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Author Topic: Welcome to Kramerland Part III...  (Read 906 times)

Sacrificial Lamb

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Welcome to Kramerland Part III...
« on: October 22, 2010, 05:12:10 PM »

And so it begins...

...our hybrid AD&D campaign will now be a hybrid 3.x campaign. Our AD&D campaign is being converted to 3.x. The players will be using mostly 3.5 rules for character creation, though Mutt's character, Glint, will be created using custom rules explained below. Additionally, we're using a couple other products:

* GameMastery Critical Hit Deck:
* GameMastery Critical Fumble Deck:

As a DM, I'm going to use a highly-streamlined version of the 3e rules for NPCs, because character creation for monsters and NPCs is a long, painstaking process, and I don't wish to spend every waking moment of my life preparing material for the game. This also won't make NPCs either stronger or weaker in combat, but just easier for me to adjudicate during play, so be warned...

Okay. Last week, Mutt had a cute little conniption fit because he didn't like how his character was converted to 3.x. Despite your irritating behavior last week, Mutt, I have decided to cut you some slack. Listed below is a conversion of your AD&D Skills & Powers character to 3.x rules. I covered practically everything there to the best of my ability, and spent many hours working on this, so there better not be any more complaints, pouting, or diaper-wetting. Take note that the produce flame spell does not seem to set people on fire in this system, and I'm having your character receive the base attack bonus of a Cleric, due to a desire to keep this class from being utterly ridiculous. There are no 90% immunities in this game, because actions and resistances are converted to a d20, so that stuff has been changed to a d20 modifier. Writing this took a great deal of if all this doesn't please you, Mutt, then honestly, I give up.

Anyway, this is neither a balanced class nor balanced race for 3.5, and both are in fact, more powerful than they should be, but I'm allowing you this much latitude, Mutt, because you don't have enough mastery over this game system to destroy my campaign, so I'm not particularly worried.

Even though I can copy and paste pure text, I don't know how to create tables on this site, nor do I know how to copy and paste the tables I wrote up in OpenOffice, so I'll just have to slightly modify and abbreviate what I wrote in OpenOffice. Here it is below...


[1.] +2 Dexterity, -2 Constitution: Grey Elves are more graceful, but less robust than Humans.
[2.] Medium: As Medium-sized creatures, Grey Elves have no modifiers due to their size.
[3.] Speed: Base land speed is 30 feet.
[4.] Immunities: Immunity to magic Sleep and Charm effects.
[5.] Infravision: Grey Elves are able to see in normal darkness up to 60 feet without light. Strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so Infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by Infravision.
[6.] Weapon Proficiency: Grey Elves receive the Martial Weapon Proficiency feats for the longsword, shortsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats, as they value the arts of swordplay and archery.
[7.] Weapon Expertise: Grey Elves receive a +1 bonus to attack rolls with the weapons listed above.
[8.] Stealth: +4 bonus to Hide and Move Silently checks when not wearing metal armor, unless it is an Elven Chain Shirt or Elven Chainmail.
[9.] Portal Awareness: A Grey Elf who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. He also receives a +4 bonus to Search checks when seeking secret or concealed doors.
[10.] Necromantic Resistance: Immunity to energy-draining, ability damage, and ability drain effects. Grey Elves also receive a +4 racial saving throw bonus against necromancy spells and effects.
[11.] Automatic Languages: Common, Draconic, and Elven.
[12.] Bonus Languages: Any (other than secret languages, such as Druidic).
[13.] Favored Class: Any.


Dark Paladins have the following game statistics.

Abilities: Wisdom determines how powerful a spell you cast, how many spells  you can cast per day , and how hard those spells are to resist. A high Constitution score improves your Hit Points, and a high Charisma score improves your ability to turn undead.


Hit Die:

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the Dark Paladin.

Weapon and Armor Proficiency:
You are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Aura (Ex): A Dark Paladin 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). Dark Paladins who do not worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A Dark Paladin casts divine spells (the same type of spells available to a Cleric or Druid), which are drawn from his own spell list. Take note that his alignment might restrict him from casting certain spells opposed to his moral or ethical beliefs.

To prepare or cast a spell, a Dark Paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0 level spells, Wis 11 for 1st level spells, and so on). The Difficulty Class for a saving throw against a Dark Paladin's spells is 10 + the spell level + plus the Dark Paladin's Wisdom modifier.

The Dark Paladin casts a limited number of spells of each level per day. Additionally, he receives bonus spells per day if he has a high Wisdom score. He does not acquire spells from books or scrolls, nor does he prepare them through study. Instead, he meditates or prays for spells, receiving them through mystic insight, strength of faith, or divine inspiration. The Dark Paladin may prepare and cast any spell on the Dark Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Turn or Rebuke Undead (Su): Any Dark Paladin, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.

A good Dark Paladin (or a neutral Dark Paladin who worships a good deity) can turn or destroy undead creatures. An evil Dark Paladin (or a neutral Dark Paladin who worships an evil deity) instead rebukes or commands such creatures. A neutral Dark Paladin of a neutral deity must choose whether his turning ability functions as that of a good Cleric or an evil Cleric. Once this choice is made, it cannot be reversed. A Dark Paladin may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Dark Paladin with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Weapon Focus:
You gain weapon focus, as a bonus feat.

Weapon Specialization:
You gain weapon specialization, as a bonus feat.

Signature Weapon: Choose one type of weapon, such as a longsword, or even an unarmed attack. This is your signature weapon, with which you are able to deliver more attacks per round. It provides you with an additional attack every round at your highest base attack bonus. The weapon must be one that you are proficient with.

Aura of Courage (Su): The Dark Paladin is immune to fear (magical or otherwise). Each ally within 10 feet of you gain a +4 morale bonus on saving throws against fear effects. This ability functions while you are conscious, but not if you are unconscious or dead.

Talent: A talent allows you to choose one of the following abilities at 1st level, 2nd level, and every two levels thereafter...

* Signature Weapon: You may gain the benefit of another signature weapon, in addition to the one you have now.

* Planar Ally (Sp): Once per day, you may use the equivalent of the planar ally, lesser spell, except that you may summon a creature equal to less than your Dark Paladin level plus two, and you pay no xp cost for doing so. Though this is a spell-like ability, it takes 10 minutes to summon the Elemental or Outsider, just like the spell. If you choose this ability more than once, then you can use it an additional time per day.

* Exotic Weapon Proficiency: You gain a bonus exotic weapon proficiency feat.

* Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).

* Identify (Sp): You may use up one of your daily turnings to use the equivalent of an identify spell, and doing so only requires a standard action.

* Regeneration (Sp): You gain something similar to a persistent regenerate light wounds spell that you may use only on yourself, though with some differences. Fire and acid deal normal damage to you, though if you lose a limb or body part, the lost portion regrows in one hour. You can reattach the severed member instantly by holding it to the stump. Damage dealt to you is treated as nonlethal damage, and you automatically cure yourself of nonlethal damage at a rate of 1 Hit Point per round.
Certain attack forms, typically fire and acid, deal damage to you normally; that sort of damage does not convert to nonlethal damage and so does not go away. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
Creatures with regeneration can regrow lost portions of their bodies and 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 do not deal hit point damage ignore regeneration. You must have a Constitution score to have the regeneration ability. You can increase your rate of regeneration by 1 Hit Point per round for every regeneration talent taken. If the power is dispelled or discharged, it can be activated again as a standard action one full minute later.

* Protection From Energy (Sp): You gain the equivalent of a persistant Protection From Energy spell that you may use only on yourself, as a spellcaster of your Dark Paladin level, but you must choose which type it protects you against, and the power will only protect you against that form of energy thereafter. The energy type cannot be changed, though a new energy type can be chosen when a new talent is chosen. If it is dispelled or discharged, it can be activated again as a standard action one full minute later.

* Trapfinding: Dark Paladins (and only Dark Paladins) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Dark Paladins (and only Dark Paladins) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Dark Paladin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

* Track: You gain track as a bonus feat.

* Extra Turning: You gain extra turning as a bonus feat.

* Obscure Knowledge (Ex): A Dark Paladin can make a special Obscure knowledge check with a bonus equal to his Dark Paladin level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful Obscure Knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Dark Paladin may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC        Type of Knowledge
10             Common, known by at least a substantial minority of the local population.
20             Uncommon but available, known by only a few people legends.
25             Obscure, known by few, hard to come by.
30             Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Base Attack Bonus: As Cleric.
Saving Throws: As Sorceror.
Spell Progression: As 2e Priest from AD&D, with some extra zero-level spells thrown in, as shown below.

Level...Number of Zero Level Spells


1st level: Signature Weapon, Talent, Turn or Rebuke Undead
2nd level: Talent, Weapon Focus
3rd level: Aura of Courage
4th level: Talent, Weapon Specialization
6th level: Talent
8th level: Talent
10th level: Talent
12th level: Talent
14th level: Talent
16th level: Talent
18th level: Talent
20th level: Talent



Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Know Direction: You discern north.
Light: Object shines like a torch.
Message: Whispered conversation at distance.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.


Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Identify: Determines properties of magic item.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Regenerate Light Wounds: Regenerates 1d8 damage +1/level (max +5).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.


Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Chill Metal: Cold metal damages those who touch it.
Consecrate: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gentle Repose: Preserves one corpse.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Regenerate Moderate Wounds: Regenerates 2d8 damage +1/level (max +10).  
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.  
Shield Other: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.


Animate Dead:
Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.  
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. Radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding: Inscription harms those who pass it.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.      
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.  
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Regenerate Serious Wounds: Regenerates 3d8 damage +1/level (max +15).
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.  
Stone Shape: Sculpts stone into any shape.  
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.


Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Restoration: Restores level and ability score drains.
Scrying: Spies on subject from a distance.
Spell Immunity: Subject is immune to one spell per four levels.


Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Control Winds: Change wind direction and speed.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow: Designates location as holy.  
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: As many as eight subjects travel to another plane.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.  
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin: Ignore 10 points of damage per attack.  
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Stone: Creates a stone wall that can be shaped.

Banishment: Banishes 2 HD/level of extraplanar creatures.  
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Dream: Sends message to anyone sleeping.
Find the Path: Shows most direct way to a location.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Legend Lore: Lets you learn tales about a person, place, or thing.
Move Earth: Digs trenches and builds hills.
Nightmare: Sends vision dealing 1d10 damage, fatigue.  
Planar Ally: As lesser planar ally, but up to 12 HD.  
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.


Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.  
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fire Storm: Deals 1d6/level fire damage.  
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.  
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.


Regenerate Light Wounds
Conjuration (Healing)
Level: Dark Paladin 1
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell remains dormant until the target is wounded. At that time, he heals back one point each round, starting immediately upon being wounded and again at that point in each following round, until the spell’s rolled limit is reached or the target is completely healed. Any points remaining when the target is completely healed are lost. In either case, the spell ends at that point.

Regenerate light wounds heals up to 1d8 points of damage +1 point per caster level (up to +5). If the creature to be affected is already wounded when the spell is cast, the regenerate light wounds spell immediately begins to function. No more than one regenerate wounds spell may be on a character at once. If a second is cast, the first is lost unless the first is of a higher category (see regenerate moderate wounds, et al).

Regenerate light wounds only lasts up to one hour per caster level. If it is not activated in that time, the spell is lost.

Regenerate Moderate Wounds
Conjuration (Healing)
Level: Dark Paladin 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell functions as regenerate light wounds, but heals 2d8 points of damage +1 point per caster level (up to +10). In addition if the target suffers a "bleeder" critical hit result while under the effects of this spell, it is lowered by one die.

Regenerate Serious Wounds
Conjuration (Healing)
Level: Dark Paladin 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)

This spell functions as regenerate light wounds, but heals 3d8 points of damage +1 point per caster level (up to +15). In addition if the target suffers a "bleeder" critical hit result while under the effects of this spell, it is lowered by two dice.


Lethean Giantkiller Blade: A Lethean Giantkiller Blade is a longsword specifically designed for killing gigantic monsters, inflicting 1d8 damage against Medium-sized and smaller creatures, and 1d12 damage against Large-sized and larger creatures. Creatures proficient with a longsword are always proficient with a Lethean Giantkiller Blade. These weapons are always masterwork weapons, providing a +1 enhancement bonus on attack rolls.

Martial Weapon: Lethean Giantkiller Blade
Cost: 915 gp
Dmg (S): 1d6/1d10
Dmg (M): 1d8/1d12
Critical: 19-20/x2
Range Increment: -
Weight: 4 lbs
Type: slashing

Elven Chain: Elven Chain is an armor designed by the Elves, who utilize a semi-mystical process to make the interlocking metal rings lighter and stronger, and make the armor more flexible. Such armor can only be designed by Elves or Half-Elves. There are two types of Elven Chain: a chain shirt and chainmail, and it can be enchanted, as it is automatically considered a masterwork item. Elves and Half-Elves with light armor proficiency have no arcane spell failure chance while wearing this armor. Elven Chain is rarely given or sold to non-Elves.

Light Armor: Elven Chain Shirt
Cost: 1,450 gp
Armor Bonus: +4
Maximum Dexterity Bonus: +6
Armor Check Penalty: +0
Arcane Spell Failure Chance: 0%/10%
Speed (30 ft): 30 ft
Speed (20 ft): 20 ft
Weight: 10 lbs

Light Armor: Elven Chainmail
Cost: 2,250 gp
Armor Bonus: +5
Maximum Dexterity Bonus: +4
Armor Check Penalty: +0
Arcane Spell Failure Chance: 0%/20%
Speed (30 ft): 30 ft
Speed (20 ft): 20 ft
Weight: 20 lbs
« Last Edit: October 26, 2010, 10:39:34 AM by Sacrificial Lamb »

Sacrificial Lamb

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Welcome to Kramerland Part III
« Reply #1 on: October 22, 2010, 06:04:13 PM » is the spell progression for the "Dark Paladin". It's derived from the spell progression of the 2e Priest, except with some zero level spells added in. So here we go...


« Last Edit: October 22, 2010, 06:06:47 PM by Sacrificial Lamb »

Sacrificial Lamb

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Welcome to Kramerland Part III
« Reply #2 on: October 22, 2010, 08:11:31 PM »
All right. Just to sum up what I've written, Mutt's character, Glint, currently has these benefits:

* d12 hit dice
* proficiency with all simple and martial weapons
* proficiency with all armor and shields (but not tower shields)
* ability to cast spells as a divine spellcaster
* necromantic resistance (immune to energy draining, ability damage, and ability draining; +4 bonus vs necromancy spells and effects)
* a longsword that inflicts 1d8/1d12 dmg (1d12 dmg against large-sized creatures)
* armor that doesn't interfere with skill checks
* special abilities regarding secret and concealed doors
* infravision
* two attacks per round
* weapon specialization
* regeneration (this can potentially be dispelled; take note that Glint can still die if someone spends a full round engaging a coup de grace against him when he is unconscious; please don't bitch about it, Mutt...that's how regeneration works in 3.x)
* protection from fire (this can potentially be dispelled; this spell-like power is covered by the protection from energy talent)
* produce fire spell (it's on Glint's spell list, but it does not set people on fire in 3.x)
* immune to fear (see aura of courage class ability)
* trapfinding (as a Rogue/Thief)
* immune to magic Sleep and Charm effects
* stealth bonuses in non-metal armor or in Elven Chain
* +1 bonus to longswords, shortswords, longbows, and shortbows

There's more, but you can see the basics here...

Sacrificial Lamb

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Welcome to Kramerland Part III
« Reply #3 on: October 22, 2010, 08:45:57 PM »
The maps we scanned over at MeatLips's place all blurred out, and, for reasons that escape me. In any case, the PCs were leaving the town of Bresby, and were in full pursuit of the Leprechaun, Lucky Shortlegs Finnegan. The chase lead them to a bridge, where they found two sinewy Trolls smashing a larger-than-life wooden statue of...a Leprechaun. ;) Ok, here's the map of the bridge. Take note that this scan does not properly convey what it really looks like...

The PCs defeated the Trolls...
« Last Edit: October 23, 2010, 12:04:23 AM by Sacrificial Lamb »

Sacrificial Lamb

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Welcome to Kramerland Part III
« Reply #4 on: November 01, 2010, 01:38:58 PM »
I'm leaving for the airport within the hour, and only have minutes to write this, so I'll make this quick.

Last session, the PCs were chasing down a Leprechaun that pilfered Glint's mask. They saw the little fellow spontaneously vanish while fleeing from a melee between two Orcs, and a sword-wielding man with glowing eyes...

Glint addressed the combatants, and persuaded them to stop attacking each other, when the gentleman with the glowing eyes suddenly turned tail, and chased after the Leprechaun. The Orcs saw their quarry running away, so they followed. So did the PCs...

The man ran around the corner of a crumbling stone wall, and the PCs then suddenly heard and saw this explosion of fire. They could smell brimstone and ash. The PCs peeked around the corner, and saw the man standing at ground zero of a circular patch of scorched earth. Surprisingly, he was completely unharmed.

The PCs could see a huge regiment of Orc soldiers in the distance, and a Half-Orc in dark robes hovering in the air behind them. The PCs ask the two Orcs who the identity is of the hovering fellow, and they tell them that his name is Thorgrin, a Half-Orc Wizard of considerable power, and the Orc soldiers are his retainers. They also inform them that the man is actually a demon of some sort, in Human form. At that point, the two Orcs decide to leave before things get too bloody. The Orcs attack.

I don't have time to write this up in detail, but I can only say that while some of the Orcs attack the demon dude, the rest of them swamp the PCs. Ord, Alicia, and Jocelyn get mulched, especially after Ord explodes in a ball of fire when he gets impaled by one of the Orc soldiers.

Even worse, the Half-Orc Wizard, Thorgrin polymorphs Glint into a frog! :(

The PCs retreat, carrying the bodies of their comrades with them. Glint is zapping the Wizard with lightning, as he can still somehow speak (and gesture), but he's in a dangerous position right now.

To cover their retreat, Dante transforms into a Rhino and engages the Orcs...! Dante almost dies..

Anyway, I'm leaving a bunch of stuff out, but those are the basics. There should be more to come in another week or two when I get back from my vacation...


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Welcome to Kramerland Part III
« Reply #5 on: November 01, 2010, 11:45:12 PM »
To cover their retreat, Dante transforms into a Rhino and engages the Orcs...! Dante almost dies..

Yea, like the three critical hits he got that resulted in him loosing his ear and driving his Charisma down to 7 and a -1 to listen checks.