Campaign Info

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(Nuraya)
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===Nuraya===
===Nuraya===
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*Implements: Holy Healer's Quarterstaff +3
+
*Implements: Totem of Nature's Balm +3: 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:
*Armor: either of these two:
-
**Hero's Wyvernscale Armor +3: +2 to all defenses when spending an action point -or- allow an ally to spend their second wind as a free action
+
**Drowmesh of Sudden Recovery +3: +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 Wyvernscale Armor +3: daily immediate interrupt to gain resist 10 to acid, cold, fire, lightning, or thunder until the end of the encounter after getting hit by such an attack.
+
**Chaos Weave Drowmesh +3: 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:
*Head: these would be fun:
-
**Helm of Heroes: +2 item bonus to saving throws against fear to you and all allies within 10 squares. Daily free action when granting a basic attack to allow that ally to take a standard action instead with a +2 power bonus to damage rolls.
 
**Helm of Able Defense: +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
**Helm of Able Defense: +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
**Pennant Helm: +1 Will, daily minor action to spend a healing surge and enable all allies you can see to spend a healing surge.
**Pennant Helm: +1 Will, daily minor action to spend a healing surge and enable all allies you can see to spend a healing surge.
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*Waist: either of these
*Waist: either of these
**Cincture of the Githzerai: daily interrupt to use Will instead of Fort when an enemy hits your Fort (Fort is lowest defense, Will is nearly highest)
**Cincture of the Githzerai: daily interrupt to use Will instead of Fort when an enemy hits your Fort (Fort is lowest defense, Will is nearly highest)
-
**Cord of Divine Favor: encounter free action when healing an ally to also spend a healing surge yourself
 
*Hands: Gloves of the Healer: 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.
*Hands: Gloves of the Healer: 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===
===Ro===

Revision as of 02:15, 31 March 2012

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
  • Harthur - Hide armor, battleaxe/longsword
  • Kalth - Cloth armor, ki focus
  • Nuraya - Chain armor, javelin
  • Ro - Hide armor, staff

Wish lists

Gryff

  • Gith Plate Armor of Magic (Lv11) or Dogged Grit +3 (Lv12)
  • Helm of Battle (Lv9 Head) +1 Init to party members
  • Strikebacks (Lv10 Hands) Imm Reac: melee basic against enemy that hit you
  • True Kiss of the Mistress (Lv3 or Lv8): + bonus to saves and daze a target 1/day

Harthur

  • Belt of Vigor - Waist
  • Carnage Battleaxe +3
  • Bloodthirsty Battleaxe +3
  • Bloodiron Battleaxe +3
  • Jagged Battleaxe +3
  • Lesser Ring of Feather Fall - Ring
  • Lucky Charm +3 - Neck
  • Dwarven Throwers (Heroic Tier) - Hands

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: 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: +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: 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: +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
    • Pennant Helm: +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: +3 Fort/Ref/Will, +3 to regained HP when using healing powers.
  • Arms: either of these
    • Diamond Bracers: daily minor action to gain resist 10 against a damage type you were hit with since end of last turn.
    • Winged Bracers: 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: 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: 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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