Sunday 21 May 2017

Revised Fighter Class

Fighter
As a fighter, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light ArmorMedium ArmorHeavy Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
• (a) a martial weapon and a Shield or (b) two martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) two handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Table: The Fighter
LevelProficiency BonusBonus Features
1st+2Fighting Style, Second Wind (3/LR)
2nd+2Action Surge (3/LR)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement or Action Surge (+1 use/LR)
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement or Action Surge (+1 use/LR)
13th+5Indomitable (two uses)
14th+5Ability Score Improvement or Action Surge (+1 use/LR)
15th+5Martial Archetype feature
16th+5Ability Score Improvement (max 24)
17th+6Action Surge (+3/LR), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement (max 24)
20th+6Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Master

When you are wielding a non-Finesse weapon in two hands, you gain a +3 bonus to Damage Rolls with that weapon. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.  At 17th level you may use this feature an additional 3 times before finishing a Long Rest.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Action Hero: The Level 8, 12, and 14 Ability Score improvements may each be replaced by an additional use of Action Surge per Long Rest.
Unlimited Might: The level 16 & 19 Ability Score improvements may raise an Attribute above 20, but not above 24.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any StrengthDexterity, or Constitution check you make.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

Attributes

Hit Diced10
Saving ThrowsStrength, Constitution

Monday 15 May 2017

ep 50 17/5/4713 Seven Swords of Sin #2

Joined by Obero a female Samurai Pathfinder, the group press on into the Council of Truth's dungeon, defeating a mighty steam mephit and a stasised Gug, encounter an alchemy lab, library, waste incinerator. and spiked trap room, finally locating the stairs down to the next level, seeking the Seven Swords of Sin...

"Ancient Thassilon was not ruled by wizards and spells alone, for even the runelords had their martial champions. Also known as the Alara'hai or the Seven Blades of Conviction, the Seven Swords of Sin were the weapons of those champions, assorted blades imbued with the deadly might of the schools of magic that dominated Thassilon."

The names of the Seven Swords, as listed in Tirana's notes:

Asheia, Sword of Lust
Baraket, Sword of Pride
Chellan, Sword of Greed
Garvok, Sword of Wrath
Shin-Tari, Sword of Sloth
Tannaris, Sword of Envy
Ungarato, Sword of Gluttony

Amatatsu Icy Kama:
+1 weapon, d6 slashing, 1-handed, light, finesse: legendary (requires attunement)
When you hit with an attack using this magic kama,
the target takes an extra 1d6 cold damage. In
addition, while you hold the kama, you have
resistance to fire damage.
In freezing temperatures, the blade sheds bright
light in a 10-foot radius and dim light for an
additional 10 feet.
When you draw this weapon, you can extinguish
all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Image result for GugQuillax Account

[14-May]
Summary:
- Obero joins party
- Neril was otherwise engaged
- Fight and destroy Imp (which was actually a Mephit)
- Disabled allure/wall trap, revealing a Gug, which we killed
- Safely secure a key (inscribed "21")from an alchemical room.
- Secure some books from a library
- safely get through "Hedgehog dilemma's" room
Sepheria and Claw met a woman at the window, Obero. She stated she was looking for answers about her family and her search had led her to the Council of Truth. She asked to join our group.
Neril and Claw stayed up on street level while Sepheria led Obero down. We briefly turned the turbines off to assist them through the turbines.
After introductions, we proceeded through the console room and into the "Imp" room, which revealed itself as a Steam Mephit as we battled it. Irizati used his weapon and destroyed one of the crystals, shattering it and causing a chain reaction, which knocked Obero out and killed the Mephit. It destroyed some of the treasure, unfortunately, but the magical items survived the blast. We got Obero to her feet, collected the surviving items, and progressed down the hall.
We passed a room with a koi fish pond, which we thought was probably the proper entrance to the building. We simply passed it.
The next room was an illusionary gold pile covering a trap wall and topped with a suggestion/charm effect. As the suggestion effect could ensnare our companions if they followed, we decided to pull down the wall to protect them. I safely disabled the trap only to reveal that it hid a beast inside. With the wall down, the stasis dropped and the Gug stirred into action. With a team effort, we were able to strike it down with Irizati landing the killing blow.
[3250xp each]
We continue onward past a room filled with dead goblins, who had managed to impale themselves on their own made traps. One had a scroll of engineering schematics of traps and metal floor traps.
At the end of the hall, there was another door, which led into an acrid smelling room with 3 oil paintings, a black cauldron, and 3 pillar/podiums made of piles of bones.
- Skeleton with yellow heart, holding a red apple and a blue jay.
- Castle being hit by a huge blue tidal wave with a red rose at its centre.
- Babou Demon holding a yellow goblet and a red heart.
The pillars were topped with inverted skulls acting like cups, each bubbling with a different coloured liquid. There was also a corner with raw lead, a key trapped in amber, and 2xred, 2xblue, 2xyellow powders.
Irizati knew not to mix the powders because it would be unstable and not to mix multiple reagents.
We mixed the blue liquid and the red powder, which produced a clear alkahest acid. The key was freed from the amber by dipping it in the acid with mage hand. The key had "21" etched into it.
Leaving the room, we progressed to a room called "Hedgehog's dilemma", written in an alchemical language. Before progressing into that room, we located a library and collected some books, found the other entrance to the raptor room, found a possible garbage disposal room with a lava-esque sense about it.
Note: the books explained that the Swords (called Alara'hai) had originally been virtues and had been corrupted. Asheia is the name given to the Sword of Lust we are hunting for; a flaming blade that causes anyone it strikes to fall under control of it's wielder.
We eventually passed through the Hedgehog's Dilemma room which had squares of reverse gravity as well as little spikes on the floor. We were able to get through safely, except Obero, who needed to be polymorphed into an Owl to free her from the trap.
We stepped into the stairwell, Obero still in owl form, and proceeded downward.
[ 600 + 600 = 1200 xp ]

Sunday 7 May 2017

ep 49 16-17/5/4713 Seven Swords of Sin #1

seven_swords.jpg

16-17/5/4713 Quillax takes the gnome Luonim and Thassilonian head Capita to Fort Rannick (along with Sephiria), consults with Captain Oriana. Return next morning (down 1 spell slot). A messenger boy delivered a message to Neril at the Inn - Abra Lopati of the Duskwardens sends thanks for the destruction of the Dark Rider (who killed his wife) and promises Duskwarden aid when needed.
The dwarf merchant Gadka visits and tells of meeting (& beating) one of Tirana's minions who says she has collected all the Seven Swords and begun a powerful ritual - likely taking several days.



Quillax Account
[7-May]
Trying a new format - a summary of the major plot points before the journal. Also, did a lighter write up format, less of a blow-by-blow. Let me know what you think at the next game.
Summary:
- Took Luonim to Fort Rannick
- Gadkah tells us Tiraneh is rumoured to be starting a ritual - will take a couple days to complete
- Enter ventilation shaft via skull on Kaer Maga city wall
- Work out control room panel combinations and find a short term off switch (energy off for mere seconds) and document sequence for full shut down
- Dominated Squid vs Electric Item carrying armour coveting Imp
- Abyssal Goblins riding super ninja evil cleric Jurassic Park style raptors. Killed all four Goblins. Two had Wands; We did not collect these.
- Ran away from raptors. Sealed them in room with Wall of Stone
- Retreated to entrance for Short Rest.
[xp 3520 each]
---
Journal [7-May]
It was a quick use of Transport Via Plants to bring Luonim and Sepheria (+Capita) to Fort Rannick. After speaking with the Grey Maidens there and updating them on the general situation including Luonim's role at the Fort, we left most of Sepheria's collection of books for his research, with the most valuable/dangerous books in her room under Capita's guard). We spent the night and returned to Kaer Maga on the following morning, making our way from outside the city in once more, a path I am beginning to become quite familiar with.
While we were away, the Dusk Wardens sent a message, which Neril collected and responded to. They sent their thanks for our dealing with the Black Rider, who had killed some of their family members and they offered their assistance should we need it in the future.
Upon our return, Gadkah sought us out and informed us that he had heard Tiranah was starting a ritual using the Sword, although rumour had it the ritual would possibly take a few days to complete. We decided to take the ventilation shaft instead of the front door and Gadkah volunteered to take us there. He led us to a window in the stone and informed us the ventilation shaft was just through the window then left. Sepheria and Neril checked out the area on the broom and reported back they had found the entrance in the left eye of the skull about 40 feet below the window's ledge. The top of the skull was 20' below the window itself, so we could easily get down using rope or being ferried by broom.
Just inside the entrance were three tunnels, each with four slowing spinning turbines that circulated the air. I went ahead with Sepheria to see if we could interrupt these without setting off any alert. After some discussion, we decided it was not safe to do so and as it would be difficult to get Clank through the turbines undamaged, we left him and Moncey to their own devices outside while we made our way past the turbines magically.
There were two possible doors, one that glowed slightly and one that smelled of floral decay. As I was already in a wildshape, I scouted the glowing door, shifting into a spider to slip under the door. Inside was a control room with a glowing pool and inside the pool a squid lurked under the bridge. Reporting back, we decided that room was important and we went in. Claw dashed across the room and started poking at the controls so Sepheria Tasha's Hideous Laughtered him so he couldn't break anything. As Irizati stepped in, the squid finally decided to attack. Irizati was able to dominate the squid and used it to open the next door in the control room. That led down to a short hall and a circle of crystals that acted as a lightning-conducting barrier. Meanwhile, I investigated the control panel and was able to work out how to interrupt the power briefly as well as turn it off completely. The latter required a complex series of steps, which I documented. In the other room inside the circle of lightning, Neril found an Imp with some sort of lightning rune/gem guarding a pile of armour. We send the squid to investigate and ended up down one squid.
We decided to check out the other door near the entrance that had smelled of floral decay. Getting closer, I could also smell reptiles. We opened the door to a room with a raised central platform and two strange dimensional portals - one on their side of the room. On the left, the portal seemed to lead to a dinosaur filled jungle and on the right to a world of fire and ash. Four Absyssal Goblins, each riding a dinosaur wearing armour attacked us, two wielding wands. Irizati managed to hold person most of the goblins except the boss and we were able to pick them off one by one but the dinosaurs were amazingly strong. Neril and Sepheria tried to stay invisible which helped them greatly, but Claw took rather a large amount of damage. I polymorphed him into a Giant Ape, twice, which kept him alive long enough for us all to run. We sealed the raptors in the room with a wall of stone and retreated - with Sepheria grabbing Claw and using dimension door to escape.
We retreated to the entrance for a short rest. After waiting for the group to meet up and return, we decided to try the path past the Lighting-wielding Imp instead.