Stromhold Citystate - Weer om de tafel.   Posted by Aranamarunda.Group: 0
Stefan
 player, 233 posts
Wed 7 Nov 2012
at 09:41
Re: Planningen
Ik heb me vergist. Ik kan die dag niet. :(
Rojo Nieve
 player, 1 post
Fri 16 Nov 2012
at 06:13
Re: Planningen
count me in!
Bram
 player, 93 posts
Fri 16 Nov 2012
at 16:15
Re: Planningen
Veel plezier! Ik hoor wel wat voor bizar eiland het was :)
Bram
 player, 94 posts
Sat 17 Nov 2012
at 08:56
Re: Planningen
Oh, en voor de echte fans onder ons, de eerste Order of the Stick game miniaturen zijn uit! :D Kijk op: http://morlandstudios.com/ en: http://www.giantitp.com/index.html.
Jasper 't Jong
 GM, 121 posts
 I am here as me
 Now how about you?
Sat 17 Nov 2012
at 09:44
Re: Planningen
O gaaf!

In ieder geval:
Locatie:      Sayanne's Crib (ook een beetje van Bram)
Tijd:         10 to 22 uur
Eten/Drinken: Zelf meenemen
Vragen?:      Bel me, app me
Sam
 player, 8 posts
Sat 17 Nov 2012
at 23:36
Re: Planningen
ik kan helaas niet, ik moet om 3 uur beginnen met werk in de stad.
zou wel kunnen komen, maar dan mis ik de helft of is da niet erg?

grt
sam
Jasper 't Jong
 GM, 122 posts
 I am here as me
 Now how about you?
Sun 18 Nov 2012
at 09:07
Re: Planningen
In reply to Sam (msg # 532):

Niet erg! Kom maar hoor
Stefan
 player, 234 posts
Sun 18 Nov 2012
at 09:59
Re: Planningen
In reply to Bram (msg # 530):

Een vriend van mij heeft pas het bord spel gekocht. :)
Bram
 player, 95 posts
Mon 19 Nov 2012
at 07:44
Re: Planningen
In reply to Stefan (msg # 534):

Haha! Klinkt vet! :) Ben benieuwd wat hij er van vindt.
Jasper 't Jong
 GM, 125 posts
 I am here as me
 Now how about you?
Tue 20 Nov 2012
at 11:52
Re: Planningen
Poei! Da's wat levels up zeg!

:D
Stefan
 player, 235 posts
Tue 20 Nov 2012
at 15:38
Re: Planningen
wow inderdaad. En ik was er niet eens bij :P.

Was het weer tof lui?

Hmmm dat houd dus in dat ik weer een element aan mijn arsenlaa mag toevoegen.

This message was last edited by the player at 15:42, Tue 20 Nov 2012.

Giel
 player, 135 posts
Tue 20 Nov 2012
at 22:44
Re: Planningen
DM, ik weet dat ik de vorige encounter samen met je heb uitgewerkt, maar om mij nou gelijk 7 lvls erbij te geven... :P

17.70 moet natuurlijk 11.70 worden, Jas, al is het gebaar erg vriendelijk.
Jasper 't Jong
 GM, 126 posts
 I am here as me
 Now how about you?
Wed 21 Nov 2012
at 08:06
Re: Planningen
HAHAHA! Helemaal okay :D iemand die Stefan in wil lichten?
Giel
 player, 137 posts
Wed 21 Nov 2012
at 08:19
the story so far
@ Jas: mijn ideetje met dat item stond trouwens niet bij de item contest maar in de [Contest] Contract thread ;)

Update voor een ieder die het gemist heeft:

Het Schip waar we op zitten maakt na de aanval van de Fiendish Kraken water en moet aan wal. Met wat scouten wordt er door een magisch verschenen shetlandpony met vleugels land gevonden ((Sayanne)). We gaan hier aan land aangezien er een bos staat, en het eiland groot genoeg is. Dworgin wordt met behulp van reincarnatie terug in het land van de levenden gebracht, zij het niet als een Anger Management Dwarf, maar als een vrouwelijke Justice Archon, genaamd Dworgina ((Verbaan, oh nee Ralf)). De vampier blijft lekker drijven in zijn kist en Minotaur Gijs ((Werner)) en later ook Balthazar Rhaine ((Wouter)) voegen zich ook erbij dit keer.

Eenmaal op het eiland van ongeveer een meter of 60 doorsnee worden een viertal van ons weggeteleporteerd. Als we om ons heen kijken zien we dat we nog steeds op hetzelfde eiland zitten, maar dat hier niets meer groeit. Wel staat er een flink imposante zwarte steen op een erg lichte verhoging die licht laag zoemt op een toon die we maar net horen.

Tijdens het gevecht hebben sommigen van ons in een andere omgeving tegen zichzelf moeten vechten in een andere omgeving, terwijl de imposante zwarte steen om de zoveel tijd sateliet achtige drones losliet en met een puls van geluid energie losliet die sommigen in fascinatie ((fascinate)) stil liet staan. Ook werd een ieder die deze monoliet sloeg in melee combat weggeslingerd in weerzin ((repulsion)) en was er een magisch onderdrukkend veld actief die geen summoned creatures toestond ((dismissal)). Ook was de monoliet makkelijk te raken ((immobile)), maar resistent tegen melee en magic ((DR en SR))

De satelieten schoten electriciteit terug naar de monoliet ((healing)), trokken de kracht ((temp STR damage)) uit de gefascineerde personen door middel van auto-grapple en ontplofte in een bal van electricity als ze kapot werden geschoten.

Niemand is in deze sessie doodgegaan.

This message was last edited by the player at 15:42, Mon 17 Dec 2012.

Stefan
 player, 236 posts
Thu 22 Nov 2012
at 14:14
Re: the story so far
Hoezo inlichten? Ben ik verzopen?
Stefan
 player, 237 posts
Wed 5 Dec 2012
at 16:16
Re: the story so far
He lui,

Gewoon even een vraagje.
Zouden er eventueel mensen zijn die interesse hebben in een Star Wars campaign via Rpol?

Waarshijnlijk afspelend in de Old Republic setting. Gewoon om te proberen of dat lukt via Rpol.

Ik heb DM momenteel een campaign om de maandagen en dat gaat aardig.
Maar daar hebben even een stop in gezet. Vanwege het overlijden van een member.

Dus ik dacht mischien leuk om het hier ook te doen. Aangezien ik op mijn werk vaak  ook wel kan posten.

Ik hoor het wel.

This message was lightly edited by the player at 09:55, Thu 06 Dec 2012.

Jasper 't Jong
 GM, 127 posts
 I am here as me
 Now how about you?
Thu 6 Dec 2012
at 15:15
Re: the story so far
Ten eerste: Wat naar van die member... Ook een vriend?
Leuk idee, ik heb helaas te weinig tijd. Succes!
Stefan
 player, 238 posts
Thu 6 Dec 2012
at 16:21
Re: the story so far
Zijn naam was Dick Versluis.
Stefan
 player, 239 posts
Mon 17 Dec 2012
at 09:47
Re: the story so far
Zo.  Vrijdag de Hobbit gezien.
Ik vond hem geweldig.
Werner
 player, 310 posts
 Lalo
 Bastyr
Fri 21 Dec 2012
at 08:21
Re: the story so far
Nou, gecondoleerd dan kerel. Ik ben bezig om zelf te dmen, dus ben niet in de gelegenheid om te spelen. ik heb nog vollop voor te bereiden.
Stefan
 player, 240 posts
Sat 22 Dec 2012
at 17:50
Re: the story so far
no worries, ben al met een Pathfinders campaign bezig.
Giel
 player, 138 posts
Wed 9 Jan 2013
at 07:03
Re: the story so far
Ik wil graag Eldrinnor deze richting op laten gaan, maar ik wil zeker weten dat dat in lijn is met onze DM. Eldrinnor hangt Obad-Hai aan. Sommige dingen in deze prestige class staan een beetje ongelukkig verwoord, denk ik zelf.

http://www.dandwiki.com/wiki/A...(3.5e_Prestige_Class)
Jasper 't Jong
 GM, 128 posts
 I am here as me
 Now how about you?
Wed 9 Jan 2013
at 07:10
Re: the story so far
Ik ben benieuwd want dat de link werkt niet :D
Giel
 player, 139 posts
Wed 9 Jan 2013
at 07:23
Re: the story so far
BLAF! dan maar



Ambassador of Obad-Hai

“ Nature is wisdom incarnate



Those wise enough to realize that nature was/is/and always will be the original power, worship it with complete devotion. The rest are fools.
[edit]Becoming an Ambassador of Obad-Hai

A strong connection with nature draws characters to this prestige, the vast majority being Druid's due to their already high affinity for nature. However Rangers have been known to become Ambassadors.

Entry Requirements
Alignment: Any neutral.
Skills: Knowledge(Nature) 10 ranks, Knowledge(Religion) 3 ranks, Concentration 10 ranks.
Abilities: Wisdom 18+.
Special: To complete the ritual of becoming an Ambassador, a candidate must spend 24 uninterrupted hours of meditation within a forest or similar dense natural area.
Table: The Ambassador of Obad-Hai
Hit Die: d10
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Nature's Fury, Nature's Tether, Pulse of Nature
2nd +1 +2 +0 +2 Improved Trackless Step
3rd +2 +2 +1 +2 Nature's Chalice, Nature's Fuel, Oaken Slumber
4th +3 +3 +1 +3 Meadow's Embrace
5th +3 +4 +1 +4 Natural Barrier
6th +4 +4 +2 +4 Improved Oaken Slumber
7th +5 +5 +2 +5 Guise of Nature
8th +6 +5 +2 +5 Oaken Warrior
9th +6 +6 +3 +6 Deep Meditation
10th +7 +7 +3 +7 Oaken Army
Class Skills (4 + Int modifier per level)
Same as base class.

[edit]Class Features
All of the following are class features of an Ambassador of Obad-Hai.

Nature's Fury (Su):
An ambassador of Obad-Hai is one with nature. She can sense and feel the pulse of the world and therefore feels when nature has been injured. When nature has been harmed its anger pools energy around the site. On its own nature can rarely direct the masses of energy and it dissipates over time.
An ambassador of Obad-Hai, being the great bridge between the two worlds can harness this energy to retaliate upon the one whom caused the destruction. Nature’s fury allows an ambassador of Obad-Hai to channel the energy of nature as fuel to cast a bolt of natural energy. The target of the spell can be only: the cause (person, creature, etc) who caused the harm.
The Orc’s lack of respect for nature and its unrelenting torture of nature is a main source of Obad-Hai’s anger. Therefore, an Ambassador whom encounters an orc or half orc may use Nature’s fury at will. 1 action per orc, per encounter. This ability can be used as a free action.
Required energy: The natural energy required for spells cast through nature’s fury utilize the energy pooled by nature; therefore, they do not require energy the use of a spell slot.
Damage:1d6 every two levels taken in Odad-Hai’s ambassador.
Range:100ft +10/caster level
A character wilth levels in Druid may stack her caster level(Rangers may stack half their caster level, rounded down; 0=1).
(Range in this sense refers to how far away an Ambassador can sense damage caused to nature.)

Nature's Tether: (Ex):
An Ambassador, being the great bridge between the divine world and the natural world, must maintain her close relationship with both by spending at least one hour per day meditating in nature. Without this, her ability to connect the two worlds diminishes and she no longer gains the bonuses from the Pulse of Nature. In order to reestablish her connection she must spend two hours meditating in nature for every one day of meditation requirement missed. Meditation time need not be consecutive.

Pulse of Nature: (Ex):
Being so closely connected to nature, the Ambassador gains the following bonuses from Pulse of Nature.
Bonus: -2 Cha, +1 Wis, -1 Str,+2 Init, +2 Concentration,
+4 Knowledge(Nature), +2Knowledge(Religion), +3 Survival.

Improved Trackless Step: (Ex):
Nature comes to the aid of the Ambassador to allow the entire party to become un-trackable in a natural setting. Grass, trees, and the breeze all respond to cover up any trace of the party. An Ambassador may ask nature to subside or create a false trail if desired.

Nature's Chalice: (Ex):
After proving herself worthy, through another session of 24 uninterrupted hours of meditation in nature, Obad-Hai grants an Ambassador the ability to store natural energy within her. This 24 hour requirement is an initial requirement and thus only needs to be completed once.
This natural energy is the power source for all spells and spell-like-abilities gained from Ambassador levels. The energy is stored in reservoirs for use, the number of reservoirs an Ambassador has available to store energy is equal to her wisdom modifier + her caster level; an Ambassador with levels in Druid may stack her Druid levels to caster level; Rangers may stack one half their Ranger level rounded down, 0=1.

Nature's Fuel: (Su):
All spells and spell-like-abilities relating to Ambassador of Obad-Hai require natural energy. In order to acquire natural energy an Ambassador has the ability, upon reaching the 3rd level and completing the second 24 hour meditation, to grow a skin of moss which uses its chlorophyll cells to convert sunlight into natural energy which can be utilized immediately by a spell/ spell-like-ability or stored via Nature’s Chalice.
Recharge Rates:
Full Sun: 2 slots per hour
Partly Cloudy: 1 slot per hour
Overcast/Storming: .5 slots per hour
Night: .25 slots per hour
Indoors, Underground, When sun is magically blocked: 0 slots per hour.

Oaken Slumber: (Sp):
Upon reaching the 3rd level of Ambassador, Obad-Hai grants the ability to shape-shift into an oak tree, firmly planting its roots in to the natural flow of nature’s energy. When in Oaken Slumber an Ambassador may tap into that flow of energy sapping minute traces from each being and transferring it unto them self, slowly regenerating hit points. 1d3 +1/caster level per hour.
Being rooted into the soil, the Ambassador loses the ability to move and any dexterity modifiers or bonuses. Any items on or held by the Ambassador transform as well, and are therefore still present but rendered useless (except those that grant non-movement related bonuses). Also, being transformed to wood and bark, an Ambassador’s armor class is reduced to 12 while in Oaken Slumber.
An Ambassador with the required Druid level for Wild Shape (plants), having a deeper understanding of the plants of the world, reduce their chance of detection by magical means, -2 to any opposing detect magic, or similar check. This also allows an Ambassador to stack her druid caster level to the regeneration rate. Ambassadors with levels in Ranger, while not as attuned with the plant world may still stack half their Ranger levels, rounded down; 0=1.
In order to cast Oaken Slumber, a soil foundation must be present.
Range: Touch (Self only)
Slots Required: 1
HP Restored: 1d3 +1/caster level per hour

Meadow's Embrace: (Sp):
An Ambassador of the 4th level is granted the ability to manipulate the flooring of a natural surrounding (grass, low-covering ivy, or similar undergrowth) to tether opponent’s feet and legs to the ground. Enemies who are entangled in meadows embrace are rendered immobile and therefore lose any dexterity bonuses, including the Armor Class modifier.
Upon Meadows embrace being cast the target may roll a reflex save (including all dexterity bonuses because they are not yet immobilized) to determine if they slip out of the encroaching undergrowths grasp. If this check is failed meadows embrace successfully immobilizes the enemy. Each subsequent round the enemy must successfully complete a strength check to determine if they can rip the undergrowth from its roots or complete an escape artist check to determine if they can slip out of the embrace which is the only way an opponent can defeat the entanglement.Druid levels stack for caster level; Ranger levels stack at one half, rounded down for caster level; 0=1.
Meadows embrace has a DC of 15+caster level.
Duration: Wis. mod + caster level.
Range: 40ft + 5ft per caster level.
Slots Required: 1

Natural Barrier: (Sp):
Upon reaching the 5th level, an Ambassador can call on nature to grow thick, dense hedges which create a natural wall of protection. A hedge is 5’ square by 6’ tall; it has an AC of 10 and HP of 5+ 1/caster level; a character with levels in Druid may stack those levels to her total; a character with levels in Ranger may stack half their ranger levels-rounded down- to her total (0=1). As the barrier is grown and not summoned it has no magical abilities or properties; the barrier is completely natural.
Range: 30ft + 5ft per caster level
Slots Required: 1 per 5'x5'x6' square

Improved Oaken Slumber: (Sp):
At level 6, an Ambassador gains the ability to transform willing allies (max # of allies is equal to Ambassadors caster level, those with levels in Druid may stack those caster levels as well; Ranger levels stack at one half, rounded down; 0=1) into oak trees allowing them to regenerate hit points.
Allies regenerate at 1d3 + Ambassadors caster level, they do not receive the bonus of stacking druid or ranger levels, unless they are of the required Druid/Ranger level them self.
Range: Touch
Slots Required: 1 per ally

Guise of Nature: (Ex):
At the 7th level an Ambassador’s connection and knowledge of nature is so extensive she gains the ability to blend in completely with her natural surroundings. In effect she can hide in plain sight. She gains +3 to hide and +2 to move silently.
As long as there is natural cover an enemy must complete a successful spot check, on a stationary Ambassador and a successful spot and listen check on a moving Ambassador. An Ambassador must role opposing hide checks and hide/move silently checks. If an enemy fails a spot check but succeeds a listen check they gain the general direction of the Ambassador and takes a -3 circumstance penalty for the remainder of the encounter.

Oaken Warrior: (Sp):
An Ambassador who reaches the 8th level gains the ability to animate a near-by tree as a soldier to aid in battle. Oaken Warrior takes one full minute to cast.
Oaken Warrior
HD: 7d8+10
Init: -3
Speed: 30ft
AC: 20
Slam attack: +10, 2d6+10
Reach: 15ft
Deals double damage vs. structures
Plant traits
Vulnerable to fire: +50% damage
Fortitude: +10
Range: 30ft
Target: 1 living tree
Duration: 1d6 +caster level. (Druid levels stack, Ranger levels stack at one half, rounded down; 0=1)
Slots Required: 5
*Note: While animated a tree is no longer rooted into nature and therefore, does not grant bonuses from Nature's Fury.

Deep Meditation: (Ex):
At the 9th level an Ambassador has developed a deep understanding of herself and commands a higher degree of control over her mind. She has also developed an intense relationship with nature. Therefore, her meditation is more focused and penetrates to a much deeper level more quickly, reducing her time required by Nature’s Tether meditating to retain bonuses granted by Nature’s Pulse by 50%.
Oaken Army: (Sp):
Upon reaching the 10th and final level, an Ambassador gains the ability to summon multiple Oaken Warriors to create the ultimate Oaken Army. Due to the fickle and stubborn nature of trees an Ambassador can control a maximum of 3 Oaken Warriors at one time.
Range: 30ft
Slots Required: 5 per Oaken Warrior


Rating: Not rated
(Rate this class)
Status: Complete(not battle tested)
Editing: Constructive criticism welcome
Giel
 player, 140 posts
Wed 9 Jan 2013
at 07:25
Re: the story so far
In reply to Jasper 't Jong (msg # 549):

HEt laatste haakje wordt niet meegenomen in de HTML link dus als je die zelf erachter zet, doet ie het wel )