Monday, March 26, 2012

Miscellaneous Swag Errata

Here are some of the magic items that you have either received recently or picked up but not yet used:

Pearl of Power


Aura strong transmutation; CL 17th (see FAQ below)

Slot —; Price 1,000 gp (1st) Weight
Description

This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).


Helm of Comprehend Languages and Read Magic

Aura faint divination; CL 4th

Slot head; Price 5,200 gp; Weight 3 lbs.

Description

Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.


Ring of Disguise Self
As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Faint illusion; CL 3rd; Forge Ring, disguise self; Price 6,450 gp.


Thursday, March 22, 2012

Dates and Times

The current date in the world of Eberron is 16 Eyre, in the year 998 YK (the 998th year since the founding of the former kingdom of Galifar). There are 7 days in a week and 4 weeks in a month. See below for a chart of the months and their related dragonmarks (marks are known to increase in power and potency during the corresponding lunar periods).



The days of the week are named as follows:



The holidays celebrated vary widely from kingdom to kingdom and even city to city, but those worth mentioning are the festival of Dol Arrah (15 Therendor),known as the Sun's Blessing, Aureon's Crown (26 Dravago) which is recognized by all five nations, and Brightblade (12 Nymm). Brightblade is the holiday that I mentioned before where in celebration to Dol Dorn, the Sovereign Lord of Strength and Steel, occurs in Sharn. Prizefights, wrestling matches, archery contests, and jousts occur throught the day, culminating in a contest of champions at the Cornerstone arean in Middle Tavick's Landing.

Now that we have established a solid timeline for the events of the campaign I will do what I can to make sure that we keep track of time and relevant world events.

Wednesday, March 21, 2012

Facts of the Day: Cyre

CYRE AT A GLANCE
(Data based on the Cyran census of 992 YK and accurate as of the Day of Mourning)
Population: 1.5 million
Area: 1,020,000 square miles
Sovereign: Queen Dannel ir'Wynarn
Capitol: Metrol
Major Cities: Making, Eston, Tronish
Climate: Temperate
Highest Point: Kenn Peak, elevation 7,576 feet
Heraldry: Crown and bell on a field of green, above a hammer and bellows
Founder: Mishann, first scion of King Jarot
National Motto: "What our dreams imagine, our hands create."

Wednesday, December 14, 2011

Pathfinder Feats

The following is a list of standard feats for various types of characters in Pathfinder. This can be used as a great guide to figuring one what your next feat can be or to get started on the path towards the type of fighter you want to ultimately become.

Arcane Caster: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Spell Focus, Spell Mastery, Spell Penetration, and Toughness.

Divine Caster (With Channeling): Alignment Channel, Channel Smite, Combat Casting, Command Undead, Elemental Channel, Extra Channel, Improved Initiative, Improved Channel, Iron Will, item creation feats (all), metamagic feats (all), Power Attack, Selective Channeling, Spell Focus, Spell Penetration, Toughness, and Turn Undead.

Divine Caster (Without Channeling): Cleave, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Natural Spell, Power Attack, Spell Focus, Spell Penetration, Toughness, and Weapon Focus.

Melee (Finesse Fighter): Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Dodge, Greater Vital Strike, Improved Disarm, Improved Feint, Improved Trip, Improved Vital Strike, Mobility, Spring Attack, Shatter Defenses, Vital Strike, Weapon Finesse, and Whirlwind Attack.

Melee (Unarmed Fighter): Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Medusa's Wrath, Mobility, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, and Weapon Focus.

Melee (Mounted): Improved Critical, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Toughness, Trample, and Weapon Focus.

Melee (Sword and Shield Fighter): Cleave, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Vital Strike, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-Weapon Fighting, Vital Strike, and Weapon Focus.

Melee (Two-Handed Fighter): Cleave, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, and Weapon Focus.

Melee (Two-Weapon Fighter): Combat Reflexes, Dodge, Double Slice, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, and Weapon Focus.

Ranged: Deadly Aim, Far Shot, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Vital Strike, and Weapon Focus.

Thursday, August 18, 2011

2 sessions, 3 months


Having finally completed the Shadowfell Keep, the brave regulators continued back home in search or rest and reward. What they instead found was a curse and a small hunger for donkeyflesh. Valthruan the Prescient explained the heroes plight. Now cursed with anti-divinity, the Regulators had to pray each day just to stave off the gnawing hunger and power leak that had been placed upon them. In order to break such a powerful spell, they must now embark east, to reclaim the horn they won off of Scarthrax, some elf blossoms at the homeland of the Tombadilliads, and the shadowfell grimoire (apparently not found at the most Winterhaven libraries).

The first stop was back to Fallcrest to haggle their traded treasured horn for the horses they had originally received. During the trek, they came upon an imperiled half-orc with a look of impending death on his horizon named "Dick Kursk." They also discovered a +2 magic dagger. Ever hungry for more items to throw in a battle, Balasar took both a chipped axe and the magic dagger, filling his belts with iron. Battle weary and a bit hungry, they stayed the night in the woods and Balasar conversed with crows consuming orc-flesh. All that was learned is they can speak orc and magic was afoot. After announcing his natural success with knowing that crows can eat and fly, Balasar led the way back to Fallcrest.

Fallcrest had become a cold and barren town. The Regulators came to find many in tents and Oryst's old warehouse to be a ransacked house of brick and mortar. The party was able to intimidate most townsfolk with simple sauntering, but the guards of Fallcrest were not so easily swayed. It did not take long for Balasar to pick a fight with the sailors and find himself with a knife in his hand and his back on the ground. Before much information could be gleaned or blood spilt, from the shoreline came a thunderous noise overhead. Roars of thunder and lightning heralded the arrival of skyvikings, the undead kind. The first to fall in the ensuing melee was an unfortunate mother and child; victims of zombie bites and skeleton maces. The regulators came swinging into action. Bom launched into an icy charge, while Balasar, Dick (Richard), and Saladin wet their blades and smacked their maces upon the raiders. Nabiskoh too, launched himself. A fiery shroud expanded out and claimed many minions but, from a lack of concentration or the fickle nature of magic, coalesced underneath to launch the Eladrin 60 feet into the air as well. The remaining fighters took some beatings but were able to persevere and destroy the remaining horde without the aid of magic. Saladin was able to unleash a 100 lifetimes of radiant light, while Bom went to tend to a broken mage. Balasar and Kursk were able to clean out any straggling skeletons with strong blows and face tearing strikes.

No swag was obtained.



Friday, June 24, 2011

Multi-Classing

As the party nears level 5, there's something I'd like all of you to consider:



We haven't really talked about this yet because, quite frankly, I didn't know exactly how it worked in 4th edition. In prior versions it was as simple as taking a level in whichever class you desired, adding the stat/ability bonuses for said level, then moving on. This in turn opened up new options, such as prestige classes, which have been replaced with paragon and epic destinies in 4e. For example, in 3.5 your Elven ranger may have been a total level of 9, but technically been a level 6 ranger, level 2 wizard, level 1 arcane archer.

But enough about the old days. All of the information I am about to give you comes from the following site: http://dnd4.wikia.com/wiki/Multiclassing
The gist of it is that the way to multiclass is to take one or more of the eight Multiclass Feats listed on page 208 of the Player's Handbook. Taking one of these feats causes you to technically qualify as both that class and your original class. For example, if you're a warlock and you take the Arcane Initiate feat, you are now both a Warlock and a Wizard and satisfy the Wizard requirement of feats, paragon paths, epic paths, etc.

There are two big restrictions here: First, you cannot multiclass into your own class (no double dipping for repeat benefits, so a Fighter can't multiclass into Fighter). Second, you can only multiclass once, so you can dabble in one additional class but not two (although the epic path Eternal Seeker is a way to dabble in many classes fairly freely).

Doing so means that also grants you the following boons:
1) You can take any Feat, Paragon Path, or Epic Path for the new class.
2) You gain free training in 1 skill from the class you multiclass into, as though you took the Skill Training feat. For some classes, this is a specific skill (Arcana for Wizard, Religion for Cleric, Thievery for Rogue). All other classes let you pick any skill that is a Class Skill for that class.
3) You gain limited use of 1 class feature from the new class. If it's an at-will power, you can use it as an encounter power. If it's an encounter power, you can use it as a daily power. This isn't the greatest power in your arsenal, but it's a nice perk.
4) If the class uses implements, you will gain the ability to use this implement when using the new class's abilities.
5) You can take the Power Swap Feats on page 209 of the Player's Handbook (allows you to replace a power of your base class with that of any other).

Since the party is still technically lacking many rogue-related abilities, etc., this may not be a bad choice for one/several of you. I know Krusk, in particular, had been hoping for thievery as a class skill...Plus, Barbarian Avenger just sounds like a badass class.