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Paladin Hurin didn't understand the cause of his mates depression. He had assumed it was what she was blaming it on; the fact he was away from home all the time, that she missed him, that she was trapped in a loveless relationship with him. He blamed himself, but couldn't find it in him to give up his duty to his god or his people. By the time the truth was uncovered, it was soon enough to be able to save the child the woman carried within her, but not to save his beloved.

Size/Type: Fine Undead (Incorporeal)
Hit Dice: 2d12 (13 hp)
Initiative: -2
Speed: Fly 5 ft. (perfect) (1 square)
Armor Class: 16 (-2 Dex, +8 Size), touch 16, flat-footed 16
Base Attack/Grapple: —/—
Attack: -
Full Attack: -
Space/Reach: ½ ft/0 ft.
Special Attacks: Attach, Sap Hope
Special Qualities: Darkvision 60 ft., incorporeal traits, +3 turn resistance, undead traits, Rare
Saves: Fort +0, Ref -2, Will +2
Abilities: Str Ø, Dex 6, Con Ø, Int 3, Wis 8, Cha 8
Skills: Hide +22
Feats: Skill Focus: Hide
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Lifesense (Su)

A hope maggot notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also has an idea of their Cha score, being able to differentiate between "Weak" (9 or below), "Average" 10-12 Cha, "Strong" (13-16 Cha) and "Very Strong" (18+ Cha) personalities, always favouring the strongest.

Attach:

A hope maggot may automatically attach itself to a helpless target, or one unaware of it's prescence, on the material plane. It then exists on the material plane, but still counts as ethereal for the purposes of being detected, etc. The target does not feel or notice this, even once they begin to experience symptoms of the Sap Hope ability, unless they associate such symptoms with their knowledge of a Hope Maggot. A hope maggot will not detach from it's victim for any reason except the target's death, which makes them easy to destroy once they are discovered and the right spells or tools are available.

Sap Hope (Su)

Once attached to a target, a Hope Maggot begins to slowly drain the part of their soul and force of being that gives them their drive to interact with the world around them. A being afflicted by a hope maggot remains unaware of it, and at first begins to experience feelings of resentment, sadness, disappointment and melacholy, seeing the darker side of life in everything that occurs and in the people around them, and in the later stages, this feelings gradually morph into depression, withdrawel, hopelessness, and a feeling of emptyness. In the final stages of the hope maggot's attack, the target withdraws completely: still concious and alive, but unwilling to do much beyond the basics of survival, seldom speaking or engaging with anyone, seeing little reason to, as they no longer gain joy or fulfillment from any activity. When their Cha score reaches zero, they die: this is an exception to the normal rule of a person merely falling into a coma when their Cha score reaches zero. As their very soul has been damaged by this process, they cannot be revived by any means sort of a True Ressurection.

While the targets Cha score is 13 or over, a hope maggot will inflict 1 point of Cha damage a week. Between 9 and 12, this increase to 1d4-1 points of Cha damage a week, and the subject rapidly spirals into depression. When the targets cha score is 8 or lower, this increases further to 1d6, and once the target has been reduced to 4 cha or lower through this attack, it is too late to save them, even if the Hope Maggot is subsequently removed or destroyed: the target will then die in 1d4 days, but in that time they will feel happy for the first time in weeks or months, and seem like a subdued but content version of their old self.

If a hope maggot's victim is killed through some other means before it has fully drained them, it detaches and moves off in search of another target. Once a hope maggot has killed enough victims to have damaged 18 points of cha in total, it divides into two new hope maggots, which will venture off seperately to destroy more lives.

Rare:

Hope Maggots are exceptionally rare, and noone is sure where they came from. Only a few people have encountered and destroyed them, and so all Knowledge checks made concerning them are at +20 DC.

Magic Aura, Personal
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One person
Duration: One hour/level (D)
Saving Throw: Will save (Harmless)
Spell Resistance: No

You alter a person’s magical aura so that they register to detect spells (and spells with similar capabilities) as though they were not under the effects of any spells or magic items, or under the effect of a magic item of a kind you specify, or the subject of a spell you specify.

The spell fools Detect Magic and similar divinations, but if the person under the effect of a personal magic aura is looked upon by someone under the effects of Arcane Sight or is similarly examined, the examiner recognizes that the aura is false and detects the actual qualities of whatever aura(s) the person posesses if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. The personal magic aura does not fool certain powerful divinations.

If the targeted person’s own natural aura is exceptionally powerful (if they are a powerful magical being or Outsider, for instance), or if they are under the effect of especially strong magic, magic aura doesn’t work.

Note: The spell only alters the aura that spells currently active on the targeted person give off, and not the behaviour of such spells, so a person who is clearly flying around under the effects of a Fly spell but who doesn't give off any magic aura won't fool anybody.

Focus
A small square of tanned pig's skin that must be applied to the being that receives the aura.
—-

Tried to keep as close to the original spell description as possible. If it's too powerful, feel free to knock me over the head.

arcane scroll containing:
1. enlarge person, mass (lvl 4, cast 7) (700gp)
2. arcane sight (lvl 3, cast 5) (375gp)
3. flame arrow (lvl 3, cast 5) (375gp) (1,450gp value)

arcane scroll containing:
1. remove curse (lvl 4, cast 7) (700gp)
2. reduce person, mass (lvl 4, cast 7) (700gp) (1,400gp value)

arcane scroll containing:
1. flaming sphere (lvl 2, cast 3) (150gp)
2. stinking cloud (lvl 3, cast 5) (375gp)
3. mnemonic enhancer (lvl 4, cast 7) (700gp)
4. haste (lvl 3, cast 5) (375gp) (1,600gp value)

arcane scroll containing:
1. stoneskin (lvl 4, cast 7) (950gp)
2. shout (lvl 4, cast 7) (700gp)
3. ray of exhaustion (lvl 3, cast 5) (375gp) (2,025gp value)

arcane scroll containing:
1. flame arrow (lvl 3, cast 5) (375gp)
2. sleet storm (lvl 3, cast 5) (375gp) (750gp value)

arcane scroll containing:
1. displacement (lvl 3, cast 5) (375gp)
2. phantom steed (lvl 3, cast 5) (375gp) (750gp value)

divine scroll containing:
1. inflict critical wounds (lvl 4, cast 7) (700gp) (700gp value)

arcane scroll containing:
1. stoneskin (lvl 4, cast 7) (950gp) (950gp value)

arcane scroll containing:
1. daylight (lvl 3, cast 5) (525gp)
2. explosive runes (lvl 3, cast 5) (375gp) (900gp value)

arcane scroll containing:
1. keen edge (lvl 3, cast 5) (375gp)
2. tongues (lvl 3, cast 5) (375gp)
3. eagle's splendor (lvl 2, cast 3) (150gp) (900gp value)

arcane scroll containing:
1. shadow conjuration (lvl 4, cast 7) (700gp) (700gp value)

arcane scroll containing:
1. vampiric touch (lvl 3, cast 5) (375gp) (375gp value)

arcane scroll containing:
1. blink (lvl 3, cast 5) (375gp)
2. tiny hut (lvl 3, cast 5) (375gp) (750gp value)

arcane scroll containing:
1. secret page (lvl 3, cast 5) (375gp)
2. whispering wind (lvl 2, cast 3) (150gp) (525gp value)

arcane scroll containing:
1. contagion (lvl 4, cast 7) (700gp)
2. phantom trap (lvl 2, cast 3) (200gp) (900gp value)

arcane scroll containing:
1. invisibility sphere (lvl 3, cast 5) (375gp)
2. rage (lvl 3, cast 5) (375gp)
3. rage (lvl 3, cast 5) (375gp) (1,125gp value)

arcane scroll containing:
1. arcane eye (lvl 4, cast 7) (700gp)
2. gentle repose (lvl 3, cast 5) (375gp)
3. summon monster IV (lvl 4, cast 7) (700gp)
4. halt undead (lvl 3, cast 5) (375gp) (2,150gp value)

divine scroll containing:
1. protection from cold (lvl 3, cast 5) (375gp) (375gp value)

arcane scroll containing:
1. wall of fire (lvl 4, cast 7) (700gp) (700gp value)

divine scroll containing:
1. neutralize poison (lvl 3, cast 5) (375gp)
2. obscure object (lvl 3, cast 5) (375gp)
3. dismissal (lvl 4, cast 7) (700gp) (1,450gp value)

arcane scroll containing:
1. blur (lvl 2, cast 3) (150gp) (150gp value)

arcane scroll containing:
1. grease (lvl 1, cast 1) (25gp)
2. eagle's splendor (lvl 2, cast 3) (150gp) (175gp value)

arcane scroll containing:
1. shatter (lvl 2, cast 3) (150gp)
2. charm person (lvl 1, cast 1) (25gp)
3. floating disk (lvl 1, cast 1) (25gp) (200gp value)

arcane scroll containing:
1. endure elements (lvl 1, cast 1) (25gp)
2. stinking cloud (lvl 3, cast 5) (375gp) (400gp value)

arcane scroll containing:
1. jump (lvl 1, cast 1) (25gp)
2. grease (lvl 1, cast 1) (25gp) (50gp value)

divine scroll containing:
1. hold person (lvl 2, cast 3) (150gp)
2. flare (lvl 0, cast 1) (12gp 5sp) (162gp 5sp value)

arcane scroll containing:
1. sleep (lvl 1, cast 1) (25gp) (25gp value)

divine scroll containing:
1. detect snares and pits (lvl 1, cast 1) (25gp)
2. gentle repose (lvl 2, cast 3) (150gp) (175gp value)

divine scroll containing:
1. fire trap (lvl 2, cast 3) (175gp)
2. flaming sphere (lvl 2, cast 3) (150gp) (325gp value)

divine scroll containing:
1. eagle's splendor (lvl 2, cast 3) (150gp)
2. fire trap (lvl 2, cast 3) (175gp)
3. summon swarm (lvl 2, cast 3) (150gp) (475gp value)

arcane scroll containing:
1. protection from law (lvl 1, cast 1) (25gp) (25gp value)

divine scroll containing:
1. pass without trace (lvl 1, cast 1) (25gp)
2. death knell (lvl 2, cast 3) (150gp) (175gp value)

divine scroll containing:
1. command (lvl 1, cast 1) (25gp) (25gp value)

divine scroll containing:
1. purify food and drink (lvl 0, cast 1) (12gp 5sp) (12gp 5sp value)

divine scroll containing:
1. detect law (lvl 1, cast 1) (25gp)
2. make whole (lvl 2, cast 3) (150gp)
3. magic weapon (lvl 1, cast 1) (25gp) (200gp value)

divine scroll containing:
1. hold animal (lvl 2, cast 3) (150gp)
2. detect animals or plants (lvl 1, cast 1) (25gp)
3. zone of truth (lvl 2, cast 3) (150gp) (325gp value)

arcane scroll containing:
1. jump (lvl 1, cast 1) (25gp)
2. chill touch (lvl 1, cast 1) (25gp) (50gp value)

arcane scroll containing:
1. charm person (lvl 1, cast 1) (25gp)
2. charm person (lvl 1, cast 1) (25gp) (50gp value)

arcane scroll containing:
1. hold portal (lvl 1, cast 1) (25gp) (25gp value)

arcane scroll containing:
1. minor image (lvl 2, cast 3) (150gp)
2. animal trance (lvl 2, cast 3) (200gp) (350gp value)

Re: Chanda's Store by ZyanyaZyanya, 05 Mar 2009 04:03

psionic universal item: psionic restraints, average (6,000gp)
psionic universal item: pearl, personality parasite (1,400gp)
psionic universal item: crawling tattoo of energy bolt (750gp)
psionic universal item: crawling tattoo of concussion (50gp)
psionic universal item: crystal mask of languages (2,500gp)
cognizance crystal (3 points) (4,000gp)

power stone (psion/wilder):
1. cloud mind (2nd level) (150gp)
2. thought shield (2nd level) (150gp) (300gp value)

power stone (psion/wilder):
1. dispel psionics (3th level) (375gp)
2. share pain (2nd level) (150gp) (525gp value)

power stone (psion/wilder):
1. correspond (4th level) (700gp)
2. dimension door, psionic (4th level) (700gp)
3. power leech (4th level) (700gp) (2,100gp value)

dorje: bite of the wolf (1st level) (charges 25) (375gp)
dorje: recall agony (2nd level) (charges 11) (990gp)
dorje: dissipating touch (1st level) (charges 19) (285gp)

arcane scroll containing:
1. cat's grace (lvl 2, cast 3) (150gp)
2. expeditious retreat (lvl 1, cast 1) (25gp)
3. animate rope (lvl 1, cast 1) (25gp) (200gp value)

arcane scroll containing:
1. protection from good (lvl 1, cast 1) (25gp) (25gp value)

arcane scroll containing:
1. expeditious retreat (lvl 1, cast 1) (25gp)
2. pyrotechnics (lvl 2, cast 3) (150gp)
3. magic missile (lvl 1, cast 1) (25gp) (200gp value)

divine scroll containing:
1. heat metal (lvl 2, cast 3) (150gp) (150gp value)

arcane scroll containing:
1. arcane lock (lvl 2, cast 3) (175gp)
2. magic aura (lvl 1, cast 1) (25gp) (200gp value)

arcane scroll containing:
1. endure elements (lvl 1, cast 1) (25gp)
2. scorching ray (lvl 2, cast 3) (150gp)
3. nondetection (lvl 3, cast 5) (425gp) (600gp value)

arcane scroll containing:
1. chill touch (lvl 1, cast 1) (25gp)
2. arcane lock (lvl 2, cast 3) (175gp)
3. acid splash (lvl 0, cast 1) (12gp 5sp) (212gp 5sp value)

arcane scroll containing:
1. scorching ray (lvl 2, cast 3) (150gp)
2. endure elements (lvl 1, cast 1) (25gp) (175gp value)

divine scroll containing:
1. resist sonic (lvl 2, cast 3) (150gp)
2. neutralize poison (lvl 3, cast 5) (375gp)
3. jump (lvl 1, cast 1) (25gp) (550gp value)

divine scroll containing:
1. restoration, lesser (lvl 2, cast 3) (150gp)
2. consecrate (lvl 2, cast 3) (200gp)
3. bear's endurance (lvl 2, cast 3) (150gp) (500gp value)

arcane scroll containing:
1. floating disk (lvl 1, cast 1) (25gp)
2. owl's wisdom (lvl 2, cast 3) (150gp) (175gp value)

arcane scroll containing:
1. disguise self (lvl 2, cast 3) (150gp)
2. scorching ray (lvl 2, cast 3) (150gp)
3. detect secret doors (lvl 1, cast 1) (25gp) (325gp value)

arcane scroll containing:
1. fog cloud (lvl 2, cast 3) (150gp)
2. jump (lvl 1, cast 1) (25gp) (175gp value)

amulet of health +2 (4,000gp)
candle of truth (2,500gp)
cloak of resistance +2 (4,000gp)
efficient quiver (1,800gp)
elixir of sneaking (250gp)
eversmoking bottle (5,400gp)
feather token, fan (200gp)
ioun stone, dusty rose prism (5,000gp)
pearl of power, 1st-level spell (1,000gp)
ring of climbing (2,500gp)
ring of feather falling (2,200gp)
ring of feather falling (2,200gp)
ring of force shield (8,500gp)
ring of protection +1 (2,000gp)
ring of swimming (2,500gp)
slippers of spider climbing (4,800gp)

blur (potion) (300gp)
cure light wounds (potion) (50gp)
cure light wounds (potion) (50gp)
cure moderate wounds (potion) (300gp)
cure moderate wounds (potion) (300gp)
darkvision (potion) (300gp)
darkvision (potion) (300gp)
darkvision (potion) (300gp)
delay poison (potion) (300gp)
displacement (potion) (750gp)
fox's cunning (potion) (300gp)
fox's cunning (potion) (300gp)
gaseous form (potion) (750gp)
hide from animals (potion) (50gp)
endure elements (potion) (50gp)
magic fang (potion) (50gp)
neutralize poison (potion) (750gp)
owl's wisdom (potion) (300gp)
protection from arrows 10/magic (potion) (300gp)
remove paralysis (potion) (300gp)
remove paralysis (potion) (300gp)
shield of faith +2 (potion) (50gp)
spider climb (potion) (300gp)
undetectable alignment (potion) (300gp)

wand of charm animal (charges 32) (480gp)
wand of charm person (charges 14) (210gp)
wand of charm person (charges 15) (225gp)
wand of color spray (charges 14) (210gp)
wand of color spray (charges 15) (225gp)
wand of cure light wounds (charges 46) (690gp)
wand of darkness (charges 8) (720gp)
wand of false life (charges 21) (1,890gp)
wand of false life (charges 26) (2,340gp)
wand of false life (charges 6) (540gp)
wand of fox's cunning (charges 3) (270gp)
wand of light (charges 21) (157gp 5sp)
wand of light (charges 49) (367gp 5sp)
wand of magic missile (5th) (charges 50) (3,750gp)
wand of summon monster I (charges 31) (465gp)
wand of summon monster I (charges 36) (540gp)

medium [fortification (moderate)] +2 full plate armor (28,300gp)
medium [glamered, slick (improved)] +2 chain shirt armor (22,200gp)
medium [slick] +2 studded leather armor (8,100gp)
medium +1 buckler (1,330gp)
medium +1 buckler (1,330gp)
medium +1 hide armor (1,330gp)
medium +1 shield, heavy, steel (1,340gp)
medium +1 shield, heavy, wooden (1,314gp)
medium +2 shield, heavy, steel (4,340gp)
medium +3 chain shirt armor (9,500gp)
small +1 chain shirt armor (1,500gp)
small +3 shield, tower (9,360gp)

medium +1 shortspear (2,302gp)
medium +4 kama (32,302gp)
medium silver dagger, masterwork (322gp)
small [flaming, shock] +2 crossbow, hand (32,400gp)
medium +2 arrows, longbow (40) (6,680gp)
medium javelin of lightning (1,500gp)
small silver dagger, masterwork (322gp)
medium +1 greataxe (2,320gp)
medium glowing +1 alchemical silver shortspear (2,344gp)
medium +1 nunchaku (2,302gp)
medium +1 longsword (2,315gp)
medium glowing +1 longbow, composite (+4 str bonus) (2,800gp)
small +1 shortspear (2,302gp)
medium +1 mace, light (2,305gp)
medium +1 sword, short (2,310gp)
medium +1 sling (2,300gp)
medium +2 rapier (8,320gp)
medium glowing +3 longsword (18,315gp)
medium +2 waraxe, dwarven (8,330gp)
medium glowing +4 kama (32,302gp)
small javelin of lightning (1,500gp)
medium +3 greatsword (18,350gp)
medium +3 shortspear (18,302gp)
medium +3 longsword (18,315gp)

Chanda's Store by ZyanyaZyanya, 05 Mar 2009 03:56

One problem with the current writeup is you could potentially use it to control the bodies of extremely powerful creatures like dragons and stuff, which is not what I intend. As a spell, I'm envisioning its utility would be more geared towards spying and performing tasks that the caster doesn't want to risk himself doing, rather then some super powerful spell that someone can use to turn dead dragons into their personal mecha, but the problem is I can't think of a way to word it that specifically prohibits this. Making the spell target humanoid corpses only, perhaps? Putting a limit on the hit dice it can control? What kind of limit? Also, if you could put out any other way the spell could be exploited, I'd appreciate it.

I also think it needs a more costly Material component, or perhaps even an exp cost, to make it balanced. Suggestions are again welcome.


Necromantic mental vessel

Necromancy [Evil]
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Targets: One fresh, prepared corpse touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You create a link between yourself and one corpse, putting it under your control and enabling it to move and speak as you desire. The corpse must be no more then two days old, and must have been "prepared" with unholy water, silver dust worth at least 25gp, and have certain sigils and runes etched into it's body. You must remain in a meditative trance to maintain this control, during which time you are completely unaware of your surroundings and are considered Helpless. You are peripherally aware of any physical trauma or motion that your body is subjected to during this time, and can elect to Dismiss the spell and end the effect before the duration expires at any time you desire. The link has effectively unlimited range, can cross planar boundaries, and when the effect ends, either though the corpse being destroyed, the effect being dismissed, or the duration of the spell expiring, the corpse collapses to the ground. The same corpse cannot be used in this spell twice, even if it survived the first casting relatively unscathed.

The corpse you are controlling cannot be healed by any means, and retains any visible damage or physical trauma it had in life. For this reason, unblemished corpses that died through natural causes, or effects such as poison, are preferable. The corpse cannot be more then two days old, and even then, creatures with the Scent ability will be able to smell the "scent of death" around the body, and unintelligent animals with the scent ability will have a base stance of Hostile towards it: dogs will bark at it, cattle will attempt to get as far away from it as possible, and no horse will allow the corpse to ride it. The link covers sight and hearing, assuming the corpse possessed such senses, but not the sense of touch: neither the corpse nor the controller will experience pain, and if the controller isn't careful the corpse can even accrue wounds without the controller realising it, which people may treat with suspicion.

The corpse you are controlling is treated as Undead for the purposes of certain special attacks (though it does not increase it's hit dice to d12's), and can be turned or rebuked as normal; being turned or rebuked also stuns you through the mental link, and renders you unable to dismiss the effect during this time. A turning attempt that would normally destroy the targetted creature instead ejects your controlling conciousness, causes you 1d8 of damage from traumatic mental feedback per level that the character has in the class that grants it the ability to turn you, and leaves you stunned for one round thereafter. You may make a Will save at DC 10+ the level of the turning character for half damage and to negate the stun effect. A turning attempt that would normally Control the targetted creature will in fact effectively dominate you as long as the mental link is maintained, though you may make a Will save at DC 10+ the level of the turning character after 10 rounds in order to be able to Dismiss the effect. If you fail this initial save, you may make a new Will save every hour to be able to dismiss the effect.

You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). You will not be able to call upon your own spells or powers while controlling the body.

* You gain the type of your assumed body.
* You gain the Strength, Dexterity, and Constitution scores of your assumed body.
* You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your assumed body.
* You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities.
* You gain the possessions and equipment of your assumed body.
* You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural abilities, and skills and feats (although skill checks use your new ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new body).

Supernatural abilities that require a certain body part may be unavailable in your new form.

This spell also has another use, in which it is cast on a body that is placed within a Magic Circle (of any kind), and any spell such as Gate or Planar Ally that is cast to call a creature into that circle is altered so that it is instead an invitation for the extraplanar creature to inhabit the corpse, rather then simply materialise in it's natural form. The effect is then only dismissable by the original caster. This is useful for summoners who wish to stymy a particularly powerful entity by forcing it into a weak body, or alternatively, for casters who wish to gain favour with the summoned creature by providing it with a powerful vessel in which to do it's work.

Material Component: A flask of Unholy water, 25gp of silver dust, and a fresh corpse that must have certain sigils etched onto it's flesh.

I'd like to swop bags with Flint, if he's amenable. I know he needs it for tools and other heavy stuff, but my Type I bag of holding can probably fit everything he needs, and is about 10 pounds lighter for his little gnomish frame, and I could do with the extra storage offered by a Type II.

Re: In the pirate's hold by realityglitchrealityglitch, 27 Feb 2009 20:20

With the change to the Paladin class to give it martial powers, this opens up a range of possible ToB prestige classes, though for the one I'm specifically interested in (Ruby Knight Vindicator) the flavor doesn't match the setting or especially the deity I have in mind. So I'd like to ask if the following would be allowed as adaptations of the RKV, or rather the:

Gray Knight Adjudicator

Within the Spears of the Owl, the Paladin order dedicated to Athena is a special sect of her holy warriors, the Gray Knight Adjudicators. While the Spears typically attend to the more militant duties of the faith, the Gray Knights serve as investigators seeking out and nullifying (through negotiation or precise application of force) potential threats to the temple or the city before the Spears or the army at large has to get involved. In that sense they are the vanguard of the Gray-Eyed Goddess' followers, though their roles often require less overt methods. Gray Knights are afforded much discretion within the faith as their necessary functions often place them in situations outside the temple's reach or experience, though this comes with a great deal of responsibility as their actions can have wide-ranging repercussions and they must still live up to Athena's standards of mental, ethical and moral fitness.

Entry Requirements:

Alignment: Must be Lawful Good.
Deity: Must worship Athena and be in good standing with the Temple and the Spears of the Owl.
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 8 ranks.
Martial maneuvers: Must know at least one Devoted Spirit maneuver.
Martial stances: Must know at least one Devoted Spirit stance.
Special: Must be able to Turn Undead.

Maneuvers and Stances Known: Gray Knight Adjudicators learn martial maneuvers and stances from the Devoted Spirit, Diamond Mind, Stone Dragon and White Raven disciplines.

Everything else the same as RKV except the level 5 class feature "Armored Stealth" doesn't feel like it fits (and I dumped Hide and Shadow Hand) but I'm not sure what to replace it with. Armor Check Penalties don't apply to conversation or mental skills after all.

Comments appreciated. :)

Re: Proposed Spell
ZyanyaZyanya 24 Feb 2009 14:18
in discussion The World / Magic » Proposed Spell

Since in general, that will be a better AC, that works for me.

Dispel magic v saving throw…I think the saving throw will have a slightly better chance of the item surviving.

Re: Proposed Spell by ZyanyaZyanya, 24 Feb 2009 14:18
Re: Proposed Spell
ZyanyaZyanya 24 Feb 2009 14:15
in discussion The World / Magic » Proposed Spell

What I'm essentially creating is a version of shatter that works on magical items.

Re: Proposed Spell by ZyanyaZyanya, 24 Feb 2009 14:15

Shatter totally already does this, doesn't it? Automatically hits, with a will save on part of the object? Is the difference with this that you can destroy magic objects, too?

Otherwise I have no objection to the spell, but think it should automatically fail against all magical staffs >_>

:P

Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component

A chip of mica.

Re: Proposed Spell by realityglitchrealityglitch, 24 Feb 2009 00:47
Re: Proposed Spell
quentanquentan 23 Feb 2009 23:43
in discussion The World / Magic » Proposed Spell

Parts of this, mechanically, are not working for me. For attended items, there's a bit of a mismatch between what you're targetting (an object) and what you're rolling to hit against (the person holding it)

If you're targetting an object that's attended, a ranged touch attack vs. its holder does not seem the right way to go. You're essentially performing a sunder with such an attack, and should use the same mechanic. That is, a plain ranged attack is too easy for the effect granted, esp. with no saving throw.

From the SRD (ignore the part about AoOs, if you're out of the defender's reach):

You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can’t sunder armor worn by another character.

For magic items, I also don't like having to dig up the item saving throws … those rules are clunky at best. I might suggest something akin to a dispel magic check, and if you succeed on that, then the damage goes through.

Re: Proposed Spell by quentanquentan, 23 Feb 2009 23:43
Re: Proposed Spell
ZyanyaZyanya 23 Feb 2009 18:40
in discussion The World / Magic » Proposed Spell

Was thinking a bit of iron. Maybe damage cap of 12 dice?

Re: Proposed Spell by ZyanyaZyanya, 23 Feb 2009 18:40
Re: Proposed Spell
ScylfingScylfing 23 Feb 2009 18:29
in discussion The World / Magic » Proposed Spell

Looks fine to me, though perhaps there should be a per-caster-level damage dice cap or have it progress at a slower rate? True that it only affects objects (not constructs presumably) but it is a 4th level spell nonetheless.

What's the material component by the way?

Re: Proposed Spell by ScylfingScylfing, 23 Feb 2009 18:29
Proposed Spell
ZyanyaZyanya 23 Feb 2009 16:40
in discussion The World / Magic » Proposed Spell

Ruya’s Sundering Blow

Evocation
Level: Sor/Wiz 4
Components: VSM
Casting Time: 1sa
Range: Close
Target or Area: 1 object
Duration: Instant
Saving Throw: No (see text)
Spell Resistance: No

This spell deals 1d8 per caster level of force damage to one object. If the object is attended, the caster must make a ranged touch attack against the one holding the object to target the object. Magical items get a saving throw bonus of 2+half caster level to make a fortitude save for half damage.

Proposed Spell by ZyanyaZyanya, 23 Feb 2009 16:40

Although, if there are any unclaimed weapons or breastplates left over Nuala would like to look into to equipping her new lads.

Re: Treasure 2-21-09 by seismosumpseismosump, 22 Feb 2009 17:45

Nuala is already equipped to her liking, besides which, it seems like you guys could really use better stuff. She'll take a share of the coin, though.

Re: Treasure 2-21-09 by seismosumpseismosump, 22 Feb 2009 17:27

Glaucon and Diomeden will have stablized at -7 and -9 respectfully.

Kambei died from a single knife wound to the back of the neck (a critical + sneak attack damage) that it seems likely he never even saw coming. Frithrik took a dagger to the shoulder for 11 points of damage, leaving him nearly dead as well.

I mistook the math, and the guy who was blind would actually have ended up dead. So you have a held rogue and a held fighter as prisoners. Maksim knocked out the held fighter.

Aftermath by ZyanyaZyanya, 22 Feb 2009 14:33

Phrixus will want a breastplate, and Sunan a longsword. Byrun may also ask for a longsword.

Re: Treasure 2-21-09 by ZyanyaZyanya, 22 Feb 2009 14:27

Only after things have calmed down will Ariadne ask for a mithral breastplate she'll part with her own breastplate +1 in exchange if there are more than 5 people who want one as mithral is of better use to her even if it's not enchanted. [Edit: her player forgot that her magical breastplate is an heirloom, so she never made that offer, though she'd still prefer to use a mithral one if it's available.]

She also asks if part of the split of the gold (her own part if need be) may go to pay for funeral rites for Kambei according to his culture and a message sent to his next of kin in Tatsuo.

Re: Treasure 2-21-09 by ScylfingScylfing, 22 Feb 2009 07:19

muken has dibs on atleast 1 longsword, and 1 breastplate, plus his share of the gold, and anything else you guys pass on.

don't forget i can craft equipment for you guys, and at a discount too!

Re: Treasure 2-21-09 by SymposesSymposes, 22 Feb 2009 06:37
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