Recent Changes

Thursday, March 16

  1. page Bless edited ... Saving Throw: none; reverse, negates Level: cleric (1st) ... ‘to hit’ rolls are improved …
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    Saving Throw: none; reverse, negates
    Level: cleric (1st)
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    ‘to hit’ rolls are improvedrolls, improving them by +1 for those who are touched by
    The caster can bless up to as many people per round as can be touched, each requiring one movement point. Only members of the cleric’s religion can be affected.
    If any blessed person acts against the casting cleric wishes, the spell for that person will be broken.
    (view changes)
    2:00 pm

Tuesday, March 7

  1. page Rest edited ... In order to gain hit points through rest, the character must spend a 24-hour period doing no s…
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    In order to gain hit points through rest, the character must spend a 24-hour period doing no strenuous work or exercise. This must be in a safe, comfortable place, where the character has no reason for concern and is warm.
    The character's pulse rate may not increase, and while the character need not be bedridden, the character cannot walk a distance of more than 400 feet throughout the day. While healing spells can be cast, the character cannot cast any other spell (including passive spells such as identify, mending and the like), nor memorize any spell, as these efforts are considered to be strenuous. Battle in particular will spoil a day of rest, as it produces more than physical strain, but mental strain and stress as well.
    Meditation and contemplation are not considered to be effort, and will have no detrimental effects on rest.
    Hit points gained from rest are based upon the character's physical being. As it is supposed that training increases the number of hit points a character has per pound of mass, the healing of that mass means that a character gains back 1 hp per day of rest per level. Thus, a resting 5th level character will gain 5 hp per day.
    Some characters will have the ability to marginally improve this rate of healing through rest still further, through the application of herbs and medicine.
    (view changes)
    12:21 am

Friday, March 3

  1. page Intoxication edited ... of intoxication: flushed, where characters self-identify physical or mental feelings not …
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    of intoxication:
    flushed, where characters self-identify physical or mental feelings not associated with sobriety.
    tight, where characters self-identify as being aware of their surroundings but have difficulty controlling their physical selves.
    smashed, where characters cease to effectively self-identify.
    {Intoxication Effects.png}
    A sober character who fails a save upon imbibing alcohol becomes flushed; another failed save makes the character tight and a third save will cause the character to be smashed. Saving throws are indicated below, based on weight and race.
    Reaching any of these states will have effects upon various attributes of the character, as indicated on the right. Intelligence, wisdom, dexterity and charisma are lowered as the state of intoxication deepens (*bards are immune to charisma effects).
    Moreover, with characters that are smashed, every decision that the character makes that is not a response to some other action (being asked a question, being led, being attacked and so on) requires that the character make either an intelligent check or wisdom check (player's option) before such action can be initiated. The DM should feel free to judge these situations on a case-by-case basis, but the player's perspective should always be taken into account.
    The increase in hit points reflects a diminished sense of pain, fear and caution experienced by persons who are inebriated, as well as a general tolerance for physical abuse. It must be noted, however, that if those hit points that have been gained from intoxication are reduced to zero, the character must make a dexterity check (taking into account the character's lowered dexterity) to see if the character has also sustained an injury at that time. The amount of injury points a failed roll produces will be equal to 1 for a flushed state, 1-2 for a tight state and 1-3 for a smashed state. The injury will not be felt, however, until after the character has become sober - so that the character's effectiveness should not be adjusted until that time (though any healing given to an intoxicated character must address the injury before improving the character's hit points).
    The manner in which aOnce imbibing enough, the character becomes inebriatedmakes a save against progressing to varying degrees begins with this table:the next level of intoxication:
    {Inebriation Save Table.png}
    The numbers listed under each character race indicate the saving throw that must be made if a 'drink' is taken (according to the character's weight). A drink is defined as 2 ounces of spirits, 8 ounces of strong ale (as opposed to a short beer, an ale-like drink made without hops) or 6 ounces of wine. Once this amount has been consumed, a saving throw can be made to determine if the character has increased their inebriation or not. Only one saving throw must be failed for the character to become flushed. It requires two failed saving throws altogether for a character to become tight (counting the one that made the character flushed). It requires three failed saving throws to cause a character to become smashed. In each case, the saving throw is adjusted by constitution as noted.
    (view changes)
    2:32 pm

Monday, February 27

  1. page Light edited ... Casting Time: 1 round Saving Throw: none ... (1st); illusionist (1st), mage (1st) Cause…
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    Casting Time: 1 round
    Saving Throw: none
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    (1st); illusionist (1st), mage (1st)
    Causes light to replace darkness, so that the area of effect will be as bright as day. The boundary of this effect is as sharp as light and dark—there is no bleed. The light will not even reflect in a mirror outside the spell effect.
    The spell is cast upon a specific point or location. If cast upon a creature, that creature is entitled to a saving throw, or else be blinded for 1-4 rounds; a successful save will break the spell. Afterwards, the spell will emanate from the point in space where the creature last was when the spell was cast.
    (view changes)
    9:25 pm
  2. page Armor edited ... Saving Throw: none Level: mage (1st) ... to the audience. armor. This will The armor s…
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    Saving Throw: none
    Level: mage (1st)
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    to the audience.armor. This will
    The armor spell will provide an armor class equivalent to wearing leather armor, or AC 8. The spell has no cumulative impact upon other armor, meaning that if the recipient already wears armor equivalent to leather or better, the spell will not improve the character's armor class. However, the spell will work jointly with a dexterity or magical bonus (apart from magical armor). Thus, the spell accompanied by a +1 ring of protection would provide AC 7. The spell accompanied by a 15 dexterity would also provide AC 7.
    The total amount of damage the armor can absorb is equal to 1d8 +1 per level of the caster. Once this damage is accrued, all benefits of the spell are lost. If damage is caused greater than the absorbing capacity of the spell, additional damage is applied directly to the recipient.
    (view changes)
    9:25 pm
  3. page Precipitation edited ... Casting Time: 1 round Saving Throw: none ... (1st), druid (1st), mage (1st) Causes a li…
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    Casting Time: 1 round
    Saving Throw: none
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    (1st), druid (1st), mage (1st)
    Causes a light rain to fall in the area of effect. One millimetre of rain will fall every 8 rounds.
    After 2 rounds, small candles will be extinguished.
    (view changes)
    9:21 pm
  4. page Animal Friends edited ... These are animals intelligent enough to function as ordinary followers, able to act on their o…
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    These are animals intelligent enough to function as ordinary followers, able to act on their own much of the time without the necessity of being told to change targets, take up a guarding position or fetching things on their own, as well as a variety of other things. On the whole, the player is free to run these animals as though they are possessed of a mind all their own; however, once beyond line-of-sight of the Sire, these animals will seek to complete the task they are given and return as soon as possible.
    Calling Animals
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    every three roundslevels thereafter (7th,
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    every three roundslevels thereafter. When
    For each calling, the Sire must use the table which corresponds to the environment where the calling is done. If the Sire wishes an animal from another environment, the calling must be suspended until that environment is entered. Animals may not be called from inside urban or heavily cultivated areas, nor from underground.
    The following tables outline the animals found in each environment:
    (view changes)
    9:18 pm

Thursday, February 23

  1. page Dowse for Water edited ... If a character has an ability to dowse for water, however, then subtract 2 feet per knowledge …
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    If a character has an ability to dowse for water, however, then subtract 2 feet per knowledge point for all depth calculations. Thus, if a character had 11 points of knowledge in geology, the total depth of the well would be 22 feet less than the number obtained for any other person. Presume that minimum depth for a well would be 1 to 12 inches (roll the last foot with a d12) below ground level.
    Note that even in deep desert, for a person with great skill in geology, there is at least some chance for locating near to the surface groundwater (excepting where actual rainfall is so low as to preclude the possibility) - it may only be necessary to dig a little. Presume that a landscape approximately a mile across can be dowsed for water (viewed and evaluated) over the course of one day.
    See Geology or Logistics
    (view changes)
    10:53 am

Wednesday, February 22

  1. page Tinkering (sage ability) edited Provides the character with the skill needed to repair and strengthen ordinary items. Up to four p…
    Provides the character with the skill needed to repair and strengthen ordinary items. Up to four pounds of item may be repaired or strengthened in a given day. Items that are larger will require several days for repair.
    Note that the repair of some things do not need to count the whole weight in order to repair the item. The damaged part of a wagon wheel, for instance, would likely be less than 4 lbs. in weight (we would not count the whole wagon). However, to strengthen an item requires that the whole item be adjusted (because any part of it could give and thus break).
    Strengthening soft items such as cloth, leather, books or flexible woods will improve their saving throws by +1 against breakage or destruction. Strengthening hard items such as metals and inflexible woods will improve their saving throws by +2. Some items, such as paper, foods, glass, ceramics or artworks cannot be strengthened. Other items, such as musical instruments or magical items cannot be strengthened without destroying their inherent qualities.
    See Logistics

    (view changes)
    9:02 pm
  2. page Bargaining (sage ability) edited ... Common Bargaining When attempting to haggle for a specific item, the character may attempt a …
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    Common Bargaining
    When attempting to haggle for a specific item, the character may attempt a charisma check. A success indicates that character can purchase the item with a saving of 10%. A failed bargain has no consequences, except that the character must pay full price.
    A common bargaining requires 10 minutes per sale. There is time needed for a character moving from shop to shop in a market town looking for items and characters who perform multiple hagglings will grow exhausted. For these reasons, no more than 9 common bargainings can take place in a given day.
    Pressure Bargaining
    The character may attempt an even better deal, haggling for 20-50% off, in the following manner. To start, the character should count only half their charisma ~ a demonstration that the haggling is being hard fought. Do not count fractions: a 17 charisma would count as an 8 for the purposes of a charisma check.
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    If the bargaining fails, however, then the character is banned from purchasing that sort of good in that sort of store (armorer, blacksmith, cobbler, grocer, etc.) in that market city for a period of one year. The character will need to send someone else to shop there.
    For a lone character, the benefit of this is moderate. However, for a large concern such as an army, company or a political entity, which can afford to buy 100,000 g.p. worth of grains, meat, indigo or coconuts, a charismatic buyer with a +5 modifier can substantially help where a profit is concerned.
    A pressure bargaining can require up to one hour per sale. Pressure bargainings are extremely exhausting, greatly reducing the potential for a character to act in peak form. For these reasons, no more than 3 pressure bargainings can take place in a given day.
    See Logistics
    (view changes)
    8:54 pm

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