Squaring the Circle

Squaring the Circle

Friday, January 31, 2014

Shackled City: ECL9 Dagon Feral Anthro Tiger Chaos Monk: Entry 1

-Meow-


Shiny people break..
Giant heads roll..
Tiny Imp sent back to the pit he crawled out of..
Party grows strong..


-Growl-

Monday, January 27, 2014

Rules and Format (**read before posting**)

(Reposting for those newer players in the group.)


This blog is for posting your PCs journal.

Please keep all posts on this blog in character.
Comments may be in or out of character.

Please use the following format in the Title of your post:
Campaign: ECL Character Name race class level: Journal Entry Number

For example, one might look like this:
Shackled City: ECL 4 Shushan Turanis lesser fey'ri marshal 1, truenamer 3: Entry 1

**Posting a blog for your character on this site earns that PC +5% xp during the next game session.**

Posting your character bio on this blog earns your character a flat one-time +200 xp.

Saturday, January 25, 2014

New Additions this week

SPELLS
The Libram of Magic III has been getting some lovins this week. Here is a list of the new spells that have been added, and you can get the latest version of Libram III from the google drive.

Repeat Action (Cleric 5)
Ruby Axe (Cleric 3)
Set the Path (Bard 2, Sorcerer 2, Wizard 2)
Timeheal (Sorcerer 4, Wizard 4)
Timereaver (Sorcerer 8, Wizard 8)
Troll Repellent (Bard 1, Sorcerer 1, Wizard 1)
True Arrow of Law (Sorcerer 3, Wizard 3)
Wildwind (Wild Mage 9)
Witchweed (Sorcerer 3, Wizard 3)
Zombie Double (Sorcerer 7, Wizard 7)

FEATS
Also this week I discovered a feat that was not in my Feat Compendium called Ritual Transference (from the Player's Handbook II web enhancement called Magic Items: Transferring XP Costs). It was added and updated to the google drive. Here's the blurb for that feat: You can transfer the XP of other creatures into an agreed upon magic item and construct magic items with prerequisites that you do not meet.

ACHIEVEMENTS
Battlemaster tier III Kill a creature while you are unconscious. The kill must be the direct result of something you had done or a spell that you had cast before you went unconscious.

MONSTER CLASS
The neogi spawn, adult neogi, and neogi great old master have been broken out into a monster class in the Aryathan Jiil Classes and Prestige Classes.pdf and updated on the google drive. It is an interesting monster class that can eventually spit monsters at people, but you automatically die at 16th level. However, I suppose something unnatural (like becoming a lich) could post-pone the death. Since it is broken into three age categories, you can take as many normal class levels as you like between neogi spawn and adult neogi, and between adult neogi and neogi great old master.

Shackled City: ECL 8 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 3: Entry 16

Journal Entry 5236

I could have stayed cloistered at the temple and never faced such things as I have recently.  I left, not so much as to adventure as to spread the light of the Shining One to those who have only known darkness.  I believed Pelor's grace could bring healing and salvation to people that have gone without for too long.  Instead I am faced with trials that must show the wrath and might of the Shining One.  Evil entity after evil entity face off against me and my comrades, only to be brought low with more than a little of the power Pelor grants me daily.  What do I get for my efforts?  What message am I given after I stray from the path of my heart (a path of peace and life giving light)?  I am told- BY A MOVANIC DEVA- that I have done well and Pelor is thankful for all I have accomplished.  It was never in my nature to call down the wrath of my deity.  I was not the one to smite.  That was Gaje's way and now he is gone.  Maybe I was wrong this whole time.  Maybe instead of spending all my time with my nose in a book, studying philosophy and history, I should have spent more time talking with Pelor.  I should have spent more time in prayer, waiting for answers and guidance.  This must be my calling, why else would I be so successful?

On another note; keep a close eye on the warlock, his power grows daily and I'm not entirely sure it is for the better.  His ability to raise the dead bodies of our vanquished enemies is impressive, and has proven to be quite useful in some very dangerous situations.  Having explained to me the use of his magic and the temporary nature of his crafted abominations, I don't see any reason to fret.  But there is a gleam in his eye as he does it.  If ever he were to step over that line of utility, to passion for his undead creations I would have to channel all of my divine given power into the destruction of such evil.

Shackled City: ECL 9 Osiris Eloah Elf Generalist Wizard: Entry 19

As we set up camp to rest for the night in this terrible jungle, I hope to get some much needed rest. Unfortunately, that didn't happen! Forcefully awaken within the first hour by a couple raptors tearing into my flesh was more painful than one could imagine. How they where able to sneak up on us when we had two guards posted I'm not quite sure. We may need to adjust our system. With the quick thinking of the party and our ability to rise to any situation, we managed to dispatch the creatures with some well placed spellfire, eldritch blast, and axe to the face. Thank goodness the cleric was in place to give me some much needed healing or I may have become a faint memory. Still not learning our lesson, we continued to sleep in the same area, and was set upon by a tiger deep into the night. How I survived that encounter was no less than a miracle. After being bitten, raked and clawed, I was "saved" by a "well placed" eldritch blast. The life of an Adventurer! The next morning, as continued trekking through the forest, we where greeted by an angel that needed us to finish off her twisted sisters. Since no one can say no to a lady in distress, we agreed and made our way, following the map, to the entrance to the cave. As we continued on in what felt like a crypt, the Warlock spotted a creature that lead him to a gate that blocked a hill giant! With the help of the dusk blade and sorcerer, the managed to lay the giant low. As we entered the chamber we found a mysterious liquid the several chose to partake off. After breaking down the north door we where greeted by four two headed giants! However, four where no match for the overwhelming dark powers of the warlock. The dead walk is nothing to take lightly! What else awaits us down here?

Shackled City: ECL 8 Osiris Eloah Elf Generalist Wizard: Entry 18

After navigating our way down river, and defeating several creatures poised to pick us off, we managed to survive only to be greeted by a beast of a sloth. After a relatively quick battle, by overwhelming the beast with magic power from the Beguiler and myself, we uncovered a small supply of arms and a body. As we move further into the forest who knows what other dangers await us.

Monday, January 20, 2014

Regrow a Limb

I have done some research about regeneration and regrowing body parts in the rules.

There are some options, although I would say none of them seem to be really that easy to get a hold of at the current game level.

Trollshape spell from the Player's Handbook II page 127. Sorcerer/Wizard 4. It changes the caster into a troll (including regeneration) for 1 round per level. That's not long enough to regrow a limb.

Shapechange spell from the Player's Handbook. Sorcerer/Wizard 9, Druid 9, Animal domain 9. It can change the caster into a troll (or other regenerating creature) for 10 minutes per level. This would help to regrow a limb, but the level it very high.

Regenerate spell from the Player's Handbook. Cleric 7, Druid 9, Healing domain 7. Instantly regrows missing limbs but the level is very high.

Troll Blooded feat. This would let you regrow a limb in 3d6 days.

Considering there is so few ways to get the regeneration special quality, and they changed Monstrous Regeneration to Greater Vigor in the Spell Compendium (making it fast healing instead), I thought I would simply restore the Monstrous Regeneration spell back to the game, and update it to 3.5 for my games. I have included it below and also added it to the Libram of Magic III. However, even this spell it is hard to accomplish, but not impossible at lower levels.

Most creatures that have regeneration do not regrow limbs (looking only in the Monster Manual). Angels, Devils, Ogre Magi, etc do have regeneration but do not regrow limbs. Trolls (3d6 minutes), Chain Devils (2d6x10 minutes), and the Tarrasque (1d6 minutes) do regrow limbs. In consideration of this fact, and also the fact that the spell has a very low duration, even giving it Tarrasque regeneration would not have enough time from the spell unless the caster were 20th to 120th caster level (for 1d6 minutes of regrowing). So I would liken the Monstrous Regeneration spell to an ogre mage's (and angel's and devil's) regeneration ability that does not let it regrow limbs.

For the purposes of this spell, I would consider the bite attack a single limb, not 30 individual teeth like a tiger normally has.

Monstrous Regeneration

Updated from Magic of Faerûn, D&D 3.0 edition.
Conjuration (Healing)
Level: Cleric 5
Components: V, S, (optional Metamagic Component)
Casting Time: 2 full rounds
Range: Touch
Target: Living creature touched
Duration: 1 round/2 levels
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
            You give the target the regeneration ability that some monsters possess (see below).
            The target cannot regrow missing limbs with this spell (however, see the Metamagic Component entry).
            When the spell ends, all of the target’s nonlethal damage is converted to normal damage.
            Regeneration (Ex): The target recovers from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the target is treated as nonlethal damage, and the target automatically cures itself of nonlethal damage at 4 hit points per round.
            Fire and acid deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. If the target has been rendered unconscious through nonlethal damage, it can be killed with a coup de grace. The coup de grace attack cannot be of a type that automatically converts to nonlethal damage.
            The target can reattach severed limbs or body parts. Severed parts die if they are not reattached.
            Regeneration does not restore hit points lost from starvation, thirst, or suffocation.
            Attack forms that don’t deal hit point damage ignore regeneration.
            An attack that can cause instant death only threatens the target with death if it is delivered by weapons that deal it lethal damage.
            The target must have a Constitution score to have the regeneration ability.

            Metamagic Component: An eyelash or toenail removed from a troll within the last minute (or currently under the effects of a gentle repose spell that was cast on the body part no more than 1 minute after harvesting); grants the target the ability to regrow one limb in 3d6 rounds under the effects of this spell (although the spell still may not have enough duration to regrow the limb).

Saturday, January 18, 2014

ECL 8: Fate Norbard: (Wild) human, Duskblade 8: Shackled City: journal entry 3

     After seeing my own home being burned to the ground, and my own parents decapitated, I ran  into the woods feared for my life. I thought I heard Norril Demoneye chasing me, around every bush and tree.

     After about ten minutes of running I decided to hide behind a huge dead tree. Then out of no where I heard the horrid scream coming from behind me. Out of fear that it was Norill Demoneye I got up and started to run away from the scream. The scream sounded like something being brutally murdered; killed for no reason...like my parents.

     When I came to another huge dead tree, instead of stepping over it, I jumped, not planning on stopping to catch my breathe. When I landed on the ground it fell out from under me. Falling for about five feet, my entire body was stabbed with makeshift blades. I lied there fading in and out of life itself thinking "I should of stopped him from killing my parents. They would be alive right now and I wouldn't be about to die right now".

    I woke to the sound of a man speaking in some language I didn't quiet know yet. He was grinding some ingredients together in a small bowl. " Hold still..." he said " ...this will fix everything." He took what was in the bowl and rubbed it into the gash in my left hand. (The gash was so big that you could  stick another hand through my hand without touching it.) Within a matter of minutes I regained all of my vision. I quickly looked at the man that rubbed the powder in my hand. He stood eight-eleven, he was green to the skin but he was Dwarven looking. "My name is Skim Stragglebeard, you fell into my hunters trap. If I hadn't of gave you the troll blood power, you would of died in minutes.

     After about two days of learning the way of regeneration, I left his shack. Over that time I learned a little bit of Draconic.

     About a year later I learned how to use my regeneration to the fullest and the Draconic language.

Shackle City: ECL 8 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radian Servant of Pelor 3: Entry 15

Journal Entry 5235

If you had told me a year ago that I would be travelling through the jungle with an eclectic group of adventurers, trying to find a lost paladin that has supposedly been possessed by a demon; I probably would have laughed in your face.  But here I am.  Asked by the head of the church of St. Cuthbert in the city of Cauldron, I have accepted this quest and feel personally responsible for success of finding this lost paladin.  I feel that there is much more going on, however.  Things just don't seem to add up properly.  I am starting to suspect wrongful doing by the Lord Mayor of Cauldron.  If my suspicions prove true, and this paladin is not actually under the influence of an evil entity... then we are in way over our heads.  That would mean the government of Cauldron is plotting evil deeds and attempting to rally all the people against the church and the forces of good in an attempt to secure a hold over their hearts and minds.

Monday, January 13, 2014

New House Rules

The following house rules have been added to the Aryathan Jiil Campaign Setting.pdf and uploaded to the google drive.

The regeneration notes below take into consideration how the severed limbs of a troll behaved in 1st and 2nd edition.

Natural Healing

Normal: With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Modify as follows: You also add your Constitution modifier (whether it is a bonus or a penalty) to your natural healing (or double your Constitution modifier for an entire day of resting).

Insignificant Interruptions: In a single 8 hour period of rest you can perform light activity for up to 10 minutes (or half that amount of time if you engage in combat) at any time during resting without it interrupting your rest. Two such periods of time are allowed during an entire day of rest.


Regeneration

Some additional notes about regeneration.

Severed Limbs Continue to Function: Severed limbs of a regenerating creature continue to function for 1 round per point of Constitution, after which time the member is dead.

Voluntarily Severing a Limb: A regenerating creature can voluntarily attempt to remove one of its limbs by inflicting at least ¼ your full normal hit points with a slashing weapon to the limb. The damage can be nonlethal damage and DR does not reduce the amount of damage taken in this way. A severed limb may be wielded as an improvised club one size smaller than you. Wielding your severed limb as an improvised weapon can also deal extraordinary attacks normally associated with the limb, but not supernatural attacks. See also the Detach feat (in Savage Species).

Decapitation

Base Creature: Decapitating a creature with regeneration does not instantly kill the creature. The head can be held to the stump of the neck to be reattached, just as any other limb can. A decapitated creature with regeneration is mute, blind, and deaf until its head is reattached, and loses any attack forms associated with the mouth or eyes, such as a breath weapons, bite attack, or gaze attack.

Decapitated Head
Vision and Languages: Your severed head retains your normal vision and ability to speak and hear, as well as scent (if you normally have it). The decapitated head gains a -4 penalty to Listen, Search, and Spot checks.
Initiative: [0] The severed member always has an initiative score of 0.
Size: Two size categories smaller.
Hit Points: 1 hp per HD plus Con modifier.
Speed: 0 ft
AC: Adjust for smaller size. Always considered prone.
Attacks: Bite, breath weapons, and gaze attacks (as your normal form).
Reach: 0 ft

Severed Arm

Base Creature: You cannot wield two-handed weapons. You gain a -4 penalty on Climb and Swim checks, attack rolls, and Strength checks.

Severed Arm
Initiative: [0] The severed member always has an initiative score of 0.
Size: Two size categories smaller.
Hit Points: 1 hp per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for smaller size. Always considered prone.
Attacks: Claw attacks and one-handed or light weapon attack (as your normal form).
Reach: 0 ft

Severed Leg

Base Creature: Land speed is reduced to hopping at half speed and no running. You gain a -4 penalty on Balance, Climb, Jump, Move Silently, Ride, Swim, and Tumble checks, Reflex saves, and Dexterity checks.

Severed Leg
Initiative: [0] The severed member always has an initiative score of 0.
Size: One size categories smaller.
Hit Points: 2 hp per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for smaller size. Always considered prone.
Attacks: Any normally associated with your leg or foot.
Reach: 5 ft

Severed Tail

Base Creature: You gain a -4 penalty to Balance, Jump, Move Silently, Ride, Swim, and Tumble checks, Reflex saves, and Dexterity checks.

Severed Tail
Initiative: [0] The severed member always has an initiative score of 0.
Size: Two sizes categories smaller.
Hit Points: 1 hp per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for smaller size. Always considered prone.
Attacks: Any normally associated with your tail

Reach: 0 ft