On Neth 22, a plume of smoke visible from anywhere in the vale emanated from the fey glade. When the heroes investigated, they found it burned down. On Neth 24, flame drakes arrived at the community of Fort Thorn and attacked its people. Flame Drake Attacks On Neth 24, a group of four flame drakes attacked Fort Thorn. These attacks came without warning and in the middle of the day. The heroes were away exploring at the time, but they returned when they saw smoke emanating from the Fort. According to the Fort's defenders, the drakes did not land at all. Instead, they flew overhead hundreds of feet off the ground and breathed fireballs onto the community. These attacks continued for a couple of minutes, at which point the drakes flew away. This attack killed one of the townsfolk and set ablaze the visitors' barracks (where the heroes stayed) and the Fort's only shop, Wilderness Wares. According to the Fort's defenders the buildings were extinguished within minutes, but st...
Aura strong (two variable schools); CL 13th Slot none; Price +2 bonus; Weight N/A Each runeforged weapon opposes a school of magic. The wielder gains a +2 morale bonus on all saving throws against spells from the weapon’s opposed magic. All runeforged weapons are, to a certain degree, empathic. They enhance sin or virtue in those who wield them, so a fighter armed with a dominant weapon becomes more domineering than before, for example. Anyone wielding a runeforged weapon takes a –2 penalty on all Diplomacy checks, as her vices or virtues are magnified at the expense of personality. A creature that carries two runeforged weapons (even those of the same type) takes a –5 penalty on all attack rolls, Will saving throws, and skill checks, as her mind is constantly assailed by multiple empathic urges. Each of the seven Thassilonian schools of magic is opposed by a single runeforged weapon quality—each of these being the combination of that school’s opposition schools. The correct component ...
Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead , reincarnate , and resurrection , don’t work on an outsider. A different magical effect, such as limited wish , wish , miracle , or true resurrection , is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep. Chaotic: Chaotic creatures are usually outsiders native to the chaotic-aligned Outer Planes. Most chaotic creatures also have chaotic alignments; however, if their alignments...
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