a moving item in its tracks. Only one<br>form of Levitation can ever be cast each round, whether that is<br>within the Brotherhood wizard’s turn or not.<br><br><em>Tier I: Gentle Glide</em><br>This form of the Levitation spell slows the caster’s rate of<br>descent, allowing him to fall virtually any distance and not<br>take any damage from the landing. This spell is cast as a<br>reflex when a Brotherhood wizard falls, allowing him to<br>invoke it even if it is not his turn (as a free action). He must<br>still be able to move and speak freely however, so a bound and<br>gagged Brotherhood wizard will still plummet like a stone.<br><br><em>Tier II: Halting Stare (1 Endurance)</em><br>This allows the Brotherhood wizard to cast Gentle Glide on<br>an ally within line of sight. This can also be cast ‘out of<br>turn’, providing an infallible defence against sudden falls<br>for a Brother’s allies. In addition to this defensive use, a<br>Brotherhood mage can cast it as a magical ranged attack<br>at any one target within 120 feet. If the target is struck, it<br>loses 10 feet of base movement. If a target is left with 0 base<br>movement, it hovers a few inches off the ground, loses any<br>Dexterity bonus to Armour Class and cannot move in any<br>direction unless it can fly. Halting Stare lasts 2d4 rounds;<br>additional castings on the same subject adds one round to the<br>total duration of the effect.<br><br><em>Tier III: Freeze the Flight (2 Endurance)</em><br>Freeze the Flight stops the aerial motion of any one flying<br>object or airborne creature struck by its ranged magical attack.<br>The target must be within 120 feet and if it is a weapon (axe,<br>arrow, rock), the Brotherhood wizard must hit an Armour<br>Class equal to its attack roll. This spell will not work on<br>bullets or items that are simply moving too fast for the wizard<br>to see. This version of the spell can also be cast out of turn<br>as a free action. A ‘stopped’ aerial target hangs in mid-air<br>for 1d4+1 rounds. If it is a free-willed creature, it can move<br>under its own power once the effect ends. If not, it drops to<br>the ground when the spell’s duration ends.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:42:29</strong>
			</dt>
			<dd class="postbody">
				<strong>Lightning Hand</strong><br>The spell of the Lightning Hand calls forth the power of<br>electricity. This energy can manifest<br>in several different ways, depending<br>on the Tier of spell invoked. In any<br>form, it is a potent weapon and the<br>primary means of defence for most<br>Brotherhood wizards. Some casters<br>channel all of their lightning effects<br>through a staff or bladed weapon,<br>but most simply let the first and<br>third Tier forms flow from their<br>outstretched hands.<br>Because the power inherent in a<br>manifestation of Lightning Hand is<br>so great, the spell effect sometimes<br>resembles dense bluish-white fire<br>instead of electricity. The damage<br>remains electrical regardless of its<br>visible form.<br><br><em>Tier I: Electric Pulse (1 Endurance)</em><br>A scything lance of pure electrical energy leaps from the<br>Brotherhood wizard’s hand and strikes any one target within<br>30 feet. This requires a magical attack roll to hit and inflicts<br>the Brotherhood wizard’s base magical damage plus his class<br>level in electrical damage. All creatures in physical contact<br>with the spell’s target take half the damage rolled due to<br>conductivity. As the Brotherhood’s primary combat art,<br>this spell can be cast and attacked with as many times as the<br>caster has attacks per round based on his magical combat skill<br>bonus (though each additional attack after the first costs an<br>additional 1 Endurance).<br><br><em>Tier II: Sparking Steel (2 Endurance)</em><br>By calling up the crackling energies of lightning itself, the<br>Brotherhood wizard can bind them for a short time to a metal<br>weapon of his choosing. This weapon does not have to be<br>wielded by the wizard himself but he must touch the weapon<br>in question during Sparking Steel’s casting. Any creature<br>touching the imbued weapon when this spell is cast becomes<br>immune to its electrical damage; anything else touching the<br>weapon takes the caster’s base magical damage (as electrical<br>damage) any time it comes into contact with them (such as<br>during a successful melee attack). Sparking Steel lasts one<br>round per class level.<br><br><em>Tier III: Arcstorm (5 Endurance)</em><br>Arcstorm is the full fury of a lightning strike unleashed.<br>Arcstorm does not require an attack roll and acts like Electric<br>Pulse except that after the first target (which is automatically<br>hit), it can leap to the nearest enemy within 30 feet of that<br>creature and, if the Brotherhood wizard makes a successful<br>magical ranged attack, inflicts base magical damage on it. It<br>then keeps arcing to new targets as long as it never travels<br>more than 30 feet between them. Arcstorm can only attack a<br>number of targets (including the first one) equal to the caster’s<br>class level and if the attack roll ever misses, it grounds out<br>harmlessly.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:42:45</strong>
			</dt>
			<dd class="postbody">
				<strong>Mend</strong><br>Mend is a fairly potent healing magic but its natural origins<br>are revealed by its chief limitation; the spell can only be cast<br>while the Brotherhood wizard is standing in a free-flowing<br>unpolluted stream or river. The magic causes the water<br>to ‘wash away’ pain and injury, leaving the caster either<br>unharmed or at least partially healed for his efforts.<br>This magic does not differ greatly at its various Tiers. Each<br>Tier of spell heals another multiple of the caster’s base magical<br>damage. At the Tier one effect, he is healed an amount equal<br>to his base magical damage only. The second Tier of effect<br>means that double the dice are rolled, while the third Tier of<br>effect triples the dice rolled. This spell can restore any kind of<br>Endurance damage but will not heal ability damage or drain.<br>Mend can also be cast on other targets who are in free-flowing<br>water, but only one Mend of any Tier can be cast on a given<br>target (including the caster) each hour. A failed casting of<br>Mend is particularly draining for a caster – the Brotherhood<br>member loses the ability to cast Mend using that particular<br>stream or river for 24 hours, as he cannot reconcile his magical<br>aptitude with this particular body of free-flowing water.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:43:25</strong>
			</dt>
			<dd class="postbody">
				<strong>Net</strong><br>A spell that summons different forms of magical bindings,<br>this is a very useful spell for capturing foes alive or tying<br>up multiple attacks until the Brotherhood wizard can deal<br>with them more violently. While some members of the<br>Brotherhood of the Crystal Star disdain this spell as being<br>too passive, its uses in the hands of a clever wizard more than<br>make up for its damaging capabilities.<br><br><em>Tier I: Webcasting (1 Endurance)</em><br>The simplest form of this spell is also in many ways its most<br>useful manifestation. This magic summons a 5 foot wide line<br>of sticky webs that extends 20 feet in any one direction from<br>the caster’s outstretched hands. Any creature (friend or foe)<br>in this path must make a Reflex saving throw or be enmeshed<br>and unable to move until, on its turn, it can make a Strength or<br>Escape Artist check with a DC equal to the spell’s DC. If the<br>web is cast at a wall or other obstacle, a Brotherhood wizard<br>can use its tacky surface to grant himself a +5 bonus to his<br>Climb check. In either case, the webs last one round, plus one<br>round per class level of the caster.<br><br><em>Tier II: Binding Blast (2 Endurance)</em><br>This works like Webcasting, save that it launches the mass<br>of webbing up to 50 feet in any direction and explodes in<br>a 20 foot radius burst. Creatures in its area of effect must<br>make a Reflex save or be trapped for the duration of the spell<br>(though Strength or Escape Artist checks may be attempted<br>every round). This version of the Net spell cannot be used<br>to aid with Climb checks and, unlike Webcasting, is very<br>flammable. If the Binding Blast comes into contact with<br>fire, it will instantly immolate and be destroyed. This inflicts<br>fire damage equal to the Brotherhood wizard’s base magical<br>damage in the process to all entangled within it.<br><br><em>Tier III: Constricting Coils (4 Endurance)</em><br>This version of Net creates ropy strands of webbing that lash<br>out up to 15 feet from the caster in all directions. Any living<br>creature in that area will be hit if the caster succeeds in a<br>ranged magical attack. If they are struck, the strand wraps<br>around them and leaves them stunned for one round. After this<br>round of inaction, they must succeed at a Strength or Escape<br>Artist check each round on their turn or suffer one point of<br>bludgeoning damage. Note that this damage increases by one<br>point for every round after the second that the creature is held<br>(so 2 points of bludgeoning damage are dealt in the 3rd round,<br>3 points in the 4th round and so on). Success means the target<br>is free and suffers no further damage from the Coil.<br>Creatures will remain bound for a number of rounds equal to<br>the wizard’s base magical damage. It cannot be dismissed or<br>ended before it runs out of damage potential and its damage<br>cannot be made nonlethal; this makes it a powerful spell but<br>one the caster must be very careful when invoking since it<br>cannot simply disable opponents.<br>This spell only strikes designated opponents within reach<br>once, when the spell is cast (it does not continue shooting out<br>and striking opponents within 15 feet after the first round).<br>While this spell is in effect, the Brotherhood wizard cannot<br>cast any Tier of the Net spell.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:43:42</strong>
			</dt>
			<dd class="postbody">
				<strong>Sense Evil</strong><br>The ability to sense evil is one of the qualities of the<br>Brotherhood of the Crystal Star that makes them so attractive<br>as court advisors. This spell can actually do much more than<br>sense evil creatures but wise wizards do not advertise their<br>abilities, lest they be called upon to exercise them for the<br>amusement of their employers.<br><br><em>Tier I: See the Dark Soul</em><br>This spell is cast on any target creature or object within line<br>of sight. If the target is aligned with evil, it will glow faintly<br>red to the eyes of the caster only. Truly evil targets such as a<br>Darklord’s sword or a Helghast will fairly blaze with red fire;<br>this effect is also just in the caster’s sight and does not literally<br>limn the evil creature or object in a crimson radiance. The<br>spell lasts only a single round and does not give any indication<br>of what evil the target may be currently contemplating, if any.<br>Also, if the spell fails against a particular creature or object,<br>further attempts to sense the evil in that subject automatically<br>fail.<br><br><em>Tier II: Evil’s Call (1 Endurance)</em><br>The most commonly used form of this spell, Evil’s Call<br>gives the Brotherhood wizard an idea of any evil creatures<br>or objects within 360 feet in all directions. This spell gives<br>direction and a vague sense of distance, motion and relative<br>strength in regard to other evil presences. If cast when a<br>Helghast on Kraan-back is flying towards the wizard from<br>the south while a squad of Giaks is approaching from the<br>north, the spell would tell the caster that a powerful evil and a<br>much weaker evil were approaching at the same speed in one<br>direction, while a group of fairly evil beings were leaving the<br>opposite way. Evil’s Call lasts one full minute (ten rounds)<br>and cannot be cast again for one hour once used.<br><br><em>Tier III: Vile Naming (1 Endurance)</em><br>This functions exactly like Evil’s Call and has the same<br>duration. While in effect, the Brotherhood Mage can make<br>a separate Intelligence check for each source of evil with<br>a DC equal to 5 + the creature’s End Dice or 12 for an<br>object (though the Games Master may increase this DC for<br>particularly obscure or rare objects). Success tells the caster<br>the creature or object’s most common name. In the case of<br>an object, it will reveal the type of object while creatures will<br>have their race revealed but not their actual names.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:43:56</strong>
			</dt>
			<dd class="postbody">
				<strong>Silence</strong><br>Silence is a very powerful spell that is often overlooked by<br>Brotherhood members until they need it most and do not have<br>in their repertoires. Because it suppresses sound, it can be<br>used at its highest Tier of effect to cancel out the power-words<br>of other Brotherhood casters and the sonic attacks of some<br>deadly beasts. Even its weaker effects are of serious benefit<br>to the Brotherhood wizard that wishes to get into places<br>undetected.<br><br><em>Tier I: Quiet Footfalls</em><br>This power does just what its name implies; the caster makes<br>no sound at all while under its effect. While the spell can last<br>up to one hour, most Brotherhood wizards cancel its effect<br>long before this time limit because it prevents them from<br>using their spells while in effect. Quiet Footfalls may only be<br>cast on the caster himself, adds a +5 bonus to Stealth checks<br>and protects the caster from any sound-based effect, such as<br>the shriek of a Kraan. Unlike most spells, the casting of the<br>Quiet Footfalls Tier of Silence is relatively elaborate and<br>subtle – it takes a full-round action to cast this Tier. Failure to<br>cast this spell results in the Brotherhood wizard being unable<br>to cast it again for 24 hours.<br><br><em>Tier II: Stilling Touch (1 Endurance)</em><br>This is a slightly more powerful effect than Quiet Footfalls,<br>in that it can also affect any two Medium-sized creatures the<br>Brother can touch at the time of casting. While within 10<br>feet, the recipients gain the benefits of the Quiet Footfall Tier<br>but this is lost if they move more than 10 feet away from the<br>Brotherhood wizard or if he decides release them from the<br>spell’s effects. Instead of two Medium-sized creatures, the<br>Brotherhood wizard can choose to have the spell affect himself<br>and a mount he is riding. Unlike most spells, the casting of the<br>Stilling Touch Tier of Silence is relatively elaborate and subtle<br>– it takes a full-round action to cast this Tier.<br><br><em>Tier III: Isolation (2 Endurance)</em><br>This spell requires a ranged magical attack and if it<br>successfully hits, the target may make a Will save to avoid its<br>full effect. A successful saving throw will limit the Isolation<br>spell to one round as its effect only grazed the target. Isolation<br>surrounds the target in a skin-tight field of silence, denying<br>him the ability to take any action dependent on speech or<br>hearing. This does protect the target from sound-based attacks<br>as with Quiet Footfalls above, but it also renders him unable<br>to cast spells with his voice or use other voice-dependent<br>powers. Isolation lasts as many rounds as the caster rolls for<br>base magical damage.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Rules] Brotherhood Spells</strong><br>
				Post by: <strong>GoldenChild</strong> on <strong>17-01-2007, 06:44:12</strong>
			</dt>
			<dd class="postbody">
				<strong>Vigour</strong><br>A useful spell for Brotherhood members anticipating combat,<br>this spell draws on some of the knowledge of battle that exists<br>in the collective psychic resonance of all warriors in the world<br>of Magnamund. This conflict wisdom infuses the caster,<br>making him capable of wielding weapons of war with great<br>skill.<br><br><em>Tier One: Man-at-Arms (1 Endurance)</em><br>This version of the Vigour spell grants the caster the ability to<br>wield any weapon as if he was proficient in its use. He may<br>also wear armour of any kind and even bear a shield but he<br>cannot cast any Brotherhood spells but Vigour in its various<br>forms while doing so. Man-at-Arms lasts one hour per casting<br>and cannot be cast more times per day than the Brotherhood<br>wizard’s class level.<br><br><em>Tier Two: Swordpact (2 Endurance)</em><br>Not actually limited to swords, this Tier of the Vigour<br>spell binds the caster (or a single touched recipient) to one<br>currently held weapon. While wielding it during the duration<br>of Swordpact, the beneficiary of the spell gains a +1 bonus<br>to attack and damage rolls and cannot be disarmed. The<br>weapon itself cannot be broken for the spell’s duration while<br>its wielder still has Endurance. Swordpact’s only drawback is<br>that for the length of its duration (two rounds per caster’s class<br>level), the recipient cannot put the bound weapon down.<br><br><em>Tier Three: Wrath of War (5 Endurance)</em><br>This form of Vigour cannot be cast if the cost would reduce<br>the Brotherhood wizard’s Endurance below 1. It duplicates<br>the effects of Swordpact and Man-at-Arms while adhering<br>to the limitations of both. It lasts only one round per point<br>of positive Intelligence modifier possessed by the caster<br>(minimum of one round). In addition to its other two effects,<br>Wrath of War adds a further +2 bonus to damage rolls and also<br>allows the Brotherhood wizard to attack in melee using his<br>magical combat skill bonus; this may also provide him with<br>additional attacks as well.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast</strong><br>
				Post by: <strong>Mindhazingsquid</strong> on <strong>29-01-2007, 01:15:19</strong>
			</dt>
			<dd class="postbody">
				CHARACTER: Zana O'ara<br>CLASS:Telchos Warrior<br>LEVEL:5<br>RACE:Telchos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>ALLEGIANCE: Balance<br>EXPERIENCE:10000<br><br><br>-------------------------------------------------------------<br>ABILITY SCORES<br><br>Strength:16&nbsp; (+3)<br>Dexterity:14 (+2)+1 (level)<br>Constitution:12 (+1)<br>Intelligence:12 (+1)<br>Wisdom:10 (0)<br>Charisma:16 (+3)<br><br><br>-------------------------------------------------------------<br>SAVES<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Fortitude:4+1<br>Reflex:1+2+2<br>Will:4<br><br><br>BASE COMBAT SKILL:5<br>BASE MAGICAL COMBAT SKILL:<br>INITIATIVE BONUS: +2<br>ENDURANCE: 45<br>WILLPOWER:<br>BASE SPEED: 40'<br><br>-------------------------------------------------------------<br>CLASS FEATURES<br>Survival of the Swiftest<br>Will of Ishir (tier 2)<br>Unyelding (stride)<br>Trackless Sand<br>Indomitable Warrior (tier 1)<br>Illiterate<br><br>RACIAL FEATURES<br>track in desert as if possessing tier one tracking dicipline and never fail survival check on DC 15 or less<br>-------------------------------------------------------------<br>SKILLS&nbsp; 48<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Acrobatics* 7+2 (dex)+2 (Jumping from athletics)<br>Appraise<br>Athletics* 6+2 (dex)+2 (jumping from acrobatics)<br>Bluff&nbsp; &nbsp; &nbsp; &nbsp;<br>Climb*<br>Concentration<br>Craft (weaponsmithing) 6+1 (int)<br>Diplomacy&nbsp; &nbsp; &nbsp;<br>Disable Device<br>Disguise&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Escape Artist*<br>Forgery&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Gather Information<br>Handle Animal&nbsp; &nbsp; &nbsp;<br>Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Intimidate<br>Knowledge (Nature) 7+1 (int)+2 (Survival)<br>Occult&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Perception 8 (wis)<br>Perform ()&nbsp; &nbsp; &nbsp; &nbsp;<br>Profession ()&nbsp; &nbsp;<br>Ride&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Sense Motive<br>Sleight of Hand*<br>Speak language<br>Stealth* 7+2 (dex)<br>Survival 7 (wis)+2 (knowledge)<br>Use Magical Item<br><br><br>-------------------------------------------------------------<br>ARMOUR CLASS<br>&nbsp; &nbsp; &nbsp;<br>Dex: +2<br>Armour: 0<br>Shield: 0<br>Misc: +3<br>Misc<br>Total: 15<br><br><br>-------------------------------------------------------------<br>WEAPONS (one handed, slings, javelins &amp; Shiel fa)<br>2 Shiel Fa (20 bolts) (1 worn, 1 in pack incase first is broken)<br>3 Javelins<br>1 Rapier<br>-------------------------------------------------------------<br>EQUIPMENT<br>Artisan's tools<br>Climbing kit<br>50' silk rope<br>Backpack<br>Travelers outfit<br>4 meals<br><br>Current Load =<br><br>Remember that a Backpack may only hold 8 Backpack items.<br>1 Meal takes up ½ a Backpack space<br><br><br>MONEY &amp; TREASURE<br><br><br>-------------------------------------------------------------<br>BACKGROUND<br>Zana came into this world in the usual way. with pain, shock, and crying.&nbsp; She was cared for and watched until she could take care of herself.&nbsp; When she was lead out into the desert and left to be born again.&nbsp; As the first time, there was pain and shock and possibly some crying.&nbsp; And as with the first time she perciveared and grew.&nbsp; She trained and learned under her master until she was old enough to truely be on her own.<br><br>One day, she was scouting on her own when a beast attacked.&nbsp; She didn't have time to get help and barely made it with her life.&nbsp; Herself confedence was broken.&nbsp; She finally confronted the elders, seaking their advice.&nbsp; They told her to leave.&nbsp; To find herself again.&nbsp; They had enough warriors and if she couldn't get back her confidence then she would only be a hinderence to them anyway.&nbsp; This was no place for a warrior who doubted her selfworth.<br><br>On her own yet again she found her way at the edge of the desert.&nbsp; She thought that perhaps she might find her answers out their in the strange lands outside the desert she had known all her life.
			</dd>
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