About this Project

This forum is for players and staff to work together to create an RPG Online Hanbook for Arelith

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DM Titania
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Re: About this Project

Post by DM Titania » Wed Jun 26, 2019 12:44 am

Thanks, this will make it a lot easier once I get to those pages.
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Nevrus
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Re: About this Project

Post by Nevrus » Wed Jun 26, 2019 7:21 am

Warlock
Key Mechanics at Level 20:
BAB: 15/10/5
HP: 160+20xConstitution
Saves: +6 Fort, +12 Reflex, +12 Will
Skills: 80 + 20xIntelligence: Appraise, bluff, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, perform, persuade, pick pocket, spellcraft, taunt, tumble, use magic device

The Weald
On Skal, travelers come and go. No one asks too many questions; the locals just want to hunt and mine in peace. But they're extra careful around the Weald.

The rumors describe the witch differently each time; some times she is covered in boils and ancient; other times, young and beautiful; one tale says she's an orc that paints her skin. All the stories go the same way though: when they saw the witch it was the last thing they remembered before waking up at the gates of Skaljard.

There are wicked things hiding out in those woods, preying on the foolish through the dark winters. Spirits of vicious cold and cruelty, it's said. But the witch was seen conversing with them like close friends; in the same league, without doubt. The bounties are posted for the witch; they fear her more than the winter creatures she works with. Because they don't know who she is; she could be among the village right now, corrupting the youth and poisoning the well. Her motives are inscrutable, but her handiwork has been confirmed only once, when a guard who went missing on patrol was found in those woods, shouting one phrase over and over again with a hoarse voice:

"Tread lightly."

Overview:
Power rules the world. Those with power get what they want, and keep it from those who want it. Those without power find only lack. Sometimes people who desire power achieve it; others lack the means, or are prevented by those who already have power. If they desire power more than anything else, they can cut a deal with an evil entity and become a Warlock.

Warlocks wield an unlimited supply of magic granted to them by their patron, and become resilient and some even capable of summoning powerful creatures to aid them. Their power comes at a grave cost, however; they owe a malevolent force a great debt that they are often asked to repay, especially at personal sacrifice. This makes them hated in most goodly places, as hated as any necromancer, fiend, or undead would be. Banishment is the least a warlock can expect in such places if their pact is discovered; death is often considered a close second.

Creating a Warlock and Restrictions
Warlock is a path of Bard. Characters must take at least one level of bard to become a warlock, and all bard levels become warlock levels. They do not gain spells as a bard normally would, cannot use bard song or curse song, and lose Bardic Knowledge.
Warlocks CANNOT be of good alignment. Those who truly held goodness in high regard would not deal with the dark entities that grant warlocks patronage. And they would not be able to pay the prices involved.
When warlocks cast magic their eyes glow red or green based on having a fiendish or fey patron. Characters can use this to identify a warlock if they are not careful. Wearing helmets can often hide this effect.
Warlocks are hated by most surface societies. Regardless of their intention, even common folk know that warlocks sold their soul or something of equal value to something that wishes them harm in exchange for their power, and will get them driven out of town at their earliest convenience. Societies that tend more towards neutrality or evil may tolerate warlocks, but they will still find it more difficult to earn trust than other characters, because no one knows when the warlock's patron will ask for their death.

Key Mechanics:
Pact - Warlocks must choose a type of patron from which they derive their power. This choice usually can't be changed. The available sources are:
Infernal - A devil or other non-demon fiend grants the character power. Requires non-good and non-chaotic alignment.
Abyssal - A demon or other non-devil fiend grants the character power. Requires non-good and non-lawful alignment.
Fey - An archfey of the Unseelie court or another dark fey entity grants the character power. Requires non-good alignment.
Fiendish (Infernal/Abyssal) and Fey pacts grant different sets of powers and spells.
Eldritch Spellcasting - Based on their pact choice, warlocks receive spells as they level up which they can cast an unlimited number of times per day, generally with no cooldown (exceptions apply). These spells derive their attack and DC from the character's Charisma modifier.
Fiend Spells involve summoning fiends, self-enhancement, and battle-themed magic.
Fey Spells involve enchantment, illusion, self-protection, healing, and inflicting ailments on enemies.
Eldritch Blast: In order for a hostile Warlock spell to affect a targeted creature, they must succeed on a ranged attack roll using their charisma modifier and base attack bonus. With exceptions of certain enchantment spells, succeeding on this roll inflicts Eldritch Blast damage to the target. This damage can have its type changed as the Warlock levels up, and available types are based on Pact type. Powerful debuff effects deal less damage, and AoE spells only deal Eldritch Blast damage to a single targeted creature. Eldritch Blast doesn't occur if the warlock targets the ground with an effect.
Warlock Resillience: As warlocks level up they become resistant to harm. They gain Uncanny Dodge, minor physical damage resistance, and major reduction to damage from elements associated with their pact: Fire and Acid for Fiendish and Cold/Electric for Fey.
Eldritch Essence: Certain Eldritch blast damage types have additional effects, which improve with level.
Fire (Fiendish Only): Reduces the target's attack for four rounds, and if you have a summon active, gives the summon bonus attack for this same duration.
Cold (Fey Only): Reduces the target's AC for four rounds, and if you have a summon active, gives the summon bonus AC for this same duration.
Negative (Fiendish Only): Deals bonus Negative energy damage, and if you have a summon active, heals the summon for a similar amount.
Summons: Fiendish Warlocks gain access to a suite of Summon Creature spells. These spells will only summon fiends; Infernal Pact warlocks will summon devils, and Abyssal pact warlocks will summon demons. These summons range from tame fodder to fiendish generals at the highest levels. Summons have a cooldown of 1+spell level rounds after dying before they can be cast again.
Smells of saltwater.

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Ebonstar
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Re: About this Project

Post by Ebonstar » Wed Jun 26, 2019 7:37 pm

Warlock conversion.

https://homebrewery.naturalcrit.com/share/HkjjrhxgH

I have spoken with Neverus and I am going to convert all his posts into the Format Titania has asked for, to cut down on some of the work save some editing and glitzing.
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Re: About this Project

Post by Ebonstar » Wed Jun 26, 2019 7:59 pm

Yes I can sign

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Re: About this Project

Post by Ebonstar » Wed Jun 26, 2019 10:33 pm

Yes I can sign

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Re: About this Project

Post by Ebonstar » Fri Jun 28, 2019 1:02 am

Yes I can sign

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Re: About this Project

Post by Ebonstar » Fri Jun 28, 2019 1:14 am

Bard Conversion

https://homebrewery.naturalcrit.com/share/H1Xtk9JmxB

This second version has been updated with a wonderful song player created and sung at the playhouse show in the nomad, today by our own Lyric Moonwhisper aka Lyric.

https://homebrewery.naturalcrit.com/share/H1Xtk9JmxB
Last edited by Ebonstar on Sun Jun 30, 2019 8:28 pm, edited 2 times in total.
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Re: About this Project

Post by Ebonstar » Fri Jun 28, 2019 6:29 pm

Yes I can sign

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Re: About this Project

Post by Ebonstar » Fri Jun 28, 2019 6:45 pm

Yes I can sign

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Re: About this Project

Post by Ebonstar » Fri Jun 28, 2019 7:08 pm

Yes I can sign

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Re: About this Project

Post by Ebonstar » Sat Jun 29, 2019 8:27 am

Yes I can sign

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Re: About this Project

Post by Ebonstar » Wed Jul 03, 2019 1:46 am

Yes I can sign

Nevrus
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Re: About this Project

Post by Nevrus » Wed Jul 03, 2019 7:47 am

Wizard
Key Mechanics at Level 20:
BAB: 10/5
HP: 80+20xConstitution
Saves: +6 Fort, +6 Reflex, +12 Will
Skills: 40 + 20xIntelligence: Concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft

The Traveler
There's a certain place that can be reached, through the fractured magical veils of this western sea, if you put yourself in the right state of mind at the right place, that leads to all others. This place is in all of those places and none of them; in all of those times and none of them. It always is, always has been, and always will be, far after all else isn't.

It was there that I met the traveler, bespectacled and in comfortable clothes for walking. She seemed like she had seen it all, but she assured me not even gods had seen it all, and could not, and while she would try, and has been trying for centuries, she had only managed to surpass the wanderings of half of the deities.

She told me of the places beyond she'd been; forests that stretched for thousands of miles, wastelands dotted with cages filled with the damned, oceans that lacked surfaces, surfaces that were upside down but you could stand on them regardless; she spoke of mountains of silver, swamps of acid, deserts of war, and any number of nightmarish configurations from a place that no mortal had ever seen the bottom of.

She wrote it all down, filed with the spells that would let her traverse it, let her overcome it. The creatures she met there, and the true names she used to call them. The feelings she felt there, and the movements she could use to recall them. The knowledge she found there, and the words that would make it real elsewhere. All in that little book, a lifetime of learning and studying; it was magic, but it was reality; rather it was the reality that always existed and was just waiting for someone to remind it of that fact.

She quickly traveled on, and I feared to follow: for unlike me, she was prepared.

Overview:
Magic is everything. Magic is in every stone, every breath of air, every creature that moves, every creature that will never move again. It's the fabric through which all things take form, through which all things can be understood, altered, dominated. Information, knowledge, secrets, truths, axioms, danger, temptation, ruination; to study magic is to know all these things, and to always learn more. Wizards devote their life to studying magic, and inscribing every spell they come across into their spellbook; with this power, they learn more of magic, or enforce their will on the world. Wizards are a diverse lot, but tend towards selfishness and lonesomeness; long years of study to even step foot in the realm of wizardry can make even the darkest spell tempting to learn, use, and master, and even the most megalomaniacal ambition seem achievable with just the right spell. They sometimes focus in a particular school of magic, giving up another for greater mastery. Those who follow the path to the end gain reality-altering powers that have in the past surpassed gods, and may again in the future.

Key Mechanics:
School Specialization - Wizards can be Generalists, equally capable of all spell schools, or specialize in a certain school, gaining one additional spell cast per level but losing access to all the spells of another school. The schools are:
*Abjuration - Spells that protect, or that undo magic. Loses Conuration.
*Conjuration - Spells that summon creatures and matter. Loses Transmutation.
*Divination - Spells that reveal information about past, present, and future. Loses Illusion.
*Enchantment - Spells that affect the minds of other creatures, positively or with manipulation Loses Illusion.
*Evocation - Spells that create objects or energy, especially damaging energy. Loses Conjuration.
*Illusion - Spells that conceal, mislead, and deceive. Loses Enchantment.
*Necromancy - Spells that manipulate life and death, especially undead. Loses Divination.
*Transmutation - Spells that enhance, detract, and change. Loses Conjuration.
Arcane Spellcasting - Wizards are capable of casting spells up to 9th level as they level up. Casting 9th level spells requires an Intelligence score of at least 19, and high intelligence improves the DC of saves targets must make to resist spells as well as the number of spells that can be prepared each day. Wizards must prepare a set list of spells, but can change their prepared spells each rest.
Spells of 7th level and higher cost Spell Reagents to cast, based on level. These can be crafted by players.
Spellbook - Wizards can learn any wizard spell, as long as it's not from a prohibited school, by studying the spell from a scroll. They must be able to cast the spell's level in order to learn it. They must prepare the spell they learn to cast it, but they can learn every wizard spell available with enough scroll-hunting. They learn new spells every time they level up.
Summon Familiar - A wizard can summon a familiar, a small magical creature that acts as their companion. They can see through their familiar's eyes by possessing it, and the familiar improves as the wizard gains levels.
Scribe Scroll - Wizards can scribe their spells into scrolls so long as they find appropriate paper. This takes gold and experience, and uses that spell's preparation for the rest.
Bonus Feats - As wizards progress in level, they can occasionally take bonus feats. These feats are related to improving casting, item creation, metamgic, and spell school focus.
Infinite Casting - Sorcerors that acquire Greater Spell Focus feats gain the ability to cast an infinite number of a certain spell each day, based on the school focused in:
Abjuration: Endure Elements - Elemental Damage Reduction
Conjuration: Melf's Acid Arrow - Single-target acid damage with short continued damage.
Divination: See Invisibility - Detect invisible (but not stealthed) targets as though they weren't invisible.
Enchantment: Blindness/Deafness - Target must make a save or become blind and deaf, gaining massive penalties to combat and detection.
Evocation: Magic Missile - Guaranteed Magic damage against one or several targets.
Illusion: Color Spray - Cone attack that causes stun on a failed will save.
Necromancy: Ray of Enfeeblement - Deals Strength damage to a living target that fails a fortitude save.
Transmutation: Burning Hands - Cone of fire damage that does not damage friendly targets.

Path Option: Shadow Mage
There exists a separate source of magic from Mystra's Weave, one waiting for those devoted to Lady Night to tap into it - the Shadow Weave. The Shadow Weave is a secret source of magic that exists in the gaps between the leylines of Mystra's Weave, hidden from her view and controlled exclusively by Shar. Mages faithful to Shar can become Shadow Mages, gaining more power in certain schools at the expense of others.
Deity Restriction: Shadow Mages must worship Shar.
Evocation Restriction: Shadow Mages cannot cast any Evocation spell except Darkness.
Wild Magic Restriction: Shadow Mages cannot become Wild Mages, and in zones of wild magic, they cast normally.
Spell Bonuses: Shadow mages gain +2 to the save DC of any Illusion, Enchantment, or Necromancy spell they cast.
Shadowdancing: Shadow Mages can become Shadowdancers without meeting any of the requirements. They gain an additional +1 spellcasting level for each Shadowdancer level they take. Their Shadow lacks Sneak Attack.
Hide in Plain Sight: At level 20, Shadow Mages gain Hide in Plain Sight as though they were a qualifying Shadowdancer.

Path Option: Wild Mage
Wizardry is a very formal discipline, requiring intense study, concentration, and control to safely wield. Wild mages, while they wield the same magic as wizards, forsake intense study, concentration, and control to instead tap into the Source, the beating heart of energy from which all magic springs forth, to weave magic that is terribly unsafe, wildly unpredictable, and exceptionally enjoyable at the expense of others and themselves.
Wild Surge: By using the -surge command, a wild mage can guarantee their next spell will have a random secondary effect on the target. This could be beneficial or detrimental, potentially immediately winning a battle or immediately killing everyone in sight, or somewhere in the middle. As the wild mage grows in level, their surges become more powerful- both the beneficial and detrimental effects. They can use this command more times per level as they level up.
Greater Wild Surge - Every single spell a wild mage casts has a 5% chance to trigger a Greater Wild Surge. This both triggers the effects of a Surge, and has a chance to refund the spell used to trigger the surge. Lower level spells are always refunded; higher level spells are more likely to be refunded based on the wild mage's level.
Prismatic Spray - When the Wild Mage casts the spell prismatic spray, it attempts to affect each target twice.
Chaos Shield (Level 9): By using the command -chaos, wild mages can increase their chance to surge by 2% for each wizard level they have. Every 10% increased chance will add 1 to the DC of any negative effects of wild magic surges. At level 28 the maximum surge increase becomes 90%. The increase to chance can be specified to lower than the maximum by typing the desired % increase after the command, such as -chaos 37 will increase the chance by 37%. This can be switched on, off, or changed only once every minute. Surges that occur while Chaos Shield is active do not refund spells, and cannot be specified with Fatidicdal Manipulation.
Fatidical Manipulation (Level 21): By using the command -fate, a wild mage can take some control of chaos, and be more specific with what surges occur. By specifying a number after -fate, they can pick where on the wild surge table the surge will start, and it will roll between that number and seven after, reducing by one less possible result per additional level until a surge can be perfectly selected at level 28. Certain highly beneficial effects cannot be fated, and destructive surges that lack saves will require saves when fated.
Wild Surge Table: See the wiki for more information.

Path Option: Spellsword
There are some who see magic not just in the manifestation of a spell, but in the artful dance of melee combat. Those who wish to combine both become Spellswords, a unique discipline that's wickedly versatile but lacks in the truest mastery of either form.
Requirement: Only generalist wizards can become spellswords. All wizard levels become spellsword levels upon taking this class.
Restrictions: Spellswords can never summon creatures or other summons, with the exception of their familiar. They must also choose a non-conjuration spell school to give up upon becoming a spellsword. They do not gain the epic spell focus commands, and the only epic spell they can learn is Epic Mage Armor.
Key Mechanics at level 20:
BAB: 15/10/5
HP: 160+20xConstitution
Bonuses: Gain Simple and Martial Weapon Proficiency, Light and Medium Armor Proficiency, Uncanny Dodge, 5% arcane spell failure reduction to armor.
AC Bonus: If a Spellsword has an empty offhand, they gain bonus shield AC, up to their intelligence modifier. The maximum bonus of this starts small and scales with wizard levels.
Mage Armor: As spellswords level up, the spell Mage Armor's defensive benefits improve. This requires the majority (more than half) of the character's levels to be wizard levels.
Imbuing: Spellswords can imbue their melee weapons with magic, granting them extra effects. To do so, they must cast a damaging spell on an equipped weapon, and they must be the one wielding it. Higher level spells grant greater effects.
Bonus Damage: The imbued weapon deals bonus damage of the type imbued.
Extra Effects: Once every two seconds, an imbued weapon that hits will deal an extra on-hit effect, based on damage type.
*Magic: Breaches a defensive spell and the target must succeed on a will save or have reduced SR. The reduced SR effect stacks.
*Acid: The target must succeed on a reflex save or have reduced attack bonus.
*Cold: The target must succeed on a fortitude save or lose one attack per round and have their movement speed reduced by 50%.
*Electric: Orbs of lightning fly out and strike nearby targets, dealing electric damage on a failed reflex save. Targets that fail this save must then make a will save or receive -1 to all saves. The save reduction stacks.
*Fire: Targets must succeed on a reflex save or have their armor class reduced.
*Negative Energy: Targets must succeed on a will save or take bonus negative energy damage, which heals the spellsword.
*Sonic: Targets must succeed on a will save or be silenced for one round.
Greater Imbuing: At level 21 spellswords can imbue two effects into a weapon at the same time.
True Strike: Spellswords that cast True Strike will trigger their extra effects on every hit while it's active, ignoring the 2 second cooldown. It also grants one extra attack per round while active.
Epic Mage Armor - This epic spell will only grant +4 AC of each type to a spellsword but will also grant +4 AB.
Delayed Proficiency - Spellswords count their AB based on the wizard progression rather than the spellsword progression for the purposes of feats. An AB requirement of 6 would require 12 instead of 8 spellsword levels.
Smells of saltwater.

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Ebonstar
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Re: About this Project

Post by Ebonstar » Thu Jul 04, 2019 12:13 am

Yes I can sign

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Re: About this Project

Post by Ebonstar » Thu Jul 04, 2019 12:31 am

Yes I can sign

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Ebonstar
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Re: About this Project

Post by Ebonstar » Thu Jul 04, 2019 1:53 am

Yes I can sign

Nevrus
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Re: About this Project

Post by Nevrus » Sat Jul 06, 2019 3:59 am

Sorcerer Conversion
https://homebrewery.naturalcrit.com/share/SyD9Kcalr

I found and replaced every sorcerOr with sorcerEr but I'm not happy about it. O is cooler.
Smells of saltwater.

Nevrus
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Re: About this Project

Post by Nevrus » Sat Jul 06, 2019 6:55 pm

If there's anything else I can work on let me know!
Smells of saltwater.

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DM Titania
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Re: About this Project

Post by DM Titania » Mon Jul 08, 2019 1:34 am

Races mostly, especially monster ones!
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Nevrus
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Re: About this Project

Post by Nevrus » Mon Jul 08, 2019 3:31 am

Smells of saltwater.

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