Spell: Spiritual Weapon

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Spiritual Weapon (2nd level clerical)

Level: Clr 2, War 2
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form.

It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality.

The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack.

Feyre At Overall Level 11

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Feyre Archeron
MAGE 3/ENCH 5/FGT 3
Overall Level 11
Lawful Good Human, HP: 44
XP Total: 65,000
TNL: 12,000

Str: 10/95 (+0)
Dex: 16/40 (+2)
Con: 15/70 (+1)
Int: 18/60 (+3)
Wis: 13/- (+1)
Cha: 09/85 (+0)

Magic Resistance: 45%
Allies get +1 vs spell effects
Affinity: fire

Armor Class:
Undressed & prone 08 {05} (bracers/robe)
Unharnessed & prone: 10 {07}
Unharnessed 08 {05}
Harnessed -2 {-5} (shirt/robe/ring)
Harnessed but Flat-Footed 0 {-3}
Touch 8

{the above boosted 3 if mage armored}

Traits:
Arcane Adept: +3
Book Seller: +3
Curse Lifter: +3
Historian: +3
Loremaster: +3
Intensifier: +1

Saving Throws:
Death/Poison: 12 (11)
Paralysis/Petrify: 13 (12)
Spells/Rods/Staves: 15 (14)
Wands: 13 (12)
Breath: 15 (14)

Lv/Class-Based Attack Bonus: +4
Equivalent Base THAC0: 16

+2 Quarterstaff:
   m.THAC0 14 (1d8+2)

+2 Short Bow:
   m.THAC0 12 (1d6+4)

+2 quarterstaff
AC -4 | roll needed = 18+
AC -2 | roll needed = 16+
AC 0 | roll needed = 14+
AC 2 | roll needed = 12+
AC 4 | roll needed = 10+
AC 6 | roll needed = 08+
AC 8 | roll needed = 06+
AC 10 | roll needed = 04+

 
+2 silver dagger or +2 shortbow:
   m.THAC0 12 (1d4+5)

+2 silver dagger
AC 6 | roll needed = 18+
AC 4 | roll needed = 16+
AC 2 | roll needed = 14+
AC 0 | roll needed = 12+
AC 2 | roll needed = 10+
AC 4 | roll needed = 08+
AC 6 | roll needed = 06+
AC 8 | roll needed = 04+
AC 10 | roll needed = 02+
AC 11 | roll needed = 02+

Spells 24/day - 7 1st/6 2nd/6 3rd/5 4th:

1st: burning hands, comprehend languages, eldritch bolt, hold portal, identify, sleep

2nd: invisibility, knock, levitate, mage armor, silence

3rd: fireball, fly, major image, spirit guardians

4th cone of cold, lesser sending, scrying, zone of glacial cold

Heroic Deeds:
   Known: 17
   Daily Risk Dice: 09

  1. Aim Carefully
  2. Arcane Deflection
  3. Attune to Item
  4. Aura of Enchantment
  5. Charge Item
  6. Dazing Spell
  7. Death Ward
  8. Death Word
  9. Disenchant
  10. Dual Heroic Deeds
  11. Dweomer Determination
  12. Eldritch Wrath
  13. Enhance Enchantment
  14. Flawless Construction
  15. Intensify Spell
  16. Manipulate Fate
  17. Short Port
  18. player's choice
  19. player's choice

Other Equipment: bark from tree of healing (usage: d12)
bracers of protection +1
cave-fisher filament (25 ft)
daggers (pair, mundane)
enchanter's ear-rings
enchanter's robe
+1 dagger
ethanol (1 pint, 40-proof)
inflammable oil x 5
+2 mithril shirt
poison antidote x 3
potion of healing (2d6+2) x 3
potion of extra-healing (6d6+6) x 2
potion of prot. vs red dragon
potion of rejuvenation x 4
potion of vigorous voodoo x 1
potion of invisibility x 1
red dragon blood (12 vials)
scroll: flying & invisibility at 5th
wand of burning hands (13 charges)
+2 quarterstaff
sharpening stone
+2 short bow
spellbook (glyph of warding)

Contacts:
Tauste
Saphira
The Argent Twilight

Celaena At Overall Level 11

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FGT 8/RGR 3
Overall Level 11
Lawful Good Human, HP: 75
XP Total: 65,000
TNL: 12,000

Str: 17/15(+2)
Dex: 16/25 (+2)
Con: 16/55 (+2)
Int: 12/60 (+0)
Wis: 13/70 (+1)
Cha: 09/75 (+0)

Special Abilities:
Fighter Party Boon
Fighter Personal Boon
Movement 40 ft dungeon
Movement 50 ft outdoors
Ranger Party Boon
Ranger Personal Boon

Traits:
Longbow Expert +2
Monster Slayer +3
Tough-Minded +3
Ruins Explorer +3
Arms Merchant +2
Animal Empathy +3

Saving Throws:
Death/Poison: 12
Paralysis/Petrify: 13
Spells/Rods/Staves: 15
Wands: 13
Breath: 15

Armor Class:
Undressed & prone 10
Undressed 09
Harnessed 1 (+2 mithril shirt)
Harnessed but Flat-Footed 2
Touch 8

Spells: none

Lv/Class-Based Attack Bonus: +11
Equivalent Base THAC0: 9
+2 Two-Handed Sword 1d10/3d6 vs large
+1 Longbow 1d10 (m.THAC0 06)

+2 Two-Handed Sword:
   vs mundane foe m.THAC0 7 (1d10+5+situational)
   vs Large+ monsters m.THAC0 7 (3d6+5+situational)

Longbow:
1d10+3+situational+situational

+1 Obsidian Spider-Banes
vs mundane foe m.THAC0 7 (1d6+3)
vs spiders & kin treat spider AC as 9 (3d6+3)

Heroic Deeds:
   Known: 19
   Daily Risk Dice: 09

  1. Aim Carefully
  2. Blitz
  3. Brace
  4. Cleave
  5. Deft Blade
  6. Eagle Eye
  7. Hunter's Mark
  8. Improved Ambuscade
  9. Improved Cleave
  10. Indomitable Defense
  11. Primary Foe
  12. Show Your Specialization
  13. Skin of Your Teeth
  14. Stinging Second Attack
  15. Soul of the Warrior
  16. Staggering Strike
  17. Unbreakable
  18. Unusual Prowess
  19. Vicious Focus

Equipment:
black hydra scabbard
+1 boot knife (1d4+3)
bag of pocket dimension
a dozen arrows dealing +1d6 fire
daggers (pair, mundane)
ethanol (1 pt., 40-proof)
inflammable oil x 5
lenses of infravision
+2 mithril shirt
potion of extra-healing x 4
potion of invisibility x 1
+3 two-handed sword
longsword +2 (+4 vs halflings)
+1 longbow
+1 spider-banes (mated)

Contacts:
Dwargon
Vrakthis
Order of the Gauntlet

Spell: Cataclysm

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Cataclysm

1st-level evocation
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute<

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 1d8 psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by 1d8 for each slot level above 1st.

Spell: Blaze

- Posted in Coding by

Blaze

1st-level evocation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Ironguard Motte

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Ironguard Motte — The seat of power in the Duchy of Aerik. Population roughly 700 souls. Ironguard Motte is the major trade and political center of the district. It's ruling family received this vassal holding from Duke Derric Winterberry of Threshold in PR (-)06.

Padoar

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Padoar — a village thirty-six miles south-southeast from Ironguard Motte, eight miles southwest of Dolecherry, and thirteen miles southeast of the southernmost of the Soot Mountains. As the crow flies, Helix lies forty-three miles northwest of Padoar.

Gnoll

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Gnoll

• No. Enc: 2d4 (3d10)
• Alignment: Chaotic
• Movement: 30'
• Armor Class: 7
• Hit Dice: 2+1 (typically 10-13 HP)
• BAB +3
• Attacks: by weapon
• Damage: By single weapon attack, +1 to damage
• Save: F3
• Morale: 10
• Hoard: 2d6 chroma, 1d4-1 royals, 1d4+1 copper (25% it's Red Cuprous)

Experience Yielded: 285 per gnoll defeated

Anytime ten or more gnolls are found together, one of them will be a 3+3 HD specimen with 21 HP with 1d4-1 royals, 2d4+4 chroma, 1d4+6 copper (25% it's Red Cuprous). This leader will have the same Morale and saving throws as its fellows. A defeated leader gnoll is worth 325 xp.

PR

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PR — also P.R., this signifies Post Ravaging a period of history following the great ravishing of western Westmark by the Shou.

Blackblades, The

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The Blackblades — a large band of gnolls that has plagued the southeastern portion of the region of Stigrix since PR 199. Led by a 10-HD gnoll barbarian, Gutripper, this band has done much to disrupt trade in 199, then later to diminish profit margins as costers and caravans had to shell out more for protection on the road.

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