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Subject:The Koala is the Drunken Irish Ninja of the Animal Kingdom
Time:06:39 am

He's Coming for you...
Can you feel it? The cold sharp talons, black and unfeeling? the Gentle brush of downy fur, tickling at your backside, and fluffy and puffy white ears gently sliding past your ankles? He dances from tree to tree, the stink of alcoholic eucalyptus fresh on his breath, the bark of tree grinding under his small grip, like that of poorly marketed action figure featuring a supposedly-Kung-Fu-vice-like-throttling-ability-but-more-resembles-that-of-a-limp-fish-noose-and-no I-dont-mean-the-kind-that-can-be-cured-with-viagra-and-some-ingenious-positioning.
He'll drink all day, fight like a frothy demon with penis issues and still have time to climb in your daughters windows and give her something to hang her towel's on.
He IS, the KOALA!!!!
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Subject:Orks...PART 1
Time:09:41 am


An Adventurer’s Overview


“Nok Tor-Gok. Nok Tor-Gok, Sen Virai SangHortaKen Ga-Nok;  Bakkazora!”

-Death to all, Death to All, By Mine own blood, this one shall kill them all; Berzerker!”

-The Berzerker’s Oath


“En Hash Du-En Ga-Nok”

“You Keep what you Kill”

-The Path of Leadership


“Sen Mu, Sen Sang”

“By mother, by Blood”

-An Orkish Oath


“Tor ShanGa-Ebon”

“To Face the Black”

-A common Ork expression taken to mean either Face your Fear or in rare instancesTo go to Death


Orks have had many names, from many cultures and kingdoms.  Brutes they are callen, barbarians or tribesmen.  Mopuntainmen, as oft as not and many know them as raiders and pillagers.  The islanders call them the Vorta, the Naichi call them Kasha.  Greenskins, Pig-men, Hordemen, and Snouts.  They have earned all of these names and yet, none of them are truly accurate.

                As a people The Ork are divided, by tribe, by land, and most of all, by faith, from the Spirit-sworn to the demon bound, an orks faith in many ways defines what the world shall see him as, lest they judge by the affronts and actions of his kin.  More often than not, they do. 

    Orks throughout History

            The Orks place throughout history has been flavoured with many deeds and many more tragedies caused by there there hands or in there names.  By and large, it is not a reckoning of any nations ally or friend, but rather that of an ancient enemy to all realms.  The truth of the matter, is one of conflict to be true, but when one knows the Ork, they cannot help but wonder at the passion it takes to live such lives.

                Orks are accounted with many military accomplishments, and there greatest stories are those of conquest and loss, great epics of The Horde or of Long Lost heroes, axes stained with blood.  The Common Orkish beliefs is one of Battle, as both a way of life and a constant pursuit, and this attitude is one that has painted many a colorful tale, many of them red.


Not all Orkish tales are those of War, though the most common theme is such.  Orks possess many legends, from the Birth of the World, to the Creation of there race, as well as romances and stories of great sages.  Some Examples are the following Stories, summarized:

Torg &Tash:  This Orkish Story is one more or less of family values, ane while is one of war, the stories subject is not the war.  As the story goes, two brothers (oftentimes told as Blood Brothers), Grew tall together in there village.  When they were of Age, a great Warchief came, and claimed to be forming the greatest horde of all times, and to once and forever claim for the Green a homeland so there huts might grow tall as mans do, and there field fill with bounty.  Torg, the red brother, thought the man great, and so bound with the Warchief.  Tash however, was the Blue Brother, and saw the man as a Great fool, with more Dream then sense.  The story is of Torgs Journey to war, and how, fearing for his brother, Tash traeveled to the world of men, to save his brother of the fate all whom join the Horde may suffer- Death.  The Story Ends with Torg and Tash returning home, both having learned there lessons, that All men may be Great, but all men may be fools as well.

The Great Mother:  When the world was yound, the Orks believe the First Ork, was a young mother, nameless, tribe-less, and alone.  She Wondered the world, pursued by those that hate the Orks, and tormented by her silent voice, unheard by those of her own kind.  As the Mother Wondered She Came upon a Green Man, a Creature of Legend, servant to the Fey and Born of Fey and Daemon.  The Green Man Knew Care for the woman and took to her cause.  As Two then, the two found happiness, and fought there enemies, man and woman together.  And in time, the two found Love.  A Child was Born to the Mother, and the Green Man, an Ork of Blood both Demon and Fey, and though curse with the blod of both, there sons power was great as well.  This story is taught to many child, and used to teach lessons of both hardship, love, the importance of mating, and above all, the Ork Primary, of triumph in adversity.

Jana & Jeb:  Though stories of Love are rare in Orkish tradition, some do exist, most prominent among them, the story of Jana and Jeb.  A Non-classical tale of romance in the Human sense, this Orkish tale focuses more on the places thee two lovers held in life, rather than the feelings they had for each other.  While this may be a reflection or an orks assertiveness and generally strong conviction, it is also of note that such tragic tales are told as the pinnacle of Greenskin Love.

The Story focuses on a rather classic concept by Orkish standards, of two young ones who fell in love, and while there joy was great, life intervened.  For when an Ork knows love, this grat accomplishment brings to harsh life all that is incomplete.  The Urge for War and for a Land of there own, an urge for victory and power all rise to the surface.  Unlike many men and elves, Orkish ambition grows with the love of a good woman, and so Jeb went to war, following the Horde to Destiny or Death.

While the ending varies greatly, more often than not, the tale is told with tragedy, where the Ork wife waits as his husband rides of to war, dies in battle, and rots beneath the sun.  The Tale is one of how Ork men die, and forever, there women will wait for them.

The Great Pilgrim:  This Legend, one common to many races across the World, is often taught as an Orkish One, though many Historians believe this is merely a bastardization of the Human version, born through the great amount of cross-breeding between the races.  In the Orkish Version, the Pilgrim was not a man of Drak’Tur, but rather a slave of them.  As an Orkish slave, he watched and learnd the magic and might of men, and learned a lesson too from there arrogance to hold the whole world.  When the kingdom fell and the world Broke, the Pilgrim burst free of his bonds of imprisonment, and dedicated his life to thwarting the one wish of his masters-Dominion. 

Unlike the Human legend, taught as a Fable by some, or a lesson in folly and arrogance, the Orkish Version is in the Strength of Landhome.  The Orkish pilgrim is often seen as a Founder or Great spiritual being, an omen of Landhome painted with a Long axe held in hand, and a cane for Herding.


            As previously mentioned, Orkish History is mostly, an accounting of many wars.  Each tribes participation is usually accounted in any given reckoning, when canted by an Ork, and each Tribes accomplishments are thus honoured.  Tribal accomplishment is very important, as well as personal accomplishment, and it is considered greatl rude, worthy of Challenge, to forget or neglect such in a recounting.

                To Discuss the Orkish History of War, many and more books would be filled, so many have been the conflicts, and while Orks maintain many great tales of War and Conquest, even there own memory of such recountings is often grown thin and neglectful.

                When Orks march to war, whether by party or Horde, there are many observances to be made.  Rites of passage for the young, Mercy for the wounded in the form of the blade of an axe; in times of war, All dispute and difficulties are settled by the sword.  To many it seems as though war is the purpose of Orkish life, and when at war, this is true.  But rarely is war ever fought for no other reason. 

            A Constant Threat:

            Orks, where they are settled, are often a great concern for local lords and non-Ork settlements.  As Aggressive as Orks are, there constant threat of raids and invasion, cause a reciprocal response from there bordering humanoids.  Humans form immense castles, war-hardened fiefs, and great watchtowers to guard an Orkish Border, such as the Blue Stone Towers of The Broken Fang Mountains.  Elves enchant there forest borders with Ward and Rune Stones, creating veiling mists and great spiritual barriers.  Some Historians claim the first Dwarves carved there homes from the Mountains to resist the constant Ork raids, and protect there settlement from sacking by roving Nomadic Ork Hordes.

                Whatever the response, Non Orks who neighbor Orkish Lands often grow greatly distrustful of the greenskins.  Racial Tensions have formed in this manner over hundreds of years, and in some areas grow to intense blood rivalries, ending with the other race being slaughtered on sight.  Thusly, many areas of the world, Orkish life can become a great tragedy, as many innocent victims are found among the bodies. 

            The ‘Horde’:

            The Horde is a Term known among both Orks and Non-Orks.  The Horde is a term used to refer to a military contingeant of great size, made of many tribes whom have come together for the purpose of war.  Any area, inhabited by orks whether thickly or intermittent, is likely to contain different Orks of many different tribes.  These tribes are rarely on the most friendly of terms, and small tribal wars and territorial disputes are commonplace.  But sometimes, when either a great threat is present, or a great Ork leader arises to lead them, a Horde will form. 

                By and Large, The Horde is a vehicle of Destruction, formed for Conquest.  Hordes of Orks have descended from the Mountains many times throughout history, destroying great nations and sacking many cities throughout history.  Recently, the might of men and company have more often than not repelled the Hordes, but still, the terrifying sight of a hundred thousand rampaging Orks has broken an army before a single arrow was fired.

                The Secret of Any Horde however, has always been Moral.  The Moral of a Horde, is usually dependant on its leader, its success, and conversely, the might of its enemies.  Driven by a great warrior, some of the mightiest Hordes have not been the largest.  With each victory in battle or army broken, seeing there enemies flee before them, the Horde has grown in its aggressiveness, soaking up casualties and Fighting to some very heroic and tragic ends.

                One of the Greatest Ork Legends if of a Named Horde, Called the Red Dawn, led by what many consider to be the greatest Ork Hero of all Time, Achavar Grimtooth the Red Prince.  Grimtooth Led the Red Dawn Across the length of Ancient Damascus, Conquering the Three Kingdoms to the South, and Even Challenging the Great Dymerian Family in the Golden City of Gabriel.  His Horde Pillaged, a Hundred Thousand Strong, Forming Borders and Erecting over Five Years the First Orkish Nation called the Achar Empire.  Sadly, Grimtooths empire was not meant to last, and a united force of Men, Elves, and Dwarves finally brought Down Achavar’s Red Dawn at the Battle of Red’s Crossing, where a costly victory was won.  Before He fell, the Ork Warchief Brought Down King Veratis of Dymeria, and the dwarven Kings Heir, Prince Rominus Altarik.  Finally, The Ork Chieften was brought down by one of there ancient enemies, an Elven King.  That Kings name, Elan Vor’Shalsh, is still curse by Orkish tongues through to this day.

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Subject:Yeah...so Marx?
Time:09:39 am




                A gentle breeze blew through the open windows, setting the drapes dancing and snapping with a half-hearted stir.  Smoke Boiled up from the small steel pot, sending waves of bitter and acrid scents across the dark, cluttered room.

                Sweat dripping down his grasping hands to the floor below, a young man gasped on the small table in the middle of the room.  His legs twitched in spastic intervals with the gasps well timed between.  A gentle clicking of stone upon stone nearly echoed, and was swept out into the cool of the early morning.

                Outside the window, the city blossomed with the life of an hour before Sunrise, fresh water poured, garbage ground and tossed, men yawning, women walking, a smithy already pounding away in the distance…

                …yet it rivaled not the intricate masterpiece of bloody flesh and torn fabric laying before the Crafter.  The rags lay in lumps and clots and piles on the back of his subject, gathering blood and sweat away from his work.  Puss oozed from the most recent scratches of his obsidian hooked instrument.  He guided the barbed and bloody object through the flesh of the young man, gentle turns and a strike at a time, as he gently clicked it and the small hammer together.

                Another gasp from below, and another and another.  He sprinkled the coarse salt across at the half hour, and gave his subject more ginger too chew.  The acrid smoke burnt the eyes as he chanted slowly in his mind, then once under his breath.  The third day of this, the worst day, the last day.

                Another turn in the form of Stone he wrought, and the ground salt piled in the wound, burning and smoking, and sinking into the bloody mess, as the old man lay another burlap rag down across the wound, before gently tapping the hammer to the hook.

 Another three hours is all.

Magical Marks                                                      .

                Embracing the powers of the Five Elements and Forging them into items, locations, and the peoples of the world has long been a pursuit of man.  However, long too, has been the dream of ascendance, to become more than human, more than mortal.  Thus were forged the Arcane Marks.

                Inscribed in a mans flesh with both blade fire and spell, these marks form a bond between the subject and the force they represent, whether life, Death, Earth or Air.  It is a grueling and painful process to carve a mark into a mans flesh, both very trying for the recipient, as well as the Caster himself.

The Crafting Process:

                To craft a mark, the first process is the decision of which mark the subject will receive.  The gift of an Arcane Mark is a great one indeed, capable of enhancing the mind, body and spirit of the recipient.  Usually henceforth, the decision of which mark is carved is of both the marked and the Caster.  To begin, the Elemental source must be represented, dependant on which mark is being carved.  For the Mark of the Earth a stone knife is used, for the mark of Fire, a burning brand and so on.  The tool used varies from Mark to Mark, the only thing that remains the same is the difficulty.

                First, many rare and special herbs, objects and ingredients must be acquired, totaling at around 500s.s. x the Character level of the recipient x the number of previous marks the recipient has.  Meaning, a character of 12th level, and three previous marks receiving such a mark would cost approximately 18,000 Silver Stags (500 x 12 = 6,000 x 3 = 18,000).

                Second, there is the time required to carve the mark.  The process as a total, take a number of Days equal to 1 for every 1,000s.s. the mark will cost – the recipients Constitution modifier (minimum of 2).  This represent stronger and heartier peoples to hand more of the process in a smaller period of time.  This process occurs over consecutive days, for 4 hours a day.  The amount of time per day is not variable, as it is a ritualized casting of the forces of the marks power being bound into the flesh of the recipient.  If there is any interruption in the carving of the mark during the ritual, it must be begun again, and completed (requiring the full four hours again) before the setting of the sun on the same day.  If for any reason, a character fails to have the ritual performed on him for one of the required days, the magic forged into the mark is lost, becoming powerless and unusable in future marks of either the same or different types.

                Thirdly, the process of having a mark carved is painful and debilitating.  After each ritual is performed, the recipient must make both a fortitude and Will saving throw.  The Fortitude Saving throw is made at a DC of 13 + 1 for every previous day the ritual was performed + 1 for every previous mark carved.  Failure to make this save results in 1D3 temporary points of Constitution Ability Damage and be nauseated for 4 hours after the ritual has ended.  If not regenerated by the next days ritual, these points of damage are cumulative day to day, meaning lesser men, receiving greater marks can be fatal.  The Will saving throw is made at a DC of 15 + 1 for every previous day of the ritual.  Failure to succeed at this saving throw results in the force of the energies within the mark pressuring the characters mind, and causing him to become Confused for 1D2 days.  This may and can result in the character failing to having the mark finished, causing it to become merely a horrible powerless scar.

                Lastly, on the final day of the Crafting process is the Finishing ritual.  This last day of crafting lasts for a full 8 hours of the day, harness the last of the energy required, and binding it permanently to the form of the mark and the recipient.  During this ritual, the DC for the both the Fortitude save and the Will save are increased by 2.  Additionally, every hour after the first four hours of the ritual, the character must make a Fortitude save at DC 13 +1 for every previous day of the ritual, +1 for every previous hour of the ritual for this day.  Failure to succeed at this save results in the character losing consciousness for 1D6 hours, during which time he is completely incapable of being woken up for any reason.

The Three Costs of a Mark:

                Whenever a character receives a mark, it changes them, in many ways.  Not all of these ways are positive, for the costs of this ritual and the powers it grants are steep indeed.  Every mark is therefore represented by three costs: a Feat Slot, a Secondary cost, and a Permanent Reduction.

                The Feat slot required for a mark to be carved works the same as any other feat.  Once spent, it may not be selected again, and you may only receive a mark if you have an available feat slot for which to pay this price.  This is representative of the time and suffering required by the process, as well as the training and time required to learn to use ones marks to the fullest of there abilities.

                The Secondary Cost is one represented in addition to the required feat slot that the character must pay, in order to have the mark carved., this is usually in the form of either Skill points, Base attack Bonus, Base Defense Bonus, or Spell Slots.  This additional cost is marked in the Prerequisites Section of each Mark description , set under another tab.  This cost causes a benefit gained by the character on the level they gain the mark to not be gained, of which the sacrifice must be at least that listed.  For the purposes of Spell Slots sacrificed, higher level slots may be sacrificed if the character wishes.

                Finally there is the Permanent Reduction.  This is a penalty condition or vulnerability gained by the character, once the mark has been finished.  Each mark embraces different energies, both elemental and Planar, to power its special properties.  Thus, an aspect of the Power is granted to the recipient, along with any traits of said energy that may not be beneficial to the character.  This condition is ignored, if a mark is not finished, or in an event that a mark is removed or suppressed in any way.

The Power of the Mark:

                An Arcane Mark is a powerful magical symbol, drawing from many aspects of magical study and theory to create and learn.  Runic magic, enchantment, Abjuration, Necromancy, and transmutation all go into the process in one way or another in both the process of creation and the final result.  Therefore, it can be said with certainty, that no Caster will learn the Art of Crafting marks without first knowledge of these aspects of magic and schools.

                Arcane marks are also very complex once written, changing the aspect of the Marked in many subtle but still noticeable ways.  Those marked by the Life Mark for instance, seem full of energy and spirit, even when at rest, while those marked by air seem flighty and emotional.  Earth Marked peoples tend to develop a very still fae and roughened skin, while those touched by the Primordial energies seem almost feral even when maintaining the status quo of a genteel or courtier.  The marks leave more than just a carven symbol.

                Throughout history, the Arcane mark has played a rather dramatic roll in the events of the world.  Many legendary heroes of many races and cultures were marked, as well as many nobles, kings, even great villains and debaucher’s.  the legacy of the marked is that those the bear the ancient runes will take there place in history, one way or another it seems.  This legacy lures both the young and the ambitious to the dens of the Masters of the Craft, through few go through with the process once they realize what it entails.


# of Marks


# of Marks











Every Five Lvl


                A mark is a potent magical affect, whatever kind it is.  It is both a spell and in ways, a magical charm, in the manner that it possesses its own unique aura and traits.  So Strong is the magic of a mark, that multiple marks can become conflicted and interfere with each other if the man who bears them is not of strong enough character, strength or essence.  A character may only bear a number of marks equal to the number on the following table listed and sorted by Hit Die:

                It is worth noting, that the Introductory Mark (Mark of the Ancients) does not count towards this total number of allowable marks per character.  While the mark of the Ancients does count when determining the Ritual Saving throw DC’s and the Cost of Additional Marks Received, it is merely the ‘First Step’ taken to unlock the potential within someone, and is of a universal nature, preventing confliction with other marks received.

                Additionally, some individual marks are opposed or counter to other marks.  These specifications will be listed in the individual Mark descriptions.  For instance, no one may bear both a Mark of Life, and a Mark of Death.

The Lore of Arcane Marks:

                Throughout countless centuries, the practice of carving Arcane Marks has endured.  None can recall the origination or design that forged this tradition, so long standing has it been.

                Crafters are among the most eccentric and secretive of all Magic, settling in shops both city-borne and countryside, smoky dens of the arcane, surrounded by a constant stench of burnt flesh.  Old men, young men, those that carve the flesh of man towards magical purposes are held both with the greatest respect and the highest caution, and a sensible stigma it is.

                A rare craft, even despite the powers gained to those whom receive the marks, this Craft, known to most as simply ‘Carving’ possesses likely no more than 1 or 2 practitioners in any given city, with fewer seen in more rustic areas.  Its is not a craft one begins with hesitance or trepidation in any form, and is predominated by those of age-old arcane talent turned towards both experimentation and silent exile.  Unlike most magical Crafts, the Council of Nine  does not acknowledge it as a valid form of either magical experimentation or craft, choosing instead to pretend the ‘Crafters’ do not exist.  Three of the nine bear marks themselves.

                When a young man or woman, bent on an ambitious and adventurous lifestyle seeks a mark to be given, there are many ways to go about it.  The shops held for the practitioners of this art are never open stores, and never in plain view.  One must first find those ’in the know’.  Then comes the arduous task of finding the available funds required to pay the ‘Crafter’, though many will accept suitable trade or services.

                Related Skill Rolls and DC’s:

     DC 10 Gather Information:  A Strange Old Man live down deep in the Slums of the Local city.  Once a month, screams of utmost agony emerge from his cellar door, accompanied by a strange smoke heavy with the scent of bunt flesh

     DC 15 Gather Information:  The Strange old man is a Crafter of the Arcane Marks, the Screams are those of his clientele, undergoing the rigorous process of having a Mark carved into there flesh

     DC 10 Diplomacy:  Convincing the Old man to talk to you, and admit his craft.  The Old man will not likely share much information beyond the simple admission that he is indeed capable of Crafting Marks.

     DC 20 Gather Information:  One of the Mans recent client is recovering from the Ordeal in a local tavern.  He was found senseless in the street, ranting to himself in tongues and grasping his bloody and raw chest.

     DC 25 Knowledge (Local):  The Old mans client are all walk in clients, as none are willing to recommend his services, even despite potential beneficial results, so great is the ordeal.

     DC 30 Spell-Craft:  Upon examining his work, you can discern the tools likely used and the form the ritual took from gasped memories of the client.  The old mans likely caster level and type of mark crafted can be determined.

     DC 40 Gather Information:  The Old man practices his art from an ancient tome said to be made of human flesh.  Local wizards and students avoid his parlor and are restricted from taking his services or counsel.

The Crafter’s Themselves:

                An arcane art, crafting of the marks is rarely taught and rarely pursued.  Only the most intense of students of both the Transmutation and necromancy schools every cross paths with this lore on a regular basis.  Taught only from Master to Apprentice, this tradition has maintained a shadowy and secretive nature for many years, and seems bent on maintaining itself as the most rare and obscure of arts.

                The Rituals themselves of learning to create arcane marks vary in components, nature and practice greatly, of the Higher levels of castings.  There costs are variable with the power of the creature to be inscribed with the mark, and remain both costly and difficult a procedure for the Crafter’s. 

                The Rituals themselves maintain within the Transmutation School, with certain marks also requiring the Necromancy school in alternative.  The Individual Elements are specific to each mark, as is the precise level of the spells (they are in fact Single Level spells all).

                It is strongly recommended that all practitioners of this art remain Non-Player-Characters, as this art could be strongly abused both by Munchkins and Rules-lawyers.  The art itself is strongly opposed in conventional society, and remains chiefly ignored, deposed or in opposition to cultural norms.  Such should remain the case.

The Marks Themselves:

                Though many and more exist, the chiefly known marks are as listed on the following chart.  These marks are the only ones listed in this summary, though more will be released in later installments with additional rules on crafting, manipulation and rules


Mark of the Ancients

Mark of the Fae

Mark of Fire

Mark of the Titans

Mark of the Wind

Hellish Mark

Mark of Earth

Mark of the Heavens

Mark of the Waves

Mark of Life

Primordial Mark

Mark of Death

                Most important of these marks is that of the Mark of the Ancients.  It is known as the Introductory Mark.  This is because it must be the first mark carved, to unlock a person potential to receive future marks.  No other mark may be carved unless a person already possesses a Mark of the Ancients.  This mark is always scribed on the Characters Stomach, usually around the Belly-button area.

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Time:09:35 am
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Action Points .
Action Points give the character’s a means of affecting gameplay in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of Action Points, and once an Action point is spent, its gone for good.

The number of action points a character starts with is determined by a roll, of a die size as according to the character’s level, as listed in the Base Progression. At the beginning of any given adventure, the character rolls said die, Adds ½ his/her level to said roll(rounded down), and adds any bonus due to feats or special ailities to determine the number of action points he/she will have in the action point pool.
Every time a character begins a new adventure or scenario (as determined by the GM) the character re-rolls action points to be added to his/her action point pool for that adventure. Additionally, should a character level up, he/she may also roll there action point total again, trading in previous action points during the adventure, representing the renewed knowledge and vigor gained through advancement.
The number of action points a character gains is determined by a die roll, as determined by level as follows:

Lvl. Die rolled Lvl. Die Rolled
1st-4th 1D6 16th-20th 1D12
5th-9th 1D8 21st + 1D20
10th-15th 1D10
So, for instance, a 1st level character, would roll 1D6 and add ½ his character level (rounded down) of 0.
Whereas an 8th level character would roll a D8, and add ½ his level of 4, totaling at 1D8 +4 action points.

Many feats and abilities exist that alter the number of action points a character gains. As Action points are an optional system, all player’s should ask GM permission before taking such feats, as Action points may or may not be used with any specific game, as well as the fact that the action point system may be revivsed for such adventures to accommodate either greater or lessened dramatics.

You can spend 1 Action Point either to add to a single D20 roll, Use a special ability, or too improve the use of a feat.
You can spend up a number of action points in a round equal to onefor every 3 character levels. Meaning that a character 1st or 2nd level may spend 1, a character 3rd-5th may spend 2, a character 6th-8th may spend 3 and so on. This number is l;isted in the Base Progression table. You may not spend more than 1 action point on any specific roll or special ability in any given round reguardless of how many you have or may spend in any given round.

Add to a Roll
When you spend 1 action point to improve a D20 roll, you add the result of a 1D6 roll to your D20 roll (including attack rolls, saves, checks or any other roll of a D20) to help you meet or exceed the target number. You may declare the use of an action point after the D20 roll is made, or before, but it must always be before the GM declares the result of that roll. You cant use an action point to alter the result of a D20 roll when you are taking 10, or when you are taking 20.
Depending on character level (see table below), a character might be able to roll more than one D6 when when he spends 1 action point. If so, apply the highest result and disreguard the other rolls. A 15th level character, for instance, gets to roll 3D6 and take the best of the 3. So, if he rolled 1, 2, and 4, he would apply the 4 to his D20 roll.

Character Level Action Point Dice Rolled
1st-7th 1D6
8th-14th 2D6
15th-20th 3D6

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see Below) might allow the expenditure of action points in order to gain or activate special abilities, at the GM’s discretion.
Activate Class Ability: A character can spend 1 action point to gain another use of a Class Ability that has a limited number of uses per day. For Example, a Warmain might spend an action point to gain another use of his/her Crushing Blow ability, or an Unfettered might spend an action point to gain another use of his Burst of Speed ability.
Avoid Death:
Boost Defense: A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in tumble).
Emulate Feat: At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
Extra Attack: During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest Base Attack Bonus(BAB). Action points may be used in this way with both melee and ranged attacks.
Spell Boost: A character may spend 1 action point as a free action to increase the effective Caster Level (CL) of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
Spell Recall: Spell-casters who prepare there spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round in which the spell is cast. Spontaneous spell-casters, such as Bards and Sorcerers, can cast a spell without using one of there daily spell slots. The use of this action point is a free action and can only be done as the spell is being cast.
Stable: Any time a character is dying, he can spend 1 action point to become stable at his current Hit Point Total (HPT).
Improving Feats
The use of Action Points opens up a whole range of possible Feats. However, its easier on characters to simply improve existing Feats to take advantage of Action Pointsthat way, Characters needn’t spend there precious feat slots just to gain the use of there Action Points. Below are a few examples of How Action Points can be used with existing Feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind-Fight: You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise: You can spend 1 action point to double the bonus to Armour Class (AC) granted by the feat. For Example, if you take a penalty of -3 on your attack roll, you gain a +6 bonus to AC.
Dodge: You can spend 1 action point to increase the dodge bonus granted by by the feat to +4. The Effect lasts for the entire encounter.
Great Fortitude: You can spend 1 action point to Increase the Fortitude Save Bonus granted by the feat to +4. The effect lasts for the entire encounter.
Note: This Ruling may be used for similar feats of Lightning Reflexes and Iron Will.
Improved Critical: You can spend 1 action point to double your critical threat Range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stack with the benefit from Improved Critical, but not with other benefits that increase Threat Range.
Improved Initiative: You can spend 1 action point to double the bonus granted on Initiative checks by this feat, from +4 to +8.
Improved Trip: You can spend 1 action point to double the bonus granted on Trip Attempts by this Feat, from +4 to +8. The use of an action point in this manner is a free action, and must be declared before the trip attempt is rolled.
Note: This Ruling may be used for feats with a similar Format or type such as Improved Disarm, Improved Bull Rush, Improved Overrun, or Improved Sunder.
Many Shot: You can Spend 1 action point to Halve the penalty to attack rolls applied for using this feat. For Example, the penalty for firing two arros simultaneously is reduced from -4 to -2. the penalty for three arros from -6 to -3, and for four arrows from -8 to -4.
Power Attack: You can spend 1 Action Point to double the bonus on damage rolls granted by this feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll (or +12 if using a two-Handed weapon)
Quick Draw: You can spend 1 action point to instead draw a weapon as an immediate action. This is a non-action, simply a declared use.
Weapon Finesse: You can spend 1 action point to add your dexterity bonus to damage rolls as well as attack rolls when using a weapon affected by this feat. When used in this way, you Dexterity modifier replaces your strength modifier on weapon damage rolls, it doesn’t stack.
Weapon Specialization: You can spend 1 action point to double the bonus granted on damage rolls by this feat from +2 to +4.
Note: this ruling may be used on similar feats of this chain or the Weapon Focus Feat Chain such as Weapon Focus, Greater Weapon Focus, Greater Weapon Specialization, Melee Weapon Mastery, Ranged Weapon Mastery, Epic Weapon Focus, and Epic Weapon Specialization.
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Subject:misc rules
Time:03:23 pm
A Falling character suffers damage from either the fall itself, or from hitting the ground, dependant upon how far he or she falls. The Falling damage from hitting the ground is 1D6 per every 10 feet fallen. If the fall would cause more than 100D6 of falling damage, for every 10 feet greater than 1000 feet fallen, the Character or creature takes 1D6 damage from the fall itself, measuring the impact and friction of being buffeted through the air. The character or creature may attempt a Tumble Skill Check to decrease the relative amount of distance fallen, at a DC of (15+ 5 for every 10 feet above 10 feet). A successful check reduces the fall by 10 feet. Multiple checks can be made during a single fall, and bonuses and penalties are cumulative.
Characters at risk of catching fire are normally allowed a Reflex saving throw (DC 15) to avoid this fate. If a characters clothes or hair catch fire, he or she takes 1D6 points of Fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he or she takes another 1D6 points of fire damage that round. Success means that the fire has gone out. (this is, once the character succeeds at the saving throw, he or she is no longer on fire.)
A character on fire may automatically extinguish all normal flames by jumping into enough water to douse the flames. If no body of water is at hand, rolling around on the ground, or smothering the flames with cloaks or the like allows the character another save with a +4 circumstance bonus.
Thos unlucky enough to have there clothes or equipment catch fire must make a Reflex saving throw for each item. Flammable items that fail sustain the same amount of damage as the character. Fire is Aggravated Damage, or Burning Damage, and as such bypasses a characters shock value. However, in the instance of a character on fire and Shocked by said damage, the resulting condition is Panicked in place of Stunned.
Suffocation and Drowning
A character who has no air to breath can hold his or her breath for 2 rounds per point of Constitution modifier. After this period of time, the character must make a Constitution check (DC 10 + 1 per each previous check) in order to continue holding his or her breath.. this save must be repeated each round.
When the character fails one of these Constitution checks, he or she begins to suffocate. In the first round, he or she falls unconscious (0 Hp.). In the following round, he or she drops to -1 Hit Points and is dying. In the third round, the character suffocates.
A character can easily breath for six hours in a sealed chamber measuring 10 feet in each dimension. After that time, the character takes 1D6 points of non-lethal damage every 15 minutes. Each additional character or significant fire source proportionately reduces that time the air will last. Thus, two people can last 3 hours, after they each take 1D6 points of non-lethal damage every 15 minutes. If they have a torch, the air runs out in only 2 hours.

hock Value: .
A Characters Shock Value is equal to his or her Constitution Score (not Modifier). If a character suffers an amount of damage greater than his or her Shock Value, there is a danger that the character will be stunned, or seriously injured. Lethal Damage, such as from an arrow or knife, can result in continued bleeding and festering of a wound. Non-Lethal Damage does not result in continued blood loss, but may still result in the character being stunned.
If a character suffers more damage from a single attack than his or her Shock Value, he or she must make a Fortitude save vs. a DC of 10 +1 per point of damage inflicted above the Character’s Shock Value. If the Check Fails, the Character is Stunned, and will drop to the ground. He or she will also let go of anything he or she is holding. The attack does not have to break the skin (Non-Lethal damage causes this condition as well).
The Character Incapacitation will last for 1 round for every integer of 5 by which the save was failed (rounded down), to a minimum of 1. An incapacitated character is effectively out of action, either knocked out or awake but still immobilized by pain or shock. He or she may not take any offensive, defensive, or non-combat actions. The duration of incapacitation from multiple failed saves from several injuries occurring in a short period of time is cumulative.
Shock Recovery (Optional)
Normally, Characters only recover from shock after a number of rounds equal to the amount by which they failed there fort save divided by 5. GM’s may wish to give characters a chance to recover every round, however. In this case, during the characters Initiative, he or she should roll a Fort save. The DC of this save is 15 + the amount by which they failed the initial Fort save to resist Shock. This DC decreases by 1 every round, until the character makes the Fortitude save or the amount of time has passed. The character cannot take a standard of full round action on the round he recovers, but the character may take a move action (or simply play dead). During his or her next initiative, he or she can act normally.
Serious Injury
A character that suffers more damage than his or her shock value from an attack that causes lethal damage has taken a serious injury. A character who suffers a serious injury loses one additional Hit Point every round he or she remains in combat until given successful First Aid (even if the character makes a successful for save to resist shock). If the character is no longer in combat or performing any other strenuous activity (whether because he or she is unconscious or for any other reason stops fighting), he or she loses one hit point every minute instead of every round. A character who decides to stop fighting (and has no opponents targeting him or her) is considered out of combat.
A seriously injured character who has received a battle field dress will lose one hit point every hour until he or she undergoes successful surgery. Thus, a character who is badly hurt might die because of shock and internal injuries before he or she can be stabilized. A character can suffer multiple serious injuries. If so, each must be treated separately, and Hit Point loss is cumulative.
Treatment for Serious Injuries
If a character suffers a serious injury he or she will lose one hit point every round (or every minute if out of combat) until treated. This requires a successful Heal (physic) check against DC 15 + 2 per serious injury suffered, and takes a full round action; several tries can be made until successful. If the character is trying to dress his or her own wounds they take a -4 penalty.
Just stopping the bleeding through a field dress is not enough however – it only slows the Hit Point Loss. As mentioned before, a serious injury that is treated will still result in the loss of one additional hit point every hour until the character undergoes more serious treatment. This requires a Heal (surgery) check against a DC of 17 + 2 per serious injury suffered. There is no penalty if performed in a clean, dry location with suitable equipment available, but a -4 penalty applies if it is performed with a less than adequate facility (for example, using incomplete or inadequate tools or inadequate location) or a -8 if performed with completely improvised equipment (for example, if in a dank dungeon with only what can be found nearby). Each attempt will take 10 minutes +10 minutes per serious injury suffered, at least. Success stabilizes the patient while failure does nothing. On the role of a natural 1 on the Heal check results in an increase in the severity of the condition, and the patient will begin to bleed out, losing 1 hit point every round until a successful battlefield dress is again applied. Another try is possible when performing surgery.
Optionally, a character who has been badly injured (negative hit points) because of cumulative hit point loss may also require treatment, even if he or she did not suffer serious injury. This may be dependant on the nature of the injuries – someone who was badly burned may be in worse condition than someone who was beaten up. The GM can rule that keeping the character alive until he or she can properly be treated requires a successful Heal (physic) Skill check and that full recovery (at doubled healing rate) will require a Heal (surgery) skill check.
eath and Dying .
Total loss of hit points can cause a character to pass out or die.
Should a characters hit points drop exactly to 0, he or she is disabled. The character can barely function, moving slowly and taking no strenuous actions. The character can only take a single move or standard action each turn (but not both, nor can the character take full-round actions). The character can take move actions without further injury, but if he or she takes any Standard actions (or any other strenuous actions) the character takes 1 point of damage after completing the act. If this reduces the character to -1 hit points or lower, he or she then falls unconscious and is dying. If the character is able to raise his or her Hit points above 0, he or she can then function normally.
Should a character’s Hit Points ever drop below 0, he or she has suffered a severe wound and is dying. A dying character immediately falls unconscious and can take no actions. A dying character loses 1 hit point every round. Additionally if the character received a serious injury , he or she may bleed more quickly.
If a character is reduced to -10 Hit Points, he or she has suffered a mortal wound and will die. The GM may allow the character to linger long enough to say a few last words or perform some other, final heroic action. Otherwise, when a character reaches -10 Hit Points, he or she dies.
ecovery .
A character who has suffered hit point loss due to damage may heal naturally.
Recovering Hit Points
Hit Points regenerate at a rate of 1 Hit point per Character Level +1 hit point per point of constitution Modifier (to a minimum of 1 Hit point per day), for each full nights rest of 8 or more hours. If the Character remains and rests for a full day (24 hours), the rate increases to two times the characters level + the Characters Constitution Modifier. The Healing rates is increased to 1.5 times normal (whether in the case of 8 hour rest, or 24 hour rest) if the Character is under the care of someone with the heal skill, whom makes a successful heal check at a DC of 15 + 1 per serious injury the character suffers from. This healing rate is halved however, in the instance of a time period spent without rest. For Example, a combat ends, and a character is wounded from the combat. Instead of resting immediately, he or she continues marching through the wilds for the following 8 hours. Assuming any serious injuries taken by said character have had surgery successfully performed on them, and thus are no longer inflicting hit point damage, said character does begin to heal at an albeit slower rate. In this example, it would be Character level + Constitution Modifier multiplied by one-half, for every 8 hours of non-strenuous activity. For strenuous or severely strenuous activities, the Injuries may in fact re-open or further loss of Hit Points may occur, at the GM’s discretion.
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Tags:, , ,
Time:09:54 am
Current Mood:creative
Lvl BA BD Fort Ref Will Special Primal Invocations
1 0 2 1 1 2 Primal Energy (aligned), Mage-Sight, ALC +1D6 2
2 1 2 2 2 3 BMF, +1D6 3
3 2 3 2 2 3 Ability Increase (+1) +1D6 3
4 3 3 3 3 4 Aligned Ability +2D6 4
5 3 3 3 3 4 BMF, Invocations (Lesser) +2D6 5
6 4 4 3 3 5 Counter-Spell +2D6 5
7 5 4 4 4 5 Slow Aging, Aligned Ability +3D6 6
8 6 4 4 4 6 Ability Increase (+1) +3D6 7
9 6 5 5 5 6 BMF +3D6 7
10 7 5 5 5 7 Aligned Ability, Invocations (Greater) +4D6 8
11 8 5 5 5 7 Energy Resistance (5) +4D6 9
12 9 6 6 6 8 Absorb Affect +4D6 9
13 9 6 6 6 8 BMF, Aligned Ability +5D6 10
14 10 6 7 7 9 Ability Increase (+1) +5D6 11
15 11 7 7 7 9 Energy Resistance (10), Invocations (Divine) +5D6 11
16 12 7 7 7 10 Aligned Ability +6D6 12
17 12 7 8 8 10 BMF +6D6 13
18 13 8 8 8 11 +6D6 13
19 14 8 9 9 11 Aligned Ability +7D6 14
20 15 8 9 9 12 Ability Increase (+1), Invocations (Legendary) +7D6 15
21 15 9 9 9 12 BMF +7D6 15
22 16 9 10 10 13 Aligned Ability +8D6 16
23 17 9 10 10 13 Energy Resistance (15) +8D6 17
24 18 10 11 11 14 +8D6 17
25 18 10 11 11 14 BMF, Aligned Ability, Ascension +9D6 18
Skill Points Per Level: 4 + Int. Mod.; (4 + Int. Mod.) x 4 at 1st level
Class Skills: Bluff (Cha.), Diplomacy (Cha.), Intimidate (Cha.), Sense Motive (Wis.), Climb (Str.), Balance (Dex.), Hide (Dex.), Knowledge (religion)(Int.), Knowledge (royalty and Nobility)(Int.), Knowledge (arcane)(Int.), Profession (any)(Int.), Craft (Any)(Int.), Ride(Dex.), Handle Animal(Cha.), Apothecary(Wis.), Vision(Wis.), Mage-Sight(Int.). Hit Die: D6
Special Abilities:
Weapon and armour Proficiencies: Channeler’s begin with proficiency in Light armour, and shields. They also begin play with the Simple Weapons Weapon Group Feat, and any other two Weapon group feats of there choice.
Primal Energy: The first ability that a channeler learns, s that of using Primal Energy. A channeler channels the pure and primordial energy of the divine into bolts of light that he may fling at his foes. A blast of Primal energy, is a ranged attack with a range of 60 feet. It allows no saving throw. A Primal Energy Blast deals 1D6 damage at 1st level, progressing to 2D6 at 4th level and increasing another D6 every three levels thereafter as shown above. A Primal Energy Blast is the equivalent of a spell of level equal to one half the Channeler’s class level with a minimum spell level of 1st, and a maximum spell level of 9th. A Blast of Primal energy is subject to spell resistance, and all effects such as Spell Penetration feat and similar effects do add a bonus to it to overcome spell resistance. A Primal Energy Blast deals half damage to objects.
Mage-Sight: See the mage-sight skill description
Alignment Based Casting (ALC): Beginning at 1st level, a Channeler is dedicated to the mystic and divine powers that gift him with his special power’s. Therefore, from that 1st level, the Channeler must select either Heaven or Hell, as the plane to which he dedicates his cause. The exact nature of each individuals deal with said sources of power are greatly variable, and should be specified between GM and player. This restriction is however, simply one of Alignment. Heaven being good, all characters dedicated to Heaven must maintain a good alignment, and failure to do so is at the expense of the Primal Energy, Energy Resistance, Aligned Abilities, and capability to cast Invocations. Hell being Evil, all characters dedicated to Hell must maintain an evil alignment and failure to do so is at the expense of he Primal Energy, Energy Resistance, aligned abilities, and the capabilities to cast invocations.
Bonus Mystical Feat: Every time you gain this ability you may select any Mystical feat allowed and specified on the Channeler’s Feat List which will be specified in the Feats Chapter.
Ability Increase: Beginning at 3rd level, then again at 8th, 14th, and 20th levels, you may add a permanent +1 to any ability choice, determined by your alignment association determined at 1st level. The alignment associations are thusly:
Heavenly Associations: Dexterity, Constitution, Wisdom, Charisma.
Hellish associations: Strength, Constitution, Intelligence, Charisma.
Aligned Abilities: As a Channeler progresses in level, his gifts from on high or down low begin to evolve into more Individual routes. Beginning at 4th level, and every three levels thereafter, he may select one ability from the following the lists. A Heavenly Channeler may select any of the good aligned abilities, and a Hellish Channeler may select any of the Evil aligned abilities.
Invocations: Channeler does not cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of magical attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. Invocations come in three categories: Effects, Rotes, and Rites.
Effects are individual, and low-power effects that the Channeler can use any number of times per day as a spell like ability. Using an effect is a standard action, that provokes an attack of opportunity. An effect can be disrupted, just as a spell can be ruined during casting. A Channeler is entitled to a concentration check, to successfully use an invocation when struck by an attack. A Channeler can choose to cast defensively, making a concentration check to avoid provoking an attack of opportunity. A Channeler’s effects are subject to spell resistance unless otherwise noted in there description, and a Channeler’s caster level with his invocations is equal to his level in the Class.
Rotes are middle powered invocations that the Channeler can use a specified number of times per day as listed under the Rotes description. Using a Rote is a standard action unless other wise noted in the description, and provokes an attack of opportunity. A Rote can be Disrupted, just as a spell can be ruined during casting. A Channeler is entitled to a Concentration heck to successfully use a Rote when struck in combat. A Channeler can also choose to cast a Rote defensively, making a concentration check to avoid provoking attacks of opportunity. A Channeler’s Rote’s are subject to Spell Resistance, unless otherwise noted in there description, and a Channeler’s caster levels is equal to his level in this class.
Rites are the most high-Powered invocations in the Channeler’s repertoire. Rites, unlike both Effects, and rotes, are inwardly focused, granting the warlock one or more abilities when selected. The effects of a Rite are permanent, and become a natural and living portion of the Channeler, possibly going so far as to change type, Hit Die, or relevant statistics. Once selected, a Rite may not be changed.
Counter-Spell: As a channeler grows in power, his ability to manifest his effects in an arcane manner progresses as well, until he reaches the point where his sorcerous gifts closely resemble spells in there own right. Thusly, a Channeler may attempt to Counterspell an arcane casters spells, in the standard manner, using his effect abilities in place of a spell. Only Effects, of the three available types of Invocations, may be used in this way. The Counterspell is performed in the same manner, requiring the Sacrificed Effect be of similar Affinity make-up, and of comparable level or greater, as listed under the Invocations description. To Perform the Counterspell, the Channeler must make a Caster level check as per normal.
Slow Aging: As a Channeler embraces magic, it also embraces him, enchanting his form and channeling life and energy into his chronological path. With this greater access to the very primordial building block of life, the Channeler becomes a slightly beyond human or other racial being, something much more complex. The only numeric effect of this is his life span. After gaining this ability at 4th level, he now only ages one year for every number of years lived equal to his level in Channeler. This ability and class level stack with all other such abilities granted by spell-casting classes that also slow down aging.
Energy Resistance: Gifted by the gods, and the power they represent, Channeler’s gain many varied abilities as they grow in power. Beginning at 11th level, then increasing at 15th, and 23rd levels, the Channeler gains a bit of Immunity to energy types associated with there Divine Sponsors. The Energy associations avail are as follows:
Heavenly Associations: Fire, Shock, Bludgeoning, Cold
Hellish Associations: Fire, Shock, Slashing, Corruption
Absorb Affect: This Channeler ability allows the dispelling of effects already in place such as runes, wards, bindings, and what-not. To dispel such an effect, the Channeler touches his hand against the location the effect is represented, The using at least on daily use of a Rote he knows, of equivalent level to the effect, then rolls caster level. if his caster level exceeds that of the effect, it is dispelled, or treated as having Dispel Magic cast upon it (Possibly merely temporarily surpressing the effect in some instances). If the level of his Rote is insufficient to dispel the effect, he may try again, however he does use that daily use of the Rote.
Ascension: Type Changes to outsider, gains immunity to charms, compulsions, and other spells and effect which specifically target humanoids. Gains DR 10/Good or evil dependant upon alignment type selected.
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Subject:yeah, just a small note for the future and past.
Time:06:23 pm
for those people interested in actually reviewing and or sorting through my posts which may be chock full of info on some significance, I do use tags on all my rules posts. in fact, on all my posts. so please use them and check up dates on posts which I have noted will be expanding over time.
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Tags:, ,
Subject:Reputation and Influence numerics
Time:09:06 pm

Rune-Knight, Channeler, Unfettered: 2
Fighter, Practitioner, Rogue: 3
Ranger, Sorcerer, Druid, Monk, Warmain: 4

Character Class / Influence points per level:
Fighter: 2 + Charisma Mod.
Ranger: 4 + Charisma Mod.
Unfettered: 4 + Charisma Mod.
Warmain: 2 + Charisma Mod.
Practitioner: 6 + Charisma Mod.
Sorcerer: 4 + Charisma Mod.
Channeler: 6 + Charisma Mod.
Druid: 4 + Charisma Mod.
Noble: 8 + Charisma Mod.
Monk: 2 + Charisma Mod.
Rogue: 6 + Charisma Mod.
Rune-Knight: 4 + Charisma Mod.
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Tags:, , ,
Subject:Weapons (yay)
Time:09:11 pm
Weapon Cost DMG(S) DMG(M) Threat Range Weight Group Type Size
Gauntlet 33 1D2 1D3 X2 Melee 3 W B light
Unarmed Strike 1D2 1D3 X2 Melee - - B Light
Dagger 20 1D3 1D4 19-20/X2 10’ 1 W S+P Light
Dagger, Punching 25 1D3 1D4 19-20/X2 Melee 2 L P Light
Sickle 17 1D4 1D6 X2 Melee 2 W S Light
Gauntlet, Spiked 37 1D3 1D4 X2 Melee 4 H B+P Light
Mace, light 29 1D4 1D6 X2 Melee 4 H B Light
Handaxe 14 1D4 1D6 X3 10’ 3 A S Light
Kukri 27 1D3 1D4 18-20/X2 Melee 2 L S Light
Sap 9 1D3 1D4 X3 Melee 3 O-E B Light
Shield, Light - 1D2 1D3 X2 Melee - I B 1-hand
Spike armour - 1D4 1D6 X2 Melee - - P 1-hand
Spiked Shield, Light - 1D3 1D4 X2 Melee - I B+P 1-hand
Short Sword 40 1D4 1D6 19-20/X2 Melee 4 F/L P Light
Dirk 22 1D3 1D4 X4 Melee 1 L P Light
Great Spear 149 1D10 2D6 19-20/X2 10’ 15 S-E P 2-hand
Maul 85 1D10 1D12 X3 Melee 30 H B 2-hand
Full blade 340 2D6 2D8 19-20/X3 Melee 35 G-E S 2-hand
Man-Catcher 170 1D4 1D6 X3 Reach 25 P-E B+P 2-hand
Blow-Gun 35 1D3 1D4 19-20/X4 15’ 4 R-E P 2-hand
War-Mace 60 1D8 1D10 X2 Melee 15 H-E B 1-hand

Club -/15 1D4 1D6 X2 Melee 5 W B 1-hand
Mace, Heavy 44 1D6 1D8 X2 Melee 5 H B 1-hand
Morningstar 51 1D6 1D8 X3 Melee 6 H B+P 1-hand
Short Spear 22 1D4 1D6 19-20/X2 10’ 7 S P 1-hand
Battleaxe 34 1D6 1D8 X3 Melee 5 A S 1-hand
Flail 61 1D6 1D8 X2 Melee 6 O B+P 1-hand
Long sword 110 1D6 1D8 19-20/X2 Melee 5 G S 1-hand
Rapier 220 1D4 1D6 18-20/X2 Melee 3 F P 1-hand
Smallsword 245 1D4 1D6 18-20/X2 Melee 3 F S+P 1-hand
Scimitar 134 1D4 1D6 18-20/X2 Melee 4 F S 1-hand
Shield, Medium - 1D3 1D4 X2 Melee - I B 1-hand
Spiked Shield, Medium - 1D4 1D6 X2 Melee - I B+P 1-hand
Shield, Heavy - 1D4 1D6 X2 Melee - I B 1-hand
Spiked Shield, Heavy - 1D6 1D8 X2 Melee - I B+P 1-hand
War hammer 50 1D6 1D8 X2 Melee 10 H B 1-hand
Trident 44 1D6 1D8 19-20/X2 Reach 10 P P 2-hand
Sword, Bastard 165 1D8 1D10 19-20/X2 Melee 9 G-E S+P 1-hand
War axe 75 1D8 1D10 X3 Melee 9 A-E S 1-hand
Whip 45 1D4 1D6 X3 10’ 3 T-E B 1-hand
Long Spear 107 1D8 1D10 19-20/X2 Reach 12 S P 2-hand
Quarterstaff 5 1D4/1D4 1D6/1D6 X2 Melee 5 W B 2-hand
Spear 60 1D6 1D8 19-20/X2 10’ 9 S P 2-hand
Falchion / Great Scimitar 210 1D8 1D10 19-20/X2 Melee 9 G S 2-hand
Greatsword 310 1D10 2D6 19-20/X2 Melee 15 G S 2-hand
Great Axe 140 1D10 1D12 X3 Melee 17 A S 2-hand
Great Club 55 1D8 1D10 X2 Melee 19 H B 2-hand
Guisarme / Bill / Ranseur 165 1D8 1D10 X2 Reach 13 P S 2-hand
Halberd 172 1D10 1D12 X3 Reach 14 P S+P 2-hand
Pole-Axe 180 1D10 2D6 X3 Reach 12 P S 2-hand
Flail, Heavy 85 1D10 1D12 X2 Melee 11 O B+P 2-hand
War-Pike 150 1D10 1D12 19-20/X2 Reach 10 P P 2-hand
Lance 130 1D8 1D10 X3 Reach 12 S P 2-hand
Lance, Tourney 94 1D6 1D8 X3 Reach 10 S B 2-hand
Scythe 62 2D3 2D4 X4 Melee 8 P-E S 2-hand

Shortbow 74 1D4 1D6 X3 50’ 5 B P 2-hand
Composite Shortbow 134 1D4 1D6 X3 70’ 5 B P 2-hand
Longbow 140 1D8 1D10 X3 80’ 8 B P 2-hand
Composite Longbow 187 1D8 1D10 X3 100’ 8 B P 2-hand
Greatbow 290 1D10 1D12 X3 120’ 11 B-E P 2-hand
Light Crossbow 110 1D6 1D8 19-20/X2 60’ 6 R P 2-hand
Heavy Crossbow 230 1D8 1D10 19-20/X2 90’ 9 R P 2-hand
Hand Crossbow 180 1D3 1D4 19-20/X2 30’ 4 R-E P 2-hand
Sling 3 1D3 1D4 X2 20’ 1 W B 1-hand
Dart 5 1D3 1D4 X3 10’ 1 T P 1-hand
Net 64 - - X2 10’ 3 T-E - 1-hand
Shuriken 2 1 per 1 per X3 10’ 1 T-E P 1-hand
Bolas 8 1D3 1D4 X2 15’ 3 T B 1-hand
Javelin 28 1D4 1D6 X2 20’ 2 S P 1-hand

Weapon Group Key: Hammer’s and Mace (H), One-Handed Chain Weapons (O), Chain Weapon’s (C), Light Blades (L), Fencing Blades (F), Great Blades (G), Axes (A), Spears and Lances (S), Pole arm’s (P), Bows (B), Crossbows (R), Thrown Weapons (T), Exotic Weapons (-E), Basic Weapons (W), Shields (I).
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Subject:Ok people, this is the list of feats going into the first installment...
Time:09:00 pm
...So let me know if you think anything is missing. mind you, these are purely non magical feats, so if anything along those lines come to mind, dont worry about it, they are being dealt with. also keep in mind I have not yet added the skilled talents, aka stuff like persuasive and nimble. they will also be added to the list at a later date...
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