The Linnorm Saga
On March 07, 2013 at 09:27 AM Xiim said:

Yeah, I am going to work on those kind of case by case as they come up. For now detect good/evil/law/chaos is Discern Aura. I am going to modify alignment spells for specific deities – some examples

Gorum – Crimson Frenzy

You unleash the power of bloody, glorious conflict upon your enemies. Old wounds, once healed, now rip open and surge forth as though the cuts were fresh. The caster may choose to either target one aura more harshly, or attack all indiscriminately even red.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chosen creatures (or 1d6 points of damage per caster level, maximum 10d6, to chosen outsiders) and gives them 1d6 ongoing bleed. A successful Will save reduces the damage by half and negates the bleed effect.

The spell deals only half damage against creatures whose aura color was not specified, and they are not bleeding. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Pharasma – Sea of Souls

The Lady of Graves opens the gates of the Boneyard, releasing a torrential wave of the deathly fury at your enemies. The Lady grants you insight into upon the casting of the spell, allowing you to discern auras while casting. Choose one aura color to target.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chosen aura type (or 1d6 points of damage per caster level, maximum 10d6, to undead creatures of chosen type) and cause them to be effected by positive energy as though they were undead for 1d4 rounds. A successful Will save reduces the damage to half and negates the energy effect.

The spell deals only half damage to creatures who do not belong to the chosen aura type, and they are not treated as though they were undead. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.
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Mindless creatures(including mindless undead) do not have an aura, and while affected by these divine type spells are never subject to the full brunt of the attack. Intelligent undead however do have wills and emotions and thus an aura that can be targeted.

Auras can also shift during gameplay a lot easier than alignments, if a player decides to take up a new calling or outlook on life they could easily change aura types. However for clerics and other divine characters that normally have alignment restrictions, I am not going to take away casting for aura shifts, only for breaking faith tenants… However as a servant of your god you do have an aura from that, so while rare it is possible to count as two aura types(one from yourself and another from your deity)

On March 07, 2013 at 05:07 AM Ericthefish said:

Sounds good to me. Keeps with the setting better. Kinda gritty-er and more grey area. If anyone gets access to the offensive alignment spells maybe rework them to provide similar effects but tailored to their specific cause.

On March 07, 2013 at 04:05 AM Xiim said:

Okay so I am thinking of doing away with the alignments in place of a more abstract variant. Essentially you will get the color of your aura if it is detected, these represent certain aspects that show up strongly with you. Laypeople would have no idea what the fuck any of it means as alignments don’t matter to everyday people and unless you have detect alignment magic, you wouldn’t even think/know about it. If you have a patron deity that is a big contributor towards your aura, clerics having to stay in one color, however if you follow your faith’s tenants you will be fine.

Still it does away with good, evil, law, chaos… which are aspects I don’t really think need to be in this campaign anyway.

On February 23, 2013 at 12:51 AM Ericthefish said:

Cool I apreciate it

On February 22, 2013 at 10:23 PM Xiim said:

Hmmm… you can be an urban barbarian and I will allow you to keep the medium armor proficiency…. that will keep you better balanced with the rest of the party, so go ahead and take it.

On February 22, 2013 at 09:51 PM Ericthefish said:

Hey Mitch I have an issue. I want to take Urban Barbarian for flavor reasons but that means I lose medium armor proficiency which is fine writ large, but it means no armored coat which I really like the flavor of and realistically I wouldn’t see it as a medium armor. As far as power level I get it, being able to put your armor on as a move action is great.
So any way my point is, is there anything I could trade away for proficiency(armored coat)? Like x number skill points y class ability?

On February 21, 2013 at 07:03 PM Xiim said:

Yeah, Glory Traits is their tentative title, you will get a small bonus and a chance to earn an extra hero point each level. Some examples of things that could be glory worthy would be killing a higher CR giant, defeat a worthy foe in single combat, save someone who is helpless… it is all going to be based on your goals for the character and what is driving you forward into glory… hell someone who is in it for money could acquire a hero point for acquiring so much personal wealth each level

On February 21, 2013 at 06:38 PM Ericthefish said:

I did average gold. And I think you pick one trait and then based on your character Mitch’ll work with you to come up with one that’ll give you access to Hero points. Like do X in Y way = Hero point.

On February 20, 2013 at 08:00 PM delciadmg said:

How many traits? Starting gold?

On February 20, 2013 at 12:37 AM Xiim said:

Something to keep in mind for Ulfen characters(dwarves too actually) is their naming conventions. Your last name is your parent’s plus the suffix -son, female characters add -dotter. It is considered a coming of age when an Ulfen acquires an honorific name and I would prefer to do that over gameplay and have them naturally come… character with other names tend to be from childhood and are generally unkind

On February 19, 2013 at 01:12 AM Xiim said:

BTW a lot of flavor of Ulfen Barbarians is going to be like the Norse Berserkers… the concept of allowing in spirits to your body and going into a blood frenzy… so totems are encouraged but not necessary.

On February 19, 2013 at 01:10 AM Xiim said:

It’s a secret to everybody!… Nope not really.. but everyone is going to be from here so I am going to take into account your guy’s backstories into making it too. Right now its a small-ish village. Think western frontier town but you know in the north… with ice trolls.

On February 18, 2013 at 11:19 PM Ericthefish said:

Hey Mitch is the village of Grimness supposed to be secret. Or is there nothing there for us yet? Also gona use the better stat block to make a Brutal Pugilist Barbarian I think

On February 18, 2013 at 10:41 PM Xiim said:

Stats

Delciadmg: 13, 17, 8, 13, 15, 13 | 9, 13, 17, 11, 12, 15
Reshall: 12, 14, 11, 9, 12, 9 | 15, 16, 12, 13, 14, 10
Eddiedean: 16, 10, 13, 16, 11, 15 | 17, 16, 11, 10, 7, 15
Ericthefish: 12, 11, 12, 14, 8, 13 | 15, 14, 13, 10, 9, 12

One stat pool is your first character, the other will be for your back up character. DO NOT make back-up characters right now. As due to where you will be coming in it can allow more races/classes… however it allows you to have an idea of what type of characters you will be playing later on.

You guys have the can talk it out in the comments about what type of characters you can play… however as he rolled the lowest stats I would give first pick to Ericthefish.

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