Archive for septiembre 2019
Farae Istmelion, the shadow of the moon
By : LeonDelgado
Farae is a powerful
elven wizard from the Silvari city of Aldaras
(in the spirit world). She grow up there under the shadow of the more powerful
families, like the Shajara family. From this family she met one of their sons
at an early age: Oak.
She was at
first fascinated with Oak, as he was easy to learn the ways of the Druids, but
she soon learned that because of her household low position she was expedted to
never reach the same places than his childhood friend, and she decided to prove
all that she could not bear true power but also that she will bring justice and
balance to Aldaras.
She left her
town, and wondered by herself for some years until she found Almawt, the person
that will become her mentor, and soon Farae become a Necromancer.
With her is
always her skeletal minion, Theodred, a elf warrior that was always following
her as his love was true, and when he tried to stop her in become a true
necromancer Farae got bored of him and reduce him to bones.
Now, she is
working with the Demon prince of Undead, and accumulating power so she can
bring to Aldaras the same lesson Theodred learned, and in the process bring
balance to all…
FARAE ISTMELION
CR 15
Silvari
Wizard (Necromancer) 15
NG Medium
Humanoid (Human)
Init: +7; Senses: Perception
+5 (+8 in shadows)
DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1
training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor
raise his defence up to 23, Touch 16, Flat- footed 20
OFFENSE
Speed: 30
ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3),
ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make
at 30 ft or less.
Special Actions: With time cast Shield and Mage
armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges);
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP,
DC 26)— Clone, create greater undead, horrid wilting (DC
28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
STATISTICS
Abilities Str
10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial
Traits (already applied):
Feats: scribe Scroll*, Improve
initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP),
Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn
resistance), necromantic might (+ 2 attacks and saves).
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20,
Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20,
Perception +11, Diplomacy +11, Use Magic devise +13.
Combat Gear: potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural
armor +3, belt of mighty constitution +4, clear spindle
ioun stone (no need food to live), cloak of resistance +4, dusty
rose prism ioun stone (+1 DF insight), headband of vast
intelligence +6, restorative ointment, ring of major (20) energy
resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp),
spellbook, 8,973 gp
Theodred
Skeleton
Sylvari Fighter 15
CN Medium Undead
(elf)
Int: +11; Senses: Perception +7, darkvision 60 ft .
Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9
natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity
to cold, undead traits
For: +5, Ref: +5, Will: +9,
Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or
2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -
Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis :
10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft ., immunity to cold,
undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20
arrows.
Preview of the next Rules: Storing Magic points
By : LeonDelgado
Currently Im working on the next
version of the Rules of Arcadia. For this some clarifications will come with
new exiting magic items.
Using Stored Magic Points
(New rule)
A variety of magic items exist to
store magic points for later use, in particular a storage device called an
Arcanum crystal. Regardless of what sort of item stores the magic points, all spellcaster
characters must follow strict rules when tapping stored power points.
A Single
Source
When using magic points from a
storage item to cast an spell, a spellcaster character may not pay the spell’s
cost with magic points from more than one source. He must either use an item,
his own magic point reserve, or some other discrete magic point source to pay
the casting cost.
Recharging
Most magic point storage devices
allow spell caster characters to “recharge” the item with their own magic points.
Doing this depletes the character’s magic point reserve on a 1-for-1 basis as
if he had cast an spell; however, those magic points remain indefinitely
stored. The opposite is not true—spell caster characters may not use magic points
stored in a storage item to replenish their own magic point reserves.
New items: Aether potions
The
Magic potions are now called Aether potions, and came in 3 flavors.
Potion
or Oil
|
Market
Price
|
Lesser
Aether Potion (2 MP)
|
50 gp
|
Aether Potion (4 MP)
|
300 gp
|
Greater Aether potion(6 MP)
|
600 gp
|
Arcanum crystals
Arcanum
crystals store magic points that spellcaster characters can use to pay for casting
their spells.
Physical
Description: An Arcanum crystal consists of a core crystal encased in a silver
container with rune engravings. The crystals give off a faint glow. A typical Arcanum
crystal weighs approximately 1
pound , has Def 7, 10 hit points, a hardness of 8, and a
break DC of 16.
Activation: The user must merely hold
or have a crystal on her person for a period of at least 10 minutes (which is
long enough to attune oneself to the crystal). Thereafter, the owner can use the
magic points stored in the crystal to cast spells she knows.
The maximum number of points an Arcanum
crystal can store is always an odd number and is never more than 17. It can
store only as many magic points as its original maximum, set at the time of its
creation. When an Arcanum crystal’s magic points are used up, the glow of the
crystal dims. However, the user can recharge it by paying magic points on a
1-for-1 basis. While doing this depletes the user’s own magic point reserve for
the day, those magic points remain available in the Arcanum crystal until used.
A
user cannot directly replenish her personal magic points from those stored in an
Arcanum crystal, nor can she draw magic points from more than one source to cast
an spell. See Using stored magic points for more information.
Table:
Arcanum
|
|
Maximum
Magic Point Storage
|
Market
Price
|
1
|
1,000
gp
|
3
|
4,000
gp
|
5
|
9,000
gp
|
7
|
16,000
gp
|
9
|
25,000
gp
|
11
|
36,000
gp
|
13
|
49,000
gp
|
15
|
64,000
gp
|
17
|
81,000
gp
|
Faint
to strong Alteration; ML equal to maximum magic point storage; Craft Arcanum
Crystal; Weight 1 lb .