Thursday, June 25, 2015

Sir Donovan

Please, come gather. Like our Lord who radiates from above let me enlighten you into what brought a humble friar into the light of Pelor.

Many suns ago I found myself on the dark side of the law. Lying, stealing cheating. Anything my twelve year old self could get away with. I know it is hard to believe but once your Donovan was lost. However, it wasn't long until the brilliant Pelor himself sent a message. A message in the form of the town guard.

Your glistening knight was to be executed for robbing a Noble's purse. I pleaded with my hosts and they gave me a choice. Face the gallows or pledge your life to the monastery. Little did I know Pelor would be waiting for me with open, golden arms.

It was in those early years I slowly learned my purpose. Tending to the fields. Copying scripture. Hunting game. All under his intense dazzling light. Night where spent at study. For even by candlelight I was bathed in his awe inspiring glow. 

As the years passed I grew with my duties. I began to hold my own sermons and would even accompany the elders in missionary work with our dim, unenlightened brethren. In all this, something was not right. I was doing our Lord's work but I still felt this cloudy emptiness inside. Year by year this feeling called louder and louder. Then, one bright summer day it all went dark.

At noon the sun went black. Darkness covered the monastery. Screams pieced the halls. I gallantly took arms and rushed to help my kin. There in the main hall I saw it. Standing taller than a troll with red rough skin a demon was slaughtering our ranks. It's terrible horns and rows of teeth goring and chewing through us. With Pelor at my side, I charged into combat. 

With a mighty swing I cleaved at the creature but my blade merely bounced off it's thick hide.  Shortly after I found myself airborne. Tossed like a child throwing a ball. I crashed through our grand glass ceiling and saw only darkness. 

I awoke days later to find myself among only four survivors. Our Lord had a gleaming plan for I found myself not dead, but now illuminated. I knew my purpose. I was to hunt this demon and bring it to the light. I trained for years and now I search the land bringing the light of Pelor to all and snuffing out the darkness. 

Character Sheet
Sir Donovan

Thursday, June 18, 2015

Alchemical Materials

Common DC 2, Uncommon DC 5, Sparse(?) DC 10, Rare DC 15, Very Rare DC 20, Extremely Rare DC 25, Exotic DC 30, Magical Properties DC 35. Lichen
peat moss
sulfur
toadstools
wilderberries
almonds
flame top mushrooms
black mushrooms
red frogs
juniper seeds
oak sap
royal jelly
gut rot chillies
dark bark
poison centipedes
truffles
hornets
yellow marching ants
Magnesium
Zinc
Phosphor
Quartz
Pyrite

Tuesday, June 16, 2015

Alchemical Item Creation




Alchemists Fire
20
20gp
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Acid
15
20gp
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Antitoxin
25
50gp
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Smokestick
20
20gp
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod
25
2gp
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot bag
25
50gp
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone
25
30gp
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.







Candlerod
20
1gp
Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.
Water Purification Sponge
15
25gp
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
Alchemical Glue
20
20gp
This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.
Brewed Reek
25
40gp

Impact Foam
20
25gp

Fungal Stun Vial
30
75gp

Liquid Ice
25
40gp

Mending Paste
25
25gp
You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.
Itching Powder
25
60gp
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Sneezing Powder
25
60gp

Scent Cloak
20
20gp

Spider Sac
20
30gp




















Wednesday, June 3, 2015

Lazlo--Backstory

Lazlo--Backstory

Lazlo was orphaned at a young age and spent many years being sent from one foster home to another. Never neglected per se, he was always viewed as one extra mouth to feed and was expected to earn his keep. This meant slopping out pig sties and digging ditches, more often than not. However, blessed with a brilliant mind, such work could never hold his interest long and he was often found reading or working on some other project with his work unfinished. For this he was always punished and sent away to a new home.

Tiring of such a life, he ran away at the age of 10, and for a year he lived the life of a vagabond and thief, which, in a land as peaceful and fruitful as the Harkenwold, meant an easy life of sleeping in hay lofts and eating well from farmer's larders. He also That is, until he was caught by rangers in Aldbridge. Facing stern punishment, he managed to escape and fled south.

There he came upon the witch, Zelda, a kindly, though oft-befuddled old woman. It was here he found an outlet for his great mind. Watching the witch mix her potions and tinctures, Lazlo slowly began to piece together the workings of alchemy, which has no become his obsession.

Throughout his years of being sent to new homes, he has seen most of the Harkenwold. He has also spent a month or two apprenticing in various professsions. He is glib of tongue, quick of wit, and quick to learn what there is to know. He reads any book he can get his hands on--even if he has to steal it. He also has a disturbing fascination with blowing things up--but perhaps it's just his age.

Extras:
Hates vanilla
Likes cloves
8 inch Cock
2 ales til drunk
Often dreams of giant lizards
Harkenwold



Half a dozen small villages lie along the upper vales of the White River. Together, they make up the Barony of Harkenwold—a tiny realm whose total population is not much greater than 2000.  Harkenwold is a small barony in the southeast reach of the Nentir Wood. Although officially bearing allegiance to the Duchy of Sombar, in practice, Harkenwold has long governed itself. Several tiny hamlets and a number of steadings (isolated farms) are scattered across the broad dale of the White River. The great Harken Forest surrounds the realm, isolating it from the lands nearby.  This quiet backwater contently avoids major trouble.