Rules Update 15.4.11

Consolidated and clarified proficiencies that deal with identifying creatures. The descriptions below only include what creatures they can be used to identify. Obviously some of them do more than just that.

  • Arcana [Int 0]: Magical creatures (Creatures with special powers or that could not exist in the real world). Does not include extraplanar creatures.
  • Demonology [Int 0]: Specific in-depth knowledge of creatures of the lower planes (i.e. Demons).
  • Nature [Int 0]: Natural creatures (Real world creatures or those based on real world creatures [i.e. Griffons]).
  • Religion [Wis 0]: Extraplanar creatures including those from the lower planes (i.e. Demons), the upper planes (i.e. Angels), and the elemental and astral planes.

Rules Update 15.2.27

Added/Changed Nonweapon Proficiencies:

  • Acrobatics [Dex 0]: Perform acrobatic stunts, use balance, escape from restraints, and reduce damage from falls (by your Dex score). Replaces Tightrope Walking NWP.
  • Arcana [Int 0]: Combines Arcanology and Spellcraft into one proficiency. (Why do we need two?)
  • Diplomacy [Cha 0]: Change opinions, influence people, know proper etiquette. Replaces Etiquette NWP.
  • Insight [Wis 0]: Discern intent, truthfulness, moods. Counters Bluff (as Bluff now counters Insight).

Added Metamartital:

  • Toss Me!: On your turn, you may have a larger player toss you into battle. See Metamartials for exact details.

Fairhaven Quest Log: 2/15/15

Active Quests:

  • Gone Girl: After two days of absence, Elmorn started to worry that something had happened to Mara. The Group went to the tavern where she was to have performed two nights before, but she supposedly never made it. After coming up empty talking to both the Midland Thieves’ Guild and Serena, leader of the Flaming Whip gang, they spoke to the Master of Coin. (Side note: Foehammer felt sick while they were speaking to the Flaming Whip gang. Tor noticed and wondered if it was coincidence or something more.) The Master of Coin suggested they investigate the Tallis cult compound in town, while he checked out the Inquisitors. The Tallis are a philosophical cult that believes in a strict ordered society, that gods are lies, and that magic should be controlled. Tor and Elmorn entered the compound pretending to be interested in learning about their philosophy (Tor soon became actually interested in it). Their search found nothing and, when they were caught by Arishok (the leader) and some guards, Elmorn came clean. Arishok explained that while they believe users of arcane magic should be controlled, it is against their philosophy to force it on those that do not follow the Tal. However, Arishok recalled that a group of Ben-Hassrath (Tallis guardians of the Tal) had come in suggesting to move aggressively against magic-users. Arishok sent them away, but believed it was possible they were still in the city. He pointed the Group to the one spot the Ben-Hassrath would hide in: the alienage.
  • The Group entered the Nottingham alienage and spoke privately to an Elven merchant. He told them that some Tallis had taken over one of the buildings in the alienage and had recruited some Elves with promise of food and protection. The Group went to the building described by the merchant and were confronted as they entered the courtyard. After killing most of the Elves and Ben-Hassrath, the Group found a woman tied to a chair with a hood over her head. It was not Mara, but a kidnapped mage that had undergone the Tallis ritual that removes all will making her Viddath-bas (changed to a thing) or “tranquil.” However, Mara’s equipment was found nearby. She had been there. The Group interrogated a captured Ash-talan (Tallis healer). She revealed that a couple of Inquisitors had bought Mara from them, claiming that they would take care of the “mage.” The Ash-talan was killed without struggle. When the Group returned to the keep, the Master of Coin informed them that the Inquisitors had Mara and were preparing her for release. The Group went to retrieve her on his authority, but found that she wasn’t there and had never been (the Master of Coin had been lied to). They discovered that two Inquisitors (Curtis and Green) had faked her arrest and detainment and had actually retrieved her from the Ben-Hassrath on the orders from a group of mysterious men who threatened their families if they didn’t comply. Curtis had supposedly skipped town with his family, but Green admitted that he had followed the men to an estate outside the walls of Nottingham. Tor offered Green a chance at redemption if he took them there. Green agreed and they were off.
  • The Sovereign: The Group was told by the Galloway Thieves’ Guild that the Sovereignite who tried to order an assassination on Joe Teucrus and the Group was from the south. They suggested to check for signs of the Sovereignites in the major cities and towns in the nations of London, Cornwall, and Cambria.
  • A Strange Old Hermit: Hector was told by the Druids in Galloway of a reclusive Druid near Devonport, Cornwall who studies strange and unique flora that would know the location of a weirwood tree.

See all active and completed quests on the Characters page in the document: Complete Quest Log.

Rules Update 15.2.12

Added:

  • Armor Powers: Flaming Burst [+1], Flash [+1], and Frost [+1]. They are mainly defensive measures used in case you are in some trouble, with a slightly different effect for each. Please check them out in the Armor Powers document on the Rules page.

Fairhaven Quest Log: 1/31/15

Active Quests:

  • The Sovereign: The Group was told by the Galloway Thieves’ Guild that the Sovereignite who tried to order an assassination on Joe Teucrus and the Group was from the south. They suggested to check for signs of the Sovereignites in the major cities and towns in the nations of London, Cornwall, and Cambria.
  • Gone Girl: After two days of absence, Elmorn started to worry that something had happened to Mara. The Group went to the tavern where she was to have performed two nights before, but she supposedly never made it. After coming up empty talking to both the Midland Thieves’ Guild and Serena, leader of the Flaming Whip gang, they spoke to the Master of Coin. (Side note: Foehammer felt sick while they were speaking to the Flaming Whip gang. Tor noticed and wondered if it was coincidence or something more.) The Master of Coin suggested they investigate the Tallis cult compound in town, while he checked out the Inquisitors. The Tallis are a philosophical cult that believes in a strict ordered society, that gods are lies, and that magic should be controlled. Tor and Elmorn entered the compound pretending to be interested in learning about their philosophy (Tor soon became actually interested in it). Their search found nothing and, when they were caught by Arishok (the leader) and some guards, Elmorn came clean. Arishok explained that while they believe users of arcane magic should be controlled, it is against their philosophy to force it on those that do not follow the Tal. However, Arishok recalled that a group of Ben-Hassrath (Tallis guardians of the Tal) had come in suggesting to move aggressively against magic-users. Arishok sent them away as it is against their philosophy, but believed it was possible they were still in the city. He pointed the Group to the one spot the Ben-Hassrath would hide in: the alienage.
  • A Strange Old Hermit: Hector was told by the Druids in Galloway of a reclusive Druid near Devonport, Cornwall who studies strange and unique flora that would know the location of a weirwood tree.

See all active and completed quests on the Characters page in the document: Complete Quest Log.

Rules Update 15.1.22

Changed:

  • Combat Styles: Changed the bonuses for Single Weapon Style and Two Handed Style to make all styles more even. See Combat Styles on the Rules page.

Added:

  • Paladin Sacred Oaths: Three different Paladin “Oaths” that codify the code they must adhere to and modify the standard Aura of Protection ability to be unique to each oath. See Rules Compendium on the Rules page.

Rules Update 15.1.16

Changed:

  • Metamartial
    • Running Throw: Is now written more like we have been playing it. “[Fighter or Rogue Only] If you would lose an attack for the movement, you may throw a weapon at a target while moving to another, then attack normally when in melee (Use melee weapon’s number of attacks for both). Target of thrown and melee attacks may be the same, but must be within 45º of each other. (Throwing M or L sized weapons uses a swift action.) (Style: Attack roll of 10+: The weapon is driven into the target.)

Added:

  • Metamartial
    • Taunt: [Must be within 60’] Taunt a single enemy of lower or up to 2 levels/HD higher with your wit. Make a Charisma check during your action. If you succeed, the enemy is taunted until the end of your next turn (so up to two turns). The enemy takes a -4 to any attack that doesn’t include you as a target. A new Taunt supersedes any previous Taunt. Also, when in melee range, if the enemy makes any attack that doesn’t include you as a target, you may make an Attack of Opportunity. If the target has Taunt or Leadership NWP, the check becomes an opposed roll.

Site Update 15.1.15

The Rules Compendium document and the Noneweapon Proficiencies document now have hyperlinks to assist in navigation. Click away!

Rules Update 15.1.13

Added rules for Neck Snapping to the Rules Compendium as follows:

  • Must be a surprise from behind –or– performed on a “helpless” creature.
  • Uses one attack.
  • Attacker must make a successful Strength check.
  • Then victim must make a Save vs. Death.
    • Fail: Falls instantly to -10.
    • Save: Takes Unarmed Attack damage (usually 1d3+Str bonus).
  • Spider Sense nonweapon proficiency and Fortification armor power apply.

Rules Update 14.12.16

Changed:

  • Weapon Powers:
    • Returning: Changed to a +1 cost modifier from a +2. The entry now reads: “Returning [+1]: Weapon returns to your hand when forward movement stops.”
  • Armor Powers:
    • Agile: Changed to a +1 cost modifier from a +2. “Agile [+1]: Reduces encumbrance penalty from armor by 1 per Enhancement bonus on the armor. (Cannot reduce penalty to a bonus.)”
    • Wild: Changed to a +1 cost modifier from a +2. “Wild [+1]: Armor continues to function when a Druid or natural shapechanger shifts into animal form.”