Campaign Info
From Syra D&D Wiki
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===Nuraya=== | ===Nuraya=== | ||
- | *Implements: | + | *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: | ||
- | ** | + | **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 | + | **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 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) | ||
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*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.