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Alton.

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  • msg #1

Alton

Alton
Current
Factotum 5 / Trapsmith 1

next levels planning
7th level TrapSmith 2
8th level Trapsmith 3
9th level Trapsmith 4 -Feat practiced spellcaster
10th level Mindbender 1 (gain last spellcasting of TS)

11th level Mole 1 prestige class
12th level Mole 2
13th level Mole 3
14th level Mole 4
15th level Mole 5

16th level Factotum 6?


MOLE
In underground communities where members dig their homes and livelihoods out of the living earth, a few diggers occasionally gain an unusual affinity for earth and digging. When combined with a warrior's spirit, these underground dwellers sometimes become moles.

Moles are patient and tenacious, like the stone from which they carve their livelihoods. As combatants, they live for the ambush. They can wait for hours in a cramped space for quarry to come along, and they launch devastating blows from the safety of an alcove, or within solid rock.

As workers and miners, they are single-minded in their attempts to wring a few more gems out of the earth. Further, they can excavate amazing amounts of earth in a fraction of the time it would take a normal miner to dig out a vein of precious metal. In a mining operation, moles are usually given a passage to themselves and told to come back when they get hungry. Sometimes these individuals aren't seen for two or three shifts afterward.

Moles' fingernails are usually long, tough, and always dirty. Their clothes and skin similarly remain covered with dirt, but the smudges and stains are a symbol of station for moles. They claim a difference between "good dirt" and "dirty," although the distinction seems wasted on non-moles. Although they are traditionally dwarves, members of any race who spend time digging underground have been known to become moles, including humans, gnomes, and drow. In one instance, a grimlock had even developed mole class abilities.

Mole is a relatively easy prestige class to qualify for, and it can benefit nearly anyone in a dungeon setting. Rogues, bards, and rangers qualify for this class quickly. Other classes can also learn to be moles with an appropriate focus on skill choice. The greatest impediment to reaching this class is the necessary amount of time spent underground. Most mole PCs should have either spent the time underground in their pre-adventuring life or taken a long break from adventuring to fulfill this requirement.

Obviously, moles fare best underground. Above ground, especially in wooded or urban settings, a mole's special abilities are less useful. However, moles are still capable of

Hit Die: d8.

Requirements
To qualify to become a mole, a character must fulfill all of the following criteria.

Base Attack Bonus: +3.

Skills: Appraise 2 ranks, Hide 3 ranks, Profession (miner) 1 rank, Search 3 ranks.

Special: Must have worked in a mine for at least 1 year or lived underground for at least 5 years.

Class Skills
The mole's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), and Survival (Wis).

Skill Points at Each Level: 6 + Int modifier.


Table: The Mole

Level BAB     Fort    Refl    will
1st +0 +2 +0 +0 Burrow (5 ft.), sneak attack +1d6
2nd +1 +3 +0 +0 Meld into stone, stone sight
3rd +2 +3 +1 +1 Burrow (10 ft.), sneak attack +2d6
4th +3 +4 +1 +1 Stone shape, meld into stone (3/day)
5th +3 +4 +1 +1 Improved burrow, sneak attack +3d6
Class Features
All the following are class features of the mole prestige class.

Weapon and Armor Proficiency: Moles gain proficiency with simple weapons and picks. They gain proficiency with light and medium armor, but not shields.

Burrow (Ex): At 1st level, as long as a mole has two hands free, he can burrow at a speed of 5 feet. He can burrow through dirt, but not rock. The mole may use this ability to create a hiding place out in the open, even above ground, as long as he can dig into the dirt as a move action.

At 3rd level, the mole's burrow speed increases to 10 feet.

Sneak Attack: The mole gains the sneak attack ability at 1st level if he does not already have it. This is exactly like the rogue's sneak attack ability. The mole gains +1d6 damage with this attack initially, but this rises to +2d6 at 3rd level. If she already has the sneak attack ability from a previous class, the damage bonuses stack.

If a mole gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Meld Into Stone (Sp): At 2nd level a mole gains the ability to conceal himself with in a block of stone. Once per day, he may act as though under the effect of a meld into stone spell cast by a 12th-level cleric.
At 4th level, he may use this ability 3 times per day.

Stone Sight (Su): At 2nd level, moles gain the ability to see through stone. A mole may see through one inch of stone for each level of mole he has. Among other benefits, stone sight allows a mole to see outside the rock when he is melded into stone.

Stone Shape (Sp): At 4th level, stone becomes a malleable surface for a mole. Once per day, he can cast the stone shape spell as a 10th-level cleric.

Improved Burrow (Su): By 5th level, the mole is so attuned to earth that it moves willingly for him. He can burrow with a movement rate of 20 feet, and can burrow through rock or other hard minerals at half speed.


12th level feat?


15th level feat factotum 10th level spell level= 4
Minor Shapeshift
( Complete Mage, p. 45)
[Reserve]
Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Prerequisite
Ability to cast 4th-level spells,
Benefit
As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following BENEFITS:: Might: +2 bonus on melee damage rolls. Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks. Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size). Speed: +5-foot enhancement bonus to any one movement mode you already possess. Vigor: Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. See page 91 for details on the new polymorph subschool of spells.


Trap smith materials? No kit etc
Combat trapsmith has the following idea
“combat trapsmith's kit costs 100 gp, weighs 10 pounds, and provides components sufficient to create ten traps. A combat trap can't be cannibalized for raw materials, nor can its materials be retrieved if the trap isn't triggered.”

Adamantine Toolkit (750 gold/ 5 lbs): This kit contains an adamantine file, an adamantine drill (with bits of varying sizes), and a small adamantine hacksaw. It is specifically designed to allow nonprofessionals to bypass locked doors and open locked chests, and the tools are simple and straightforward (if somewhat slow). The drill in this kit allows a character to bore 2 1/2-inch-diameter hole in any object 3 inches thick or less and with a hardness less than 20 with a standard action. This is often sufficient to remove the locking mechanism from a door or container. The hacksaw can saw through up to 1 inch of material with hardness less than 20 with a standard action.
---Adamantine Hacksaw (A): Du p. 32. Costs 600gp. This hacksaw ignores hardness of 25 or lower, letting you cut through most materials trivially.

MW Potion Belt (B): FRCS p. 96. A potion belt is a nonmagical item that costs 1gp and holds up to six potions, which you can draw 1/round as a free action. The masterwork version costs 60gp and holds ten potions as well. Potions aren't, generally speaking, worth it compared to scrolls and the like, but if you're going to use potions (especially at low levels), reducing the action needed from your whole turn to just the standard action to drink? Quite nice.

Bandoleer, Masterwork: This well-crafted bandoleer holds twelve items.


Move Silently (taking 10)= 2
Hide (taking 10)= 2 / 2 underground
Search (taking 10/+5 secret doors) = 2/2
Disable device (taking 10)= 2
2,500 gp, 200 XP, 5 day


Ring spell store: Scrolls(*#)
Blockade swift action, lasts 3 rounds (25 gold)
Cure light wounds (50 gold)
Endure elements 24 hour (25 gold)
Enlarge person 1 min (25 gold)
Fist of stone +6 STR 1 min (25 gold)
floating disk 1 hour/lvl (25 gold)
Hold portal 1 min (25 gold)
Jump (+10) on check (25 gold)
Magic weapon 1 min +1/+1 (25 gold)
Mount 2hours/lvl (25 gold)
Obscuring mist 1 min (25 gold)
Remove fear 10 min (25 gold)
Rouse - awaken from sleep- (25 gold) - does it counter drow poison?
Shield 1 min +4 to AC and blocks magic missiles(25 gold)
swift exp. retreat (25 gold)- (TS) Haste is a better spell!!!!
2nd level spells?
whirling blade?

MW Thieves tools 100 gold

Autohypnosis MW tool (250 gold) hypnodisk disk and acupressure ear ring
Hidden locket silver from holy symbol of Pelor 75 gold
Total to Jabe = 325 gold

Things to craft Alchemy: = 1/3 cost of raw materials
lab is 5 silver a day, assistant is 3 silver/day
bitterleaf oil, insectbane candles, torchbug paste...

*Auran Mask Price: 60 GP Weight: --
(Complete Mage p. 134)
Provides a +5 circumstance bonus against inhaled toxins (which stacks with Antitoxin), but this is easily overshadowed by 10 minutes of water breathing.
Craft (Alchemy) DC: 25

*Bitterleaf Oil
Price: 25 GP
Weight: --
(Races of the Dragon p. 122)
Although created and used by kobolds to prevent shedding, there's nothing in the description that says it can't be used by non-kobolds. Boosts natural healing, gain 1 HP per character level (up to a maximum of 5 HP) after a full night's rest. Each bottle contains 10 applications. Combine with a Magic Bedroll (Magic Item Compendium) for even more natural healing.

Eggshell Grenade, Dust (10 GP ea.)
Weight: -- (Oriental Adventures p. 78)
Thrown as a grenade-like weapon, so make a ranged touch attack with a range increment of 5'. A dust grenade that hits its target directly blinds the target for 1d4 rounds *NO SAVE*. Anyone else within the 5' radius splash must make a Fort save DC 10 or be blinded for 1 round.
Craft (Alchemy) DC: 20


Candle, Insectbane (x10, 1 SP ea.)
Price: 1 GP
Weight: --
(Arms & Equipment Guide p. 21)
Keeps nonmonstrous vermin away, 5' radius, burns for 1 hour. Vermin Ointment (Secrets of Xendrik p. 139, included below) does the same thing and costs 20 GP, but it also affects monstrous vermin if they fail a Fortitude save DC 15. If you're surrounded by inexhaustible number of insect swarms, 10 hours should be long enough to allow all your spellcasters to rest and regain spells.

*Ipecac Price: 50 GP Weight: -- (Expedition to Castle Ravenloft p. 209)
If you ever get swallowed by a creature, empty this into its stomach. The creature is forced to regurgitate you, and is nauseated for 1d4 rounds, no save. It can also be used to induce vomiting after ingesting a poison, giving a +5 untyped bonus to the secondary effect. Each vial contains 10 doses.
Craft (Alchemy) DC: 25
*******
Wish list!!!!!
Ring Of Drow Blood
This strange silver ring appears tarnished in the light, but when viewed in the shadow, it gleams as if highly polished.
A ring of drow blood grants you the ability to use dancing lights, darkness, and faerie fire as spell-like abilities, each once per day. If you already have the ability to use these spells as spell-like abilities, you gain an additional daily use for each at your normal caster level.
Caster Level: 7th; Prerequisite: Forge Ring, dancing lights, darkness, faerie fire, creator must be a drow. Market Price: 4,800 gp; Aura: Moderate; (DC 18) evocation; Weight: -; Cost to Create: 2,400 gp, 192 XP, 5 days.


Ring of the Darkhidden (MIC, 2,000 gp) is an essential item that makes you invisible to darkvision. Add another 500 gp to combine it with the Darklight Lantern from Eberron's Secrets of Sarlona, and you remove all natural light around you.

VANISHER CLOAK
Price (Item Level): 2,500 gp (7th)
Body Slot: Shoulders Caster Level: 3rd
Aura: Faint; (DC 16) illusion
Activation: Standard (mental) Weight: 1 lb.
This silk cloak is seamless—a single sheet of gossamer, gray fabric.
A vanisher cloak allows you and nearby allies to briefly disappear from sight.
A cloak has 3 charges, which are renewed each day at dawn. Spending 1 or more
charges turns you (and perhaps one or more allies) invisible, as the invisibility
spell, for 1 or more rounds.

1 charge: You become invisible for 4 rounds.
2 charges: You and one adjacent ally become invisible for 3 rounds.
3 charges: You and up to three adjacent allies become invisible for 2 rounds.

Prerequisites: Craft Wondrous Item,invisibility.

CIRCLET OF MAGES
Price (Item Level): 5,000 gp (9th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: — and free (command)
Weight: —
This leather circlet has a silver headpiece showing crescent moons on either side of a seven-pointed star.
A circlet of mages grants you a +2 competence bonus on Concentration checks.
This is a continuous effect and requires no activation.

In addition, this circlet has 3 charges,which are renewed each day at dawn.
Spending 1 or more charges when you cast a spell allows you to avoid losing
that prepared spell or spell slot (as if you hadn’t cast it).
1 charge: Retain a spell of up to 1st level.
2 charges: Retain a spell of up to 2nd level.
3 charges: Retain a spell of up to 3rd level.


Silent Portal Disk
..disk affixes itself to/can be removed from any surface,a simple command word. If that surface is a portal (door, window, box lid, curtain of beads, or any other such opening), it silences any sound of opening the portal, just as if the 0-level spell silent portal had been cast upon it. The disk operates once per day.  Market Price: 360 gp; Weight: - Source: Magic of Faerûn


A fighter level might be useful with the drow alternate trait
+2 to initiative and +dex to damage (3)
10 HP +1 BAB
bonus feat!

Szith Morcane was an outpost of the drow city of Maerimydra.

It is in the upperdark, yet sits on the edge of a great chasm, and is surrounded by a great web that is home to perhaps the largest spider that exists.

The structure itself has many levels some that are dedicated to certain things, one level is the place where trade happens the Bazaar, one level is nothing but barracks, another belongs to the house Morcane, and another level is dedicated to the preistesses and what they are about.  It would have all manner of commerce and should have space with a forge......


So think of it as a hole that goes to the center of a spider web, but only certain strands are safe to walk on, and you have to traverse a maze of strands to get to each place or level that exists......

House Chûmavh the ruling drow house of the city of Maerimydra
Also a tower near the deep wastes...
This message was last edited by the GM at 22:25, Fri 19 Apr.
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Mon 19 Feb 2024
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  • msg #2

Alton

TrapSmith Spell options

1st level:
Arcane sight 1 min/level
Cat's Grace 1 min/level +4 dex
Clairdence/Clairavoyance (10 minutes to cast) 1 min/level
Dispel magic (why not take the greater at level 3)
Fox's Cunning 1 min/level +4 INT
Gaseous Form 2 min/ level
Haste 1 creature/ level; 1 rd / level +1 best attack; +30 mvmt; +1 attack/reflex saves
Knock
Protection from energy 10 min / level; 12 points per level / max 120

2nd level:
Arcane eye (10 minutes to cast) 1 min/level
Dimension door
Lesser globe of invulnerability
Otiluke's resilent sphere
Stone skin 10 min / level: DR 10/adamantium  prevents 10 points/level
Do not take Mole class give (Stone Shape)


3rd level
Bigby's interposing hand
Break Enchantment
Fabricate
Greater dispel magic
wall of stone (works great with mole)


My level 1 selections were:
Fox's Cunning
Haste

2nd level gain
another 1st level spell Gaseous form

3rd level gain
2 2nd level spells
1.
2.

4th level gain
1 1st
1 2nd

5th level gain
1 2nd
2 3rd     1,       2.


Total gain known will be 4 1st level, 4 2nd level and 2 3rd level spells.
This message was last edited by the GM at 22:34, Sun 03 Mar.
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Wed 21 Feb 2024
at 14:36
  • msg #3

Alton

Upgrade rapier....
MW admantine costs = 3,000 gold
Dragon #358 additions:
Basketweave handle (+4 versus disarms) 50 gold
Ornate (+2 diplomacy/intimidate) 400 gold
Razor sharp (+1 damage)  1000 gold
Folded metal (+4 hardness) 200 gold
Everbright 2,000 gold

EVERBRIGHT
Price: +2,000 gp
Property: Weapon
Caster Level: 12th
Aura: Strong; (DC 21) evocation
Activation: Standard (command)
Flecks of marble and pearl shimmer across this weapon, set within images of bursting stars
and beaming suns.
An everbright weapon can flash with a brilliant light twice per day at your command. When it is activated, all creatures
within 20 feet of you are blinded for 1 round (Reflex DC 14 negates).
An everbright weapon is also immune to acid damage and rusting effects.



eventually spellblade* enchantment
Pick a spell that targets you when the item is created
Absorb and dissipate or redirect the spell
Possible spells:



*Magic of Faerun



Druid's satchel from dungeon magazine 92:

Druid's Satchel: This small leather bag is fitted with a strap, allowing it to be worn over the shoulder. A druid's satchel appears large enough to hold about 5 pounds of material. In fact, it is similar to a bag of holding and can actually hold 2 cubic feet or 120 pounds of material. Even when filled, the satchel weighs only 5 pounds. When the wearer reaches into it for a specific item, that item is always on top; retrieving an item from a druid's satchel is a free action.

If the wearer assumes a different form through the use of a spell like polymorph self or an ability like wild shape, the satchel changes form to accommodate the new form chosen but is not absorbed into the new form. Its weight and the limit on its contents remain the same.

Caster Level: 5th; Prerequisites: Craft Wondrous Item, Leomund's secret chest, polymorph self or the ability to wild shape; Market Price: 3,000 gp; Weight: 5 lb.

Drow Fighter
Drow fighters strike fast and melt away before their opponents have a chance to mount a counterattack. Rather than using heavy armor or picking feats that emphasize direct assaults, drow fighters employ techniques that exploit their natural advantages.
In exchange for a fighter's access to heavy armor, a drow fighter gains strong first-strike capability.
Hit-and-Run Tactics
The drow specialize in guerrilla warfare, picking off their foes with poisoned bolts and slipping away into the darkness. Each attack wears their opponents down, until their numbers are so reduced that the drow can sweep in and capture them. If you select the hit-and-run tactics class feature, you sacrifice some AC, but make up for the loss with improved reflexes and accuracy when attacking unsuspecting foes.
Level: 1st.
Replaces: By selecting the hit-and-run alternative class feature, you give up proficiency with heavy armor and tower shields, even if you already have those proficiencies from another class. You can't gain either of these proficiencies by multiclassing later, but you can gain them by selecting the appropriate feats.
Benefit: At 1st level, you gain a +2 bonus on initiative checks.
In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls.
This message was last edited by the GM at 02:38, Sun 07 Apr.
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Fri 23 Feb 2024
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  • msg #4

Alton

Truespeak spells
1st level
-Beckon Person
-Bulwark of reality
-Detect Vestige
-Scramble true position

2nd level
-Augment truefriend
-Horror of the spoken name
-Vestige wrack

3rd level
-Bane of the arch rival
-Beckon monster




Beckon Person
(Tome of Magic)
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, Sorcerer 1, Wizard 1,
Components: V, S, TN,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round; see text (D)
Saving Throw: Will negates
Spell Resistance: Yes

With a crook of your finger and some spoken truenames, you urge a creature closer.
The creature's eyes turn solid blue as it shambles toward you.
This simple enchantment weaves truenames for "approach"
and "closer" into a spell that forces the subject to move closer to you.
If you succeed on the Truespeak check and the creature fails its saving throw, it must move at least 10 feet closer to you each round if able.
The creature can choose its own path and means of locomotion, but if it can, it must end its turn at least 10 feet closer to you than it started.
The creature defends itself normally and can take whatever actions it likes, so long as it moves closer to you every turn.
The creature can move toward you faster than 10 feet per round if it likes.
When the creature is adjacent to you, it acts normally unless you move away.
If you move away, it must move 10 feet per round closer to your new location if it can.
The beckon person spell lasts for at least 1 round, but it might last longer if you excel at the Truespeak check (described below).
Truename Component: When you cast this spell, you must correctly speak the truenames associated with movement and approach.
You learn these truenames when you learn this spell.
The Truespeak DC to cast this spell is 15; you add 2 rounds to the duration for every 5 points by which you exceed the DC.

Bulwark of Reality
(Tome of Magic)
Conjuration (Creation) [Force]
Level: Sorcerer 1, Wizard 1,
Components: V, S, TN,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You utter your own truename, weaving its power into a matrix of force-tentacles that shimmer briefly, then descend around your form.
A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class.
Unlike mundane armor, the bulwark of reality entails no armor check penalty, arcane spell failure chance, or speed reduction.
Because the bulwark of reality is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Truename Component: When you cast this spell, you must correctly speak your own personal truename.

Detect Vestige
(Tome of Magic)
Divination
Level: Cleric 1, Paladin 1, Sorcerer 1, Wizard 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You focus your mind and let your senses probe the room, questing and seeking for any trace of a bound vestige.
You can detect an aura emanating from anyone currently bound to a vestige who is within the spell's area.
The amount of information revealed about each shared soul depends on how long you study a particular area, as follows.
1st Round: Presence or absence of vestige auras.
2nd Round: Number of vestige auras in the area and the strength of the strongest vestige present.
3rd Round: The strength and location of each vestige-bound individual.
If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of a vestige aura is determined by theminimum effective binder level necessary to summon it, as given on the following table.
Each round, you can turn to detect vestige-bound individuals in a new area.
The spell can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Scramble True Position
(Tome of Magic)
Conjuration (Teleportation)
Level: Bard 1, Cleric 1, Sorcerer 1, Wizard 1,
Components: V, S, TN,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

You utter truenames for directions with great rapidity as you gesture toward where you're casting the spell.
With a sizzle and a flash, those within the spell's radius disappear, then reappear somewhere nearby.
The scramble true position spell can wreck an enemy's carefully constructed defenses or highly regarded plan of attack by randomly moving them around.
You can't control where your enemies reappear, but they might fall off a precipice or wind up between your rogue and fighter allies.
When you cast the spell, make a single Truespeak check.
Then compare your result to the DC to move each creature: 15 + (2 x CR).
If you meet or exceed the DC for a creature, move that creature 2 squares in a random direction using the "targeted on square" part of the diagram on page 158 of the Player's Handbook.
The scramble true position spell can't send a creature into a square occupied by solid matter or another creature, but it can send a creature into a dangerous place (into lava or off a cliff, for example).
Make the comparison and movement in descending CR order.
If multiple targets have the same CR, the caster chooses the order in which to relocate them.
If you can't move a target 2 squares in a particular direction, move it 1 square, or it disappears and reappears in the same square if relocation is impossible.
Having their true locations disrupted with this spell can be disorienting for the subjects.
Every creature that you move with this spell (even those who reappear in the same square they started in) must succeed on a Reflex save or fall prone.
Truename Component: When you cast this spell, you must correctly speak the truenames for cardinal directions and movement, which you learn with the spell.
This check has no set DC, but if your Truespeak check result is lower than 15 + (2 x creature's CR) for the lowest CR creature in the area, then scramble true position has no effect.

Augment Truefriend
(Tome of Magic)
Transmutation
Level: Bard 2, Cleric 2, Druid 2, Sorcerer 2, Wizard 2,
Components: V, S, TN,
Casting Time: 1 Standard Action
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action.
The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. All the usual benefits to better modifiers apply: attack rolls, melee damage rolls, hit points, and so on.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting.


Horror of the Spoken Name
(Tome of Magic, p. 257)
Necromancy
Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2,
Components: V, S, TN,
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

You practically howl the truename of your foe, screaming with as much imposing hatred as you can muster.
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect.
Horror of the spoken name counters and dispels remove fear.
Truename Component: When you cast this spell, you must correctly speak the truename of the creature you're targeting.

Vestigewrack
(Tome of Magic)
Necromancy [Evil]
Level: Blackguard 2, Cleric 2, Sorcerer 2, Wizard 2,
Components: V, S, AF,
Casting Time: 1 standard action
Range: 20 ft.
Target: One incorporeal creature or apparition/level in a 20-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss.
Clutching a curved blade, you make a downward cutting motion that produces a field of pulsing, unholy, red light around you.
Each incorporeal creature within this light must succeed on a Fortitude save or be wracked with sensations of loss.
This effect manifests as a -2 penalty on attack rolls, damage rolls, skill checks, and saves for as long as the creature remains in range, and for 1d4 rounds afterward.
In addition, every corporeal user of pact magic gains a +2 bonus on binding checks made against any vestige within range of this spell.
Focus: An ornate sacrificial dagger or kukri worth 300 gp.

Bane of the Archrival
(Tome of Magic)

Abjuration
Level: Cleric 3, Paladin 3, Sorcerer 3, Wizard 3,
Components: V, S, TN,
Casting Time: 1 standard action
Range: Touch
Area: 20-ft.-radius emanation centered on a point in space
Duration: I minute/level
Saving Throw: See text
Spell Resistance: No; see text

As you complete the spell and pronounce the truename, a silvery shimmer is faintly visible in the area you indicated, which pulses angrily if your truename foe comes near.
This spell protects those within its area against a single named foe, doing so in three ways.
First, the area is forbidden to the creature.
It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on).
If it fails its Will save and was endeavoring to use a teleportation spell to enter the area, it is shunted to a random open space on a suitable surface within 10 feet of the protected area.
If no free space is available within 10 feet, the spell simply fails.
The creature can try to enter the area only once during its turn, but can continue to try on subsequent rounds.
Even if the named creature gets inside the barrier, the other aspects of the spell function normally.
Second, all creatures within the area gain a +4 deflection bonus to AC against attacks from the named creature, and a +4 resistance bonus on saving throws required by the named creature's spell effects and special attacks.
Third, the barrier blocks any attempt to possess or exercise mental control over those within the spell's area by the named creature, including enchantment (charm) effects and enchantment (compulsion) effects that grant ongoing control over the subject.
Bane of the archrival suppresses these effects for the duration of the spell or as long as the subject remains within the spell's area.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're protecting against.

Beckon Monster
(Tome of Magic)
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, Sorcerer 4, Wizard 4,
Components: V, S, TN,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round; see text (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like beckon person, except that the effect is not restricted by creature type or size.
This message was last edited by the GM at 03:43, Fri 23 Feb.
Developer
GM, 73 posts
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Sun 25 Feb 2024
at 21:49
  • msg #5

Alton

SECTION 40-75-270. Statement of professional disclosure.

A licensee shall make available to each client a copy of a statement of professional disclosure. The statement of professional disclosure shall include the licensee's address and telephone number, fee schedule, educational training, and area of specialization. The professional disclosure statement shall also explicitly denote that sexual intimacy between a practitioner and a client is prohibited.
Developer
GM, 74 posts
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Sun 25 Feb 2024
at 23:35
  • msg #6

Alton

I need to redo all my gear...

EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                  #   Cost   Weight   Location   Notes
Belt pouch.      1.    1 gp.   .5 lbs.    belt
Blanket, winter. 1.    .5 gp.  3 lbs.    belt
Candle. 2.                .002 gp.  ——   Belt pouch (bp)
Scroll case. 2.          2 gp.      1lbs.    Bp
Paper (4).                .12 gp.     ——  inside scroll case
Ration (3).    3 gp.                  3 lbs. bp
Holy symbol (2). 1 gp.            —— bp
Flint & steel. 1.     1gp.       ——- bp
Thieves tools.  30 gold.   1 lbs
Expandable Pole Price: 5 GP Weight: 1# (Song & Silence p. 53)

Hand crossbow
Bolts. (80)Per 10.   Cost 1 gold, 1lbs

Alchemy items (crafted)
Sunrod (4). Crafted 4 gold. 4 lbs
Acid flask (2). Crafted 10 gold.  (1 used on Ogre)
Antitoxin (1) crafted. 25 gold (1 from John 82422) =2
Dwarfblind stone crafted
Stone imbued with alchemy to create a burst of violet light when striking
a hard surface (treat as grenade). This interferes with darkvision in a 20 ft
wide area for 10 minutes (Reflex DC 15 negates). Has no effect on normal
and low-light vision. 25 gold, 1 lb.

Poison (to be crafted purchased in Nulb 10% mark up)
Raw materials cost is one sixth to one third the price
2 (-1) doses of drow sleep poison  gold
1 dose of stun gas  gold

Per Chronicler msg 328. Should have 5,400 gp at 4th level
Purchases: completed armor crafting
Wand of lesser vigor
Oil of magic weapon (+1/+1)
15 Clearwater tablets and 15 trail bars 30 gold (com. Scoundrel)
Chronocharm  (500 gold)


1 Mister(*see below): This small steel hand-held device can contain a
single dose of poison or a potion. As a standard action that does
not provoke attacks of opportunity, you can use it to deliver
that dose in droplet form to any single target within 5 feet as
a ranged touch attack.
Refilling a mister requires a full-round action and provokes
attacks of opportunity.

loot:
1 +1 hand crossbows
20 bolts (10 with drow poison)
15 doses of drow poison

Crafted by Camber of Culdi 2 pair of Sundark Goggles
Sundark Goggles in Races of the Dragon, p123 cost 10 gold.
Both drow and deep gnomes consider sundark goggles to
be one of their race’s accomplishments, for example.
The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from
falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination.
As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can’t use a gaze
attack, since other creatures can’t see its eyes. Creatures
without low-light vision or darkvision that wear sundark
goggles take a –2 penalty on Search and Spot checks.

Crafted by Jabe MW autohypnosis tool.

Alchemy Self crafted: 8/16/23
Auran Mask
Bitterleaf oil
Ipecac
?????? -interrupted for Camber rescue
--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

Ring of spell storing (minor) holds 3 spell levels
-Rouse
-Shield
-Haste (trapsmith)


Chronocharm of the horizon walker (500 gold, neck)

+1 hand crossbow

49/50 wand of lesser vigor (750 gold, belt)
3/4  oil of magic weapon (200 gold, belt)


Trinkets and good luck charms: Worn along with the chronocharm......
Two nature focused holy symbols;  From Complete champion (p.135)

Nature's Sickle: This symbol resembles a small
{stone sickle cutting four Stalks of wheat. The wheat
looks fresh and real, even though it is carved of stone. When the
symbol is in use, the wheat actually smells like grain and seems to shine
in the sun. When used to cast any spell from the Earth,
Plant, or Sun domain, a nature's sickle increases your effective caster level by 1.

Nature's Children: This wood or stone carving depicts from three to more than a dozen local
animals, depending on the fecundity of the region and the intricacy of the carving. Sometimes when
you look at it, you catch a glimpse of movement out of the corner of
your eye, though further inspection always shows the animals right where they were before.
When used to cast spells from the Animal domain list or
spells that aid, protect, speak with, or summon animals, this
symbol increases your effective caster level by 1.
This message was last edited by the GM at 17:25, Mon 26 Feb.
Developer
GM, 75 posts
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Tue 27 Feb 2024
at 18:44
  • msg #7

Alton

Critical Strike
(Complete Adventurer)

Divination
Level: Assassin 1, Sorcerer 1, Wizard 1,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

While this spell is in effect, your melee attacks are more likely to strike a foe's vital areas.
Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon's threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits.
The increased threat range granted by this spell doesn't stack with any other effect that increases your weapon's threat range.
Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks.


Sticky Floor
(Races of the Dragon)
Conjuration (Creation)
Level: Sorcerer 1, Wizard 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-by-10-ft. square
Duration: 1 hour/level
Saving Throw: Reflex partial
Spell Resistance: No

For an instant, a translucent sheen that only you can see falls across the area you designate.
Creatures that are within or that enter the area of a sticky floor spell are immediately stuck in place and entangled.
A successful Reflex save means the creature can move from its space but is still considered entangled as long as it remains in the area.
A creature stuck in place can break loose by using a standard action to make a DC 15 Strength check or Escape Artist check.
Each round at the beginning of your turn, any creature within the area must succeed on another Reflex save to avoid becoming stuck in place again.
The effect of this spell even extends through footwear, so merely removing your boots doesn't free you from the effect.
Creatures not in contact with the surface of the ground (such as flying, burrowing or incorporeal creatures) are unaffected by sticky floor.
Kobold sorcerers often use this spell to protect their lairs, and some theorize that they learned it from dragons.
Material Component: A drop of hardened tree sap, which must be eaten by the caster.


Sakkratar's Triple Strike
(Lost Empires of Faerun)
Transmutation
Level: Sorcerer 5, Wizard 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which may be more than 30 ft. apart
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.
Each subject of Sakkratar's triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.
These extra attacks are made using the subject's full base attack bonus, plus any modifiers appropriate to the situation.
In addition, each affected creature's melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.
This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.
Material Component: A three-faceted prism.
This message was last edited by the GM at 17:30, Sun 03 Mar.
Developer
GM, 76 posts
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Wed 24 Apr 2024
at 16:14
  • msg #8

Alton

Redoing Altons Skills

SKILLS                      Fill in skills you have ranks in AND skills that
                            can be used untrained.  Mod is the final score, Rnk
Sill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:            is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:      miscellaneous bonus from feats, race, synergy, etc.


Warning: Very strange and esoteric skills listed here on the top line (as for a factotum these are class skills)
Autohypnosis (WIS; Trained only) -(Expanded Psionics Handbook variant, p. 36)

Description
You have trained your mind to gain mastery over your body and the mind's own deepest capabilities.
Check The DC and the effect of a successful check depend on the task you attempt.

Task / DC
Ignore caltrop wound / DC 18
Memorize / DC 15
Resist dying/ DC 20
Resist fear / DC Fear effect DC
Tolerate poison / Poison's DC
Willpower (at 0 hit points) /DC 20

Autohypnosis
9  = 1 ranks + Wis 1 + 5 tool +2 (concentration synergy)
Project completed clockwork earring tool to give a +5 cost 5 platinum
*******
Iaijutsu Focus (CHA) (Oriental Adventures variant, p. 58)

Description
Use this skill to gather your personal energy (ki) in an iaijutsu duel.

Check
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage,
based on the result of an Iaijutsu Focus check....also use Iaijutsu Focus in preparation for striking an inanimate object,
assuming no distractions.
Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.

Check Result / Extra Damage
10—14 +1d6
15—19 +2d6
20—24 +3d6
25—29 +4d6
30—34 +5d6
35—39 +6d6
40—44 +7d6
45—49 +8d6
50+ +9d6 (maximum)

Iaijustu focus
1 = 1 ranks


                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
5.   +?  =  1  +?  +4  |  Appraise                    (INT)       Yes
8   +?  =  1 +?  +4/+3!  |  Balance                     INT(DEX)       Yes
7      +?  =  5+?  +2    |  Bluff                       (CHA)       Yes
8   +?  =  1+?  +4!+3 |  Climb                        INT (STR)       Yes
8*     +?  =  8+?  +0   |  Concentration               (CON)       Yes
      +?  =  0  +?  +4 |  *Craft:                     (INT)       Yes
5 Alchemy 1
5 Armor 1
5. Poison 1
14 traps  8
5 Weapons 1
5. +?  =  1 +?  + 4 Decipher Script             (INT)       No
5      +2s  =  1+?  +2 |  Diplomacy                   (CHA)       Yes
13    +?  =  8+?  +4. +1/lvlTS |  Disable Device              (INT)       No
4     +2s  =  0  +?  +2  |  Disguise                    (CHA)       Yes
8     +?  =  1 +?  +4 +3 |  Escape Artist               INT(DEX)       Yes
 5  +?  =  1 +?  +4 |  Forgery                     (INT)       Yes
 2     +?  =  0 +?  +2.  |  Gather Information          (CHA)       Yes
 3     +?  =  1 +?  +2 |  Handle Animal               (CHA)       No
2      +?  =  1 +?  +1.  |  Heal                        (WIS)       Yes
11 (13 underground)  +?  =  4  +?  +4 +3|  Hide                        INT(DEX)       Yes
4      +2s  =  0  +  +2. |  Intimidate                  (CHA)       Yes
8    +?  =  1 +?  +4. +3  |  Jump                        INT(STR)       Yes
*      +?  =  0  +?  +4 |  *Knowledge:                 (INT)       No
5.    Arcane1
9 Dungeon 5
5.   Local 1
5.    Nature 1
5.    Planes 1
5.  Religion 1
4      +?  =  1 +2  +1. |  Listen                      (WIS)       Yes
13 +?  =  4 +?  +4. +3 |  Move Silently               INT(DEX)       Yes. +2 muffled armor
13   +?  =  5 +?  +4 +3. +1/lvlTS |  Open Lock                   INT(DEX)       No
 2     +?  =  0  +?  +2   |  *Perform:                   (CHA)       Yes
 2     +?  =  1  +?  +1    |  *Profession:  miner            (WIS)       No
8     +?  =  1 +?  +4.     +3 |  Ride                        INT(DEX)       Yes
13   +?  =  8 ?  +4   +1/lvlTS |  Search                      (INT)       Yes
2      +?  =  1 +?  +1   |  Sense Motive                (WIS)       Yes
10    +2s  =  1 +?  +4.    +3  |  Sleight of Hand             INT(DEX)       No
5     +?  =  1 +?  +4|  Spellcraft                  (INT)       No
3      +?  =  1 + 2  +1    |  Spot                        (WIS)       Yes
2   (4 underground)   +?  =  1 +?  +1. |  Survial                     (WIS)       Yes
8    +?  =  1 +?  +4. +3   |  Swim                        INT(STR)       Yes
9   +?  =  2 +?  + 4.  +3  Tumble                      INT(DEX)       No
3    +?  =  1 +?  +2.   |  Use Magic Device            (CHA)       No
8    +?  =  1 +?  +4.   +3.  |  Use Rope                   INT(DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
Craft specializations : Alchemy; armor; poison; weapons
Knowledge specializations: arcane; local; nature; planes
Skill tricks :
Collector of Stories +5 knowledge check
Ecstatic Fervor (Mental): You can ignore pain when casting spells in combat


STR : 10    --     --     --     +     00 / +0
DEX : 14    --     +2     --     +     16 / +3
CON : 12    --     -2     --     +     10 / +0
INT : 18    +1     --     --     +     18 / +4
WIS : 13    --     --     --     +     13 / +1
CHA : 10    --     --     --     +     00 / +0




SKILLS
(class skill Max Rank = Level+3 \All skills are class skills
“c” denotes a class skill, Total “--” Trained only

Class?

Skill
Key
Ability

Total
Ability
Mod

Ranks

Synergy

BoB

Armor

Competence
 Appraise            Int+07+4010000NA0
 Auto-hypnosis      Int+14+4050200NA 0
 Balance            Dex+11+2050004-1 0
 Bluff              Int+11+4050000NA 0
 Climb              Str+08+0020004-1 0
 Concentration      Con+08+0070000NA 0
 Craft:
 -alchemy           Int+05+4010000NA 0
 -armor             Int+05+4010000NA 0
 -poison            Int+05+4010000NA 0
 -weapons           Int+05+4010000NA 0
 Decipher Script    Int+09+4020000NA 0
 Diplomacy          Cha+11+0040400NA 0
 Disable Device      Dex+16+2100004-1 0
 Disguise            Cha+10+0050200NA 0
 Escape artist      Dex+08+2020004-1 0
 Forgery            Int+09+4020000NA 0
 Gather Information  Cha+09+0040200NA 0
 Handle Animal      Cha+05+0020000NA 0
 Heal                Wis+07+1020000NA 0
 Hide                Dex+21+2100004-1 0
 Intimidate          Cha+12+0070200NA 0
 Jump                Str+08+0020004-1 0
 Knowledge: Collector of stories, cunning
 - Arcana            Int+09+4050000NA 2
 - Dungeoneering    Int+09+4050000NA 2
 - Engineering      Int+09+4020000NA 2
 - Geography        Int+09+4020000NA 2
 - History          Int+09+4020000NA 2
 - Local            Int+12+4050000NA 2
 - Nature            Int+12+4050000NA 2
 - Nobility          Int+12+4050000NA 2
 - Planes            Int+12+4050000NA 2
 - Psionics          Int+11+4040000NA 2
 - Religion          Int+12+4050000NA 2
 Language:
 - Type              Int+00+4000000NA 0
 - Type              Int+00+4000000NA 0
 - Type              Int+00+4000000NA 0
 Listen              Wis+13+1050002NA 0
 Move Silently      Dex+21+2100004-1 0
 Open Lock          Dex+17+2100004NA 0
 Perform:
 - Act              Cha+11+0080000NA 0
 - Comedy            Cha+00+0000000NA 0
 - Dance            Cha+00+0000000NA 0
 - Keyboard instr.  Cha+00+0000000NA 0
 - Oratory          Cha+00+0000000NA 0
 - Percussion instr.Cha+00+0000000NA 0
 - Sing              Cha+00+0000000NA 0
 - String instr.    Cha+00+0000000NA 0
 - Wind instr.      Cha+00+0000000NA 0
 Profession
 -Miner              Wis+02+1010000NA 0
 - Type              Wis+00+1000000NA 0
 - Type              Wis+00+1000000NA 0
 Psicraft            Int+09+4000200NA 0
 Ride                Dex+09+2030004-1 0
 Search              Int+21+4140000NA 0
 Sense Motive        Wis+10+1050000NA 0
 Sleight of Hand    Dex+10+2020204-1 0
 Spellcraft          Int+11+4020200NA 0
 Spot                Wis+15+1100002NA 0
 Survival            Wis+08+1030000NA 0
 Swim                Str+08+0020004-1 0
 Truespeak           Int+08+4020000-1 0
 Tumble              Dex+10+2040004-1 0
 Use Magic Device    Cha+08+0050000NA 0
 Use Psionc Device  Cha+08+0050000NA 0
 Use Rope            Dex+10+2030004NA 0
Notes:Brains over Brawn (Ex):..gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

This message was last edited by the GM at 18:37, Mon 29 Apr.
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