Post by Fangor the Fierce on Aug 13, 2007 17:25:59 GMT -5
Ok, with my schedule now tied down, and not having to think as much as required on my job, I think I might be returning the Hands of Fate game back to the boards. I would like some feedback though, as here's the gist of things as they stand.
The players were:
Thomas Heartbourne - Danno (Character not returning)
Petunia Proudfoot - Petunia (Character not likely to return)
Sahar Kara - Lin (Not Returning)
Royale - TheZebraShakes (Returning)
Milo Portia - IstarinCale (Character not likely to return)
Llewelyn Clowes - TopTomCat (Returning)
Mathan - VemuKhaham (Character not returning)
Now, I know that this campaign took a long time to get where it left off at, but as I can recall, it will be easy to pick back up.
Current Player levels were left at 4th level characters, and now past the Bridge of Despair. They are all united now, choosing to travel together, to what fates lie before them. Here's how we would get back into the game:
The days turned to weeks, which then turned into months, then to years. Your journey was not without trouble, as you have a few more scars to wear either proudly, or in folly for your decisions. The warmth of the markings that have come to call you their chosen has never subsided, and even grown in time.
With the aid of Maximo and Ferro, your training has culminated into heated sessions of both bodily and spiritual guidance. Baylen had long since taught you to harness your abilities to work well with each others, and his sparring sessions have taught you both humility, and the realization that you have learned to use all manners of weapons with proficiency and skill.
Ferro has taught you to understand the powers that magic can use, and with the aid of Ebin Lightgiver, who's son's body you returned for proper burial, you find out more of your powers. They can be used in different situations, and hold more powers then you have anticipated. Together with your training, you have come to know what it is like to wield power, use it for good, and even ward off the evil that seems to be growing.
After months and months of training, and many other side missions from the academy, Maximo has been gone for some time now, almost a full month. Your trainer, Baylen has come to train you all on single combat, as well as group combat. Along your side, the students come and go, some venturing out the walls of the academy after a few weeks, others after a few months. Your stay has been among the longest, and you have come to befriend all of the other students. Some of them have aided you on missions, others have been sparring partners. Others were simply friendly ears to listen to you and your thoughts.
Thomas and Sonya, your first two friends in this place, seem to have stuck around as well, one for obvious reasons (Sonya likes Llewelyn, go figure) and the other out of respect for your true mission at the academy (knowing your powers, and your reluctancy to join the others). Maximo has still been a hardened warrior, yet he relays as much info as he can to you all, when he receives it. Coyle, the Centaur Chief has taken over the task of fortifying the hidden forts to the south and east. Other allies have sprung up, as well as enemies.
The hooded figure, the one that haunted your dreams, still lingers int he back of you rmind, taunting you when he gets the chance. His power has grown, as has his followers. You have run into them plenty of times, but there has been a quietening that seems to put everyone on their nerves. Maximo feels it too, and before he left, he warned you to stick together, should anything come of it. But that was a full month now, and you are left in the dark, without knowledge of what has become of him.
This is where you start again, at the academy, where it all began. The riddles, the uncertainty, the full force of being thrown into the fray without much notice. But now, you are ready, prepared for what the world may throw at you, and you are eager to end this 'fate' of yours, one way or another....
Character will level up to 8th level, gaining the following:
27000 gp
All powers to their max potency (will post powers and their abilities to note on character sheets)
For Sparring with Baylen all this time, you gain the following -
If you don't have Martial Weapon proficiency, you gain it automatically, now proficient with all Simple and Martial Weapons. If you already have Martial Weapon Proficiency from class selection, then you will gain either Exotic Weapon Proficiency of one weapon, or Weapon Focus, your choice. If you already have Weapon Focus, then you can choose Weapon Specialization with weapon that you have Weapon Focus with. Again, if you already have Weapon Specialization, then you may choose Greater Weapon Focus for said weapon. If that is already taken, then Greater Weapon Specialization with said weapon. You bypass the need for the prerequisites of these feats, as your training qualifies you for this additional trait.
For training with Ebin and Ferro Direnaught, you also gain -
Echew Materials as free feat, regardless of the fact that you already selected this feat. You also gain Spell Focus for one school of magic, as you have continuously practiced with these two advanced magic users, learning the tricks of the trade.
For those that have read up their books, you gain circumstancial bonuses to various skills. Pick any two skills +INT modifier (so, with INT 16, you would pick 2+3=5 skills) that you have ranks in (at least one rank) and you may now take ten on those skills, anytime. You also gain a +2 bonus to those skills at anytime, which may be listed as a circumstantial bonus that stacks with any other bonus available.
Powers -
----------------------------------------
Mathan - Soul Orb - Tormented Souls - With this power, Mathan has learned that he can harness those souls that have been tormented, used, tortured or other specific reasons to warrant needing to be guided into the afterlife. (DM's discretion) When able to guide them, Mathan can harness those guided souls to allow him uses of their respective powers. Listed below are the powers and their costs. Costs represent the number of souls it takes to use the listed powers. They are listed as follows, # of Power, (# represents how many 'charges/souls' required for power to be used, power name, description, and duration.
1 - (1) Guidance of Life - Allows the soul to offer you some healing, as the soul has been successfully allowed to pass into the afterlife. For each soul released, you gain D4 HP in healing, as a swift action. Immediate effect.
2 - (2) Guidance of Battle - Allows the soul to transfer some of its training to guide your own actions in battle. For each pair (2) of souls released, you may add d6 to any attack roll, skill check, or saving roll, after you have rolled your D20, but before you read the outcome of successful or not on the attack roll. Acts as Action die, so to say, swift action. Immediate effect.
3 - (2) Guidance of Body - Allows the user to harness the souls sustance, allowing you the chance to shrug off damage from attacks. You gain DR equal to the number of souls released (minimum 2), for the duration of your WIS modifier in rounds. Hence, if you release 3 souls, and have Wisdom of 18, you would gain DR3/magic for 4 rounds. This power is only able to negate melee attacks and ranged attacks, but not magical attacks or Spell Like Abilities. Swift Action. Lasts rounds equal to WIS modifier.
Souls can be held indefinately, and stacking of powers is allowed, should you be able to have enough souls to use for each power. Mathan would start play with D20+8 souls in stasis, ready to use.[dice=20]
----------------------------------------
Llewelyn - Earth Orb - Earthen Grasp - His unarmed damage increases to one size category higher, d4. He also gains circumstancial bonuses now equal to +4 to any opposed STR check (grappling, disarm, trip, breaking objects or doors, etc), a +4 Circumstancial bonus to any skill that lists STR as its ability modifier, (+5 at 11th MAXED OUT at 11th level).
+4 to opposed STR checks, and skill checks
Swift Action
3 times per day
----------------------------------------
Milo - Wind Orb - Translocation - The ability lets Milo transfer locations with his target (must occupay same size space as you, so only small and medium creatures). If the target tries to resist, then it can with a successful Will save, DC 10+1/2 Character Level of Milo+CHA Modifier. If creature successfully saves, then the attempt still counts as a dialy use of the ability. Targets exclude Undead, Abberations, Incorporeal,Outsider, Devil, etc... At 9th Level, it can include objects that were created with living matter and raises to 5/day. (Wooden, Rope, and Leather, - No Metal, Stone, Dirt, Ashes, Fire, Cloth Glass, or Leather. Other objects may be allowed with DM approval.)
Translocate
Swift Action
4/day
----------------------------------------
Royale - Water Orb - Token of Orylea - +3 to all skills involving your Charisma modifier, +3 to all Bardic Knowledge Checks, +3 to your DC of enemies resisting any Bardic Music DC that involves seeing you (Female targets suffer an additional +2 DC to resist your Bardic Music). This ability is constant, and increases by +1 at 11th level, +5 at 15th level (MAX)
Constant
+3/+5 vs Females DC to Bardic Abilities
+2 to your Spell DC on all spells against only female targets. This ability is usable 4/day currently, 5/day at 11th level. Swift Action. 4/day
Swift Action
+2 Spell DC vs females
4/day
----------------------------------------
Sahar - Fire Orb - Family Honor Tattoo - +4 bonus to any die roll that would benefit from her Strength or Dexterity score. This would include attacks (both melee and ranged), skills invloving ability scores related to these stats, and saves involving a Strength or Dexterity check. Max +5 at 11th level. At 12th level, power is constant, no swift action needed.
+4 bonus
Swift Action
3/day
----------------------------------------
Petunia - Stone Orb - Powerful Shotputs - This power seems to manifest itself into the throwing weapons that Petunia favors. She gains the following feats usable at a rate of one 'charge' per use, 5 charges per day. Precise Aim (half penalties for throwing into melee and cover), Far Throwing (throwing weapons double increment before taking penalties for range into account), Focused Shotput (Weapon Focus added to it), Far Shotput (Range increment now 30'), Precise Shotput (Precise Feat added), Specialized Shotput (Weapon Specialization added), Power Shotput (+2 damage per -1 penalty for Power Attack)
Swift Action
5/day
----------------------------------------
Thomas - Nature Orb - Nature's Tongue - Still working out the details...
So, after all this, how many of the original characters would return? How many would be willing to start this back up as it is written, being a year or two down the road? Let me know, and I can go from there.[rand=6358008255394232522166288994623990836231590017399289784930604419]
The players were:
Royale - TheZebraShakes (Returning)
Llewelyn Clowes - TopTomCat (Returning)
Now, I know that this campaign took a long time to get where it left off at, but as I can recall, it will be easy to pick back up.
Current Player levels were left at 4th level characters, and now past the Bridge of Despair. They are all united now, choosing to travel together, to what fates lie before them. Here's how we would get back into the game:
The days turned to weeks, which then turned into months, then to years. Your journey was not without trouble, as you have a few more scars to wear either proudly, or in folly for your decisions. The warmth of the markings that have come to call you their chosen has never subsided, and even grown in time.
With the aid of Maximo and Ferro, your training has culminated into heated sessions of both bodily and spiritual guidance. Baylen had long since taught you to harness your abilities to work well with each others, and his sparring sessions have taught you both humility, and the realization that you have learned to use all manners of weapons with proficiency and skill.
Ferro has taught you to understand the powers that magic can use, and with the aid of Ebin Lightgiver, who's son's body you returned for proper burial, you find out more of your powers. They can be used in different situations, and hold more powers then you have anticipated. Together with your training, you have come to know what it is like to wield power, use it for good, and even ward off the evil that seems to be growing.
After months and months of training, and many other side missions from the academy, Maximo has been gone for some time now, almost a full month. Your trainer, Baylen has come to train you all on single combat, as well as group combat. Along your side, the students come and go, some venturing out the walls of the academy after a few weeks, others after a few months. Your stay has been among the longest, and you have come to befriend all of the other students. Some of them have aided you on missions, others have been sparring partners. Others were simply friendly ears to listen to you and your thoughts.
Thomas and Sonya, your first two friends in this place, seem to have stuck around as well, one for obvious reasons (Sonya likes Llewelyn, go figure) and the other out of respect for your true mission at the academy (knowing your powers, and your reluctancy to join the others). Maximo has still been a hardened warrior, yet he relays as much info as he can to you all, when he receives it. Coyle, the Centaur Chief has taken over the task of fortifying the hidden forts to the south and east. Other allies have sprung up, as well as enemies.
The hooded figure, the one that haunted your dreams, still lingers int he back of you rmind, taunting you when he gets the chance. His power has grown, as has his followers. You have run into them plenty of times, but there has been a quietening that seems to put everyone on their nerves. Maximo feels it too, and before he left, he warned you to stick together, should anything come of it. But that was a full month now, and you are left in the dark, without knowledge of what has become of him.
This is where you start again, at the academy, where it all began. The riddles, the uncertainty, the full force of being thrown into the fray without much notice. But now, you are ready, prepared for what the world may throw at you, and you are eager to end this 'fate' of yours, one way or another....
Character will level up to 8th level, gaining the following:
27000 gp
All powers to their max potency (will post powers and their abilities to note on character sheets)
For Sparring with Baylen all this time, you gain the following -
If you don't have Martial Weapon proficiency, you gain it automatically, now proficient with all Simple and Martial Weapons. If you already have Martial Weapon Proficiency from class selection, then you will gain either Exotic Weapon Proficiency of one weapon, or Weapon Focus, your choice. If you already have Weapon Focus, then you can choose Weapon Specialization with weapon that you have Weapon Focus with. Again, if you already have Weapon Specialization, then you may choose Greater Weapon Focus for said weapon. If that is already taken, then Greater Weapon Specialization with said weapon. You bypass the need for the prerequisites of these feats, as your training qualifies you for this additional trait.
For training with Ebin and Ferro Direnaught, you also gain -
Echew Materials as free feat, regardless of the fact that you already selected this feat. You also gain Spell Focus for one school of magic, as you have continuously practiced with these two advanced magic users, learning the tricks of the trade.
For those that have read up their books, you gain circumstancial bonuses to various skills. Pick any two skills +INT modifier (so, with INT 16, you would pick 2+3=5 skills) that you have ranks in (at least one rank) and you may now take ten on those skills, anytime. You also gain a +2 bonus to those skills at anytime, which may be listed as a circumstantial bonus that stacks with any other bonus available.
Powers -
----------------------------------------
Mathan - Soul Orb - Tormented Souls - With this power, Mathan has learned that he can harness those souls that have been tormented, used, tortured or other specific reasons to warrant needing to be guided into the afterlife. (DM's discretion) When able to guide them, Mathan can harness those guided souls to allow him uses of their respective powers. Listed below are the powers and their costs. Costs represent the number of souls it takes to use the listed powers. They are listed as follows, # of Power, (# represents how many 'charges/souls' required for power to be used, power name, description, and duration.
1 - (1) Guidance of Life - Allows the soul to offer you some healing, as the soul has been successfully allowed to pass into the afterlife. For each soul released, you gain D4 HP in healing, as a swift action. Immediate effect.
2 - (2) Guidance of Battle - Allows the soul to transfer some of its training to guide your own actions in battle. For each pair (2) of souls released, you may add d6 to any attack roll, skill check, or saving roll, after you have rolled your D20, but before you read the outcome of successful or not on the attack roll. Acts as Action die, so to say, swift action. Immediate effect.
3 - (2) Guidance of Body - Allows the user to harness the souls sustance, allowing you the chance to shrug off damage from attacks. You gain DR equal to the number of souls released (minimum 2), for the duration of your WIS modifier in rounds. Hence, if you release 3 souls, and have Wisdom of 18, you would gain DR3/magic for 4 rounds. This power is only able to negate melee attacks and ranged attacks, but not magical attacks or Spell Like Abilities. Swift Action. Lasts rounds equal to WIS modifier.
Souls can be held indefinately, and stacking of powers is allowed, should you be able to have enough souls to use for each power. Mathan would start play with D20+8 souls in stasis, ready to use.[dice=20]
----------------------------------------
Llewelyn - Earth Orb - Earthen Grasp - His unarmed damage increases to one size category higher, d4. He also gains circumstancial bonuses now equal to +4 to any opposed STR check (grappling, disarm, trip, breaking objects or doors, etc), a +4 Circumstancial bonus to any skill that lists STR as its ability modifier, (+5 at 11th MAXED OUT at 11th level).
+4 to opposed STR checks, and skill checks
Swift Action
3 times per day
----------------------------------------
Milo - Wind Orb - Translocation - The ability lets Milo transfer locations with his target (must occupay same size space as you, so only small and medium creatures). If the target tries to resist, then it can with a successful Will save, DC 10+1/2 Character Level of Milo+CHA Modifier. If creature successfully saves, then the attempt still counts as a dialy use of the ability. Targets exclude Undead, Abberations, Incorporeal,Outsider, Devil, etc... At 9th Level, it can include objects that were created with living matter and raises to 5/day. (Wooden, Rope, and Leather, - No Metal, Stone, Dirt, Ashes, Fire, Cloth Glass, or Leather. Other objects may be allowed with DM approval.)
Translocate
Swift Action
4/day
----------------------------------------
Royale - Water Orb - Token of Orylea - +3 to all skills involving your Charisma modifier, +3 to all Bardic Knowledge Checks, +3 to your DC of enemies resisting any Bardic Music DC that involves seeing you (Female targets suffer an additional +2 DC to resist your Bardic Music). This ability is constant, and increases by +1 at 11th level, +5 at 15th level (MAX)
Constant
+3/+5 vs Females DC to Bardic Abilities
+2 to your Spell DC on all spells against only female targets. This ability is usable 4/day currently, 5/day at 11th level. Swift Action. 4/day
Swift Action
+2 Spell DC vs females
4/day
----------------------------------------
Sahar - Fire Orb - Family Honor Tattoo - +4 bonus to any die roll that would benefit from her Strength or Dexterity score. This would include attacks (both melee and ranged), skills invloving ability scores related to these stats, and saves involving a Strength or Dexterity check. Max +5 at 11th level. At 12th level, power is constant, no swift action needed.
+4 bonus
Swift Action
3/day
----------------------------------------
Petunia - Stone Orb - Powerful Shotputs - This power seems to manifest itself into the throwing weapons that Petunia favors. She gains the following feats usable at a rate of one 'charge' per use, 5 charges per day. Precise Aim (half penalties for throwing into melee and cover), Far Throwing (throwing weapons double increment before taking penalties for range into account), Focused Shotput (Weapon Focus added to it), Far Shotput (Range increment now 30'), Precise Shotput (Precise Feat added), Specialized Shotput (Weapon Specialization added), Power Shotput (+2 damage per -1 penalty for Power Attack)
Swift Action
5/day
----------------------------------------
Thomas - Nature Orb - Nature's Tongue - Still working out the details...
So, after all this, how many of the original characters would return? How many would be willing to start this back up as it is written, being a year or two down the road? Let me know, and I can go from there.[rand=6358008255394232522166288994623990836231590017399289784930604419]