tirsdag den 31. juli 2012
The Three Scrolls
Three ancient-looking scrolls found in a dungeon in the Silent Forest. Were in a (cursed?) scroll-case, that left a mark on the opener.
Magical Markings
Magical markings found on wall in a shrine to Asmodeus, in a dungeon in the Silent Forest.
fredag den 27. juli 2012
Buying potions
are looking for a rare potion, you need to ask around and see if anyone has the formula. If you are
looking for a rare and illegal potion, you need to visit the shadier side of town and see if someone is willing to share. Prices of rare and illegal potions may be higher than the price listed.
As dark elves, things a bit different. You may normally purchase common potions, as they are
available with your house. If you want anything other than common potions, your house may not have it, and getting it outside of the house means making a really good contact at another House or heading down to Scumtown, and try your luck there.
Common potions that are always available in a big city
Name Price Time
Animal Control 400 gp 4 days
Climbing 400 gp 5 days
Healing 400 gp 2 days
Sweet Water 500 gp 2 days
Water Breathing 500 gp 4 days
Fire resistance 500 gp 3 days
Flying 700 gp 5 days
Extra-Healing 800 gp 4 days
Rare potions that are not always available
Name Price Time
Heroism 500 gp 3 days
Invulnerability 800 gp 4 days
Speed 1.000 gp 5 days
Super-heroism 1.000 gp 5 days
Vitality 1.000 gp 6 days
Giant Strength 1.400-2.000 gp 8 days
Elixir or Health 2.000 gp 10 days
Rare potions that are generally considered illegal to purchase in good/neutral aligned cities
Name Price Time
Levitation 500 gp 3 days
Dimunition 500 gp 3 days
Gaseous form 600 gp 3 days
Clairaudience 700 gp 3 days
Clairvoyance 700 gp 3 days
Invisibility 700 gp 3 days
Philter of Love 800 gp 2 days
Polymorph Self 800 gp 6 days
ESP 1000 gp 5 days
Human control 1.000 gp 5 days
Posted with Blogsy
Researching new spells
First, one must find another spell. As a general rule, we should stick to not re-inventing everything, since the balancing of spells is very diffult. As such, if your caster wants a new spell, you should look at already published spells, such as those found in the Tome of Magic, Complete Wizards Handbook and the like. You pick a spell, and treat it as something your character has "invented" and then proceed to research it. If/when you succeed, you can add it to your spellbook/spell-list. In the case of clerics and priests, most spells from Tome of Magic are from spheres they can not cast. Thus, if you want the spell on your list, you need to be able to fit it to one of the spheres to which you have access.
All research must take place in a laboratory, where the researcher must spend 8 hours for it to count as a day. It is possible to interrupt research during the day, but nothing lower than 1/2-days will count towards the time needed to finish the spell. Spell research is lengthy and expensive.
Buying your own laboratory is expensive. A lab normally costs between 1000 og 10.000 gold pieces. The bigger and better the lab, the better chance of researching the spell. It is sometimes possible to rent a lab, but usually only if you have a very close connection to the person renting it out. Casters usually do not let anyone snoop around their precious labs. If at all possible such renting comes at a cost as well, never less than 1/10th of the value of the lab per week.
Then you need to research the spell. The normal price of spell research is 200-500 gp/spell-level/week. A spell takes a minimum of 1 week + 1 week/spell-level to research. So a 1st level spell takes a minimum of 2 weeks at 200-500 gp/week (400-1.000 gp) and a 3rd level spell takes a minimum of 4 weeks at 200-500 gp/week (800-2.000 gp) to research. The price of research is rolled random at the beginning of each week.
You must be able to pay the weekly rate at the start of a week for it to count. If you run out of money, it is possible to take up the research once you have gathered enough money to continue.
When the time is up (for example, the 2 weeks for a 1st level spell), the you and the DM rolls to see if the caster has made the new spell.
The roll is based on several things, such as the INT or WIS (depending on class) of the caster, his level, the level of the spell and of course the laboratory.
Chance to research a new spell in %: Lab modifier + INT + LVL - 2 x spell level
Lab modifiers:
1.000 gp lab: 10%
2.000 gp lab: 15%
3.000 gp lab: 20%
4.000 gp lab: 25%
5.000 gp lab: 30%
6.000 gp lab: 35%
7.000 gp lab: 40%
8.000 gp lab: 45%
9.000 gp lab: 50%
10.000 gp lab: 55%
If you fail your roll, you need to research for another week, paying the additional cost, before you may attempt to complete your research.
onsdag den 25. juli 2012
Spell-casting and interruption
Houserule
During a round in which you cast a spell, you have no DEX modifier to your AC until after you have completed your spell.
If you are hit before we get to the start of your initiative, you do not lose the spell you were about to cast, you are simply interrupted. If you are hit during the casting phase, you lose your spell.
Example: Jack wants to cast Cure Light Wounds - casting time 5. He rolls a 4 for initiative. If Jack is hit from initiative 0 to initiative 3, he is interrupted. If he is hit from initiative 4 to initiative 9, he is interrupted AND loses the spell from memory.
Just like all other house-rules, we will evaluate it at some point and decide whether we keep it or not.
I am also thinking about some sort of mechanic so that casters do not lose all their spells (automatically) when they are knocked unconscious. Maybe a hard INT-check (half stat) to keep each spell? Dunno, think about it, and we will talk about it at the table. Although we need to make sure we are not only giving stuff to the casters. It just seems a bit counter-productive that every time a caster goes down, a party has two choices. Drag around some dead weight for the rest of the day, or take a looong rest. But maybe it's just part of the 2e experience?
2nd session: The Witch and the dungeon
3rd Moon, 18th day, year 4553
The very next morning, the T'orghs get assigned a guide, a goblin named Rot. He leads the brothers towards the house of the witch.
After just an hour's march, the T'orghs (and Rot) run into 5 orcs. With the help of Rot, who manages (by dumb luck) to slay an orc in one stroke, the T'orghs quickly kill the orcs. They find 5 pp on one of the orcs, carefully wrapped in an old piece of cloth, as if they were his greatest treasure.
As it is getting dark, Rot announces they are close to the witch's house, and that he would prefer to stay andwait. The request is denied, and they all close in on the house. There is a debate on whether to just burn down the house, but in the end, the T'orghs settle on knocking on the door - perhaps the witch has useful information.
The witch, which turns out to be an elven-looking woman, greets them, and bids them inside. She admits that she has poisoned the water-supply of the goblins, and flat out refuses to reverse the poisoning. She does say that she has no issues with dark elves, and that the brothers are free to go.
Raheem takes offense at that, and they attack her. She quickly turns into her true form, revealing her to be a hag!
A short battle ensues and the hag yields, saying she will make it worth their while to let her live. Not everyone is convinced this is the smartest thing to do, but in the end, the fight stops. She tells them, that she recently found the entrance to an ancient place, a temple of some sorts. If they let her live, she will show them the entrance to said place, which surely has riches. When this isn't enough, she gives them 300 gp as well. At some point, she also makes a remark that infuriates Raheem and he attacks her. But before he can kill her, he is hit by her magical eye power, that paralyses him in fear for 3 days and Raheem drops to the ground like a sack of potatoes. His brothers make no move to defend him once they realize that he isn't dead.
3 days is a long time however, so they convince the witch, who call herself Alicia, to lift his condition, which she does by enspelling a necklace and brewing a foul-smelling potion, that after checking that it isn't poison, they let her give Raheem. Raheem has to wear the necklace for 3 days, unless he wants to be paralysed once again. "Remove the necklace before the 3 days are up, and you will find yourself on the floor, paralysed for 3 days".
After dealing with the witch, they send Rot on his way home, to deliver the message that the water soon will be drinkable. The T'orghs then carry Raheem a bit away, before they give him the potion. Then they head towards the temple.
3rd Moon, 20th day, year 4553
After walking through the forest for a couple of days, the terrain becomes more hilly, and they find a 80 feet deep ravine that is supposed to hold the entrance. They climb down, and easily find the entrance, but just as they approach it, they are assaulted by a swarm of aggressive bats. The fight is long and two of the brothers almost die to the bats, but in the end Taluzik and Tagar stand their ground and the swarm flees back into the caves it came from.
3rd Moon, 22nd day, year 4553
After a couple of days of rest and replenishing of spells, the T'orghs are ready to enter the temple. Luckily for them, the only creatures that found them during their rest was worgs, big wolves, but they couldn't get down into the ravine, so they just stood and howled at the dark elves.
Entering the dungeon, they quickly realised they had several options. They decided to move in a single file in the 10' wide corridors, changing side occassionally. First they went east, where they found a room with a semi-destroyed statue of a humanoid with elf-like form. It was impossible to see the features of the face, but it seemed like a statue of a male, who had been holding something in his right hand. That had unfortunately also been destroyed, whatever that was. Below the statue was engraved:
Our god, the L....The rest has been hacked away. The brothers searched for secret doors, but no luck. They moved back towards the entrance, and then north, going up the stairs. There they found a big room, with a few stone benches to the sides, and a big well-looking hole in the middle of the room. Along the edge of the "well" there was magical runes, or the remains of them. The wizardly brother (can't find name!) identified them as part of some sort of imprisonement spell. As they were considering climbing down the "well", they were attacked by 4 skeletons coming from one of the passageways to the north. Taluzik tried to command them, but to no avail. Then, almost as soon as the T'orghs had dispatched the first wave of skeletons, the second wave arrived, and then a third. Each time, Taluzik tried to command the undead, and each time he couldn't summon the force of will. But the T'orghs still managed to deal with the skeletons and then went north, to see where they were coming from. There they found the remains of an armory, filled with rusty and broken weapons.
Taking the third passageway to the north, they ended up in a library, filled with 12 armed skeletons. Luckily for the T'orghs, they could position themselves so that only 4, then 2 skeletons could get to them and fight. Taluzik tried to command them, but yet again, he could not summon Asmodeus' power to a sufficient degree.
After destroying the skeletons, they searched the stone shelves which held mostly ruined books and dust, but they did manage to find a scroll-case....
mandag den 23. juli 2012
More musings on dndnext monster design
Monster XP direct relation of power. That's pretty much always how it has been, up until 4e, where the xp was solely based of level (and type). While 4e certainly had many things right, this was not one of them. Even when following the narrow guidelines of monster building, it was very easy to build monsters who were much more lethal than other monsters of the same level. So going back to a system where the xp is not soly based on level, is a good thing in my mind.
Apparently there are 3 types of monsters now (instead of 4 in 4e). The mook (please change that name FTLOG), the elite and the solo. I love that they have kept the elite and solo monsters invented for 4e. Even though solos didn't always work, often requiring a lot of work-arounds to function optimally, they improved the DMs ability to make cool monsters. I am not sure how I feel about the types being tied to size. Mooks as small and medium creatures mostly works, but sometimes, at least in 4e, it was pretty cool to make a master swordsman as an elite creature. Now, as long as the above is just guidelines, it's all good, you can still do this. The problem is if it becomes a "rule" and there is an equivalent to the monster builder. On the other hand, making large creatures elite by default does make some sense.
Regarding the statistics, I am a bit torn. While I do like the narrower stat-range they have said they were introducing, mostly because fighters running around with natural STR30 just seems silly, I do think there should be a bit more leeway when it comes to monsters. In another word, I do expect a minotaur to be stronger than the strongest human. Then again, it might work as hill giants have STR 20. Minotaurs shouldn't be as strong as hill giants.
The article also tells us that monsters do follow some sort of realism again, meaning that the minotaur uses a greataxe and thus uses a d12 for damage (since the greataxe does 1d12 damage when a PC wields it), but because it is a large creature, it adds an additional die. This means we can guestimate other monsters, that we have not seen yet. For example, a huge frost giant wielding a greataxe with STR 22 will be doing 3d12+6 damage or a huge hill giant using a clue (and STR 20) will be doing around 3d8+5 damage. Although Mearls did mention the possibility of making it less accurate (and perhaps make it deal more damage?), so perhaps 4d8+5 or something. Is a club even d8? No idea, perhaps we are looking at 4d6+5 or something, although that would barely make it harder hitting than the minotaur. Anyway, I lost my train of thought there for a sec, but the point I was going to make was the following. While there will certainly be a lot who are happy that monster damage is once again more realistic, I am not one who cares. While there was other 4e-isms that broke my suspension of belief, monster damage was not one of them. I do like the simple rule of adding another die when it's made for a large creature. Should make it simple to use stuff like enlarge (maybe it will become "make large spell" instead) and so on.
In 3.x there was an issue with monsters with high CON-scores. If you leveled said monster, it would get a huuuuge number of hit points, as each die triggered the high CON hit point bonus. That problem was fixed in 4e, and it seems they have nerfed it even more now. The flattening of the stats combined with the fact that monsters get their con bonus on top of their hit point total (twice if they are elite, presumably x4 if solos), should ensure that we do not end up with monsters with an abnormal number of hit points, while still providing some variation.
I also really like that monster base HD is based on size, not on type. Somehow it just makes more sense. I had some trouble with huge or gargantuan lurker dragons in 4e which had hundreds of hit points less than other dragons of the same size and strength. Don't get me wrong, I am a big fan of the brute-controller-soldier-lurker-artillery templates, but I don't think hit points should necessarily be tied to them.
The bit about AC doesn't tell us much, aside from the fact that there are guidelines for which AC a monster of a certain level should have, and that there too, is now more realism in the AC than in 4e.
The abilities look easy to use and fun enough. But the minotaur was never the hardest monster to make suitable. Still looking forward seeing how they will make a complex monster, without making it too complex. I also look forward to the storehouse of iconic abilities, that sounds like all kinds of awesome for the DM. Most of all, I look forward to see how much of all these guestimates we will have to do ourselves and how much will be available as suggestions and explanations.
All in all, this was a much better "monster design" article than the previous ones, and it definitely helped me wrap my little head around their process. I am anxiously waiting for more, and definitely hope future playtests will incorporate some measure of monster building, just like character building will be available. After all, as a DM, I do 100 times more monster building than my players do character building.
lørdag den 21. juli 2012
The Iron Empire
At that time, Ra'kar was made up by many small kingdoms, baronies and city-states. While they were certainly organized, there was little of alliances and such. In short, they were absolutely not prepared for the level of organization that the dark elves brought with them.
Using orcs and goblins as canon-fodder, ogres and even giants as shock-troops, the dark elven armies swept in over the human lands, conquering one kingdom at the time. It took some time though, especially after the general population learned how whole cities that aided the armies had been put to the stake and to the torch. After that, there was no question that this was merely not another conqueror coming to rule them. The dark elves meant to break them, to enslave them, and keep them firmly under their steel boots as slaves.
But it was to no avail. After more than 100 years of fighting for every square inch of their lands, the humans had been soundly beaten and broken. The dark elves ruled the Silent Forest, and the human lands as far as the Hills of Blood, the Black Hills and all the way east, just south of Blackwell.
A truce was established in 4117, with the dark elven council of Menzo legitimized as the lawful ruler of their realm. Some sages speculate that the dark elves agreed only because there was some infight amongst their nobles, or (and?) because their ressources were stretched thin, but we will never know. The truce (later named the Dark Truce) was made, and for a while, Ra'kar once again knew peace. The people who still lived under the dark elven yoke probably didn't know peace, but there was no war, at least.
Then in 4169, all hell broke loose again. Apparently for no reason, the dark elves decided to take up their campaign again, and attacked Blackwell and Castle Durgard with more or less all they had. For almost a year, they kept coming, and while the Castle did not fall, the city did. And when the castle didn't want to surrender, they put Blackwell to the torch and killed every single inhabitant. While such things had happened several times before - they even had a name for it: Dark Elf Justice - it had never been seen on such a scale. More than 20.000 people were slaughtered for no good reason other than punishment.
That event triggered something in the good folks of Ra'kar. Sure, there had been resistance before, and some dreamed of fighting back, liberating the poor souls living on dark elven lands, but until know, it had been whispers and secret dreams. But the sacking and subsequent execution of Blackwell all changed that.
In the north, King John of Laketown was one of those who were horrified and appalled, and at the same time had some means of striking back. New to the throne of Laketown, he none the less swore a solemn oath to rid the human lands of the dark elves.
He gathered his army, who grew by the day with free people from all over that wanted to help, and then started his campaign against the dark elves. Now the humans had an army of a size that had never been seen before in Ra'kar. Town by town was liberated, the dark elves beaten at each step. Maybe King John was an extraordinary strategist, or maybe the dark elves had other problems to deal with, we do not know. We do know that in two short years, the dark elves lost all they had spend more than 100 years in taking, and in 4172, the last dark elf was seen heading into the Silent Forest.
After that, King John named himself Emperor John I, and went on to unite all of Ra'kar, from coast to coast, after the battle of the Forest of Death in 4178. He doned an iron crown, saying being emperor was not about gold and riches, but about the people.
Emperor John lived to be an old man, he died in 4242, and left a host of sons and grandsons to take care of his empire. Unfortunately none of them was up for the task, and slowly, the Iron Empire became more about hoarding riches for the rich than being there for it's people.
In 4401, King John IV, ninth emperor of the Iron Empire died at the hands of his servants, as the revolution started. The Empire dissolved and returned being a collection of independent city-states.
torsdag den 19. juli 2012
More musings on initiative in dndnext
Tuesday night, we started our 2e campaign, and it was great fun. It got me thinking about initiative. As I have mentioned in a couple of other posts, I really didn't like way dndnext handled initiative. I put that in the past tense, since Mearls has stated elsewhere, that it's definitely one of the parts they are changing. Which of course made me happy. I mean, the initiative system worked just fine in 3.x and 4e, why change it, I thought. And then I got to play 2e.
Now, the 2e initiative system is radically different from that of the two latest edition of our favorite game. First of all, you roll with a d10, and rolling low means you are quick. Second of all, you state your intent at the start of the round, before initiative is rolled.
The 2e initiative system definitely has got some kinks, and I am not saying dndnext should copy/paste it, but there are definitely something about it that worked well. One of the most common arguments against the 2e initiative is that the fact that you have to roll for initiative every single round slows things down. And I used to think the same thing. But I am not so sure anymore.
You see, while you will of course spend more time actually rolling the dice, there is an X-factor that affects the overall speed of the combat round, which is focus. Namely player focus. During our first session of 2e, I quickly noticed that players were much more focused during the rounds, not just on their turns. We talked about it afterwards, and my players had noticed the same.
I think it is because if you use a 3.x/4e initiative, where everything is cyclical, players quickly pick up where they are in the cycle, after whom they come, and then they have a bigger tendency to "phase out" mentally, until it is their turn, whether it's because of texting, drawing, reading up on rules etc. They feel they can "keep up", even if they are not paying 100% attention.
With the 2e initiative, they can't do that. Their turn in the round changes from round to round, and they got to pay more attention to what happens if they want to keep up. Which in turn leads to a quicker resolution of individual turns.
So, I do not know if there is a way to dndnext non-cyclical initiative resolution, without running into some of the other issues that such a system has, but I would definitely like our good friends at Wizards try.
onsdag den 18. juli 2012
1st session: All glory to House T'orgh
All glory to Asmodeus! The T'orgh brothers (well half-brothers to be honest) have just finished their training, and have been summoned to meet with their father, High Priest Venar of House T'orgh. The High Priest wants to test the young ones, so he orders an ogre brought in, for them to fight. The fight goes reasonably well they think, except that the Ogre does manage to severely wound Nargar (the fighter). High Priest Venar seems underwhelmed, but decides that there is a matter they can attend.
They are to travel nine days to the north, to the edge of the Silent Forest, and pay a visit to the goblin tribe of the Broken Spears, and their chief, Farlang. For some reason, the tribe has been raiding human settlements beyond the forest, something which had been strictly forbidden by High Priest Venar. The T'orghs are to stop him. Whether he lives or dies does not matter to the High Priest, as long as the raiding stops.
3rd Moon, 8th day, year 4553
After having gotten all the provisions they need, the T'orghs head out into the Silent Forest.
3rd Moon, 10th day, year 4553
The T'orgh brothers run into a brown bear. Luckily for them, it is busy trying to get some honey off a tree, and doesn't notice them. The wisely avoid it.
3rd Moon, 12th day, year 4553
The T'orghs stumble over a corpse in rotting clothes. As they search it, two snakes attack them. They manage to kill the snakes, and then realize to their horror that it was yellow Eye-snakes, and the two bites that Raheem (the ranger) took could both have been lethal! But they do find an old map. The corpse's map
3rd Moon, 14th day, year 4553
At night, while they rest, Taluzik (fighter/cleric) is alerted by some loud eating noises coming from nearby bushes. He wakes the others, and while they don their armor, the noises stop, and a dog-sized beetle peak its head through the bushes. There is a stare-down, and the beetle leaves once again, along with the other beetles, and the brothers can go back to sleep.
3rd Moon, 15th day, year 4553
As it is getting late, the T'orghs suddenly hear the howling of wolves. They are about to be attacked. Nalfein (the priest) climbs into a tree, and the rest take defensive formation on the ground, as 5 wolves come out of the forest and assault them. The fight is brutal, and Nargar goes down, wolf at his throat. The healers can't quite get to him in time, and he quickly bleeds out.
After taking the customary 5 minutes to mourn for their brother, the T'orghs continue their journey. Targar, their older brother, soon catches up with them.
3rd Moon, 17th day, year 4553
In the wee hours of the morning, while Nalfein is on guard-duty, he suddenly spots a humanoid which jumps and devours a wild boar further in the wood. He wakes the others. After the creature is done with the swine, it catches their scent, and charges them almost on all four. As the creature comes close, they can see it is an undead creature, a ghoul. Both Nalfein and Taluzik try to command the foul creature, but apparently they are still too weak in their faith in the Lord of Light. It assaults Taluzik but can't quite manage to penetrate his armor and then Targar (another fighter) rips it to shreds with his two weapons.
After finishing their rest, the T'orghs move on and come to the goblin village. A goblin patrol try to stop them, but are cowed by the menace in the dark elves' eyes. They are quickly lead to Farlang, in his underground lair. There he explains that he had to raid the humans, as the goblin water-supply had been poisoned by an evil witch in the forest.
The ritual is conducted under the watchful eye of the T'orghs..
tirsdag den 17. juli 2012
The corpse's map
mandag den 16. juli 2012
Introduction
Your father, who has summoned you all. You and your brothers, whom you haven't seen much neither, all stand in the antechamber to the T'orgh temple, where your father does most of his business. You all stand, because there is nowhere to sit - waiting for your father was never supposed to be a pleasure. Even the guards, who are stationed here for eight hours at the time, have nowhere to rest. "Dark elves should always be ready" your father always said when you were kids. As you quickly learned, "always ready" meant "don't even lean against the wall to relax". The guard who did that once was never seen again.
So you stand. And wait. And do not lean against the wall. The two guards standing at the door do not move a muscle, do not look at you. They might as well have been dead.
The doors finally open up, and a dark elf servant beckons you to enter. As you walk through the large temple, towards the throne on the dais at the end, you can't help to admire the mosaic of the Lord of Light in all his glory covering the back wall. That mosaic has always been the pride of the House, unequaled by any temple to Asmodeus.
As you approach, you can see your father is on his knees in front of the altar, off to the right, reciting the litany every dark elf knows by hear:
All trust is foolish
Ambition leads to ascension
Death is not the end, but the means
Dishonor lasts a lifetime, but death is instantAs he finishes the litany, he rises and turns, walking towards you, holding his platinum rod with six snakes. Looking at you with his left eye, the only eye he has left, he says:
The best dagger is the unseen one
To walk apart from House and Lord is to walk into the grave
All glory to Asmodeus, the Lord of Light
So, fruit of my loins... Sons. Are you ready? Are you ready to die for Asmodeus and the House of T'orgh?
søndag den 15. juli 2012
A Primer to 2nd edition combat
1) DM decides what the monsters will do
2) Players state what they will do
3) Initiative is rolled.
Use 1d10 - low is good (fast)
Add weapon speed or spell casting time
Add other modifiers:
Reaction adjustment (DEX)
Magic weapons (+1 weapon gives -1 initiative)
Hasted -2
On higher ground -1
Set to receive charge -2Slowed +2
Slippery footing +2
In deep water +4
Submerged +6
Hindered +3 (entangled, climbing, held)
Natural weapons (small and medium) +3
Innate spell +3
Misc magic +3
Potion +4
Ring +3
Rod +1
Staff +2
Wand +3
Scroll (spell casting time)
Waiting +1
4)Actions are resolved in order of initiative
Note:
Offhand attacks are made at the same time as the main hand attack.
Additional attacks due to level or specialization come when everyone else has had one attack turn.
Spells with casting time of 1 round take effect at the end of the round, when all over attacks and actions are done.
5) New round, start over at 1)
What can you do in a round?
Full attack (and move 1/2 movement rounded down)
Cast a spell (and move 1/2 movement rounded down)
Move full movement
Drink a potion (and move 1/2 movement rounded down)
Light a torch (and move 1/2 movement rounded down)
Use a magical item (and move 1/2 movement rounded down)
Bind a character's wounds (and move 1/2 movement rounded down)
Search a body (and move 1/2 movement rounded down)
Recover a dropped weapon (and move 1/2 movement rounded down)
Make a Missile attack (full rate of fire)
Make a missile attack (half rate of fire) (and move 1/2 movement rounded down)
Charge someone
Withdraw (move 1/3 movement rate) away from enemy, provoking no AO's
Flee (double move, provoking AO's)
Stand up and attack (or move half movement rate)
Stuff like switching weapons, shouting orders, dropping stuff does not cost anything.
Surprise
Roll 1d10 - low is bad. 1-2-3 = you are surprised.
Modify for DEX (reaction adjustement)
If you attack someone surprised, you gain +1 to hit
If you are surprised, you gain -2 to saves
If you are surprised you gain no DEX bonus to AC
Neither attackers nor defenders can use spells during a surprise round, but magic items is okay
THAC0
Roll 1d20 - high is good.
Modifiers +'s are good, but you subtract them from your base THAC0
Fx: Base THAC0 14 and +3 from STR 18.00 and +2 from magic weapon = THAC0 9, meaning +11 to hit.
For me, the easiest way to calculate which AC I hit is as such:
Roll a 15.
15+11 = 26
20-26 = -6
You hit AC -6
or
Roll a 4
4+11 = 15
20-15=5
You hit AC 5
You can also do the following:
Subtract the die roll from your THAC0 or THAC0 from your die roll - just make sure the biggest number is first. If roll is bigger THAC0 number, then you hit a negative AC. If THAC0 number is bigger than roll, then you hit a positive AC.
Roll a 15
15-9 = 6
Since 15 > 9, you hit AC -6
Roll a 4
9-4 = 5
Since 4 < 9, you hit AC 5
Misc. attack modifiers
Higher ground +1
Defender invisible -4
Defender off-balance +2
Defender sleeping or held Auto-crit (HOUSERULED)
Defender stunned or prone +4
Defender surprised +1
Missile fire long range -5
Missile fire short range -2
Rear attack +2
Cover
25% hidden -2 to hit
50% hidden -4 to hit
75% hidden -7 to hit
90% hidden -10 to hit
Concealment
25% hidden -1 to hit
50% hidden -2 to hit
75% hidden -3 to hit
90% hidden -4 to hit
Spellcasting
No DEX bonus to AC while casting spells
HOUSERULED: No need for to hit against willing target.
If hit by attack (attack does not have to deal damage) before spell is complete or if fail a save before spell is complete, the spell fizzles.
Saving throw
Roll 1d20, high is good.
High DEX gives bonus to BW and saves to avoid stuff, such as fireballs etc.
High WIS gives bonus against illusions, charms and other mental attacks.
Magical rings and cloaks of protection give bonuses against all saves
Magical armor gives bonuses against any kind physical effect.
Hope it helps remembering ;)
Edited the mistake regarding saves
Ra'kar
Noble Houses of Menzo
House Hume - The second House of Menzo, House Hume holds it's position due to a crafty leadership. While High Priest Q'lor might not be the most powerful of priests, he makes up with leadership and tactical skills beyond the norm. Although nasty tongues in taverns claim it is in fact
his former concubine Kiera that pulls all the strings. For generations, House Hume has also produced some of the finest dark elf fighters and rangers and not only are they skilled one on one, but they operate at a fearsome level when in groups, commanded by the many Hume captains, all coached by Q'lor and their Weapons Master G'lor. Around 150 dark elves serve House Hume, with the nobles making up about 25 of them. House Hume has about 1600 orcs and goblins serving them.
House Khalazza - The third house of Menzo is perhaps the smallest House, but in some ways, it is also the scariest. Where normally 1/10 noble dark elves show aptitude for magic, every noble born of the Khalazza House show a significant degree of aptitude for the dark arts. Fully half of their sons and daughters are wizards. High Priest F'er is both the one of the most powerful priests and wizards in Menzo. Only around 50 dark elves serve House Khalazza, with almost 20 of them being nobles. House Khalazza has about 450 orcs and goblins serving them.
House Naerth - Where House Khalazza has a tendency to produce wizards, House Naerth, fourth House of Menzo has a tendency to produce priests. It might not have the most powerful priest in Menzo, that honor falls to House Argith, but it certainly has one of the greatest numbers of
powerful priests, especially compared to the size of the House. But House Naerth is very different. Normally the rule of women is not allowed, but for some reason, Asmodeus has never reacted to High Priestess Binael taking power from her former husband that she (allegedly) killed with a dagger through his skull while making love to him. So for now, she rules. A little more than 70 dark elves serve House Naerth, and 25 of them are of noble blood. House Naerth has about 650 orcs and goblins serving them.
House Vrinn - Being the fifth House of Menzo is a relatively new thing to House Vrinn. They are one of two newer up-and-coming Houses that have made their way onto the council, where the 11 most powerful Houses are represented. It's rise to power has been quasi-meteoric, and a lot of
jealous eyes follow High Priest Jarl, who runs House Vrinn. While some are jealous of House Vrinns success, most despice them for the same. House Vrinn has enjoyed an enormous boost due doing what no one has done before. Trading on a large scale with humans. While not forbidden, it is certainly commonly frowned upon, and for some, it is still a sin. House Vrinn also has access to a lot of mercenaries and often employs other races for certain jobs. They also facilitate if other Houses need mercenary contacts. Almost 110 dark elves serve this dark elf House, and close to 15 of them are nobles of the family. House Vrinn has about 1450 orcs and goblins serving them.
House Xiltyn - Another of the very old Houses, House Xiltyn is one of those Houses that seem content, that do not make too many waves, usually siding with the majority (and House Argith). The sixth House of Menzo has a long history of making exceptional magical items and hording lore. What is less known, is that House Xiltyn, under the guidance of its young High Priest Re'qor recently has begun to consort both with drows, to acquire knowledge and certain minerals from the Deep Below,
but also with humans, in order to acquire even more lore from other races. Around 80 dark elves follow House Xiltyn, and 15 of them are nobles. House Xiltyn has about 800 orcs and goblins serving them.
House Dhalmass - By all rights, House Dhalmass, the seventh House of Menzo is way too small to hold the position it holds. But, High Priest E'toe is extremely well connected, and seems to know everything that goes on, both in Menzo and beyond. Thus, armed with that knowledge, he has
an uncanny ability to always chose the winning side in any given dispute or conflict. Failing that, he has at his beck and call some of the best assassins within thousands of miles, his sons, grandsons and
great-grandsons. Only 30 dark elves serve the House of Dhalmass, but 25 of them are nobles. House Dhalmass has about 250 orcs and goblins serving them.
House Jhalavar - House Jhalavar, eigth House of Menzo does not have many live members. In fact, it's mostly just the nobles, everyone else is pretty much undead. Actually, quite a few of the nobles are said to be undead as well, having used foul magics to prolong their lives. High Priest M'zor isn't one of them, at least not yet. Yet he rules and runs House Jhalavar with an iron fist. The House is said to cultivate close connections with a human group of necromancers called the Cult of Bones, that worship dead dragons. Only 25 dark elves serve this house, and 24 of them are nobles. Only one living dark elf serves the House of Jhalavar. House Jhalavar has no orcs and goblins serving them, but instead an army of undead. How many is unknown.
House Mizzrym - Another of the new Houses on the Council, House Mizzrym has also enjoyed a rapid rise to the top of Menzo. While Vrinn rose due to dealings and planning, House Mizzrym owes it rise solely to the brute strength of their minds. Seemingly all master psions, High Priest
J'luk and his family has annihilated no less than seven other families in their quest for power. Allegedly of course. When will they stop, is the question every noble above them ask themselves. Others hate them, such as High Priest Venar of House T'orgh, who took it as a personal
slight, when House Argith and the Council let House Mizzrym jump ahead of House T'orgh in the ladder of power of Menzo. Mizzrym has more than 110 dark elves serving the House, and 25 of them are nobles. House Mizzryn has more than 1200 orcs and goblins serving them.
House T'orgh - The tenth House is one of original six houses in the Silent Forest. It can trace it's lineage all the way back to the original dark elves, sometimes calling themselves the Sons of Asmodeus. Very proud, but no longer very powerful. Ruled by High Priest Venar, one of the oldest of
Menzo. House T'orgh used to be much more influencial, in fact, it was third House of Menzo at some point, but some bad choices over the last couple of hundred years has seen House T'orgh slip down the ranks, and is now close to losing it's seat on the Council. Yet if Venar has proven one thing over the 700 year he has ruled his House, it is that he never gives up. More than 110 dark elves still serve House T'orgh, although the numbers have been dropping over the years. House T'orgh is a vast family, and has more than 35 nobles. House T'orgh has about 600 orcs and goblins serving them.
House Tuin - The last House on the Council, the eleventh House in Menzo, House Tuin owe their power to their trade agreements with other dark elf cities and settlements in the Silent Forest, as well as trade agreements with other dark elf cities around Era. High Priest Ty'rin runs the show, but his position is extremely weak and the assassination attempts have been numerous lately. Many speculate that it is just a matter of time, before he is replaced by his eldest son. House Tuin has around 70 dark elves serving it, with 20 of them being noble dark elves. House Tuin has about 750 orcs and goblins serving them.
Menzo, City of Dark Elves
One of the bigger dark elf cities on the continent of Nala, Menzo houses nearly 10.000 dark elves, and more than twice that of goblins and orcs. Located deep within the Silent Forest, not far from Dragon Mountain, few outside the dark elves and their slaves know the precise location of the city.
Cloaked by enormous oak trees and ancient magic, you might walk very close by and not notice Menzo. Entirely surrounded by a 40' stone wall cloaked to blend in with the rest of the forest, the many towers hold vigilant guards that look for any enemy.
Outside the walls lies the fields, where thousands of orcs and goblins slave away to bring food to the tables of their dark masters. Stone guard-towers raised by magic overlook all fields, and while there are guards, they are comparatively few. All dark elf slaves know that any attempt at fleeing or rebelling is met with swipt and brutal retribution.
The Market is a large open area in the middle of Menzo, south of the Arena where
merchants come and deal all sorts of things.
The Temple is a huge structure that holds the Temple of Asmodeus, but also the quarters of every priest under education and where they train. Ro'kar Argith, son of Da'kar, is High Templar currently.
Just like the temple, the Tower is a large structure (shaped like three huge towers that are melted together) where all wizards of Menzo receive their arcane education. Ri'jad Khalazza, brother of F'er Khalazza, is First Wizard as no one would dare challenge him for the title.
The Arena is where the warriors of Menzo are educated. The Arena is run by Master G'lor Hume, by many considered the finest swordsman in Menzo.
Scumtown is a fairly large area in the south-eastern part of Menzo, where most of the rabble live, meaning the dark elves with handicaps, the orcs and goblin slaves who belong to no Houses.
Most of the town is made up by claustrophobic alleys lined with 2-3 story high buildings on either side. The only exceptions to this is around the Market, the Temple, the Tower, the Arena and all the noble palaces. Those areas are usually protected by walls and a significant amount of open space. The noble palaces are huge high towers connected by bridges high above ground, all surrounded by walls.
Menzo, which is about 2 square km, is more or less formed as a circle, and measures a mere 800 meters from the center to the outer wall.
Major Products: Body dyes, chains, high-quality edible mushrooms, everdark ink , fine weapons, herbal medicines, poisons, potions, riding lizards (bred and trained), slaves, spiced sausages and wine (spiced and sparkling). Most of their trade are with the other dark elf cities in the Silent Forests, but some Houses trade with humans on a global scale.
The Priest
The specialty priest, or priest for short, is slightly different in my campaign. If you want to wield a mace and plate, you are a cleric. Priests are pure casters, even more devoted to the ideals of their god. They are more akin to the wizard, except they wield divine magic.
Crunch-wise, the priest is identical to the cleric. However, the priest can no wear any armor, he can only use simple weapons (dagger, staff, dart, sling) and instead, he casts spells as if he is one level higher with regards to duration and area of effect and such, all casting time below 1 round are shortened by 1, and he commands or turns undead as if he was 1 level higher.
Granted Powers for priests
House Rules and Optional Rules for 2e
Attacks of Opportunity
- You can make one AO per creature, max 1+1/5 lvls (warriors 3+1/5) per round.
- When you level up, you automatically gain whatever you already have. If you wish to gain new abilities, such as new proficiencies, new spells, etc, you need to seek out an appropriate trainer - and pay the cost.
- Diagonal movement costs 50%
- You can withdraw (and avoid AO's) from combat by doing nothing but moving during your turn and moving 1/3 of your movement.
- There is facing. The facing of a creature can only be determined during it's turn
- We use the optional rule of individual initiative, including weapon speeds etc.
- Whenever a character gains a level (up to level 9 or 10), he rolls as usual or gets half rounded down, whichever is greater. He then adds his CON modifier. Fx: A fighter rolls a 2, but since half rounded down is 5, he gets 5 hit points + CON modifier.
- Magical Healing starts at 0 hit points
- Natural Healing starts at current hit points (can be negative).
- Natural healing is 1 die per odd level of class.
- A 1st level fighter heals 1d10 hit points per night's
- A 5th level rogue heals 5d6 hit points.
- A successful herbalism check adds another 2 Hit Dice worth of healing.
- If you are reduced to 0 hit points, you are unconscious
- If you are reduced to negative hit points, you lose 1 hit point per round on your turn. If you reach -10 hit points, you are dead.
- If you want to take proficencies normally not available to your class, the NWP costs an additional slot.
- You can use most NWP's even if you do not have it. But your stat is halved.
- You get a number of bonus non-weapon proficiencies based on your intelligence (equal to number of languages). If you are a warrior (fighter, paladin, ranger), you may use those bonus proficiencies to acquire additional weapon proficiencies.
- It is possible for fighters to gain weapon mastery (+3/+3) with a weapon. Doing so costs 3 weapon Proficiencies and can not be acquired at level 1
- There are five weapon styles that can also be acquired by spending weapon proficencies.
- Weapon and Shield Style: Gain ability to make shield-rush, shield-punch, block and trap without losing the bonus to the shield.
- One-handed weapon style: +1 AC bonus when fighting with a one-handed weapon and no shield or offhand-weapon. Investing 2 WP's causes the bonus to rise to +2.
- Two-handed weapon style: increase speed of weapon by 3. If using a one-handed weapon in two hands, you still get the increased speed of weapon, but also a +1 damage bonus.
- Two-weapon style: Penalties go from -2/-4 to 0/-2. If an additional slot is used, you gain the ability to use two weapons of equal size.
- Missile or thrown Weapon Style: Ability to move up to 1/2 movement and still have full rate of fire or make full movement and half rate of fire. They also gain a bonus of -1 AC against missile fire when attacking with a ranged weapon.
- There are no racial minimums.
- There are no racial level limits
- There are no racial limitations on class
- To balance humans with the other races, they get a +10% xp bonus, +1 hp/level
- Critical hits = Max damage + normal damage, so if a character normal deals 1d8+6 damage, he deals 14+1d8 damage on a critical hit.
- Firing into melee: Unless the target has cover, there are no penalties. If cover, then -2 to hit.
- Called shots
- Anyone can multi-class
- There is no dualclassing
- Both specialty priests and clerics use spontaneous casting
- It is possible to cast a known spell as ritual. The cost is 1 ritual stone per spell-level
- Thieves get backstab bonus when attacking from the rear.
Dark Elves in Era
Stats:
- +1 int and +1 dex or +2 dex
- +2 surprise
- 120' infravision
- 1/24 hours, all dark elves can cast dancing lights, faerie fire, and darkness (last 1 round + 1r/lvl). Dark elves can only use one power at the time. They can move the effect of power at MOV 16 without any significant effort.
- +2 bonus to all magical attack saving throws—that is, both against spells that overcome their natural resistance, and against the effects of magical items wielded against them.
- +5 bonus vs poison saving throws
A creating dark elf who has received even rudimentary training can always create an effect of lesser size, range, and efficacy than the maximum possible (e.g. a 5'-radius sphere of darkness around a foe's head, rather than a 20'-radius sphere cloaking the foe and four companions). The darkness cast by the natural power of dark elf is globe-shaped. Its “base” size (the maximum usable by dark elves of 4th level or less) is a sphere of 20' radius.
At 5th level, dark elves also get the powers of levitate, know alignment, and detect magic.
At 6th level, dark elves with 16 or more INT can wield a natural spell-like power and a spell simultaneously (e.g. casting a spell while levitating), or employ a maximum of two natural spell-like powers simultaneously (e.g. levitating while launching darkness to enshroud the head of an opponent).
At 7th level, dark elf priests and priestesses also gain the additional spell-like powers of clairvoyance, detect lie, suggestion, and dispel magic (in addition to their spells) through divine favor.
Dark elves of noble blood gain the ability to use all of their base and mature powers more than once a day. An additional daily use is granted at the end of each 100 years of life.
As you have no doubt noticed, I have removed the magic resistance that dark elves normally have in 2nd edition. First of all, it's just way too powerful, and makes balancing encounters even more impossible than before. Not that encounter-balance is something I will strive for, but it's nice to retain some measure of control. Instead, I have let you keep all the powers that dark elves normally have, even though the dark elves of Era live above ground. They also have no penalties in sunlight. In short, they are very powerful, compared to all the other races, but no magic resistance.
The poison resistance, which normally is attributed to the Lolth-worship and their affinity for spiders and spider poison, still makes sense, as the Asmodeus-worshipping dark elves in Era really like poisonous snakes :)
What do they look like?
Dark elves vary a lot in shape, in features, and in hair color - just as greatly as humans do. The only exception to this rule, is that they all have jet-black skin, except for the extremely rare bone-white albinos. Almost all dark elves also have snow-white hair from birth, which turns yellowish (if female) or grayish (if male) and thins with age. Some rare dark elves have naturally silver or copper-hued hair. Most dark elves have red eyes. Others have green, brown, or black. Various shades of gray, even amber and rose-hued eyes are not unknown. Yellow eyes almost always means some kind of illness, disease, poisoning, or the presence of certain detrimental magics. Blue and purple eyes are the most unusual eye colors, and usually denote human or elven blood somewhere in the dark elf's ancestry. Such children are almost always sacrificed or discarded before their third year. Dark elf females tend to be just as big and strong as the males. Both sexes tend to be slim and graceful in build, features, and movements, just as other elves appear to humans.
The dark elf way of life
Noble Houses are led by a the senior male priest. In general, his rule is absolute, enforced by the priests beneath him (usually his sons and daughters). All male offspring in order of their age follow in rank, although they wield no authority until they are trained and of finished at the Temple. Below the priests come the officers of the House: the weapons master (leader of the fighters), (chief) House wizard, and the concubine of the high priest, followed by the female offspring of the high priest, who are ranked according to age.
Below them come the “war-leaders” of the House (veteran warriors, who lead House patrols, attack squads, and guards, under the command of the weapons master), and the House mages (under the command of the House wizard). Beneath these “blood” members and officials of the House rank its common warriors, its craftspeople, its servants, and its slaves. All ranks are decreed, and can be changed at the whim of the High Priest. His position changes at death—often a violent one, excecuted by his eldest son. It is a deadly thing to slay a high priest who holds Asmodeus' favor, so high priests do tend to reign for hundreds of years, kept alive by the magic of Asmodeus and the diligent service they perform to get and keep it.
The assassination of a high priest is often a punishment for losing Asmodeus' good will, and marks either a new direction for the House, or—if it is weak, and has strong rivals—the beginning of its extinction.
If one dark elf House of a city openly wars on another, and fails to eradicate it entirely in a single attack, the survivors of the ruined House can call down the city's justice on the attacking House. When this occurs, all Houses combine forces to wipe out the offending House. Houses who send assassins and saboteurs against each other for years will be forced into an open battle by the city's ruling council, with the same results as above.
This type of no-win scenario allows the internal strife of dark elves to be strictly controlled, so that dark elf communities are not torn apart by continual, bloody warfare. Most internal combat therefore takes the form of eternal manoeuvering for small advantages. Intrigue, poisoned knives in dark alleys, vicious trade rivalries, and dirty dealings are all a part of normal dark elf life.
fredag den 13. juli 2012
Generating characters
Anyway, before voting, here are a few stats:
3d6 once (Average 10,5 - 4,6% chance of a 15, 2,8% chance of a 16, 1,4% chance of a 17, 0,5% chance of a 18)
4d6, drop lowest (average 12,24 - 10,1% chance of a 15, 7,3% chance of a 16, 4,2% chance of a 17, 1,6% chance of a 18)
3d6, reroll a 1 (once) - (average 12 - 8% chance of a 15, 4,8% chance of a 16, 2,4% chance of a 17, 0,8% chance of a 18)
4d6, reroll a 1 (once), drop lowest (average 13,43 - 14,6% chance of a 15, 11,2% chance of a 16, 6,7% chance of a 17, 2,7% chance of a 18)
5d6, drop two lowest - (average 13,43 - 14,3% chance of a 15, 12% chance of a 16, 7,8% chance of a 17, 3,5% chance of a 18)
I guess it comes down to what you want - powerful characters that define and shape the world, or underdogs that might manage to defy expectations, but most likely will meet a brutal death at the hands of those better equipped by nature. Because make no mistake. While good stats won't save you from your mean DM, they will certainly help your characters survive, at least for a while ;)
Next, what is a hopeless character? Meaning, no matter which way we adopt, what constitutes a character so shitty, that you are allowed to reroll (for free)?
Last but not least, how many character do you roll from the get go?
tirsdag den 10. juli 2012
Vi starter om en uge!
Der er en uge til vi starter. Molin overvejer noget cleric/priest, Bønne noget fighter.. Er Bedet stadig på wizard? Der kom ingen feedback whatsoever mht stats - kan ikke se de store muligheder. Enten laver vi noget a la point buy, eller så laver vi characters på tirsdag.
Mht at vælge en fælles race. Det lyder som en fin ide. Mens hvis I spekulerer I drow/duegar, så bliver jeg lige nødt til at advare om, at det begrænser campaignen enormt meget. Eller rettere, der skal laves en helt anden campaign. Kunne være lidt cool - og meget udfordrende for mig - nu jeg tænker over det, men det kræver, at I er klar på det. Men især det sidste punkt SKAL vi snart lægge os fast på. Ellers får jeres DM grå hår på hovedet ;) Jeg har derfor oprettet 2 twiigs, så I kan stemme.
Håber det fungerer
fredag den 6. juli 2012
Cleric and Priest Portfolios, Spheres and Granted Powers
Portfolio: God of justice and honor. Creator of dragonborn.
Spheres: All, Astral, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics of Bahamut can use the longsword
Note: Priests of Bahamut are paladins, and thus do not follow the same rules for priests as those of the other gods.
Pelor (NG)
Portfolio: God of healing, sun, prosperity, summer. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning (minor), Sun
Granted Powers: Clerics and priests of Pelor add an extra die whenever they cast a healing spell (Fx: Cure Light Wounds heals 2d8 hit points). Clerics and priests of Pelor turn undead as if they were 2 levels higher.
Note: Clerics and priests of Pelor are forbidden to initiate combat against any creature of the original races (humans, elves, dwarves, halflings, dark elves and dragonborn) that has not attacked them.
Corellon (CG)
Portfolio: God of knowledge, spring, autumn, nature. Creator of elves.
Spheres: All, Animal, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, Weather
Granted Powers: Clerics and priests of Corellon receive Ancient History and Ancient Languages for free
Note: Priests of Corellon are druids, and thus do not follow the same rules for priests as those of the other gods. Also note that priests of Corellon are still required as druids to be TN.
Moradin (LN)
Portfolio: God of creation and civilization. Creator of dwarves.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Moradin can use any rod, staff and wand.
Raven Queen (N)
Portfolio: Godess of death, cold and winter. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (no fire related), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of the Raven Queen can command undead as if they were 2 levels higher.
Mask (CN)
Portfolio: God of luck, thievery, exploration and adventurers. Creator of halflings.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Mask can hide in shadows and move silently. They gain an additional 15% to distribute each level. No matter which armor they wear, they are never penalized more than as if they were wearing studded leather. Once per day, clerics and priests of Mask can cast the spell Feign Death.
Bane (LE)
Portfolio: God of War and Domination. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Sun (minor)
Granted Powers: Once per day, a cleric or priest of Bane can use the wizard spell Cloak of Fear. Clerics and priests of Bane gain a +1 to hit and damage when using a flail (priests of Bane can use flail).
Asmodeus (NE)
Portfolio: God of Betrayal, Tyranny and Magic. Creator of dark elves.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun (only reversible)
Granted Powers: Clerics and priests of Asmodeus can cast wizard spells from the illusion school. They get spellcraft for free, and can use arcane scrolls and items as if they were a wizard.
Tiamat (CE)
Portfolio: God of Destruction and Greed, creator of dragonborn.
Spheres: All, Astral, Charm, Combat, Creation (minor), Divination (minor), Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Tiamat can cast wizard spells from the evocation school (only fire, lightning, cold, electricity and acid spells)