IGF

Archive for October, 2009

13
Oct

The Heironean Factions

   Posted by: gmatss    in Docs, Gods

In this version of Greyhawk there will be two factions of Heironeans who are rivals.

Darling Fetch the Battle Axe.

Darling Fetch the Battle Axe.

The oldest faction are those who are called the “Axe-wielders” and sometimes the Grognards. They are the Old Guard Heironeans who insist that Heironeous’ primary weapon is the battleaxe and that though he may use a sword as well it is the battleaxe which is the true weapon of Heironeous. These Grognards are usually from conservative nobility of the status of baron and above though some others have joined this faction as well. They tend to stress the themes of war, daring, and valor and believe that the Heironeans should be proactively engaged in fighting evil.

Sword WeilderThe “Sword-wielders” or “Peace Keepers” insist that the true weapon of Heironeous is the longsword which represents the more elegant and noble side of Heironeous. They are found among the minor nobility, especially those who have been newly raised to that rank for military and non-military contributions. In both cases, they are those who would most likely be on the front lines when the nobles and their levies are called for duty. They believe that the only just war is a defensive war and believe that Heironeans should stress more civilized arts and values in order not to just win wars but keep the peace. They stress the themes of chivalry, justice, and honor.

Note that both factions honor each other, but their disagreements are vigorous and heartfelt. Both sides honor the values upheld by the others, but there is a clear difference of emphasis and priority. The argument over axes or swords as the favored weapon of Heironeous and thus his followers is merely emblematic of the deeper conflicts of policy and class interest. These conflicts are often played out amongst the council of Niole Dra and the advisers of King Skotti. For instance, the Sword-wielders believe it was a mistake to invade Westkeep when diplomatic and economic pressures had yet to be exhausted whereas the Axe-wielders are more in favor of going on the offensive against the Scarlet Brotherhood wherever they may be found.

11
Oct

Playing out the game on this forum

   Posted by: indranil    in Docs

Hi,

When cruising through the various posts I noticed quite a bit of ingame dialogue and action on this site, especially in the journals section which contained information that would not be known to a character other than reading in the journals.

I would like to request that characters not play the game via this site and use it for background info only.

Anyone else have thoughts on this?  Otherwise it will be near impossible to keep track of the game and will expose information that can effect the play.

Mark

4
Oct

Dragon Disciple

   Posted by: Gar Dragonsbreath    in Classes, Races

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession.

Spellcasters who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and—at the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.

Follow the story of Drago:
A lizard man from the Hool Marshes who is awakening to his Draconic heritage.

Role: With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. Dragon disciples’ draconic abilities, however, make these versatile spellcasters even more formidable, as they use their breath weapons and flight to destroy their foes directly.

Alignment: Dragon disciples can be of any alignment, although they tend to be more chaotic than lawful. Those dragon disciples that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons, are often of good alignments.

Hit Die: d12.

Requirements

To qualify to become a dragon disciple, a character must fulfill all the following criteria.

Race: Any nondragon.
Skills: Knowledge (arcana) 5 ranks.
Languages: Draconic.
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

Class Skills: The dragon disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Draconic Bloodline Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Class Features

All of the following are class features of the dragon disciple prestige class.

Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline’s bonus feat list.

Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple’s full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline.

Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple’s speed increases to 90 feet.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

2
Oct

Great new character posts

   Posted by: indranil    in Docs

Nice to read the new character posts.  LOVED Aramek’s picture!   SWEET

1
Oct

Retraining Your Character

   Posted by: gmatss    in Rules

As per the rules in the Players Handbook II from D&D 3.5 I am going to allow characters to retrain. This means that everytime you change a level, if you wish, you can change one aspect of your character.

Here are the things you can change (but remember only one change per level):

Class feature: Exchange one class feature option for another. For instance: a cleric might change domains, or a ranger might change animal companions, combat style or favored enemy, or a sorcerer might change familiars or a rogue might change a special ability.

Feat Exchange : swap out one feat for another for which you qualify.

Language Exchange: swap out one language for another (I will require an in-game explanation for this).

Skill Trade:  swap up to four ranks between two skills. Though the skill where the points are being added must be a class skill, the points taken can be from a class skill or cross-class skill.

Spell Exchange:  swaup up to two spells known for others. This is basically only applicable to sorcerers and bards.

Substitution level Trade:  swap a class level for a substitution level. Substitution levels are found in different D&D 3.5 source books and are not part of Pathfinder so if you don’t know what they are don’t worry about them. I’ll post about these later.

 

I will require some in-game explanation for these changes if the changes are conspicuous. This is a good way of adjusting your character however as you get a better idea of how you want to play them as things progress. This is particularly the case in regard to feats and skills.