Wednesday, 3 December 2014

A World in Flux.

I've just been looking back over the past three years of posts and thought that I would do an update on the state of play with my Pathfinder Beginner's Box stuff. I've realized that D&D is never a fixed state and constantly mutates as new ideas come and go and so my house rules will always be in constant flux. Looking forward to next year to see what changes will occur...

Campaign Rules
http://www.4shared.com/office/iNu-op7Ice/Solpertaine_v2.html

Character Sheet
http://www.4shared.com/office/tfKQ_znxba/Pathfinder_Basic_Character_She.html

Atlas
http://www.4shared.com/office/TpzbwTqmba/Solpertaine_Atlas.html

Ed O'War's Consolidated Classes
http://www.4shared.com/office/nNu_hBQXba/PFBB_Consolidated_Class_Conver.html

Art, Maps, Dungeons and Stuff
https://www.pinterest.com/?username=akaken23




Wednesday, 1 October 2014

Gaming Shelves Oct '14

 Had a bit of a sort out after the annual holiday and bought some new shelving units. Looking good so far...







Found Advanced Heroquest at a car boot sale for £5! Am enjoying reading the new Elfquest compilation at the mo'. Never read it before and I'm loving it.

Thursday, 3 July 2014

I've been doing excellent shopping.

Yesterday I took some garden waste down to the local tip. Whilst there I popped into the tip shop to have a browse and came away with this little haul.


£10! 

Thursday, 19 June 2014

More Arcane Magic for Pathfinder Basic

Fey Bloodline
The capricious nature of the fey runs in your family.

Class Skill:                    Nature
Bonus Spells:               3rd Level Mount, 5th Level Hideous Laughter
Additional Powers:     When you cast a spell with a Will save increase the spell's DC by +2
Laughing Touch:          At 1st Level you may cause a creature to laugh for 1 round as a melee touch attack. A laughing creature may only take a move action and is then immune for 24 hours. May be used once per encounter.
Woodland Stride:       At 3rd Level you may move through any undergrowth at normal speed without taking damage.

Diviner
Restricted Spells:       Disguise Self, Invisibility, Displacement, Feather Fall, Knock, Levitate, Fly, Haste
Forewarned:                You may always act in a surprise round even if you fail your Perception roll but are still flat footed. Also you may add half of your Wizard level (min +1) to Initiative.
Bonus Spells:              1st Level – Detect Secret Doors
                                      3rd Level – See Invisibility
                                      5th Level – Clairvoyance

Enchanter
Restricted Spells:       Detect Secret Doors, Cause Fear, See Invisibility, False Life, Clairvoyance, Vampiric Touch
Enchanting Smile:      +2 on Bluff, Diplomacy and Intimidate skills. Add an extra +1 per 5 levels.
Bonus Spells:              1st Level – Charm Person
                                      3rd Level – Hideous Laughter
                                      5th Level – Suggestion

Necromancer
Restricted Spells:       Alarm, Feather Fall, Resist Energy, Cat's Grace, Knock, Levitate, Dispel Magic, Fly, Haste
Power Over Undead: You may Turn Undead once per encounter (DC10 + ½ Level + Charisma Modifier).
Bonus Spells:              1st Level – Cause Fear
                                      3rd Level – False Life
                                      5th Level – Vampiric Touch


Thursday, 24 April 2014

Yaztromo the Sorcerer

Yaztromo - Guardian of the Dirkwood
5th Level Sorcerer

Str     8          Feats - Toughness, Improved Initiative, Dodge, Craft Wondrous Item
Int     10        Skills - Arcana +5, History +5, Intimidate +8, Craft +5
Wis   12        Powers - Arcane Bond, Increased DC of spells by +1
Dex   14
Con   13
Cha   16

Hp     30        Equipment - Spear, masterwork crossbow and bolts, potions of cure moderate and cure
AC    13                            serious wounds, 2 scrolls each of invisibility, acid arrow and web, bracers of
Fort   +3                            armour +1, wand of magic missile, cloak of resistance +1
Ref    +4
Will    +6        Spear - +2 to hit, 1d8-1 dam, Crit 20x3, Rng 20'
                      Crossbow - +6 to hit, 1d8 dam, Crit 19x2, Rng 80'

                      Spells - Detect Magic, Ray of Frost, Mage Hand, Read Magic
                                  Alarm, Disguise Self, Identify, Mage Armour
                                  Invisibilty, Scorching Ray, Resist Energy



Thursday, 3 April 2014

Travellers' Guide to Tydd Gote


  The County of Tydd Gote contains much that could harm the unwary traveller. Banditry is rife and the Svartalfar are a constant threat. Giant spiders menace the woodlands and strange lights and stranger creatures lurk in the swamps.
  Leaving the town of Tydd Gote on the coast and heading up river first takes you past fenland and into the Teeth of Gorand. Local legend tells us that Lugh once was travelling in the land and came upon the titan Gorand feasting upon a stag. Lugh hungered but Gorand was loath to part with any of his meal, especially to the rival of Erythnul. Lugh proposed a wager, that if Gorand could strike him he could have his magical spear, but if not then Lugh could have a portion of the meal. Gorand let out a mighty laugh and hurled a leg bone at the god, knocking off his helm. Lugh felt the furies take him and punched the titan square in the mouth, knocking out his teeth which now form these mountains.
  The dwarfen folk of this area are very reclusive and fearful, opening their halls only when necessary to trade supplies with chosen and trusted merchants as there is a tale that a vampire haunts the peaks, something the dwarfs take deadly seriously.
  The village of Stockflow lies on the meeting point of the River Foam and Droskar's Creek. Heading up creek will take you to a lumber camp and then into woodland that contains an abandoned dwarfen monastery and the lair of the witch Ulizmila.
  Continuing east along the River Foam leads to the town of Falcon's Hollow, center of Tydd Gote's lumber trade and last outpost before heading into the Hills of Mokyll. This town has faced many problems from attacks of orcs and ogres from out of the hills to creatures of the woods halting wood production to Cilhadrai attacking farmsteads and disrupting trade. But still it endures, shipping goods downriver through the gap in the teeth back to Tydd Gote.
  North-east of the Hollow is the Dirkwood, south-east lies the Hills of Mokyll where the giant Nosnra once held sway and between the two live the lizardfolk in the mire. These creatures care little for the affairs of men but are generally benign if approached respectfully.
  The plains to the north of Tydd Gote are rich for farming and the town of Sandpoint has grown into a prosperous and happy center of agriculture. Recently the citizens of this town have built a new temple to Idun and the air is full of celebration.

Sheriff Deldrin

Deldrin - Sheriff of Falcon's Hollow
4th Level Fighter

Str     16          Feats - Weapon Focus (longsword), Power Attack, Improved Initiative, Shield Focus,
Int     10                       Weapon Specialization (longsword)
Wis    12          Skills - Heal +6, Intimidate +4, Streetwise +4
Dex    13          Powers - Bravery, Armour Training
Con    14
Chr     8

Hp      36          Equipment - Full plate, shield, masterwork longsword, masterwork longbow,
AC     23                              potion of cure moderate wounds, potion of endurance
Fort    +6
Ref     +2           Longsword - +9 to hit, 1d8+5 dam, Crit 19x2
Will    +2           Longbow - +6 to hit, 1d8 dam, Crit 20x3, Rng 100'


Saturday, 29 March 2014

Friday, 28 March 2014

Sormav of the Hollow

Sormav - Magistrate Elect
4th Level Cleric of Hecate

Str      13          Feats - Scribe Scroll, Brew Potion, Extra Channeling
Int       10          Skills - Religion +5, Diplomacy +6, Heal +8, Insight +8
Wis    16           Powers - Channel Energy, Domains (Artifice and Knowledge), Spells
Dex      8                          Cast mending at will. Touch melee attack 1d6+2 damage vs objects and
Con    14                          constructs  (bypasses 4 pts of hardness and DR); touch a creature to get a
Chr     12                          knowledge check of 21 to find abilities and weaknesses.

Hp      31          Equipment - Full plate, shield, masterwork dagger, crossbow
AC     20                              5 scrolls of cure light wounds, potions of blur, levitate and fly
Fort    +6
Ref       0          Dagger - +5 to hit, 1d4+1 dam, Crit 19x2, Rng 10'
Will     +7         Crossbow - +2 to hit, 1d8 dam, Crit 19x2, Rng 80'

                         Spells - Detect Magic, Light, Read Magic, Stabilize
                                      Shield of Faith, Bane, Cause Fear, Doom
                                      Darkness, Hold Person, Spiritual Weapon