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    Default (OOC) The Primeval Dark - Runner's Breach

    Spoiler: Old Creation Rules
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    Pathfinder

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Golarion, AR 4699.
    The game has a very large focus on intrigue and investigating the secrets of Raven's Cradle, the mysterious emerging ruins and the disappearance of Denil Demn. Expect difficult encounters and crushing foes. As you progress the venture will become a spanning dungeon crawl as you delve into the ruins, navigating environmental challenges, traps and powerful enemies. The game claims high lethality, challenging players to exercise utility and personal preparation to better their odds while exploring the deadly subterranean depths. Packing magic and mundane tools will greatly aid you. Death is around the corner, but proceeding cautiously will better your odds.

    Enemies are drawn from a massive array of 3pp Bestiaries. While encounters will be scaled by CR within APL+3 (or less), enemies from many sources such as Tome of Horrors are well known to be far more challenging than traditional foes. Failed saves against creatures above CR5 will frequently be critically punishing, or lethal to some characters. Combat will be frequent, and players should gauge when it is wiser to regroup and recover before proceeding further.

    Good luck.


    ⬨ High Technology
    (While rare, it does exist. Players may purchase technological equipment at 50% the listed cost.)
    ⬨ Firearm Setting: Commonplace Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Players may purchase Advanced Firearms at cost, no price reduction for firearm setting is applied to these weapons. Early and Advanced firearms are martial weapons and otherwise function as normal according to the Commonplace Firearms Setting rules. For details regarding the new Modern Firearms see section 7 below.)


    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3-5

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS. Character sheets will be created via Mythweavers.

    5. What is the characters' starting status (i.e. experience level)?
    1st Level

    6. How much gold or other starting funds will the characters begin with?
    3,000gp

    Avoid pets and mounts, or anything that can't fit through a 5ft hole or plummet down a subterranean shaft without dying. Familiars and small sized creatures could be useful, at least for setting off traps, and general dungeneering utility, but don't get too emotionally attached with the inevitable bear trap sitting around to chop-up Mr. Fluffymittens. Plan accordingly, you will burn/freeze or starve to death if you journey unprepared. Plan for some rough patches throughout your travels and bring a first aid kit.
    ⬨ Partially Charged wands are fine
    ⬨ Pre-game crafting is a go (there won't be time for it later)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    There will be crap loads of skill checks, putting the heavy lumbering plate-clad warriors in tough positions if you can't reduce your ACP. Most Runners value the highest quality armor they can afford without sacrificing their mobility. Running, jumping, swimming and squeezing through tight spaces is regular duty for those in their field, and often is the difference between life and death. Environmental hazards will be extremely perilous and common - plan accordingly.

    Generally all 1PP material (Paizo) is good to go, but if it hasn't been uploaded to the SRD or Archives you'll need to pm the source to me so I can review it (yes, the whole damn document, not just the name of a book.)
    I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.

    Note: Exceptional races that don't need to eat or sleep will be a minority, likely one at most in the party. Feel free to play whatever weird whacky races you want, but keeping it generally mortal is a good rule-of-thumb.

    3PP from the following publishers is a go: (Make sure you annotate if any of these sources are used on your sheet & what you've taken)
    ⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
    Spheres of (Power/Might) (DDS): Don't get too nuts.You're working with what's listed on the wiki. Obviously spherecasting classes are fine, as are Spheres of Might classes. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with. This similarly extends to the unique martial practices of SoM, most warriors will view your techniques as completely foreign. These combat techniques will not be associated with any common regional practice or trade thematically. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings and who taught them to you. It'll give you something fun to think about
    ⬨ Adventurer's Essentials
    ⬨ Necromancers of the Northwest
    ⬨ Deep Magic (Spells)
    ⬨ The Book of Forbidden Magic (Spells)
    ⬨ Genius Guide to Ice Magic
    ⬨ Genius Guide to Chaos Magic
    ⬨ Monte Cook's Arcana Evolved (Spell Templates/Runes of Energy & applicable feats)
    ⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
    ⬨ 101 Shadow and Darkness Spells
    ⬨ 101 Urban Spells
    ⬨ 101 Swamp Spells
    ⬨ 101 Forest Spells
    ⬨ 101 Subterranean Spells
    ⬨ 101 Hill & Mountain Spells
    ⬨ 101 0 Level Spells
    ⬨ 101 1st Level Spells
    ⬨ Weekly Wonders: Spells_of_the_Rebellion
    ⬨ Ultimate Composition
    MC Expanded Archetypes
    Expanded Feats List -----
    Expanded Weapons List (SRD)
    FFD20 SRD: (All content is approved. Freelancer may be multiclassed.)
    BoMT: Paleblade Assassin

    Spoiler: New Exotic Equipment
    Show

    Pavise: A large shield with a series of legs attached.
    This shield functions identically to a tower shield, however
    as a standard action the wielder may plant his shield on the
    ground. This functions identically to raising a tower shield to
    defend one corner of the wielder's square, however the wielder
    releases the shield after planting the device's legs. The wielder
    retains the benefits of his shield while remaining within the square
    which it is planted. As a move action he may make a ranged
    attack over the pavise suffering a -2 penalty due to the awkward
    nature of firing a weapon over this barrier. The wielder
    retains his shield bonus but looses the benefits of total cover while
    using his shield in this fashion, regaining this benefit after
    completing his attack. If he moves from the square which he set
    his shield, he looses all benefits the shield provided. Any creature
    moving into this space gains the benefits the shield provides normally.
    The wielder may take down the pavise as a full round action.

    Due to the complexity of the tripod system's locks and various
    bolts, a wielder with under 13 intelligence suffers a 30% chance
    of failure while attempting to set up or take down his pavise in combat.
    This penalty does not apply while outside of combat. Due to its robust
    build and weight, a pavise has twice the amount of hit points for a
    shield of its type. (Requires Tower Shield Proficiency)

    (500gp) AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs


    Arrow, Thunder: Thunder arrows are tipped with
    thunderstones (see Chapter 7 of the Player ’s
    Handbook). A hit from a thunder arrow deals no
    damage but triggers the thunderstone’s sonic attack.
    Thunder arrows that miss should be treated as
    attacks with a grenadelike weapon (2 gp, ea)


    Arrow, Alchemist’s: Each of these projectiles carries
    a deadly load of alchemist’s fire in its hollow
    shaft. When it strikes a target, the arrow’s shaft shatters,
    releasing the alchemist’s fire directly onto the
    target. One round after impact, the alchemist’s fire
    ignites, dealing 1d4 points of damage. The target can
    use a full-round action to attempt to extinguish the
    flames before taking this damage. It takes a successful
    Reflex saving throw (DC 15) to extinguish the flames.
    Rolling on the ground earns the target a +2 bonus on
    the save. Submerging (such as by leaping into a lake)
    or magically extinguishing the flames automatically
    kills the flames. (75gp, ea)


    Bolt, Tumbling: A tumbling bolt resembles a standard
    crossbow bolt except for a few minuscule holes
    and vents along the shaft. A channel allows air to pass
    through the bolt, which causes the bolt to tumble
    when fired. The bolt deals +2 damage but only has
    one-half its normal range increment due to the way
    the projectile moves through the air. (5 gp, ea)


    Crossbow, Great: A great crossbow requires two
    hands to use effectively, regardless of the user’s size.
    You draw a great crossbow back by turning a winch.
    Loading a great crossbow is a full-round action that
    provokes an attack of opportunity.
    A Medium-size character cannot shoot or load a
    great crossbow with one hand at all. With training,
    a Large creature can shoot, but not load, a great crossbow
    with one hand at a –4 penalty. If a Large creature
    attempts to fire a separate great crossbow in each
    hand simultaneously, the standard penalties for two
    weapon fighting apply

    (100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing


    Sapara: This ancient sword is a smaller version of
    the khopesh. You can use a sapara to make trip attacks
    with its hooklike blade. If you are tripped during
    your own trip attempt, you can drop the sapara to
    avoid being tripped.

    (15 gp) - 1d6 19–20/×2 — 6 lb. Slashing


    Double Bow, Elven: This double-stringed longbow
    can be used as a normal longbow by anyone proficient
    in that weapon. Characters with Exotic Weapon Proficiency
    (elven double bow) can use the bow to fire two
    arrows at once. Nocking an arrow on the second string
    requires a move-equivalent action. Once the wielder
    has taken an action to load the second string, his next
    attack is a double shot that launches both arrows
    simultaneously at the same target. The wielder makes
    one attack roll at a –2 penalty to determine whether or
    not both arrows strike the target. If the attack is successful,
    both arrows deal normal damage. If the attack
    is a critical hit, only one arrow deals extra damage, and
    extra sneak attack damage is applied only once.

    (1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing


    Fukimi-Bari (Mouth Darts): These slim, almost
    needle-like metal darts are concealed in the mouth,
    then spit at the target. Their effective range is
    extremely short, and they deal little damage, but they
    are highly useful when taking an opponent by surprise.
    You can fire up to three fukimi-bari per attack
    (all at the same target).
    Do not apply your Strength modifier to damage
    with fukimi-bari. They are too small to carry the extra
    force that a strong character usually imparts to a
    thrown weapon. The cost and weight are for a single
    fukimi-bari. Fukimi-bari are not ammunition, and only
    a single attack roll is made for the three weapons fired.

    (1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing


    Fullblade: A fullblade is 18 inches longer than a
    greatsword and is too large for a Medium-size creature
    to use with two hands without special training;
    thus, it is an exotic weapon. (Medium-size creatures
    cannot use a fullblade one-handed at all.)
    A Large creature could use the fullblade with one
    hand, but it would be assessed the standard –4 nonproficiency
    penalty on its attack rolls; Large creatures
    can use the fullblade in two hands as a martial
    weapon. A Large creature with the Exotic Weapon
    Proficiency (fullblade) feat can use the fullblade in
    one hand, but a Medium-size creature must use both
    hands even if it has the relevant feat. A fullblade is
    also called an ogre’s greatsword.

    (100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)


    Skiprock, Halfling: These polished, perfectly
    weighted stones are prized by halflings, for if thrown
    well enough, they ricochet off one target to strike a
    second. If the skiprock hits its target, it ricochets
    toward another target of the thrower’s choice adjacent
    to the original target (within 5 feet). The thrower
    immediately makes a second attack roll for the skiprock
    against the new target, with an attack bonus
    equal to the first roll –2.

    (3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning


    Shotput, Orc: Special training turns a grapefruitsized
    sphere of crude iron into a deadly projectile.
    Even with the Exotic Weapon Proficiency (orc shotput)
    feat, a wielder must be Medium-size or larger to
    use the weapon effectively (or take an additional –3
    penalty on attack rolls in addition to the standard –4
    nonproficiency penalty).

    (10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning


    Greatsword, Mercurial: This huge blade hides a
    secret reservoir of quicksilver (also called mercury
    by alchemists) that runs along the interior of the
    blade in a slender channel. When the blade is vertical,
    the mercury swiftly fills an interior bulb in the
    haft, but when swung, the heavy liquid flows out
    into the blade, making it heavier. In nonproficient
    hands, this shifting mass penalizes the wielder by an
    additional –3 penalty on attack rolls, beyond the
    normal –4 nonproficiency penalty for using an
    exotic weapon untrained

    (600 gp) 2d8 ×4 — 17 lb. Slashing


    Duom: The duom is a longspear with a standard
    spearhead, as well as two blades curved so that they
    point backward along the shaft. The weapon has
    reach, allowing you to strike opponents 10 feet away
    with it. Those proficient with the duom can also
    attack adjacent foes with the reversed heads using a
    practiced “reverse thrust.” Apply a –2 penalty on the
    attack roll if you use the duom to attack a second,
    adjacent opponent in the same round you attacked
    the first opponent.

    (20 gp) 1d8 ×3 — 8 lb. Piercing


    Mace, Double: A stout shaft with a spiked, cylindrical
    head at each end, this is a double weapon.
    You can fight with it as if fighting with two
    weapons, but if you do, you incur all the normal
    attack penalties associated with fighting with two
    weapons as if you are using a one-handed weapon
    and a light weapon (see Attacking with Two Weapons
    in Chapter 8 of the Player’s Handbook). A creature
    wielding a double weapon in one hand can’t use it
    as a double weapon.

    (125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning


    Manti: A manti is a shortspear with four additional
    spear heads that project vertically from the
    shaft, creating a star pattern of five blade heads
    instead of just a single forward-pointing blade. The
    advantage of the unusual blade arrangement is that
    you can make one additional attack of opportunity
    during the round

    (15 gp) 1d8 ×3 — 9 lb. Piercing


    War Fan: This weapon appears to the untrained eye
    as nothing more than a beautifully crafted lady’s fan.
    In fact, the vanes of the fan are crafted from steel, and
    the tips are needle-sharp. When first entering melee
    using a war fan, you may attempt a Bluff check against
    an opponent’s Sense Motive check. If you win the contest,
    you gain a +4 bonus on attacks made against that
    foe during the first round of combat.

    (30 gp) 1d6 ×3 — 3 lb. Slashing


    Gauntlet, Spring-Loaded: This gauntlet possesses
    a broad ridge of metal that extends along the bottom
    of the forearm to the edge of the wrist articulation,
    where a circular orifice is visible. This ridge of metal
    hides a spring-loaded mechanism that can expel a
    bolt with great force, akin to a miniscule crossbow.
    You load the gauntlet by inserting a bolt in the hole
    and pulling back a hidden lever. Loading the springloaded
    gauntlet is a move-equivalent action that
    provokes an attack of opportunity. You fire the
    spring-loaded gauntlet by sighting down your arm,
    then flip your hand back so that your palm faces your
    opponent—this motion fires the gauntlet. The cost
    and weight are for a single gauntlet.
    A character who attempts to fire two spring-loaded
    gauntlets at once incurs the standard penalty for
    two-weapon fighting. The Ambidexterity feat lets
    someone avoid the –4 off-hand penalty

    (200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)



    Longsword, Mercurial: As the mercurial greatsword,
    except that in nonproficient hands, the shifting
    mass and feel of the blade penalizes the wielder
    by an additional –2 penalty on attack rolls, beyond
    the normal –4 nonproficiency penalty for using an
    exotic weapon untrained.

    (400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)


    Claw Bracer: A claw bracer is a metal armband with
    three steel claws projecting from the top, extending
    about 4 inches beyond the tip of the wearer’s extended
    fingers. The wearer can cast spells normally while
    wearing the bracer and cannot be disarmed. Many
    claw bracers are enhanced as magic weapons.

    (30 gp) 1d4 19–20/×2 — 2 lb. Piercing



    Triple Dagger: This weapon is used in the off hand
    as a means to disarm an opponent—you hold it as you
    would a shield, not another weapon, and so do not take
    penalties for fighting with two weapons. When using a
    triple dagger, you get a +3 circumstance bonus on your
    opposed attack roll when attempting to disarm an
    opponent (including the roll to keep from being disarmed
    if you fail to disarm your opponent). The triple
    dagger could also be used as a normal dagger, if
    desired, but if used in the off hand, all normal penalties
    for fighting with two weapons apply

    (10 gp) 1d4 19–20/×2 — l lb. Piercing


    Throwing Iron: These weapons have complex blades
    with two or more edged or pointed protrusions. Unlike
    most hurled weapons, throwing irons are as often
    thrown along a horizontal plane as along a vertical one.

    (8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk


    Ward Cestus: This is a stout leather gauntlet with
    a well-forged metal weight sewn into it over the
    knuckles. A strike with a ward cestus is considered an
    unarmed attack. If you take a Total Defense action,
    or fight defensively you gain an additional +1 bonus to
    your Armor Class, representing blows you block with the
    back of your protected hand. Your opponent cannot disarm
    you of a ward cestus. The cost and weight are for a single
    ward cestus

    (10 gp) 1d4 x3 1 — 4 lb. Bludgeoning


    Assassin's Guildmark: A small scale-like blade favored
    by Daggermark assassins belonging to the city's Assassins and
    Poisoners Guild. Each blade is magically marked with the wielder's
    unique seal, as per the spell Arcane Mark when used. After a blade
    has been activated in this manner it cannot be used again - preventing
    rivals from using these 'calling cards' maliciously. If proficient
    with this weapon the wielder is granted a +6 circumstance
    bonus to sleight of hand checks made to conceal them. A spent
    Assassin's Guildmark functions as a obal and is usually placed
    inside the target's mouth. For this reason these thrown weapons
    are expended after a single use.

    (25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing


    ((Modern Weapons: Firearms)): The ruins weren't the only thing beginning to appear, alongside them were strangers from an unknown land called 'Offworlders'. Their weapons and technology were far superior to their own, but still less advanced than the ancient technological marvels left behind from some bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor class Weapon and Armor Proficiency 'all firearms', such as the gunslinger. Due to their otherworldly design and nature, Modern Weapon proficiency must be specifically acquired via feat or similar means. These weapons and their ammunition are worth 3.55x their listed costs ($ is equal to a value in gp), but valued at a far greater price on the market. Neither of which may be crafted. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted.



    3PP from the following publishers may be allowed on case-by-case basis:
    ⬨ Legendary Games
    ⬨ Kobold Press
    ⬨ Interjection Games
    ⬨ Rite Publishing

    ⬨ Dragon Magazine
    ⬨ Official 3.5 Spells, request individually
    ⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'Naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.

    ⬨ Templates may be approved by request
    ⬨ Race Builder may be approved by request
    ⬨ No Homebrew


    The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). The swap may or may not be allowed, but no harm in asking.

    Spoiler: Pre-Approved Alterations (Swaps for Trap Finding)
    Show

    The Trap Finding Class Feature may be swapped for one of the following:

    Black Marketeer (Ex): You add
    half your level to Appraise checks made
    to determine the value of a common item
    (minimum +1). You also add your level to
    the percentage of an item’s value you receive
    when you sell it (normally you sell items for
    50% of their value), and reduce the price you
    pay for things by a percentage equal to your
    level.

    Chink in the Armor (Ex): Once per
    day, when you successfully strike with a
    sneak attack but the extra damage is negated
    (such as by armor with fortification), as a
    swift action you may deal half the additional
    dice of damage (round up) anyway. You may
    do this twice per day at 8th level, and three
    times per day at 16th level.

    Climb Walls (Ex): You add one-third
    of your level to Climb checks (minimum +1).
    You only need one hand free to climb, and
    you do not lose your Dexterity bonus to AC
    while climbing.

    Harass (Ex): When you successfully hit
    a target with a sneak attack, you may choose
    to deal fewer dice of sneak attack damage. For
    each die of damage you forgo, you place the
    target at a -1 penalty to one of the following
    categories: attack rolls, CMB checks, ability
    checks, concentration checks, or skill checks.
    This penalty ends at the beginning of your
    next turn.

    Hoodwink (Ex): You add half your
    rogue level to Bluff checks made to convince
    a target you are telling the truth (minimum
    +1). You may also make a Bluff check to form
    denials into phrases that are technically true,
    though misleading. If you are trying to avoid
    magical detection of a lie, the DC of your Bluff
    check is equal to the spell’s saving throw
    +10. If you are trying to leave the impression
    you denied having done something without
    actually denying it, the Bluff DC is +5 higher
    than the DC of a Bluff to believably deny it
    outright.

    Ki Pool (Su): You have a ki pool equal
    to a ninja of your rogue level, and you may
    use your ki pool for the same things a ninja
    does. At 1st level you have no points in your
    ki pool, but treat all Acrobatics checks made
    to jump as if you had a running start.

    Pick Your Way (Ex): You add half
    your level to Acrobatics checks made to avoid
    taking attacks of opportunity when leaving a
    threatened space. You do not treat crowds as
    difficult terrain.

    Poison Use (Ex): You are trained in the
    use of poison, and cannot accidentally poison
    yourself when applying poison to a weapon.

    Trapmaker (Ex): You add half your
    level to your Craft (trapmaking) checks, and
    to the DC of Perception checks required to
    spot traps you make (minimum +1). At 4th
    level you may take the Learn Ranger Trap feat
    (see Ultimate Magic) as a rogue talent without
    meeting its prerequisites. You treat your
    rogue levels as ranger levels for purposes of
    this feat and all ranger traps. You may spend
    additional talents to learn +2 ranger traps per
    talent spent.

    Turn the Knife (Ex): When you
    successfully sneak attack a target that is
    denied its Dexterity bonus to AC, you deal
    +1 hp of damage per sneak attack die.
    Street Tough (Ex): You are proficient
    in all martial weapons.

    Sacrificial Blow (Ex): Once per day
    you may add half your sneak attack dice as
    damage (minimum +1d6) to a melee attack
    that does not normally qualify to be a sneak
    attack. Doing this leaves you exposed (as you
    reach to strike a foe’s vulnerable zones despite
    his guard being up), and you provoke attacks
    of opportunity from threatening creatures.
    You may do this twice per day at 8th level,
    and three times per day at 16th level.


    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source.

    Feel free to get crazy with your races, just try to make the characters interesting. Keep in mind the villagers of Raven's Cradle view halflings as 'exotic', other stranger races are subject to a mixed reception. Races that can pass as more human (eg: Changlings, Shabti etc) will be more generally accepted, or thought as human without closer inspection. Noticeably non-human races, such as Tieflings, half-orcs or goblins will likely be met with a wide range of responses, from fear, scorn, resentment or even being blatantly ignored - being treated more as a nuisance that must be tolerated. Changing the minds of the villagers won't be easy, but isn't impossible.


    9. By what method should Players generate their attributes/ability scores and Hit Points?

    ⬨ Ability Scores: 3 sets of 4d6b3 (take the best). If you don't like your sets take a 36pb
    ⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
    ⬨ 2 Traits
    ⬨ 1 Drawback (Optional, grants additional trait)
    ⬨ 1 Potential: Select 1 General Potential from the list or a Potential Path. Additional Potentials may be taken from the respect Path (if a Path is chosen) or from the General Potential List at additional cost. A player may pay any or all of the listed costs during character creation gaining an additional Potential selection. Each choice may only be taken once: Sacrifice all bonus feats granted each level (as listed under houserules) | Sacrifice all non-initiator bonus-feats (if you possess them, as listed under houserules) | ◯ Sacrifice all standard feats imparted via level-progression (Levels 1,3,5,7,9, etc) | Sacrifice your starting class level, replacing it with one of the following base NPC classes: Adept, Expert or Warrior | Sacrifice all racial features (including ability score modifications) and select 3 Oracle Curses, you gain no benefit from these curses but inherit all their debilitating effects. These negative effects stack with themselves, and may be incurred twice if you gain the same Curse from another source (you do not count as possessing an Oracle Curse or qualify for any related feats or abilities from this choice) | Select 1 Major Drawback, 2 Flaws and 3 Drawbacks (you do not gain any of the normal benefits from these selections)
    ⬨ 1 Major Drawback (optional, grants a bonus feat)
    ⬨ 1 Flaw (Optional, grants a bonus feat)
    ⬨ 1 Compulsion Optional, grants additional trait. Must be roleplayed & should be represented in your fluff)
    Background Skills: in Use
    Age: Starting age will not apply positive or negative penalties to your character, but subsequent in-game changes incurred via magic will.

    10. Does your game use alignment? What are your restrictions, if so?
    Yes. Any. You aren't a band of good-guys or villains, you're mercenary-slaves for Caine - at least until this investigation's closure, and you have a personal investment in seeing it through to its conclusion. You'll need to be sociable enough to work with the party, and Caine, without ruining what few relations remain with the secluded villagers of Raven's Cradle.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Forum roller, unless I approve another rolling medium.


    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    So admittedly, there's actually quite a lot of houserules but not all of them are relevant for character creation. I'll leave the full length version right here, but below are my abridged houserules for character creation. If you've played with me before then you've seen them before, also see Grievous Wounds (it's important):

    Spoiler: Houserules
    Show

    1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana.

    2) Paragon Surge: Paragon Surge is banned.

    3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)

    4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.

    7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) Skill Unlocks: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained).

    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts of your choice. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. Hireling costs may be paid to assist in pre-game cooperative crafting checks as desired, however these costs are incurred per item created cooperatively.

    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question; for example, Metalworking does not grant the ability to craft any objects which would be covered by specific craft type such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.

    11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.

    13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    14) Minimum Post Length: Since this will be a live game, my normal stipulation here is null

    15) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.

    16) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.

    17) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6 / 8 / 10 / 12

    18) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.

    19) Weight: Keep track of it, it's in use.


    Posting Deadline: 20) Live game, so skipping my normal shpeel.


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Yes. Use your traits and Potentials as a foundation. Show what makes your character interesting and your connection to Caine and this investigation. This is critically important in TPD (Primeval Dark) games, as your experiences and history will dictate what you could or could not have been exposed to in the past, and thus the results of your knowledge checks, or even your eligibility to attempt certain checks.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Large amounts of RP and intrigue, with greater amounts of combat and dungeon crawling as you progress and begin delving into the ruins. There will be plenty of hack & slash, and a number of challenging encounters along the way. Navigating the environmental challenges of the ruins and countless traps will be a standard. Proceeding cautiously will be crucial in moderating the game's significant lethality.


    To Summarize:

    Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs and quests will reflect this.

    Puzzles. There will be numerous tricks and strange puzzles to thwart you.

    Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings.

    Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face.

    High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest.

    Horror. After the Long Night the world has changed and been corrupted by evils of a like the denizens of Golarion have never seen before. Men fear to tread upon those changed places which they call the 'Tainted Lands'. Even time itself seems to distort and break within these places, but even that does not instill the same fear as those horrible entities which lurk in the nameless beyond; the Veilbeasts.

    42 Grams of Mythic Transdimensional Genocide. Though few remain to recall, the universe has already ended once before. Some prepared for the inevitable end of everything, returning to another time to rise up and stop it. Far past the Prime Material, beyond the Great Beyond, lingers other universes; all attached to the multiverse. Strange entities and powers, unimaginable, linger out of reach far past the mundane folds of the known physical world. Those unafraid of venturing the planes of reality or leaving their universe behind stand as the vanguard against otherworldly forces which men could not begin to understand. The ripples tear and rip at the world, as the stability of the universe slowly decays. Only those who dared to leave all they knew behind might alter the fate of their inevitable end, for the death of all was carved into the threads of time and destiny. Only the bravery and sacrifice of the few who would stand to defy fate could hold back the crushing collapse of existence, the barren desolation of the void. The Primeval Dark. (If You're new to this campaign setting please click on the recruitment link in my signature to read up more on the lore!)

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7, Chapter 1
    This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean

    Last edited by Mornings; 2019-11-17 at 02:25 PM.

  2. - Top - End - #2
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    Default Re: (OOC) The Primeval Dark - Runner's Breach


    Spoiler: GENERAL POTENTIALS
    Show


    GENERAL POTENTIALS

    Heart Hunter
    You may take the improved critical feat without meeting
    its prerequisites. Feats and abilities which state they
    do not stack with improved critical do.

    Weighted Strikes
    The critical multiplier of light weapons increases by
    1. The critical multiplier of one handed weapons increases
    by 2 and two-handed weapons by 3. Scoring a critical
    hit knocks the target prone if they are less than two
    sizes larger than you (no save). A critical hit against
    a prone target inflicts an additional 1d8 points of
    bludgeoning damage per HD you possess, half of this
    damage is applied to all other creatures within a 5ft
    burst (reflex for half. DC 10 + HD + Strength modifier).

    Drowning In Brass
    If your initiative is greater than 1, you may
    activate this ability. as a swift action, make
    an additional attack with one ranged weapon you
    possess. Upon making this attack your initative
    decreases by 1d8. If your initiative remains above
    1 after making this attack, you may choose to pay
    1d8 points of initative to make an additional attack.
    This process may be repeated until your initative
    falls below 1. If your iniative is reduced to a
    negative value, you may only take a move action the
    following round. This ability does not enable you to
    reload faster than you are capable. Only weapons with
    which you could make iterative attacks benefit from
    the additional attacks provided by this ability.

    Salice's Second Hand
    Since the day you woke from that dream, the vision of
    the strange girl's clock still clung to your mind. During
    the most stressful of times, you could still see it, how
    the second hand upon it's face moved slower - along
    with the rest of the world about you. This ability may
    be activated as a free action which may be declared
    during any creature's round while your initiative is 1
    or greater. Designate any number of attacks targeting
    yourself or a target within reach, you may attempt an
    opposed attack roll against these attacks, paying 1d4
    initiative for each attempt. If your attack roll equals or
    exceeds the opposed roll the attack is negated.
    Upon a successful parry you may make an attack directed
    at a creature within reach. If this attack reduces a creature
    to 0 hit points or lower, your initiative increases by 1. If a
    parry attempt's cost would reduce your initiative below 1,
    you may not make additional parry attempts. This ability
    may negate spells, ranged attacks, and area-effects (to include
    weapons such as siege engines, cannons or beam attacks) as
    long as the targeted square or creature is within reach upon
    this ability's activation. (This ability may designate the same
    attack multiple times)

    Exceptional Disguise
    With 5 minutes of work, you are able to apply make-up
    and various props from your vast collection of tools. Make
    a disguise check, this check represents the DC required to
    remain inconspicuous. While incognito, you may attempt
    stealth checks while being observed. However, unlike actual
    stealth checks, other creatures are aware of you but simply
    pay you no mind, or you appear non-threatening. Due to this
    difference, some abilities related to successful stealth checks
    may not function with this ability, but may be used to deceive
    or mislead in some circumstances based on the appearance or
    persona adopted by your disguise. This ability may not function
    in areas without intelligent enemies or unusual circumstances,
    however upon success, a creature must first succeed against
    the disguise DC before detecting the fact that you do not belong.
    Some disguises may not be effective in some environments,
    (a pine tree in a city street, bandit in a throne room, etc) and is
    subject to GM adjudication.

    Studied Killer
    Your patience in observing your victims and determining
    their weak-points adds remarkable lethality to your surprise
    attacks. By spending a full round action observing your victim,
    you gain insight into potential places to land a crippling blow.
    The next attack on the specific target you have observed with
    a hidden weapon has its critical threat range increased by 1. If
    you made this observation while hidden and unnoticed by any
    hostile creature or allies of your target this bonus increases to 2.
    This bonus does not stack with itself. Additionally, by spending 1
    hour observing your target you develop a deeper understanding
    of your target, increasing the bonus provided by this ability by 1.
    Furthermore, by spending an immediate action you may coordinate
    the attacks of your allies during a joint attack. All allies flanking your
    target benefit from this ability for 1 round. Coordinated attacks may
    only be used once per target and only one target may be studied at
    a time. Your dexterity increases by 6.

    Loaded For Bear: Breaching
    As a full round action you may produce a special
    piece of ammunition called a Breaching Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. Breaching
    rounds deal an additional 10d6 untyped damage to
    unattended objects, however when fired at an enemy
    the ammunition deals 1d10 points of additional untyped
    damage. Additionally, you may chose to make a called
    shot at an enemy dealing half damage, but inflicting
    an additional 1d4 untyped damage, and a bonus 1d4 per
    2 HD you possess to an object, weapon or armor held
    or donned upon the struck body part. Unique ammunition
    is single use. You may craft unique ammunition with
    an existing piece of ammunition you possess, however,
    even if the ammunition is not destroyed upon use, the
    unique features granted to it by this ability are
    expended.

    Loaded For Bear: Piercing
    As a full round action you may produce a special
    piece of ammunition called a Piercing Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. Piercing rounds
    strike hard hitting each target in a line and dealing
    1d4 points of bleed damage for 1 round, plus an additional
    round per 3 HD you possess. This bleed damage stacks
    with itself, however stacks applied to a single target
    may not exceed your total HD. Enemies wearing metal
    armor and benefiting from a +6 armor bonus to their AC
    impart a 50% chance to catch the ammunition and stop
    it from piercing through to the next target, but still
    imparts its bleed effect. Defensive force-effects
    protecting a target automatically prevent the
    bolt or bullet from piercing and negate the bleeding
    effect.

    Loaded For Bear: Igniting
    As a full round action you may produce a special
    piece of ammunition called a Igniting Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. While not an
    explosive, this round produces a 5ft burst, unleashing
    a gout of alchemic flame. Creatures caught in the blast
    must succeed a reflex save equal to 10 + dexterity modifier
    + HD, or ignite. These flames in difficult to extinguish
    requiring a full round action and a successful reflex
    save. The flames continue to spread 5ft each round and
    last for 1 round per HD you possess. At the end of each
    round, if a creature remains alight, they must succeed
    a DC 10 + HD fortitude save or be staggered for 1 round.

    Impossible Reload
    Weapons which require two-hands to reload now only
    require one. Weapons which require one free-hand to
    reload no longer require a free-hand. Additionally,
    Your reload speed increases by 1 step and you may
    apply half your dexterity modifier to damage rolls as
    a circumstance bonus.

    Firearm Modification: Timed Trigger - Type I
    You may install a timed trigger on any firearm with
    50gp worth of materials and 1 hour of work. Firearm
    Modifications only function properly when operated by
    you, but can be installed on firearms you do not own.
    A weapon with a timed trigger may be set as a move
    action, a set firearm may be thrown 30ft. At the point
    it lands, you may make a ranged attack with the modded
    weapon from its new position. Timed Trigger firearms
    which have been set may also be dropped as a free action
    and activated in a similar manner.

    Blade Masquerade
    Select one feat, ability, or potential power specific
    to a particular kind of weapon or attack. Select a
    melee weapon of your choosing, the chosen ability
    applies to your selected weapon.

    Snapshot Master
    Your exceptional skill has enabled you to make the most
    use of your ranged arsenal while remaining mobile. You may
    take the following feats without meeting their prerequisites:
    Shot on the Run, Snap Shot, Parting Shot, Spring-Heeled Style
    Improved Snap Shot. Additionally, if you possess the Snap Shot
    feat, the range you threaten is increased by 10. When you
    successfully deliver an attack of opportunity with a ranged weapon
    you may move 5ft as a free action.
    Last edited by Mornings; 2019-10-05 at 11:07 PM.

  3. - Top - End - #3
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Spoiler: POTENTIAL PATHS
    Show


    POTENTIAL PATHS
    Potential Paths represent a unique archetype, experience and background your character inherits that ties them to a particular theme. Potential Paths are strong variants of normal Potentials, however they come with some restrictions. Taking a Potential Path restricts you from taking General Potentials (except where otherwise noted) and only by continuing to pursue the mysteries and interests related to your Path will your discover further progression. A Path can be dropped in the future, but doing so removes all Potentials and benefits associated with it. [Read more under the (full) Expanded Houserules section]

    Spoiler: ACCURSED
    Show

    ACCURSED - THE BROKEN BEAST (PATH)
    A wretched creature who grows stronger from its own misfortune.
    Benefit: The character begins with the Reversal Potential and may select any of the following Potentials: Accursed Caster, Deformed Nature, or Faded Existence. For each additional Potential taken, an ability score of choice increases by 4, and an additional General Potential may be acquired. The Accursed may choose to learn feats from this potential path.

    Accursed Caster (Ex): If the base creature has a
    caster level for any of its abilities, decrease that
    caster level by half, the creature also loses access to
    its highest level of spell-like abilities and cannot use
    any of them more than 1/day. If the character does
    not possess any abilities at the time of inheriting this
    ability, it is applied when applicable abilities are gained.

    Deformed Nature (Su): Select one of the
    creature’s special abilities and remove it, this
    removal should be accompanied by a change to its
    physical appearance; a balor that loses its vorpal
    strike might have only one arm. If the creature has,
    multiple natural attacks remove one of these attack
    forms as well. A dragon without its breath weapon
    and bite attack might have no mouth, instead
    breathing only through its nose. Creatures without
    a special attack instead loose a limb or class ability
    of choice.

    Faded Existence (Su): Accursed creatures
    are only half (50%) as strong as nonaccursed
    creatures, though creatures who believe the
    accursed creatures to be real are affected by
    them at full strength. Any creature that interacts
    with the accursed can make a Will save (DC 5
    +1/2 the accursed creature’s HD + its Charisma
    modifier) to recognize its true nature. Upon a
    successful save, the victim only suffers half
    damage from any of the accursed creature’s
    melee, ranged, or special attacks.

    Reversal (Ex): Upon an accursed creature’s
    death, surrender, or flight from battle, any
    supernatural, spell, or spell-like effects that did not
    cause hit point damage it created during the
    previous hour are undone. This may include, but is
    not limited to, ability drain, magical fear, or
    paralysis, and death effects (such as wail of the
    banshee or an infernal duke’s death mastery
    ability), many accursed creatures plead for their
    lives by reversing these effects.

    STOMP [Combat Feat]
    You cause the ground to shudder.
    Benefits: You can stamp your foot or slam your
    fist on the ground (as a standard action), causing
    it to shake. All creatures smaller than you,
    within 10 feet per size category above Medium
    you possess, must make an Acrobatics check (DC
    10 + your Strength modifier) or fall prone.



    Spoiler: BETRAYER
    Show


    THE BETRAYER (PATH)
    Wicked creatures, born of greed and bitterness, coveting the treasures of their friends and allies. They grow with each betrayal and sorrow they sow in their wake, striving for some nameless thing they covet in secret.
    Benefit: The Betrayer begins with one Potential from its Path's list and qualify for any feats associated with her Path. Betrayer's grow stronger through their misdeeds and each ally they make and subsequently betray only further bolsters their power; yet, not all betrayals are equal. Only the truly most vile of turncoats who turn their backs upon the most staunch of allies, spitting the the face of unquestionable trust and friendship may revel in glory beyond.

    Allied Weakness (Ex): If the betrayer creature
    is accepted as an ally, the betrayer can attempt a
    Diplomacy check (DC 10 + ally’s HD) to gather
    information about any special weaknesses,
    vulnerabilities or flaws the ally may have.

    Drain Ally (Su): Once per day, as a swift action
    plus an additional time per day at every 4th CR (CR
    4, 8, 12, etc.), a betrayer creature can drain a target
    ally within 30 ft. of 1d6 hit points per hit dice the
    betrayer has, healing half the amount drained. There
    is no save against his ability.

    Hidden Healing (Su): The regeneration and fast
    healing ability of a betrayer creature is hidden from
    view (the wounds inside the creature heal first) and
    it takes a successful Heal and Perception check (DC
    15 + the betrayal creature’s CR + its Constitution
    modifier) to notice that it is healing until the last hit
    point is healed.

    Outrun Ally (Su): 1/day as an immediate
    action the betrayer creature can swap places
    with any ally that was within his line of sight at
    the beginning of the previous round, as per
    greater teleport. For example, if his allied
    employer teleported away this round, he could
    swap places with his employer, allowing the
    betrayer to escape and leaving his employer
    stranded.

    Snitch’s ear (Ex): A betrayer creature
    greases the right palms, and befriends the right
    people, so that when someone is using
    diplomacy to gather information about the
    organization he belongs too, he learns of it.
    Working its way towards them so that either the
    information is coming from it indirectly or it
    actually arranges for them to meet with it so that
    they can gain the information directly from it. A
    betrayer creature can feed misinformation so
    that it points toward a rival, or it may help these
    opponents to destroy his current allies with
    extremely useful information.

    Unfriendly Fire (Ex): Once per round upon
    a successful Reflex save, a betrayal creature can
    effectively use an adjacent creature that thinks
    the betrayer is its ally as a shield. The betrayer
    takes no damage from a single attack while the
    ally suffers full damage (no save).

    IMPROVED FEIGN DEATH [Monstrous]
    Your ability to defy death is unbelievable.
    Benefit: You are taken to an extradimensional
    space, akin to a rope trick spell, while a facsimile
    of your dead body is left behind.

    IMPROVED HIDDEN HEALING [Monstrous]
    Your ability to mislead foes about your healing
    ability is supernatural
    Prerequisites: Hidden Healing Potential
    Benefit: As an immediate action you cloak your
    body in an illusion that hides your healing
    powers from all forms of detection, as the mislead spell.
    Only a true seeing spell with a successful heal check will
    reveal your power or until the duration of your mislead
    ends.



    Spoiler: BLOODY MAW
    Show


    THE BLOODY MAW (PATH)
    A gluttonous and savage terror, devouring anything within its path.
    Benefit: The Maw begins with the Jaws of Severing Potential, Swallow Whole feat, and qualifies for any feats associated with its Path. Due to the violent nature of the beast's urges, the creature is unnaturally hearty and difficult to kill. The constitution of the beast increases by 10. Additionally, 1 time a day as an immediate action, the beast may activate it's powerful regenerative ability. At the beginning of each round during the duration of this ability, the Blood Maw rolls each of its hit dice, regaining a number of hit points equal to the result of these rolls for 1d4 rounds.

    Jaws of Severing (Ex): Upon a successful
    critical hit with the bloody maw’s bite attack
    against a creature one size category smaller than
    the bloody maw, that opponent must make a
    Fort Save (DC 10 + half the bloody maw’s HD +
    the bloody maw’s Strength modifier) or lose a
    portion of its extremities (primarily a hand),
    suffering a - 4 circumstance penalty to all
    attacks, saves and checks due to extreme pain
    until the damage dealt is healed. The bloody
    maw can swallow any one-handed weapon, or
    similarly sized object, (wand, rod, etc.) along
    with any jewelry worn on the limb (rings,
    bracelets, and bracers.) At the end of the first
    round following the loss of its extremity, the
    victim takes 2d6 points of damage, on the end of
    the second round the victim is reduced to -1 and
    is dying. This effect can be halted with a heal
    check (DC 15) or by any form of magical healing.
    Creatures immune to critical hits are immune to
    this effect. 1/day a bloody maw can choose to
    automatically threaten a critical hit. Use of this
    ability must be declared before the attack roll is
    made and counts as a use of this ability.

    Belly of the Beast (Ex): A bloody maw
    swallows any extremity it severs with its jaws.
    Once inside, any magical items that the
    extremity bore (rings, daggers, bracers, etc.) are
    placed in a second stomach. The Belly of the
    Beast can hold one magical item for every HD
    the base creature possesses; all others are
    expelled one way or another. The bloody maw
    may attempt a Use Magic Device skill check on
    any one item held in its second stomach. This is
    a free action, usable once per round. The items
    function properly as if they were worn or held in
    the proper place. Favored items of the bloody
    maw are: wands of slow (DC 17), ring of
    invisibility, ring of the ram (1d6, +12 bull rush),
    and bracers of armor.

    GREATER BELLY OF THE BEAST [Monstrous]
    You can control magic items you swallow even if
    they are attended objects.
    Prerequisites: Belly of the Beast Potential
    Benefit: You can use your Belly of the Beast
    ability to negate all magical items used by
    creatures you swallow whole (as if they had been
    successfully dispelled). You can also use these
    items as per belly of the beast with a successfully
    use magic device check even if its ability is negated
    in its belly.

    VORPAL BITE [Monstrous]
    Your maw is so dangerous that it can behead
    opponents.
    Prerequisites: Jaws of Severing, 15 Hit Dice
    Benefit: if you are at least two size categories
    larger than your opponent your jaws of severing
    function as if they had the vorpal weapon
    property except you opponent receives a Fort
    Save (DC 10 + 1/2 your hit dice + your Strength
    Modifier) to negate the effect.



    Spoiler: BOUNDFURY
    Show


    THE BOUNDFURY (PATH)
    Only the Scorned who succeeded their mission wrest themselves free from the damned halls of Willowbrook, but those who failed, those like you; they were forever bound to this place, seeking souls to drag back with them into their hellish prison.
    Benefit: The Boundfury begins with the Subdue Potential and gains a +10 insight bonus to all Heal checks. Each Boundfury, older than they even know, possesses extensive training and abilities from lifetimes of training, despite the fact that they themselves are ignorant or such times where they had lived and died; returning to their prison in endless cycle. The Boundfury gains three additional feats at first level and every odd level thereafter, in addition to qualifying for any feats associated with their Path.

    Pain (Su): Those hit by any of the
    boundfury’s attacks (including special attacks)
    must succeed on a Will save (DC 10 + ½ the
    boundfury’s HD + the boundfury’s Charisma
    modifier) or be wracked with pain for 1 hour,
    suffering a -4 circumstance penalty on attack
    rolls, skill checks, and ability checks. The save
    DC is Charisma-based. A successful save makes
    the creature immune to this boundfury’s pain
    ability for 24 hours. This is a mind affecting
    effect.

    Penalize (Su): a boundfury can teleport or
    plane shift an unconscious or helpless creature
    (no save) to the prison the boundfury is bound too
    (or its own prison barracks). This penal facility is
    usually guarded by boundfuries. If so, then the creature is detained
    and used for large scale penal labor. The prison
    regime is always harsh, often including severe
    physical punishment. A prisoner does not age
    naturally while incarcerated at the penal colony,
    but if released or the captive escapes it magically
    ages to what its normal age would be. Prisoners
    are fed, clothed, exercised and given medical
    care by the boundfuries.

    Willowbrook Barracks (Sp): At will a boundfury
    can create a moderate prison barracks with 16
    bunks similar to a secure shelter spell, but under
    the control only of boundfuries (the arcane
    locks, alarm, and unseen servant only serve a
    boundfury). The boundfuries also use one of
    these to secure prisoner’s personal effects not
    sold to pay debts and/or recompense. CL equals
    the base creature’s HD.

    Subdue (Su): If dealing nonlethal damage a
    boundfury’s attacks (including special attacks)
    deal an additional +2d6 points of non-lethal
    damage. The boundfury does not suffer any
    penalties for making non-lethal attacks.

    GREATER PAIN [Monstrous]
    You can have a greater ability to inflict pain on
    your captives.
    Prerequisites: Pain Potential
    Benefit: You increase the circumstance penalty
    incurred by the use of your pain special attack so
    the penalty is equal to half your hit dice, or -4,
    whichever is the greater penalty. In addition the
    target must succeed a fortitude save equal to your
    Pain ability's DC, or be staggered for 1 round.

    GREATER PENALIZE [Monstrous]
    Your maw is so dangerous that it can behead
    opponents.
    Prerequisites: Penalize Potential
    Benefit: Once every 1d4 rounds with a touch
    attack you can use you penalize ability even on
    creatures that are not helpless or unconscious
    the creature receives a Will save (DC 10 + ½
    your Hit Dice + your Charisma Modifier).



    Spoiler: CIVILIZED
    Show


    THE CIVILIZED (PATH)
    Pompous and aloof, these creatures have embedded themselves deeply within a culture and society they venerate, reveling in intrigue and dialogue, while navigating themselves to greater heights and positions of influence.
    Benefits: Perhaps born from an affluent family, or simply born with an unnatural insight into the world and those around you, you're more wealthy, intelligent and charming than those about you. Your starting wealth increases by 5,000gp and if you would gain another starting Potential from another source, it may either be from this Path or from the General Potentials list. The Civilized qualifies for any feats from this path.

    Abilities: Your intelligence ability score and charisma increases by 4. If either ability is less than 13 after this bonus, it increases to 13 instead.

    Feats: A civilized creature gains Simple Weapon Proficiency, and gains Exotic Weapon Proficiency (firearms) if they exist in the civilization the creature has joined as bonus feats. If these weapons do not exist, then they gain proficiency with a weapon from their region instead.

    Skills: Recalculate all skills, with a number of skill ranks equal to 6 + Civilized Creature’s new Int modifier per Hit Dice, and gaining any 10 skills as additional class skills. The civilized gains a +2 racial bonus on all Craft, Disable Device, and Perception skill checks.



    Tactile Telekinesis (Ex): A civilized creature
    can move objects or creatures as if they
    themselves were moving them at a range equal
    to the base creature’s natural reach. They also
    experience a sense of touch through this
    telekinesis, making it very useful in
    manipulating small objects or performing
    delicate tasks.

    They can carry or move an object if they
    possess the strength score to do so, even if the
    limitations of their limbs would normally not
    allow them to carry it but they cannot move it
    farther than their natural reach, though if they
    move the object moves with them.These are
    considered attended objects for the civilized
    creature.An opponent can negate the effect on
    an attended object the opponent possesses with a
    successful Will save (DC 10+1/2 the civilized
    creatures hit dice + the civilized creatures
    Charisma modifier.)The effect ends if the object
    is forced beyond the creature’s natural reach.
    An object can be telekinetically manipulated
    as if with two hands or two objects with one
    hand. For example, a lever or rope can be pulled,
    a two handed sword wielded, pair of lock picks
    used , a key turned, an object rotated, and so on,
    if the force required is within the creatures
    weight limitation. Itcan also perform delicate
    activities such as untying a complicated knot.
    A civilized creature can also perform a bull
    rush, disarm, grapple (including pin), or trip.
    Resolve these attempts as normal.

    Melee/Ranged: A civilized creature gains
    proficiency with all simple weapons and the
    ability to manipulate weapons, via its tactile
    telekinesis ability even if it does not have opposable
    thumbs. It can make iterative attacks based on
    its base attack bonus and the type of weapon it
    chooses to use. Its reach remains unchanged by
    the telekinesis but it could extend its reach with
    a polearm for example, or its effective range with
    a bow. Otherwise the weapons are treated as if
    they were wielded by the civilized creature
    (apply Strength and Dexterity modifiers as
    appropriate to the weapon). If firearms are
    present in their chosen region they gain
    proficiency with firearms.

    TELEKINETIC FLIGHT [Monstrous]
    You use your telekinesis to push yourself into the
    air and simulate flight.
    Prerequisites: Tactile Telekinesis or Telekinesis
    as a special ability
    Benefit: you are able to simulate a fly speed
    equal to your base speed using your telekinesis
    as a move action.

    TELEKINETIC SHIELD [Monstrous]
    You use your telekinesis to protect yourself or
    others from harm.
    Prerequisites: Tactile Telekinesis
    Benefit: 1/day you can simulate the effect of a
    telekinetic sphere as an immediate action, caster
    level is equal to your HD
    Special: This feat can be taken more than one.
    Each time you take this feat you gain an additional use
    of the telekinetic sphere each day.



    Spoiler: DARKSEED
    Show


    THE DARKSEED (PATH)
    The Darkseed has spread far, infecting its blight upon every root of bough by which its necrotic minions pass. Horrid creatures, writhing in corruption and wrest back from the throes of death to serve there nameless master.
    Benefit: While darkseed minions are often unaware of it themselves, they have become a dark host to the root within and returned from certain death. While the darkseed counts as an undead for the purpose of abilities which effect them, the darkseed does not appear any different from their previous living state and is not harmed by positive energy, but is still healed by negative energy. The darkseed gains the Darkseed Potential, necrotic poison and the benefits of transformation. The darkseed qualifies for any feats associated with their Path.

    Necrotic Poison: Type injury; Save Fort (DC
    10 + ½ base creature’s HD + darkseed’s
    Charisma modifier; frequency 1/round for 4
    rounds; effect 1 Con damage plus the base
    creatures natural drain damage (if any); cure 1
    save.

    Transformation: Str +4, Dex +4, +6 Cha,
    +3 to attempts to influence others and Channel
    Energy, +3 to DC of Necrotic Poison, add +3 to
    any of the base creature’s other Charisma-based DCs.
    Gain Toughness as a bonus feat.



    Animate Dead (Su): The mere presence of the
    darkseed can bring the dead from their graves. A
    darkseed creature can animate dead a number of
    times per day equal to 1 plus there Charisma
    modifier (minimum 1) as a swift action.

    Channel Negative Energy (Su): As a free
    action, the darkseed creature can channel
    negative energy (as a cleric character level equal
    to the darkseed creature’s CR) a number of times
    per day equal to 3+ the darkseed’s Charisma
    modifier. This ability stacks with any classes that
    grant the channeling ability (such as the Cleric).

    Darklight (Su): The negative energies
    pulsing from the creature act as a continual
    deeper darkness, centered on the darkseed,
    providing total concealment for the creature
    against attacks made from further than 30 ft.
    away (area attacks are not affected). However,
    such is the strength of the creature's negative
    aura that any living thing within 30 ft. can
    absolutely and unerringly locate the creature,
    regardless of vision. Intelligent undead can
    suppress the field of darkness at will, but not the
    ability of the living to target them.

    Darkseed (Su): Tightly wound negative
    energies burn within the darkseed creature,
    fueling their abilities and constantly knitting
    their wounds. When the creature is 'slain' the
    slim bindings holding this energy together are
    undone, resulting in an explosion of negative
    energy. Living creatures within 30 ft. of the
    exploding darkseed take 5 points of negative
    energy damage per HD of the slain undead
    (Reflex halves). Undead within the same area
    receive a like amount of temporary hit points.

    Slippery (Ex): The darkseed is difficult to
    grapple or snare due to the constant flow of
    blood and mucus across their bodies. Webs,
    magic or otherwise, do not affect the darkseed
    and they usually wriggle free from most other
    forms of confinement.

    Tendrils (Ex): A darkseed can fire up to
    4 sinewy tendrils to a maximum range of 30 ft.
    (no range increment). The vines of each tendril
    are robust possessing 10 hit points each,
    and can be attacked by making a successful
    sunder attempt. Doing so does not provoke an
    attack of opportunity. If the tendril is currently
    wrapped around a target, the darkseed takes
    a -4 penalty on its CMD to resist the sunder.
    Severing a tendril does no damage to a darkseed.
    Tendrils can be used to grab opponents of
    medium size or smaller and deliver necrotic
    poison, but they do no damage (including sneak
    attack damage) to those grabbed. A tendril that
    successfully grabs an opponent can drag that
    opponent up to 10 ft. closer to the .

    DARK ENDURANCE [Monstrous]
    The negative energy coursing through your body
    makes you more resistant to positive energy.
    Requirements: undead
    Benefit: Ignore the first 5 points of damage
    from any attack where the damage is the result
    of positive energy (such as a cleric's turning).

    DARK STRENGTH [Monstrous]
    Your negative energy attacks are harder to resist.
    Requirements: undead, possess a negative
    energy based attack against which an opponent
    must make a fortitude save.
    Benefit: Choose one negative energy based
    attack requiring a saving throw to resist the
    effects of. The DC to resist the effects of your
    attack is at +2.

    FASTER HEALING [Monstrous]
    You heal faster than others of your kind.
    Requirements: Fast healing
    Benefit: You increase your fast healing by two
    points per round.
    Special: you can take this feat multiple times,
    its effects stack



    Spoiler: DISTORTION
    Show


    THE DISTORTION (PATH)
    The world changed, changed in some faint and indescribable manner, a ripple upon the water's edge, a moment of stillness. In that moment, something broke, and you along with it. The flow of causality and time shifted with your passing and presence, promising some coming terror beyond anything the world had ever seen.
    Benefit: The distortion possess a changed physique and a glimpse of future dangers, gaining a +2 insight bonus and +2 deflection bonus to their AC. The distortion gains all of the bonuses listed below and qualifies for all feats within their Path:

    Amphibious
    The Distortion naturally distorts the very water and air about them enabling them to breathe it.

    Evasion
    The Distortion's supernatural ties to the future grants them an unusual aptitude to avoid danger. The distortion creature gains the Evasion class feature, upon reaching 9 HD this ability becomes Improved Evasion.

    Redundant State
    Time often appears to flow backwards around the wounds of the distorion, reverting back to the creature's original state, making them difficult to wound or kill. The Distortion gains fast healing 1. If the creation gains fast healing or regeneration from another source, add this bonus to the new source, or double it, whichever is greater. Regeneration replaces fast healing. Cursed Wounds delivered from a source of equal or lower CR heal at a rate of 1 point per day while your healing is active.

    Uncanny Dodge
    The Distortion is often quick to act and respond in kind as flashes from split-seconds in the future often come quickly to mind. The distortion creation gains the Uncanny Dodge ability as a barbarian of equal HD, if the their HD increases to 5 this ability is replaced by Improved Uncanny Dodge.

    Universal Law & Force
    Some walls could simply not be overcome, and the very pillars which lifted the Distortion up also served as their greatest weakness. The Distortion gains Vulnerability to spells and effects with the Force and Law descriptors. Creatures with Lawful subtype are immune to a distortion creature’s special abilities and spell like abilities as if they always succeeded on their saving throw and had infinite spell resistance.

    Fleet of Foot
    Seemingly Always hastened, the Distortion is physically quicker than others of similar race and build. The speed of all forms of movement the distortion creature possesses is increased by 10.

    Skillful
    The Distortion gains Combat Reflexes, Improved Initiative, Lightning Reflexes, and Quicken Spell-like Ability as bonus feats.




    Distort Gravity (Su): A distortion creature
    can use this ability as an immediate action, as
    part of a move action, or as a standard action.
    The Distortion creature can alter gravity’s effect
    on a creature or object, including itself, within
    100 ft. + 10 ft. /HD having various effects.

    *Heavy Gravity:
    As a result Attack Rolls,
    Initiative rolls, Reflex Saves, Acrobatics,
    Climb, Ride, and Swim checks incur a
    circumstance penalty equal to the Distortion
    creatures Charisma Modifier. All item
    effective weight can be double or it causes a
    creature’s load to increase one category,
    reducing its speed by 10 ft. A weapon’s range
    is halved. Creatures that fall under the
    effects of heavy gravity take 1d10 points of
    damage for each 10 feet fallen, to a
    maximum of 20d10 points of damage

    *Light Gravity:
    As a result Attack Rolls,
    Imitative Rolls, Reflex saves, Acrobatics,
    Climb, Ride, and Swim checks incur a
    circumstance bonus equal to the Distortion
    creatures Charisma Modifier. All items
    weigh half as much (which could increase a
    creature’s speed). Weapon ranges double.
    Falling creatures subject to light gravity take
    1d4 points of damage for each 10 feet of the
    fall (maximum 20d4).

    *Subjective Directional Gravity:
    The distortion creature chooses the direction of
    gravity’s pull. A distortion creature can move
    normally along a solid surface by imagining
    “down” near their feet. It “flies” by merely
    choosing a “down” direction and “falling”
    that way. Under such a procedure, a
    distortion creature “falls” 150 feet in the first
    round and 300 feet in each succeeding
    round. Unwilling creatures may attempt a
    Will Save to negated (DC 10 +1/2 distortion
    creature’s HD + its Charisma Modifier). Any
    creature who fails this Will save, receives a
    +6 bonus on subsequent saves until
    successful, as reality attempts to enforce the
    law of gravity. Movement is straight-line
    only. In order to stop, one has to slow one’s
    movement by changing the designated
    “down” direction (again, moving 150 feet in
    the new direction in the first round and 300
    feet per round thereafter) hitting a solid
    object in that round deals falling damage.

    Fickle Fate (Su): A distortion creature can use
    this ability as an immediate action, a move action,
    or a standard action. It can apply its Charisma
    Modifier as a luck bonus or penalty to any d20 roll.

    Friction Alteration (Su): Once per day, as part
    of a move action or charge action, a distortion
    creature can move at 10 times its normal speed
    (500 feet), for one round, this movement does not
    have to be in a straight line.

    Spatial Control (Su): A distortion creature
    can to a limited extent control space by the
    distortion of physical reality.

    *Improve Accuracy:
    As a move action the distortion creature
    uses its ability to manipulate the spatial
    characteristics around him to allow for greater
    precision adding a +1 circumstance bonus to
    its attack roll this bonus increases by +1 for
    every 2 HD the creature possess to a maximum of
    +10.

    *Redirect Ranged Attack:
    By bending the rules of physics, a distortion
    creature can change the direction of any incoming
    ranged attack. Any incoming ranged attack
    provokes an attack of opportunity, to which
    the distortion creature can make a special
    opposed attack roll essentially attacking the
    ranged attack with his distortion field.
    Otherwise if follows standard rules for
    opposed attack rolls. If successful, the attack
    is sent off in a random direction (including
    ranged spell attacks that require an attack
    roll to hit, like a ray) as a grenade-like
    weapon. If its roll exceeds its opponents by
    10 or more the distortion creature can
    negate the attack (stopping in midair
    freezing it in time), or it can choose a new
    target within range of the attack.



    Spoiler: DREADED
    Show


    THE DREADED - NIGHTMARE BEAST (PATH)
    You lived in fear your entire life, until that fear inevitably consumed you. Within the depths of despair and freight you fell into the nameless pitch-black reaches of the world where you were corrupted, transformed into some nightmarish creature, feeding upon the terror of those unfortunate enough to come upon you.
    Benefit: The Dreaded is a walking embodiment of terror, often passing by inconspicuously until one is unfortunate enough to meet its gaze. The Dreaded begins with the Terrifying Gaze Potential and gains a +5 bonus to intimidate checks, this bonus increases to +10 when she reaches 10 HD and +15 when she reaches 15 HD, however she suffers a -10 penalty to diplomacy checks. The dreaded creature's charisma increases by 6 and she qualifies for any feats within her path.


    Dreaded Wounding (Su): Damage dealt by
    the dreaded creature dispels or suppresses any
    supernatural or spell-like effect possessed by a
    creature it injures for 1 hour. This damage also
    cannot be healed normally, (including
    regeneration and fast healing). Magical healing
    will not heal damage dealt by the dreaded
    creature unless a specific type of creature under
    a specific circumstance casts a remove curse.
    These specific requirements are subject to DM
    adjudication, examples include a creature that is
    immune to fear, a creature of the same type as
    the dreaded creature, a creature who has never
    committed violence; on the down of the third
    day, on the site of the dreaded creatures
    creation, on holy ground dedicated to the ethos
    of courage. A Heal, or Knowledge (arcana) check
    (DC15 + the dreaded creature’s CR) can be made
    to determine this requirement. This is a
    necromantic-curse effect.

    Fear Aura (Su): Dreaded creatures are
    shrouded in a dreadful aura of fear. Creatures
    with less HD than the dreaded creature in a 5-
    foot radius per HD that look at the dreaded
    creature, must succeed on a Will save (DC 10 +
    1/2 dreaded creature’s HD + its Charisma
    modifier) or be affected as though by a fear spell
    with a caster level equal to the dreaded
    creature’s CR. A creature that successfully saves
    cannot be affected again by the same dreaded
    creature’s aura for 24 hours.

    Terrifying Gaze (Su): Viewing the dreaded
    creature’s face inspires terror. Creatures that
    meet the dreaded creature’s gaze within 30 ft.
    must succeed at a Will save (DC 10 +1/2 dreaded
    creature’s HD + it’s Charisma modifier) or suffer
    the effects of a fear spell with a caster level equal
    to the dreaded creature’s CR. This is a mindaffecting fear effect.

    Rejuvenation (Su): In most cases, it is
    difficult to destroy a dreaded creature through
    simple combat. The “destroyed” creature will
    often restore itself in 2d4 days. Even the most
    powerful spells are usually only temporary
    solutions. A dreaded creature that would
    otherwise be destroyed returns to the site of its
    creation with a successful level check (1d20 +
    dreaded creature’s HD) against DC 16. As a rule,
    most dreaded creatures can only be truly destroyed
    by determining what the base creature once feared
    and leaving a totem representing that fear upon their
    remains.

    Scare (Ex or Su): The nightmare beast can
    pull back the skin from its face as a standard
    action, exposing the muscles, ligaments and
    bones of its skull. Treat this use of the scare
    ability as a Bluff check with a +3 bonus. When
    combined with a loud screech, the nightmare
    beast can unsettle foes, affecting them as
    a scare spell (CL equal to HD) unless they succeed
    on a Will save (a successful save causes the
    creature to become shaken for 1 round.) A
    creature that successfully saves is immune to the
    same nightmare beast’s scare ability for 24
    hours. This ability does not affect other
    nightmare beasts. This is a supernatural, sonic,
    mind-affecting effect. The save DC is Charisma
    based. Creatures immune to mind-affecting
    abilities who are not specifically immune to fear
    are not immune to this ability.

    IMPROVED SCARE [Monstrous]
    You have a heighted ability to cause terror.
    Prerequisites: Scare special ability, Cha 13
    Benefit: You can affect all creatures regardless
    of hit dice.

    GREATER SCARE [Monstrous]
    You are almost the embodiment of fear.
    Prerequisites: Scare special quality, Ability
    Focus (scare), Cha 13
    Benefit: You can chose to have your scare
    ability cause creatures to gain the Panicked or
    Cowering condition rather than Frightened.

    Nightmare Tactician (Ex): The Nightmare Beast
    excels at directing the efforts of others. Each
    round of combat, the nightmare beast gains 8
    tyrant tokens. It can spend these during the
    course of the round to improve its followers’ and
    allies’ efforts. For each token it spends, the
    target ally gains a +1 bonus on a single attack,
    check, save, or damage roll. The nightmare beast
    spends these tokens immediately before
    the ally makes the roll. The target of this effect
    must be within 60 ft. of the nightmare beast.

    PAINFUL SCARS [Monstrous]
    You wounds you inflict still leave deep and
    painful scars even if healed.
    Prerequisites: Dreaded Wounding
    Benefit: Wounds you inflict are an unhealable
    and painful condition. While wounded your
    opponents also suffer a –4 penalty on attack
    rolls, skill checks, and ability checks. Even after
    being healed this leaves a terrible scar and
    unless the victim makes a Constitution check DC
    10 each day (this DC increase by +1, for each day
    since the check was last failed), they suffer a -1
    penalty to on attack rolls, skill checks, and
    ability checks for that day.

    INFLICT TERROR [Monstrous]
    You can create the type of fear you want. .
    Prerequisites: Fear-effect special ability, Greater
    Scare, Cha 13
    Benefit: You can choose to have you those who
    fail their save against your fear affects subject to
    the Cowering, Frightened, Panicked, or Shaken
    Condition rather than its normal effect.

    Greater Wounding: Shattering Curse
    Prerequisite: painful scars, dreaded wounding
    Benefit: the wounds inflicted by the nightmare beast's
    touch become filled with a terrible otherworldly curse, wracking
    its victims and filling their souls with fear while plagued by an
    impossible suffering. The base DC to identify the healing
    conditions of the beast's wounds increases from 15 to 20, and the
    chance to inflict a grievous wound from a successful attack increases
    by 25%. An unidentified grievous wound inflicted by the nightmare
    beast now carries with it a dreadful curse, causing the victim's flesh
    to begin to blacken, crumble and eventually shatter like dark glass.
    The wounded suffers a -4 penalty to their AC, skill checks, saves,
    attack and damage rolls while cursed (this effect does not stack with
    itself), while also dealing 1 point of shadow damage for 8d6 rounds.
    While this damage cannot be healed, magical healing delays further
    rounds of damage at a rate of 1 round per 3 points of healing received.
    Each time the wounded creature sleeps while cursed, they suffer 1 point
    of severance damage. A creature slain by this curse removes 1 point of
    spite from the nightmare beast.



    Spoiler: EXEMPLAR
    Show


    THE EXEMPLAR (PATH)
    Some are born gifted, but they aren't like you. Divinely emboldened, you represent the pinnacle of potential and prowess. Flexible and naturally blessed with boundless aptitude, you are capable of learning and grasping trades and skills faster than anyone else. A paragon of your race.
    Benefit: An Exemplar gains the benefits listed below and qualifies for any feats associated with her Path. If the Exemplar gains additional Potentials from another source, she may choose from the Potentials listed below.

    Defenses/Qualities: Increase the numeric value of any special quality you possess by 5, for example channel resistance +2 becomes channel resistance +7, damage reduction 10/adamantine becomes 15/adamantine, Resist energy 5 becomes 10, SR 15 becomes SR 20, or regeneration 6 becomes 11, etc.

    Paragon: Select three ability scores, one increases by 15, another by 10, and another by 5. The same ability score may not be selected more than twice.

    Speed: Your base movement speed increases by 10 ft.



    Perfect Health (Ex): An exemplar creature always possesses maximum hit points per HD.

    Enhanced Caster (Ex): If the base creature has a caster level for any of its abilities or spells, increase that caster level by 5.

    Enhanced Durability (Ex): Exemplar creatures do not go unconscious until they reach a number of negative hit points equal to twice their constitution modifier, plus half their number of HD. They do not die until they reach a number of negative hit points equal to three-times their constitution score plus their number of HD.

    Enhanced Training (Ex or Su): Select one class ability from one base class received at a level equal or lower than you own. You gain the selected class ability and its numeric effects (if any) are increased by 2.

    Enhanced Senses (Ex): Increase the range on any special senses the base creature possesses by 50%, for example if the base creature has darkvision 60 ft. it becomes darkvision 90 ft.

    Enhanced Energy Drain (Ex): If the base creature possesses an energy drain attack, increase the negative levels the base creature inflicts by 2.

    Perfect Duelist (Ex): You gain the Dueling Wand Training I Potential and the Spell Focus unique skill. When attempting to perform a Dueling Parry roll three times and take the best result.

    Enhanced Special Abilities (Ex): Increase the area, range, duration, damage, bonuses, and effect of any auras and special attacks by 50%; for example, an exemplar nessian hellhound breath weapon would increase from a 30-ft. cone to a 45 ft. cone, and instead of 10d6 fire damage it would deal 15d6 fire damage.

    Enhanced Weakness (Ex/Su): If the base creature possesses any special weakness or vulnerabilities, it takes twice as much damage (200%) from that vulnerability, regardless of whether a saving throw is allowed or, if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –8 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor) instead of the standard -4. Some creatures might suffer additional effects, as noted in their descriptions if that effect can be doubled, double it as well.

    Perfect Spell (Ex): Select one spell, the DC of this spell increases by 5 and its effects are doubled.

    Enhanced Aptitude (Ex): You gain Arcane Aptitude and a number of bonus focus points equal to twice your HD, these bonus points are acquired each time your HD increases.

    Enhanced Weave (Ex): The DC of spellweaves you cast below 6th level cannot exceed 40

    Perfect Combatant (Ex): Your BAB increases by 1, and increases by 1 each new level the Exemplar gains after acquiring this Potential. The Exemplar does not benefit from any previous levels she acquired before possessing this Potential.

    Perfect Mind (Su): You gain the unique skills Knowledge (Abstract), Knowledge (Severance), Knowledge (Resonance) and Knowledge (Arborization). Additionally, you gain 50 points you may distribute to any number of intelligence-based skills you possess as an untyped bonus along with the Arborization and Time Influence. The Exemplar's intelligence ability score increases by 2.

    IMPROVED PERFECT HEALTH [Monstrous]
    You an amazing physical specimen.
    Prerequisites: Must possess the maximum number
    of hit points, toughness, Con 13
    Benefit: Add your Constitution bonus for each HD
    you possess to your hp total a second time.
    Special: this feat may be selected multiple times,
    but may not be taken a number of times which
    exceed twice the creature's HD.
    Last edited by Mornings; 2019-10-19 at 04:48 PM.

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    Default Re: (OOC) The Primeval Dark - Runner's Breach


    Spoiler: reforged
    Show

    Spoiler: Devion's Gloves of Cane-Combat
    Show


    Deivon's Gloves of Cane-Combat
    A powerful pair of dark oiled leather gloves designed by the famous Aldori Magus himself, for the decerning magician that requires a little extra assistance during his duels.

    Benefit: These magic gloves enable a magician to defend themselves from unforseen attacks directed their way, but at the expense of magic. Devion's Gloves function as gloves imbued with both contingent deivon's parry and wind wall. Either effect activates as an immediate action if the caster would be struck by a melee attack or a ranged attack, other than spells. These effects are only activated if the caster is wielding a wand, rod or staff, and each effect may only activate once per round. In order to activate one of the gloves effects, one spell slot or other spell resource (based on casting system) is consumed. If the caster is out of spells to expend, then the gloves fail to activate and the attack resolves normally. The effect of the wind wall spell ends immediately ends after the individual attack which caused it to activate (therefore blocking no more than one ranged attack attempt). As the effects function as if cast via a contingency spell, the immediate action expended by these gloves does not impact the caster's available actions the following round.


    Spoiler: Second Skin
    Show
    Second Skin (Spellwoven Nanomesh Dermal Plating, Mark V) - 364.2gp (Reforged)
    Your body is resilient and your flesh naturally re-knits itself despite the trauma received if given enough time. The warmth of the burning sun and cold of the night do not impede you, while strange knowledge or skills spring to the forefront of your thoughts. The strange faintly glowing sigils which occasionally glow beneath your skin hint at some otherworldly purpose... Yet, the secrets of these signs remain well-guarded, as the sigils' meaning remains as little more than unintelligible gibberish. Whatever their truth, you're sure it lays connected to your own past. Or something long left forgotten.

    Benefit: Second Skin is a slotless Dermal Plating Mark V cybertech install. The creature who receives this
    implant gains a +5 enhancement bonus to their natural armor and fast healing 1. Unlike normal plating, the
    implant is suffused with eldritch threads composed of pure energy, providing the creature with this cybertech
    energy resist 5 to cold and fire, while enabling the recipient's new skin to mend itself even when destroyed.
    The Dermal Plating recovers at a rate of 1 hit point per round until fully restored. The regenerative qualities
    of the creature's flesh are so powerful that their corpse will reconstruct itself even when disintegrated.
    Missing limbs and other removed body parts can be reattached on an external level, but does not mend the damage
    inflicted beneath the skin, or re-enable the limb to function.

    The forces of the Weave which saturate the creature's skin also imbue them with a measure of it's power, and experiences
    drawn out from the countless lives captured within the infinite maelstrom of the Thousand. A creature with this implant
    gains the following feats; improved initiative, super speed, craft magic arms and armor, craft staff, forge ring, craft
    shoddy item, craft weave items, and sense living weave. Due to the burden of this power, the creature requires 16 hours
    of sleep each day to become fully rested. In addition, the forces bound to them compel a hopeful and just disposition,
    imparting upon them a Lawful Good alignment. If the creature's alignment changes, they are naturally guided back by their
    good-aligned tendencies.



    Ur-D'yla - The First Steps of Solis
    The ancient stories of the Ros'wussrun, long secreted away from those whom have never tread within their faded Nightmare Worlds, told the odd tale of an uncanny boot. Once part of a full regalia, the work was commissioned by mighty Ehaka'lah, Who Commanded Moon and Stars. A gift for her youngest son, Solis. With thunderous fury toward skillful Nahrasti, and censure and reprimand towards unstoppable Vhe'run, she convinced the mightiest forces of the Second World to accept her demands to forge the regalia. It would mark the only collaboration between the two which had ever been undertaken. The First Steps were later stolen by Faux before their delivery unto young Solis, but the might of the uncanny boot was said to contain the very essence of existence within its unassuming leather folds.

    Benefit: The First Steps of Solis is a single boot which occupies a character's foot-slot. For the purpose of equipping magical equipment, no other item may be equipped to this slot except the Second Steps of Solis. Mundane items may be equipped normally, but are immediately unequipped if imbued with a beneficial magical-effect. This unassuming boot feels weightless to its wearer, but possesses incredible amounts of mass. When unattended, this boot assumes a weight of 1500 pounds. To the last wearer of the boot, or the current individual donning it, the boot possesses no weight. Due to this unusual shifting in mass, the wearer takes no fall damage from heights of 30 ft or less. For heights beyond this, the damage for the first 30 ft is negated. Upon landing from a fall of at least 10 ft, the wearer unleashes a 5 ft-wide shockwave from the impact, dealing 3d6 points of sonic damage to all creatures in the area (reflex for half). The range and damage increase for every 10 ft beyond the first, increasing by 1d6 and 5 ft respectively. The wearer may make a single unarmed attack with their boot as a standard action which deals 4d8 points of bludgeoning damage. On a successful hit the target is knocked back 10 ft as long as it is less than 3 size categories larger than the wielder.

    However the true power of this boot is not the mass which it possesses, but the worlds contained within. The First Steps of Solis benefits from powerful magics which enable its master to create an entire plane of existence within itself, this ability functions similarly to the Create Demiplane spell (CL 13th). After initial activation, the effect grants its current master 1300 square feet worth of space to establish their plane. The master may largely define their plane, such as, but not limited to, choosing the alignment of the world, if it is bountiful, elemental affinity, gravity, air, shape, and structure. The master of the Steps may not create intelligent life with this effect, but may pay 1 MP to create 10 ten-foot cubes worth of man-made structures within their plane with 5 minutes of uninterrupted concentration. Unattended objects may be deposited into the plane within the boot with a mental-command and line of sight as a move action. Willing creatures may be sent into this plane as a full round action, and the creator of the plane may project an avatar of herself into this zone with 1 minute of concentration. This avatar may be created by spending any amount of MP. For each point of MP spent, the avatar gains 1 HD and 1 class level for every 3 points spent. This avatar may be customized in whatever manner she likes but does not possess any equipment. An avatar may be equipped with items stored within her plane and the master of the plane may only create a number of avatars equal to her HD. If creating a new avatar would exceed this limit, she may dismiss a previous one, depositing its items in a location of her choice within her plane. Regardless of the number of avatars she possesses, she may not control multiple avatars at the same time. Her avatar remains in existence within her plane as long as she maintains her concentration, she cannot move or otherwise act while projecting herself in this way. If her concentration is broken, her avatar vanishes from the plane without a trace until projected again. By spending 1 MP or 1d6 HP as a standard action, the master of the First Steps may expand her plane by 1d12 x 100 square feet, this additional space may be divided or distributed in any way she sees fit; including creating sub-planes, planets, etc.

    Due to the massive amount of energy required to sustain this self-contained world, the First Steps require large contributions from its master. Regardless if the master requires sustenance or rest to live, as long as they remain the current master of the First Steps she must eat and sleep. To be fully satiated, the master of the boot must benefit from 16 hours of sleep and 6 meals a day. Failing to eat or sleep at all will permanently reduce her hit points by half, and cause her to suffer the effects of starvation or sleep deprivation. Nonlethal damage from starvation becomes lethal, fatigue from these effects becomes exhaustion, and falling asleep unexpectedly due to these effects causes the master to remain asleep until they have rested their 16 hours. While asleep, they may attempt a new save each time a creature attempts to wake them, or each hour they have slept. This damage cannot be healed until the master has been satiated.

    The First Steps of Solis appears as a masterfully-crafted boot of a mundane nature. First World magic does not reveal any magical features of the boot, nor does the boot appear to possess any magic at all. Physical damage against the First Steps are always negated, while First and Second World magic cannot effect the Steps unless the caster has identified the boot's Weave. Creatures which possess the ability to detect a Living Weave do not detect the First Steps of Solis. The First Steps benefit from a powerful effect identical to Hidden Weave (DC 148) which must be overcome before a caster may attempt to detect the Weave of this item.

    The First Steps of Solis maintains a permanent running total of the resources invested into it by its master. For every point of mana or life invested into its effects it's Master Score increases. The current master may choose to sacrifice any number of hit points as a full round action to increase her Master Score (1 hit point equals 2 MP invested). If the First Steps are stolen or possessed by another individual, the item appears as a single valuable boot (of immense weight). It cannot be donned unless the thief becomes the new master, requiring they sacrifice a number of health points or MP equal to its current Master Score. Points cannot be invested to take ownership of the boot until the new would-be master has identified the Spellweave of the item. If a new master takes ownership of the boot, the previous plane is destroyed, but items contained within may be transferred to the new plane if the master chooses, but only if all items previously held will fit into the new space. If all items do not fit, they are instead randomly scattered across the multiverse as the demiplane violently collapses. No abilities are retained by the previous master after their plane has been destroyed. The First Steps of Solis possesses an unknown level of intelligence.

    Last edited by Mornings; 2019-11-16 at 05:42 PM.

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Guess i will get the rolls started for stats...

    Lets hope for the best...

    Spoiler: set 1
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  6. - Top - End - #6
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

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  7. - Top - End - #7
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Spoiler: 1
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    Default Re: (OOC) The Primeval Dark - Runner's Breach


    Val'Sluda, The Record Paradox (Woven Veil-Smiting Flying Bastard Sword)
    Recovered from the flooded-ruin depths of E'Auldordun, the writing left by Mave Ul'Darin illustrated a cursed but seemingly sentient object which adapted to that form of a large broken sword. Only half of the original blade remained, but the twisted glassy deep sea colored weapon--portion was hardly what drew interest towards the finding. It was the chain which hung from its haft which drew attention, flowing with constantly changing words, like a scroll; a record of a great many things. Most of the official records submitted by Lord Ul'Darin were destroyed after an unknown assailant broke into the vaults of the Cotton Club, however the blade remained undisturbed. After a time, the cursed weapon was returned to the ancient man who had discovered it. Only hastily scrawled notes remained to detail the tale of some long forgotten knight which nightmares once feared; Erraba Chel, and her quest for the key, the witch and a song. The sword would become one of the only Paradox Codices which would fade into obscurity.

    Benefit: Val'Sluda is a chain of glassy black metal filled with faintly glowing sigils of sapphire light, which functions as a spiked chain. On command one end of the weapon manifests into the broken half of a once large bastard sword. In this form, the sword functions as a flying bastard sword and enables the wielder, if proficient, to adapt to any of the grips the blade offers (bastard sword, spike chain, double weapon or flying bastard sword). The sword appears as a twisted blue weapon of molten glass with the top half of its blade broken off, shedding a dim light within a 10ft radius. Due to the strange nature of the shifting blade, the bastard sword portion of the weapon functions as a light weapon. The bastard sword deals slashing, piercing and bludgeoning damage when used with a standard grip, however when the wielder switches to a flying bastard sword grip, the weapon erupts into a great glaive of cracking black energy. While transformed in the flying bastard sword mode, the weapon gains 1d4 points of shadow damage, 1d4 points of bludgeoning damage, 1d4 points of piercing damage and strikes with an explosively concussive force which can throw creatures hurtling through the air. When successfully hit by Val'Sluda, an enemy must attempt an opposed acrobatics check versus the damage inflicted. For every 5 points below their acrobatics check is, they are thrown directly back 5ft. If the character is thrown into a wall or hazard, they suffer from the hazard normally, and take an additional 1d6 point of bludgeoning for every 10ft they are unable to continue to move (maximum distance thrown 30ft/HD). If the enemy fails this opposed check by 20 or more they are knocked prone at the location they land.

    A creature harmed by Val'Sluda is also wracked by the distortion left in its wake, damaging the very Weave which binds them to the fates and the cosmic forces of time and creation. When damaged, a creature must succeed a will save equal to 10 + HD + attack ability modifier, upon failure the creature's speed is reduced by 5 (minimum 5), and the wielder of the sword gains a 5ft increase to speed (max 30ft/HD) for 1 minute. Due to Val'Sluda's Weave-warped nature, the weapon is a natural weakness and bane to Veilbeasts, dealing 100% damage to such creatures and inspiring fear or hate. Stability checks required to resist taint and otherworld influences to the weapon below CR 6 automatically succeed, while all other checks receive a +10 circumstance bonus.

    As the blade is cursed from it's inherent link to the black waters of E'Auldordun, it inflicts a toll upon its own wielder. Upon wielding the blade, the user becomes cursed with an incurable disease known as Vileblight. In addition, the weapon must be doused in salt water each day to maintain its magical qualities. If not cleansed in salt water, the sword reverts to a crude spiked chain covered in rusted eldritch markings and seals. Once doused, the weapon immediately recovers its arcane power. Spellwoven Weapons cannot be dispelled or damaged by 1st World Magic.


    *Vileblight: The character has been blighted by the taint from the changed lands. Their skin slowly begins to darken and become glassy in appearance while their body is slowly changed and made more unnatural. Each day the cursed character must succeed a DC18 fort save or have their speed temporarily reduced by 5ft and suffer 1 point of wisdom damage. On three consecutive failures the DC increases by 1 and the speed reduction becomes permanent (minimum 5).
    Last edited by Mornings; 2019-10-13 at 11:56 PM.

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    The Black Branch (Living-Weave Blackened Power Rod)
    The petrified ebon limb of the staff was dense and weighty, the skin of the stick's wooden surface was transparent enough to show the small lines of flickering silver running beneath it's surface. Carved neatly into its grip were seals in some nameless ineffable tongue imbued with otherworldly might. When your eyes were drawn upon those symbols, a woman's soft voice echoed distantly, buried under static, like some distantly decayed recording preserved throughout time. While the words were unintelligible, the spell-stuff which bound the fragment to existence conveyed the meaning unto the thoughts of the one who wielded it regardless of their literacy;

    'Congradulations Stella, I'm so proud of you.'
    Pau'Lialtilna, Gran Hexe



    Benefit: The Black Branch is a sizable black power rod and weave foci of immense power, however after it's subsequent destruction during the Battle of Duvan much of its might has been lost. The fragment's pieced together from the Black Magister's staff are capable of conjuring forth magic still, but the subsequent damage to the device often cause it to fail and sputter-out unexpectedly. Like a normal power rod, attack rolls are based on the caster's casting modifier in addition to dealing an amount of additional damage equal to this modifier. The rod deals 1d4 points of shadow damage as a ranged touch attack, with a range of 90ft (no range increment). To utilize the rod, the caster must possess a minimum of 1 MP in their mana pool and spend a standard action to activate it. The rod remains active until the caster and the rod's mana pool is empty, or it deactivates due to its intermittent functionality. Unlike a normal power rod, the Black Branch attempts to drain some of the caster's mana each time the caster attempts to strike with it (will save DC 10 + Ego to resist). If the caster fails the save, or chooses to forego it, the rod performs a mana strike, converting the energy into a spell delivered with the attack. The amount potentially drained from the caster is determined by the rod's CR. If the caster does not possess enough mana to pay the cost, the difference is taken from her hit points. This damage cannot be healed until the caster regains at least 1 point of mana.

    While the strength of the rod's attacking power is significant, the true power of the arcane device is revealed when it is used as a magical focus by a caster. By spending a move equivalent action the caster may attempt a concentration check (DC equal to 11 x spell level) before casting a spell. Upon success, the rod attunes to the desired spell, holding the attunement until the spell is cast through the rod, it is re-attuned to a new magic or the rod fails due to its damaged state. After attuning, the spell may be cast using the rod to complete any somatic gestures before the device unleashes the desired magic. If the spell consumed mana to cast, the caster level of the spell increases by an amount equal to the caster's HD. Furthermore, the caster may also choose to spend the mana-cost of the spell multiple times to increase the caster level of the spell by an additional 1 (maximum three-times HD). If the spell is instead a spellweave, the DC to cast the spell is decreased by 5. For spellweaves, the caster may choose to attune the same spell to her rod multiple times before casting to decrease the DC further, but no more than a number of times equal to two-times her HD. If the caster attunes a damaging spellweave suffused with the power of chaos, there is a chance the spell cast is replaced with the Sign: Astral's Lesser Consuming Seal of Extinction

    Not merely an arcane device, the Black Branch is an evil sentient weapon of destruction seeking out energy to consume and gouge itself upon while seeking out a worthy master. The Branch possesses its own internal mana pool which empowers it. The life energy of the creatures it slays is drawn unto it and condensed down into raw power. For every 10 HD worth of creatures slain the Black Branch gains 1 MP, while magical creatures provide even greater sustenance to the rod. If the creature possess spell slots or similar, the rod gains 1 MP for every 5 slots the creature possessed. The mana the rod houses is rarely utilized, but could be expended for its own purposes such as spellcasting or counterspells. The Black Branch possesses an Ego (LE) score equal to 10 + its total mana, additionally, the CR of the rod increases as its Ego does. The caster can attempt to drain 1 point of MP from the rod as a full round action by succeeding an opposed Ego check, however doing so applies a permanent stacking -1 circumstance penalty to all future checks made with the rod. When dropped or unattended, the rod dissolves and becomes a ring on the caster's hand.

    Spellwoven Weapons cannot be dispelled or damaged by 1st World Magic.
    Last edited by Mornings; 2019-10-14 at 03:10 PM.

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    L'Lasrinn, The Emerald Gale
    "The fearsome warrior, Luka Heidmarch, never laid eyes upon the legendary fragment of wind said to have been taken from the primordial realms before the dawn of creation, but she had heard the tales. Tales of wild fancy, when Sѐr had plucked the wind from the heavens for her own world, and the fragments had rained down below. L'Lasrinn, the most violent daughter of wind stormed in anger at being stolen away from the heavens. In her rage she destroyed the land and trees, ravaging everything in her path. The Huntress, Sѐr, unable to defeat the enraged child of storms sought the air of her husband to drive the wind away. The destruction left in her wake after returning to the heavens was vast and terrible. It was a lesson hard learned and forever engraved upon the ravaged land. From countless deaths Sѐr received humility and wisdom. Never again did she succumb to such mindless greed. It was from this tale Luka adopted her name."
    - Professor Bechal R. Rossfield


    Greatbow | Martial Ranged Weapon | Cost: 50gp | Damage: 1d10 Piercing | Crit: 19-20x2 | Weight: 3lbs
    Properties: Ammunition (Range 150/600), Mighty, heavy, two-handed, Ego 14

    Benefit: L'Lasrinn is a massive 8 ft tall greatbow made of whirling wind and twisting rungs of lightning. When the bow is not being wielded, it collapses down into a band of sparking lightning worn on its wielder's hand, like a ring. Summoning the violent weapon requires a successful DC 15 will save to usher out the spirit weapon. If the weapon is thrown, or dropped, it once again returns to its wielder in its ring form. Drawing L'Lasrinn requires a DC 10 fortitude save as the wielder must struggle to wrest the storm of wind and nock a missile to the weapon. Upon failure, the wielder suffers a -20 circumstance penalty to their attack roll. If the wielder is successful, he may attempt consecutive fortitude saves, with each successful save, he gains an additional attack. Each consecutive save after the first increases the DC by 5. Each arrow fired from L'Lasrinn is suffused with the chaotic raging force of storms. Ranged attacks made with the greatbow make a single attack roll against all creatures in a line, as the bolt unleashes an explosive thundering beam of emerald lightning and gale-force winds. Arrows fired from the weapon deal an additional 1d10 points of sonic damage and 1d10 points of electric damage. Due to the nature of this concussive attack, a cyclonic field of wind follows each projectile dealing 1d10 sonic damage to all creatures adjacent to the arrow's path within one range increment of the wielder. Creatures caught in this super-sonic blast must succeed a DC 20 fortitude save or be deafened for 1 minute, and succeed a DC 20 acrobatics check or be knocked prone. Objects struck by these charged missiles suffer full damage if the damage would be naturally reduced, in addition to ignoring 10 points of hardness. Each time the wielder fires an arrow, he may attempt a DC 20 fortitude save to resist the blow-back from his explosive assault. Upon failure, he is thrown 10 ft in a direction of his choice, other than the direction he is attacking. If he chooses to throw himself vertically upward, the whirling winds from his weapon slow his descent allowing him to land safely the following round. This effect also functions if he falls naturally. Additionally, the wielder may choose to channel the power of the bow into a single powerful shot. By spending a full action aiming his weapon he accelerates the violent flow of the weapon. At the beginning of the following round he must succeed a DC 20 fortitude save to maintain his hold on the weapon, if he succeeds the damage of the weapon is doubled and the critical threat range increases by 1, while failure cancels this charge action and imparts no benefit. This charge feature may be continued multiple rounds, its effects stack, but only for a number of rounds equal to the wielder's HD and each consecutive charged round increases the DC by 10. L'Lasrinn cannot be wielded by spellcasters and may possess its wielder.
    Last edited by Mornings; 2019-10-27 at 01:13 AM.

  11. - Top - End - #11
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Quote Originally Posted by mornings View Post

    'congradulations stella, i'm so proud of you.'
    yay stella!!!!!!!!

  12. - Top - End - #12
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    acr

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  13. - Top - End - #13
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    some more bookmarks---

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    another bookmark -------

  15. - Top - End - #15
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    YAY HIT DIE!!!!

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    New HD Roll!!
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    [roll0]

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Rainie Ability Rolls

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  18. - Top - End - #18
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    JUST BECAUSE I CAN

    Spoiler: Set 1
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  19. - Top - End - #19
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Ability Scores:
    Spoiler: Spoiler
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    Spoiler: Spoiler 2
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    rolling for ****s and giggles lol

    Spoiler: dat roll
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    Default Re: (OOC) The Primeval Dark - Runner's Breach

    Calamity Edge, Fractured Timeline Icon
    (CR6 Relic - Runic Soul Sword, Large Timeline Icon Greatbow +1)
    Damage (L) 4d6, 20x3, Range 80, Type: P & Force, Hardness: 22
    The star-wrought remains of what was once the most fearsome weapon of all the mortal worlds. The mythical blade wielded by the Swordmaster Sinofel; the Calamity Edge. In a bid to free the trapped soul of his brother, he did battle with the forces of the corrupted Magister, Kestal'Fel. In his gambit to murder the Magister in the past before she could sell her humanity and ascend unto godhood, he hesitated when faced with a terrible choice. His moment of weakness allowed the mortals to live for a second too long, letting them inadvertently free the Sealed God, Valpurga, from the Black. In a moment, the Primeval Dark descended across the First World and washed away reality. From the Betwixt, the soul of his brother wrest free those splinters from the void of nonexistence, and carried them still.

    Runeblades impart no benefit from any of the weapon's powers until attuned. While unattuned, the weapon appears as a strange, but magical, clear quartz coin. The attunement ritual of a runeblade is a secret lost to time.

    Minor Power (Fractured Timeline Icon)
    The Calamity Edge is the near-physical remains of the prime material plane of the First World after being destroyed, for a second time, by Nelrin'fel. The unnatural thing is inexplicably tied to the prophetic 'End' of everything, just as it is so to tied to the soul of Nelrin. While attuned, this weapon functions as both a greatbow, and a masterwork watch - however the exact time told is unintelligible. The Calamity Edge appears as pale milky fragments of crystal, loosely floating in a vertical line, as if it were a staff. Small black lines, like hatch-marks or tallies run beneath its surface in perfect synchronous timing. Seconds can be easily counted upon its surface, and the dim light it sheds allows its count to be seen at any time. The greatbow is immune to the broken condition and cannot be destroyed by normal means.

    The relic is also a Fractured Timeline Icon, and may become a Tenth Icon for any Chronothurge, or character who already possesses Timeline Icons. The Icon is granted a hit point total equal to 10% of its attuned wielder's maximum hit points, but does not deduct this value from its master's life total like a traditional Icon. This value is not effected by temporary sources of hit points or by any decrease to its wielder's maximum hit points. The maximum value of the Icon's hit points cannot be reduced to a lower value after gaining a hit point total, regardless of the current wielder's maximum hit points. However, if the attuned master would gain an increase to their maximum hit points, from a permenant source, which would positively effect the Icon, the Icon's hit points are increased as well. Each time the weapon must attune to a new wielder, the previous Icon is destroyed and a new one is created. While the weapon cannot be destroyed, the Icon can be broken by suffering a sufficient amount of damage. The Icon begins with hardness 10 and gains 2 hardness for each CR it possesses. Like a standard Icon, there is a 10% chance any form of damage effect or attack is negated for the wielder and instead suffered by the Fractured Timeline Icon. The attuned wielder may summon or dismiss the weapon as a free action. While summoned and unattended it floats to follow its master and possesses 5 AC. When dismissed, it floats near its master appearing as a plain quartz coin, in this form it gains an AC of 15. The Icon cannot be easily meddled with by forces foreign to its own timeline.

    The Icon otherwise functions normally. If the wielder is ever slain by violence or hit-point loss, he immediately appears directly adjacent to one intact Fractured Timeline Icon that he possess, chosen randomly; he is restored to a single hit-point, alive and conscious, and his Fractured Timeline Icon loses one hit-point. All physical aging that the wielder experiences is divided evenly between himself and each of the intact Fractured Timeline Icons that he possess. For example, a creature with three Fractured Timeline Icons ages as 25% of their normal rate.

    Minor Power (Rending Bolt)
    The Calamity Edge was not a mere weapon by any means, nor did it 'fire' ammunition in the traditional sense. Its wielder pulled back the frayed strands of destiny from another reality, seeking a ruin, curse or fated end suitable for its target. However, holding back the weight of all existence from a past universe was toilsome work, and the toll it collected could be steep. The Calamity Edge is a large greatbow that imparts no penalty for being an inappropriately sized weapon in its attuned master's hands. Attack and damage rolls with the Calamity Edge use the wielder's constitution modifier instead of the standard ability score which would be appropriate for an attack with the weapon, even when used inappropriately (such as if utilized as an improvised weapon). After performing a ranged attack, the wielder must succeed a fortitude save equal to 10 + the CR of the runeblade. Upon his first failure within a single encounter, he begins to bleed for a number of rounds equal to the weapon's CR. His second failure, he becomes staggered for 1 round, and on his third failure within a single battle he suffers 1 point of spite. The current number of failures reset after each battle. A creature struck by an attack suffers as if targeted by a bullrush attempt with a result equal to the attack roll made against it, the forceful nature of this movement may place it in an unsafe location or cause it to damage objects in its path. Bolts are magically generated by the runeblade, and ammunition fired from the weapon deal piercing and force damage, however mundane and magical ammunition may still be used. Firing the greatbow in any manner utilizes the effects of Rending Bolt. This ability cannot be used to perform a full attack action.

    Minor Power (Kindle Ember)
    As a move action, the wielder may attempt to kindle the smallest glimmering spark of Tresk'ri-Chath, the Worldfire. The wielder may accept an amount of Burn (as Kineticist) equal to the runeblade's CR. This may be done once per round, plus an additional time each round for every 3 CR the runeblade possesses. Each time the wielder of the Calamity Edge accepts Burn from a runeblade, he must succeed a fortitude save equal to 10 + the runeblade's CR. The DC of this check increases by 2 for each time he accepted Burn from a runeblade within the last 24 hours. This number of prior uses is reset after recovering from the Burn he has accumulated or 24 hours pass, whichever comes first. Upon failure of this save, the Burn he would have accepted instead reduces his maximum hit points by an equal value. These 'burnt hit points', are restored at the same time and in the same manner as his Burn. Regardless of the result, the effects of this power activate and stack with themselves a number of times equal to the CR of the runeblade.

    For each use, Kindle Ember imparts a bonus to the damage of his next Rending Bolt equal to 1.5 times his constitution modifier. Upon striking a target with an empowered Rending Bolt, the missile explodes. Ammunition is destroyed, but imparts its effects before detonating in a violent 10 ft plume of supernatural fire. Creature's caught in the blast suffer an amount of splash damage equal to the bonus damage granted by this ability (Reflex for half).

    Moderate Power (World Piercer) - Locked
    Unlocking this ability requires further attunement.
    Last edited by Mornings; 2023-07-14 at 05:53 AM.

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    Default Re: (OOC) The Primeval Dark - Runner's Breach

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