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11/18/2006 6:13:39 PM
Viking Class: Valkyrie of Odin Race: Human (Norsewoman)
Level: 16 XP: 127,686 XP Next Level 136,000 (8,314 to go)
Age: 31 Height: 5'9 Weight: 135
Eyes: Slate Blue Hair: Blond Skin: Snowy white
Dex: 20+5 (14+2 regularly, +6 gloves of dexterity from Luther)
Saving throws: (modifiers divine health, aura of courage, & SR 26, iron will, lightening reflexes)
Fort: 14; 10base+2con+2Great Fortitude
Reflex: 13; 6base+5dex+2lightening reflexes
Will: 12; 10base +2Iron Will
Special Class Abilities:
Divine Health (immune to disease)
Release Spirit (unlimited)
Lesser Restore Spirit 3/day (-9 to 0/stable)
Spell Resistance 25
Aura of Courage
Lightening Bolt 2/day at will
Electrical Resistance 30
Improved Infalable Soul (-10 death, but can still act until that point)
Shocking Grasp, at will
Disarm Opponent, 3/day
Divine Armor and Weapon
Restore Spirit 3/day (restore to 16d8 hitpoints)
Chain Lightening 1/day
Greater Restore Spirit 3/day (restore to max hitpoints)
Odin's Eye 1/day
Holy Smite 1/day
Cure Moderate Wounds 1/day
Castor Level +3 (permanent)
AC: 27; 10+13 armor of the deity+3 max dex+1dodge
Touch AC: 14, flatfooted AC: 23
Special: heavy fortification against critical hits
(other choices that boost AC; +1 large shield (+3 altogether), +4 shield of faith, +5 expertise, magic vestment +3,)
armor check: -3, speed 30 feet
Melee: BAB+16/11/6/1 (+2 str, +2 gr. weapon focus spear, gr. weapon special)
- 21/16/11/6 'Eldj?rns' +1 magic spear, 1d8+7, bane to Giants or Frost Giants, improved crit 19-20x3
- 22/17/12/6 'Gungnir' +2 magic spear, 1d10+8, double damage versus enemies of Valhalla, improved crit, 19-20x3
- 26/21/16/11 Weapon of the Diety (+5 spear w/keen, shock, thunder - electrical is divine energy and so penetrates electrical resistance), 1d8+5magic+2str+4wspecial, +1d6shock, +1d6thunder, 18-20x3
++19/14/9/4 longbow, 1d8x3, 100ft. (in armor, +2 more not in armor)
(can modify with greater magic weapon +3, divine favor +5 for 1 minute)
Mounted Combat (lst)
Ride By Attack (fighter1)
Spirited Charge (fighter2)
Great Fortitude (human)
Bull Rush (human)
Spring Attack (6th)
Whirlwind Attack (fighter 8)
Weapon Focus: Spear (9th)
Improved Critical: Spear (fighter 10)
Greater Weapon Focus: Spear(fighter 12)
Weapon Specialization: Spear(12th)
Greater Weapon Specialization: Spear (fighter 14)
Iron Will (15th)
Lightening Reflexes (fighter 16)
6 (4+2str) Climb
17 (16+1int) Craft, magic runes
20 (18++2con) Concentration
14 (7+5cha) Diplomacy +2headband of persuasion
17 (10+5cha) Handle Animal +2 headband
9 (2+5cha) Intimidate +2 headband
12 (10+2int) Knowledge (religion)
3 (4-1wis) Profession, Farmer (4 from Horseman)
4 (5-1wis) Profession, Shipwright
19(12+5dex+2syn) Aerial Ride
Ride Check Quicklist
DC5 Guide w/knees,Stay in Saddle
DC10 Fight with warhorse
DC15 Cover, Soft Fall, Leap
DC20 Control Mount, Fast Mount/Dismount
Norse, Common, Sylvan, Celestial
Other Equipment (cost, weight, location):
Full Plate Armor (divine gift, 25 lb, on person)*
+1 Large Shield w/light fortification
Dust of Appearance (Luther worth 1,800 gp)
MW potion belt with 2 heal, 1 neutralize poison, 1 antitoxin and 1 heroism on it
4 spears (various costs, 16 lbs total, on person)
longbow (100 gold, 3 lbs, on person)
shortbow (70 gold, 3 lbs, on person)
Norse Rune Stone (Xmas gift, .5 lb, on person) (unknown power)
4 Fire Arrows (Goblin toes game gift)
Cold Weather clothing (8 gold, 7 lb, on person)
1 belt pouch (1 gold, 1 lb, on person)
quiver with 50 arrows (6lb)
Runes (2 lbs, in belt pouch)
100 ft rope silk (Luther...)
60 days trail rations
3 Water Skins (ale)
10 vials of acid
2 vial alchemist fire
2 vials antitoxin
Ever burning torch
2 smoke sticks
2 thunder stones (smoke stick and thunder stone entwined together)
3 quivers each containing 10 master work and 10 fire arrows.
(3) 8 ounce bars of mithril(/Luther)
Equipment On Nameless
Bit and bridle (2 gold, 1lb)
Specialized Saddle for Flying Mount (50 gold, 20 lb)
Saddlebags (4 gold, 8 lb)
Food for five days (2.5 gold, 5 lb, saddlebag)
water skins, x2 (2 gold, 8 lb, saddlebag)
whale bone sewing needles and sinew thread (great idea, 1 gold, saddlebag)
Soap (5 silver, 1lb, saddlebag)
Torches, 2 (2 copper, 2 lb, saddlebag)
Flint and Steel, 10 tinderwigs
Fishhooks, 10 and net (5 gold, 5 lb, saddlebag)
Clay tankard (2cp, 1lb, saddlebag)
3 scrolls of Healing, 2 scrolls of Mass Healing, 4 scrolls of Protection from Evil(14th level), 2 scrolls of Heroe's feast, three scrolls of Holy Sword, one scroll of Holy Smite(14th level),one scroll of Shield of Law, three scrolls with 4 Cure Critical Wounds+14 each, two scrolls with Cure Critical Wounds Mass+14, and Three neutralize Poison scrolls.
Total Weight: (light load, 76 lb. or less; medium load, 77153 lb.; heavy load, 154230 lb.)
On person: 50.5 (currently light load)
On mount: saddle, saddlebag: 42 lbs; with Rota & equipment 219.5 lbs (light load)
Spells Known: Caster Level 18 (magic item +2 boost)
0-Mending, Detect Magic, Read Magic, Purify Food and Drink, Light, Create Water, Resistance
1-Shield of Faith (+4/18min), Divine Favor(+3,+3,1 min), Protection from Evil (+2 AC, +2 saves/18min), Pass without a Trace, Comprehend Languages, Detect Evil
2-Silence, Enthrall (DC17;w), Bear's Endurance (18 rounds), Zone of Truth (DC17;w), Hold Person, Find Traps
3-Magic Vestment (+3AC for 18 hours), Deeper Darkness, Searing Light (either 5d8 or 5d6), Remove Disease, Daylight, Invisibility Purge (5 feet per caster level=90)
4-Cure Critical Wounds (4d8+15), Recitation (DC19;w), Spell Immunity (1 spell every four levels, 4th level or lower 180 minutes), Death Ward (immune from death effects for 18 minutes), Freedom of Movement, Greater Magic Weapon
5-Flame Strike (DC20;r), Break Enchantment, Plane Shift (up to 8 creatures), Righteous Might, Dispel Evil
6-Harm (DC21;w), Blade Barrier (wall or ring for 18 minutes), Greater Dispel Magic, Banishment
7-Greater Restoration, Destruction (fort save), Holy Word
8-Earthquake (no spell resistance), Fire Storm
Spells Per Day:
6/8/7/6/6/5/2/2/1 (6/5/5/4/4/3/2/2/1 base + charisma bonus of 0/2/1/1/1/1 spells + divine armor bonus of 0/1/1/1/1/1)
DC Mod: +5
At 6th Level Rota gained the Runecraft Feat.
She was Granted by Odin two Runes (berserk and odin's eye). She learned the Sea rune at 6th level. She learned the Ar (good harvest) Rune at 7th level. She learned the waterwalking rune at 8th level. At 9th level, Dispel Evil. At 10th level, Greater Status. At 11th level, Greater Magic Weapon (Hour level, +3). At 12th level, Control Winds. Waterwalking (hour level, 8th level learned rune), Discern Location (cost 500 silver amulet type 13th roll to learn), Dimensional Anchor (lasts a minute alevel, 14th roll to learn), Control Weather (15th)
Duration: 1 battle.
Target: 1 weapon
Materials: The weapon to be enchanted.
Saving Throw: None
Spell Resistance: No
Specifications: The users name and instance of battle must be carved with the rune.
A weapon enchanted with the berserk rune grants its wielder damage reduction of 2 per the runecasters level/-, and +1 to attack and damage rolls.
Duration: 1 hour.
Target: 1 person.
Materials: A piece old growth Oak.
Saving Throw: None.
Spell Resistance: No.
When this Rune is activate the recipient gains True Sight for One Hour, usable once a day.
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Good Harvest. One rune is good for several acres and will double the harvest for one season.
Duration: By part of ship. Oars: until lost or broken (though lost and broken oars can be replaced). Prow or Rudder: until broken (impossible to repair).
Target: 1 ship.
Materials: The oars, prow, and rudder of the ship.
Saving Throw: None.
Spell Resistance: No.
Sea runes do not stack with themselves.
(9322, p. 40)
Treasure: Necklace of Prayer Beads (healing, karma, smiting 1x/day)
Magic Spear 'EljJurns'
This Spear is one of the walking staves of the preists of Odin. It is also the Preists weapon for battle. Rota has also discovered it is a Bane Weapon for Frost Giants.
Magic Spear Gungnir
Gorn Greymane's Spear is magical, and his Holy Symbol of Odin. Odin is here represented with his symbolic animals, the wolves Geri and Freki and the ravens Hugin and Munin.
His spear Gungnir, symbol of his magical will, points skyward from the seat of his mind and his beard frames the ring Draupnir. The runic inscription reads "asau wija." This spear is a Holy Weapon it is normally only +1, but in the hands of a devote follower of Odin it is +2. When facnig the enemies of Valhalla, the Giants and others if they are enemies of Valhalla, it does double damage. Normal damage is 1d10, but it is not a long spear. The spear can also act as an extension of preistly power for some.
Agimundr *Fearsome Protector
-Glow when within range of threatening archers.
-The Sword is a +2 weapon, +4 against Giants.
-The Weilder may go Berserk: damage reduction 12/-, +1 to attack, and +1 damage.
-When going Berserk the weilder will gain +4 points of Strength and + points of Constitution. This results in +4 HP per level. This is only a temporary function.
Large Magical Beast
Hit Dice: 6d10+20 (50 hp)
Speed: 60 ft. (12 squares), fly 120 ft. (average)
Armor Class: 14 (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +9 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +10
Feats: Flyby Attack, Iron Will
Environment: Temperate forests
Organization: Solitary, pair, or herd (610)
Challenge Rating: 3
Alignment: Usually chaotic good
Advancement: 58 HD (Large)
Level Adjustment: +2 (cohort)
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi cannot speak, but they understand Common.
Spell-Like Abilities: At willdetect good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.
TRAINING A PEGASUS
Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
XP: 8529 (currently 4th level)
AC: 19 (6dex+4nat-1size)
Saves: 10/11/3 (5/5/2)
Skills: inuit direction+4,jump+7,listen+7,spot+6
Speed: 80 ft
Feats: Gallop - When at a full run the horse travels at 5x speed rather than 4x. (400 ft!)
Attack: +10 hoof (1d6+3), +10 hoof (1d6+3), bite +5 (1d4+23)
***How to level the horse***
Magical Beast: Magical beasts are similar to beasts but can have Intelligence score higher than 2. Magical beasts usually have supernatural or extraordinary abilities. Unless noted otherwise, magical beasts have darkvision with a range of 60 feet and low-light vision.
Hit Die: d10
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude and Reflex
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD
Family dog: Herfjotur (Herfi)
Hit Dice: 6d8+10 (39 hp)
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (2d4+6)
Full Attack: Bite +8 melee (2d4+6)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, Scent
Saves: Fort +5, Ref +5, Will +1 ???not sure how to increase to level 4, 1/2 cleric?
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +4*
Feats: Alertness, Track, Skill Focus:Survival (4th level)
Environment: Temperate plains
Organization: Solitary or pack (512)
Challenge Rating: ?
Cost: 80 gold
Skills: Flemish Mastiffs have a +4 racial bonus on Jump checks.
*Flemish Mastiffs have a +4 racial bonus on Survival checks when tracking by scent.
Rota has a thick cascade of fine, straight, blond hair framing an angelic face. She has large, innocent, dreamy looking gray blue eyes and snowy white skin. She is tall and slender and graceful. She seems to move most of the time as though she were living in a dream too - slowly, fluidly, and gracefully.
Background: Rota comes from a large farm at the border of a small village just a few days North of ____(wherever we started from). Shes the oldest of nine daughters and since there were no sons in the family the daughters shouldered their share of farmwork just as soon as they came of an acceptable age about 7 years. Rota, as the oldest, worked on the farm from dusk until sundown, helped in the household chores and in the cooking, feeding, sewing, and raising of her eight younger sisters in the evening. She took her responsibility as the oldest daughter very seriously and tried to set a good example of a dutiful woman of the house for her sisters and work as hard for her father as if she were a son.
Most of her farm duties were tending to the horses and dogs they bred - seeing to their feeding, watering, brushing, excercising, and training.
Shes one of those girls that are a little too much into horses. In fact, she'd be perfectly happy moving herself into the stables and dedicating all her time to the horses if this were acceptable behavior. Shes got lots of riding experience, and shes been in a few skirmishes in defense of her animals with wolves and other predators. But shes been having dreams and hallucinations that feature an unnaturally white cloth with a silhouette of a black raven. Sometimes the black raven has been dripping blood, other times its wings are spread as if soaring.
Her parents are religious fanatics and so have sent her off with their blessings after giving her as many supplies for a quest as they could spare.
She has heeded her vision and has arrived just in time to hear the announcement. She's tied up her horse outside the longhouse...leaving all her wordly possesions sitting out in the open for any thief to take. You certainly wouldn't call her street smart. In fact, with almost any dealings in the 'real world' she hasn't got a clue.
Recitation (+2/+3 attacks/saves, enemies -2)
*This armor is exquisitly created and is of exceptional beauty. Treat this armor as +5 Masterwork +5 Mythril Full Plate (Armor Bonus: +13, Max Dex Bonus: +3, Armor Check Penalty: -3, Spell Failure: 0%, Speed: No speed penalty, Weight 25lb). The armor also grants the Valkyrie one extra 1st through 4th level spell and prevents critical hits (As if having fortification). This armor is created specifically for the Valkyrie and cannot be resized for any other charcters. If another character can wear the divine armor, it is treated as normal full plate.
This post last edited on 6/10/2011 6:52:16 PM
10/26/2009 11:24:31 AM
Rota went from 12th level to 15th level.
BAB +3, Reflex save improved 1, bonus feat, 15th level feat, new spells, new hit points, additional skill points, still need to change nameless...
rune craft (learn new rune) 1d20(11)+16 = 27
rune craft (learn new rune) 1d20(5)+16 = 21
rune craft (learn new rune) 1d20(15)+16 = 31
5/19/2011 12:56:12 PM
?Laguz: (L: Water, or a leek.)
Positive Meaning: Flow, water, sea, a fertility source, the healing power of renewal. Life energy and organic growth. Imagination and psychic matters. Dreams, fantasies, mysteries, the unknown, the hidden, the deep, the underworld. Success in travel or acquisition, but with the possibility of loss.
Negative Meaning: An indication of a period of confusion in your life. You may be making wrong decisions and poor judgments. Lack of creativity and feelings of being in a rut. Fear, circular motion, avoidance, withering. Madness, obsession, despair, perversity, sickness, suicide.
Beneficial: A character under the beneficial effects of this rune gains a runic bonus of 2d8 + caster’s Wisdom bonus in temporary Hit Points. All of these temporary Hit Points are lost before the target begins losing any of his own.
Baneful: Vital energy leaves the target at an extraordinary rate. He takes double damage from every blow that lands while under the influence of this rune.
Save: Fortitude negates
Duration: 1 round/Caster level
?Othala: (O: Ancestral property.)
Positive Meaning: Inherited property or possessions, a house, a home. What is truly important to one. Group order, group prosperity. Land of birth, spiritual heritage, experience and fundamental values. Aid in spiritual and physical journeys. Source of safety, increase and abundance.
Negative Meaning: Lack of customary order, totalitarianism, slavery, poverty, homelessness. Bad karma, prejudice, clannishness, provincialism. What a man is bound to.
Beneficial: This rune provides added security to those targeted by its beneficial effects. It creates a shield that extends in all directions for a radius of up to one foot per Caster level. This shield will absorb 1d4 hit points of damage per Caster level before it is destroyed. All damage dealt to the character prior to the shields collapse is absorbed by the shield instead. Once it falls, any damage in excess of the amount required to knock it down is inflicted on the caster. While inside the shield, the character may fight back, but opponents outside must be attacked with ranged weapons. Those inside the range of the shield may ignore it, but they cannot enter within its walls once it has been erected until it is knocked down. The caster may include other characters within the range of the shield, but they suffer from the same restrictions, and if they leave the safety of it, they cannot return until it is dispelled. The caster cannot leave the radius of the shield because it
is centered upon him. The shield remains centered on the caster until destroyed or willed away.
Baneful: A target creature is treated as though under the effects of extreme cold or extreme heat (caster’s choice). He suffers the full effects as though actually assaulted by the condition in question.
Save: Fortitude negates
Duration: Beneficial – Special, see description; Baneful – 10 minutes/Caster level.
?Thurisaz: (TH: Thorn or a Giant.)
Positive Meaning: Reactive force, directed force of destruction and defense, conflict. Instinctual will, vital eroticism, regenerative catalyst. A tendency toward change. Catharsis, purging, cleansing fire. Male sexuality, fertilization
Negative Meaning: Danger, defenselessness, compulsion, betrayal, dullness. Evil, malice, hatred, torment, spite, lies. A bad man or woman. rape
Beneficial: A character under the influence of this rune gains a benefit to all attack rolls and ability and skill checks. The runic bonus is 1 + the target’s Constitution Bonus (minimum bonus of +1).
Baneful: A character targeted for negative effects suffers a runic penalty to his AC equal to 1 + the Constitution Bonus of the caster.
Save: Will negates
Duration: 1 round/Caster level
Kenaz: (K: Beacon or torch.)
Positive Meaning: Vision, revelation, knowledge, creativity, inspiration, technical ability. Vital fire of life, harnessed power, fire of transformation and regeneration. Power to create your own reality, the power of light. Open to new strength, energy, and power now. Passion, sexual love.
Negative Meaning: Disease, breakup, instability, lack of creativity. Nakedness, exposure, loss of illusion and false hope.
Beneficial: Kenaz is the fire of creation and is often linked positively with human lust. A character under the influence of this rune gains a +4 runic bonus to his Charisma. He is more appealing and has an easier time with any Charisma-based skill or power. This rune can also be used to reduce the experience cost by half whenever creating a magic item.
Baneful: This rune can be used to negatively impact the relationship of others. Characters targeted by it suffer a -4 runic penalty to Charisma and must make a Charisma check to convince friends and family to do much of anything. The character has a difficult time making others listen to him.
Save: Will negates
Duration: 10 minutes/Caster level
?Hagalaz: (H: Hail.)
Positive Meaning: Wrath of nature, destructive, uncontrolled forces, especially the weather, or within the unconscious. Tempering, testing, trial. Controlled crisis, leading to completion, inner harmony.
Negative Meaning: Natural disaster, catastrophe. Stagnation, loss of power. Pain, loss, suffering, hardship, sickness, crisis.
Beneficial: When this rune is cast, the caster becomes surrounded by whirling hailstones that intercede between blows. He gains a runic bonus to AC equal to 4 + the caster’s Wisdom Bonus.
Baneful: This application summons a violent storm that produces heavy rain and rock sized hail. The caster can direct a number of hailstones equal to his caster level to strike targets in the storm’s path. Each stone inflicts 2d6 + 2 points of damage. Once all of the available hail damage is applied, the caster can no longer direct their fall, but the storm continues unabated for the duration of the rune’s effect. The storm’s radius is one mile.
Save: Beneficial – None; Baneful – Reflex half
Duration: Beneficial – 2 rounds + 1 round/Caster level; Baneful – 10 minutes/Caster level
Nauthiz: (N: Need.)
Positive Meaning: Delays, restriction. Resistance leading to strength, innovation, need-fire (self-reliance). Distress, confusion, conflict, and the power of will to overcome them. Endurance, survival, determination. A time to exercise patience. Recognition of one's fate. Major self-initiated change. Face your fears.
Negative Meaning: Constraint of freedom, distress, toil, drudgery, laxity. Necessities, extremity, want, deprivation, starvation, need, poverty, emotional hunger.
Beneficial: Those under the beneficial effects of this rune can subtract any number of points from his Armor Class and add them to attack rolls and Saving Throws. The equation is selected when the rune is evoked and lasts for its entire duration.
Baneful: The target takes 1d6 + casters Wisdom bonus in Ability damage. The caster determines which Ability is targeted. Note that characters reduced to a 0 Constitution are killed.
Save: Fortitude negates
Duration: Beneficial – 1 round/Caster level; Baneful – Ability damage is temporary and is recovered normally.
Isa: (I: Ice.)
Positive Meaning: A challenge or frustration. Psychological blocks to thought or activity, including grievances. Standstill or a time to turn inward and wait for what is to come, or to seek clarity. This rune reinforces runes around it.
Negative Meaning: Ego-mania, dullness, blindness, dissipation. Treachery, illusion, deceit, betrayal, guile, stealth, ambush, plots.
Beneficial: Those beneficially affected by this rune have the aspects of the hardiest of winter creatures. The affected character does not need to make saving throws in cold weather (below 40 F) and must only make them every hour instead of every 10 minutes in frigid weather (below 0 F). Additionally, the creature gains a +3 runic bonus on all saving throws against magical cold-based attacks.
Baneful: The caster projects a Ray of Cold that inflicts 1d6/Caster level points of damage.
Save: Beneficial – Will negates; Baneful – Reflex half
Duration: Beneficial – 1 hour/Caster level; Baneful – Instantaneous
?Eihwaz: (EI: Yew tree.)
Positive Meaning: Strength, reliability, dependability, trustworthiness. Enlightenment, endurance. Defense, protection. The driving force to acquire, providing motivation and a sense of purpose. Indicates that you have
set your sights on a reasonable target and can achieve your goals. An honest man who can be relied upon.
Negative Meaning: Confusion, destruction, dissatisfaction, weakness.
Beneficial: Flexible, yet hard, the yew tree is a symbol of protection. The caster receives a runic bonus to AC and saving throws of 2 + his Constitution bonus.
Baneful: Characters suffering the baneful effects of this rune have difficulty making decisions. Every round, the character must make a Will save to act. If he fails, the character will stand confused about what he should do next. The character will defend himself if attacked, gaining all armor and Dexterity bonuses, but he will not counter attack without making a successful Will save. When this rune is first cast, the character saves to resist. If he succeeds, the rune has no effect. If the character fails, he must save every round as described above. Making the saving throw in one round does not prevent him from having to do so again. The rune affects the character for the entire duration if the initial saving throw is not made. Further, if that initial Will save is not made, the character is automatically confused that round.
Save: Special, see description
Duration: 5 rounds + 1 round/Caster level.
Perthro: (P: Dice)
Positive Meaning: Uncertain meaning, a secret matter, a mystery, hidden things and occult abilities. Initiation, knowledge of one's destiny, knowledge of future matters, determining the future or your path. Good lot, fellowship and joy.
Negative Meaning: Addiction, stagnation, loneliness, malaise.
Beneficial: The caster may use this rune to gain specific information about what the right thing to do is or to gain a general vision. With the former, the caster may ask the GM one specific question. The GM is bound to answer truthfully, but unless the question is yes/no, he may be as vague as he likes. Alternatively, the caster can ask for a vision. Like all visions, it is filled with metaphors that must be deciphered for it to make sense.
Baneful: Targets of this effect become addicted to the pleasures of life. The character becomes overly interested in money, food, drink and women. Whenever he becomes confronted with these temptations, he must make a Will save, DC 10 + Wisdom bonus of caster + Caster level. If it is failed, he overindulges until sated (has as much money as he can carry, is absolutely stuffed, etc.). The character will do this at the expense of whatever he should be working on at the moment and to the exclusion of his friends. The target will defend himself if attacked but will not otherwise participate in activities that interfere with his pleasure. The only way to remove the effects of this rune is through a Remove Curse spell.
Save: Will negates
Duration: Beneficial – Instantaneous; Baneful – Permanent
?Algiz: (Z or -R: Elk, protection.)
Positive Meaning: Protection, a shield. The protective urge to shelter oneself or others. Defense, warding off of evil, shield, guardian. Connection with the gods, awakening, higher life. It can be used to channel energies appropriately. Follow your instincts. Keep hold of success or maintain a position won or earned.
Negative Meaning: Hidden danger, consumption by divine forces, loss of divine link. Taboo, warning, turning away, that which repels.
Beneficial: This rune provides a +3 runic bonus to AC to those under its positive influence. Additionally, the character benefits as though he had Protection from Evil cast on him.
Baneful: This rune can mean “consumption by divine forces,” and, in this case, the universe works against the target. He takes as much damage as he inflicts.
Save: Fortitude negates
Duration: 1 round/Caster level
Berkano: (B: Berchta, the birch-goddess.)
Positive Meaning: Birth, general fertility, both mental and physical and personal growth, liberation. Regenerative power and light of spring, renewal, promise of new beginnings, new growth. Arousal of desire. A love affair or new birth. The prospering of an enterprise or venture.
Negative Meaning: Family problems and or domestic troubles. Anxiety about someone close to you. Carelessness, abandon, loss of control. Blurring of consciousness, deceit, sterility, stagnation.
Beneficial: While under the influence of this rune, the target is renewed and refreshed. He gains one Hit Point per Character level + an additional number of Hit Points equal to the Caster level of the Runecaster. As usual, the character cannot exceed his maximum number of Hit Points.
Baneful: A character afflicted with the baneful aspect of this run heals only half the normal amount of damage. All healing spells, Magic items and natural healing only net half of its actual results.
Save: Fortitude negates
Duration: Beneficial – Instantaneous; Baneful – 1 day/Caster level.
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