Squaring the Circle

Squaring the Circle

Saturday, February 28, 2015

ECL 4: Derek The Bloody Lesser Genasi, Ooze: fighter 1/ Warvlade 3: journal entry 1

I haven't been so broke in my life. Me and my friends are heading to Hamlet to find some work. Hopefully we can find a job a get money, because I'm getting hungry.

Wednesday, February 25, 2015

DM Entry: Return to the Temple of Elemental Evil (Character Generation Parameters)

Party Alignment: NG (chosen by the players)
Allowed Character Alignments: LG, NG, CG, or TN
Starting Level: 4th
Starting Wealth: Rather than starting off with 4th level gear or money, each character starts off with 1st level gear or money (900 gp), and cannot start with anything that costs more than 800 gp.

The story is that the party is not as well off as they should be, "weary, weak, and practically void of money" and have come to Hommlet looking for a place to stay and hopefully some steady work.

All of the PCs are already friends with each other.

Tuesday, February 24, 2015

DM Entry: Cleric Update

This change has been noted in the Aryathan Jiil Classes and Prestige Classes.pdf and the Aryathan Jiil Campaign Setting.pdf and both uploaded to the google drive.

Cleric



Weapon and Armor Proficiency: You are proficient with all simple weapons, and light armor. (This replaces the cleric proficiencies in the Player’s Handbook).

Holy Symbols: A holy symbol is required for turning or rebuking undead, as well as for many of the spells that a cleric casts. For such tasks, the minimum requirement is a wooden holy symbol of your deity. This rather mundane object must be held in hand, dangled from a necklace, or fastened to a shield. In any case, using your holy symbol to turn or rebuke undead, or to use it as a divine focus for a spell you must display it to the target(s).

Presented here are holy symbols of other materials and additional properties. These special properties only apply to turning, rebuking, or spells that have a divine focus (“DF” in the Components entry of the spell). These holy symbols are nonmagical and cannot be used as weapons. A holy symbol should be kept in the best condition for proper use. Once a holy symbol is damaged it reduces its effectiveness (see below). Spells such as wood shape or stone shape may utterly destroy a holy symbol by misshaping them.

Holy symbols can be repaired with Craft checks or spells such as mending or make whole.





Holy/ Unholy Symbol Material
Price (GP)
Hardness
HP
Weight (lbs)
Turning or Rebuking
Divine Focus Spells
[Defaced: lost 25% hp]




-1 cleric level
-1 caster level
[Marred: lost 50% hp]




-3 cleric level
-3 caster level
[Damaged: lost 75% hp]




-6 cleric level
-6 caster level
[Mangled: lost 90% hp]




ineffective
ineffective
Wooden Symbol
1 gp
5
10
Bone Symbol
2 gp
6
10
+0 check, +1 damage
necromancy DCs +1
Stone Symbol
5 gp
8
15
2 lbs
DCs +2 vs earth subtype
Darkwood Symbol
10 gp
5
10
1 lbs
DCs +2 vs Animals, Plants, and Vermin
Cold Iron
15 gp
10
30
1 lbs
DCs +2 vs Fey and extraplanar
Silver Symbol
25 gp
10
30
1 lbs
+0 check, +2 damage
DCs +1
Golden Symbol
250 gp
 8
10 
2 lbs
+1 check, +3 damage
Holy symbol: heal +1 hp per die
Unholy symbol: deal +1 damage per die
Mithral Symbol
500 gp
15
30
0.5 lbs
reroll 1/day
Reroll any die roll variable 1/day
Platinum Symbol
2,500 gp
10
10
2 lbs
+1 check, +4 damage
+1 caster level
Adamantine Symbol
3,000 gp
20
40
1 lbs
+1 check, +5 damage
enhancement bonuses +2 (or +10 ft)

Monday, February 23, 2015

DM Entry: Aryathan Jiil Magnus Arcana (Beta release)

Announcing the beta release of the

Magnus Arcana

What began in 2009, is now finally out of alpha, and into beta, in a format where it is actually usable.
There are still many updates for this in the future, but about 95% of the content won't change from here on out.

There's still lots of things to do, adding Dragon Magazines, Dungeon Magazines, Sage Advice, web articles, etc, etc, etc. Spell Compendium is not fully complete yet, I'm still adding information from the domains, but the spell descriptions are complete from that book. So the only published books left are Unearthed Arcana, Weapons of Legacy, and Tome of Magic.

So what is this book? This book is [will be] a compiled document of ALL spells ever officially published for D&D 3rd edition (3.0 and 3.5), with errata and sage advice included.

The "Everything You Ever Wanted to Know about Spells But was Afraid to Ask" Book.
The "One Stop Shop Spells" Book

The beta pdf weighs in at 15mb
792 pages long
index: 16 pages
spell lists: 53 pages
and the full text of the spells occupy most of other pages.

The document stands at 835,246 words and over 4.2 MILLION characters not counting spaces.

NOTE FOR ARYATHAN JIIL GAMES: This book is now official content for the Aryathan Jiil Games from this point forward, spell descriptions from ALL other published books should now refer to this book as the final format and text of description for ALL spells. In other words, if you find a spell in some official source and it contradicts what this book says, use the content in this book instead.

Its already uploaded to the google drive, what are you waiting for, go check it out.


Saturday, February 21, 2015

Caege-post 1-fighter/rogue-ecl2

A few members of the town asked me to look for some of the local folks that disappeared in the citadel a few weeks ago. Onitus and Tin Man went with some new comers to find them but Onitus died and they returned in search of another person....or victim? Onitus wasn't a good friend, I worked with him a few times when I was younger bet he was a bit strange, None the less I will find those responsible for the death of a village. I am not sure what's going on here but I will go with them to see what is going on...that old man is strange holding that book as if it holds his very essence it

caege-fighter/rogue-ecl 2 bio

Caege grew  up in the small town of Oakhurst. He lived a the life of a poor farmhands son. most of his life was spent tilling the fields of the community's local farms to help his family scratch out a living.  Due to his life of labor he ended up being quite strong. as he got older he soon found more profitable work as being some ones hired lackey for some of the regions more notorious "toughs". With better pay and the ability to support his whole family he devoted himself to this new found career.

The Sunless Citadel: ECL 3 Speechmaster Bathula lesser fey'ri cleric of Tvashtri 1, truenamer 2: Jounral Entry 2

Bathula mumbles under his breath as he pours over his book at night, while everyone is trying to rest:

...if you just look at the names of the people in this chapter...

...excluding the women, the breeders, of course...

...if you take the first letter in each name...

...assign it a point value system...

...based on the elven alphabet...

...Tvashtri...T equals 5, Q equals ...T equals 5...

...you string the numbers together...

...you divide it by the amount...

...you multiply...you divide it by...

...the amount of...you divide it...

...you divide it by the amount of people, which is a thousand plus five...

...and you know what that spells?

...U N I M P E D E D M O V E M E N T...

...Unimpeded movement...

...I will practice this new truename utterance tomorrow...using the language of truespeech...

Friday, February 13, 2015

The Sunless Citadel: ECL 2 Speechmaster Bathula lesser fey'ri cleric of Tvashtri 1, truenamer 1: Jounral Entry 1

I don't know if I can keep up with these youngsters. They just press on all the time, no time for resting after a walk, as I have been accustomed to. But this should help me strengthen my constitution, especially if I am to stay ahead of my old church members who are following me, trying to steal my book. When we get back to town, I have to buy some pad inserts for my shoes, I'm not used to walking so much. Kids these days, why when I was their age, I would run circles around a goblin and not ever have a problem. Anyway, as I supposed to be true, I have finally learned a few of the secret code words in my book, and have mastered an utterance (I'll call it). Now I can manipulate reality just by speaking things into existence. I am going to continue pouring over my book every chance I get to find new ways to use this power to my advantage.

DM Entry: Fighter Class Option: Holy Warrior

Fighter Class Option: Holy Warrior



Level
Base
Attack
Base
Fort
Base
Ref
Base
Will
Special
Spell-like Abilities
Uses per Day
Level of Spell-like Abilities Known
1st
+1
+2
+0
+0
2 domains, devotional (Sp), aura, ex-holy warrior, spontaneous casting
1
1st
2nd
+2
+3
+0
+0

1

3rd
+3
+3
+1
+1

1/1
2nd
4th
+4
+4
+1
+1

1/1

5th
+5
+4
+1
+1

1/1/1
3rd
6th
+6/+1
+5
+2
+2

1/1/1

7th
+7/+2
+5
+2
+2

1/1/1/1
4th
8th
+8/+3
+6
+2
+2

1/1/1/1

9th
+9/+4
+6
+3
+3

1/1/1/1/1
5th
10th
+10/+5
+7
+3
+3

1/1/1/1/1

11th
+11/+6/+1
+7
+3
+3

1/1/1/1/1/1
6th
12th
+12/+7/+2
+8
+4
+4

1/1/1/1/1/1

13th
+13/+8/+3
+8
+4
+4

1/1/1/1/1/1/1
7th
14th
+14/+9/+4
+9
+4
+4

1/1/1/1/1/1/1

15th
+15/+10/+5
+9
+5
+5

1/1/1/1/1/1/1/1
8th
16th
+16/+11/+6/+1
+10
+5
+5

1/1/1/1/1/1/1/1

17th
+17/12/+7/+2
+10
+5
+5

1/1/1/1/1/1/1/1/1
9th
18th
+18/+13/+8/+3
+11
+6
+6

1/1/1/1/1/1/1/1/1

19th
+19/+14/+9/+4
+11
+6
+6

1/1/1/1/1/1/1/1/1

20th
+20/+15/+10/+5
+12
+6
+6

1/1/1/1/1/1/1/1/1

Alignment: Any within one step of your deity. Hit Die: d10. Skill Points per level: 2 + Int mod. Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Ride, and Swim.



This is a specialist fighter. If you take a level of holy warrior you cannot later take a level of fighter or other specialist fighter, and vice versa; much like a specialist wizard. The name of this class option depends on your deity’s alignment: Good—holy warrior; Evil—unholy warrior; Chaotic—anarchic warrior; Lawful—axiomatic warrior. No holy warrior may choose a deity that lacks either a moral or ethical alignment aspect; in other words, you cannot select a true neutral deity. If your deity has more than one nonneutral aspect, you choose the name of your class from among those listed above, appropriate to your deity’s alignment. Just like a cleric, your alignment must be within one step of your deity’s alignment.

Lose: You do not gain any fighter bonus feats, however see below.

Gain: You gain two domains. These two domains must represent some aspect of your deity (as approved by the DM). You gain both the granted powers of the domains that you choose. You also gain Heal and Knowledge (religion) as class skills and the following abilities:

Domain Spell-like Abilities (Sp): Each 1/day (caster level equals your fighter level). The save DC for one of your spell-like abilities (if it allows a save) is 10 + spell level + your Constitution modifier.
            Your domain spell-like abilities are subject to spell resistance, although the Spell Penetration feat and other feats that improve caster level checks to overcome spell resistance also apply to your domain spell-like abilities. Unlike normal spell-like abilities, your domain spell-like abilities do require appropriate material, focus, divine focus, and xp components, although none of them require verbal or somatic components. Those without material or focus components are activated by sheer acts of will, and can be used even when you are helpless or paralyzed (as long as you are actually conscious).
            Any weapon you wield that you are proficient with is counted as your divine focus for your domain spell-like abilities.
            At each odd-numbered level, starting at 1st level, you gain a new spell-like ability. For each spell-like ability you know, you can cast one or the other of your domain spells, chosen at the time of casting.
            At any time when you gain a new holy warrior level, you may permanently trade in one of your domain spell-like abilities (both spells on a given level), and in its place choose a fighter bonus feat. You must meet any prerequisites for the feat, as normal.
            Example: A 6th-level holy warrior with the Salt and War domains and a Constitution of 20 would have the following spell-like abilities on a given day:
            Spell-like Abilities (caster level 6, DC 15 + spell level)
            1/day each—(chill touch or magic weapon), (curse of impending blade or spiritual weapon), (hamatula barbs or magic vestment)

Spontaneous Casting (Sp): A good holy warrior (or a neutral holy warrior of a good deity) can channel stored spell-like ability energy into healing spell-like abilities that the holy warrior did not prepare ahead of time. You can “lose” any unused spell-like ability (either though your domains or devotional) in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name), as a spell-like ability with no components.
             An evil unholy warrior (or a neutral unholy warrior of an evil deity), can’t convert them to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
            A holy warrior who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.

Devotional (Sp): At 1st level, choose a zero-level spell from the cleric spell list (not opposed to your alignment or your deity’s alignment). You can use this spell-like ability at will, as a spell-like ability (caster level equals your fighter level). Your devotional spell-like ability has no components, just as a normal spell-like ability.

Aura (Ex): A holy warrior of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).


Ex-Holy Warriors: A holy warrior who grossly violates the code of conduct required by his god loses all domain spell-like abilities, granted powers, and devotional. He cannot thereafter gain levels as a holy warrior of that god until he atones (see the atonement spell description).

This class option was added to the Aryathan Jiil Classes and Prestige Classes.pdf and uploaded to the google drive.