Coding

All things computer programming related...

Failure of Death Word

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If the Risk Die comes up '1' when attempting Death Word, your attempt to draw upon the most fell of magical energies goes awry, and you suffer 1d4 HP of injury per level you hold in magic-user or a subclass of the same (and nothing, not even Death Ward can protect you from this harm) — and these dice explode. For each time beyond zero that you have already successfully employed Word of Death since your last long rest, increase the damage die type used on a failure (i.e., a '1' result on the Risk Die). If you've used it once before, and it failed on your second attempt, you'd suffer 1d6 HP of injury per level you hold in magic-user or a subclass. If two times earlier today, use d8s, etc.

The Moonpeaks

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Moonpeaks, The — a mountain range in southeastern Stigrix, home to the second oldest dwarfhold, Gundgathol — in the hands of duergar, derro, and kuo-toa in recent decades.

Sohei Personal Boon

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Personal Boon at Sohei 3: the Sohei gains damage reduction 1, shrugging off 1 HP of damage from each attack that breaches her defenses. This DR increases to 3 at Sohei 4 and caps at DR 5 at Sohei 5. The Sohei class doesn't go beyond level 5.

Crom

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Crom (Cromm Cruach)
Neutral Good
God of Strength and Battle
Symbol: A silver crown over a white capped mountain
Pantheon: the Anganach

An Ancient One, Crom is worshipped largely by fighters, rangers, barbarians, and clerics. Due to the constant threat of monsters and monstrous humanoids from the Barrowmoor and the surrounding forests, Crom's faith among warriors and mercenaries has remained steady in comparison to that of Silvanus and Herne. The clerics of Crom seek to advance their faith through strength of arms and feats of daring in battle.

My To-Do List

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Resume blog entries with B's in terminology; I finished the A's.

Ag-kirzhak, Krizhurg!

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"Ag-kirzhak, Krizhurg!" — Goblin for 'My Enemy's Strength, Now My Own'.

AD&D

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AD&D — an acronym for Advanced Dungeons & Dragons, a roleplaying game that has become a cultural phenomenon.

Slaytonthorpe

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Slaytonthorpe — A subregion in the northern quadrant of Southeastern Stigrix on the northeastern border of the Duchy of Aerik. Slaytonthorpe is famous for its Baron of Mutton inn and tavern. It is said to have the best mutton and beef brisket in the known world. Slaytonthorpe is also famous as the region in which a group of heroes famously recaptured Tornspire Keep in 25 PR.

Alemvean Banivardimor At Overall Level 3

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PAL 1/THF 1/DRU 1
Overall Level 3
Lawful Good Halfling, HP: 17
XP Total: 4,000
TNL: 5,000

Str: 10/20 (+0)
Dex: 18/35 (+3)
Con: 09/20 (+0)
Int: 10/20 (+0)
Wis: 17/35 (+2)
Cha: 14/50 (+1)

Saving Throws:
Death/Poison: 10
Paralysis/Petrify: 11
Spells/Rods/Staves: 12
Wands: 13
Breath: 14

Special Abilities:
- Cure Disease
- Channel Energy 3 x daily
- Lay on Hands (@ PAL 2)
- Smite 2 + {CHA bonus} times daily

Lv/Class-Based Attack Bonus: +2
Equivalent Base THAC0: 18
+1 Bloodthirsty Vampiric dagger

* Damage Dealt:
   vs mundane foe m.THAC0 14 (1d4+4)
 

* If Alemvean successfully uses Enlightened Strike, then he may add an additional 3 points (the sum of Wis & Cha modifiers) of damage to the damages shown above.

Armor Class:
   Undressed/Prone 10
   full gear: -1
   flat-footed 3

Clerical spells:
3 1st

Typically Prepared:

Bless x 1 (target: caster, allies w/i 50' burst)
Divine Favor x 1 (target: self)
Shield of Faith x 1 (target: single)

Heroic Deeds:
   Known: 7
   Daily Risk Dice: 5

  1. Bite the Bullet
  2. Call of the Wild
  3. Enlightened Strike
  4. Nature's Imprint
  5. Skin of Your Teeth
  6. Slow & Steady
  7. Staggering Strike

Other Equipment:
+1 bloodthirsty vampiric dagger
ring
studded leather
+2 buckler
short bow
ethanol (1 pt., 80-proof)
potion extra-healing x 5

Versus mundane evil creatures, a paladin adds his Charisma bonus to other to-hit bonuses and adds his paladin levels (max 5) to damage.

Versus aberrations, evil outsiders, and undead, a paladin gets the foregoing bonuses against evil creatures, plus gets to add his Charisma bonus to damage, and his weapon's base damage die/dice is doubled.

Dark Magic

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Add your Dark Magic trait value to the saving throw penalty imposed when you cast an infernal or necromantic spell. The value of this trait may also be applied to damage inflicted by your spells or abilities.

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