Wednesday, November 4, 2009

Action Die Hero Point Update



1. Every player receives 1 Action Die per session. An Action Die provides a +5 bonus to a single D20 roll until 11th level when it increases to a +10.


2. After using your action die you can make a luck check DC 20. If you succeed you can keep your action die to use again that session. If you try an additional luck check later, that DC changes to 21, and keeps going up by 1 every time you try.

3. Anytime you confirm a Natural 20 critical hit, you earn an action die for that session. (You roll a Nat. 20, and then roll a 16 + modifiers would hit, you have confirmed the Nat 20 crit and earned an action die).

4. Anytime you score a critical hit you can forgo the crit and earn an action die, this even applies if you look at the crit card and decide not to take the crit. This does not apply to creatures that can’t be crit.

5. The DM can award Action Die for actions deemed worthy, think of it like unlocking an achievement on XBOX. He can eliminate action dice for actions deemed unworthy, such as not keeping good notes on where you got your stuff.

6. The primary note keeper of the game will start with an extra action die.

7. Some sessions may end in the middle of a scenario, when this happens the DM may opt to keep Action Die status current until end of scenario.

8. Anyone may spend two action dice to provide a co-player with an action die bonus. If that player also used an action die on their self, the bonus’ stack.

9. Anyone may spend two action dice for an extra move action that is an immediate action.

10. Anyone may spend two action dice to gain access to a feat that they qualify for. So you can’t spend two action dice for Combat Expertise unless you have an Intelligence of 13 for example.

11. Anyone may spend two action dice to increase the magical bonus on a magic weapon by +1 for the encounter.

12. Anyone may spend two action dice to utilize a magic item once or for one round depending on type that is not normally available for them to use or not on their spell list.

13. Anyone may spend one action die to act in a surprise round.

14. Spell casters may spend two action dice to increase their caster level by 2.

15. Spell casters may spend two action dice to keep a spell they just cast as long as it is not the highest level spell they are capable of casting.



Reminder: Your luck score is also a finite number of Hero Points. Hero Points are much more powerful than action dice. Examples of use: Restore all spells as if you just rested, Heal 100 points, Gain DR 50/+5 for a number of rounds equal to your luck score bonus. Guaranteed saves vs all spells for 1 round. Gain the effects of any one spell equal to the highest level you can cast or could cast if you were an equivalent level caster. Add a magical property to a weapon for an encounter. Gain an immunity for a number of rounds equal to your luck score bonus. Etc. Etc.

Monday, November 2, 2009

Wiscrani Noble Families





The following are the 12 most powerful families of the

Westcrown aristocracy, listed in order of influence and

wealth, along with those families they hold influence over.

House     Ethnicity     Beholden     Families

Drovenge Taldan Imvius, Lorialn, Xerysis

Oberigo Chelish   Aulamaxa,   Ghival

Salisfer Chelish  Chillarth,  Rustachas

Grulios Chelish Mironeth, Ici

Arvanxi Chelish Mhartis, Ciucci, Rasdovain,

Julistarc Taldan Seidraith, Cemaine

Dioso Chelish Jhaltero, Ucarlaar

Tilernos Taldan Starnon, Etrovain

Phandros Chelish Chard, Nolmon,

Khollarix Chelish Nymmis, Rufano

Rosala Taldan Ulvauno, Atenaar

Mezinas Taldan Vitaron, Missepe

Central Casting

Jandri Rufano Human Monk. Its no wonder she seeks and worships the perfection of the perfect body. Her 1/2 elven brother certainly served as a shining example. There are those who have been cruel to Jandri and suggested she start her search with her face. They soon learned the error of their ways when meeting her fists. Brother is Jarl