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<GM's NOtes: OK, people: It's Level-up time! End of chaper comes as soon as we get some loose ends ties up (deal with the Drow, get Prosper some healing, ponder what happened Tem (Tem's MIA, in case you hadn't noticed)... etc.
-Drek is now experienced enough that he can pick one of the following Ranger/Archer special abilities:
Bullseye: Any time the character to shoot an arrow at a target, he can shoot that arrow at a specific part of the target at only a slight increase in the difficulty of the shot. Without this ability, doing this kind of thing is much harder. This ability can be used at any time with no restrictions or associated fatigue.
Trick Shots: The character has leaned how to do various unconventional shots with his bow, including: Firing two arrows at a time at the same target and firing an arrow so it ricochets off another object and strikes the intended target. While these trick shot can be amusing to bystanders, at fairs, and in archery competitions they can also be handy to use in some tricky situations.
Uncanny Tracking The character is able to discern the passing and direction of any known quarry even if there are no tracks to follow. To do this, he need only know beforehand the general characteristic of his quarry (weight, height, ambulatory manner, etc.) and be in the general area (that is, 5 to 10 square kilometers, depending on terrain and the weather) that his quarry has passed through in the last two weeks. This ability can be used at will, with little or no preparation, and can be done on the move. It will not work in urban areas or while indoors, but it will work underground. It does not cause extra fatigue but the actual act of pursuing the quarry likely will be somewhat fatiguing.
Rapid Fire (2x) The number of arrows the character can notch and fire while using this ability is substantially higher than otherwise, up to double the normal amount he would be otherwise be able to shoot. This comes with a slight accuracy penalty, but it is no more fatiguing than normal-speed fire. This ability is required for learning the Rapid Fire (3x) and Spread Fire abilities that are available at higher levels. This ability may be used once per half-hour, for up to ten minutes at a time.
-Marcus is now experienced enough that he can pick one of the following Lizzardman-Fighter special abilities:
Beserker Rage The character can work himself into a rage, by means of which he will temporally gain a substantial increase his strength, fighting prowess, speed, ability to dodge, and tolerance for pain. While in this state, the character will experience difficulty in telling friend from foe, and is likely to attack whatever target of opportunity is in range once the initial target is either subdued, dead, or beyond attack. The rage will last for 10 minutes, at which time the character will be only temporarily fatigued (he will need to either rest for about five minutes or suffer a penalty to his speed and fighting prowness untill he does rest). This ability can be used once per half-hour, up to a maximum of five times per day. Note that the Mage spells "Charm Person", "Pool Of Calm" and "Sleep" and the Clerical spells "Calming Chime" and "Silent Stillness" can all negate this ability and return the character to a non-enraged state.
Lesser Cleave The character has become so proficient with his chosen weapons that he has learned how to attack several foes at once with one swipe of his weapon(s). Any time two or more foes attempt to melee with the character at the same time, the character may choose to attack two at the same time with no penalty to his fighting prowess. This ability is required for learning the Greater Cleave and Whirlwind Attack abilities at higher levels.
Blind Fighting The character has mastered the relevant techniques necessary to successfully fight while blinded or while fighting invisible opponents. Moreover, the character is never caught flatfooted or surprised by invisible opponents, and his fighting prowess is not lessened when fighting blind. The ability is always in effect, and does not cause any fatigue. This ability is required for learning the Blade Dancer and Silent Sword abilities at higher levels.
Micheal has now gained access to Basic Metamagical abilities. He may pick one of the following special abilities, as well as another cantrip from the previously-published list.
Planar Awareness This Metamagical Ability grants the Mage the ability to perceive and comprehend planes of existence beyond his own. A Mage who has this Metamagical ability can cast spells that Mages who do not have this ability cannot cast (he must still learn the spells normally, though.) They are: Planar Injunction, Planar Disjunction, Plane Walking, Dimension Door, Blink, Greater Projection Mirror Self, Teleport Self, Teleport Other, Mass Teleportation, Gate, Summon Glabazu, Summon Pit Fiend, Time Stop, Summon Greater Elemental (any), and Ethereal Body. This Metamagical ability can also be used to examine the other planes for signs of spellcasting effects orignating from those planes, but in and of itself this ability does not grant the mage the ability to actually leave this plane (that's what Plane Walking is for).
Quicken Spell This Metamagical ability allows the mage to casue any sustainabile spell he casts to become self-sustaining. If he chooses to do this, the spell leaves his controll and becomes a seperate entity out of the caster's control but still trying to full-fill the spellcaster's orignial intent <GM's Note: In effect, the GM decides what the spell does from then on>. Once a sustainable spell has been Quickened, the mage need no longer concentrate on the spell and is then free to cast spells that are exclusive-cast. The Quickened spell will continue to operate indefinately or until cancelled by the appropriate counter spell. The Mage can un-quiken and regain control of the spell by simply casting the same spell again with the Quickening effect as his target. This metamagical ability can be used at will, at any time, with no penalties to fatigue.
Magic Deffense A mage who has this Metamagical Ability can expend some of his willpower to attempt to casue an incoming hostile spell or spell -like effect to fail. The more powerfull the oposing spellcaster is, the harder it will be to casue his sopell to fail. This ability works on ANY kind of magic, and the ability is automaticly avilable even if the mage cannot see the source of the spellcasting nor trhe actual spell effect: It's enough to be the target of a hostile incomeing spell for this ability to be useable to the character.
Masking A mage who has this Metamagical ability can mask his effect on the Manasphere, effectively hiding his spellcasting signature from other Manashpere-aware creatures. This means that any time the character casts a spell he is harder for other mages to detect than he would otherwise be. However, plane-aware mages can peirce this masking by looking for the mage's impact on the Astral or Ethereal planes. Even then, however, a Masked mage is still very hard to detect. This Metamagical ability is always on and cannot be turned off or lessened, even when the Masked mage is not awake.
NOTE: Mages who have Masking can never gain Planar Awareness and vice versa; the two abilities are mutually exclusive.
Prosper and Acedia are now both experienced enough that they can pick two of the following Thief/Rouge abilities each:
Move without sound The rouge can move so softly that no one can hear him when he moves. This greatly improves the chances that the rouge will be able to sneak by undetected. This ability can be used at will, but might not always succeed.
Backstabing (4x) The rouge can backstab any opponent he has snuck up on undetected. If he succeeds, he does quadruple the damage he would do otherwise. This ability can be used whenever the rouge is hiding from hostiles. As the rouge gains experience, he gains access to more powerful versions of this ability
Hide in plain sight The rouge has studied enough misdirection techniquies that he can make himself unnoticed even when he is out in the open. He will blend into his surroundings and appear to be just be part of the scenery. The chance of success is directly proportional to the number of potential distractions in the area he wishes to hide in. This ability cannot be used when the rouge is actively trying to hide in the conventional sense. Moreover, this ability can only be used when the rouge has had an appropriate amount of time and material necessary to blend into his surroundings, and so it cannot be used in combat.
Hide in shadows This ability can be used by the rouge to make himself unseen by using shadow and darkness to full advantage. It can be used in concert with the Backstabing and Move Without Sound abilities, if the rouge has those as well. This ability must be actively used, and cannot be used if there is no shadow or darkness to hide in. One cannot Hide In Shadows and Hide In Plain Sight at the same time.
Espionage The rouge who has this ability has learned how to successfully pretend to be someone he or she isn't, how to spy on other people without being detected, and how to obtain secrets. Characters who don't have this skill are amateurish spies at best.
Detect/Remove Traps A rouge who has this skill knows what to look for and how to find and remove various traps without setting them off. This skill is always active unless the character is actively using some other skill or is involved in combat.
Eruantian may now choose to become a full-fleddged swordsman, pikeman, archer or maceman. (Means he becomes proficient with his chosen weapon type and looses his previous movement penalties when in armor). He also gains the following Special Skill:
The Ring Awakes Eruantian has discovered that he has a special connection to his magic ring. He can now use his ring to summon a blast of cold air directly from the ring. He is mystified as to why he didn't know how to do this before.
Hall just joined, so he donesn't have enough experience to level up yet.
And we're eagerly awaiting the appearance of a certain dwarf/cleric (druid?). Soonest.
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