Campaign Info

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The current campaign takes place in the year 2959; see calendar for more details.

Contents

House rules

The following are all the gameplay changes for this campaign setting:

  • Shardminds automatically have the Ancient Estorian language.
  • Drow are unplayable.
  • Followers of Nalindra can take the Nalindra's Fury Channel Divinity power.
  • Followers of Evening Glory can take the Evening Glory's Shivering Embrace Channel Divinity power.

Armor & Weapon types

  • Gyff - Plate armor, flail, holy symbol
  • Harthur - Hide armor, battleaxe/longsword
  • Kalth - Cloth armor, ki focus
  • Nuraya - Chain armor, javelin
  • Ro - Hide armor, staff

Wish lists

Gryff

  • Eladrin Ring of Passage (Lv14 ring, adds 1 to teleport, daily teleport of 6 squares as move action).
  • Ring of Retreat (Lv17 ring, adds 1 to teleport, daily teleport to specific location)
  • Incisive Dagger (Lv14+ weapon, adds enhancement bonus to teleports).
  • Eladrin Boots (Lv16 feet, adds 2 to teleports)

Harthur

  • Dwarven Throwers (Lv10) - Hands
  • Lesser Ring of Feather Fall (Lv12) - Ring
  • Lucky Charm +3 (Lv14) - Neck

Kalth

Kalth's super-long epic wish list of all time

Highlights include:
  • Blurred Strike +2 ki focus +3
  • Ring of Feather Fall

Nuraya

  • Implements: Totem of Nature's Balm +3 (Lv15): 3d6 damage on crit, and allow an ally within 10 squares to spend a healing surge. Daily free action when hitting with a primal attack power to grant a saving throw with a +3 bonus to all allies within 2 squares of you or SC.
  • Armor: either of these two:
    • Drowmesh of Sudden Recovery +3 (Lv13): +1 bonus to saving throws against ongoing damage. Daily minor when taking ongoing to end the ongoing and gain regeneration equal to it until the end of the encounter.
    • Chaos Weave Drowmesh +3 (Lv14): daily immediate interrupt to gain resist 10 to acid, cold, fire, lightning, or thunder until EoE after getting hit by such an attack.
  • Head: these would be fun:
    • Helm of Able Defense (Lv14): +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
    • Pennant Helm (Lv14): +1 Will, daily minor action to spend a healing surge and enable all allies you can see to spend a healing surge.
  • Neck: Healer's Brooch +3 (Lv14): +3 Fort/Ref/Will, +3 to regained HP when using healing powers.
  • Arms: either of these
    • Diamond Bracers (Lv9): daily minor action to gain resist 10 against a damage type you were hit with since end of last turn.
    • Winged Bracers (Lv12): when you leap down at least 4 squares on purpose, you can fly 8 squares before you hit the ground.
  • Waist: either of these
    • Cincture of the Githzerai (Lv10): daily interrupt to use Will instead of Fort when an enemy hits your Fort (Fort is lowest defense, Will is nearly highest)
  • Hands: Gloves of the Healer (Lv12): When healing, one of the healing targets gains an additional 1d6. Daily standard power to spend a healing surge, and adjacent ally regains HP equal to your healing surge value.

Ro

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