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Just another D&D nerd.

  1. Merric - Halfling Sorceror working to liberate the outlawed races in The Greyhawk Rebellion.
  2. Karg - Half-Orc Beastmaster employed to seek out the Hand of Narkul in Ascension of Narkul.

Subclasses

Barbarian
Path of The Reaver
Fighter
Weapon Master

Spells

Magic Items

Mechanic Changes

Tensions have been growing between the Kulsyn Dynasty and the Percenal Republic. Seeking to gaining more resources and consolidate their power, the Kulsyn Dynasty has decreed the settling of long abandoned country. Several high ranking figures have been chosen to create new colonies, but not everyone was up to the task. A rogue Baron has taken what resources he can from his colony and is attempting to flee the country. A bounty has been placed on this rogue Baron, with the reward being control over his colony and, resources to help rebuild it and his title as a Baron. The party is tasked with claiming the bounty and taking control of the Baron's colony, growing and expanding it to make it sustainable and able to contribute back to the Dynasty's war effort. Will the party be able to revitalise the run-down colony and play a pivotal part in the upcoming war, or perhaps the birth of a new country is on the horizon, independent from the Dynasty…

Mechanics: The campaign will have two game play sections: Kingdom Management and Adventuring. Kingdom Management:

  • Uses Pathfinder's Kingdoms & War (PKW) as the base with components of Strongholds & Followers (S&F) and Kingdoms & Warfare (K&W) to supplement other aspects.
  • Once each in-game Month, the party can decide what their Kingdom will work on for that month, ranging from claiming new territory and developing the land to creating armies and establishing new settlements within your borders. This will involve balancing your Colony's income and expenses, and managing the Colony's Attributes: Economy, Loyalty and Stability.
  • Outside of this the party can venture outside their borders and explore the surrounding areas, gaining more information and prepare that area to be claimed in advance. Sometimes events may occur that the party have to deal with. Small events might need direct party intervention, such as tracking a group of thieves that stole a shipment, or meeting with a diplomat from another settlement. Larger events may need more direct action, such as rallying your army to deal with an invading force.

Path of The Reaver Level 3 - Reaver Dice At 3rd Level you gain the ability to use Reaver Dice. When you enter a Rage on your turn, you can convert a number of your Hit Dice up to your Constitution Modifier (Minimum of 1) into Reaver Dice. The die size is the same as the Hit Dice you converted. Reaver Dice are used to power your Reaver abilities. While you are raging, you gain the following abilities: - When you hit an enemy with a melee weapon attack, you can expend one Reaver Dice and roll it. You deal additional Necrotic Damage to both the target and yourself equal to the result. You cannot reduce the damage you take from this by any means. The maximum number of Reaver Dice you can roll per attack increases by one at Level 6 and 14. - When you hit an enemy with a Melee Weapon Attack, you can expend one Reaver Dice to frighten the target. The target must make a Wisdom Saving Throw (DC = 8 + Your Proficiency Modifier + Your Strength Modifier) or else become Frightened of you for the next minute. The target can make another Saving Throw at the end of each of their turns to end the effect. This effect also ends if you become Unconcious. If the targer fails the saving throw by 5 or more, they become Paralyzed as well. At Level 10, you can roll your Reaver Die and add half of the result (Rounded Down, minimum of 0) to the Saving Throw DC.

You cannot use both abilities on the same attack.

Level 3 - Sharp Smell The Hunt has sharpened you sense of smell, making it more difficult for wounded creatures to hide from you. While you are raging, as a bonus action you can expend a Reaver Die and attempt to locate any creature whose Hit Points are below its Maximum Hit Points within 30 feet. You make a Survival Check contested against any Creature's Stealth Check within 30 feet of you. You roll the Reaver Die and add the result to your Survival Check. If you win, you know the location of the creature as long as it is within 30 feet of you. This allows you to ignore Disadvantage on Attack Rolls that is imposed by not being able to see the target, such as Blindness or Invisibility, but enemy's that have Advantage on Attack Rolls from being hidden or an Unseen Attacker still have Advantage.

This ability does not work against Constructs and Undead.

When you reach Level 10, the range extends to 60 feet.

Level 6 - The Hunt has allowed you to feast on the last dredges of life force when you kill a creature. While you are raging and kill a creature, you can roll one Reaver die without expending it. You gain HP equal to twice the number rolled plus your Constitution Modifier.

This ability does not work against Constructs and Undead.

Level 10 - Hyper Smell When it comes to blood, your sense of smell is unparralleled. You can find even the smallest of creatures with the tinest of cuts.

You automatically know the location of any creatures within 15 feet, who have less Hit Points than their maximum.

In addition, the range of your Sharp Smell Feature is extended to 60 feet.

This feature does not work on Constructs and Undead.

Level 10 - Unending ??? When you enter a rage, if you have no Reaver Dice, you gain a d12 Reaver Dice in addition to those you would normally gain by expending Hit Dice.

Level 14 - Grim Hunt Your Hunt carries you onward. While you are raging, as an action you can expend any number of Reaver Dice. You can move up to half of your movement speed towards another creature, without provoking attacks of opportunity, and make a melee weapon attack against that creature. If the attack hits, you deal the normal effects and you roll all Reaver Dice expended this way and deal additional necrotic damage equal to the result. You can then repeat this effect for each expended Reaver Dice with the following conditions: - You cannot target the same creature with this feature more than once. - For each creature after the first, decrease the amount of Reaver Dice you roll by 1. If you expended Reaver Dice of different sizes, you remove the largest size first.

If you kill a creature with this feature, you gain Hit Points equal to the Necrotic Damage you dealt to the killed creature.

At the end of your turn, you roll the amount of expended Reaver Dice, less the amount of creatures you attacked with this feature, and take Necrotic Damage equal to the result. This damage cannot be reduced in any way.

Ex. If you expend 4d12 Reaver Dice, you can attack up to 4 creatures as long as they are within half of your movement speed of each other. The first creature takes the full 4d12 Necrotic Damage. The second takes 3d12. The third takes 2d12 and so on. If you attack 3 creatures, at the end of your turn you take (4-3)d12 Necrotic Damage.

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